gametechmods

Robot Arena => Modifications => Topic started by: dragonsteincole on September 22, 2016, 04:44:31 PM

Title: IRL Components - Pack Four Discussion
Post by: dragonsteincole on September 22, 2016, 04:44:31 PM
(http://i.imgur.com/244e1Ii.png) (https://gametechmods.com/forums/index.php?action=downloads;sa=view;down=283) (http://i.imgur.com/ZL7nQ9V.png) (https://gametechmods.com/forums/index.php?action=downloads;sa=view;down=286)  (http://i.imgur.com/5fEOnSP.png) (https://gametechmods.com/forums/index.php?action=downloads;sa=view;down=367)

Click the big splash images to download each pack!

July 16th 2017:
- Pack Three has been released

BUGS:
     - Battlepacks crashing the game - FIXED

   - As there are now over 4,800 new files added, some typos and errors may have crept in. If you see anything that is broken or out of place, please report it in this thread.
Title: Re: IRL Components - Pack One: Extenders
Post by: cephalopod on September 22, 2016, 04:52:30 PM
These are also fully legal for GTM:RW.
Such an awesome development, thanks DSC!
Title: Re: IRL Components - Pack One: Extenders
Post by: Thyrus on September 22, 2016, 05:03:51 PM
Can we please make this a legal/standart for DSL 2.2?
I wanted something like this for a long time

Good job DSC!
Title: Re: IRL Components - Pack One: Extenders
Post by: dragonsteincole on September 22, 2016, 05:07:28 PM
Can we please make this a legal/standart for DSL 2.2?
I wanted something like this for a long time

Good job DSC!
Thank you.  :smile:
Title: Re: IRL Components - Pack One: Extenders
Post by: Merrick on September 22, 2016, 05:28:19 PM
NICE.

Great work, DSC.
Title: Re: IRL Components - Pack One: Extenders
Post by: Badnik96 on September 22, 2016, 08:22:29 PM
Glorious

if I had any intention of building in RA2 anymore I would use the sh** out of these
Title: Re: IRL Components - Pack One: Extenders
Post by: dragonsteincole on September 23, 2016, 05:12:38 PM
Looking ahead, Pack Two is going to be Armour Plates, which will be another set of items in 12 colours. However, Pack Three is going to focus on the DSL Discs (and other discs and hexplates). Alongside the 12 colours (which may be the default colours for all packs), I want to include up to as many designs for the discs as well. For example. 13 Black, Minion and Hypnodisc-styled DSL Discs. Possibly Nightmare as well.

What i'd like from you, the lovely GTM audience, are suggestions for any other famous discs to include in this pack, they can be from RW, Battlebots, member's bots, Yin-Yang symbols, anything within reason, and anything that will look good on a DSL Disc.
Title: Re: IRL Components - Pack One: Extenders
Post by: Philippa on September 23, 2016, 05:58:36 PM
What i'd like from you, the lovely GTM audience, are suggestions for any other famous discs to include in this pack, they can be from RW, Battlebots, member's bots, Yin-Yang symbols, anything within reason, and anything that will look good on a DSL Disc.
Little eye discs would be cool.
Title: Re: IRL Components - Pack One: Extenders
Post by: R01 on September 23, 2016, 06:29:26 PM
Already mentioned it in that little PM conversation that we had, but a feature I had planned for my mod. Heck if this continues I might as well never make that thing because everything already exists for DSL.
Title: Re: IRL Components - Pack One: Extenders
Post by: dragonsteincole on September 23, 2016, 07:52:56 PM
Already mentioned it in that little PM conversation that we had, but a feature I had planned for my mod. Heck if this continues I might as well never make that thing because everything already exists for DSL.
I'm sorry if you think this way, I don't think this is intruding on anything you have planned, and I don't think these mods are competing either. The idea for these packs is to purely add visual variety and choice to people who make IRL bots, and to allow them to be tournament-friendly as well. What you are trying to is a lot more interesting in scope. :smile:
Title: Re: IRL Components - Pack One: Extenders
Post by: R01 on September 24, 2016, 09:25:53 AM
Already mentioned it in that little PM conversation that we had, but a feature I had planned for my mod. Heck if this continues I might as well never make that thing because everything already exists for DSL.
I'm sorry if you think this way, I don't think this is intruding on anything you have planned, and I don't think these mods are competing either. The idea for these packs is to purely add visual variety and choice to people who make IRL bots, and to allow them to be tournament-friendly as well. What you are trying to is a lot more interesting in scope. :smile:
Nah, it's not intruding and I'm not seeing this as negative(quite the opposite actually, it's nice that people finally have this choice and thanks for making this), just meant that if planned things(that new building style, smarter AI and all that) start to appear more and more, I'm sure that people will question why my mod should even be played if everything is already available.

There's zero reason for me to be negative or against this, it's not a "unique idea" that was "stolen" from me, heck you even got the idea before I started talking about the mod.
Hoping that this will be a new tournament standard.
Title: Re: IRL Components - Pack One: Extenders
Post by: dragonsteincole on September 25, 2016, 11:46:23 AM
IMPORTANT

Pack One was re-uploaded to the Downloads section, to fix an issue with 10cm and 20cm extenders having the same stats. Re-download and overwrite files in order to fix. This will NOT break existing bots using those components. And the whole pack is ****in' 2MB in size, you have time to spare re-downloading it.
Title: Re: IRL Components - Pack One: Extenders
Post by: Thrackerzod on September 25, 2016, 12:25:30 PM
uh... is this how it's supposed to look?

(https://gametechmods.com/uploads/images/13502mbad.png)
Title: Re: IRL Components - Pack One: Extenders
Post by: dragonsteincole on October 03, 2016, 12:18:14 PM
So far, the Extenders have seemingly been universally liked, with a number of tournaments already using them, and some amazing designs being created already. So firstly, I want to thank everyone who has downloaded and used these, and thank the tournament hosts who have put their support behind this.
Anyone who has made a bot with these packs and wants to submit a screenshot for use in the OP (as an example), please let me know, as I would appreciate allowing more people to see what is possible.

However, there has been one common recurring suggestion of the packs, and that is the amount of time to create something with them. This is something I have experienced too, and I want to gauge the feeling towards an idea for re-organising Pack 1, and how future packs will be sorted.

The Situation
Currently, items are sorted by their component type. So all round, square and angled extenders have their own dropdown menu, containing all the colours. And those same components have their armour variants as well. But overall, this only adds 9 icons to the menu, which I feel is a small amount and goes towards not turning every menu into essentially what 'DSL Cheatbot2 Extras' is, which is a ****ing ridiculous size.

The Problem
The current issue seems to be that it takes a long time to go through those dropdown menus, to get to the right colour, and having to constantly do so if you're changing colours/components for a design. Another issue is that dropdown menus would start to get into the hundreds with the armour panels coming in Pack 2, which is a ridiculous amount.

