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    • Segments define the state of a level (specifically Enemy and Crate placement), based on player data when they first load in. For example;
      • Major Segment = First time you go through a level
      • Minor Segment = Less crates, less bolts to prevent bolt farming
      • 3 Invisible Difficulty Levels that you can be on (Easy, Medium (Normal, Default), Hard), likely tied into segments (Note: Difficulties were only switched for future levels), with Challenge Mode locked to Hard mode no matter what

    • Every time you fail at a boss in RC2, the boss has less total health the next time around.

    • We measured everything in meters on these games because that was the default unit in Maya. The way you can tell how many units something is is that a single crate is 1x1x1 Ratchet is approximately 2.5 meters tall.

    • Ratchet & Clank -> Z-Up
      Specifiy planes for chunks and for water
      the engine originally worked that you specified a plane, and that anything below the plane was assumed to be underwater (and would trigger water animations and effects).



    Can enable/disable guns from the weapon menu (probably pressing the wrong button)
    -> There appears to be a different "Hero State" for the airdrop gameplay, which locks you into a specific area

    Bookmark: Programmers can place "bookmark" locations which allows them to skip back to places, but it doesn't work as it requires a developer kit.

    Those numbers are difficulty tuning information...could be the ones that appear specifically when tuning is enabled Part 2 - 6:20

    Hero Pos: x0y0z0 = Actual world position

    Tuning Menu:
    nme = enemie segement (number)
    Difficulty tracking; how many times he's died, enemies killed
    ->Changes other values, won't change anything in this current loaded level, but there will be repurcussions in the future levels

    Movie -> Record gameplay videos on a dev kit

    Minor -> Tricks game into thinking you're in the Minor segement

    -> Limiting how many bolts you can get in a Minor segement
    -> Reduces the number of bolts you get over time (seems like it works at the level total?)

    Levels won't run unless Ratchet's ship exists in the level
    Game only works (will crash) if Ratchet stays inside the positive quadrant

    Fog works, but is mostly used in Aquatos
    ->Near Distance sets how close you need to be to start seeing fog
    ->"int" = intensity
    ->Use the right/left triggers (L2 R2)

    Space Combat was prototypes, going to be like the Gummi Ship fro KH2

    Post Effects -> effects that are applied after the whole scene is rendered
    Bloom: Makes bright colours fuzzy (like neon light effect)
    Arcade effect: Potentially DoF? Only for start of the level, looking into the distance


    The Skybox is a giant sphere, which is also centered on the player character. It sorts behind everything, so nothing renders behind it.



    Moby: (Mobile Object) A moveable entity that has code attached to it (including enemies, crates, breakables, vendors etc)


    Tfrag (Tessellating Fragment) Composed of a collection of tface tris & tface quads. Static, non-instanced (unique) background. The tfaces of a level were broken up by the tools into tfrags based on stripping and Vector Unit memory size constraints. Tfrag geometry indexed a 1024 color palette for corner color lighting.


    TIE (Tfrag Instance Engine) Instanced: one model (the prototype) drawn multiple times, using a different matrix and lighting per instance. Prototype modeled as tface tris & quads. Placed in a Maya scene file using ref nodes. Ref nodes could be viewed expanded or collapsed using custom Maya plug-ins. Each instance was lit individually, but was then mapped to a single 128 color palette per prototype.
    -> Because of the train in R&C2, TIEs had to eventually become moveable.


    Shrubs :
    Shrubs Used for more than just plants. Fast renderer for rendering small details. Data format closely matched what GS used to draw. Instanced (one model drawn multiple times). Prototype modeled as tris and quads. Placed in a Maya scene file using ref nodes. A special Maya plug-in could also be used to “randomly” populate an area of ground with shrubs. Each instance had a color multiplier used for lighting.
    -> (Don't occlude by default, must be set specifically to occlude)


    Shrubs (cont) :
    Shrubs (cont) Supported effects: Opaque Translucent Could become a single quad “poster” in the distance (far level of detail). Becomes translucent and fades away in the distance. An instance could sway in the breeze using a manipulation of its transformation matrix.




    ->R&C is divided up into cubes (Cuboids?); depending on which cube the camera is in, the game is set to occlude specific objects based on what you should and shouldn't be able to see. This is based on some pre-computing.
    ->Due to the TFRAG system, the game automatically tesselates up/down the detail of objects based on the camera's distance. If you get far enough away, the object is not drawn at all.


    Occl (Generally not run on beta builds, so the occlusion system was not set correct)
    -> Active: Default, occludes objects based on your position in the world
    -> Off: Turns off occlusion, renders everything
    -> Frozen: Freezes the state of occlusion for every object in the world


    Profiler Bars: if it crosses the white bar to the right, the game is "breaking frame" (i.e. taking more than 16.66ms to render and going under the 60FPS target)
    ->Top line is the CPU, bottom line is the GPU
    ->Crates are the only mobys that use occlusion, if occlusion is broken, every crate in the game is displayed


    Update - Parts = Particles


    Mode: When going into Camera mode, it automatically disables all of the things in Update so you can view things, but you can manually renable things if desired
    -> Ratchet (Moby 0) and the Wrench are technically mobys, but they separated in the debug menu so the devs could work with him separately
    -> Helmet, Weapons and Wrench are separate mobys that are attached; won't follow in cam+chr mode


    Fog (Doesn't appear to modify Skybox)
    ->NearDist: The distance from Ratchet where the fog should start (measured in meters, as per the default unit of Maya)
    ->NearInt: How intense is the fog when it starts (whispy/transparent vs. thick/opaque) as a percentage out of hundred?
    ->FarDist: How far through the fog before you can see




    Screen -> Small: Used to see what the engine is culling (for optimisation purposes)

    But yeah, all that was set up manually by hand for those games. Enemies just had intro paths, patrol paths, firing points, and three sets of volumes that described their alert ranges. Those were set up by hand, one by one, by a designer or programmer.


    Hi Shadow. When they're patrolling, or if ranged enemies are seeking spots to run to -- they're only going to pre-set waypoints. In the case of patrols, they just follow a path. In the case of firing waypoints, those would be set individually per enemy so that the enemies wouldn't clump up or run into each other. It was very difficult.

    Major Segements = Segements (Enemy and Crate placements) for the first time you go through a level

    Minor Segement = Less crates, less bolts to prevent bolt farming


    It's hard to remember, but we had several ways of doing it. The base geometry was what we called T-frag. It had the limitation that no face could have more than 4 points. That's the stuff you saw morphing -- it had an automatic LOD thing. We also had Mobys and Ties, which were instanced. The LODs on that had to be done manually. Finally we had shrubs. They were all the tiny decoraction pieces with no collision. They LOD'd out to a billboarded quad, which I think was done automagically.



    Shadows were done by creating pills and spheres in special volumes.

    Shadow Volume Effects -> One example = the teleport, particles coming off Ratchet's head


    We had a bunch of different tricks. On instanced objects, it was done by hand by swapping to lower poly models or billboards. On non-instanced objects the game would perform face reduction automatically based on your distance from it. Those had to be built a special way so that would work (no faces with more than 4 verts, and ideally none with less than 4 verts).


    Every collision face in the game had collision flags on it. When it came to wall-jumps, there were three flags that you could set: "Wall jump", "No wall jump," and "one wall jump." If a surface was flagged for wall jump, you could jump back and forth in it. If it was flagged as "no wall jump, you couldn't wall jump off it at all. The default setting was "one wall jump" which meant you could wall jump off it once, but you couldn't combo it and keep jumping.


    3 Invisible Difficulty Levels that you can be on (Easy, Medium (Normal, Default), Hard)
    -> Changes enemy amounts, enemy damage amounts
    -> The easier it is, the more health crates, the harder it is, the fewer health crates
    -> If you died less than the coded values of deaths, you would move up
    -> If you died more than the coded values of deaths, you would move down
    -> The change only happens in future levels (it has to reload assets)
    -> Challenge Mode/New Game+ was locked to the Hard difficulty level (tuning disabled)


    Every Segement needs to give a specific maximum amount of bolts as specified by the designer (to ensure good progression)
    -> Crates give the amount specified by a system which tracks how many bolts you're supposed to get
    -> Breakables do not factor into these equations (because the equations rely on the specific ids for the crate mobys), these instead use a function called "Spawn Gravy Bolts" which spawn a reduced amount bolts which don't upset the economy (usually figures under 10)


    Bolt Deficiet/Health Deficiet: The game keeps track of how many bolts get lost through the level (such as when an enemy dies outside of the geometry); on the next set of crates, the game attempts to make up the difference and payout


    ->50 bolt model: A complex algorithm to figure out the most satisfying, but also resource-aware bolt amount to spawn

    Breakables may include the parts that fall off enemies when they die


    To be specific, use the term "Occlusion Culling", so it's not confused with Ambient Occlusion, and mention that it was given to Naughty Dog by Insomniac


    Weapon UPG 0 = Level 1 (0-indexed numbers)


    UIDs; Only for mobys, and it appears that any moby which is 'static' (as in, is always loaded in memory for common objects like Ratchet and his ship), they are marked as UX (even though there would still exist instances of those objects?).


    New cutscene text get! Detail all the info that appears when you press the Triangle button during a cutscene.


    Display -> Darken's purpose was most likely to darken the background (the actual game) to make the displays (such as Text and UIDs) more easily readable. Not sure why it would be non-functioning in both beta builds (appears to not work in R&C1 and def doesn't in R&C3).


    fb = frame buffer



    cmp = Completed (from Major)
    maj = Major
    min = Minor


    Invinc Actually works, but Ratchet will still play damage notifications


    Weapons -> DMG seems to be a factor


    Setting XP value below last level upgrade will update the HUD with their actual maximum health, but they will have more than the bar

    Tuning values:
    In a Minor Segment, all enemies seem to share this same value;
    SECOND LOWERCASE LETTER = i (Purpose research below)
    [In Veldin, this seems to break when you look at a Health kit with a '2i', although maybe it has data incorrectly assigned?]


