Author Topic: Arena Compilation  (Read 33623 times)

Offline JoeBlo

Re: Arena Compilation
« Reply #60 on: April 13, 2010, 10:32:21 AM »
Joust v2 was a updated version of LuTze's the center wall was separated and made very low friction made by Mad to help KOK run better (thanks Mad).

the KOK grand final arena was just a reskin of the v2 arena

Offline Madiaba

Re: Arena Compilation
« Reply #61 on: April 13, 2010, 07:42:09 PM »
I think Mad meant WRL not RAW*

I may be wrong..... it was him and trov who made that arena though

Edit: have you checked that the game can handle this capacity of arenas?

also I will locate the Joust Arena, Joust Arena v2 and KOK Grand Final Joust Arena (if I still have it)
Yea, I meant the WRL arena.... Thanks, Joe.  This one has multiple, randomly selected and driven Housebots, that ask a lot of the Havoc engine, IMHO.  A few said it glitched sometimes, others said it worked great, NP. It can go out, NP.  Maybe it should be beta-ed by a few, but whatever,... it is what it is.
 
 
Joust v2 was a updated version of LuTze's the center wall was separated and made very low friction made by Mad to help KOK run better (thanks Mad).

the KOK grand final arena was just a reskin of the v2 arena
I have a few more tweaks to do to this one, for multiple joust rounds..., not too tough I think.  I'll hop on it and maybe call on Trov too, (been a while since we did a project together) :bigsmile: .
 
 
Input is appreciated. :)
-Arrogance is a quantity devoid of quality...
-As a client once told me "This is my story, and it's sticking to me!"
-Relationships these days are like the 'Arrival' section of the airport: a lot of baggage is being revealed in one place, and not a lot of it is being correlated to its real owners...

Offline JoeBlo

Re: Arena Compilation
« Reply #62 on: April 13, 2010, 11:54:45 PM »
if it is the other stuff you were talking about I thought that was more based around AI over the arena itself ?

Offline Naryar

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Re: Arena Compilation
« Reply #63 on: April 14, 2010, 02:52:20 AM »
Yea, I meant the WRL arena.... Thanks, Joe.  This one has multiple, randomly selected and driven Housebots, that ask a lot of the Havoc engine, IMHO.  A few said it glitched sometimes, others said it worked great, NP.

Well, I do remember just one : the skinny house robot with huge globular wheels : havoking like mad (no pun intended) rupter-style, bumping into HnM and doing absolutely nothing more than being a diversion for the eyes to focus on the fight :P

Offline Madiaba

Re: Arena Compilation
« Reply #64 on: April 14, 2010, 07:08:48 AM »
If it had only one Housebot, then it is a beta version still, Nar. 
 
This tweak took a lot of new gmf and py work, some of which may not be compatible with Havoc. General schema:
GMF: All the bots have at least 4 Hinge_constraints on the same geomobject (for wheels); add to this that the geomobject is mobile in the arena; add again that the gmf assigns certain xyz axial parameters to the wheels which are not followed on a moving/turning geomobject; add to those that some bots have Hinge_constraints on top of Hinge_constraints for weaponry (like a burst motor on another burst motor).   
Py: The py 'drives' all 4 of those mobile Hinge_constraints (wheels), forward and backward, and the weaponry Hinge_constraint being moved around by the 4 Hinge_constraints (wheels).  Then there are 'effects'....
 
Maybe some of my methods were not the best way to do certain tweaks.  If anyone wants to look it through for improvement, that would be nice.  But still it works well on my comp.  Input is appreciated.
 
I'll send the latest to GK, it will work for some (and I hope most).
 
 
Input is appreciated. :)
-Arrogance is a quantity devoid of quality...
-As a client once told me "This is my story, and it's sticking to me!"
-Relationships these days are like the 'Arrival' section of the airport: a lot of baggage is being revealed in one place, and not a lot of it is being correlated to its real owners...

Offline G.K.

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Re: Arena Compilation
« Reply #65 on: April 14, 2010, 07:10:35 AM »
It all sounds very technical and clever. I'll test it, no problem.
My above post explains everything about everything.

Host of: Wheely Tag, Back To The Beginnings, BTTB 2, BTTB 3, BTTB 4, & BTTB V.

Heavy Metal: Champion (Mockery of the Whole Concept)
Robotic International Wars Series 1: Champion (Minifridge 6)
RA2 Team Championships 1 & 2: Champion (High Speed Train & Upthrust - as part of Naryar's Not Quite Evil Council of Doom)

Runner Up in: The Amazing Rage (Team Fedex), R0B0NOVA (Zaphod Stock), Steel Warzone (Inception of Instability), Box of Nightmares (Gicquel), Wheely Tag (Minifridge the Second)

Clash Cubes IV: 5th place (Fretless)
BBEANS 6: Rumble Winner & 6th Place (Minifridge 4)

Offline Naryar

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Re: Arena Compilation
« Reply #66 on: April 14, 2010, 07:20:30 AM »
If it had only one Housebot, then it is a beta version still, Nar. 
 
