Author Topic: Operation: Resurect Mortis!  (Read 3678 times)

Offline FOTEPX

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Operation: Resurect Mortis!
« 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?


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Offline Badnik96

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Re: Operation: Resurect Mortis!
« Reply #1 on: November 01, 2014, 04:28:49 PM »
I'm fairly sure that Mortis is in the mod already.

Offline FOTEPX

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Re: Operation: Resurect Mortis!
« Reply #2 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...


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Offline Lemonism

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Re: Operation: Resurect Mortis!
« Reply #3 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.
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Offline Merrick

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Re: Operation: Resurect Mortis!
« Reply #4 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.)

Offline Resetti's Replicas

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Re: Operation: Resurect Mortis!
« Reply #5 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?

Offline R1885

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Re: Operation: Resurect Mortis!
« Reply #6 on: November 02, 2014, 01:01:34 AM »
Why replicate an over rated money pit?

Offline Jaydee99

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Re: Operation: Resurect Mortis!
« Reply #7 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.

Offline Natster-104

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Re: Operation: Resurect Mortis!
« Reply #8 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

Offline cephalopod

Re: Operation: Resurect Mortis!
« Reply #9 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.
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Offline HereticBlue

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Re: Operation: Resurect Mortis!
« Reply #10 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. ;)
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Offline FOTEPX

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Re: Operation: Resurect Mortis!
« Reply #11 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.


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Offline HereticBlue

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Re: Operation: Resurect Mortis!
« Reply #12 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? ;)
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Offline Natef

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Re: Operation: Resurect Mortis!
« Reply #13 on: November 02, 2014, 12:45:00 PM »
Why replicate an over rated money pit?

shots fired

Offline Resetti's Replicas

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Re: Operation: Resurect Mortis!
« Reply #14 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.

Offline FOTEPX

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Re: Operation: Resurect Mortis!
« Reply #15 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... ; - ;


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Offline cephalopod

Re: Operation: Resurect Mortis!
« Reply #16 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.
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Offline Lemonism

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Re: Operation: Resurect Mortis!
« Reply #17 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?
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Offline Trovaner

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Re: Operation: Resurect Mortis!
« Reply #18 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.

Offline Lemonism

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Re: Operation: Resurect Mortis!
« Reply #19 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 :)
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