    Major Segment;
    '-' (The Dash) indicates that an enemy doesn't have that bit of information assigned to them
    Explosive Crates have ---


    ASTERISK (IF IT APPEARS) = Most likely if the enemy's cuboid has been activated or not?
    FIRST NUMBER = Segment number. This appears to be the segment in which the enemy *spawns* in; according to the developers, many enemys are always spawned in at the beginning of the level in a separate segment, and are then teleported over when they are needed
    SECOND UPPERCASE LETTER = Between A, B and C, likely the Cuboid the enemy is linked to
    THIRD LOWERCASE LETTER = Difficulty ('e', 'm' and 'h')


    Interesting; Qwark is 5A-
    Some of the tyranoids (one eye) on Marcadia have a Dash for the third bit


    -1 [Appears in every level]
    A [Appears on Aquatos, Minor Segment]


    Returned to Tyranosis, got 15, maj and h and then the tuning information wouldn't show...could "showing" be a tuning thing that disables that info?


    Scene: press Circle to activate the selected cutscene, will attempt to load and play it, X to increase value, triangle to decrease value


    Gravy Bolts also factor in enemies


    Minor Toggle is irreversible once set, and cannot be used to reset a level to Major


    That says XP DEFICIET, not HP



    gXX = Group ID, which designer-set group the item belongs to
    oXXX = Object ID, basically the id of the file for that object
    UXXX = Unique ID, unique ID for that moby in the level, UX for mobys which are always loaded in memory


    Actuator = Vibration?
    Battle Cam = Lock-Strafe Mode?
    -> These appear in both the R&C1 and R&C3 betas...could it be possible they were disabled as the UI functionality existed? At least in R&C3's case?


    >Decreases enemies, adds more crates
    segment x y
    x = Increases with every death
    y = ???


    Level 1 - Veldin
    nme 0 = Enemy Segment [Changes 2 (nme+nme2), 4 (nme0+bf8+ref9), 8 (nme1)]
    bat 2 = Battlefield Segment [Changes 2 (nme+nme2), 4 (nme0+bf8+ref9), 8 (nme1)]


    Level 2 - Florana
    nme 0 = Enemy Segment 0 (Beginning of Level until Checkpoint overlooking water) [Changes 2 (nme2), 4 (nme0+bf8+ref9), 8 (nme1), 9 (bld1+ne6+nw5)]
    nme 2 2 = Enemy Segment 2 (From previous to Qwark cutscene) [Changes 4 (nme0+bf8+ref9), 8 (nme1), 9 (bld1+ne6+nw5)]


    Level 4 - Marcadia
    nme 0 = Enemy Segment
    bf 8 = Battlefield Segment
    ref 9 = Refactor/Puzzle Segment


    Level 5 - Daxx
    nme 6 = Enemy Segment
    ape 4 = ??? Segment (path where you get the charge boots)


    Level 7 - Annihilation Nation
    gnt 0 = Gauntlet Segment
    arn 1 = Arena Segment


    Level 8 - Aquatos
    nme 1 = Enemy Segment


    Level 9 = Tyranosis'
    bld 1 = ??? Segment (when you land with the rangers)
    se 4 = South-East Segment
    sw 3 = South-West Segment
    ne 6 = North-East Segment
    nw 5 = North-West Segment


    Level 10 - Zeldrin Starport
    nme 1 2 = Enemy Segment (???)
    nme 2 6 = Enemy Segment (???)
    blt 1 = Segment (???)


    Level 11 - Obani Gemini
    nme 1 = Enemy Segment


    Level 12 - Blackwater City
    bf 1 = Battlefield Segment
    sky 0 = Sky-fall Segment (?)


    Level 13 - Holostar Studios
    nme1 0 = Clank Segments
    nme2 4 = Ratchet Segments
    grav 5 = Gravity Boot Segment


    Level 16 - Metropolis
    nme 0 = Enemy Segment
    rbt 2 = Robot Segment (Boss Fight)


    Level 18 - Aridia
    bf 4 = Battlefield Segment
    sky 3 = Sky-fall Segment (?)


    Level 26 - Metropolis Battlefield
    bf 5 = Battlefield Segment
    sky 6 = Sky-fall Segment (?)


    Level 29 - Tyranosis Battlefield
    bf 0 = Battlefield Segment
    sky 1 = Sky-fall Segment (?)


    Completes = Number of Replays



    R1+R2+RightDPad Adds mission-related debuging text in Battlefield segments, can bug out and change the sort order of transparent textures to render in front and mess up ammo/bolt font
    R1+R2+LeftDPad "Mission Unlock Cheat: On/Off", unlocks all Battlefield missions


    Add sample/Add start fail to find the music files
    open fail name ¥LEVELS¥LEVEL9¥occ_sample_deltas.dat;1
    Unknown device 'host'
    Unknown device 'host'


    There's a deleted cutscene after using the telport after talking to Al to get the first Vidcomic



    Camera Controls

    ->Pretty sure Mike Stout said there should be a way to rotate the camera up/down by holding a button. Couldn't find anything, need to research.
    R1 = Up
    R2 = Strafe-Lock Right
    L1 = Down
    L2 = Strafe-Lock Left

    DPad-Up = Forwards
    DPad-Down = Backwards
    DPad-Right = Rotate Camera Right

    DPad-Left = Rotate Camera Left


    Ratchet Camera Rotations;
    -> Most likely using Radians
    X = (Rolls around at 3.14)
    Y = Max up/down is ±1.05
    Z = (Rolls around at 3.14)


    For Max HP
    Current XP: 1802720
    XP: 56335.0
    -> Cleanly divides by 32. What's the significance of the XP value?
    -> I can't find the XP value in memory with Cheat Engine, no matter what combinations I use. It's entirely possible that Current XP is the actual value, and that it's being divided by 32 to be displayed in the UI (smaller numbers easier to work with?), although it could also be stored in a combination of memory addresses.



    max: Probably the max allocated on the currently loaded level

    limit: Probably the upper-limit that can be assigned at one time


    Check the Jetix Beta Footage; notice the "Occl" text in the bottom corner.



    Progressive Scan


    Interp = Most likely shows splines


    Hold R2 and L2 and then press Up/Down on the DPad to rotate the camera up and down


    R1+R2+DpadUp (Forward)/R1+R2+DpadDown (Back) = Toggles Pool Display. In the corner lists which pool you're debugging, and renders a bunch of lines from above Ratchet that point at the different enemies/allies (Rangers are part of the pool) inside the pool. Lines are coloured to represent their state according to the Pool Info display.


    R1+R2+DpadRight = Toggles Mission Debugging Info. Empty, Mission Info Only (the top white bit), Mission Info & Pool Info (if Pool Display is active, the selected pool is coloured in yellow)


    Pool = Different "pools" which hold different enemies.
    Size = The total amount of entities in that pool.
    Free = Unspawned, available. (Lines will point to random place in spawn as they exist in memory only)
    Spawned = Entity exists and is running around in the world.
    Dead = Mostly likely unused now; to save on memory, most enemies in missions never technically "die" and are simply sent back to the pool
    Ready = Enemies who were "killed" and are awaiting respawn (Lines will point to random place in spawn as they exist in memory only)


    Mission Unlock Cheat R1+R2+DpadLeft: Can be toggled in mission menus or ingame; unlocks all of the missions in a Battlefield segment


    Enemies: Currently Spawned (Current Tuning) / Total Available (Untuned), both sides decrease on enemy death
    Crates: Same thing, specifically for health crates


    Ocean Hideout
    L8 Clank
    L8 Mines



    Empty Weapons could also be the Qwark weapons


    Weapon Power (UI/Guide) = Damage (Debug Menu): 20pow = 1.0dmg


    HP2 = For most weapons, the DMG Value on the next upgrade


    HP1G seems to be the damage amount done by emitted bombs and stuff.
    For example, the bouncer breaks into smaller balls
    So HP1G controlls how much damage they do.


    Unsure what HP2G is supposed to do, but I suspect HP2, HP1G and HP2G are all values that can be accessed from the game scripts and their purpose modified. Weapons like the bouncer do NOT use HP2 and simply increase by seemingly random numbers (potentially hinted at inside the game's compiled code), of if HP2 is listed, the value seems to be ignored. Hmm.


    When a value is set to 0.01, you can press Circle to disable that value, which can't be re-enabled (Circle removes the decimal, and when a weapon value is set to "0", that value becomes locked).



    Things to consider:


    Memory addresses for the full game; note the odd values and the modes




    Before I ship this information off to The Cutting Room Floor to be properly organised and displayed, I want a kind of online scratchpad that I and others can use to just jot down research notes.




    While the Debug Menu is open, the game is paused. The Debug Menu is marked as;


    1106.0, 05:34:09 Aug 11 2004


    For most pages, tapping Cross over a selected option goes forward/up in value, while tapping Triangle goes backwards/down. L1/R1 switches between Debug Menus. I've listed any options here, with the default one being the first in the list. The key to understanding this Debug Menu is to remember that every PS2-Ratchet game was essentially a hack of the previous game.



    Not actually a menu, but just a list of commonly used jargon with definitions.


    Mobys: Stands for Mobile Object. Refers to any moveable, dynamic object which has code attached to it. Common examples include crates, enemies and Ratchet himself.


    Tfrag: Stands for Tessellating Fragment. A static object which is capable of dynamically tessellating (increasing or decreasing the amount of polygons that form the mesh) based on how close or far the player is. The main limitation is that no face could have more than 4 points/vertices (and presumably required more than one). Tfrags are mainly used for the main level geometry, and if a player gets too far away from a Tfrag, it is not rendered at all (due to the Occlusion system discussed below). This was a technology inherited from Naughty Dog.


