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Robot Arena => Discussion => Topic started by: Jack Daniels on December 26, 2009, 11:47:07 AM

Title: Realistic rules for DSL
Post by: Jack Daniels on December 26, 2009, 11:47:07 AM
I was going to post this in Sage's showcase... but I didn't want to derail his thread or encourage people to talk about this subject because it would be rude to fill his showcase with anything but comments about his bots.

Anyways:

It really is kinda too bad that the collective "powers that be" had not made an official rule set for DSL back when the game was fresh and new.  Nowadays, the popularity is just not strong enough to justify making a specific realistic rule-set for every builder to use as a guide. (kinda like how Battlebots has specific builders rules)

Plus with the upcoming release of a new DSL... it makes it not worth it to establish ground rules now.

However, since there is a new DSL in the works, should we make a point to establish rules on building for realistic tournaments when the release hits?  Those rules can evolve and change as we learn more... They can be established by collective vote or something.

Some rules that come to mind would be:

-Weight limits of what you can attach to certain weak material extenders.
-Valid uses of hinges/skirts/etc
-Possibility of "Judge panels" that can reject bots that are submitted based on how much the bot sways from being IRL realistic vs exploiting game mechanics.
-Having separate rule-sets that govern tournaments.
I, personally, would like to see stock as being like a builders playground.  Anything goes.  But DSL is really, fundamentally, designed to give us a more realistic experience.  I think it is valuable to try to tame the realism factor for DSL or at least establish a fixed set of rules for the future when the new DSL version is released.  If we work with Click on this... the "official rules" could be posted on the website for reference.

I realize that making such "rules" would not please everyone, which is why I encourage that we make two separate rule sets for future installments of DSL that lean in either direction.  "Ultra Realistic" rules and "Not-so Realistic" rules.

Thoughts? Input? ideas?

Title: Re: Realistic rules for DSL
Post by: Badnik96 on December 26, 2009, 11:58:33 AM
I don't get how a popup with a HUGE rack of weapons is considered "realistic". If you have to cut a slot into the wedge that's the same size as the wedge, then the wedge would be nonexistent IRL.
Title: Re: Realistic rules for DSL
Post by: Naryar on December 26, 2009, 12:16:07 PM
I use ruleset n°2, as well as no glitch use for purposes other than building.
Title: Re: Realistic rules for DSL
Post by: Badnik96 on December 26, 2009, 01:42:45 PM
I like #2 also.
Title: Re: Realistic rules for DSL
Post by: cephalopod on December 26, 2009, 03:01:42 PM
I think #2 is much better IMO.
Title: Re: Realistic rules for DSL
Post by: JoeBlo on December 26, 2009, 06:44:30 PM
we have potentially 3 DSL 2 versions to work with here
 
2.1, Nar's and 123's
 
how about carry different rule sets for each ? we get new rules without changing the old ? it would be up to either one of those guys but it could work out that way ?
 
remeber I setup general rules at the start of Backlash thread?
Title: Re: Realistic rules for DSL
Post by: 123savethewhales on December 27, 2009, 02:55:54 AM
The problem is that the game mechanics isn't exactly ultra realistic, as such, it isn't easy to enforce ultra realism.  Aside from things like stacking, BFE, or a component cutting through entirely, other stuff are somewhat difficult to enforce.

Through I agree that the "cutting through" rule is really being pushed to the breaking point (such as for many popups).  The only rational is to argue that the razor is actually not triangular, but flat.
Title: Re: Realistic rules for DSL
Post by: G.K. on December 29, 2009, 03:12:56 PM
#2, but perhaps making changes if aboslutely necessary.
Title: Re: Realistic rules for DSL
Post by: Clickbeetle on December 29, 2009, 08:36:38 PM
There is kind of an official realistic ruleset for DSL, it's just never been written down explicitly.  Evidence: any DSL bot that is acceptable in one tournament is currently acceptable in others too.

JoeBlo quotes my realistic rules that I wrote for BBEANS2 a lot.  Basically I just ban intersecting components that couldn't intersect IRL.  I could easily be more specific to prevent abuse and the creation of "technically realistic but wouldn't actually work IRL" bots, but I wanted to keep things simple, so that anyone can just fire up DSL and build a bot and know right away what is allowed and what isn't without having to go look up a list of rules.