The solution?
The solution that has come about, which may have been originally suggested by 090901, is to group everything by colour per component type. So for example, all red extender components (by that I mean anything in the Extenders Menu) would be listed under one icon, and so on and so forth. At the moment this would mean 12 icons, which is still not bad, but this number is likely to increase in the future. It would also mean that all different armour types would be in one menu, which I want people to take notice of and be careful about.

The Effects
If people approve of switching to this new method, it would require me taking IRL Pack 1 down to reorganise, and would require everyone to uninstall the old version, and reinstall the new version. Thats a given. And people currently using the packs for tournaments obviously need not worry about this.

Other stuff
At the same time, I would probably remove the Aluminium and Titanium Angled Extenders, as it's been pointed out the originals all shared the same stats regardless of armour type. So it'll hopefully cut down on component lists a little.

TL;DR
1. Submit pics of your bots using IRL Extenders, to go in the OP.
2. Components may be sorted by colour for future packs; Pack 1 will be updated to match this.
3. Two redundant sets of angled components will be removed, or at least dummied out.
Title: Re: IRL Components - Pack One: Extenders
Post by: R01 on October 03, 2016, 12:52:59 PM
I would carefully look at how big the pack would be in total as the other things do add up(then again armor plates are in a different category) another thing I was thinking about recently(we talked about it before and on possible ways on doing the menus), was to group it by color type, so lime, green and cyan for example would be in the same category, and so would light normal and dark blue.
Title: Re: IRL Components - Pack One: Extenders
Post by: Badnik96 on October 03, 2016, 04:58:37 PM
Sorting them by color would probably be better at the end of the day. I'd agree that the drop-down menus are a bit annoying to scroll through.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: dragonsteincole on October 07, 2016, 03:02:15 PM
(http://i.imgur.com/244e1Ii.png) (http://i.imgur.com/ZL7nQ9V.png)

Pack Two: Armour has been released, and Pack One: Extenders has been updated.

Please see the OP on Page 1 for download links and instructions.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Merrick on October 07, 2016, 03:58:16 PM
Woo hoo! Thanks DSC.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Avalanche on October 07, 2016, 04:20:26 PM
If I haven't installed the 1.0 version of the extenders, do I have to patch that in first then the 1.1, or can I just go straight to the 1.1?
Title: Re: IRL Components - Pack Two: Armour Released
Post by: dragonsteincole on October 07, 2016, 04:27:09 PM
If I haven't installed the 1.0 version of the extenders, do I have to patch that in first then the 1.1, or can I just go straight to the 1.1?

You can install straight from 1.1. Those instructions are just incase you already made bots using the Pack.
I have taken 1.0 down anyway so it can't be downloaded in future too.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: R01 on October 07, 2016, 07:15:43 PM
Aluminium Armor? I haven't checked the pack yet but if that's a component addon, then it's definitely something that was needed.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: F1Krazy on October 14, 2016, 07:27:47 AM
Just a heads-up, I was playing around with the IRL Armor pack and noticed that the 40x60 Titanium Plate (in any colour) can't be selected. If you try and select it, it just closes the selection menu. The standard 40x60 Titanium Plate can be selected just fine, it's just the coloured ones that don't work.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: kix on October 14, 2016, 09:16:45 AM
Yeah... i am experiencing the same issue..
An error in the txt coding maybe?
Title: Re: IRL Components - Pack Two: Armour Released
Post by: kix on October 14, 2016, 09:28:07 AM
Found it!! Apparently in the txt file.. there should be like this (ill take green... ):
40X40 Green Ti Triangle Plate, IRLARM_TIT-LGRN-P-40-60.txt(Triangle istead of Armour is another error but irrelevant)
Instead it is like this
40X40 Green Ti Triangle Plate, Green AluIRLARM_TIT-LGRN-P-40-60.txt
The thing to do is just to delete Green Alu (leave the space after ,) and it should work!
Title: Re: IRL Components - Pack Two: Armour Released
Post by: WeN on October 14, 2016, 09:29:55 AM
kix, don't double post, there is edit (modfiy) button.

nice work! dsc!
Title: Re: IRL Components - Pack Two: Armour Released
Post by: kix on October 14, 2016, 09:35:03 AM
kix, don't double post, there is edit (modfiy) button.

nice work! dsc!
I know that but hat what i posted was impotrtant... i hope DSC read it so he can fix it though
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Probably Rob on October 14, 2016, 09:36:31 AM
It doesn't matter, it was 10+ mins within of each other. Edit your post. Don't double. It's a rule
Title: Re: IRL Components - Pack Two: Armour Released
Post by: dragonsteincole on October 14, 2016, 10:01:49 AM
I will take a look and re-upload the files tonight. It may be a simple fix but it could also affect a lot of files.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: kix on October 14, 2016, 10:51:57 AM
You can just send a patch with every MAIN txt files (no need to reupload gmf-s or txt files in styles foolder as they are perfect)
Title: Re: IRL Components - Pack Two: Armour Released
Post by: dragonsteincole on October 14, 2016, 11:21:56 AM
You can just send a patch with every MAIN txt files (no need to reupload gmf-s or txt files in styles foolder as they are perfect)
The whole mod is 3MB to download, patching it is pointless when I can reupload a whole working mod, and it means no chasing around of patches and fixes.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: kix on October 14, 2016, 12:19:07 PM
That is your choice, not mine.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: dragonsteincole on October 14, 2016, 02:49:18 PM
That is your choice, not mine.
Correct, it's my choice. And it's the one that makes the most sense.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: kix on October 14, 2016, 03:54:29 PM
It does... and its great for those who havent downloaded it!
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Thyrus on October 14, 2016, 05:35:09 PM
Seems like you're annoyed cause you have to redownloding it
Title: Re: IRL Components - Pack Two: Armour Released
Post by: dragonsteincole on October 14, 2016, 05:38:23 PM
Seems like you're annoyed cause you have to redownloding it
Indeed, 3MB is not a big amount of data to download, so there's no need for me to scatter tiny fixes and updates around, when reuploading the mod means it's 1 download per pack. Simples.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: kix on October 15, 2016, 01:43:38 AM
Noo... i am just worried that it doesn't mess up my bots.. even though it has nothing to do with it
Title: Re: IRL Components - Pack Two: Armour Released
Post by: dragonsteincole on October 15, 2016, 07:06:56 AM
With something like this, it should be fine to overwrite the files from the IRL Pack 2, and not interfere with any bots that have previously been made. Mainly because nobody can build with those components, so it will only affect those broken ones.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: kix on October 15, 2016, 08:45:40 AM
Ooh... then never mind..
Title: Re: IRL Components - Pack Two: Armour Released
Post by: dragonsteincole on October 15, 2016, 12:18:22 PM
PACK 2 has been updated to fix the issue with Titanium plates, plus minor other fixes and spelling corrections.

Please re-download and install. Click YES to overwrite old files. This will NOT cause issues with pre-existing builds.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: dragonsteincole on October 23, 2016, 11:15:01 AM
dp
PACK 2 HAS BEEN UPDATED AGAIN.