    TIE: Stands for Tfrag Instance Engine. As it says on the tin, this is an instanced version of a Tfrag which allows for cheaper rendering if the same Tfrag needs to appear multiple times in the one level. Despite being derived from Tfrags, supposedly these do not support automatic tessellation/LoDs and had to be done manually. Originally, these too were static, but in Ratchet & Clank 2: Going Commando, the giant train used on Planet Siberius required that TIEs could be made moveable/dynamic. Known examples aside from that include the Galactic Ranger Dropships in R&C3 (which are actually made from several ties). This is a technology inherited from Naughty Dog.


    Shrub: An instanced object type used for small details that don't have collision. The LoDs were generated automatically, with the lowest detail being a simple 2D billboard quad (a flat polygon). As well as plants, other small detail objects used for decoration could be made as Shrubs. This is a technology inherited from Naughty Dog.


    Parts: Shortened name for Particles. Particles are little objects that have several properties, such as colour, lifespan and movement data which be spawned by a Particle Emitter. They're used for all the special effects in the game, such as explosions, weapon muzzle flash and electric sparks.


    Pill: A cylinder shape with spheres attached at each end, resembling a pill. These are one of the primitive shapes (others include cubes and spheres) that could be used for things such as collisions and shadows.


    Spline: Also referred to as a Path. An invisible, curved line described by a series of points. Objects could be made to move along a spline. Most elevators and taxis move along splines.


    Volume: An invisible box which some special behaviour can be tied to. For example, Shadow Volumes (a Naughty Dog-inherited technology) define a space for faked shadows to exist in, whereas trigger volumes can enable a script behaviour when the player touches them.


    Cuboid: In Ratchet & Clank, enemies have multiple "alert states" that define how they are behaving in the current moment. These states include Attack, Alert/Search, Idle and so on. In order for enemies to determine which state they should be in, they check several radii; essentially, the further Ratchet is away from the enemy, the more relaxed that enemy's state is.  Cuboids are special types of trigger volumes that are mainly used to tell the enemy to activate the radius checks so they can begin to figure out which animation state they should be in.


    Chunks: As of Ratchet & Clank 2: Going Commando, a single level could be broken into individual chunks. To reduce the memory cost of having an entire massive level and all its segments in memory at one time, a developer could place a Chunk Plane, and anything above/below that plane would be in a different chunk; certain objects would remain in memory, but much of the geometry, music and so forth would not be loaded yet. You could then specific in the level when to load into the next chunk. Loading a chunk only took a fraction of the time as a full level-load, which is often represented in-game as a small pause with a black screen (the switch between the main Tyhrranosis hub and the boss battle), whereas level loads have special loading screens (such as Ratchet falling down the sewer pipe on Aquatos).


    Segment: There are two uses of the term; from an in-game, technical perspective, this refers to a part of a level between checkpoints, and is used to set up moby (specifically crates and enemy) placements. By default, every Segment is set to be "Major" (MAJ), and will load all crates and enemies (although, this is modified by the current difficulty tuning level). When the player reaches the end of the segment, it is flipped to the "Complete" (CMP) state and no new mobys will be spawned in the segment. If the player reloads a level, all previously completed segments are switched to the "Minor" (MIN) segment, which loads only a small amount of enemies and crates, and also enables Mining Mode, which prevents the player from farming bolts by reducing the amount of bolts you can collect.


    As far as design is concerned, a Ratchet & Clank level is divided in multiple paths with varying objectives/rewards for completion of each path (some required, some optional). To add variety to the levels, these paths (segments) can be designed as one of the following; traversal segments (platforming challenges with light combat), enemy segments (combat-intensive sections), mining segments (like the sewers on Aquatos, for grinding coins and experience) and puzzle segments (using a gadget with light combat). Every level generally contains at least two of the three, if not all.


    Segments were very complicated with regards to bolts and difficulty; as far as bolts were concerned, every Segment needs to give a specific maximum amount of bolts as specified by the designer (to ensure good progression). When you kill and enemy or destroy a crate, a number of algorithms are run to generate the amount of bolts to give you to ensure you do not exceed this total while still getting a good amount per object. Breakables (other mobys placed in the level) do not factor into these equations (because the equations rely on the specific ids for the crate/enemy mobys), so instead these use a function called "Spawn Gravy Bolts" which spawn a reduced amount bolts which don't upset the economy (usually figures under 10). On the other hand, Difficulty is split between three modes; Easy, Normal and Hard, and the effects of these modes are complex (see the Tuning section later for more).


    Skybox: Despite the name, the Skybox is a giant textured sphere that is centred on Ratchet's position (and thus moves with him). The Skybox is sorted first, and as such is always rendered behind everything else.


    Occlusion Culling: A system used to determine what objects the camera can actually see, and only render those specific objects (more specifically, only render their visible faces). While Occlusion Culling wasn't new, Ratchet & Clank was most likely the first game on the PS2 to do it, and this technology was given to Naughty Dog by Insomniac Games. In Ratchet & Clank, Occlusion was precomputed and the process usually was left to run overnight; the system would separate the level into cubes, and then determine what was visible at every point of each cube. Because this process was painstakingly long, most alpha/beta builds did not feature proper occlusion to speed up the time it took to burn the game to disc for testing/demonstration. Futhermore, the Occlusion System only worked for non-moving/static geometry (Tfrags).



    Contains most of the useful options and information when debugging the game.



    Enables/Disables updating of specific types of objects in the world. Disabled objects will not respond to input, but will still be visible/rendered.


    • Ratchet [on | off]: The current player character. Technically a Moby, but separated in the debug menu for testing purposes. This only affects Ratchet himself; his armour, helment and other attachments still count as mobys, and thus will stay in place if Ratchet is moved while moby updates are disabled.
    • Mobys [on | off]: Handles all moby objects in the level, including Ratchet's attachments, crates and enemies.
    • Parts [on | off]: Deals with particle effects. When disabled, particles can still be generated, but they will not expire which usually leaves a hilarious massive cloud wherever the particles are being generated from.
    • Camera [on | off]: The player's camera. If a cutscene plays while this is disabled, when the cutscene ends the screen will remain black as the camera cannot play its fade-in animation.
    • Step [off | on]: When enabled, the game will appear frozen; tapping the L3 button will step forward one frame at a time.



    While not editable, it has some info about how the VU1 (Vector Unit, one of the PS2's units for doing vector math) is being used at any given time.


    • max: Appears to be the maximum amount of memory that was allocated since level load.
    • lim: Appears to be the hard limit of memory that the level is allowed to allocate for VU1.



    Controls general settings for the game, such as how it renders.


    • Control [normal | camera | cam+chr | volume]: Sets the current control mode, which has the side effect of flipping on/off the Update switches (which can still be manually modified).
      • normal: The default mode. All Update switches are turned on (aside from Step) and the game controls like normal.
      • camera: Detaches the player character from the camera and allows you to fly through the level. L1/R1 control Height, L2/R2 move horizontally, Dpad-Up/Dpad-Down move forward/backward, Dpad-Left/Dpad-Right rotate the camera in the selected direction, and holding both L2 and R2 with either Up or Down on the Dpad will rotate the camera up and down. Disables all Update switches.
      • cam+chr: Exact same as Camera Mode, but leaves the player camera attached to the camera. This allows you to place the character anywhere in the level. By default, all Update switches are disabled; enabling Moby Updates will allow you to activate checkpoints and other triggers without most types of enemies noticing you (and those that do cannot damage you), which is useful for studying the tuning info.
      • volume: Same as Camera Mode, but enables both Mobys and Particles while leaving the player character disabled and detatched. Useful for viewing the level without triggering any additional behaviours.
    • Profile: See the "Profiler" section below.
    • Occl: [active | off | freeze]: Sets the current Occlusion Mode. Occlusion Culling was, for the most part, properly precomputed in this beta, so it's still possible to view how these modes work.
      • active: Normal. Objects that are not within the view frustum or are too far away (according to the Draw Distance option below) are not rendered.
      • off: All objects in the level are rendered regardless of where the camera is. Can be incredibly slow (and may even crash) in particularly heavy levels, like the Aquatos Sewers.
      • freeze: Freezes the occlude state of objects when this option is set. This lets you move around the level to get a better view of how everything was occluded when the camera was in the original position before you set freeze on.
    • Bookmark: [off | on]: Originally, programmers could place "bookmark" locations with this setting, which allowed them to skip back to places, but it doesn't work as it requires a developer kit.
    • Invinc: [off | on]: Toggles Invincibility on and off. Ratchet will still play damage reactions, but his health will not decrease.
    • Draw dist: [normal | near]: Controls how far objects can be away from the character and still be visible.
    • Coll: [hotspt | camera | sound]: Although it's likely to change the way collisions work, this option doesn't seem to do anything now.
    • TV mode: [ntsc | prog | pal]: Changes the video output between NTSC, Progressive and PAL, but the only apparent change in PCSX2 is a more consistent framerate when Progressive is set.
    • 16:9 [on | off]: The same as the "Widescreen" option in the regular game menu.
    • Screen [normal | split 2 | split 3 | split 4 | small]: Changes the camera mode. Selecting the split options in singleplayer will hard-lock the console (as they're intended for multiplayer), whereas "small" zooms the camera way out but turns up the FOV.
    • Scene [#]: Press Cross to change the number, and Circle to attempt to play the cutscene for the loaded level with that ID number. If no cutscene for the level exists under that ID, a warning message pops up instead.
    • Chunk [#]: Like above, press Cross to change selected chunk and Circle to load the selected chunk (and unload the current chunk). Warning; will NOT teleport Ratchet to that chunk, so you will more than likely fall to your death unless you set the Control Mode to cam+chr.
    • Minor [off | on]: Forces the current segment into Minor mode. This is permanent, so reloading the level will have you enter the Minor segment as well.
    • Dump [normal | normal2 | Filter | medium | high]: Used to dump a certain amount of debugging informating to a dev-kit, but doesn't work without that.
    • Movie: [60fps | 30fps | 15fps]: Used to record gameplay footage in the selected framerate and send it to a dev-kit, but doesn't work without that.