That said, I think in some cases (tournaments, etc.), an "advanced" realistic ruleset would be good to have.  Some things that could be included with such a ruleset:

-No more than 3 weapon components in parallel (so 8 spikes around the circumference of a 100cm disk = OK.  8 spikes all lined up in parallel on extenders coming off of a burst motor = Not OK.)

-Um... something limiting the length of front wedges.

Those rules would be hard to write though, because there would always be exceptions.  You could limit skirt length, but what about bots like Final Destiny?  Bots with long skirts that drag on the floor do exist in real life, they're just rare.
Title: Re: Realistic rules for DSL
Post by: MikeNCR on December 29, 2009, 10:39:51 PM
It wouldn't make a good universal rule, as not everyone knows the ins and outs of how to design and build real bots, but I always ask myself if I could build the bot I'm making in the real world with minimal design modification. An extreme example is my bot where the weapon is a vertical drum that covers the entire chassis with only the wheels and supports outside of the drum- I used Eteks attached to disks to simulate the real world setup that would have had the drum riding on a large hollow axle allowing the internals to be connected.
Title: Re: Realistic rules for DSL
Post by: JoeBlo on December 30, 2009, 01:27:23 AM
JoeBlo quotes my realistic rules that I wrote for BBEANS2 a lot. 

yes for it is simple, easy to understand and no "grey area's" :D

changing the general rules now (as in the showcases and such) seems a little silly for that is thousands and thousands of robots down the drain. it should be left up to tournaments to manage new rules not throw out ones we already have.
Title: Re: Realistic rules for DSL
Post by: Sage on February 08, 2010, 04:17:43 PM
Ok, I think we need a LEGIT, ACCEPTED realistic RULE for GENERAL DSL building. Here's my take:

DSL REALISTIC RULES

1. Objects may not pass through other objects when a slot could not be made in real life. If the slot is too large where the functionality of the bot would be severely compromised if it WAS cut in real life, it is not acceptable.
2. Batteries may not be stacked.
3. No chaining motors.


That's the way I have been doing it, and that's the way I think it should be done. Things like extender strength, chassis shapes, wiring (trying to imagine how it would be wired in real life) and things of that nature are too complicated to be applicable in DSL. Remember, the main point of the realistic rule is to prevent heavily stacked spinners like we see in stock all the time.

Thoughts?
Title: Re: Realistic rules for DSL
Post by: MikeNCR on August 12, 2010, 08:04:49 AM
*supermegabump*


Since my though is just an expansion on this, I'm not making a new topic.


I think within the realm of "realistic" there is room for some basic BFE, but only in such a way that the robot remains realistic. I've not done large amounts of bfe, but I think things like adjusting chassis height should be allowed, as that's something that is normally available when building real robots. The game seems to account for the loss of chassis height with a reduction in chassis weight and hit points, so that's not an unfair advantage. An obvious requirement would be that the parts in the chassis must fit within the chassis at the BFE'd height.


Mostly, I don't see a reason that a wider range of chassis heights shouldn't be allowed as long as the design remains realistic.


I suspect there are more BFE methods that could be used to add variety to robots in a realistic manner, though I've not done any work with those methods.
Title: Re: Realistic rules for DSL
Post by: Pwnator on August 12, 2010, 08:15:33 AM
Back then, I used to do some BFE on components with ridiculously bulky collision meshes (especially BSGs and non-LeftandRight-NPCs). But now I just work around them since I'm too lazy to do all the accurate stuff. :P
Title: Re: Realistic rules for DSL
Post by: LiNcK on August 12, 2010, 01:33:53 PM
*supermegabump*


Since my though is just an expansion on this, I'm not making a new topic.


I think within the realm of "realistic" there is room for some basic BFE, but only in such a way that the robot remains realistic. I've not done large amounts of bfe, but I think things like adjusting chassis height should be allowed, as that's something that is normally available when building real robots. The game seems to account for the loss of chassis height with a reduction in chassis weight and hit points, so that's not an unfair advantage. An obvious requirement would be that the parts in the chassis must fit within the chassis at the BFE'd height.


Mostly, I don't see a reason that a wider range of chassis heights shouldn't be allowed as long as the design remains realistic.


I suspect there are more BFE methods that could be used to add variety to robots in a realistic manner, though I've not done any work with those methods.

