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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?
...does nada for me.
...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.