A challenge for all

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protoborg
288 Posts
Posted Dec 16, 2012
Replied 1 hour later

Lpfreaky90 wrote:
My solution is rather simple:
0) create two math_counters, the master counter and the end counter.
1) Get the binary numbers that represent the letters.
2) Convert the binary numbers to decimal numbers:

P 01010000 80
R 01010010 82
O 01001111 79
T 01010100 84
O 01001111 79
B 01000010 66
O 01001111 79
R 01010010 82
G 01000111 71

Why did you use all capital letters? I used the capital "P". All the other letters are lower case. So the binary would be:

  • P | 01010000 | 80 || p | 01110000 | 112- R | 01010010 | 82 || r | 01110010 | 114- O | 01001111 | 79 || o | 01101111 | 111- T | 01010100 | 84 || t | 01110100 | 116- O | 01001111 | 79 || o | 01101111 | 111- B | 01000010 | 66 || b | 01100010 | 98- O | 01001111 | 79 || o | 01101111 | 111- R | 01010010 | 82 || r | 01110010 | 114- G | 01000111 | 71 || g | 01100111 | 103

    Lpfreaky90 wrote:
    3) Get eight buttons
    4) button 1: add 1 to the counter; that's the last number
    5) button 2: add 2 to the counter; that's the second last number
    6) button 3: add 4 to the counter; that's the third last number
    7) button 4: add 8 same for button 5,6,7,8

Just so you know, the rest of the buttons would be 16, 32, 64, and 128; respectively. Thus your buttons would need to output those number.

Lpfreaky90 wrote:
8.) Create a logic_compare for each number you want to have an output for and give them all the same name.
9) let the master counter compare the logic_compare(s) compare as soon as its value changes. So every time a number changes it's checked against all the logic compares.
10) give the logic compares outputs:
- let the logic_compares kill themselves when they meet the requirement;
- let the logic_compares add 1 to the end counter for the number of correct letters
11) give the math_counter a onhitmax output, you solved the puzzle.

To make it visible for the player you could make a material that has all letters as a texture index; so it is visible for players what is happening :smile:

I could've probably done it somewhat simpler but this works!

I tried to make an animated texture and it refused to display in HAMMMER or in-game. All it showed was the purple checkerboard pattern. I will try again, though.

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Lpfreaky90
2,842 Posts
Posted Dec 18, 2012
Replied 1 day later
If you used other number; just change the values in the logic_compares.
I personally would use caps because all the difference it makes is that with lower case letters they all require a cube on 32. :wink:
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protoborg
288 Posts
Posted Dec 19, 2012
Replied 1 day later
Seems like that would make it easier. After all, you can insure that the buttons are working by having the 32 button be a sort of test button. Ya know, if the 32 button works the whole thing works or something like that.
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protoborg
288 Posts
Posted Dec 23, 2012
Replied 3 days later
I would also like to know if anyone would want to contribute ideas for the various rooms that contain the "letter puzzles". By that I mean if you have any ideas for the rooms that the player has to enter to get the cubes, I would like to hear them. If you allow me to use your idea, I will credit you in-game with an overlay in the appropriate room.
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FelixGriffin
2,680 Posts
Posted Dec 23, 2012
Replied 55 minutes later
Use PUNT cubes, with a dropper on the floor. The cubes can't come out until you reverse the gravity.
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protoborg
288 Posts
Posted Dec 23, 2012
Replied 1 hour later

FelixGriffin wrote:
Use PUNT cubes, with a dropper on the floor. The cubes can't come out until you reverse the gravity.

How would I do this?