If you have problems with bots created with v1 of the Pack, please re-download Pack 2 and overwrite existing files. Check the Readme file after to check you ar using v3 of the pack. Sorry for the inconvenience caused.
Title: Re: IRL Components - Pack One: Extenders
Post by: TommyProductionsInc on November 21, 2016, 05:24:39 PM
Looking ahead, Pack Two is going to be Armour Plates, which will be another set of items in 12 colours. However, Pack Three is going to focus on the DSL Discs (and other discs and hexplates). Alongside the 12 colours (which may be the default colours for all packs), I want to include up to as many designs for the discs as well. For example. 13 Black, Minion and Hypnodisc-styled DSL Discs. Possibly Nightmare as well.

What i'd like from you, the lovely GTM audience, are suggestions for any other famous discs to include in this pack, they can be from RW, Battlebots, member's bots, Yin-Yang symbols, anything within reason, and anything that will look good on a DSL Disc.
I may be a bit late for this, but for the sake of my Battlebots modpack, would it be possible to do the 2016 version of Nightmare's disc?
Title: Re: IRL Components - Pack Two: Armour Released
Post by: kix on November 21, 2016, 11:53:17 PM
Bro

I may be a bit late for this, but for the sake of my Battlebots modpack, would it be possible to do the 2016 version of Nightmare's disc?
Bro.. I think that you yourself need to create the disc...
With what you say?
Imagination and 3ds max
Title: Re: IRL Components - Pack Two: Armour Released
Post by: TommyProductionsInc on November 22, 2016, 10:45:10 PM
Bro

I may be a bit late for this, but for the sake of my Battlebots modpack, would it be possible to do the 2016 version of Nightmare's disc?
Bro.. I think that you yourself need to create the disc...
With what you say?
Imagination and 3ds max
I have imagination, but that's all. I have no modeling experience whatsoever.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: 090901 on November 22, 2016, 11:01:25 PM
just size a dsl disc and reskin it? worth checking if you can just reskin the nightmare disc in game too
Title: Re: IRL Components - Pack Two: Armour Released
Post by: dragonsteincole on November 25, 2016, 07:25:43 AM
The problem with reskinning a disc for the newer Nightmare blade is, it would just look like two textures with space between them, there would not be a solid disc. Also, the collision model would still be for a circular disc. I would be fine with making it, I just don't want to half-ass something just for the sake of getting it done quickly.

My request to anyone is, if they have some sort of reference for 3DS Max as to the size of the disc, and also the size of a 10cm square extender, can they link to it in this thread. The reference 'bot' for 3DS Max tells me nothing, there's nothing to compare it to. the 10cm extender is at least something to work from.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: TommyProductionsInc on November 25, 2016, 03:36:45 PM
just size a dsl disc and reskin it? worth checking if you can just reskin the nightmare disc in game too
I've attempted to before. My computer can't modify TGA files. Is there anything I can download to reskin the disc and make parts of it transparent?
Title: Re: IRL Components - Pack Two: Armour Released
Post by: dragonsteincole on December 07, 2016, 06:08:52 PM
(http://i.imgur.com/bwQXyPx.png)
(http://i.imgur.com/py2WSz3.png)
(http://i.imgur.com/EzEIl6H.png)
(http://i.imgur.com/0y7IUQ7.png)

Kickstarting some discussion about IRL Pack 3 - these are most of the 12 'addon' skins for the Armour panels, although the textures themselves are not final. There are some issues, mainly with the corner wedges not lining up properly (as seen best on the 'crazy tribal' texture screenshot), but that is unfixable as its the mapping itself that has stretched, not the texture. And despite being seamless textures, they will only line up perfectly in certain cases. Only way to fix those problems would be to remap the entire set of plate models, which is impossible at this time.

Some textures will be provided in horizontal and vertical variations, e.g. the hazard panels, as those change depending on the rotation of the plate on the robot. These also only work well on the 80x'___' plates, on other plates the textures become asymmetrical. Again nothing I can do to fix that without readjusting the mapping on the models.

I wanna hear some suggestions on textures to use, there will be 12 textures in the release of IRL Pack 3, so far the only textures I think are 'safe are the Carbon, Hazardx2 and striped metalx2 textures, leaving 7 that can be improved.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: cephalopod on December 07, 2016, 06:31:16 PM
Hardox texture. You know it makes sense :P
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Baconus_Yum on December 07, 2016, 07:03:34 PM
What about Weapon Colors?

You would do it for basic weapons, such as Spikes, DSL Blades, sledge hammers, etc.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: TommyProductionsInc on December 07, 2016, 07:40:59 PM
My BBAI pack can use a few colors for armor and extenders:

Pink
Dark Grey
Light Grey
Grey


Aaand that's pretty much all I can think of. Nothing too crazy, just simple stuff. I could help you if you'd like. You know, get the GMF stuff out of the way.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Badnik96 on December 07, 2016, 08:03:35 PM
honestly the misalignment is pretty minor so i don't think it's that big of a deal.

how about a flame texture? i think that'd be pretty nice
Title: Re: IRL Components - Pack Two: Armour Released
Post by: dragonsteincole on December 07, 2016, 08:07:17 PM
Craig: And, everyone suggesting a texture - can you provide a image of the material in question, as a basis to research? The more the merrier as it helps narrow it down faster.

Baconus: Weapons  will be getting it's own pack, not every weapon will get every colour/texture variation, but most weapons will be included.

Tommy: Pink is something I may include as an additional colour. I won't be doing any gray shades as there's already three metal types in 2.2, it just feels redundant to include minor variations.

Badnik: it's not a huge deal, but it would have been nice if they did line up. As for the flame suggestion, would it be similar to the flame wedges in Ironforge, or an all over one like the current lava paint texture?
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Badnik96 on December 07, 2016, 08:43:56 PM
I was thinking kind of like the Ironforge ones yeah
Title: Re: IRL Components - Pack Two: Armour Released
Post by: TommyProductionsInc on December 08, 2016, 04:38:49 PM
Craig: And, everyone suggesting a texture - can you provide a image of the material in question, as a basis to research? The more the merrier as it helps narrow it down faster.

Baconus: Weapons  will be getting it's own pack, not every weapon will get every colour/texture variation, but most weapons will be included.

Tommy: Pink is something I may include as an additional colour. I won't be doing any gray shades as there's already three metal types in 2.2, it just feels redundant to include minor variations.

Badnik: it's not a huge deal, but it would have been nice if they did line up. As for the flame suggestion, would it be similar to the flame wedges in Ironforge, or an all over one like the current lava paint texture?

The issue is what If I wanna make light grey steel extenders?

Speaking of which, would it be easier if I did those for you?
Title: Re: IRL Components - Pack 3 Poll, please vote
Post by: dragonsteincole on December 08, 2016, 05:24:25 PM
Making the extenders at this point wouldn't be the hard part as I've pretty much done all the heavy-lifting with that already. It's a lot of files to rename, but at this point it's simply renaming files and changing 4 characters inside every gmf, which is not that difficult, then replacing the texture.bmp

I have also had some ideas about more colours myself, such as an Olive Green, and Gold/Silver/Bronze colours.

