Author |
Message |
MiniMacker
Joined: Tue Jun 23, 2009 1:04 pm Posts: 7
|
 Re: The FBM CB 4200 - Automated Brain of the Future!
*Throws his picture of Chuck Norris in the bin and places a new picture of TLB on his altar*
All hail.
|
Mon Nov 16, 2009 11:22 am |
|
 |
war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
|
 Re: The FBM CB 4200 - Automated Brain of the Future!
Now all we need is a controllable super bomb, you've made a cursor so I bet you could make a bombcursor that has collisions. Right?
|
Mon Nov 16, 2009 1:48 pm |
|
 |
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
 Re: The FBM CB 4200 - Automated Brain of the Future!
Foa wrote: Here is something that is fun, making an enemy invincible, then make the new godly being your wrecking ball. Step 1. Order a normal crab. Step 2. Give it invincibility via the appropriate cursor. Step 3. Drop a Starman on it. Step 4. Throw it at things at laugh maniacally as any actor that gets hit by the little ball of doom disintegrates into an upwards moving explosion of blood. For bonus points: delete the legs for little ball of doomness.
|
Mon Nov 16, 2009 2:31 pm |
|
 |
bbbzzz234
Joined: Mon Oct 01, 2007 1:33 am Posts: 374
|
 Re: The FBM CB 4200 - Automated Brain of the Future!
While I agree this is awesome, sadly it refuses to work for me. I moved the cursor a few spaces and immediately my game crashed. 
|
Mon Nov 16, 2009 9:19 pm |
|
 |
Samohan25
Joined: Fri Jul 24, 2009 9:03 am Posts: 159
|
 Re: The FBM CB 4200 - Automated Brain of the Future!
This is brilliant, aside from the occasional crashes. I still think that a crab or actor version for missions would just be the best, I normaly play missions.
|
Mon Nov 16, 2009 9:42 pm |
|
 |
zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
|
 Re: The FBM CB 4200 - Automated Brain of the Future!
This is amazing so amazing that someone needs to make up a new word for it.
You know what TLB I think someone has to go get Data to come down here and personally tell you "Good Job!".
|
Mon Nov 16, 2009 10:37 pm |
|
 |
Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
|
 Re: The FBM CB 4200 - Automated Brain of the Future!
Jesus fudge Christ on a stick. TLB just made me start playing CC again.
YGMDL
|
Mon Nov 16, 2009 11:02 pm |
|
 |
Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
|
 Re: The FBM CB 4200 - Automated Brain of the Future!
Samohan25 wrote: This is brilliant, aside from the occasional crashes. I still think that a crab or actor version for missions would just be the best, I normaly play missions. How would you have it move around, and have the cursor? Have it "deploy" somewhere, then be stationary, and able to un-deploy? I also love this mod. However, it often breaks down my CC and lags. And, once or twice, I've had a Heavy Digger be immune to the Delete function.
|
Mon Nov 16, 2009 11:08 pm |
|
 |
TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
|
 Re: The FBM CB 4200 - Automated Brain of the Future!
411570N3 wrote: You could have the pencil do a 50% dither between what we have currently and Grif's Invisicrete - that's increase the structural integrity greatly, due to the fact that there'd be no pixels above each individual pixel to be affected by IsScrap. Alternatvely you could do horizontal lines, but that'd look kind of odd. Actually, I did some testing on this with a project Grif and I were working on and maybe one day will complete. MOPixels will turn to scrap as long as there is no background layer behind them. That's why terrain and bunker module pixels don't scrap, but the concrete barrier does - it has no background. Try placing one halfway into a bunker. The part outside the bunker scraps, the part inside doesn't. I've brought this to Data's attention, but it could take a while to fix. I'm really sorry this crashes so much. If I could reproduce the crashes I would go out of my way to fix them, but I very rarely get them. Why some systems crash and others don't is entirely beyond me. I think we have to admit at this point that it's mostly underlying components of the CC engine causing these problems, because theoretically Lua should work the same on all platforms. There's just not much I can do about it yet.
|
Tue Nov 17, 2009 12:43 am |
|
 |
Samohan25
Joined: Fri Jul 24, 2009 9:03 am Posts: 159
|
 Re: The FBM CB 4200 - Now deployable in the field!
Is there any code that refers to what the brain is? as in if you were to make it a crab would it change anything? We could make a system similar to a deployable turret from Darkstorm,
Oh, and the crashes seem to just be similar to the normal game crashes that happen occasionaly during skirmish, never on missions for some reson though I may have had a crash there once
|
Tue Nov 17, 2009 8:57 am |
|
 |
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
 Re: The FBM CB 4200 - Now deployable in the field!
Honestly I think one of the reasons your mods have a "tendency" to crash is because they add in additional CPU overhead, over and above the already poorly optimized CC engine, and that causes the program to do bad ♥♥♥♥.
Again really the problem is all optimization.
PS yeah pretty good mod I guess
also, (to TLB) constructor starting soon I promise
|
Tue Nov 17, 2009 9:14 am |
|
 |
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
 Re: The FBM CB 4200 - Now deployable in the field!
On a computer worse than what I normally use the crashes increased a great amount. So yeah, it's probably the CPU for at least one factor.
|
Tue Nov 17, 2009 10:43 am |
|
 |
Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
|
 Re: The FBM CB 4200 - Now deployable in the field!
One can GREATLY reduce crashing and lag by being nice to it. Keep your MOID and particle count low (very easy with the delete tool), don't ram things into each other really quickly with the move tool (a gentle crush works just as well) and avoid the terrain tools whenever possible.
It still crashes inexplicably, no matter how gentle you are, but that's Data's fault, not TLB's
|
Tue Nov 17, 2009 11:33 am |
|
 |
Point.blank
Joined: Sat May 02, 2009 4:52 am Posts: 254
|
 Re: The FBM CB 4200 - Now deployable in the field!
Barnox wrote: Samohan25 wrote: I still think that a crab or actor version for missions would just be the best, I normaly play missions. How would you have it move around, and have the cursor? Have it "deploy" somewhere, then be stationary, and able to un-deploy? Wouldn't a floating brain do the trick? it' shouldn't be capable of attack or defense (aside from the brain functions, of course), and be able to hover in place, and move with the directional keys. A n example would be shook's drones.
|
Tue Nov 17, 2009 1:21 pm |
|
 |
r00pl00p
Joined: Sun Sep 27, 2009 2:00 pm Posts: 4
|
 Re: The FBM CB 4200 - Now deployable in the field!
Unnya! Even with my Dual Core,it's still crashy T-T. And i was having fun 'sploding their body parts one by one with the burster..... Also,what about a tool that converts enemy actors into your own?
|
Tue Nov 17, 2009 4:33 pm |
|
 |
|