gametechmods
Robot Arena => Discussion => Topic started by: Clickbeetle on June 22, 2008, 03:18:50 PM
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Well, beta testing has been going rather slow, and no one has reported any serious problems so far, so I'm just going to call it good and release it (yay!) This community is actually probably small enough to be a beta testing group anyways...
LINK IS IN THE DOWNLOADS PAGE UNDER AI PACKS https://gametechmods.com/?do=RA2_AIpacks (A version has been added for the download version of the game)
Installation instructions and a summary of features is included in the readme.
One important note: The 2.1 patch is a patch for DSL 2.0, not a completely new version. You DO need v2.0 installed first before installing v2.1. Just extract the zip file into a new folder and copy/paste all files into your main RA2 folder with DSL 2.0 installed. You shouldn't need to make a fresh copy of RA2, but if you have tons of non-DSL mods you still might want to just to be safe.
What's in the patch:
Slimbody motor is standard
All weapons rebalanced to 60000 efficiency
Better arena cameras
Lifters are slower and less flippy; don't make pssssshhhhhh sound
Replica flippers are slightly powered up
Vlad the Impaler improved
Attach point on Vlad spikes and PA spikes fixed
Vlad spikes moved into Weapons
Ocean Platform hazards are less powerful
Bots are always eliminated when they fall in the ocean and get slowed down by the water
Flip Test Dummy has 4 wheels
WreckTangle is updated
Hammer arc on The Judge slightly smaller to make it less glitchy
Beta burst retraction is slightly less powerful to make it less glitchy
Larger team select/import bot windows
Perm collision more accurate, diagonal attach points added
E-teks are flatter
Astroflights, Magmotors, and E-teks have new long axle option
Skirt and titanium sheet gmf's are redone to be less glitchy
Extenders have more HP
El Diablo crash glitch fixed
Razer is more slow and crushy
Biohazard, Ruiner, Tornado Mer, and Vertigo are flatter
Two new replicas, Thermidor II and Apollyon
New BBEANS Champions team
Generic tribars have more HP
Upside down attach point on BSG burst motor fixed
180 degree Beta motor is less glitchy and also has a slightly bigger swing arc
Collision on NPC and TWM3 motors is more forgiving (you can now place components in the inside angle)
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nice. i wish the community was larger though. i wonder if we could all pitch in to buy the rights from atari, and sell DSL as an actual game. who knows, it might make some amazing dough!
EDIT: or we could sell DSL to Atari.
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Yeah, we talked about buying rights from Atari at the old forum too.
BTW CB: How are you able to change the credits in the game? I always wondered that. Awesome Patch.
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You just edit UI/common/credits.gib and add some text or images. It takes some experimenting to understand how the format works though.
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Ah ok. Cool. And kudos, haven't found a single glitch. But there are some of the 2.0 components that crashed on my version, along with some white spaces... Isn't there a fix to crashing DSL components? (i.e. shark tooth.)
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son of whyachi's tribar need the supporting braces connecting the ends. i think they were red.
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My for my recation click here:
http://www.youtube.com/watch?v=ZiapRKY9rpY&feature=related (http://www.youtube.com/watch?v=ZiapRKY9rpY&feature=related)
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My copy of the game's on the other side of the country, but I'm looking forward to trying out the updated Ruiner and Apollyon.
Edit: And fighting Smashbox. Really glad I decided to stop by and see what was up.
E2: Don't seem to need a disk. w00t.
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Ah ok. Cool. And kudos, haven't found a single glitch. But there are some of the 2.0 components that crashed on my version, along with some white spaces... Isn't there a fix to crashing DSL components? (i.e. shark tooth.)
I thought that was fixed way back in the 1.2 patch. I haven't heard anyone report a crashy shark tooth in ages. Perhaps try reinstalling?
son of whyachi's tribar need the supporting braces connecting the ends. i think they were red.
