Author |
Message |
Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
|
Re: XtremeBlocks - Indestructible
They may be invincible but they are not impenetrable; one of my Mad Bombers actually made it though.
|
Mon Feb 02, 2009 8:03 am |
|
|
YoshiX
Joined: Sun Mar 18, 2007 12:39 am Posts: 267
|
Re: XtremeBlocks - Indestructible
Oh yeah you can easily just 'shove' or 'melt' a actor through these. But the challenge is destroying one :3
|
Mon Feb 02, 2009 10:46 pm |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: XtremeBlocks - Indestructible
time to attach emitters that vaporise actors
|
Mon Feb 02, 2009 11:52 pm |
|
|
Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
|
Re: XtremeBlocks - Indestructible
Oh no just touching the blocks already kills you; infact my Mad Bomber died at least four times in that attempt. Fortunately he's a tenatious bugger.
|
Tue Feb 03, 2009 12:03 am |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: XtremeBlocks - Indestructible
Solace wrote: Oh no just touching the blocks already kills you; infact my Mad Bomber died at least four times in that attempt. Fortunately he's a tenatious bugger. Someone test the phoenix bot on this... or perhaps a ghost clonised version of it...
|
Tue Feb 03, 2009 4:10 am |
|
|
mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
|
Re: XtremeBlocks - Indestructible
Ghost clones are not affected, they just phase though. Phoenixes trapped in cages eventually either escape, perma-die(tossed off screen?) or crash the game.
|
Tue Feb 03, 2009 4:15 am |
|
|
Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
|
Re: XtremeBlocks - Indestructible
Um, somehow, a pulse digger cut through these. Geti's version I think.
|
Wed Feb 04, 2009 7:58 am |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: XtremeBlocks - Indestructible
Exalion wrote: Um, somehow, a pulse digger cut through these. Geti's version I think. Maybe they react odly to negative mass particles, try using the DS Tech shock digger or other negative mass digger on it to see what happens.
|
Wed Feb 04, 2009 8:14 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: XtremeBlocks - Indestructible
if you used my older version you wouldve just been cutting into some lazy material.
|
Wed Feb 04, 2009 9:29 am |
|
|
Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
|
Re: XtremeBlocks - Indestructible
Actually, I was using mail's version. using Geti's latest version now.
|
Wed Feb 04, 2009 9:34 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: XtremeBlocks - Indestructible
oh, that would be the negative mass ♥♥♥♥ with the mat. woot. log: making the strongest thing ever. loading up my newest version now to test it out now.. crash. hold on was a mat index clash, never mind. loadloadload. done well, currently you can stand on them, but lying on them causes a lockup. hmm. bad start. play with some values on the emitter, and it works. damnit, after some testing deepgroups still have sex with it, in a bad way. that means the MOSR is perishing somehow.. *lowers restthreshold too far, crashes.* muttermutter.. okay, i get an awesome thing happening if i fill a box of them with bombs, but after a bit it still has the deepgroup fail.. >< *removes the emitter, no regenerating terrain for us* ugh, what? im getting some phoenix happening now, sick of the MOSRs vanishing. okay, working, but if you dislodge them they float through everything, ill pin the bastards and remove the inheritsvel on the phoenix gibs. working damn well so far.. i cant get anything through them. i can sure get a rocket to phase on them, but massive yield vanilla edit bombs only leak a tiny bit. if you can make it replace terrain, good on you. ill try more later.
Attachments:
File comment: rawr i break ♥♥♥♥!
Xtremeblock.rte.zip [3.95 KiB]
Downloaded 349 times
|
Wed Feb 04, 2009 10:26 am |
|
|
Tzsak
Joined: Sun Dec 07, 2008 10:29 pm Posts: 34 Location: Engrand
|
Re: XtremeBlocks - Indestructible
This makes me sad because my laptop can't even run nukes at 5 fps so I can't join in ><
At the risk of annoying people by going off topic, can anyone think of a way of getting both of my processor cores to work on cortex command, or perhaps another way round the problem? While 2.2GHz dual core works fine on multithreading applications, CC doesn't work well~. My google failed and I'm aware that that means I have a low chance of success, but asking is worth a try..
|
Wed Feb 04, 2009 10:56 pm |
|
|
Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
|
Re: XtremeBlocks - Indestructible
No one can do some of those nukes at 5fps... jeez, as long as I get maybe 1fp30s I'm happy. For the more op stuff, patience is a virtue to see the big craters.
|
Wed Feb 04, 2009 11:30 pm |
|
|
Tzsak
Joined: Sun Dec 07, 2008 10:29 pm Posts: 34 Location: Engrand
|
Re: XtremeBlocks - Indestructible
Fair enough. Hmm, makes me think about a way to be able to watch them.
Anyone else think it would be a good idea to have the ability to pause the game so it has time to work out all the physics calculations, so you can have a full speed nuke~?
|
Wed Feb 04, 2009 11:32 pm |
|
|
Warboy
Joined: Tue Dec 26, 2006 12:01 am Posts: 35
|
Re: XtremeBlocks - Indestructible
I can do the nukes at 10ish FPS and My Core i7 is at 4Ghz lol. But no, for some reason. CC doesn't wanna be Multi-threaded (need for 2 or higher cores.) Because laptop has the same issue. So I have to use my PC.
Anyways. Has anyone cooked up a stable release? Because I'll push it to the OP. Once it's passes testing and such. Ofcourse I'll give credit were credit is due.
|
Thu Feb 05, 2009 3:17 am |
|
|
|