LR V3.4.X [03 MAY 2015 UPDATE]

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by ScrungleBlumpkus on Sun Apr 19, 2015 9:29 pm

I actually know what all the little tabs mean now that I have CS6! ^^
You must've sold your soul or something.

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by rabid squirrel on Mon Apr 20, 2015 12:06 am

is that last picture what I think it is?

if so
Spoiler:

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by [senpai] kevans on Mon Apr 20, 2015 12:08 am

@rabid squirrel wrote:is that last picture what I think it is?

if so
Spoiler:

If you think it's in game recording to video, then I'm going to have to disappoint you. But it is a recording and it's for the demos I've been talking about.
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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by ScrungleBlumpkus on Mon Apr 20, 2015 4:16 pm

could fraps work with it to rec the demo? also my slow computer can run higher zoom perfectly fine (well I don't notice it being much slower than the normal slow)

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by rabid squirrel on Mon Apr 20, 2015 4:55 pm

^ it's the zooming in and out itself that lags like crazy. Might I suggest having the drag-zoom and the scroll zoom stop where they currently do, but have the jump-to-zoom able to zoom in more? Easy for people to ignore if they don't want to zoom in until Bosh is in 6k HD like dap does lol

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by ScrungleBlumpkus on Mon Apr 20, 2015 5:52 pm

lol I need it to make lines which previously there were no purpose in making before. Pixel perfect stacking is possible with current zoom, but sub-pixel accuracy lines are required for things involving kramual tricks and kramual recycling
I request a setting to stop scroll zooming at a user-defined level found in the options so we don't scroll in ridiculously far and not be able to get to where we want to go next using the scroll wheel because of the insane zoom.
also as much fun as 8000 is, what's the maximum it can be without math errors?

also, rabid, just tested and if you use fp10 that whole slow zoom level change slowdown thing isn't a problem. You use fp9, right? FP10 4 days m8

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by rabid squirrel on Tue Apr 21, 2015 11:25 am

Dapianokid wrote:also, rabid, just tested and if you use fp10 that whole slow zoom level change slowdown thing isn't a problem. You use fp9, right? FP10 4 days m8
FP10+ has extremely frustrating graphics issues when you fill in black with scenery lines. So I'll pass. But good to know, maybe I'll use fp14 for quirk

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by Sheldon on Tue Apr 21, 2015 12:24 pm

dude 8000 is so sub sub pixel compared to 2400
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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by [senpai] kevans on Sun May 03, 2015 1:08 am

Update pushed, download link in OP.

Okay so this update is pretty damn big, it's that demo update that I've been talking about. This one needs a bit of explanation.

The point of demo recording is so we can watch tracks across platforms that fail to work. I want this new save system to be the new standard for sharing tracks, because when you play the demo, you'll see exactly what the creator wanted you to see. Have you ever had the issue when you're sharing a track, and it just happens that mac/windows users can't watch it? Or when flash player differences are causing issues? No longer will this be a problem. No, this does not make every track compatible now, let me explain.

The way this works is when you create a new demo, it will save your track to a separate file. Then it will run the simulation at 40 frames per tick, recording each and every position of the contact points, then when completed will also save to the same file where your track was stored. Upon loading this new demo, rather than running the simulation when you press play, it will show the prerecorded frames, giving the illusion it's playing the track. This can help with recording shops, as no longer will they have to worry about version differences or OS platforms.

To record a demo, have your track ready on the canvas. Go into settings and click "Create Demo". Fill in the desired length, then click "record and save". When done, the file will be ready in your localhost under the name "LRDemo.sol"

To load a demo, simply place the sol in your designated localhost folder, and rename it to "LRDemo". Loading it as "savedLines" won't do anything. Afterwards, open LR then head to the options panel and click "load demo". When loaded, you can press play and watch the prerecorded demo. At the end of the demo, track will auto pause.

Altering the track in any way what-so-ever will disable demo mode, afterwards proper playback is not guaranteed.