This tweak took a lot of new gmf and py work, some of which may not be compatible with Havoc. General schema:
GMF: All the bots have at least 4 Hinge_constraints on the same geomobject (for wheels); add to this that the geomobject is mobile in the arena; add again that the gmf assigns certain xyz axial parameters to the wheels which are not followed on a moving/turning geomobject; add to those that some bots have Hinge_constraints on top of Hinge_constraints for weaponry (like a burst motor on another burst motor).   
Py: The py 'drives' all 4 of those mobile Hinge_constraints (wheels), forward and backward, and the weaponry Hinge_constraint being moved around by the 4 Hinge_constraints (wheels).  Then there are 'effects'....

So it is not a robot by RA2 terms (AKA bot file), rather an assembly of components that interact with each other by coding? And it has no chassis ?

Offline JoeBlo

Re: Arena Compilation
« Reply #67 on: April 14, 2010, 07:26:08 AM »
I would say yes.. like the SFTW component the body is just a solid square object not a chassis

Maybe some of my methods were not the best way to do certain tweaks.  If anyone wants to look it through for improvement, that would be nice.  But still it works well on my comp.  Input is appreciated.

I dont know if I could improve it any but I will defiantly like to break it open and look through it all  ;)

Offline Madiaba

Re: Arena Compilation
« Reply #68 on: April 14, 2010, 07:33:29 AM »
Yea, Nar.  This way you can still have 4 bots competing.
They're actually arena objects, assigned wheels, weaponry and whit (directions), and have various levels of effects on the competitors (bot files) they encounter.


Sure, Joe. Don't often get help.  Just don't do it "defiantly" please..., hehe. Thanks for the hand.
 

 
Input is appreciated. :)
-Arrogance is a quantity devoid of quality...
-As a client once told me "This is my story, and it's sticking to me!"
-Relationships these days are like the 'Arrival' section of the airport: a lot of baggage is being revealed in one place, and not a lot of it is being correlated to its real owners...

Offline Naryar

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Re: Arena Compilation
« Reply #69 on: April 14, 2010, 07:40:54 AM »
:O What would be awesome would be doing this with normal components and end up with more than 4 bots in an arena !

Sure, Joe. Don't often get help.

And that absolutely is not subliminal messaging for "we need more modders!" :P

Don't blame you for it though... I might learn python one day and go into modding more, but for now i am either lazy either occupied with different matters to play more with gmf's and py's.

Offline Madiaba

Re: Arena Compilation
« Reply #70 on: April 14, 2010, 07:45:09 AM »
:O What would be awesome would be doing this with normal components and end up with more than 4 bots in an arena ! Expound a bit on this, please.  What's your idea?

Sure, Joe. Don't often get help.

And that absolutely is not subliminal messaging for "we need more modders!" :P Would be nice, and I see it happenning,.. to an extent.

Don't blame you for it though... I might learn python one day and go into modding more, but for now i am either lazy either occupied with different matters to play more with gmf's and py's.  You're doing well with tweekings of the AI.pys. The rest is not much different...
Input is appreciated. :)
-Arrogance is a quantity devoid of quality...
-As a client once told me "This is my story, and it's sticking to me!"
-Relationships these days are like the 'Arrival' section of the airport: a lot of baggage is being revealed in one place, and not a lot of it is being correlated to its real owners...

Offline Naryar

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Re: Arena Compilation
« Reply #71 on: April 14, 2010, 07:49:22 AM »
For the idea... well, if you can code a custom house robot in an arena and make it move and spin and attack opponents, there should be no reason you could code a normal and legal robot in (maybe without the chassis though ?)


Offline JoeBlo

Re: Arena Compilation
« Reply #72 on: April 14, 2010, 07:51:46 AM »
Just don't do it "defiantly" please..., hehe. Thanks for the hand.

Doh.. stupid 1st recommendation for Firefox dictionary.. I need to get into the habit of going back and manually correct rather then quickly right clicking and clicking the first result :P

Offline Trovaner

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Re: Arena Compilation
« Reply #73 on: April 14, 2010, 05:21:06 PM »
The problem with built-in bots is that, although they may be made to look like normal bots, basic functions would need to be programmed completely differently. Functions such as receiving damage and driving around are complicated and, as of yet, I have not gotten either of them to work with minimal lag. The EXE does all the hard stuff for normal bots (such as location, heading, having wheels work smoothly, etc.) but built-in bots don't have that luxury and are limited to using a finite number of python codes to get less than spectacular results.

Key Problems
Receiving damage: There is no way of knowing when a human-controlled bot (the EXE gives some coding for AI bots) is hitting the built-in bot with its weapons. There are less codes for Zones than for SmartZones so we would once again be guessing about whether a chassis or a component entered the passthru object. We also wouldn't be able to disassemble built-in bots like we do to normal bots in battles. Balancing normal and built-in bots would be a challenge in and of itself.

