Author Topic: DSL 2.31/crash patch in progress...  (Read 2344 times)

Offline [cringey name goes here]

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Re: DSL 2.31 in progress...
« Reply #20 on: November 02, 2019, 06:27:59 AM »
still not as good as the ARC physics engine ofc
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Offline geese

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Re: DSL 2.31 in progress...
« Reply #21 on: November 02, 2019, 07:13:55 AM »
so, the video that was posted uses bilds unreleased patch that makes all the crashy components 0kgs with no collision mesh. despite technically having no collision mesh, they are still somehow damageable and can be broken off. and yes, they have to be 0kgs to prevent gyro. builders/tournament hosts are probably going to want to use an unpatched game for building/checking bots to ensure that they stay within the weight limits

first off, i want to make it clear that this patch doesn't eliminate 100% of all crashes/havoks related to small parts. it is however, a very noticeable improvement over what we currently have. also, bots with motors attached directly to a meshless part have a higher chance of agoding

one thing that I have found is that the no mesh gmfs can probably be changed is swapping to a 2d mesh for 10cm and angled extenders. it'll give them better hit detection in terms of stopping things phasing through them, and fme they have about equal stability as a collision meshless gmf. keeping the original 3d mesh at 0kgs also does work in helping with stability, but i don't think it's as effective as going full meshless/2d

also wedge edges have their original mesh at 0kgs. it works fine as they really aren't as bad the 10cms or angled pieces. those parts kind of need to go either 2d or full meshless

me and a few other will prolly keep playing around and see if can find something better to use so stay tuned ig

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Offline Badnik96

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Re: DSL 2.31 in progress...
« Reply #22 on: November 02, 2019, 07:29:43 AM »
you guys are funny

Offline geese

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Re: DSL 2.31 in progress...
« Reply #23 on: November 03, 2019, 04:53:43 PM »
you guys are funny
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also update, bild's patch really doesn't work too well in actual battle. idk if it's because of how many parts fall off or what, but its not as promising as it was in testing. also it cause agod on quite a few bots (flatline, radpole, and a few other fairly well known bots icr).

more than likely the best way forwards is going to be enlarging the mesh is the best way to go for stability. also you don't have ****ed up weights from the 0kg parts, although the wedge edge might have to stay 0kgs with a mesh.

this is about as small as it can go while being what i consider to be stable.

and it seem to work in actual battle
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Offline CodeSilver23

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Re: DSL 2.31 in progress...
« Reply #24 on: November 03, 2019, 04:57:07 PM »
You guys are the life support that keep this community breathing. Everybody please give a round of applause to these wonderfully insane people.  :claping
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Offline geese

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Re: DSL 2.31 in progress...
« Reply #25 on: November 03, 2019, 05:05:26 PM »
You guys are the life support that keep this community breathing. Everybody please give a round of applause to these wonderfully insane people.  :claping
no man, its the BOOMERS who inject us with their wisdom from 50 years ago

also if anyone's wondering, i did try a rectangular mesh like the 20cms

it sadly wasn't that stable, and it might cause a bunch of bots to be unbalanced
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Offline TheRoboteer

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Re: DSL 2.31 in progress...
« Reply #26 on: November 03, 2019, 05:12:19 PM »
You guys are the life support that keep this community breathing. Everybody please give a round of applause to these wonderfully insane people.  :claping
no man, its the BOOMERS who inject us with their wisdom from 50 years ago

also if anyone's wondering, i did try a rectangular mesh like the 20cms
(Image removed from quote.)
it sadly wasn't that stable, and it might cause a bunch of bots to be unbalanced
TFW someone doesn't value my opinion on how a forum I haven't used in 5 years should be run

 
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Re: DSL 2.31 in progress...
« Reply #27 on: November 03, 2019, 07:33:28 PM »
So glad my crippling autism was cured in time for this
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Offline geese

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Re: DSL 2.31/crash patch in progress...
« Reply #28 on: November 08, 2019, 06:46:40 AM »
small update: this is the current WIP plan for the angled extenders and 10cm.

essenitally this involves adding a 2nd set of angled parts with a different mesh to help improve external use compatibility
- top left: longer mesh with the same width as the default mesh
- bottom left: shorter and fatter mesh
- right: 10cms now have the mesh shifted downwards towards the default AP (as do the angled parts)
the base uncolored angles and 10cms probably aren't going to be changed as i know some people who don't use bfe still use them to do their internals

i will try to see if i can reduce the size of the meshes even more, but i don't think i can really go that much smaller with how heavily spammed these parts are

wedge edges are done like this. the actualy mesh ended up being a little longer than whats shown

i may potentially make an alt set that's thicker on the y-axis as some bots like claymore that use them in conjunction with triangle plates have issues with the current mesh

i do realize that an alternate set of parts may cause backwards compatibility issues with people who don't have the pack installed, so right now this isn't final, and there is a very good chance that both meshes end up completely different

 finally, yes, some bots will have compatibly issues. however out of the 20 or so bots ive been testing with on parsec, only 2 of them actually needed to have modifications done, and said modifications took less than 5 minutes each (if you're wondering, both bots were non-bfe'd extender bots with relativity complex internal frames)
if people really cba to update their bots, or if you unironically think all of your bots are going to be unfixable, then do let me know so that i know that people are against this. i will say though that the patch does actually work in making extenderbots 10x more playable (ask plerco or kix who helped me test)
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Offline TheRoboteer

