gametechmods

Robot Arena => Discussion => Topic started by: Mr. AS on October 06, 2015, 10:57:06 PM

Title: What do you mod: 2K15 Edition
Post by: Mr. AS on October 06, 2015, 10:57:06 PM
I recently stumbled upon this thread that was made almost exactly 3 years ago (https://gametechmods.com/forums/index.php?topic=11611.msg545618#msg545618) and decided to bring up the question again. What do you have experience in modding?

-How much experience do you have in each?
-Learn any new modding knowledge recently?
-Favorite type of modding?
-Favorite mod? No TC mods like DSL, RWRA2 or ironforge. I'm talking about mods specific to one or two categories.
Title: Re: What do you mod: 2K15 Edition
Post by: Mecha on October 06, 2015, 11:07:11 PM
 1.   Bot File Editing - yes, for names or amour (not sure on chassis editing)

 2.    .gib file editing - wat

 3.   Component.txt - mebey for renaming or the description or something

 4.    Component.gmf - no

 5.    Arena.py - i want too but no

 6.    Arena.gmf - ^

 7.    AI.py - no :>

 8.    Bindings.py - yes

 9.    .exe (Serge Bait) - [serge bait]

 10.   .bmp editing - yes  :bigsmile: :bigsmile:  :cool: #skillz

Title: Re: What do you mod: 2K15 Edition
Post by: Naryar on October 07, 2015, 05:14:43 AM
>modding
>2015
Title: Re: What do you mod: 2K15 Edition
Post by: cephalopod on October 07, 2015, 05:19:09 AM
Done a bit of everything aside from AI.py and .exe.
>yes people still mod in 2015 naryar
Title: Re: What do you mod: 2K15 Edition
Post by: RedAce on October 07, 2015, 07:13:33 AM
-How much experience do you have in each?
BFE:  I've gotten a good amount of use from it with chassis height and some AAM.
.gib file editing:  Never tried it, but I think I can understand some of it.
Component.txt:  Used it quite a lot, but not enough for it to matter.
Component.gmf:  Just for re-skinning components.  That's it.
Arena.py:  Used it for editing the description, but not much else.
Arena.gmf: I'm starting to teach myself this, but I'm still not quite sure how everything works.
AI.py: Making .py files for AI?  No I haven't done this.
Bindings.py: I've used it for AI'ing bots if that's what you're looking for.
.exe: Nope, never even heard much about this.
.bmp editing: Oh yeah.  I've got experience with this.

-Learn any new modding knowledge recently?
I guess the Arena ones would count.  I'm working on a small project for whenever I actually get it to work the way I'd like it to.

-Favorite type of modding?
Probably .bmp editing because it's pretty fun to skin a bot or component.

-Favorite mod? No TC mods like DSL, RWRA2 or ironforge. I'm talking about mods specific to one or two categories.
i.e. AI packs?  If so, then I'd say ReForged the BBEANS AI packs for Stock and DSL would count. 
Title: Re: What do you mod: 2K15 Edition
Post by: G.K. on October 07, 2015, 01:59:05 PM
-How much experience do you have in each?

Done a lot of everything, excapt .gib, which I've only started playing about with recently, and .exe, because I don't know what the hell I'm doing if it's not blindingly obvious.

-Learn any new modding knowledge recently?

.gib stuff. Though I had a month off RA2 and I forgot it all already.

-Favorite type of modding?

I like making arenas. And imaginative BFE is cool too.

-Favorite mod? No TC mods like DSL, RWRA2 or ironforge. I'm talking about mods specific to one or two categories.

I liked the PYS AI's UI - I learned my .gib knowledge from it.

Small Arena - just look at the camera names. Fun.

BBEANS AI - specifically their easter eggs. Really cool stuff.

Madiaba's (Or Trov's? Phils?) Arena Rotator thing - just shows the power and limits of what we can do with RA2.
Title: Re: What do you mod: 2K15 Edition
Post by: Trovaner on October 08, 2015, 12:28:26 AM
I completely forgot about this. I was trying to do it once a year but failed to fall into a routine...

