Author Topic: RA2 Tech Demo  (Read 11915 times)

Offline Serge

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Re: RA2 Tech Demo
« Reply #40 on: May 16, 2011, 09:02:42 AM »
*IDEA*

Why don't we make an expansion pack based on this version of the game instead? It seems like a much better engine.

You're an idiot.
« Last Edit: May 16, 2011, 11:07:22 AM by kill343gs »
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Offline Thyrus

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Re: RA2 Tech Demo
« Reply #41 on: May 16, 2011, 09:13:38 AM »
Y'know what I find interesting about this tech demo though...

It supposedly came out before RA2... yet Nightmare strikes me as something that would be available in DSL.  Also, the chassis on Yellow Vulture is actually pretty awesome.  We don't have the capability to make a chassis like that in RA2.  Though... since there are no bot files in the game... I would guess that the bots in the tech demo are just controllable components rather than actual assembled bots.  At one point when I was goofing off, Yellow glitched out and the chassis split open for a moment... there was nothing inside that I could see. 

So, those of you that are dreaming of modding the Tech demo... there isn't really much to play with.  By my estimates, its just a bunch of controllable components that you can move around into each other and bounce them off the walls.  Really simple... though kinda mean for them to tease such things when really RA2 didn't even come close to the level of building complexity that they apparently wanted to achieve.

contollable components hum?... something with "house robots" is in my mind

Offline JoeBlo

Re: RA2 Tech Demo
« Reply #42 on: May 16, 2011, 09:26:33 AM »
Despite the fact the demo and real game share nothing in common except for the file type "GMF"

There is no python files or anything.. the game isnt accessible like RA2..

Offline Trovaner

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Re: RA2 Tech Demo
« Reply #43 on: May 16, 2011, 01:33:57 PM »
About a year ago, I was able to decompile some of the GMF files by splicing in some of RA2's compiled data into the GMF files and using Serge's compilers to decompile the new GMF files. This is how I was able to get the sawblade for DSL.

The physics in the tech demo are worse than the physics in RA2. As such, it wouldn't make any sense to try to extract the physics engine from one and implant it into the other. It would also be much harder to do this than to make a game from scratch (due to how incorporated the physics engines are with their corresponding EXEs (which are both lacking in terms of source code)).

Offline HurricaneAndrew

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Re: RA2 Tech Demo
« Reply #44 on: May 19, 2011, 02:08:48 PM »
In other words, FOTEPX is an idiot and needs to keep his stupid ideas to himself?

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Offline Resetti's Replicas

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Re: RA2 Tech Demo
« Reply #45 on: May 20, 2011, 12:46:12 PM »
Did they actually pay Battlebots for the rights to Nightmare?  'twould seem like a waste to have to pay royalties and only use it in this capacity.

Offline GoldenFox93

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Re: RA2 Tech Demo
« Reply #46 on: May 20, 2011, 12:51:40 PM »
Did they actually pay Battlebots for the rights to Nightmare?  'twould seem like a waste to have to pay royalties and only use it in this capacity.
Quoted for truth- it would've been cool to see other Battlebots reps in there. I could imagine a RA2 Warhead, actually.



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Offline JoeBlo

Re: RA2 Tech Demo
« Reply #47 on: May 20, 2011, 08:23:44 PM »
Play AU BBAI and you can get all the BB replicas you need.. they really put RA2 robots the shame in looks..

Its a shame the building elements in the game weren't worked enough to produce robots like the demo..

Like someone said it resembles DSL more then Stock..


Offline russian roulette

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Re: RA2 Tech Demo
« Reply #48 on: May 20, 2011, 09:02:39 PM »
It isn't just with chassis structure, but with painting elements as well! Total bull crap when I found out that I had to edit OUTSIDE the game for the look I wanted.

Offline J

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Re: RA2 Tech Demo
« Reply #49 on: May 20, 2011, 09:10:36 PM »
Did they actually pay Battlebots for the rights to Nightmare?
As long as the robot is never actually called "Nightmare", then they are free to use a model that resembles it.
Gotta' love copyright loopholes.

Offline JoeBlo

Re: RA2 Tech Demo
« Reply #50 on: May 20, 2011, 09:18:09 PM »
err but they called it Nightmare :P

Offline Scorpion

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Re: RA2 Tech Demo
« Reply #51 on: May 21, 2011, 03:53:59 AM »
Point though, is why didn't they use component bots for the AI like in this?

Offline JoeBlo

Re: RA2 Tech Demo
« Reply #52 on: May 21, 2011, 04:04:16 AM »
They cant receive any damage like the player robots..  No parts could parts break off the robots either ..

Offline Scorpion

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Re: RA2 Tech Demo
« Reply #53 on: May 21, 2011, 04:06:38 AM »
Would it have been so hard to implement those things though?

Offline JoeBlo

Re: RA2 Tech Demo
« Reply #54 on: May 21, 2011, 04:33:42 AM »
yes :P

To the extent of my GMF knowledge you cant have the single GMF file fall apart based with separate HP values.

All the objects need to be separate to have there own interaction HP

The chassis is a simple polygon GMF block.. its just that the in game editor isnt complex enough to achieve anything greater.. 

Offline Scorpion

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Re: RA2 Tech Demo
« Reply #55 on: May 21, 2011, 04:42:19 AM »
yes :P

To the extent of my GMF knowledge you cant have the single GMF file fall apart based with separate HP values.

All the objects need to be separate to have there own interaction HP

The chassis is a simple polygon GMF block.. its just that the in game editor isnt complex enough to achieve anything greater..
Ah, fair enough then.
It's just the in game chassis editor then that should have been improved then?

Offline JoeBlo

Re: RA2 Tech Demo
« Reply #56 on: May 21, 2011, 04:52:25 AM »
The easy solution Infogames could have done for us is exactly how they did the chassis editor but have 3 layers instead of the 2..

That way you could a chassis like Yellow Buzzard. 

BTW has anyone noticed in the Tech Demo splash it shows blueprints of the robot? Those "Blueprints" are actually a screen capture of of 3DSM..

Offline Clickbeetle

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Re: RA2 Tech Demo
« Reply #57 on: May 22, 2011, 05:40:18 PM »
That is actually a really good replica of Nightmare. :eek:   It also explains why the txt file for the N12 wheel is called "night_wheel.txt".  I always wondered about that one.



Fang's shiny chassis is cool too... although considerably less so once I realized it was a component and not a "chassis" in the RA2 sense.

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Offline Badnik96

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Re: RA2 Tech Demo
« Reply #58 on: May 28, 2011, 06:26:46 PM »

Offline GroudonRobotWars

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Re: RA2 Tech Demo
« Reply #59 on: June 13, 2011, 07:48:24 PM »
Sorry for the little bump. But I had a possible question. Would it be possible to take the arena and make it in RA2, we got the .gmf and all the files for the skins of the arena all I think is needed is the .py file, though there could be more.