    TBD - (off, bars, render, mobys, ties, shrubs, cpu/gpu, occl)


    There are several modes this to this debugging overlay; they're all used to measure performance of certain aspects in the game


    • off: Default. Nothing overlaid.
    • bars: Creates a bar at the top screen which moves progressively towards the right as the game consumes more resources. Either due to a bug, or intentionally, only the CPU bar expands outwards (as it appears GPU debugging is disabled). The white line on the far right represents what the intended maximum was supposed to be to stay inside of the game's framerate.  Each colour on the bar represents different systems and how much memory they're consuming. With exception to 'off', every other Profiler option contains the bar at the top.
    • render: Outputs four columns; the left set of numbers most likely measuring draw calls/render counts, whereas the right-most column always remains at 0, due to the GPU debugging issue. The red asterisk, the column full of "on" (which implies there's an off state for debugging those values) and text running off the screen may indicate there's supposed to be a way to scroll down the list and enable/disable options. It's most likely that these lines are in the same order that things are processed and rendered.
      • render setup: Unknown, but cannot be switched off. Is being processed by the CPU.
      • sky texs: Textures for the skybox. No CPU value.
      • sky draw: How many calls are being made to process and render the skybox.
      • tfrag texs: Textures used by Tfrags in the level. No CPU value.
      • tfrag draw: How many calls are being made to process and render the active Tfrags in the level.
      • tie texs: Textures used by TIEs in the level. No CPU value.
      • tie draw: How many calls are being made to process and render the active TIEs in the level.
      • pre effects: Most likely refers to some kind of pre-render effects, but unknown exactly what.
      • shrub texs: Textures used by shrubs in the level. No CPU value.
      • shrub draw: How many calls are being made to process and render the active shrubs in the level.
      • pre 2 effects: Just like pre effects.
      • moby texs: Textures used by mobys in the level. No CPU value.
      • moby draw: How many calls are being made to process and render the active mobys in the level.
      • effects texs: Textures used by the pre/post render effects. Both CPU and GPU counts are disabled.
      • vu effects: Vector Unit effects? What?
      • moby effects: Effects specifically applied to mobys.
      • part draw: How many calls are being made to process and render active particles in the level.
      • post effects: Calls for the post-rendering effects. Both CPU and GPU values are disabled.
      • Fb-post create: "Fb" likely stands for "Frame Buffer", which is where the completed render is stored before it's sent to the monitor. Unknown what is actually being done at this stage.
      • Fb-post apply: Same as above. GPU count only.
      • hud: How many calls it's taking to process and render the HUD above everything else.
      • screen overlays: Would relate to any effects which go over the top of the HUD and the rest of the rendered image. GPU counter only.
      • aa blur: Anti-Aliasing, GPU counter only.
      • debug text: The very debug text you're reading. Cannot be disabled, and both CPU and GPU counters are disabled.



    Adds overlays with useful debugging information (with one except, all these simply are off/on toggles). Many of these simply do not function, or behave in odd ways.


    • Darken: This was most likely meant to darken the background to make debugging text easier to see, but it doesn't appear to work.
    • Env coll: Doesn't appear to function; likely would have shown the collision meshes for environment objects in the world.
    • Moby coll: Doesn't appear to function; likely would have shown the collision meshes for active mobys.
    • Hero coll: Doesn't appear to function; likely would have shown the collision meshes for the player character.
    • B spheres: Doesn't appear to function; likely would have shown the bounding spheres for objects in the world.
    • Cameras: Unknown.
    • Cuboids: Doesn't appear to work in this version, but would most likely have shown the cuboids for triggering enemy alert radii.
    • Sample pts: Unknown.
    • Text: Creates 5 lines of white text at the bottom of the screen with the following information;
      •     HERO POS: {x0, y0, z0} {x1 y1}: Two different vectors for the player's location. The first is measured as float values (and is Ratchet's position from the origin), while the second is integer and does not include a z-axis (and is most likely a vector pointing towards some specific object in the level).
      •     CAM POS: {x, y, z}: The 3D Vector for the camera's current position.
      •     CAM ROT: {x, y, z}: The 3D Vector, in radians, for the camera's current rotation. Depending on the normal of what Ratchet is standing on (for when he is on spherical worlds or metallic surfaces), Ratchet's up/down rotation will be locked to 120 degrees (±1.05 radians in either direction).
      •     WORLD TIME: #: A constantly ticking up integer value that represents how much time the game has been active for since the level was loaded.
      •     XP: #: Shows a truncated display of the XP value in the debug menu (see below).
    • UIDs: Displays the Unique IDentifiers for object instances in the world, prefixed with 'u' (salmon colour). Many objects (such as Ratchet and his ship) are marked as "UX", purpose unknown.
    • Moby Num: Displays another set of identifier numbers over any mobys, prefixed with 'o' (blue colour).
    • Groups: Displays yet another set of identifier numbers over objects which indicate their "grouping", with the prefix 'g' (green colour). Ratchet, his ship, vendors and other objects are often marked as 'g255'.
    • Interp: May have been intended to display splines that objects use to interpolate between positions, but it doesn't seem to do anything in this build.
    • Tuning [off | black | white | blue]: Adds tuning debugging info in the specified colour. See the "Tuning" section for more info.
    • Sky: Unknown.
    • Sound: Unknown.



    The Mining System is used in Minor segments to prevent players from farming for bolts when they re-enter a segment, to encourage players progressing and moving forward with the game. When Mining is active (by collecting a bolt in a Minor segment), some additional debugging information is added in a couple places.


    Firstly, a simple text display is added at the bottom of the screen; this appears in-game, in-cutscene and in the pause menu, but not in sub-menus or in the debug menu. When first activated, it will generally look something like this;


    0 / 0:01 = 0 (5)


    The actual formulas for deciding what amount of bolts are more complex than this, but the goal of the mining system is to reduce the number of bolts available to you over time. The formula displayed can be broken down into;


    Amount Mined / Time Spent Mining = ???


    TBD, it's all just theory and speculation now. (Notes below)


    • The Mining System appears to be designed to reduce the amount of bolts and/or experience you get from revisting previously completed worlds, maybe to prevent grinding? The problem is that while all the numbers tick away, it's not clear at all what the underlying math is, or what exactly it's trying to do.
    • Only appears when you replay a level (revisiting the planet) and collect a bolt. At this point, the timer will activate.
    • Is per-planet, but on an individual planets the counters are never reset (so if you did 14 minutes of mining and then fly back, the timer is still at 14 minutes)
    • When mining counter first appears, it starts at
    0 / 0:01 = 0 (5)
    • The timer freezes after idling for a certain amount of time
    • [Unrelated] Hero Seg may be actually relating to either the current "difficulty level" or how many boxes are being placed?


    TBD, it's all just theory and speculation now. (Notes below)


    • Like text, adds some lines of debugging information to the screen. The option sets the colour of the text. Tuning also enables both the UIDs display (but in the colour of Tuning text and ONLY for enemies), as well as an additional bit of text under the UIDs (purpose unknown, known values include "*0Ae", "*0A-", "*0Be", "*0C-", "*0Ce", "*0Ch", "*0Cm", "3A-" or "0i"). While Tuning is enabled, the debug lines shown by the "Text" option are hidden, regardless of if "Text" is enabled or not. The debugging information that appears also is dependant on if "mining" has been enabled (see the "Mining" section);
      •     Max Wage: (Mining Only) Unknown. Value remains static once you load into a level, but is different for each level.
      •     Amt Mined: (Mining Only) The amount of bolts collected when mining is active.
      •     Time Mining: (Mining Only) A timer that displays how long since mining has been active.
      •     Mining: (Mining Only) Unknown. Seems to be a multiplier hardcoded between 0.5 and 5.0, but not sure how it's used.
      • XP Deficit: If an enemy falls into an unreachable area, normally their XP and Bolts would be lost forever. The game tracks when this happens and stores how many points they were supposed to award you, making it up over the next couple of times you make gains. XP Deficit never seems to increase, however, most likely because the system automatically awards you the XP rather than waiting for you to kill another enemy.
      • Bolt Deficit: Same as above, but also takes into consideration crates (but not other breakables). This value does correctly increase and decrease as you make bolt gains.
      •     Current XP: Unknown, as this doesn't not correlate to the player's actual XP amount as displayed in the Text->XP message.
      • Enemies: #/ #: A display of the amount of "enemies" (including explosive boxes left in the level. The right side represents the total spawned, while the right represents the maximum amount of enemies available (independent of difficulty tuning). Killing an enemy reduces both values.
      • Crates: #/ #: Same concept as above, but this is specifically for health crates.
      •     Showing:  Unknown. Seen values such as '-1', '0', 'C', 'min' and 'h' listed, but as to what they refer to, I'm not sure.
      •     Hero Seg: This seems to change as you get to different parts of the level, and is always in the format of a number followed by either "min", "maj" or "cmp".



    Some additional controls to affect how the game works.


    • Ratchet HP [#]: If this is set higher than Ratchet's current HP, will play the Nanotech Increase effect and message, but otherwise does nothing and will reset when you reopen the Debug menu.
    • Bolts [#]: Either adds or subtracts bolts from Ratchet (functions correctly).
    • XP [#]: Adds or subtracts .1 of a point to Ratchet's current XP (functions correctly, untested if you go under the amount needed for a previous level). This value matches (minus the decimal part) the XP value for the Draw->Text option.
    • Raritanium [#]: As this game has no Raritanium, appears to have no affect.
    • Battle cam [off | on]: Unknown.
    • Actuator [on | off]: Unknown.
    • Add sample [no]: Refers to the audio system, but doesn't appear to work.
    • Add start [no]: Refers to the audio system, but doesn't appear to work.



    These controls don't appear to function, but should control fogging.


