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Posted: 07 Oct 2006, 21:33
by Argh
Rattle, are you compiling in TA:K mode? Some of these things assume you are. There's no reason to use OTA mode, btw, if you use the GPL code I just posted up...

Posted: 07 Oct 2006, 21:37
by rattle
I'm usually compiling in TA:K mode... but it's a good idea to switch to your GPL defines.

EDIT: Well I've been testing it again, put set MAX_SPEED in a seperate endless while loop and no change at all. If I understood it correctly a value of 32*2^16 would be equivalent of MaxVelocity 32.

Posted: 07 Oct 2006, 23:35
by Argh
Have you done so with my GPL'd STANDARD_COMMANDS_H?

Posted: 07 Oct 2006, 23:42
by rattle
Yes, both yours and cavedog includes. I don't know, maybe the MaxVelocity tag has to be left unassigned for this to work.

Posted: 07 Oct 2006, 23:48
by Argh
Hmm. I would think that MaxVelocity would be assigned a default then. I'll have to take a look at whether 1944 is using the feature- they stated earlier that it was working for them.

Posted: 08 Oct 2006, 00:34
by Argh
Hmm. They're not using it :?

I'll have to do further experiments, then, with my unit, and then report the results.

Posted: 08 Oct 2006, 00:37
by rattle
I decobbled half of their scripts and came to the same conclusion. Thought it was used on some of the troop transports because of their driving behaviour.

Posted: 08 Oct 2006, 01:59
by FLOZi
It's not in the currently released demo - but yes, we have used it and yes, it did work. (EVENTUALLY!)

There was an issue with setting particularly low speeds - because of zero-rounding errors. Pretty sure we got Yeha to fix it, however.

Posted: 08 Oct 2006, 02:07
by rattle
Well could you provide an example of how to use it then?

Code: Select all

set MAX_SPEED to velocity*65536;
...does nada for me.

Code: Select all

random_var = get MAX_SPEED;
...returns 65536 no matter what, for me.

Posted: 08 Oct 2006, 02:12
by Argh
FLOZi, can I see some working code and example TDF, please? If you're not comfortable with putting it up here, PM it to me, and I will re-write it and release a GPL version with the next version of NanoBlobs (which may be months from now- I really should concentrate on XvM for awhile).

Posted: 08 Oct 2006, 02:24
by FLOZi
It's been a while since we actually tested it, i guess it's possible it broke before the release. I'll go bug Nemo.

Posted: 08 Oct 2006, 02:52
by Argh
NP, just want to see what I'm going to need to do. This is really a pretty simple unit, except for that part.

Posted: 10 Oct 2006, 00:38
by LordMatt
There should be a KoNB, King of NanoBlobs.

Posted: 10 Oct 2006, 00:42
by rattle
I'd like KNOB more. But that's me :)

Posted: 10 Oct 2006, 05:19
by Neddie
There is one...

Posted: 10 Oct 2006, 05:20
by Neddie

Posted: 10 Oct 2006, 14:35
by LordMatt
Never seen them online...

Posted: 10 Oct 2006, 18:01
by Foxomaniac
I'd steal KONB but I really need a replacement CPU.

My CPU hits 80/90% too fast - and from that point onwards, it's playing with 1 to 7 FPS :(.

Posted: 10 Oct 2006, 18:23
by rattle
Tell me. I hit 90-110% whenever a nuke goes off, AA/XTA nuke that is. Argh's nuke aren't so CPU/GPU hungry at all.

Posted: 10 Oct 2006, 21:13
by Neddie
If you all decide on it, I belive you might be able to declare a new king. I'm a little grey on what to do when some logos stops playing, which may explain the state of KoEE.