Guiding: Rather than getting information directly from the GMF models (what the EXE does), we would be indirectly using guess and check to figure out where the built-in bot is located (then we would use one of the built-in codes to see where the real bots were). The AI would not know where the built-in bot was so we would need to cancel the steering commands and recalculate (all within the Arena.py). That would mean twice as much programming would need to be loaded every second because we can't turn off the AI.py (we can only replace where it goes). The more complicated the shape of the bot, the less likely that we would be able to determine its heading (due to the fact that there is only one possible python code that we can use for this). There might be a solution to all the guiding problems if someone could figure out how to attach a zone to a moving solid object but I haven't had much luck (maybe Serge knows a way...).

Lag: With twice as much coding for each AI bot and loads of guess and check work being done every second, lag would be the biggest factor.

With all that being said, it would be cool to add built-in bots to the RobotWars Arena. The GMF objects are already made and all it would require is the programming to get them to work. Guiding them would be easier because they wouldn't go too far out of their corners and the AI wouldn't need to know where they are (just that they were somewhere in the corner). The Housebots are suppose to be more powerful (in the show, they didn't have the same restrictions as the competitors) so we could get away with having them be invincible (never receiving damage). Of course, this thread is not about Housebots...

Offline Madiaba

Re: Arena Compilation
« Reply #74 on: April 14, 2010, 10:49:42 PM »
Madiaba Translation ServicesR
Quote

Trovaner: "It would be somewhat hard and maybe laggy."
Trov, I attached SZs to geomobjects in the Helicopter Hanger arena.  I thought of getting HBot location via an attached HBot SZ ID-ing any bot it encounters, then finding that bot's location in the arena.  Or we could put on a restraint solver, a rotating SZ like radar (using the long 'beam' SZs). It would constantly monitor the regular bots and use them to calculate its own location like an APS (Arena Positioning System).
 
Still thinking about HBot nose heading...


 
Input is appreciated. :)
-Arrogance is a quantity devoid of quality...
-As a client once told me "This is my story, and it's sticking to me!"
-Relationships these days are like the 'Arrival' section of the airport: a lot of baggage is being revealed in one place, and not a lot of it is being correlated to its real owners...

Offline G.K.

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Re: Arena Compilation
« Reply #75 on: April 18, 2010, 03:04:52 PM »
Update on the current arenas:

« Last Edit: April 19, 2010, 01:28:24 PM by G.K. »
My above post explains everything about everything.

Host of: Wheely Tag, Back To The Beginnings, BTTB 2, BTTB 3, BTTB 4, & BTTB V.

Heavy Metal: Champion (Mockery of the Whole Concept)
Robotic International Wars Series 1: Champion (Minifridge 6)
RA2 Team Championships 1 & 2: Champion (High Speed Train & Upthrust - as part of Naryar's Not Quite Evil Council of Doom)

Runner Up in: The Amazing Rage (Team Fedex), R0B0NOVA (Zaphod Stock), Steel Warzone (Inception of Instability), Box of Nightmares (Gicquel), Wheely Tag (Minifridge the Second)

Clash Cubes IV: 5th place (Fretless)
BBEANS 6: Rumble Winner & 6th Place (Minifridge 4)

Offline Jonzu95

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Re: Arena Compilation
« Reply #76 on: April 18, 2010, 03:07:41 PM »
2 Robot Wars Arenas?

Offline G.K.

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Re: Arena Compilation
« Reply #77 on: April 18, 2010, 03:09:56 PM »
Whoops, that's just my arenas foler. An old copy of the .py is in there.
My above post explains everything about everything.

Host of: Wheely Tag, Back To The Beginnings, BTTB 2, BTTB 3, BTTB 4, & BTTB V.

Heavy Metal: Champion (Mockery of the Whole Concept)
Robotic International Wars Series 1: Champion (Minifridge 6)
RA2 Team Championships 1 & 2: Champion (High Speed Train & Upthrust - as part of Naryar's Not Quite Evil Council of Doom)

Runner Up in: The Amazing Rage (Team Fedex), R0B0NOVA (Zaphod Stock), Steel Warzone (Inception of Instability), Box of Nightmares (Gicquel), Wheely Tag (Minifridge the Second)

Clash Cubes IV: 5th place (Fretless)
BBEANS 6: Rumble Winner & 6th Place (Minifridge 4)

Offline Jonzu95

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Re: Arena Compilation
« Reply #78 on: April 18, 2010, 03:28:32 PM »
And is the Combat Arena drag test 5 useless?

Offline G.K.

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Re: Arena Compilation
« Reply #79 on: April 18, 2010, 03:36:05 PM »
No.
My above post explains everything about everything.

Host of: Wheely Tag, Back To The Beginnings, BTTB 2, BTTB 3, BTTB 4, & BTTB V.

Heavy Metal: Champion (Mockery of the Whole Concept)
Robotic International Wars Series 1: Champion (Minifridge 6)
RA2 Team Championships 1 & 2: Champion (High Speed Train & Upthrust - as part of Naryar's Not Quite Evil Council of Doom)

Runner Up in: The Amazing Rage (Team Fedex), R0B0NOVA (Zaphod Stock), Steel Warzone (Inception of Instability), Box of Nightmares (Gicquel), Wheely Tag (Minifridge the Second)

Clash Cubes IV: 5th place (Fretless)
BBEANS 6: Rumble Winner & 6th Place (Minifridge 4)