    • Near dist [x]
    • Near int [x]
    • Far dist [x]
    • Far int [x]
    • Color R [x]
    • Color G [x]
    • Color B [x]



    This page is one giant table for every weapon in the game (ignoring the wrench). 6 slots are empty, but may be linked to the multiplayer weapons rather than deleted/hidden content.


    The headers for the table are;


    • NAME: The name of the weapon. Duh.
    • UPG: The current level of the weapon. '0' indicates that a weapon has not been purchased yet. Pressing the Circle button will let you increase level (and unlock a weapon if not already bought), while Cross will decrease.
    • AMMO: How much ammo that player has for that weapon.
    • DMG: A float value that somehow represents the amount of damage each weapon does.
    • HP2: Unknown.
    • HP1G: Unknown.
    • HP2G: Unknown.


    As a warning, if you enable a weapon by setting its UPG value to above zero, it will not show in the Quick-Select or Weapons menu. Some of the weapons do not have sounds.



    Despite the name, specifically represents how much experience each weapon has. This menu is nothing more than a list of names and float values.



    A list of levels in the game and their IDs. Selecting an option with the Square button will warp you to that planet as if you had used your ship to go there. For this version, every level from Daxx onwards is not included, so will crash the game.



    Speculation is that these are special properties as needed for individual levels, that didn't have an appropriate place in the other menus to be displayed when debugging/testing. Also contains a "Completes" value,  with no known effect.



    For each of the weapons in the game, allows you to enable/disable the Shock, Acid and/or Lock-On mods, but only for weapons that can take those addons (for example, the Qwack-O-Ray cannot use any of them).



    Like raritanium above, a hold-over from Ratchet & Clank 2 that lets you enable/disable special parts for your ship, but goes completely unused in this game.



    Contains two settings for controlling HUD functionality, which can be turned on and off.


    • QSEL PAUSE: Does the game pause while holding open the Quick-Select menu? Enabled by default.
    • IGE DEBUG: When enabled, prints some garbage to the screen (it's likely the font used in R&C2 was not included). Ratchet's movement is paused, but everything else (including the camera) moves. Disabled by default.




    Sets your current Challenge Mode level. You need to press the Circle button to increase this number, and the Square to decrease it. While it does have an effect on how much damage enemies do to you and how much damage enemies can take (after saving and reloading), there's no bolt multiplier and the save file doesn't include the number.



    Allows you to set what armour Ratchet is wearing. Despite the tool tip, there are 4 armour levels instead of 3. Instead of using the normal Cross/Triangle, you need to use the left/right directions to switch this number.



    If you press the 'X' button, this is supposed to play a short camera fly-by animation, but only if one exists for the level (a red message will appear if it doesn't exist).



    Neither of these options seem to have any effect, and it's not known if these should affect the Debug Menu or the in-game font.


    • Drop: ??
    • Scale: ??



    Allows you to control how post processing effects render.


    • Bloom copy tint R: ??
    • Bloom copy tint G: ??
    • Bloom copy tint B: ??
    • Bloom copy tint A: ??
    • Bloom apply 1 A: ??
    • Bloom apply 2 A: ??
    • Bloom show 1 [off | on]: When enabled, and if there is bloom in the rendered view, creates a small black window in the bottom-right corner. As you move your camera about, any bloom effects will be displayed in the box. This is likely to help isolate issues with the bloom lighting when debugging. [!!! GRAB SCREENSHOT !!!]
    • Bloom show 1 [off | on]: When enabled, and if there is bloom in the rendered view, creates an even smaller, static texture map in the corner. [!!! GRAB SCREENSHOT !!!]
    • Arcade effect strength: ??



    Lets you debug the ship transition screen when going to a different planet.


    • Level From: Which planet you are coming from.
    • Level to: Which planet you will warp to.
    • Show transition: Plays the transition based on the numbers you entered above. Will actually warp you to the selected planet.


  2. As the title says, things didn't go as planned.




    It may not look too bad, but I have to show you some trouble spots.




    Severe warping around one side of the print, resulting in a malformed motor mounting point.




    CURA actually thought I wanted to print the interior of the holes of the upper frame mounts, as opposed to the geometry of the frame mounts themselves. I don't know if this is CURA's fault or Sketchup's, though, but seeing as though I have had issues with Sketchup before and not CURA, I guess a few more precision F-Strikes directed at Trimble Navigation are needed. (EDIT: It turned out to be CURA, actually. It didn't like the overhanging parts.)


    Oh well, at least I can stick this in an arena for another bot to chew on as a durability test. Or just sick my antweight on it. (EDIT: Already did. Turns out there were more problems than just a bad print. The box portion of the frame held up but the weapon mount got torn apart pretty bad.)

  3. It's been months since I last posted here, but it's also been months since I last uploaded a new piece of music. So here we go!


    Blade Symphony by JDBArtist

    created in 1 hour without my keyboard as it is currently in repair (so please accept my apology for the constant high-level velocity, I felt it was right for the tone and vibe of the track)

    I admit it sounds almost like an anime soundtrack. I had this tune in my head for a day and I am fairly happy with the final result.


  4. McStudz
    Latest Entry

    So I've been under a rock for the last God-only-knows-how-long. I think it's been a year? I dunno. I've been lurking and stuff, pop in on the Skype group every now and then. I've been doing work stuff and school stuff. Maybe I grew up a bit? I dunno. I haven't been paying much attention to the RRU scene in at least a year. But here I am.

    To the many brave new souls that have arrived in the last year, a belated welcome to RRU. I'm Stan McStudz. Yes, I stole that name from a Brikman McStudz/McBlubber. Yes he's cool with it. I think.

    I used to be a regular on this site a loooong time ago. Back when Grapheme was known as Cyrem and was the only admin of RRU. Back when I pretty much idolized a then-active member known as LordZakida. Back when McJobless was known as Extreme110. Back when we had those Facebook-like status updates. But ANYWAY.

    I used to write a self-insert story about LEGO Island, and travelling across the LEGO Universe for some Engine of Construction to stop... Some imminent threat, I don't quite remember anymore (I think you can still find it in this blog if you dig deep enough). That didn't get as far as I'd liked, but it was my first claim to fame. I also attempted to pick up a project where I would voice over funny quotes from around this community (Started by the afore-mentioned LordZakida before he left), known as the Quotation Conglomeration. I was a one-time moderator, and made a complete fool of myself.

    I also had a brief rapport with the man behind LEGO Island, Wes Jenkins. Then, back when Xiron was known as Segatendo, we created an affiliate site for LEGO Island, known as The Infomaniac's Classroom. Xiron pretty much created and maintained that site, and I... Well, I came up with the concept. Mad props to Xiron for making that site possible. Later on, I gained a red name, as a "Community Assistant". I posted LEGO news and some tech news now and then, along with several other members (Pereki was much better at being on top of the LEGO news). Eventually I just ended up getting busy with life, school and work, and I disappeared off the grid.

    I found out Lair was back more or less and I was intrigued. I've also been playing Undertale and am enjoying the heck out of that. Temporarily changed my avatar as well to go along with the trend some are doing (in the five years on this site, I may have changed my avatar MAYBE four times). Basically, Alphys is amazing.

    So I'm back. I'll probably try to be a bit more active and a little less ignorant. We'll see what happens.


  5. Whoa What

    Objective two doesn't even seem worth my time anymore. I therefore have no further reason to be here.

    In other words, I'm leaving this forum. The explanation is as follows:

    Over the years, RRU has been, to cite a common metaphor, going downhill. There were a number of things along the way that I had nothing but distaste for, but what happened on the third anniversary site release (Which I will refer to as RRU3 from now on) was the final straw. The only reason I've stuck around for this long was to tie up two loose ends, but as I have already mentioned, the other loose end is no longer worth my time to tie up.

    The following are greivances I have against the actions taken on RRU3:

    1) Despite what you ignorant fools who think they know everything will believe, this is in fact greivance number one, and the place I drew the first line: The VIP forum being changed to "Cool Kids". This is implied elitism. The VIP members deserved their title because they provided financial aid to the website and/or legitamately won an RRU official competition. Some people, like Matt and Baz, deserved it also because they were nothing but helpful to the site as a whole. But the fact that it was renamed to "Cool Kids" IN ADDITION to being set visible to the public- granted the public was unable to access it, but the fact that they could see it at all is my point- was nothing less than an error.

    2) Removal of status updates. Your excuses for doing this- and "excuses" is exactly what they were- were laughable and hilariously sarcastic. The only legitamate case you brought up was the part about people posting for attention and to rant about minecraft griefers. Removing the medium will not make this stop. Besides, everyone is sick of people who just want attention. That's life. You need to deal with it- but in a logical way. This action was nowhere close.

    3) Removal of Forum Games. Your excuses for doing this- and again, "excuses" is exactly what they were- were equally as laughable but rudely sarcastic. Your excuses for it's removal were that it was the most looked at, most posted in, and most irrelevant topic on the forum. For starters, that third excuse is an outright falsification. But seeing as the first thing you will say is "But that isn't what I/Cyrem said at all!", allow me to clarify: When the sarcasm is reversed, the excuse says something along the lines of 'was not helpful to modding LRR at all'. While this is true, it's the most terrible excuse for its removal of the three. By this logic, you should remove off-topic and LEGO Discussion in addition to the Project: Loco/Racers/Island subforums for the same reason. But that didn't happen. Why? Let's look at the other two excuses. How, pray tell, do you justify removing a subforum because it had the most posts/views? Because it subtracted posts from the other forums? That's the REAL reason you removed it, and that's of similarly poor quality to the three excuses you gave. Face it: Forum games was popular. You have essentially outlawed games on a site that was founded on games. You seem to be happy when your site gets hits, but you get picky because the posts go to a forum you didn't want them going to? Nice job, Mister Garrison*.

    4) Masking the rediculous changes with a day of TF2. I like TF2, but this was so obviously a distraction that I intentionally didn't participate in the event for that precise reason, even though I had every chance to play.

    5) Displaying every other member's IP address to the forum mods except your own. This violates logic that YOU YOURSELF HAVE PRESENTED, and it also doesn't make sense. I will address this in a tad more detail later.

