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Old 04-29-2006, 08:59 PM   #16
Whitehorn
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Amazing stuff!
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Old 04-29-2006, 10:19 PM   #17
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TDR: Just wanted to be sure. You never know.
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Old 04-29-2006, 11:37 PM   #18
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Rep++
Ive seen these kind of things before, but not in wc3, good use of lightning.
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Old 04-30-2006, 02:41 AM   #19
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Oh, and could I 'steal' your music? It'd be very useful.

You can use it as widely as you want because the music "moonlight sonata" was written by Beethoven and this midi version in the map was released in album<<BEETHOVEN OR BUST>> by Telarc in 1988.
However, the music in the map is not the full one, the full one has total length of 15 minuts. And I have another piano version of moonlight sonata in my computer, If anyone wants the full midi one or the piano one, tell me, I will be glad to e-mail it to you and to share my favourite music with others.

Quote:
How long did it take you to make this?
May be 80 hours~~I'm not very sure with the specific duration because I didn't make it in continuum,but in that whenever I suddenly had an inspiration on the math function I opened the WE and translated it into jass(if you open the map file you will see they are really simple functions.). The total progress duration may last more or less one month ^_^

btw, you are welcome to edit the map for new music or change the parameters in the function for fun.I'll be even more happy if you make a new function, just don't forget to share it with me.
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Old 04-30-2006, 08:35 AM   #20
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I have not watched it yet, but from looking at it, if there are sync problems its the use of TriggerSleepAction. A timer loop could achieve the necessary precision. I would write an event based system, similar to Infrane & Anitarf's cinematic system. Create something list like for a queue of events. Each event includes a trigger to run and a duration to wait until the next event. Something like:

Collapse JASS:
function QueueEvent takes real duration, code action returns nothing
    set udg_eventduration[udg_events] = duration
    set udg_eventaction[udg_events] = H2I(action) //dunno if code arrays work
    set udg_events = udg_events + 1
endfunction

function PopEvent takes nothing returns integer
    if(udg_first >= udg_events) then
        return -1
    endif
    set udg_first = udg_first + 1
    return udg_first - 1
endfunction

function GetEventDuration takes integer i returns real
    return udg_eventduration[i]
endfunction

function GetEventAction takes integer i returns code
    return udg_eventaction[i]
    return null
endfunction

function ExecuteCode takes code callback returns nothing
    local trigger T = CreateTrigger()
    local triggeraction A = TriggerAddAction(T,callback)
    call TriggerExecute(T)
    call TriggerRemoveAction(T, A)
    call DestroyTrigger(T)
    set T = null
    set A = null
endfunction

function EventLoop takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local integer i = PopEvent()
    call DestroyTimer(t)
    if(PopEvent() == -1) then //All done
        set t= null
        return
    endif
    set t = CreateTimer()
    call ExecuteCode(GetEventAction(i))
    call TimerStart(t,GetEventDuration(i),false,function EventLoop)
    set t=null
endfunction

function InitEvents takes nothing returns nothing
    set udg_events = 0
    set udg_first = 0
    call QueueEvent(10.0,function Scene1)
    call QueueEvent(10.0,function Scene2)
    call QueueEvent(15.0,function LastScene)
    call ExecuteCode(function EventLoop)
endfunction
It may be unnecessary to destroy/create timer.

Efficiency wise it looks good to me. The use of reals as loop counters is dangerous due to rounding error. At least change the == comparisons to >=, <=, as == should pretty much never work.
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Old 04-30-2006, 09:46 AM   #21
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It is a very nice map =)
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Old 04-30-2006, 11:35 AM   #22
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Lol 80 rep in 2 mins xD, downloading it.

Hmm, and I will also start working something with math in wc3, since i'm kinda advanced in it XD
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Old 04-30-2006, 11:38 AM   #23
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Quote:
Originally Posted by PipeDream
I have not watched it yet, but from looking at it, if there are sync problems its the use of TriggerSleepAction. A timer loop could achieve the necessary precision. I would write an event based system, similar to Infrane & Anitarf's cinematic system. Create something list like for a queue of events. Each event includes a trigger to run and a duration to wait until the next event.

Thanks very much. But the sync promblem is not mainly due to TriggerSleepAction, this function was only used in water-splash, not in the laser. If you watch it and see how it works and varis with music, you'll know it's just due to the various parameters settings in the math function and that is also the reason why it's so hard to make it perfectly sync with music. I had to adjust them manually becauze WE do not have the function to intercept the current signal of sound property data.
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Old 04-30-2006, 01:58 PM   #24
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I will be glad to e-mail it to you and to share my favourite music with others.

Please do. =) AngrythaBeaver@hotmail.com
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Old 04-30-2006, 02:18 PM   #25
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Man, this is awesome and perfect I love it!
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Old 04-30-2006, 06:03 PM   #26
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My god. That is beautiful. Gorgeous. Spectacular. Bravo. That is absolutely amazing. I'm awestruck by this wonderous work, no, masterpiece! I must watch again!!!

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Old 05-01-2006, 04:08 AM   #27
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who ever said math gets you no where seriously needs a severe beating. Very nice stuff. Totaly inspirational. Rep for impressing me with the selection of music and of course the flashy light stuff. BTW i removed the sound of the splash completly since the first time i saw it the splashes annoyed the living day light out of me. Plus i kinda had a headache >.>. Keep up the extremeness
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Old 05-01-2006, 01:49 PM   #28
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Quote:
Originally Posted by SeruK

done. check it out and enjoy it.
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Old 05-01-2006, 02:34 PM   #29
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Thank you.
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Old 05-01-2006, 02:49 PM   #30
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I'm Astonished!!! my god!! excellent work.
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