I thought about that, but the red support bars are just too weird of a component. You can access them with cheatbot2 though.
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Ah ok. Cool. And kudos, haven't found a single glitch. But there are some of the 2.0 components that crashed on my version, along with some white spaces... Isn't there a fix to crashing DSL components? (i.e. shark tooth.)
you have AI-Helpers=1 in your ra2 config. happened to me before click made that thread.
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Which WinRar do I use, is it free, and how do I use it. Do I even need it for this patch or DSL 2.0?
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Never mind, I'm good
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wheely big cheese doesnt flip when you are on top of it. and would it be possible to put the skirt hinge on the bottom of the chassis?
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I had some problems with DSL on multiplayer. It seems that any HS'ers will not load in multiplayer. There are no specific components on these bots that don't load, as other types of bots that use the same components will load. The ONLY thing the non-loading bots have in common is the fact that they are all HS'ers (trust me, I've checked multiple times).
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Okay, Sage found something pretty important that needs to be fixed, so I've uploaded a DSL patch 2.1.1.
Temporary link: http://beetlebros.gametechmods.com/files/DSL211.zip (can be moved to main download page later and replace 2.1 patch, since 2.1.1 contains everything in 2.1)
Somehow Wheely Big Cheese ended up with no smart zone in the 2.1 patch. That is now fixed. I also noticed recently that the motorcycle wheels all have the same collision, and apparently have since DSL 1.0, so in reality the small size is as big as the large size and they are all interchangeable. That is also fixed in 2.1.1.
R0B0SH4RK, I think your request belongs in tech support since it doesn't necessarily have to do with the 2.1 patch. We also need more information, like whether the bots in question crash the game or just freeze it, at what time, and how often.
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one more thing.... the e-tek's axle cant go through the chassis until it gets to the very tip.
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Looks Like everybody is a beta tester I replaced the fix and also made it fixed for the download version
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Had to do a lot of work to get this working correctly, as I've done a lot of messing with my teams, but I finally got it working. Thermidor 2's brilliant ^_^
Edit: Judge doesn't self-right for some reason though
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Gotta give you guys props, Apollyon drives fairly close to how it handles in real life, at least, as close as can be without using a pistol grip controller.
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one more thing.... the e-tek's axle cant go through the chassis until it gets to the very tip.
I'm not sure I see what you mean. The axle on all E-tek styles goes through the chassis wall just fine on my game.
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By the way, what the heck have you done to Chaos 2? It can't even self-right anymore o_O
I don't mind the lessened power, but no shrimech? Ew.
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I's still having a problem with the game crashing during Tournament levels on the Compressor and Ocean Platform arenas.
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By the way, what the heck have you done to Chaos 2? It can't even self-right anymore o_O
I don't mind the lessened power, but no shrimech? Ew.
I bet click is very motivated to fix that glitch after this post. You really have skills. Go you.
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I's still having a problem with the game crashing during Tournament levels on the Compressor and Ocean Platform arenas.
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Huh, that's weird. Joe, if you pm me I'll show you how to fix it; only 2 numbers.
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theres a problem with the NPC left/right motors. the attachment points are different. this means if you try to use extenders to attach them they will be uneven. could someone fix this?
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CB, I'm not sure why but several are having problems still with the Compressor and Ocean Platform. And when I d/l-ed the 2.1 patch, I didn't find the 'Events.txt' in it. Something to check into....
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hey guys i know this may be the wrong post to say this but i was wondering if we MIGHT be able to put the icer AA batt into the pack as it is perfact for making a freefrom batt system. i know it might need to be modded a bit but i think its a good idea. i think if we made each one wight 2.2kg and have 1/3 the power of the ant batt( that is 3.3amps) it would not be cheating as its the same as the ant batt split up into seperate batts. i have seen many bots use just this setup in real world. idk its just a thought.