I've pretty much modded everything. I only wish that I had the time and motivation to finish some of the projects that I started. Thinking back, some of of my favorite projects were the action cam, random arena selector, height guide, arena switcher, auto AIing practice arena, and homing GMF housebots (the last three mods are unfinished and I'm still working on a V2 for the action cam).

Quote
-How much experience do you have in each?
Quote
-Learn any new modding knowledge recently?
Unfortunately, I have not. I was working on a unique AI over the weekend but, before I got around to testing it, I was called away.

Quote
-Favorite type of modding?
I like working with python files because they give you quite a bit of control. The other formats are fun to play with on occasion but its harder to be unique in them.

Quote
-Favorite mod? No TC mods like DSL, RWRA2 or ironforge. I'm talking about mods specific to one or two categories.
The RA2 Cheat Mode Pack because it made the FPS window useful for debugging issues. I also liked Madiaba's cannons that had cannonballs with APs.
Title: Re: What do you mod: 2K15 Edition
Post by: Trovaner on November 16, 2015, 02:26:07 AM
Since it has been a month, here are some interesting facts based on the results of the poll:
If I can find where I stored 2009's data, I'll make another post with more trend data.
Title: Re: What do you mod: 2K15 Edition
Post by: The Red Blur on November 17, 2015, 06:56:58 AM
I dabble in modding .gmf and .txt files, but only really when I want a custom skin on certain parts (such as the terrible glitch wheel, or the amazing red blur blade.) I DO want to be taught how to reskin arenas and the like, or possibly create entirely new arenas. Are there any tutorials floating about?
Title: Re: What do you mod: 2K15 Edition
Post by: Trovaner on November 17, 2015, 02:52:35 PM
To be honest, the component tutorial (http://beetlebros.gametechmods.com/modding.htm) that the Beetlebros made is probably the best turorial for learning how to setup GMF files. If you are trying to figure out how to setup the PY, your best bet is to look at the Low Lag Arena's PY (also a good reference for the minor differences between component and arena GMFs) and try to load your arena without any of the extra stuff. Once you have that down, the Creating Arena Hazards thread (https://gametechmods.com/forums/index.php?topic=17773.0) has some information that you might find useful (at least I hope others find it useful...).
Title: Re: What do you mod: 2K15 Edition
Post by: Silverfish on November 17, 2015, 06:24:16 PM
in all my like 5 years of modding, i have hardly even heard of a .gib file. what are they, and what do they determine?
Title: Re: What do you mod: 2K15 Edition
Post by: Trovaner on November 17, 2015, 10:59:08 PM
GIB files are responsible for defining the 2D look of the screens and overlays that you see in the game. The human-readable format was created by Gabriel Interactive and was used in a few of their games. If you know what you are doing, you can give RA2 a fresh look with minimal effort. A few example use cases would be if you wanted to move around a button on the main menu, add an image to the loading indicator, or remove the health bar from the status bars. The drawback is that you can't add functionality that the EXE isn't expecting. In other words, you can't add a button that goes straight to Exhibition mode from Team HQ, add a slider to resize bots during battles, or add a placeholder for a 3D preview to the status bars since the EXE doesn't have the handling for having these types of things on those specific screens. When the screen is loaded, the EXE looks for controls with specific names to add the functionality to them. If the control has a name that is not recognised by the EXE, you can interact with it but it will not do anything special.
Title: Re: What do you mod: 2K15 Edition
Post by: Serge on January 25, 2016, 05:39:26 PM
Hey, it's 2016, but I think this is still a decent thread.

I've been brainstorming with a few clever friends on how to approach the problem of the .exe, especially how to get rid of the 7-component-limit.

As you might've heard, it's pretty complex, with tons of instantiated STL templates, C++ object vtables and whatnot. This more or less rules out static analysis. What I'd like to do some day (maybe 2018? :D) is to run a whole bunch of traces of the .exe, before and after hitting the 7-component-limit, and in that way pinpoint the codepath that actually implements the fail-branch of the check. I invite you all to try, the tooling is there (although not sure if for Windows), albeit a bit slow.