gametechmods

Robot Arena => Discussion => Topic started by: FOTEPX on November 01, 2014, 04:15:22 PM

Title: Operation: Resurect Mortis!
Post by: FOTEPX on November 01, 2014, 04:15:22 PM
Quite a lot of awesome replicas and rebuilds have been done over the years for numerous robot wars competitors, but out of all of the competitors shown, one seems to never be shown enough love - Mortis.

Users, in the past have taken models and textures from Robot Wars: Extreme Destruction - What I'm thinking is we apply the same thing to Arenas Of Destruction, if possible, get Mortis' model from there, and put Mortis into RA2, to finally join his Robot Wars brethren.

Whaddaya say?
Title: Re: Operation: Resurect Mortis!
Post by: Badnik96 on November 01, 2014, 04:28:49 PM
I'm fairly sure that Mortis is in the mod already.
Title: Re: Operation: Resurect Mortis!
Post by: FOTEPX on November 01, 2014, 05:00:04 PM
I'm fairly sure that Mortis is in the mod already.

Which mod? I downloaded Wham's mod pack (thanks to Mazakari), and I can't see Mortis anywhere...
Title: Re: Operation: Resurect Mortis!
Post by: Lemonism on November 01, 2014, 05:19:39 PM
I'm fairly sure that Mortis is in the mod already.
If you're talking about the official Robot Wars mod, I don't see Mortis on the list of teams/robots on the first post. I don't know if that is a complete list, though.
Title: Re: Operation: Resurect Mortis!
Post by: Merrick on November 01, 2014, 10:42:21 PM
As far as I can remember, someone uploaded an image of Mortis' shell, alongside Lightning, Matilda's and Cassius' shells because they were hidden components in Wham's AI pack. I could be wrong though. I think HereticBlue planned on using these to create the planned replicas, but although Lightning has been finished, there's been no sign of Mortis, either in the previews or the planned list of teams. So yeah, at the moment....no Mortis planned. (Unless I'm ridiculously wrong.)
Title: Re: Operation: Resurect Mortis!
Post by: Resetti's Replicas on November 02, 2014, 12:02:46 AM
What's even the point in making Mortis if you can't replicate that bullet-speed tanto blade?
Title: Re: Operation: Resurect Mortis!
Post by: R1885 on November 02, 2014, 01:01:34 AM
Why replicate an over rated money pit?
Title: Re: Operation: Resurect Mortis!
Post by: Jaydee99 on November 02, 2014, 02:39:26 AM
As far as I can remember, someone uploaded an image of Mortis' shell, alongside Lightning, Matilda's and Cassius' shells because they were hidden components in Wham's AI pack.
Happened with me too.
Title: Re: Operation: Resurect Mortis!
Post by: Natster-104 on November 02, 2014, 02:45:14 AM
What's even the point in making Mortis if you can't replicate that bullet-speed tanto blade?
You probably could if you put it on the super fast THz motor or a beta burst and make the axe incredibly light
Title: Re: Operation: Resurect Mortis!
Post by: cephalopod on November 02, 2014, 06:15:58 AM
What's even the point in making Mortis if you can't replicate that bullet-speed tanto blade?
You probably could if you put it on the super fast THz motor or a beta burst and make the axe incredibly light

Hello Havoks.

Anyway I kinda agree with R1885. Anyway, is Mortis REALLY that important that it needs a damn thread?
There's only a few people capable of replicating it with specially made components and I'm pretty sure if they want to, they will, and you'll see it in a certain mod.
Making more unneeded threads won't be encouraging, more like needy.
Title: Re: Operation: Resurect Mortis!
Post by: HereticBlue on November 02, 2014, 06:38:58 AM
I'm fairly sure that Mortis is in the mod already.

Which mod? I downloaded Wham's mod pack (thanks to Mazakari), and I can't see Mortis anywhere...

It's going to be in the first or second DLC. I've already made a servo motor that can work as a fast axe.

Wham made theories all shell but it was under sized. But there are issues exporting the resized one so I'll probably be making the series 2 shell.

Getting it to swing fast on a servo is about the weight of the axe weapon and using a counter balance. ;)
Title: Re: Operation: Resurect Mortis!
Post by: FOTEPX on November 02, 2014, 07:35:30 AM
I'm fairly sure that Mortis is in the mod already.

Which mod? I downloaded Wham's mod pack (thanks to Mazakari), and I can't see Mortis anywhere...

It's going to be in the first or second DLC. I've already made a servo motor that can work as a fast axe.

Wham made theories all shell but it was under sized. But there are issues exporting the resized one so I'll probably be making the series 2 shell.

Getting it to swing fast on a servo is about the weight of the axe weapon and using a counter balance. ;)

So, what you're sayin' is that you're gonna make Mortis? Awesome, man.