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NO BECAUSE YOU ARE A FOOL!! MWUHAHAHAHAHAHAHAHA!!!! HAHAHA! HAHA! HA! H!
TAKE THAT! HAHAHAHA!
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Fail.
Cuda that's a pretty good idea!
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AAAH! A sudden slew of glitches, just when I thought everything was peachy!
I probably gave Chaos2 the wrong burst motor by accident. It should be more powerful than it was before.
And it looks like I forgot to include the fixed Events.txt as well.
The batteries are a good idea, I agree. I'll at least try it... though I'm not sure if it will really work like real life.
The problem with fixing the NPC attachment points is that then their position will shift on all the bots that already use them, and everyone that uses NPC's will have to rebuild their bot. I'll have to add more attachment points instead of moving them, and that ends up being awkward. But, yeah, probably worth it, now that you mention it.
This is enough stuff that needs doing that it could be worthy of a 2.2 patch. I've been meaning to bump up the power of some of the replicas, too... (Razer is way too weak, among others).
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I can do the NPC AP's, CB, to share the work load. I'll make sure they're a higher number so as to leave the present ones. If you have a preference let me know how many, where and what type, and I'll have it hopefully by the end of this week.
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Well if that's the case, then I guess I'll mention a few other things that could be fixed.
Raise the HP of the following: Hypno tooth (although not by much), Typhoon spike, Ziggo shell. It's kind of silly for the main body to fly off after a few hits, even if it is a lightweight.
Improve Techno Destructo's flipping power. It feels kind of weaker than it should be, considering its size.
Enlarge Dominator 2. Comparing it with its real life companion, Dominator 2 is really small. It isn't very practical either, because its axe is underpowered and often knocks itself off-balance.
Fix Vlad's srimech. Yeeeah, I know this was kinda of dealt with in 2.1, but it feels a lot more glitchy now, with the srimech pulling the robot around the arena. Maybe lower the power?
Shrink the enviroment in the Pyramid arena. I lag a lot there, and this could easily be fixed by shrinking the amount of sand in the place.
Remove a few things from the Battlebots arena. To be honest, the BBarena feels extremely cluttered, so perhaps the spinners and the flippers could be removed, maybe the pistons too.
It'd also be nice to see the 2player tournaments changed to match the 4player ones. I prefer 1v1 matches myself, but if I want to play in arenas other than the Stock ones, I have to switch to 4player.
Also, I think Kronic, Iron Awe and Dantomkia are worthy of replicas, but that could come in a much later patch ^_^;
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I agree with Ice the frosty cat that Ziggo's shell is very weak,and super easy to knock off.
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I know. I am well aware that many of the replicas, while looking near perfect, are in dire need of increased combat performance. Some of them I might redo entirely.
If I do a 2.2 patch (and it's looking more and more necessary) I think I'll actually focus on improving the replicas as "The Main Thing".
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There's also the very odd collision mesh of the skirt hinge.
EDIT: Nevermind, I just read your post in SSG's thread.
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EDIT: Nevermind, I just read your post in SSG's thread.
That was Cudas DSL showcase, not mine.
I think its rather odd that it needs to be that long, it was an issue on one of my possible ELBITE bots but I discarded that desing and going for something else. (no I didnt take pictures of it and post in the junkyard because its still the same chassis)
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The pivots (CONSTRAINTSOLVERs) in Havok are very picky. I also ran into this when constructing and tweaking out some lateral and elevation cannon-aiming servos for MadBeaver's Tanks.
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Firestorm can't self right without a rupt-type havok.
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The baseplate extender has asymmetrical side APs.
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i know i was working with some of that if you want i can fix a few and send them to you for OK. just tryin to save you some time man lol
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I just though of an idea for DSL 2.2. For motors, it would be nice to have torque and RPM values as well as amps, to know which ones have better torque and what not.
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You should make the longer sheets tougher, like the extenders did in 2.1.
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I think there should be a new replica in the 2.2 patch, if there is one!