Well, Then the people that cant BFE would have a disadvantage because they do have those chassis limits, They do have to deal with the fail-collisions & Stuff :P
Title: Re: Realistic rules for DSL
Post by: MikeNCR on August 12, 2010, 01:46:20 PM
Well, Then the people that cant BFE would have a disadvantage because they do have those chassis limits, They do have to deal with the fail-collisions & Stuff :P


That'd be a great point if stuff like editing chassis height were at all difficult to do. I'm also not talking about doing outright part swaps or anything. I'm talking about some specific types of bfe that allow realistic chassis shape modifications to be made, you still need to be able to put the parts on the robot. At some point it might even be possible with all the fun exe work that's been done to edit the slider so that it can adjust the chassis height down to the smallest motor/battery height available.
Title: Re: Realistic rules for DSL
Post by: Sage on August 12, 2010, 02:25:23 PM

Well, Then the people that cant BFE would have a disadvantage because they do have those chassis limits, They do have to deal with the fail-collisions & Stuff :P

Just like people who can't use glitches in stock?
Title: Re: Realistic rules for DSL
Post by: LiNcK on August 12, 2010, 08:22:49 PM

Well, Then the people that cant BFE would have a disadvantage because they do have those chassis limits, They do have to deal with the fail-collisions & Stuff :P

Just like people who can't use glitches in stock?

Yeah... That made me think that my comment was reatrded :P
Too much time off RA2, Gotta get back & Fix mah black screenshots prob...
Title: Re: Realistic rules for DSL
Post by: Scrap Daddy on August 12, 2010, 10:26:37 PM

Well, Then the people that cant BFE would have a disadvantage because they do have those chassis limits, They do have to deal with the fail-collisions & Stuff :P

Just like people who can't use glitches in stock?
Never stopped some people from BFEing in stock.
Title: Re: Realistic rules for DSL
Post by: somestrangeguy on August 13, 2010, 08:42:43 AM
Yep, a whole lot of my bots have BFE in them, I just forgot wich ones because there is so many. I prety much do everything with BFE because eFFeing and Snapper/Axle loading is too troublesome, what I do is put parts I want to attach by BFE in a seperate place and then change attachemnt points so that I get same result as eFFe glitch :P
Title: Re: Realistic rules for DSL
Post by: Sage on August 13, 2010, 11:34:37 AM
LAME! Aren't there any legit stock builders anymore? :(
Title: Re: Realistic rules for DSL
Post by: Stagfish on August 13, 2010, 12:14:44 PM
I dont use BFE :D
Title: Re: Realistic rules for DSL
Post by: LiNcK on August 13, 2010, 12:42:28 PM
I dont use BFE :D

Me neither ;D

I dont even use glitches (Just once :P)
Title: Re: Realistic rules for DSL
Post by: G.K. on August 13, 2010, 01:07:30 PM
I BFE'd in stock like once when I was frustrated, and once to make my 36 SFTW HS.
Title: Re: Realistic rules for DSL
Post by: Squirrel_Monkey on August 13, 2010, 02:34:38 PM
I BFE to stack blacks when I'm short of time.
Title: Re: Realistic rules for DSL
Post by: JoeBlo on August 13, 2010, 09:24:00 PM
LAME! Aren't there any legit stock builders anymore? :(


I am :D


well I have ways to do it cheatingly (as you know Sage) but I do it legit for any competitions.. otherwise I feel bad if the robot does well  :embarr
Title: Re: Realistic rules for DSL
Post by: Scrap Daddy on August 13, 2010, 10:09:18 PM
I BFE to stack blacks when I'm short of time.
This is what pisses me off the most. I could easily say "oh i bfed the 3 blacks and cb because i wanted to save time." Bull. Stack it legitimately or don't stack at all. I have never BFE'd in my life and never plan to. I don't even know how and don't plan on learning anytime soon.
 
Again, this is what will ruin stock.
Title: Re: Realistic rules for DSL
Post by: Sparkey98 on August 13, 2010, 10:10:23 PM
I BFE to stack blacks when I'm short of time.
This is what pisses me off the most. I could easily say "oh i bfed the 3 blacks and cb because i wanted to save time." Bull. Stack it legitimately or don't stack at all. I have never BFE'd in my life and never plan to. I don't even know how and don't plan on learning anytime soon.
 
Again, this is what will ruin stock.