    As I said before, though, these are only the greivances I have against RRU3. My distaste extends much further back.

    Most of this is actually the result of this site's impeccable knack to conveniently ignore anything important I have to say. It's as if the entire site has an unwritten code that whenever I open my mouth to say something important, the site responds with 'OMFG HE HAS SOMETHING IMPORTANT TO SAY! QUICK!!!!111 EVERYONE IGNORE HIM'.


    After Katatonic joined (inb4alreadyknowwherethisisgoing) and the flood of pony began, Cyrem was quick to make a topic outlawing any further posting of pony pictures. However, Katatonic had already begun to limit how much pony he provided, knowing that Cyrem was growing angry with the borderline spam. I truly believe that had no administrative action been taken, the issue would have corrected itself and there would have been minimal conflict. But no. Cyrem jumped the gun and made said announcement in such a manner that it came across as nothing short of pure discrimination. I was somehow the only one who flipped s*** about it, and even likened it to the holocaust using a quotation for the sole purpose of getting the point across. But what happened instead?


    I kept quiet, as nobody flipped their s*** except me. The rest of RRU allowed the s*** to stay unflipped and burn on one side.

    When Forum Games first came under fire with the "Posting there doesn't count towards your total" BS, a poll was opened asking the members what they thought needed to be done. If memory serves, the most voted option was "Require stricter moderation", which would also have kept the posts in the total. This would have solved the problem (which was a laughable "problem" to begin with), had it been done. But what happened?


    Forum Games lost its right to add to post count. Plenty of s*** was flipped, but by the wrong people. And any time I brought the stupitidy decision up after the fact, I was met with nothing less than harrassment (inb4 I get more just by bringing it up here). I kept quiet about it, growing tired of the retarded comments.

    When Zjean opened In The Depths, Tracker implied he was going to essentially steal the idea to further that retarded mess he calls a fanfiction. He constatly ignored demands to stop, and the situation was improperly handled by those with the power to do so, as all they did was tell him to stop. He, of course, didn't listen to anyone. In essense, neither did the mods. In other words,


    Right after Anonymouse stepped down as global moderator, I was suggested to take his place. I regretted turning it down almost immediately. Call me arrogant, call me whatever you like; I truly believe that if I had been where Cirevam is now, many ignorant situations and decisions could have been avoided. (If I want it done right, I have to to it myself.)

    But instead I am just getting constantly ignored. And if that is going to be the norm, THEN WHY THE f*** AM I HERE?

    The following things need to be done:

    1) Rename "Cool Kids" back to VIP

    2) Make Cool Kids invisible to the public, and/or allow members access to it when the forum members have "thanked" them a certain number of times.

    3) Reinstate status updates (This has sort of already been done, but it just ain't as good as it once was.)

    4) Reinstate Forum Games, but require stricter moderation. The only topics from RRU2 that deserve to stay are Unknown Horror, In The Depths, and the Pic wars games. If it's an official rule that stupid games like rate the blarg above you are not allowed, it would give me a valid legitimate reason to kill them. That clearly wasn't the case. Stricter Moderation rules would have fixed it then, they would have fixed it now.

    5) Either reveal your IP address, or hide Cirevam and addictgamer's adresses as well. In it's current state, it's at best a half-assed security measure that doesn't make much sense to begin with.

    I'm going to leave, and I will not come back unless these are done.

    But of course, I know full well it won't happen. What matters is that it was said.

    Bye. It was fun while it lasted, but I want no part of this anymore.

    *This is a reference to Southpark. I'd normally leave the reference here for someone to figure out, but history has shown that that probably will never happen. The reference refers to Mr. Garrison writing a book that became a bestseller. He was pleased at it's success at first, until he realized that it was selling as a homoerotic novel, something he didn't intend for it to be. What he did afterwards is also relevant to this, but that part is your homework for tonight.

  6. Ah...Rock Raiders United. The first forums I've been an active member on. It's been a while.

    College is going well. I finished my last semester with all 4.0s. I got a Commodore 128 for Christmas, and a few smaller things. I'm now an active member on the Minecraft forums, mainly active in the mods section, acting as a beta tester and helping people with errors.

    One truly amazing mod I've been really into lately, is ComputerCraft. It's a LUA programmable computer that can connect with redstone, and to another mod called redpower. Computercraft has its own IRC channel (#computercraft) on irc.esper.net, and that's where I'll be if you want to chat with me in person.

    Kind of an awkward time at night (0:45), but I just wanted to say "Hi, I'm still alive, and I'm doing quite fine in life".

    If anyone even cares about me any more, you can email me at my new email: [email protected]


  7. I found out today I have 4 months or ~$59 (whichever comes first) of website hosting credit that will expire. As I'll never use it in time, I'd like to offer up another RRU game server. It'd have to be something I can quickly set up and have someone test because I am on a tight schedule lately, as well as someone else moderate it, but I'll be glad to run it for everyone. The question is what game would you Rock Raiders like? Yet another MC server (who even has that?) or another game? If another, what game? I considered OpenRTC2, but I'll have to *ahem* aquire that game. Then again, I'll have to do that for any game, so suggest away. I wanted you people to pick the game instead of me blindly setting one up. Depending on resources, it might be possible to set up multiple servers, who knows.


    Personally, I'll take a LOCO or LRR server. ( /s )

  8. beep -f 550 -l 250 -n -f 320 -l 250 -n -f 210 -l 250 -n -f 320 -l 250

    beep -f 210 -l 250 -n -f 320 -l 250 -n -f 210 -l 750 -n -f 10 -l 250

    beep -f 210 -l 250 -n -f 320 -l 250 -n -f 210 -l 750 -n -f 10 -l 250

    beep -f 320 -l 250 -n -f 550 -l 250 -n -f 320 -l 750 -n -f 10 -l 250

    beep -f 550 -l 250 -n -f 320 -l 250 -n -f 210 -l 250 -n -f 320 -l 250

    beep -f 210 -l 250 -n -f 320 -l 250 -n -f 210 -l 750 -n -f 10 -l 250

    beep -f 550 -l 500 -n -f 440 -l 500 -n -f 10 -l 100

    beep -f 320 -l 500 -n -f 210 -l 1000

    If you have Linux, put that into a script. All it does is play a rendion of London Bridge is Falling down. You will need to make sure pcspkr and beep are working first.

  9. i'm leaving yob guys suck so much go f*** youselfs you mother f***kers. nobody reads my fan fic i don't know why i even wrote it btw cryam is dumb.

  10. well first off theres this and ...this...


    The following ppl are done with their lines.

    - Anonymouse

    - TheEPICtrainrider

    - LordZakida

    Congratulations to you.

    I'm doing my lines right now. If you haven't got your lines in, do so within the next week.

    That is all.

  11. Coming from a geek...

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    Recent Entries

    If you live in the USA, do us all a favor and sign this petition.


    We get to build a death star if you do, kay? Thanks.


  12. PWNZOR
    Latest Entry

    So today was my school's VEX Robotics qualifier.

    We didn't do so well.

    Our first two alliance partners flipped over and ripped their arm off inside one of the goals, respectively, so that sucked.

    We won 2 of the four remaining qualifying matches.

    We got 28th place out of 39.

    We barely got chosen for the finals alliances.

    Our alliance won the first out of 3 quarterfinal rounds (best 2/3 passes on to the semis), but we lost the next two.

    We lost the championship rounds.


    Our logbook was amazing. One of my teammates used his awesome physics and python skills and wrote a program that simulates our arm's strength depending on the gearing of the winch.

    Judges were impressed.

    We didn't get get the Judge's or the Design award.

    We got the Excellence award.

    Totally unexpected.

    We're going to California for the World Championship.

    (One of my school's other teams led the winning alliance; another got the Design award: both also qualify for World)

    If you're interested.

  13. A few weeks back, me and Ramius were discussing a bit our thoughts on open rock raiders. We didn't completely agree to addict's planned changes (for example: adding single tile thick walls), and started looking into it ourselves. Our vision is to recreate the old game, with its original gameplay structures, yet adding new features that improve the gameplay. I have made a small overview of our thoughts further down the post.

    We have decided to use python to program the game, mainly due to its flexibility while still having enough performance to run a game with the size of open rock raiders. Naturally, since we are going for a recreation of the game, the whole thing will be done in 3D using openGL. At the moment, the status of the project is that I have been reading into openGL and am going to port the code I wrote in ActionScript to python in combination with openGL, while Ramius is working on the menus, which is mainly 2D related.

    I could imagine that anyone who has contributed to the "editions" of open rock raiders currently available might be annoyed by this. It is yet another open rock raiders project; starting completely from scratch. While the projects currently around have focused on 2D, I believe that it is better to make a fresh start, and keep 3D in mind from the start. Naturally, this project is completely open-source, and due to the high portability of openGL, hopefully the other projects around can also profit from it. We also named the project (at least for now) "Open Rock Raiders Delta". This is to avoid any confusion with the other projects currently around.

    We had a few discussions today on various tweaks that we will be making to the original game. I have compiled them into a small overview:

    • "before a power path can be built in the original game, the rock raiders must bring 2 pieces of ore to the building tile, before they can convert it into a power path, no matter if there is already ore present on the tile. Should the rock raiders be able to make a power path out of a tile that has already ore on it, without having to transport 2 pieces of ore to it?"

      We think there is no reason not to let the rock raiders use the resources that are already on the building tile.

    • "health bars of rock raiders do not refill in the game. Once they loose life it iwll not return. Should eating a sandwhich heal a rock raider?"

      Yes, but only in very small amounts. We thought that adding a separate building that can heal rock raiders (perhaps a 1x1 tile that contains a first aid post) can do complete healing, yet this will require rock raiders to come back all the way to the base.

