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CantTouchTheGround
Joined: Mon Jul 09, 2007 3:46 pm Posts: 124 Location: Just dont look in your closet.
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Re: XtremeBlocks - Indestructible
Warboy wrote: Both 2,147,483,648 and 4,294,967,295 = Hard lock in-game. I have to ctrl+alt+del out of it. Weird, those are two common sized ints... With health, you can get up to a maximum of 2,147,483,648 with the Lua console before it loops back to -2,147,483,648, I havn't tried using scripts yet. Maybe try 2,147,483,647 EDIT : If that doesn't work, then I guess data limited it to some weird number. That >>Should<< be the maximum number of digits in the weirdly limited number though. I highly doubt data limited it to 65,535...
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Thu Feb 05, 2009 3:51 am |
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Warboy
Joined: Tue Dec 26, 2006 12:01 am Posts: 35
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Re: XtremeBlocks - Indestructible
CantTouchTheGround wrote: Warboy wrote: CantTouchTheGround wrote: The max for structural integrity should be either : 2,147,483,648 or 4,294,967,295 unless Data did something weird... Both 2,147,483,648 and 4,294,967,295 = Hard lock in-game. I have to ctrl+alt+del out of it. Weird, those are two common sized ints... With health, you can get up to a maximum of 2,147,483,648 with the Lua console before it loops back to -2,147,483,648, I havn't tried using scripts yet. Maybe try 2,147,483,647 I'll try it later, I think there is a cap somewhere in the x00,000,000 range.
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Thu Feb 05, 2009 3:56 am |
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CantTouchTheGround
Joined: Mon Jul 09, 2007 3:46 pm Posts: 124 Location: Just dont look in your closet.
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Re: XtremeBlocks - Indestructible
Whoa, didn't expect a reply that fast. Read the edit in my last post.
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Thu Feb 05, 2009 3:59 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: XtremeBlocks - Indestructible
yeah i think my one is stable, its not perfect though.. try it out. also, CC optimisations that may or may not include multithreading are in the pipeline. also, for some reason this 1.5Ghz centrino duo loves CC, no idea why.
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Thu Feb 05, 2009 2:00 pm |
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Warboy
Joined: Tue Dec 26, 2006 12:01 am Posts: 35
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Re: XtremeBlocks - Indestructible
Okay, Based on my research. The strength of the blocks is maxed based on increasing it. Also increases the chance of a crash with X amount of blocks/items in current world. The higher the strength, the faster you can crash (basically). So I'm abandoning research on improved strength for now. Anyone else have any updates?
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Mon Feb 09, 2009 12:22 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: XtremeBlocks - Indestructible
have a look at my last few posts on the previous page, theres a pretty good release there. the only way to move one of them is to apply an impulse force of upwards of i think 40 trillion newtons in one go, the only way to destroy them is a phoenixbot style Y-axis exception. good luck.
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Mon Feb 09, 2009 8:30 pm |
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Warboy
Joined: Tue Dec 26, 2006 12:01 am Posts: 35
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Re: XtremeBlocks - Indestructible
Geti wrote: have a look at my last few posts on the previous page, theres a pretty good release there. the only way to move one of them is to apply an impulse force of upwards of i think 40 trillion newtons in one go, the only way to destroy them is a phoenixbot style Y-axis exception. good luck. Tek Nuke B's particles still cut though it. Anyway to resist that?
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Wed Feb 11, 2009 8:05 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: XtremeBlocks - Indestructible
did they just damage the terrain underneath the MOSR or what? if it actually broke a visual hole in it i'd be surprised, because those blocks are just about impossible to move without using another one of them. if its just damaging the terrain with deepgroups, you could theoretically use a RestTheshold = 200 copy of the current block as an extra gib or on an emitter or something, because that would become ground upon touching terrain (i assume at least 1px of the terrain is left behind..) im not doing that for now though, someone else can.
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Thu Feb 12, 2009 4:36 am |
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GopherLemming
Joined: Wed Dec 24, 2008 5:14 pm Posts: 62
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Re: XtremeBlocks - Indestructible
Geti wrote: yeah i think my one is stable, its not perfect though.. try it out. The craft and actor contact explosions are to be expected but I wouldn't call your last download stable. Particles from explosives (haven't tested guns) are accelerated by the bouncing to the point where shooks plasma bomb surrounded in blocks speeds up the particles until they easily pass through the blocks and eventually crash the game. Placing an actor inside a small enough box eg: coalition soldier inside a 3 x 3 box, normally causes the actor to explode, but on occasion can make them simply disappear (edit: A more noticeable method of the disappearing trick is a heavy darklone onto a terrainless block at low to medium height). If dropped from a large height, normally 10 blocks high, explosions from explosives appear above the last location of the sprite. I've noticed several crashes from actor contact or weird reactions to weapons and bombs. This is made much worse when the terrain is removed (easily done in build phase, select the Sanguelac scene heavy door, and as the grayed out sprite of the door is moving drag it over the terrain (similar to placing material on top of a door, then triggering it to open)). I've also managed to "destroy" (or more accurately, it disappeared) one block with a huge amount of actors and explosives delivered by drop pod. I haven't been able to recreate it and it was only one frame before a crash, so I have no screen shot, but it's worth mentioning.
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Thu Feb 12, 2009 8:34 pm |
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duo9ace
Joined: Sat Aug 23, 2008 2:51 pm Posts: 209
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Re: XtremeBlocks - Indestructible
Wait, is this stuff still dangerous to stand on?
Could someone maybe post all the versions? One that isn't dangerous to actors and one that is?
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Fri Feb 13, 2009 2:25 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: XtremeBlocks - Indestructible
duo9ace wrote: Wait, is this stuff still dangerous to stand on?
Could someone maybe post all the versions? One that isn't dangerous to actors and one that is? The block's unable to stand on-ness is easily remedied by having a 2 pixel wide layer of test around it...
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Fri Feb 13, 2009 2:33 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: XtremeBlocks - Indestructible
GopherLemming wrote: I've also managed to "destroy" (or more accurately, it disappeared) one block with a huge amount of actors and explosives delivered by drop pod. I haven't been able to recreate it and it was only one frame before a crash, so I have no screen shot, but it's worth mentioning. you might have exerted enough force on it to cause it to "phase". basically, it exceeded the speed limit of the game and was deleted from the sim. that's the only way to destroy them, because the block gibs into itself i'll see if i can get one you can stand on working with regenerating terrain..
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Sat Feb 14, 2009 3:24 am |
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duo9ace
Joined: Sat Aug 23, 2008 2:51 pm Posts: 209
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Re: XtremeBlocks - Indestructible
You can stand on the blocks, just don't exert too much force on them. I could get my actors on the blocks, it just took me like an hour to get the landing right after a couple corpses.
Funny experience: I had a base made out of the blocks and I bent over to pick up a gun (which took 10 min of planning) and I gibbed in which the gibbed particles gibbed the other 10 actors I had. Destroyed my entire garrison. I shed a tear.
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Sat Feb 14, 2009 3:47 am |
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DummyFaction
Joined: Fri Feb 20, 2009 1:09 am Posts: 29
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Re: XtremeBlocks - Indestructible
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Sat Mar 14, 2009 8:50 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: XtremeBlocks - Indestructible
DummyFaction wrote: Is that a deepgroup example?? Yes, and it should have been fixed by that emitter with the indestructo MOSRotatings. I suppose that version of them doesn't have the emitter.
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Sat Mar 14, 2009 8:54 pm |
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