gametechmods

Robot Arena => Modifications => Topic started by: Bildschirm on July 28, 2019, 02:22:08 AM

Title: DSL 2.31 in progress...
Post by: Bildschirm on July 28, 2019, 02:22:08 AM
MOD DOWNLOADS:

IRL Coloured Drums Mod v1.0
IRL Coloured Bars Mod v1.11

Future plans:

Patch for the IRL 12mm Round Extenders

Anti Crash Patch v2.0 (I try to make it work, hopefully)

DSL 2.3 (will be a new one)
Title: Re: Bilds evolvement for ra2 mods =3
Post by: Bildschirm on July 28, 2019, 02:22:28 AM
Hello there! :P

First of, some of you may saw it in discord and I'm finished!

  [ You are not allowed to view attachments ]  

The IRL drum Mod is finally here! :P
It includes all three sizes of drums in all IRL colours!

Thats pretty much it, you can download it in the downloads section obviously :P
I will note it as a 1.0 version, so i can edit it when there are problems without much confusion :P

When there are problems, please let me know so i can fix them! :P

Thats it, byyyye! :P
Title: Re: Bilds evolvement for ra2 mods =3
Post by: pokebro14 on July 28, 2019, 02:27:20 AM
Bild you are a saint
Title: Re: Bilds evolvement for ra2 mods =3
Post by: Team Code Red Robotics on July 28, 2019, 06:12:11 AM
Hello there! :P

First of, some of you may saw it in discord and I'm finished!

  [ You are not allowed to view attachments ]  

The IRL drum Mod is finally here! :P
It includes all three sizes of drums in all IRL colours!

Thats pretty much it, you can download it in the downloads section obviously :P
I will note it as a 1.0 version, so i can edit it when there are problems without much confusion :P

When there are problems, please let me know so i can fix them! :P

Thats it, byyyye! :P
Heck yeah, now we don't have to wait until September 20th to get them from area 51.
(In other words, Thank you bild, very cool!)
Title: Re: Bilds evolvement for ra2 mods =3
Post by: Bildschirm on August 01, 2019, 07:24:43 AM
Hi y'all!

I made slight adjustments to the existing bars mod from 090901, featuring the DSL bars in all IRL colours.
v1.1

The changes i made were:


  [ You are not allowed to view attachments ]    [ You are not allowed to view attachments ]  

Thats pretty much it, download it when you want do find your coloured bars quicker! =3

Thats me out then, the next thing I will be dealing with is probably a 2.0 crash patch... we will see how that will go! :P
(I think I will share some updates with you all! =3)


Version Tree:
v1.11
Fixed:
Title: Re: Bilds evolvement for ra2 mods =3
Post by: Bildschirm on August 05, 2019, 03:06:52 PM
Research for the the true crash patch

Hi all!

This may be complex to understand for some people but whatever!

So first of I wanted to know why the anti crash patch from beetle starts to make bots wierd and stuff.

Its actually simple when you think about it.
Lets start talk about how a physic engine works (very basic, don't worry :P)

The engine looks at the collision mesh for the component and calculates the volume out of it. Then, the engine calculates stuff like attraction to the floor with the mass of the component, center of gravity... etc.
Thats pretty much it and this is were beetles tactic didnt worked out.
He made a 2D collision mesh, meaning the volume will be automaticly 0. Since everything regarding to calculate that is multiply or division, soit will always stay at 0!
The mass will be the same since you feed that information to the game. That means you basicly connect components with just a mass and no gravity to your bot, making the 2D collision components like move in space. It also gets worse with more weight, logically.
That also affects the components with no collision mesh at all.

Thats pretty much it! I don't see much ways at all to make a working anti crash patch at all.

Possiblilities:

Make the game bigger, so the physic engine doesn't need to deal with so little collision boxes.
Just waaaaaaaaaaaay to much work. Senseless to do for such a small community too.

I can actually put the weight to 0 of the small components, making a working anti crash patch since the componets woudnt have force to producing major havoks or crashes. (like the 1st anti crash patch)
The problems would be that all bots will be lighter and that would make it super incompatible in general. Also, it allows for infinite armour and probably more rules for tournaments to limit them.

I could also delete the collision mesh and set the mass to 0 to prevent it getting used as armour.
That would work with the anglesd extenders but would cause problems with the small tooths and wedge edges.


Thats all I found out fo far!

When we can't agree to 0kg items that get potencially abused as armour, I think, it will look pretty grim for an anti crash patch.
 
When you have an idea, just write it down in the comments, right? =3
Bye and have a great day! =3







Title: Re: Bilds evolvement for ra2 mods =3
Post by: geese on August 05, 2019, 11:24:31 PM
I'll echo what I said on the discord, i think going with the 3rd option for the majority of components would be the best, and then going with option 2 for the wedge edges. that way they'll still work as wedges, and they aren't nearly as exploitable as something like 10cms with no weight

steel shark can be set to hidden since nobody legit uses them, and matildas could probably be left alone

Title: Re: Bilds evolvement for ra2 mods =3
Post by: Billy5545 on August 06, 2019, 12:39:47 AM
I'll echo what I I said on the discord, i think the going with the 3rd option for the majority of components would be the best, and then going with option 2 for the wedge edges. that way they'll still work as wedges, and they aren't nearly as exploitable as something like 10cms with no weight

steel shark can be set to hidden since nobody legit uses them, and matildas could probably be left alone
I did use Steel shark teeth on V2, and I remember a CW drum Jamie made that has them. Though the latter is an old bot, so yeah
Title: Re: Bilds evolvement for ra2 mods =3
Post by: Bildschirm on August 06, 2019, 10:55:14 PM
Ok, after some thoughts:

I will do the angled extenders and wedge edges first.