As far as I can remember, someone uploaded an image of Mortis' shell, alongside Lightning, Matilda's and Cassius' shells because they were hidden components in Wham's AI pack.
Happened with me too.

Operation: Ressurect Cassius? :P

Edit: Just realized I've been misspelling Ressurected throughout this entire thread. Darn.
Title: Re: Operation: Resurect Mortis!
Post by: HereticBlue on November 02, 2014, 12:24:24 PM
I was wondering when you'd realise haha. Operation ressurectable Cassius already exists too haha. Operation ressurect Mad Cow perhaps? ;)
Title: Re: Operation: Resurect Mortis!
Post by: Natef on November 02, 2014, 12:45:00 PM
Why replicate an over rated money pit?

shots fired
Title: Re: Operation: Resurect Mortis!
Post by: Resetti's Replicas on November 04, 2014, 08:43:04 PM
A more helpful undertaking would be to create an AI that allows for Mortis' setup - a terrorhurtz/frenzy style hammer and a burst-flipper on the same robot.  That has more tangential uses than a Mortis Shell.  I think I recall Joeblo saying he was working on one such AI binding but lost it when his computer died.
Title: Re: Operation: Resurect Mortis!
Post by: FOTEPX on November 05, 2014, 05:45:09 AM
A more helpful undertaking would be to create an AI that allows for Mortis' setup - a terrorhurtz/frenzy style hammer and a burst-flipper on the same robot.  That has more tangential uses than a Mortis Shell.  I think I recall Joeblo saying he was working on one such AI binding but lost it when his computer died.

I'd work on one, but I have no idea how to program AI... ; - ;
Title: Re: Operation: Resurect Mortis!
Post by: cephalopod on November 05, 2014, 05:57:05 AM
I don't think it'd be too hard, just adding a generic burst setting into the frenzy.py. I might check it out but I've not tried anything like that before.
Title: Re: Operation: Resurect Mortis!
Post by: Lemonism on November 05, 2014, 01:53:15 PM
I've not done any proper AI stuff either, but I might give it a look as well. I think getting python is a must for making sure the syntax is correct, I gathered that much from reading the old AI thread, but python has two version downloads, one legacy and one present version. Does anybody know which to get for RA2? Trov maybe?
Title: Re: Operation: Resurect Mortis!
Post by: Trovaner on November 05, 2014, 08:52:21 PM
You don't necessarily need to download any version of Python... However, if you want to get it than you'll want to download Python 2.7.8 or some other 2.x version because RA2 uses Python 2.2. They made a bunch of changes in Python 3.x which makes it incompatible with Python 2.x unless you know all of workarounds (which I wouldn't recommend for beginners). On a side note, Linux and OS X come preinstalled with a version of Python (usually 2.x).

After installing the application, you should have a new command line tool and a text editor called IDLE. I used to use the the command line tool quite a bit because it was more convenient than loading up RA2 whenever I wanted to test some generic Python code. I also used IDLE for checking my syntax back when I was still getting used to the language. That said, the FPS window is far more useful for looking at RA2 stuff (things that are specific to the game).

Adding flipper code to Frenzy would actually be a pretty simple task (~10 lines of code). I won't spoil the fun by giving you the code, though ;). If you need any help or start feeling overwhelmed, just let me know and I'll try to point you in the right direction.
Title: Re: Operation: Resurect Mortis!
Post by: Lemonism on November 06, 2014, 02:14:09 AM
I also used IDLE for checking my syntax back when I was still getting used to the language.
This is the main reason I wanted to get Python, although the other tools you mentioned sound very useful as well.
Thanks for your help, I'll let you know if I have any issues :)
Title: Re: Operation: Resurect Mortis!
Post by: Natster-104 on November 06, 2014, 10:02:41 AM
Been having a little look through the .py files, and I very vaguely understand them, the problem is that I'm used to using version 3.4 at school, so the launcher looks really weird to me
Title: Re: Operation: Resurect Mortis!
Post by: Trovaner on November 06, 2014, 01:19:03 PM
I'm sort of just throwing it out there but have you learned much about methods and classes? I only ask because RA2 uses a concept called class inheritance and I'm guessing that's where your confusion lies. The differences between python 2 and 3 are actually quite subtle. This is especially true in the context of RA2 because one of the only differences is in how you do print statements.
Title: Re: Operation: Resurect Mortis!
Post by: Natster-104 on November 06, 2014, 01:35:55 PM
I'm sort of just throwing it out there but have you learned much about methods and classes? I only ask because RA2 uses a concept called class inheritance and I'm guessing that's where your confusion lies. The differences between python 2 and 3 are actually quite subtle. This is especially true in the context of RA2 because one of the only differences is in how you do print statements.
I don't believe so, we're learning about while and if statements mostly, the most recent work we have done is doing currency converters and username and password info, and actually at the point I'm on now on codeacademy I'm learning about functions, so I don't think I'll be learning them anytime soon