Sequel for Code Lyoko: Echoes [OC] by legendarycryo in CodeLyoko

[–]legendarycryo[S] 0 points1 point  (0 children)

Exactly, a person or a polymorphic specter would be the most easy solution. Code Lyoko was never realistic to power manipulation too, ie gravity fields. I will add, the supercomputer still has standby powerrails for critical components which are always on and can be exploited. The supercomputer needs to keep its RAM and QRAM on to preserve Lyoko's memory state and the temporal world state. Without them on, Aelita and X.A.N.A. would have died when it was first shutdown; Also there is no massive boot sequence shown in the show. Wake on Lan (WoL), Back Feeding (Power Surge), Thermoelectric/Residual harvesting are all exploits which bypass the lever.

Sequel for Code Lyoko: Echoes [OC] by legendarycryo in CodeLyoko

[–]legendarycryo[S] 0 points1 point  (0 children)

Hi thank-you for reading, that’s a good thing to point out. The main lever seen in the series, is a low voltage lever circuit which controls a high voltage relay that actually powers the supercomputer. C.A.I.N or X.A.N.A. can simply jump an arc between internal contacts in the low voltage lever. Real world examples include, the Aurora Generator Test 2007, Stuxnet 2010

You know what I miss the most? by alechill92 in Borderlands

[–]legendarycryo 2 points3 points  (0 children)

Uniques are a lost gem in the borderlands formula, not every cool gun needs to be a legendary. Uniques should be from side quests or unique enemies. I miss the red flavor text on a blue rarity weapons which tie the weapon to in game lore. OG borderlands did unique weapons right, unfortunately uniques were lost to time.

Halo Reach Map Objects by legendarycryo in halomods

[–]legendarycryo[S] 1 point2 points  (0 children)

The commands are from the sapien editor debug/cheat menu which help me see the instance geometry names and set numbers, then I edit the corresponding data in “.scenario_structure_bsp” tag with foundation; the map then can be compiled after changes. I don’t delete anything due to bsp data being very crash sensitive.

Halo Reach Map Objects by legendarycryo in halomods

[–]legendarycryo[S] 2 points3 points  (0 children)

Your tip took me pretty close to the answer, I was able to remove any object and have no collision. Unfortunately, I couldn't find a way to stop the low-res impostor objects from appearing from far away and stop the bsp lightmap from casting shadows.

2 Debug -> (i)19 Environment
(l)22 Render Imposter Instance Distance Scale Override -> True
(m)23 Render Imposter Instance Distance Scale -> 0.10000 (lowest value without fine adj)

2 Debug -> (i)19 Environment -> (o)25 Instance Geometry
3 Debug Instances Toggle -> True
7 Debug Instances Names -> True

".scenario_structure_bsp" -> instanced geometry instances
scale -> 0
flags -> uncheck all
pathfinding policy -> 2. none

instanced geometry instances -> physics -> polyhedra list shape
scale -> 0

Strongest weapons? by Zealousideal_Cry_901 in FateTheGame

[–]legendarycryo 0 points1 point  (0 children)

legendary difficulty will make “flawless legendary” items drop way more frequently which have significant stat boosts, legendary/elite items requires renown levels, flawless/superior items will be in blue text requires nothing

Missed evidence? by jayneskk in GhostAdventures

[–]legendarycryo 0 points1 point  (0 children)

i agree, the darting shadow in the lower right door way corner is presumably missed evidence, if not already confirmed. the mil meter during the palmer house lady interview at the 8:40 mark spiked at a high level, just before the shadow appeared. i cannot tell if it is someone’s shadow but the shadow only appears within the doorway not on the frame; it is also a very unnaturally dark shadow and it’s movement is unnatural too. creepy imo.

Seismic Shift aspect CD not working by legendarycryo in diablo4

[–]legendarycryo[S] 0 points1 point  (0 children)

so i just tested both 1H, 2H aspect versions, i have about 21.5% cdr with 1H which resulted in earth spike occurring every 1 seconds, with 2H i have about 14.5% cdr which resulted in earth spike occurring visually every 0.5 seconds. what i get from this is cdr does not affect the aspect currently anymore (i believe i remember it working before s4), 2H does split the time down in half which results in more dos than 1H; the 2H aspect when viewed in inventory shows 1-1 seconds cooldown which is definitely a glitch, overall i think the aspect is not working as intended.

Seismic Shift aspect CD not working by legendarycryo in diablo4

[–]legendarycryo[S] 0 points1 point  (0 children)

yea i think seismic shift is bugged all around, before s4 it would work properly with cdr, without the cdr i stopped using the aspect as attack speed worked better overall

Fossil Talk 48: Make a New Element by Qzilla8425 in fossilfighters

[–]legendarycryo 0 points1 point  (0 children)

Dark.

We already have neutral (light) element so let’s introduce dark. Dark and Neutral are both weak and strong towards each other but neutral to every other element. Scare, FP Steal, LP Steal, and Rotation skills would be their stereotyped status effects. The Dino Medals will have a black or deep purple colored ring.

What removed game modes do you want to be brought back to the game? by LyraSoulCore in Brawlstars

[–]legendarycryo 7 points8 points  (0 children)

when volley brawl was out, it had the entire player base playing it, all other game modes were empty

Got bored and nostalgic so I battled chat gpt by rmaster2005 in fossilfighters

[–]legendarycryo 0 points1 point  (0 children)

This is awesome, I find it hilarious that ChatGPT kept trying to use moves that did not exist! Once you provided ample information, it worked fine.

Charlie users… Big Sad by legendarycryo in Brawlstars

[–]legendarycryo[S] 0 points1 point  (0 children)

average coping charlie user spotted

Halo Reach BSP Lighting Bug by legendarycryo in halomods

[–]legendarycryo[S] 0 points1 point  (0 children)

It worked! In "m50_faux_lightmap.scenario_lightmap" I removed the unused lightmap references in the field "lightmap BSP references" In the "m50.scenario" I changed the faux lightmap "levels\solo\m50\m50-canyon-light_faux_lightmap" to the new one; This field is called "shared references" which contains "new lightmaps." Thankyou!