My main concern is trying to keep the length of the menus under control. I can add more but it means longer menus which may start to make the Extenders and Extras menus more annoying to navigate. So i'm going to put a poll up to get the general consensus on this. If it's something people want and don't mind, then I will then open up the choice of which colours to add. (This will also have the knock-on effect of pushing this pack's release into 2017.)
Title: Re: IRL Components - Pack 3 Poll, please vote
Post by: Baconus_Yum on December 08, 2016, 05:28:38 PM
Making the extenders at this point wouldn't be the hard part as I've pretty much done all the heavy-lifting with that already. It's a lot of files to rename, but at this point it's simply renaming files and changing 4 characters inside every gmf, which is not that difficult, then replacing the texture.bmp

I have also had some ideas about more colours myself, such as an Olive Green, and Gold/Silver/Bronze colours.

My main concern is trying to keep the length of the menus under control. I can add more but it means longer menus which may start to make the Extenders and Extras menus more annoying to navigate. So i'm going to put a poll up to get the general consensus on this. If it's something people want and don't mind, then I will then open up the choice of which colours to add. (This will also have the knock-on effect of pushing this pack's release into 2017.)
I think that right now navigating is still pretty normal, but at the same time, don't make it extra components cheatbot2 navigation.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: kix on December 08, 2016, 11:55:38 PM
Cmo'm make purple pink so that i can make glitterbomb!
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Jammy Dodger on December 09, 2016, 06:36:52 AM
WE NEED MOAR, as the poll said more the merrier!
Title: Re: IRL Components - Pack Two: Armour Released
Post by: dragonsteincole on December 09, 2016, 11:27:21 AM
So within just a day it seems like people are overwhelmingly in favour of a lot more colour choices. As an initial plan, I've come up with a chart of colours, with some new ones highlighted in red. This brings the total up to 20 colours, but if there are any other obvious choices I've missed out please suggest them.

(http://i.imgur.com/idfGR9Q.png)

The Gold, silver and Bronze textures may also include tweaks to the object shininess to make them stand out a little more.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: 090901 on December 09, 2016, 11:27:40 AM
#saveforkie

also maybe blueish green color
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Philippa on December 09, 2016, 11:31:08 AM
#saveforkie

also maybe blueish green color
Like teal or turquoise?

Not sure if there needs to be two greys, I don't see much difference between the two, same with the two reds.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Badnik96 on December 09, 2016, 11:34:49 AM
you literally have three different greys already with the alu/tite/steel extenders

just edit their stats if you need to
Title: Re: IRL Components - Pack Two: Armour Released
Post by: dragonsteincole on December 09, 2016, 11:44:47 AM
you literally have three different greys already with the alu/tite/steel extenders

just edit their stats if you need to

The two greys are there on Tommy's insistence. I am personally of the same opinion that two is unnecessary, but one may be worthwhile. 
Title: Re: IRL Components - Pack Two: Armour Released
Post by: dragonsteincole on December 24, 2016, 02:57:32 PM
Various events have prevented me from working on IRL pack stuff enough to make significant progress - namely being family members being in and out of hospital for operations, on top of Christmas itself. However, I do have something to show that may be of interest as a new set of skins.

(http://i.imgur.com/fZPTRKZ.png)
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Badnik96 on December 24, 2016, 02:59:25 PM
ooh, that's some good sh**. I like it.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: dragonsteincole on December 24, 2016, 03:09:52 PM
With the trend of people making frame bots where everything is visible, it seemed like a good way to offer some more customisation. I plan to do the same with the different batteries
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Badger on December 24, 2016, 03:24:46 PM
Don't suppose you could tint the polycarb armour pieces? Reskins of the beater wedges would also be greatly appreciated. The plan to do stuff in the power tab is great too. Most wheels look pretty terrible, maybe you could give them a look?

Edit:
And maybe some sponsor decals or something, with no hitbox and weighing 0, that we can attach to our armour panels
Title: Re: IRL Components - Pack Two: Armour Released
Post by: kix on December 24, 2016, 04:58:07 PM
Badger.. i dont think that would be good... license issues!!
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Baconus_Yum on December 24, 2016, 05:06:28 PM
Badger.. i dont think that would be good... license issues!!
Easy solution: FAKE BRANDS

Example:
DragonSuperCoal Inc
Badger's Beavers
09 Ways to Dye
Demon Industries
Craaig's Crustatians.
Mega Tainted Pictures
Thacker's Metal Workings
etc
Title: Re: IRL Components - Pack Two: Armour Released
Post by: TheRoboteer on December 24, 2016, 05:16:13 PM
Badger.. i dont think that would be good... license issues!!
Easy solution: FAKE BRANDS

Example:
DragonSuperCoal Inc
Badger's Beavers
09 Ways to Dye
Demon Industries
Craaig's Crustatians.
Mega Tainted Pictures
Thacker's Metal Workings
etc
Or just use real brands because using them in a mod that you aren't charging for or distributing en masse almost certainly qualifies as free use, and even if it doesn't McDonalds aren't gonna sue someone just for using their logo in a mod for a relatively obscure 15 year old game.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Baconus_Yum on December 24, 2016, 05:25:06 PM
Badger.. i dont think that would be good... license issues!!
Easy solution: FAKE BRANDS

Example:
DragonSuperCoal Inc
Badger's Beavers
09 Ways to Dye
Demon Industries
Craaig's Crustatians.
Mega Tainted Pictures
Thacker's Metal Workings
etc
Or just use real brands because using them in a mod that you aren't charging for or distributing en masse almost certainly qualifies as free use, and even if it doesn't McDonalds aren't gonna sue someone just for using their logo in a mod for a relatively obscure 15 year old game.
nobody wants Mcdonalds to brand their robot...
Title: Re: IRL Components - Pack Two: Armour Released
Post by: TheRoboteer on December 24, 2016, 05:27:30 PM
Badger.. i dont think that would be good... license issues!!
Easy solution: FAKE BRANDS

Example:
DragonSuperCoal Inc
Badger's Beavers
09 Ways to Dye
Demon Industries
Craaig's Crustatians.
Mega Tainted Pictures
Thacker's Metal Workings
etc
Or just use real brands because using them in a mod that you aren't charging for or distributing en masse almost certainly qualifies as free use, and even if it doesn't McDonalds aren't gonna sue someone just for using their logo in a mod for a relatively obscure 15 year old game.
nobody wants Mcdonalds to brand their robot...
McDonalds was just a random example dude...
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Mr. AS on December 24, 2016, 06:55:43 PM
Badger.. i dont think that would be good... license issues!!
Easy solution: FAKE BRANDS

Example:
DragonSuperCoal Inc
Badger's Beavers
09 Ways to Dye
Demon Industries
Craaig's Crustatians.
Mega Tainted Pictures
Thacker's Metal Workings
etc
Or just use real brands because using them in a mod that you aren't charging for or distributing en masse almost certainly qualifies as free use, and even if it doesn't McDonalds aren't gonna sue someone just for using their logo in a mod for a relatively obscure 15 year old game.
nobody wants Mcdonalds to brand their robot...
AHEM (https://gametechmods.com/forums/index.php?topic=6848.msg681807#msg681807)
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Badger on December 24, 2016, 08:36:31 PM
Badger.. i dont think that would be good... license issues!!
(https://gametechmods.com/uploads/images/79340idiaminlaughing.gif)


Problem is RA2 already has issues with rendering components behind transparent components, I think it would be worse with transparent sponsor components. Guess its worth a shot if DSC wouldn't mind the extra work  :dumb)
Title: Re: IRL Components - Pack Two: Armour Released
Post by: dragonsteincole on December 25, 2016, 08:10:49 AM
The main problem I see with it being a separate component with no hitbox is attaching them properly, and then having potentially floating pieces either still attached to the bot, or falling through the game world and causing CTDs.