    • "Should tranporting vehicles be able to transport more than one type of good at the same time? In the original game, transporting vehicles can either carry ore or chrystals in one go"

      Yes. There is no reason why the small transport vehicle would not be able to carry more than one resource type in one go. However, the priority settings should be obeyed; if there are many different kinds of resources in the vicinity of the vehicle, it should collect the resource that has the highest rank in the priorities panel.

    • "What do we make of the bats and spiders? In the game, the only thing that they really do is being plainly annoying"

      Bats and spiders are, annoying as they are, a part of the rock raiders game. Bats could be made vulnerable to electric fences or will at least try to stay away from them.

    • "Should large vehicles be able to transport goods, or should we create an additional "large transport" vehicle? If so, should they be able to carry more than a small transport vehicle?"

      Yes. Large vehicles should be able to carry goods. However, small transport vehicles should be able to transport goods faster. The payoff of using the large vehicles to transport goods is that even though they are a lot slower, they can defend themselves against incoming enemies with their lasers, and have more health compared to the small vehicles. The small vehicles can then transport more resources in a shorter period of time.

    • "Should we add bridges/floating power paths?"

      Yes. But the bridges will only work for rock raiders and small vehicles, but do not work as power paths. This is to avoid that power is transferred to a remote location, where the player can continue to expand the base powered by the power station somewhere else. To ensure that bridges are not used to complete a mission too easily, bridges should only be limited to 2 or 3 tiles in length, and are very expensive to build, so that they form a serious cost consideration for the player.

    • "Should it be possible to drill walls that face water? In the original game no vehicle can do that."

      Yes, this would be something possible to implement in some vehicle, but it is not something that will be in our main focus.

    • "should the small digger be able to transport goods?"

      Yes, but it should only be limited to 1 item, and not be upgradable; the prupose of the small digger is to digg, not to transport.

    • "Should dynamite destroy anything around it? This would include rock raiders, buildings, power paths, but as well rock monsters, slugs, and other enemies"

      In the real world, anything gets damaged from dynamite, so why should it not ingame?

    • "In LRR, rock raiders carry their skills over to a new mission; rock raiders that you trained in mission A will have the same skill again in mission B. Should this also be the case in ORR, or should each rock raider have a randomised set of skills?"

      Rock raiders should carry over their skills from one mission to another. In the story of the game, rock raiders return to the space ship when they are done with a mission. It would be logical that when they start on another mission, they carry over their skills to that mission. It would also make the medical facility a lot more important, because you don't want to have your experienced rock raiders killed.

    • "In the original game files appeared a special command for a rock raider named "analyse this tile", for geologists. Could this be implemented in ORR, and if yes, what will it show?"

      Yes, this could be implemented into ORR. It could show all the minerals that are around the target tile selected by the player. This would make the profession of geologist a lot more useful ingame, as you can pinpoint the exact locations of certain minerals.

    • "When a source is taken down together with another wall, the additional goods it contains are not awarded"

      Drilling a seam generally takes a good amount of time. This effort is rewarded with additional resources. If the player chooses to drill the wall the quick way, like taking it down in combination with other walls, he does not invest that time and is therefore not awarded the additional resources.

    Of course, help is very much appreciated. If you want to contribute, let us know!

  14. Rock Raider fan no.1
    Latest Entry

    After a while Zeke fixed the NAVI COMPUTER and all was well... UNTILL NOW

    "Ahh Visser* attack" screamed Docs

    "£%€¥* %¥^&*" said Xai 327*

    "EVASIVE ACTION" called out Dave

    Good thing that the UMS Explorer v 2.0 had shields that could be recharged and as an extra feture Turbo Lasers

    *I've got You now


    *That Vissers Squadron leader

  15. Ride Videoes

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    1) Black Hawk Down [steel, 2009]

    Video link:

    Ride: Black Hawk Down

    Type: Steel Vekoma Suspended Looping Coaster

    Trains: 8 Cars of 2 Seats

    Music: Un'Altra Come Te by Bloom 06

    After I shot down my first YouTube account about a year ago, Black Hawk Down was the first ride video I made without the internet in mind. The ride is a unique Vekoma SLC coaster which weaves through the trees at the bottom of a large valley. This ride went without a name until the final stages of construction.

    2) Ready to Rumble -Wood, 2009]

    Video link:

    Ride: Ready to Rumble

    Type: Wood Twister

    Trains: 5 cars of 4 seats

    Music: Tears in Rain by Stan SB

    Ready to Rumble was my first wooden coaster in about six months. It was also my first 'standard' woodie to be featured in a video. The primary purpose of this ride was to test out BigBurger's wooden supports, as well as Mr. PKJ's tunnels.

    Visit this ride's project thread here:


    3) Flighthawk: Vengeance

    Video link:

    Ride: Flighthawk: Vengeance

    Type: Steel Togo Ultra-Twister

    Trains: 1 Car of 4 Seats

    Music: Fort Knox by Goldfish

    Flighthawk is at this writing my latest video. This ride is a Togo Ultra-Twister of unique design that has been built on a farm. The nearby restaurant has been fashioned out of of an abandoned barn. I decided to create an Ultra-Twister because in my opinion, these are really cool rides which are overlooked by most RollerCoaster Tycoon players, who trip over each other building B&Ms and Rocket Coasters.

    Visit this ride's project thread here:


  16. The Ultimate Blog: Rebirth

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    Recent Entries

    Latest Entry

    As you can see from the name, the the my new blog, and I'll tell you whats I've been up to.

    You see, for the past month(I think) RRU wouldn't work on the computers at my home, me and Sonic couldn't figure out why it wouldn't work, out dad didn't know why it wasn't working eather, the good news is, "The Rockwhale Forums" and "Fan Fics" were still working(probly because it was zetaboards), so me and Sonic were still able to ask Lair and Joe about RRU.

    On Roblox, I scraped my old incomplete castle themed game, and I started my new "Build, Live, Fight, Roleplay." game, and because I found the "Roblox - Roblox Wiki", I can actualy do scripting in the game, and this game I intend to try and finish.

    On Grooveshark.com, I added a few more Wierd Al songs to my Wierd Al Album, and faved some songs.

    I'm going to get my Fan Fic back up and running again, hopefully.

    It's Finals week in school right now, so theres only 2 days left of High School, then I'm not a Freshmen anymore.

    I'm so glad to be on RRU again, and just intime for Summer.

  17. Goob
    Latest Entry

    I want to tell you all how much the neighborhood loves to see a yellow truck running around. But they realize they can't afford one, so they exercise communism on me.

    And to show their love:

    They key the hell out of it.

    They take the tires, the tailgate, the doors, the hood, the muffler, the catalyc converter, air conditioner, head lights, tail lights, the battery, and my XM radio.

    It looks like they took a 5 lb sledge hammer to the engine (minor damage, but the fan was destroyed) multiple times.

    Graffiti in the shape of a [Please Talk Properly] EVERYWHERE. (It isn't much yellow anymore. It's blue)

    I found about 2 lbs of pot in the bed (a gift??? (but I'm not a stoner...)), along with 6 road kill.

    And inside the gas tank, there was a half burnt newspaper. (THANK GOD I HAD A FULL TANK OF GAS).

    This was on school grounds, surveillanced by cameras.

    I am not happy.

  18. Modding Lego Alpha Team

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    Recent Entries

    Latest Entry

    So today I took a look at legomoe's .pac extractor and builder (link here: )

    I downloaded the tool and extracted the files. Then I began to browse through them and see how Alpha Team is set up. I'd say it is similar to RR...

    I've also begun writing a reference/guide to modding Alpha Team. Link here:


    Yep, that's my first mod!

    More to come!

    Edit: Second:


  19. The Nether

    We have fully stabilized the Nether, I have expanded the water onto lava so we have more buildspace, our next job is to make a apartment complex on the Nether which will hold 12 people. After that we will be giving out colony kits to non op nether guests to start their own colonies for diamond.


    Not being involved much there but I can say the bridge to Gravel island is done. Deep mines have been created and we already have our first load of diamonds. More or less we're doing good here

  20. Thanks to a comment McStudz made, I, the impulse addictgamer that I am, have opted to create a blog following my rant in a status update on the recent proposition to split my state into six states.


    Some of you might claim 50 isn't enough.

    Some of you may think splitting each of the Hawaiian island into their own states should be our next course of action.

    And some of you outright believe Scotland is the home of my kitty, Mr Prinzer Fluffypants the third.

    Believe what you want, but I don't even have a Mr Prinzer Fluffypants the third.

    Now then, Quignas (I thought that's how the first word was spelled? Daaang. I was so off :/ Sorry about that!) Quisoves Pugnat took my wild ranting, sat down, and actually thought about it (or maybe he stood? I wouldn't know). He proposed that possibly, just possible, one of the six new state governments would be fiscally adept, -- If only. This is America, after all. I once remarked on some fellow's exuberant spending habits, and he nonchalantly replied "Welcome to America, baby!" -- although such an occurrence would be unlikely, in his opinion.

    Anyway, me being the glass cannon that I am, I set off on another rant about turkeys and pajamas what these states could do theoretically and practically. For one, never ask people to come up with 6 new flags. That stuff's scary, man. Consider 6 financially responsible governments versus one government that just throws money out its window (does anybody actually do that? I'd camp out near that Window. Not under it, though. Because if they're throwing out money, they're likely throwing out other things too). Yes, a reboot for the one government, giving 6 new governments a chance to take responsibility for what they're doing with all these new officials and whatnot has a chance of resulting in a fiscally adept government.

    However, there would be many redundancies introduced. And money would be lost for all of these redundancies. Like choosing new six state birds, and hunting down 6 new state minerals. Geeze, you know how hard it is to choose a state mineral? Should we go for the light blue chalcedony, the dark blue, or carnelian agate? And what about pets? You can't brag about your pampered San Francisco poodle anymore, since you like one bridge too far to even be in the same state! Guess you'll have to give up the idea of using your poodle as the state flag, too. the education system in particular. The more pieces the state would be broken into, the more money'd be wasted. All of those additional bureaucracies, legislatures, 6 concurrent debates on where to build the stadium for the Sacramento Kings instead of just 1, officials, and systems. All superfluous and a huge waste of money and time. So, it's unlikely that even if the resulting 6 governments are more fiscally adept than the 1, they may very well not end up outweighing the permanent whirlpools of money waste the redundancies represent.

