Code mods
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Return to Thread:Talk:Épéeist/Code mods/reply (13).
Awesome!!!
Power 3's are fine, especially since the distancing is so aggressive. Though, if you're not worried about rambots, 2.667 might be a better general purpose bullet power.
Getting the setAdjustGunForRobotTurn(true);
back is low-priority, but if you can fit it, go ahead. On my compiler, setAdjustGunForRobotTurn(true);
costs 5 bytes, not 4. If it doesn't fit, we can save a byte by switching the constant in the energy monitoring code from 1.09 to 1, though it would be slightly less accurate. I forgot to mention that earlier. Oops.
Turns out that version also had a bug, but it is up now, bullet power 2.66666 and 247 bytes, just need to wait for results. I also noticed that the LiteRumble hasn't properly stabilised the nanorumble, so we'll need to wait for that to happen too. I re-enabled priority battles for all of the rumbles (it was off for the nanos, micros and minis), it seems that my 'it will give them all battles' theory didn't mesh with a lossy 'eventually correct' implementation.
FYI I have a client running, but it lacks a bunch of bots with broken URLs on the participants list. One of us should take a pass at fixing those sometime. I'll see about it in the next couple days if nobody else does.
Yeah, maybe I'll just do that for now, but I definitely want to fix any broken links on the participants lists too. On first pass I wanted to build the minimal set required for a superpack so I had it download everything individually.