Using actual logos and such wouldn't be a big deal for me, I've made the Control Unit reskins of RC receiver brands, and the blue one is the actual real-life model of the Control Unit. As such for things like batteries and such, I plan to use real-life makes and brands too.

Actual physical sponsors though - I feel thats something for either the actual chassis, or reskinning a component and hoping it doesn't clash with someone else's bot.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Badger on December 25, 2016, 08:21:28 AM
I was thinking more of a pixel hitbox with 0hp, so it doesn't interfere with anything. If the LED components are fine, I don't see why something like this couldn't work.

Any ETA on the release of the batts/CBs? They look so cool
Title: Re: IRL Components - Question
Post by: dragonsteincole on January 12, 2017, 08:04:03 AM
Having difficulty with making an armor panel shiny, this is part of an experiment to make gold/silver/bronze Armour Panels stand out from the other colours.

In a decompiled 40x40 Black Alu Armor Plate, I have edited the following lines:

      *MATERIAL_SHINE   0.900000
      *MATERIAL_SHINESTRENGTH   0.900000

and

            *BITMAP   IRLARM__GOLD.bmp

With the desired effect being a shiny gold 40x40 Armor Plate. However, after recompiling and placing the component ingame, only the color has changed. Compared to any other black Alu armor plate, the shine is the same, only the texture has been altered.

I have also tried copying lines from other components that are known to be shiny or too shiny. A notable example would be some of the Firestorm panels, suggested by Rob. However these are set to 0.5, yet are also much shinier ingame than the armor panel I edited.

At this point, is there anything else I can do to make the panel have a higher shine, or something I have missed that would allow me to do so?
Title: Re: IRL Components - Pack Two: Armour Released
Post by: 09090901 on January 12, 2017, 09:10:47 AM
try using firebeetles compiler and changing MAP_DIFFUSE to MAP_REFLECT and then changing MAP_TYPE SCREEN to MAP_TYPE SPHERICAL or CYLINDRICAL. might have to play around with the two to get a good blamce
Title: Re: IRL Components - Pack Two: Armour Released
Post by: dragonsteincole on July 07, 2017, 08:38:43 PM
(http://i.imgur.com/TUewOfl.png)
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Philippa on July 07, 2017, 08:49:54 PM
Yaaaaaaay.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: TommyProductionsInc on July 08, 2017, 12:38:20 AM
Oooh dayum!
Title: Re: IRL Components - Pack Two: Armour Released
Post by: dragonsteincole on July 08, 2017, 08:27:38 AM
(http://i.imgur.com/M9AVLYb.png)
Two additional colours not shown in the previous image
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Thyrus on July 08, 2017, 08:43:50 AM
Ohhhh boi
Title: Re: IRL Components - Pack Two: Armour Released
Post by: FOTEPX on July 08, 2017, 08:54:39 AM
I never thought Mortis would look good in Teal.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: kix on July 09, 2017, 09:12:37 AM
Mortis in multicolor©
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours Released
Post by: dragonsteincole on July 16, 2017, 03:35:09 PM
(http://i.imgur.com/5fEOnSP.png) (https://gametechmods.com/forums/index.php?action=downloads;sa=view;down=367)

Pack Three: Discs, Wedges & New Colours has been released.

Please remember to report bugs in this thread. With over 4,800 new files added it's a possibility I missed something.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Philippa on July 16, 2017, 03:47:45 PM
Awesome work, but when I click on the new Battlepacks, my game crashes. All the other additions seem to be working fine.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: TheRoboteer on July 16, 2017, 03:52:27 PM
Awesome work, but when I click on the new Battlepacks, my game crashes. All the other additions seem to be working fine.
Can confirm same here.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: TheOrcCorp on July 16, 2017, 03:52:58 PM
Awesome work, but when I click on the new Battlepacks, my game crashes. All the other additions seem to be working fine.
Can confirm same here.

Can confirm this has happened to me too. It just crashes the game. Aside from that, everything looks amazing!
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Gulden on July 16, 2017, 03:55:52 PM
Awesome work, but when I click on the new Battlepacks, my game crashes. All the other additions seem to be working fine.
Can confirm same here.

Can confirm this has happened to me too. It just crashes the game. Aside from that, everything looks amazing!
Title: Re: IRL Components - Pack Two: Armour Released
Post by: doot on July 16, 2017, 03:56:41 PM
Awesome work, but when I click on the new Battlepacks, my game crashes. All the other additions seem to be working fine.
Can confirm same here.

Can confirm this has happened to me too. It just crashes the game. Aside from that, everything looks amazing!
I, too, can confirm this issue.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Philippa on July 16, 2017, 04:10:04 PM
Alrighty, when I go to open other robots that have the original colours, my game also crashes.

Black, Dark Blue, Purple/Orange, Light Blue, Red, Yellow all crash the game, but strangely White doesn't.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Gulden on July 16, 2017, 04:13:30 PM
Alrighty, when I go to open other robots that have the original colours, my game also crashes.

Black, Dark Blue, Purple/Orange, Light Blue, Red, Yellow all crash the game, but strangely White doesn't.
I think this is the batteries (Specifically the battlepacks) crashing the robot actually, as I don't experience this issue.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: TheRoboteer on July 16, 2017, 04:17:08 PM
Alrighty, when I go to open other robots that have the original colours, my game also crashes.

Black, Dark Blue, Purple/Orange, Light Blue, Red, Yellow all crash the game, but strangely White doesn't.
Yeah that's the batteries. I have bots with all of those colours that work fine, but also ones with exactly the same colour scheme which don't work due to using battlepacks.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Arcane on July 16, 2017, 04:19:26 PM
Did you change the tint of the red? It looks more of a pinkier red than before.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: dragonsteincole on July 16, 2017, 04:21:33 PM
Can people confirm bots without battlepacks (the red batteries with fans) still load? I believe I have identified the problem. http://www.mediafire.com/file/xbds3dbku5rr9gb/intercooled.rar (http://www.mediafire.com/file/xbds3dbku5rr9gb/intercooled.rar)

drag these 6 files into the IRLCOMPONENTS folder inside the main Components folder. Make sure to overwrite 6 files. Please report back if this has worked. If it has then I will reupload the download file with these fixes
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Philippa on July 16, 2017, 04:25:51 PM
I think this is the batteries (Specifically the battlepacks) crashing the robot actually, as I don't experience this issue.
Yeah, trying out different robots backs up your reason better.