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FelixGriffin
2,680 Posts
Posted Dec 23, 2012
Replied 1 hour later
Oops, I might not have uploaded the instance yet. Anyway, put a dropper on the floor, with a fizzler at the back of it to kill mis-spawned cubes. Then use the PUNT cube instance from the new version of the FGEMOD, which I'm uploading. When you aim at it and click it toggles gravity back and forth (as seen in Reep's upcoming PUNT mod, used with permission).
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protoborg
288 Posts
Posted Dec 23, 2012
Replied 36 minutes later
Do you know what your signature means? It translates to "Emboss are false!"
EDIT: Or more accurately, "We are of falsity EMBOSS!"
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FelixGriffin
2,680 Posts
Posted Dec 24, 2012
Replied 20 hours later
"Falsi sumus" is the perfect passive first plural of fallo, fallers, fefelli, falsus ('to deceive'). "Crusto" comes from crustum, crusti ('pastry'). It's a roundabout way of saying "we were deceived by the pastry," in other words, the cake is a lie. It's not very literal, but I couldn't find any sort of word for "a lie." It could also mean "I am embossing is a lie" or any such, due to the unfortunate homophone.
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protoborg
288 Posts
Posted Dec 25, 2012
Replied 12 hours later
@FelixGriffin: Just out of curiosity, did you upload the newest version of the FGEMod yet? I do like the FGE mod. I just think it could be a little more user friendly.
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protoborg
288 Posts
Posted Dec 27, 2012
Replied 2 days later
BUMP

I know it is not very nice to bump my own thread, but I had an idea for one of the "letter chambers". Anyone remember the Konami code?

U,U,D,D,L,R,L,R,B,A,[Start]

or

U,U,D,D,L,R,L,R,B,A,[SELECT],[Start]

I thought I would use it, somehow, in one of the rooms for this level. I'm not certain how I will implement the code, but I ***will*** figure it out.

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FelixGriffin
2,680 Posts
Posted Jan 01, 2013
Replied 5 days later

protoborg wrote:
@FelixGriffin: Just out of curiosity, did you upload the newest version of the FGEMod yet? I do like the FGE mod. I just think it could be a little more user friendly.

Not yet, I'm debugging the vactubes first.

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protoborg
288 Posts
Posted Jan 02, 2013
Replied 20 hours later

FelixGriffin wrote:
protoborg wrote:

@FelixGriffin: Just out of curiosity, did you upload the newest version of the FGEMod yet? I do like the FGE mod. I just think it could be a little more user friendly.

Not yet, I'm debugging the vactubes first.

I hope you get it up there soon as I imagine the "upside down dropper" could be rather interesting.

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FelixGriffin
2,680 Posts
Posted Jan 02, 2013
Replied 1 hour later
If you just want the PUNT cubes I'll put those up separately. They work fine, although you need to surround their area of effect with a couple of special trigger_pushes. And you can get "interesting" results if you have more than one in an area.
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protoborg
288 Posts
Posted Jan 03, 2013
Replied 16 hours later
Sounds good, Felix. I would appreciate that.
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FelixGriffin
2,680 Posts
Posted Jan 03, 2013
Replied 1 hour later
You'll need one of the scripts from the FGEMOD, though. I think it's called vscripts/fg/stay_near_cube.nut, do you have that one?

EDIT: Never mind, I have it all together. The example map I accidentially created from something Sprowl asked me to fix, sorry about that Sprowl. I'm not going to try working on two projects at once again. Just patch up the places where instances are missing.

EDIT EDIT: Here you go: PUNT Gravity Cubes

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protoborg
288 Posts
Posted Jan 10, 2013
Replied 7 days later
How exactly do I use the PUNT cube?
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FelixGriffin
2,680 Posts
Posted Jan 10, 2013
Replied 1 hour later
I'm still tweaking it a bit, but put the punt_cube instance in your map and copy-paste the triggers from the broken example. Those triggers need to cover everything the cube will affect.
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protoborg
288 Posts
Posted Jan 15, 2013
Replied 4 days later
I don't know how you made the damn thing work (the PUNT cube), but you are a master. I know I could look at the instance and figure out how you did it, but I'd rather not know. I will now try to figure out how to best use this thing in one of my mini-chambers.
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FelixGriffin
2,680 Posts
Posted Jan 15, 2013
Replied 7 hours later
Wow, thanks! I'll upload the improved instances, I changed some things from when I posted them before.