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Foogooman
Joined: Sat Nov 18, 2006 8:11 pm Posts: 267
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Re: *Lua Tech Inc.* V1.9 - Alt fire rifle and some other stuff!
mail2345 wrote: You have to order it in bunker build mode.
Anyway, I'll consider key based altitude adjustment. Is there anything you can do to optimize the telekinesis to make it less laggy or (most importantly) make it not crash?
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Mon Jun 08, 2009 11:43 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: *Lua Tech Inc.* V1.9 - Alt fire rifle and some other stuff!
The crash is due to CC being unstable when it has to work alot.
As far as I know, there is nothing I can do to optimize.
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Mon Jun 08, 2009 11:57 pm |
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Foogooman
Joined: Sat Nov 18, 2006 8:11 pm Posts: 267
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Re: *Lua Tech Inc.* V1.9 - Alt fire rifle and some other stuff!
mail2345 wrote: The crash is due to CC being unstable when it has to work alot.
As far as I know, there is nothing I can do to optimize. I have playing with it and I have a few observations. It doesn't matter where and object is, but somehow the telekinesis has an effect on it. That seems to be why it's so laggy. If nothing is moving in the whole map, holding down G for the gravity telekinesis runs smoothly, the game doesn't slow down at all. But try blowing up two dropships on the other side of the map and press G. The game comes to a crawl, even though the telekinesis doesn't affect it in any way. I think it might be because the LUA isn't specific enough or something. It's affecting things it shouldn't be. You need to remove this effect to optimize it.
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Tue Jun 09, 2009 12:21 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: *Lua Tech Inc.* V1.9 - Alt fire rifle and some other stuff!
Except that THERE'S NO WAY TO DO THAT.
You have to check every actor in the ENTIRE LIST of actors for proximity EVERY SIM UPDATE.
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Tue Jun 09, 2009 12:25 am |
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Foogooman
Joined: Sat Nov 18, 2006 8:11 pm Posts: 267
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Re: *Lua Tech Inc.* V1.9 - Alt fire rifle and some other stuff!
Grif wrote: Except that THERE'S NO WAY TO DO THAT.
You have to check every actor in the ENTIRE LIST of actors for proximity EVERY SIM UPDATE. Well that's dumb :[
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Tue Jun 09, 2009 12:34 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: *Lua Tech Inc.* V1.9 - Alt fire rifle and some other stuff!
Data needs to make an optimized function that returns a list of nearby things with distance based of a point and a maximum radius.
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Tue Jun 09, 2009 12:35 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: *Lua Tech Inc.* V1.9 - Alt fire rifle and some other stuff!
I think the psy implant is currently the only way to protect from dropship gibs.
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Tue Jun 09, 2009 12:49 am |
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HappyBirthday
Joined: Fri May 22, 2009 4:22 pm Posts: 64
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Re: *Lua Tech Inc.* V1.81 - New psy powers, jetpack change!
HappyBirthday wrote: Could you maybe make a psy power like 'Stops all particles directly around the actor' as in, they WILL stop, no matter speed.
And, how would I increase the power of the push? Will this come to be?
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Tue Jun 09, 2009 1:06 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: *Lua Tech Inc.* V1.9 - Alt fire rifle and some other stuff!
I'm running out of keys that can be egonomicly accesed in WASD mode. Actually, X is accessable. And Z, but that will not work with DarkStorm mele.
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Tue Jun 09, 2009 1:23 am |
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Gamefreak
Joined: Thu May 28, 2009 8:08 pm Posts: 31
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Re: *Lua Tech Inc.* V1.9 - Alt fire rifle and some other stuff!
That Stealth Chip would look good on a terminator. Anyone else think so?
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Tue Jun 09, 2009 1:27 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: *Lua Tech Inc.* V1.91 - Alt fire improved, more powers, ect!
When data allows for attachable lua code, my stealth chip with the code migrated to an attached chip on a robot actually will make sense.
Update 1.91: More psy power Assault Rifle + nades no longer has glitches when two are fired at the same time. Train can now be controlled by arrow keys.
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Tue Jun 09, 2009 3:53 am |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: *Lua Tech Inc.* V1.91 - Alt fire improved, more powers, ect!
Not sure what exactly what lua can do (is there a list of functions somewhere?), but if you're looking for suggestions of powers... slowing everything in the map would be laggy and annoying, but is it possible to set one actor to update more often?
Also, if you can do the charge-drain thing of the darkstorm's point defense, you can give actors all sorts of activablable abilities without it being broken... say, ghosting for up to 4 seconds on a 16 second charge.
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Tue Jun 09, 2009 4:04 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: *Lua Tech Inc.* V1.91 - Alt fire improved, more powers, ect!
The jetpack upgrade + a darkstorm turret = craziness.
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Tue Jun 09, 2009 9:15 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: *Lua Tech Inc.* V1.91 - Alt fire improved, more powers, ect!
^ is exactly why I did not have a pinstrength check on the jetpack.
Along with having your brain retreat faster. "Look, there's his brain! Aiming..." "WTF? It just teleported into the ground!"
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Tue Jun 09, 2009 9:19 pm |
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Boba_Fett
Joined: Wed Jul 30, 2008 10:27 pm Posts: 272
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Re: *Lua Tech Inc.* V1.9 - Alt fire rifle and some other stuff!
mail2345 wrote: You have to order it in bunker build mode.
Anyway, I'll consider key based altitude adjustment. Yeah, but you can't load it with troops. When you open the doors and try to put a soldier in it always cuts their legs off.
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Tue Jun 09, 2009 10:41 pm |
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