Is it anything to do with it being spelled 'intercolled' in places?
Title: Re: IRL Components - Pack Two: Armour Released
Post by: TheRoboteer on July 16, 2017, 04:26:57 PM
Can people confirm bots without battlepacks (the red batteries with fans) still load? I believe I have identified the problem.
All of my bots without battlepacks work fine regardless of armour plate colour. Only ones with battlepacks don't work.
Title: Re: IRL Components - Pack Two: Armour Released
Post by: Philippa on July 16, 2017, 04:35:03 PM
Can people confirm bots without battlepacks (the red batteries with fans) still load? I believe I have identified the problem. http://www.mediafire.com/file/xbds3dbku5rr9gb/intercooled.rar (http://www.mediafire.com/file/xbds3dbku5rr9gb/intercooled.rar)

drag these 6 files into the IRLCOMPONENTS folder inside the main Components folder. Make sure to overwrite 6 files. Please report back if this has worked. If it has then I will reupload the download file with these fixes
Yep, this works fine.
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours Released
Post by: dragonsteincole on July 16, 2017, 04:39:56 PM
3 people have reported back saying the issue was fixed, so I will reupload the download with these fixed files.

The issue was caused by the original texture containing a space "batteryfan .bmp" which went unnoticed. I apologise and thank those who were able to test the fix quickly.

EDIT: File has been reuploaded and can still be downloaded from https://gametechmods.com/forums/index.php?action=downloads;sa=view;down=367 (https://gametechmods.com/forums/index.php?action=downloads;sa=view;down=367).
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours
Post by: Pressure on July 17, 2017, 10:09:25 AM
Can't seem to open the .rar file. Windows keeps saying it's an unknown format or damaged?
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours
Post by: dragonsteincole on July 17, 2017, 11:36:39 AM
Can't seem to open the .rar file. Windows keeps saying it's an unknown format or damaged?

I have just downloaded the .rar from the Downloads section and checked, the file opened fine and didn't report any errors when opening or dragging files into folders. It may be that your connection was interrupted whilst downloading, so my advice would be to try downloading again.
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours
Post by: Pressure on July 17, 2017, 08:48:00 PM
Can't seem to open the .rar file. Windows keeps saying it's an unknown format or damaged?

I have just downloaded the .rar from the Downloads section and checked, the file opened fine and didn't report any errors when opening or dragging files into folders. It may be that your connection was interrupted whilst downloading, so my advice would be to try downloading again.

Unfortunatly didn't work. Tried twice. All other .rar files i've downloaded work.
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours
Post by: dragonsteincole on July 17, 2017, 10:40:21 PM
I shall reupload it again in the morning, but can anyone else confirm the file in the GTM downloads being broken?
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours
Post by: Mr. AS on July 17, 2017, 11:37:01 PM
I downloaded it just now, can confirm that it's a problem on Pressure's end.
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours
Post by: Pressure on July 18, 2017, 01:43:13 AM
It's weird. I just downloaded the other packs to test if it was my end, they work perfectly.
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours
Post by: dragonsteincole on July 18, 2017, 08:58:06 AM
It's weird. I just downloaded the other packs to test if it was my end, they work perfectly.

I have reuploaded the file once more, there are no changes to any of the files, i just remade the .rar and tested it with Winrar's own test option, no errors reported.
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours
Post by: Dark-Al on July 18, 2017, 09:03:14 AM
It's weird. I just downloaded the other packs to test if it was my end, they work perfectly.

I have reuploaded the file once more, there are no changes to any of the files, i just remade the .rar and tested it with Winrar's own test option, no errors reported.
Strange. I downloaded mine this morning, extracted the Rar file in 7-zip and everything work out fine. I unsure about what might be the problem down at Pressure end as Mr AS suggested. 
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours
Post by: Arcane on July 18, 2017, 09:38:11 AM
Pressure have you tried turning off your antivirus? Sometimes they can interfere with downloads and cause issues?

EDIT: Antivirus not Adblock
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours
Post by: jdg37 on July 18, 2017, 10:02:11 AM
Downloaded and installed on a fresh copy of 2.2 w/ DSC pack 1&2, plus CF and other ad ons. Opened and seemed to work fine browsing components. Haven't done a test build yet.
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours
Post by: Pressure on July 18, 2017, 10:09:11 AM
Hmm... Just tried again, still not working. Antivirus isn't a problem as I downloaded and extracted the other 2 part perfectly fine. I even tried opening in from Winrar according to some guides aswell as trying the repair option.
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours
Post by: FightingBotInformal on July 18, 2017, 10:10:26 AM
Hmm... Just tried again, still not working. Antivirus isn't a problem as I downloaded and extracted the other 2 part perfectly fine. I even tried opening in from Winrar according to some guides aswell as trying the repair option.
Try 7-Zip?
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours
Post by: Pressure on July 18, 2017, 10:18:31 AM
Hmm... Just tried again, still not working. Antivirus isn't a problem as I downloaded and extracted the other 2 part perfectly fine. I even tried opening in from Winrar according to some guides aswell as trying the repair option.
Try 7-Zip?

Just tried 7-zip. For some reason that works. Must be an odd Winrar error.
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours
Post by: Arcane on July 18, 2017, 10:23:59 AM
Just tried 7-zip. For some reason that works. Must be an odd Winrar error.

God help us if they've started cracking down on people abusing the free trial...
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours
Post by: TommyProductionsInc on July 19, 2017, 08:15:01 PM
7-zip isn't working for me. I've tried getting it on my computer twice. Both attempts ended with an error saying it couldn't be opened as an archive.

PLZ HALP! I HAV REPLIKUZ I WUNNA BILD!
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours
Post by: FightingBotInformal on July 19, 2017, 10:49:36 PM
7-zip isn't working for me. I've tried getting it on my computer twice. Both attempts ended with an error saying it couldn't be opened as an archive.

PLZ HALP! I HAV REPLIKUZ I WUNNA BILD!
As noted earlier, antivirus interference? Maybe then, it'll work.
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours
Post by: TommyProductionsInc on July 19, 2017, 11:26:37 PM
7-zip isn't working for me. I've tried getting it on my computer twice. Both attempts ended with an error saying it couldn't be opened as an archive.

PLZ HALP! I HAV REPLIKUZ I WUNNA BILD!
As noted earlier, antivirus interference? Maybe then, it'll work.
My computer was willing to open other RAR files. This one in particular just wouldn't work.
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours
Post by: dragonsteincole on July 20, 2017, 11:30:01 AM
This is starting to make me a little paranoid about things. I can only say that i'm using the latest 64-bit version of winrar, I don't think it's an issue with using an old version. But I can't fathom why most can download it no problem but some people have an issue.

for those that are having download problems, here is the pack hosted elsewhere and in .7z format rather than .rar http://www.mediafire.com/file/t4ut1044ws1g6py/IRL+Pack+3-1.7z (http://www.mediafire.com/file/t4ut1044ws1g6py/IRL+Pack+3-1.7z)
Please let me know if this works, if it doesn't then I have no idea, lol
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours
Post by: TommyProductionsInc on July 20, 2017, 01:18:00 PM
Thank you! Now it works.
Title: Re: IRL Components - Pack Four discussion
Post by: dragonsteincole on July 22, 2017, 09:07:35 AM
I have many ideas for Pack 4 that I need to consolidate into one post, there's some small ideas and then some that may have a larger effect.