    But(t) if we're talking practically, that's not the only thing to consider. There's a big difference between interstate and intrastate such as the complication women are from Venus and men are from Mars represents. More overhead is never a good thing. You learn this when you use computers and don't have frequent flyer. Interstate adds complications that would end up costing even more time and money the government, businesses, and even people because who gives a cat's buttocks about businesses? We're people, not TV stores, for crying out loud! Somebody change the baby's diaper, it's stinky and noisy in here. And don't forget hidden losses. They're like the invisible ink writing on contracts that lets the company play spoy.

    And finally, the tank in question:


  21. Stick Figures

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    Recent Entries

    Henry Lee
    Latest Entry

    I know..... your gonna say this is very very very retarded but... I like Stick Figures!! Get use to it now or don't even think about coming here again.

  22. Infinite Speed

    For those of you who live outside the US and don't know, Thanks Giving is a holiday in America where we take a moment to look at all the things we are grateful for. Typically for Thanks Giving, a big feast is held with the main food item being cooked turkey; which means a lot of us will likely be offline this Thursday for Thanks Giving (as we'll all be too fat, lazy, and happy as a cat to get out of bed to get on the computer).

    Even if you live outside the US, and aren't going to hold a celebration of your own, I invite you to participate in this blog and share with us what you're thankful for, since I personally am thankful for all of my foreign friends here on RRU.

    So to start off, I'd like to say thank you to these specific people from RRU:







    Sadie Meowsalot

    The Doctor

    Lair of Rockwhales



    Believe it or not, all of you have helped me some way, some how, in accruing knowledge and inspiration these last couple of years, but of course I consider all of you my friends as well. :) (and if you're name wasn't mentioned, don't take it personally yeah? these are just the names that came off the top of my head ;P )

    This might seem trivial/standard to some of you, but something that's particularly important to me is my family who've been helping me through life this past 6 months. I've been working odd jobs here and there to make money, since I'm starting to pay my own bills. This time next year, hopefully I'll be completely on my own (or at least capable of living on my own), but I couldn't be where I am in my schooling without help from my parents and my brother particularly. So I'm very thankful for them.

    I'm also thankful for forgiveness, as I recently restored a near-lost friendship with a dear friend of mine (in real life). I was a selfish jerk, and ended up losing contact with her for 4 months. I was a little depressed/guilt-ridden during those 4 months, and some of you may have noticed it in the way I expressed myself. So I'm sorry to all of you that I may have offended/upset as a result.

    Then of course, there's all the gimmicks in life that we tend to take for granted. Maybe some of you can find some I may miss here off the top of my head. ;P

    I'm thankful for:




    Air conditioning









    A house





    Video games






    ... (blarg, gotta get back to class, lunch is out)

  23. InADarkMirror's Blog

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    Recent Entries

    Mobile Orbital Mining Facility


    The Mobile Orbital Mining Facility class was commissioned to allow long-range long-duration mining operations on far-away planets, and is primarily used by the Rock Raiders United company. It is nearly self-sufficient, only requiring resupply runs every eight years, having the capacity to hold up to three thousand personnel.


    Crew: 1,000

    Minimum Crew: 25

    Maximum Capacity: 3,000

    Length: 1,600 metres

    Height: 292 metres

    Beam: 244 metres

    Mass: 588,000 kilotonnes

    Hull Thickness: Ranges from 2 metres to 5 metres


    Sublight Drives: 4 main plasma thrusters, 112 secondary plasma thrusters

    FTL Drive: Class 5 warp drive (100,000x lightspeed)

    Reactor: 4 antimatter reaction plants, 1 matter-to-energy conversion plant

    Hull and Shields

    Hull: Reinforced ceramic-metal composite plating, heavily reinforced superstructure

    Shield: Type 7 dynamic flux shield generator


    The bridge is located in a raised platform roughly three quarters the length of the ship back from the bow, and almost directly ahead of the engines. It makes up about a quarter of the ship's overall height, being 74 metres tall. The tower contains the primary controls for the ship, including those for navigation, engineering, communication and life support. It also houses an observation deck at the top, equipped with both a viewing window and wide-screen display monitors.

    Below the bridge are several decks housing the living quarters, recreation zones, medical bay, supply lockers, and engineering deck. The lowermost deck is the location of the ship's teleportation rig, allowing rapid transport of supplies, personnel, and other equipment to and from a nearby planet's surface.

    The forward lower three quarters of the ship are collosal storage bays for the carrying of raw ores, as well as basic refinery systems and fabricators that allow the ship to replace lost equipment from it's stored materials if the need arises. It is loaded directly from the teleportation rig, and the entire process is automated with no need for human intervention or endangerment.

    The primary batteries and shield projectors are located to the fore and sides of the vessel, composed of large pylons and projectors. In the event of an emergency, they can be jettisoned to prevent a potential overload from damaging the ship itself. The very forwards-most portion of the ship also holds a collection of advanced sensor and communication gear, capable of scanning an entire system in minutes and tuned to detect ore composition and viable energy sources.

  24. roving-robots

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    Recent Entries

    even though I fell off the face of the Internet over here due to graduating from high school, going to college and finding a job (ps: need a python/assembly programmer?) I have actually been actively working on THIS, my github of roving-robots. I had decided that I would stop really talking much about it until the hardest parts for me were done or structured in a way that I could do it.

    so; lets crack down on what I got:

    the main block class:

    class block(object):
        #non interface stuff
        def __init__(self,img,lable=None,num=None):
            '''example init:::
            we draw img's onto fake smaller surface so that we can use IT for an absilute topleft'''
            ##TODO::: make "active" setting for textbox, and other settings???
            if type(img) == str:
                self.img = lib.common.load_img(img)
            self.lable = lable
            self.lable_pos = 7,11
            self.surf = pygame.Surface((80,80))
            self.surf = self.surf.convert_alpha()
            if num is not None:
                if isinstance(num,input.Input):
                    self.tbox = num
                    self.tbox = input.Input(y=y,maxlength=3, color=(255,0,0), prompt=' ', restricted='0123456789')
                #used to let us know NOT to try and render this section
                self.tbox = None
            #nothing can link by default to a default block, use a subclass!
            self.link_down  = False
            self.link_up    = False
            self.link_left  = False
            self.link_right = False
        def draw(self,screen,rect):
            if self.lable:
            if self.tbox:
        def event_engine(self,events):
            for event in events:
                if event.type == MOUSEBUTTONDOWN:
                    print 'happy days!'
        ##link block decorators:::
        ##if "set", tey set themselves to other, and also set other.xblock to self(or none if unlinking)
        def dblock(self):
            return self._dblock
        def dblock(self,other):
            if other is None:
                #set the other block's corrisponing to None as well...
                #use name in self because other is None right now...
                self._dblock._ublock = None
                other._ublock = self
            self._dblock = other
        def ublock(self):
            return self._ublock
        def ublock(self,other):
            if other is None:
                #set the other block's corrisponing to None as well...
                self._ublock._dblock = None
                other._dblock = self
            self._ublock = other
        def lblock(self):
            return self._lblock
        def lblock(self,other):
            if other is None:
                #set the other block's corrisponing to None as well...
                self._lblock._rblock = None
                other._rblock = self
            self._lblock = other
        def rblock(self):
            return self._rblock
        def rblock(self,other):
            if other is None:
                #set the other block's corrisponing to None as well...
                self._rblock._lblock = None
                other._lblock = self
            self._rblock = other
        ##location properties
        def loc(self):
            return self.__loc
        def loc(self,value):
            self.__loc = value
        #action stuff
        def action(self,robot):
            '''robotic action to take (turn, go fwd, scan/make desision)'''
        def next(self,robot):
            '''what is the next block? (give (x,y) or instance?)'''
        def drag(self):
            '''cleans up object for a 'drop' '''
        def able_drop(self,pos,pmap):
            '''find any problems with the drop and return False if obstructed.
            else return True'''
        def drop(self,pos,pmap):
            '''finalize a drop. actually places block on grid'''
        def save(self):
            '''return a string which will allow recreation of this block (type,lable,num,pos,binding)'''
        def load(self,s):
            '''places block and recreates block based on "s" '''

    note: a HECK a lot o' stuff!

    but here, most of it is, quick and simple, or a place holder for future updates.

    lets look at the key functions of our block:

    • __init__
      here we just set things up. load the image into the object, set lable text, try to use text_box system(if given), and set up our fake render surface.

    • draw
      simply draw what is needed to fake surface, making it simpler to align everything, then draw to screen

    • event_engine
      simple place holder for when i start working on handling the whole text_box thing. might change.

    • Xblock(set and get)
      magical system that took me so long to figure out. simply put: tries to inject this block into corresponding other block, AND clear link if set to None. example: if block X is trying to link upwards with the block above it: Y; X calls Y.dblock = X (Y's Downblock equals X)

    • loc(ation)
      place holder for when the block need to be able to be saved to a file (pickle FTW!)

    • action
      place holder that a subclass over-rides to dictate what the robot does in this "code block" (call corresponding robot function/play animation?)

    • next
      returns the next block in the sequence of code. the point of it being a whole function is for when we have a conditional block, and needs to respond differently than others.

    • drop
      subclass place holder

    • able_drop
      subclass place holder

    • drag
      subclass place holder

    • save
      to be worked on when saving gets started. I know I am going to have to change a lot of how things load right now, but that is OK. I want it working first.

    • load
      ditto for load as for save.

    there, now I hope understanding some of this spaghetti wasn't so bad?

    well, this was just an update to show that I am no longer dead, and once again working.

    next time will be going over the sub classing system for creating new blocks!

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