Agreed all the way
Title: Re: Realistic rules for DSL
Post by: Sage on August 13, 2010, 10:23:57 PM
Agree with Scrap. I spent ages stacking those three blacks in Solstice when it would have been a matter of minutes for BFE. What's the rush? Short on time my ass.
Title: Re: Realistic rules for DSL
Post by: LiNcK on August 13, 2010, 10:24:18 PM
Glitching IG is different than "Glitching" outside of the game...
It would be like drawing freehandedly & Drawing with a ruler...

Ofcourse you can make a line with both, But the ruler one will be precise :P
While the people deal with the fail collisions, You easily get away with your BFEing & Stuff :P

BTW guys, Today is my Birthday ;D
I hope I can fix my RA2 BlackScreentshots prob, Its driving me crazy :S
Title: Re: Realistic rules for DSL
Post by: G.K. on August 14, 2010, 02:40:49 AM
LiNcK, seen the birthday thread?
Title: Re: Realistic rules for DSL
Post by: NFX on August 14, 2010, 11:44:10 AM
I am in agreement with Scrap Daddy. I tried using BFE to lower the height of the chassis, and I completely messed it up. I found what I think are the co-ordinates of the chassis map, and the height, I just don't know what to do with them. But I do still build legit in stock, albeit quite sparingly.

Also, on the subject of chained motors, UnDeadBeat in NAR AI 2.3 has chained JX Burst motors, I've noticed. I'm not sure if that would be considered unrealistic, because Biohazard has the chained snappers to get the 4-bar effect.
Title: Re: Realistic rules for DSL
Post by: Naryar on August 14, 2010, 11:45:42 AM
Undeadbeat can be unrealistic because sometimes the burst motors overdo it and the hammers go into the batteries, but it could be made IRL.
Title: Re: Realistic rules for DSL
Post by: Somebody on August 15, 2010, 09:37:43 PM
Undeadbeat is realistic just because of the possibility of it happening in IRL. And its a cool idea. However, I wouldn't dare BFE a bot, because I will always have it hanging over me that this bot is good in part because of cheating. Especially if I entered it in a tournament and it won.
Title: Re: Realistic rules for DSL
Post by: R0B0SH4RK on August 15, 2010, 10:09:32 PM
I have no idea how to BFE. I can hardly AI xD
Title: Re: Realistic rules for DSL
Post by: freeziez on August 16, 2010, 12:43:10 AM
I have no idea how to BFE. I can hardly AI xD

Me too. I don't even know what BFE is.  :ermm:
Title: Re: Realistic rules for DSL
Post by: Jonzu95 on August 16, 2010, 12:47:55 AM
BFE means bot file editing.

Title: Re: Realistic rules for DSL
Post by: freeziez on August 16, 2010, 12:49:21 AM
Ah.

[Sarcasm]Hey, I learned something useful to my life WITHOUT SCHOOL!  :eek: [/Sarcasm]
Title: Re: Realistic rules for DSL
Post by: NFX on August 16, 2010, 03:50:55 AM
I think I've found where the co-ordinates on the chassis map and chassis height are on the BOT file, I just don't know what to do with them.
Title: Re: Realistic rules for DSL
Post by: JoeBlo on August 16, 2010, 04:47:51 AM
be wary there is multiple chassis height values that must be changed
Title: Re: Realistic rules for DSL
Post by: NFX on August 16, 2010, 06:52:25 PM
I thought that. I've got the 0.3636363-ish one, I just gotta find the rest of them. =P
Title: Re: Realistic rules for DSL
Post by: Squirrel_Monkey on August 17, 2010, 02:42:00 AM
I thought that. I've got the 0.3636363-ish one, I just gotta find the rest of them. =P
but the 0.36363636363 one is repeated over 12 times
Title: Re: Realistic rules for DSL
Post by: JoeBlo on August 17, 2010, 04:28:58 AM
it number changes from the robots height from in game

the amount in the bot file changes on the chassis shape
Title: Re: Realistic rules for DSL
Post by: Squirrel_Monkey on August 17, 2010, 04:31:08 AM
it number changes from the robots height from in game

the amount in the bot file changes on the chassis shape
*Decides not to argue despite not understanding any of the above*
Title: Re: Realistic rules for DSL
Post by: Sparkey98 on August 17, 2010, 04:32:22 AM
OK, you deleted my posts JB and that's a load of bull.