There are a few more ideas that relate more strongly to DSL itself rather than the IRL Packs, namely being the reorganisation of the cheatbot2 menus, but this is for another discussion. I want people's opinions on whats discussed here, suggestions for bots or parts that can be included in the "FEATURED" section, or other suggestions for future packs. Weapon reskins are still on the menu but not for Pack 4.
Title: Re: IRL Components - Pack Three: Discs, Wedges & New Colours
Post by: TheRoboteer on July 22, 2017, 09:11:13 AM
Yes to all of these as far as I'm concerned. I need those Pirellis in my life in particular. Gorgeous.
Title: Re: IRL Components - Pack Four Discussion
Post by: Hoppin on July 22, 2017, 09:15:58 AM
Changing the size of the wheels? Im not too sure about that one. But I like the idea of re-texturing them.
Title: Re: IRL Components - Pack Four Discussion
Post by: Thyrus on July 22, 2017, 09:28:50 AM
The colored shell parts and the weight issue of the angled parts is something I would really like to see as we already talked about.  I must say that all the other ideas sound really nice to me as well. (20×20 tringle parts do not sound bad to me)

And I'm feeling honored for Ryu beeing considered for that one idea

Edit: just recently I thought about the practicality of having resized wheels so yes to that too!
Title: Re: IRL Components - Pack Four Discussion
Post by: dragonsteincole on July 22, 2017, 09:45:41 AM
Changing the size of the wheels? Im not too sure about that one. But I like the idea of re-texturing them.

By upscaling, i meant the texture. the current textures are 256x256, I am remaking them in 512x512. I'll edit that part to make it clearer.
Title: Re: IRL Components - Pack Four Discussion
Post by: Thyrus on July 22, 2017, 09:47:29 AM
Having different sized whhels of the same kind wouldn't hurt the game but that's too much to ask tho
Title: Re: IRL Components - Pack Four Discussion
Post by: Arcane on July 22, 2017, 09:49:12 AM
^ Agreed with the above, you're doing incredible work DSC, really excited for coloured shell spinner components and 20cm armor panels in particular.

The only suggestion I can think of pitching in with is coloured vlad/taz tyres to go along with the resizing but seriously keep this up man!

Title: Re: IRL Components - Pack Four Discussion
Post by: kix on July 22, 2017, 10:22:36 AM
Colouted skirts would be nice. Dark red one would fit my flipster 4 evo.
Title: Re: IRL Components - Pack Four Discussion
Post by: dragonsteincole on July 22, 2017, 10:30:28 AM
Colouted skirts would be nice. Dark red one would fit my flipster 4 evo.
When you say skirts, which ones do you mean in particular? The Panic Attack/Storm 2 ones in the extras?
Title: Re: IRL Components - Pack Four Discussion
Post by: Badger on July 22, 2017, 10:51:16 AM
Except the textured parts, I think all of the ideas expressed are great. I'd strongly suggest adding the 20cm corner and triangle panels as well. Even if you think they'd be impractical, I'm sure at some point someone will curse the fact that they're not avaliable.

Have you considered making sponsor decals (transparent thin blocks with a logo on one side and with no collision mesh or weight, thereby being cosmetic-only)?
Title: Re: IRL Components - Pack Four Discussion
Post by: kix on July 22, 2017, 10:59:53 AM
Colouted skirts would be nice. Dark red one would fit my flipster 4 evo.
When you say skirts, which ones do you mean in particular? The Panic Attack/Storm 2 ones in the extras?
More like these ones
(https://cdn.discordapp.com/attachments/332463032708104192/338349084056354817/2017-07-22-17-57-02.jpg)
Like badger's idea. Again, skirts are good option as it is almost air thin. Just make them transparent, and move the attachpoint to the center
Title: Re: IRL Components - Pack Four Discussion
Post by: dragonsteincole on July 22, 2017, 11:37:38 AM
@Thyrus, Arcane - Resizing wheels wasn't an intention, but it could be done for limited amounts of tires in theory. There's a lot to consider there, namely how much are the tires scaled by? Is it just the radius or also the width that is scaled? Is there an easy way to edit the gmf to scale the meshverts or does that need to be done by hand, considering the fact I no longer have a copy of 3DS Max to work on 3D files, it would have to be Notepad++ editing.

@TGM - Those skirts I can consider. Wouldn't be a huge task

@Badger, TGM - Here's my thoughts - I would consider making two panel sizes for sponsor logos - one would be a 20x___, the other would be a 40x___ size. I picture these being made from existing armor plates, but having the thickness reduced to almost 0 and set back so there's almost 0 gap to the component it's being attached to, to avoid z-clipping, but may not 100% avoid it due to the old engine RA2 has. But these sizes would be versatile enough to cover most spaces in various configurations.

However, some issues. Firstly you would need more attachment points, as you cannot rotate these decals as they need to be a certain way up in order to not be uʍop ǝpısdn or tilted. Another is you would need to double up on all these attach points - attaching a sponsor decal to an extender would be fine, but would be hidden if you were to cover your extenders with an armor plate.

My concluding thought is that it'd be easier to reskin a component to have the sponsor logo or just reskin the bot itself.

Title: Re: IRL Components - Pack Four Discussion
Post by: Dark-Al on July 22, 2017, 12:28:10 PM
Apart from more colours if anyone can think of any. I was thinking about Colour bars, you'll know as the DSL bars. For the main instant of that you're making a Tomb-clone but you wanted to have a nice colour on the bar instead of a dullish grey. I'm aware that this is difficult to do since I've tried skinning a bar myself, but it's a challenge that is worth cracking if you succeed. If that idea fails, how about a few coloured Beater bars for Drums. I've read that you propose coloured Drums, but how about a few colour beater to go along side those drums or if someone wanted coloured teeth as well. 
Title: Re: IRL Components - Pack Four Discussion
Post by: dragonsteincole on July 22, 2017, 01:51:59 PM
Apart from more colours if anyone can think of any. I was thinking about Colour bars, you'll know as the DSL bars. For the main instant of that you're making a Tomb-clone but you wanted to have a nice colour on the bar instead of a dullish grey. I'm aware that this is difficult to do since I've tried skinning a bar myself, but it's a challenge that is worth cracking if you succeed. If that idea fails, how about a few coloured Beater bars for Drums. I've read that you propose coloured Drums, but how about a few colour beater to go along side those drums or if someone wanted coloured teeth as well.

