I'm glad someone noticed. You are correct, and it's right here. http://www.forgehub.com/threads/blockout-giveaways-competition.154067/ My suggestions are to get into testing lobbies and see what people like about other forgers maps of you want to make your own blockout.
2v2: http://www.forgehub.com/threads/wip-2v2-resurrection.149896/ BTB: http://www.forgehub.com/threads/what-are-you-working-on.146187/page-384#post-1662560 Feel free.
I'll take a look, especially cuz I'm curious what you've done there. I do I have a newer example using g-slides (hmmm sounds sexy) that push two 256x256 masses of rocks and those crates you nicely used as tracks. It's smooth nearly all of the time, but I stalled some trying to come up with a system that moves them onto the slide track from their spawn positions. Getting closer to coming up with ways to do move and rotate scripts without that wobbly lag crap. Pretty sure the main problem has to do with differences between how the server and local Xbox interpret the scripts and this weird thing where local Xbox seems to take a few cycles/frames to slide the object back to where the server says the object should be. My hypothesis is that if you can get the server to constantly send updates then the differences between local and server positions might stay small that we won't notice the wobble. Unless you get a big wad of lag in your eyes. G-slides might require the server to send lots of updates or something. I'm also testing using alternating (every cycle or two like @cookies4you mentioned ages ago) move/rotate scripts that use slightly different distances/angles hoping the constant changes force the server to send updates. Seems to work pretty well for many of the tests. Ooh, also gravity slides will move objects or welded groups that have fixed physics whenever a rotation script is running. The rotation script only has to be added to the parent of the welded group and it can be set to zero rotation. Chu-ching! Velocity scripts also work the same way... It looks like the velocity action disappears when you change the physics from normal to fixed, but it still works. Phased physics also works except that only the parent moves when it's the only one with the scripts.
I'm not entirely sure I understand what you've just said (would need to see some examples, I think), but maybe you could help fix Nokyard's broken rotating rings?
I can try to take a look. Someone might have to point me to where info about it is. Rotation is the worst though. Hope is low in the rotation nation, uh, Spinland. It borders Noway. Damn that's awful, which is appropriate.
Found the info! Crap, those were working nicely. I watched your video on how to make 'em, but I'm not sure how the slides were spinning them. In testing it seemed like the slides only cause linear acceleration for the whole object or welded group just like gravity. So no matter where the slide touches an object, it just pushes the whole thing in the direction it points without affecting rotation. Oh wait slides also try to pull the center of the object to the center of the slide, 90 degrees to the main movement. I think any rotation actually comes from collisions or friction, if friction is used. So maybe the rotation happened because the cables were being pushed into and along the surface of the blockers. Check and see if the cables get wedged up in the corner the slides push towards. Maybe if that corner has a less steep angle it won't bind. Changing the distance the cable moves and the angle between the slide direction and blocker surface (to grind the cable into the blocker harder) might change the rotation speed too. If the cables sometimes get loose from the blockers, it might help to use move or velocity scripts with zero movement add just to the parent object. Or replace the cables with objects that seem to have more mass, which I think will cause less movement for the whole group when those objects get in collisions. It seems like welded objects still use their individual masses for collision calculations, or something like that. That might change the rotation rate though. Post too long but hope it helps.
I'm confused, what were you working on? Or was @MultiLockOn just working on @a Chunk? Actually I haven't used Skype in ages so I'm confused who is talking to who. Is this between you and Multi? Wow, trying to edit this post locked my browser, forcing the window to open in another window without hope of fixing it. Then it locked up my keyboard. I had to reboot just to reset my browser and then still had to power cycle my keyboard to type.
So he was working on hacking your keyboard in the long con the whole time? I assume a Chunk was the decoy who also opened the port in your usb that led to the keyboard. Shoulda locked your numbers!
Ladies and Gentleman, boys and girls of all ages! With much anticipation I present to you..... Drumroll please..... Our Fanboy of the year....... @Xandrith !!!!!
Below is the first test of my new symmetrical Rat Race inspired 'Facility-RR'. Things I know I need to do: Add color differentiation between the bases. Shrink it down. It's way too big. I am going to shrink it down in all directions. Fix spawns, the spawns were totally jacked up. Blue team was spawning read base. Various aesthetic upgrades. Saw some wall and floor glitching during the play test. Looking for additional feedback:
Taking a break from Forge until they announce framerate fixes. Life is getting pretty hectic as well. In the mean time I'd like to start doing some simple concept art pieces for people's maps. Like if you need me to set a color palette or do some visualization for art themes. These will be actual art works, not anything within Forge itself. I'm not trying to get too fancy yet, and no it's not free. Niggas gotta eat. Message me if interested.