Angled extenders will haveno mass and no hitbox to prevent it getting used as armour.

Wedge edges wont have mass but will remain their hitbox since you can't spam them as armour.

I will do those two and we will see if the game improves crashing wise! =3

Thats me out again! :p
Title: Re: DSL 2.31 in progress...
Post by: geese on August 11, 2019, 06:28:17 AM
for those who missed our woke arena 2 chats, the wedgelets also seem to be on the unstable side


idk what bild is planning, but more than likely they're gonna get lengthened to 30cm (collision mesh can be enlarged further if needed)
(https://cdn.discordapp.com/attachments/527932002834317363/610022404063887373/unknown.png)
more stable in my testing, and far better for making angles with on an extenderbot
Title: Re: DSL 2.31 in progress...
Post by: Jaydee99 on August 11, 2019, 06:40:39 AM
Ahh they're cool
Title: Re: DSL 2.31 in progress...
Post by: Bildschirm on August 11, 2019, 07:38:03 AM
Happy that I said that they should be 30cm long! I think I wasn't the only one who got annoyed about the lengh. The lengh also helps to make it more stable. (Basicly saying what Geese did)

Anyways, planning to make wedges damageless and appliying wedges with round off tips for weapons.
Title: Re: DSL 2.31 in progress...
Post by: Billy5545 on August 11, 2019, 05:46:38 PM
Round off tips? Is that only for the mesh or does that also include visual change, thus the chisel is not sharp anymore, but more like rounded hammer?
Title: Re: DSL 2.31 in progress...
Post by: geese on August 13, 2019, 03:49:25 AM
Round off tips? Is that only for the mesh or does that also include visual change, thus the chisel is not sharp anymore, but more like rounded hammer?
(https://cdn.discordapp.com/attachments/527932002834317363/610754209679278082/unknown.png) 
extremely hot take: the standard wedgelets are actually terrible for use as wedges. even with the blunted tip, both the angled and flat wedges would almost always wedgelock
Title: Re: DSL 2.31 in progress...
Post by: kix on August 13, 2019, 12:02:27 PM
Time for me to ruin 2.31 by adding a bunch of hseless sh**.
(Seriously if you help with adding belted/beltless stuff i can help
Title: Re: DSL 2.31 in progress...
Post by: geese on August 13, 2019, 02:51:25 PM
Time for me to ruin 2.31 by adding a bunch of hseless sh**.
(Seriously if you help with adding belted/beltless stuff i can help
idk what bild was planning, but I'd rather just fix/improve the existing components first (since tbh there is no actual discussion on what is getting changed)
Title: Re: DSL 2.31 in progress...
Post by: geese on August 16, 2019, 03:46:31 PM
I have 0 idea what bild is doing rn so I'm just going to propose some more changes since these are relatively minor and easy to implement.

- give all chassis armors the same HP/kg efficiency.
the ratio for this would be whatever is currently the most efficient or potentially higher

- give batteries an HP value that scales with weight
as recently discovered, batteries that take damage lose about half of their electotal, and batteries by default only have an HP value of 400. making HP scale with weight would also help make the heavier batteries slightly more useful considering their size

- give all weapons a 1:1 piercing to concussion ratio for their current damage potential
Would make DP more accurate as all weapons would have equal p/c ratios. actual DP would remain unchanged (for reference, typhoons already have a 1:1 ratio of 1.75p, 3.5c)

- remove the edge damage from mini/mechavore disks so that only the teeth will deal damage
currently they deal damage with both the edge and their teeth. no other stats will be changed (aside from a 1:1 ratio as seen above if people agree)

this one isn't as easy, but it was previously discussed on discord
- redo the collision mesh for various teeth as ra2 can't handle concave meshes 
this would include ripping teeth, matildas, and cutting teeth (think C shape weapons)
Title: Re: DSL 2.31 in progress...
Post by: Bildschirm on August 24, 2019, 06:52:15 AM
I have 0 idea what bild is doing rn so I'm just going to propose some more changes since these are relatively minor and easy to implement.

- give all chassis armors the same HP/kg efficiency.
the ratio for this would be whatever is currently the most efficient or potentially higher

- give batteries an HP value that scales with weight
as recently discovered, batteries that take damage lose about half of their electotal, and batteries by default only have an HP value of 400. making HP scale with weight would also help make the heavier batteries slightly more useful considering their size

- give all weapons a 1:1 piercing to concussion ratio for their current damage potential
Would make DP more accurate as all weapons would have equal p/c ratios. actual DP would remain unchanged (for reference, typhoons already have a 1:1 ratio of 1.75p, 3.5c)

- remove the edge damage from mini/mechavore disks so that only the teeth will deal damage
currently they deal damage with both the edge and their teeth. no other stats will be changed (aside from a 1:1 ratio as seen above if people agree)

this one isn't as easy, but it was previously discussed on discord
- redo the collision mesh for various teeth as ra2 can't handle concave meshes 
this would include ripping teeth, matildas, and cutting teeth (think C shape weapons)

I think that all would be pretty nice indeed!
I hasn't active since a windows update pretty much fried my PC and I have no motivation fixing it but we will get there eventually...
(Fixing the problem would include to reinstall windows yay)
When the problem is fixed, it will go alot faster I think.

Thats all i have to say now, byyye3