Author Topic: The Grid : The Hynix Theory  (Read 10238 times)

0 Members and 1 Guest are viewing this topic.

Offline [MAF]Rac3r

  • Leader
  • Posts: 2,807
  • Well, this is embarrassing.
    • View Profile
The Grid : The Hynix Theory
« on: June 13, 2010, 08:39:38 am »
Recoded the grid last night, not attempted to add it to AdrenalineX yet. I'm confident (from debugs) it will be 100% accurate.

Few reasons why:
  • Players were spawning badly sometimes (Invalid Spawn)
  • Although the old grid was recoded, it was coded with the same layout.

What's possible now:
  • 1 player per grid slot (WILL fix that bug of players spawning on other players cars)
  • Parkour : Ability to add different grid
  • GTAIV : Ability to add different grid
  • Upto 100 lanes, compared to our basic 2

Instead of describing the way it works, I've used MS Paint. :P


Offline [MAF]falky

  • Admin
  • Posts: 2,750
    • View Profile
Re: The Grid : The Hynix Theory
« Reply #1 on: June 13, 2010, 09:04:27 am »
I keep pressing space bar but nothing happens :'(

Offline [MAF]Rac3r

  • Leader
  • Posts: 2,807
  • Well, this is embarrassing.
    • View Profile
Re: The Grid : The Hynix Theory
« Reply #2 on: June 13, 2010, 09:17:09 am »
 ;D

Offline [FSR]Ush

  • Admin
  • Posts: 13,449
  • Aart
    • View Profile
Re: The Grid : The Hynix Theory
« Reply #3 on: June 13, 2010, 09:32:43 am »
This picture is from 1982  :D

Offline [MAF]Cthulhu

  • Admin
  • Posts: 6,331
  • Trance, Progressive, Techno <3
    • View Profile
  • In-game name: [MAF]Phobos
Re: The Grid : The Hynix Theory
« Reply #4 on: June 13, 2010, 01:46:14 pm »
lol that picture is epic :L

Offline [2F2F]Hellmuth

  • Admin
  • Posts: 973
    • View Profile
Re: The Grid : The Hynix Theory
« Reply #5 on: June 13, 2010, 01:47:29 pm »
lookin'''''''''''''''''''''''''' good.

Offline [MAF]Sighmoan

  • Admin
  • Posts: 1,599
    • View Profile
Re: The Grid : The Hynix Theory
« Reply #6 on: June 15, 2010, 03:10:57 pm »
Ha ha, R you should get a job as a technical illustrator.

Offline [MAF]Rac3r

  • Leader
  • Posts: 2,807
  • Well, this is embarrassing.
    • View Profile
Re: The Grid : The Hynix Theory
« Reply #7 on: June 15, 2010, 04:31:53 pm »
:L

Hate to say it, but buildmode is broken, also need to PM pod nd explain a few alterations with the script. No rush though, still struggling with Trailers and GTA-IV.

Yo builders and for the Admin Bible:

By default (and what we're use to) grid positioning consists of 2 grid positions (Left and Right). In the menu is a new option, Set Spawns. If you change this to lets say 5, you have to set grids for 5 positions (We know it as press FIRE five times).
With a 5 grid, the worlds would hold:
TT - 1
Duel 5 x 1
Groups 5 x 2
One World 5 x (However many players, divided by 5)

Admins:

/EDIT SPAWNS [value]   (Range 2-100)
This can create or remove grid positions from a race/map.

/EDIT grid1 grid2 grid3 grid4
Now becomes :
/EDIT GRID [value]   (Range 2-100)


Offline [MAF]Sighmoan

  • Admin
  • Posts: 1,599
    • View Profile
Re: The Grid : The Hynix Theory
« Reply #8 on: June 16, 2010, 11:49:53 am »
It's good this has flexibility, but alas i have very little idea of how it works now. It really isn't straight forward. Was there much need/requests for the change in the grid?

I will go out on a limb here and say that buildmode is becoming ridiculously complicated imo. All it means is that the different ways in which people can make shit races is increasing.

Offline [MAF]Epoxi

Re: The Grid : The Hynix Theory
« Reply #9 on: June 17, 2010, 12:13:08 pm »
Haha, hesoyam.  :D

Offline [MAF]falky

  • Admin
  • Posts: 2,750
    • View Profile
Re: The Grid : The Hynix Theory
« Reply #10 on: June 18, 2010, 01:43:59 pm »
I will go out on a limb here and say that buildmode is becoming ridiculously complicated imo. All it means is that the different ways in which people can make shit races is increasing.

True. But there are also creative people, who know how to use buildmode properly and adapt easily to changes, who'd love to have new options added from time to time.

Offline [MAF]Sighmoan

  • Admin
  • Posts: 1,599
    • View Profile
Re: The Grid : The Hynix Theory
« Reply #11 on: June 18, 2010, 03:49:39 pm »
I agree and wouldn't remove anything, i am just saying that it is getting complicated, that's all :)

Offline [MAF]falky

  • Admin
  • Posts: 2,750
    • View Profile
Re: The Grid : The Hynix Theory
« Reply #12 on: June 18, 2010, 04:40:29 pm »
We should probably come up with a revised buildmode guide and update whatever sticky that needs be (semi)annually.

Offline [MAF]Rac3r

  • Leader
  • Posts: 2,807
  • Well, this is embarrassing.
    • View Profile
Re: The Grid : The Hynix Theory
« Reply #13 on: June 20, 2010, 10:39:46 am »
Well, if you don't touch Total Spawns, it's pretty much the same as it always was.

Old system:
Press FIRE for grid one, press FIRE for grid 2. Then rest are race checkpoints.
New system: (Without spawn edit)
Press FIRE for grid one, press FIRE for grid 2. Then rest are race checkpoints.

Only gets complicated when you each the total spawns. I get your point about over complicating buildmode, but we've been playing AdrenalineX for over 2 years, we can deal with the complexity. I can.

Offline ﱡ קּﻰﺢ Love

  • Admin
  • Posts: 1,936
  • Elements of life: Air, Water, Oil, Fuel
    • View Profile
    • LSR Forum
Re: The Grid : The Hynix Theory
« Reply #14 on: June 20, 2010, 11:59:31 am »
/licence basic <ID>

/licence pro <ID>

Felt complicated with a fast paced reading here, as it seemed same way when i saw menu system but that wasnt hard to solve when you get into.

I suggest the one upside ^ So shit race makers, newbees can still go with basic gridding.Youve changed all the grid coding as i see but can you put some limitations around to prevent people making all screwed up races?
« Last Edit: June 20, 2010, 12:01:03 pm by Love »
Sign-A-True