To celebrate this, I have two demo files ready for download:

Sylveon (Issue: wouldn't play on Macs): https://www.dropbox.com/s/9y65st578if4zur/Sylveon%20Demo.sol?dl=0
Silent Flame (Issue: Required FP 9): https://www.dropbox.com/s/of7wfr7im62ld7y/Silent%20Flame%20Demo.sol?dl=0

tl;dr

Added:
-Demo recording and loading
-New status text setting "record" to disable the 5th status text

EDIT: Oh and the main source code has exceeded 6000 lines of code. This is more that twice the amount 6.7 has.
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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by iPi on Sun May 03, 2015 2:22 am

This is awesome! I was able to watch my track that I made in FP10 in FP8. Sadly, once I modified it, it broke ofc. One little glitch I have though: If you press space to try to use the hand tool to move around the track in the demo, it reloads the track.

Edit: I also noticed if you use the scroll wheel while making a demo, it stops recording. I made this edit while you responded to me srry.


Last edited by iPi on Sun May 03, 2015 2:49 am; edited 2 times in total
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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by [senpai] kevans on Sun May 03, 2015 2:34 am

@iPi wrote:This is awesome! I was able to watch my track that I made in FP10 in FP8. Sadly, once I modified it, it broke ofc. One little glitch I have though: If you press space to try to use the hand tool to move around the track in the demo, it reloads the track.

Thanks for pointing that out, it's been fixed. Just redownload the swf.
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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by Wizzy on Mon May 25, 2015 10:58 pm

where can i find the v3.4.x safety questions if i lost progress on a track?

Edit: Don't know if it's just my .sol files, but apparently saving has stopped working entirely.. ???
Edit 2: Saving seems to be functioning improperly. It's not my .sol files, I tried a different .sol and got the same un-save-able result. However, they are tracks I worked on in 6y.2 and then brought to V3.4.x. I thought that might have something to do with it but I tried erasing parts of a track in 6y.2 and saving and that seemed to work fine, then I opened 3.4.x and was able to load it up with the erased bits I had saved. I drew something with the pencil tool and saved again in 3.4.x to see what would happen, and that seemed to save perfectly fine... ? So I do not know why it didn't save my progress today when I worked on a track. I lost almost a whole day's worth of work.

Ok so I just noticed this as I was typing this but now in my localhost there is a .sol called "LRProfile.sol" ?????

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by Z_N-Freak on Tue May 26, 2015 2:37 am

LRProfile.sol is there for me too for the online LR hosted here. Has never bothered me, not sure what it's for though. I'm not using the online LR anymore though, I've downloaded the 3.4x and have it on my pc as standalone.

I think you should try and post your questions on the reddit where kevans moved to, I don't think he still checks this site.

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by Z_N-Freak on Sat Jun 20, 2015 5:02 am

Does anybody know what double fakies is? (the options I mean?)

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by theacp127 on Sat Jun 20, 2015 11:30 am

@Z_N-Freak wrote:Does anybody know what double fakies is? (the options I mean?)
It allows tail fakies. When you check the box it removes the code that breaks the sled when it goes into tail fakie.

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by ScrungleBlumpkus on Sat Jun 20, 2015 11:43 am

Yes. Basically, with kevan's newest version, if you enable double fakies, it changes the physics code so that tail fakies are possible. No, this will not break old tracks. YES, new tracks made requiring tail fakies in even one frame will be broken. It's an interesting feature that allows for a fakie in which Bosh rotates clockwise instead of counterclockwise, but isn't technically considered "canon" by the community.
Created some quite hot controversy.

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by Z_N-Freak on Sat Jun 20, 2015 12:19 pm

interesting. Never saw a tail fakie before. Anybody made a track with it?

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by ScrungleBlumpkus on Sat Jun 20, 2015 12:19 pm

Go look at Orthuss's youtube.

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by rabid squirrel on Sat Jun 20, 2015 1:45 pm

AFAIK nobody has made a full track with one, no

Here's what one looks like:
http://iridethelines.forumotion.com/t10777-wanna-see-a-tail-fakie

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

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