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Re: DSL 2.31/crash patch in progress...
« Reply #29 on: November 08, 2019, 10:20:28 AM »
I'm fine with the prospect of having to update my bots personally. My worry previously was that I'd have to either do a complete rebuild or do it in a questionable legality way by swapping certain meshes back to the old ones, but if there's gonna be 2 sets of angle extenders with different collision meshes then it'll be fine.
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Offline geese

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Re: DSL 2.31/crash patch in progress...
« Reply #30 on: January 19, 2020, 07:07:25 AM »

ok forget the last few posts I found a better way to do it that doesn't mess up bot compatibility

btw wedge edges are stable at around 4kgs with default mesh
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Offline Bildschirm

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Re: DSL 2.31/crash patch in progress...
« Reply #31 on: January 19, 2020, 10:28:09 AM »
Activate Windows.

I'm keep reading about making the items heavier. Woudn't that be a big issue with compatibly?
I mean, even when we have two versions, woudn't nearly everyone ends up using the normal ones just because of the possibility to have a finished bot that cant drive because of the larger hitboxes?
Love the idea with the plate edges btw
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Offline Badger

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Re: DSL 2.31/crash patch in progress...
« Reply #32 on: January 19, 2020, 11:09:25 AM »
Compatibility is overrated, it would be nice to force people to build sh** instead of entering ancient sh**-tier bots. Also would force people to download the correct version of the game.
also lol at most toxic guy around calling others out on this sh**

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Re: DSL 2.31/crash patch in progress...
« Reply #33 on: January 19, 2020, 01:31:26 PM »
Compatibility is overrated, it would be nice to force people to build sh** instead of entering ancient sh**-tier bots. Also would force people to download the correct version of the game.

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Offline Badger

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Re: DSL 2.31/crash patch in progress...
« Reply #34 on: January 19, 2020, 02:43:56 PM »
Compatibility is overrated, it would be nice to force people to build sh** instead of entering ancient sh**-tier bots. Also would force people to download the correct version of the game.

smh Paladin homie, never forget
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also lol at most toxic guy around calling others out on this sh**

Offline kaiser

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Re: DSL 2.31 in progress...
« Reply #35 on: January 19, 2020, 03:44:42 PM »
So glad my crippling autism was cured in time for this


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Offline kix

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Re: DSL 2.31/crash patch in progress...
« Reply #36 on: January 19, 2020, 05:16:13 PM »
Wtf, lets not go off topic.
The heavier parts might be a woke lvl 7 gamer idea. If it really improves the stability, release it so people test on a separate copy
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Offline geese

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Re: DSL 2.31/crash patch in progress...
« Reply #37 on: January 19, 2020, 06:34:24 PM »
Activate Windows.

I'm keep reading about making the items heavier. Woudn't that be a big issue with compatibly?
I mean, even when we have two versions, woudn't nearly everyone ends up using the normal ones just because of the possibility to have a finished bot that cant drive because of the larger hitboxes?
Love the idea with the plate edges btw
i'm not going with the two version idea since i found out how to make the enlarged hitbox pass through the arena. tldr: the 10cm is a wheel and the enlarged mesh is a traction zone. there's a longer explanation over in the ow server

also people suck dixx and deserve to have their bots overweight if they can't shave off a few kgs from their bots. especially if they're a bfe flatmotor scrub.

that being said i will look into more options for the wedge edges
« Last Edit: January 19, 2020, 09:16:08 PM by geese »
Come on guys just leave him alone.  No forum rule exists that ban players from showcasing useless ugly bots.

Offline geese

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Re: DSL 2.31/crash patch in progress...
« Reply #38 on: January 20, 2020, 08:43:33 AM »

Come on guys just leave him alone.  No forum rule exists that ban players from showcasing useless ugly bots.

Offline Bildschirm

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Re: DSL 2.31/crash patch in progress...
« Reply #39 on: March 03, 2020, 12:28:50 AM »

(Image removed from quote.)
That would mean that you need to register every small component as a "Wheel" right? I changed for testing with bfe a "wheel" into a component. The traction zone got a solid hitbox.

Also i have no idea why the bot wont start gyroing since you give it essentially a larger box somewhere else but when it works, i'm down for it!

Please test this on spinners and see if the spinup times are changing. I just don't want someone to make a patch with all xomponents, only to notice that there are still problems with gravity.
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