Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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So the new April update broken all bots that got values from init, but here's a tip:
All old values now are '3' values further. (I found this out while i was looking at message values, using VS2015 locals)
So, this means:
m.GetInt(12) and m.GetInt(13), are now m.GetInt(15), m.GetInt(16)
And if you use botid, consider m.GetString(9) is now a byte. m.GetString(12) is now acceptable.
and so on...
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So, wait.
What is the world data byte?
shh i have returned
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So the new April update broken all bots that got values from init, but here's a tip:
All old values now are '3' values further. (I found this out while i was looking at message values, using VS2015 locals)
So, this means:
m.GetInt(12) and m.GetInt(13), are now m.GetInt(15), m.GetInt(16)And if you use botid, consider m.GetString(9) is now a byte. m.GetString(12) is now acceptable.
and so on...
Can you tell me which is what? It's out of curiosity really.
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So, wait.
What is the world data byte?
Did you just...
12 --> 15
13 --> 16
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madiik wrote:So, wait.
What is the world data byte?
Did you just...
12 --> 15
13 --> 16
yeeesss
but this is what i do:
World.Info.Owner = m.GetString(0);
World.Info.Title = m.GetString(1);
World.Info.Plays = m.GetInt(2);
World.Info.Woots = m.GetInt(3);
World.Info.Key = derot(m.GetString(5));
LocalPlayer.UserID = m.GetInt(6); //whats this
LocalPlayer.UserName = m.GetString(9); // and this
World.Info.Size.X = m.GetInt(15);
World.Info.Size.Y = m.GetInt(16);
World.Info.Data = new uint[2, m.GetInt(12), m.GetInt(13)];
var roomData = new uint[2, m.GetInt(12), m.GetInt(13)];
World.DataBlocks = new object[m.GetInt(12), m.GetInt(13)];
var chunks = InitParse.Parse(m);
foreach (var chunk in chunks)
{
foreach (var pos in chunk.Locations)
{
roomData[chunk.Layer, pos.X, pos.Y] = chunk.Type;
World.Info.Data[chunk.Layer, pos.X, pos.Y] = chunk.Type;
try
{
foreach (var Args in chunk.Args)
{
World.DataBlocks[pos.X, pos.Y] = Args;
}
}
catch (Exception er)
{
MessageBox.Show(er.ToString());
}
}
}
shh i have returned
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Psychocrysma wrote:madiik wrote:So, wait.
What is the world data byte?
Did you just...
12 --> 15
13 --> 16yeeesss
but this is what i do:World.Info.Owner = m.GetString(0);
World.Info.Title = m.GetString(1);
World.Info.Plays = m.GetInt(2);
World.Info.Woots = m.GetInt(3);
World.Info.Key = derot(m.GetString(5));LocalPlayer.UserID = m.GetInt(6); //whats this
LocalPlayer.UserName = m.GetString(9); // and thisWorld.Info.Size.X = m.GetInt(15);
World.Info.Size.Y = m.GetInt(16);World.Info.Data = new uint[2, m.GetInt(12), m.GetInt(13)];
var roomData = new uint[2, m.GetInt(12), m.GetInt(13)];
World.DataBlocks = new object[m.GetInt(12), m.GetInt(13)];
var chunks = InitParse.Parse(m);
foreach (var chunk in chunks)
{
foreach (var pos in chunk.Locations)
{
roomData[chunk.Layer, pos.X, pos.Y] = chunk.Type;
World.Info.Data[chunk.Layer, pos.X, pos.Y] = chunk.Type;
try
{
foreach (var Args in chunk.Args)
{
World.DataBlocks[pos.X, pos.Y] = Args;
}
}
catch (Exception er)
{
MessageBox.Show(er.ToString());
}
}
}
Instead, do this:
var getWhatThisIs = m[6].GetType();
Not sure if it will work, but if you know the type, then you can know the message.
6 is Int32 and 9 is Double [EDIT]
In my case, I get value "4" for 6 and "384" for 9
[EDIT2] If you find out what they are, I'd like you to tell me~
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ayy found out.
LocalPlayer.UserID = m.GetInt(6);
LocalPlayer.UserName = m.GetString(12);
shh i have returned
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ayy found out.
LocalPlayer.UserID = m.GetInt(6); LocalPlayer.UserName = m.GetString(12);
But what is m[9] then?
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m[9] and m[10] give 16
(16x16)
the 16 byte is used by server for COOR, spawn and portals (and more).
The 16x16 is block size, wich should give coordinates. Blame /setpos command addition!
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Thanks for warning.
Btw.. I checked the available servers and noticed FlixelWalker. What is it?
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Thanks for warning.
Btw.. I checked the available servers and noticed FlixelWalker. What is it?
flixelwalker is the server that runs the old.everybodyedits i think
if you can read this....good for you
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Correct! , and it's removed now.
I have never thought of programming for reputation and honor. What I have in my heart must come out. That is the reason why I code.
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I updated my information site, to work on the newest update. I also uploaded the pictures to the site too.
EE Information: http://capasha.com/notafraud/index.php
Graphics pack: http://capasha.com/ee/
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I updated my information site, to work on the newest update. I also uploaded the pictures to the site too.
EE Information: http://capasha.com/notafraud/index.php
Graphics pack: http://capasha.com/ee/
It seems you have some wrong info.
I checked the 'm' init entries and there was one with descriptions, tought, your site tells nothing about it :/
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capasha wrote:I updated my information site, to work on the newest update. I also uploaded the pictures to the site too.
EE Information: http://capasha.com/notafraud/index.php
Graphics pack: http://capasha.com/ee/It seems you have some wrong info.
I checked the 'm' init entries and there was one with descriptions, tought, your site tells nothing about it :/
m init? Are you talking about movements or init?
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marcoantonimsantos wrote:capasha wrote:I updated my information site, to work on the newest update. I also uploaded the pictures to the site too.
EE Information: http://capasha.com/notafraud/index.php
Graphics pack: http://capasha.com/ee/It seems you have some wrong info.
I checked the 'm' init entries and there was one with descriptions, tought, your site tells nothing about it :/
m init? Are you talking about movements or init?
init.
Message init
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What I have read on the processors thread, It should be correct on 23. Or isn't it?
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I was telling marco that it exists.
I didn't check it but it should be correct.
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I was telling marco that it exists.
I didn't check it but it should be correct.
there was nothing before, but it's updated now.
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DarkDragon4900 wrote:I was telling marco that it exists.
I didn't check it but it should be correct.there was nothing before, but it's updated now.
Alright then.
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