Both would come under the weapons idea, but I absolutely agree with the Tombstone-idea. Beater bars I can see the arguement for, and would be fun to make them a little distressed looking to suit their use.
Title: Re: IRL Components - Pack Four Discussion
Post by: dragonsteincole on July 24, 2017, 12:21:46 PM
Throwing some images from the Discord to here

(http://i.imgur.com/oujEfSo.png)
Whirlwep wheel - in real life this is a Colson wheel, so this will have an black hub with different tire colours. The actual Colson wheels in DSL will have a white hub and different colours too.

(http://i.imgur.com/URCCFX0.png)
Slap Happy Wheels - will do 6-8 of these with various hub designs, and the same with different tire designs/colours :really_makes_you_think:

(http://i.imgur.com/1GebQGK.png)
New Cruelty Overkill Wheels - the sidewalls have been thickened, and will use the Pirelli F1 tire style. The Overkill wheel-style texture is nearest the camera
Title: Re: IRL Components - Pack Four Discussion
Post by: Thyrus on July 24, 2017, 12:26:44 PM
I like how they look this far. Will there be a Slapp Happy wheel without any faces so it can be used as a regular wheel?
Title: Re: IRL Components - Pack Four Discussion
Post by: dragonsteincole on July 24, 2017, 12:43:29 PM
I like how they look this far. Will there be a Slapp Happy wheel without any faces so it can be used as a regular wheel?
There'll be one or two non-smiley hubs for people to use.
Title: Re: IRL Components - Pack Four Discussion
Post by: Badnik96 on July 24, 2017, 03:10:00 PM
im going to use the **** out of that new overkill wheel
Title: Re: IRL Components - Pack Four Discussion
Post by: dragonsteincole on August 03, 2017, 03:53:02 PM
WIP idea - Currently known as "Pontoon" Wedges. 1 solid piece, will grow to include a lot more wedge sizes, and include filler pieces. Fulfill your Dantomkia wishes.
(http://i.imgur.com/CFBAxC0.png)

20cm armor plates. May have some limited use on larger bots, hopefully will be useful for AW/BW and even LW bots. Plates, triangles, wedge edge and corners.
(http://i.imgur.com/MHiRbSX.png)
Title: Re: IRL Components - Pack Four Discussion
Post by: Badger on August 03, 2017, 05:49:18 PM
very nice
Title: Re: IRL Components - Pack Four Discussion
Post by: Reier on August 04, 2017, 12:19:05 AM
now thyrus and i can make our dream car

(http://www.papercraftsquare.com/wp-content/uploads/2013/04/Planet-of-Death-POD-Gold-Car-Scorp-Paper-Model.jpg)
Title: Re: IRL Components - Pack Four Discussion
Post by: TommyProductionsInc on February 15, 2018, 04:18:01 PM
My computer can't open pack 3 as an archive. Can someone help?
Title: Re: IRL Components - Pack Four Discussion
Post by: Jaydee99 on February 15, 2018, 07:22:04 PM
My computer can't open pack 3 as an archive. Can someone help?
You have to unzip it with winrar
I had the same problem bro
Title: Re: IRL Components - Pack Four Discussion
Post by: TommyProductionsInc on February 15, 2018, 09:21:34 PM
My computer can't open pack 3 as an archive. Can someone help?
You have to unzip it with winrar
I had the same problem bro
Ok, got it.
Title: The Future of the IRL Packs
Post by: dragonsteincole on February 22, 2018, 10:23:20 AM
This may end up being a long post, so I’ll try to keep this as to the point as I can.

For the last few months I have been privately working on my own TC pack for RA2. The tentative title for this pack is 'RA2 IRL Edition', and whilst being a TC mod, there were more far-reaching goals such as trying to use it to get a definitive IRL meta established with it. Having made the first 3 IRL packs, I wanted to set my sights a little higher.

(https://cdn.discordapp.com/attachments/345640177131061248/345657635036725248/unknown.png)
UI splash screen test
(https://cdn.discordapp.com/attachments/345640177131061248/347860664951242752/unknown.png)
New wide front-hinge burst, which would have been adapted for the previous two versions.
(https://cdn.discordapp.com/attachments/345640177131061248/345657017551290368/unknown.png)
Remade Magmotors in some new to DSL configurations.
(https://cdn.discordapp.com/attachments/345640177131061248/345656721500405760/unknown.png)
Remade Magmotors, which would have been rebranded as Ampflow motors for drive versions.
(https://cdn.discordapp.com/attachments/345640177131061248/391987297714962443/unknown.png)
Drive versions of the Perm motors, retextured as LEM motors.

The only version of this TC that exists is some preliminary work on the UI, the botlab menus stripped of all content apart from the IRL Packs and works in progress, and a set of goals and ‘wants’ for the pack. My intention was to remake and replace the DSL content whilst adding new variations on a lot of parts, I wanted to get rid of the clutter, reorganise everything useful, make this, then that, then more of those and these, and so on. And whilst I had approached people to help me, or people had offered to help me, I was content to try and go it alone for the most part. While I still have those ideas,  a couple of large roadblocks and diversions appeared.

The most ‘serious’ of these was losing the ability to create models and import them into the game. I lost the use of 3DS Max, had no luck finding a replacement and have been unsuccessful in porting objects to and from Blender. Thus the new models part was on hold after barely getting started. The other major roadblock was the time I spent making my own real-life beetleweight bot, which took up a good portion of my time from October, up until early February this year. Aside from reducing the time I had with RA2 to basically making a BOTM each month, honestly I got far more personal satisfaction out of making and competing with the real bot than I'd ever gotten with something in RA2.

So these experiences have shifted priorities a little. It would be quite easy to just continue as I have these last months and let the limit of my RA2 work be winning BOTM each month. But I don’t feel like that would be a satisfying conclusion to my work with RA2. With the three packs already, there has been such a dramatic shift in how people create bots in RA2, a goddamn colour explosion that has allowed anyone who has played to express themselves better and in my opinion helped lead to the most creative and productive era of botbuilding in the game’s history.

Therefore, I have made these ideas public because I want to see how people feel on the future of the IRL Packs. Whilst I can’t say for certain if there will ever be an IRL TC now, I still want to work on IRL Packs if people want those. I still see so much that can be done to increase the variety and creativity of designs people make, and with people such as Geice working to improve existing parts, I want to open up the possibility of working together with more people to make more packs a reality.

The takeaway point from this are as follows:
- Do people want to see more IRL packs, or these packs implemented as a TC separate from DSL?
- Do people want to see the IRL packs offer more than recoloured items, and start to branch out to include things like new and rebranded motors/batteries/weapons?
- Are people who have the ability to mod and create new items willing to work together in creating these packs?
Title: Re: IRL Components - Pack Four Discussion
Post by: Jaydee99 on February 22, 2018, 10:37:35 AM
Holy mama that UI is beautiful!
IMO yes I'd love to see more original components as well as coloured components, they all come in handy really lol
And again IMO it would be cool if it was a team effort putting together custom stuff.


Plus, loving the few components here!
Title: Re: IRL Components - Pack Four Discussion
Post by: pokebro14 on February 22, 2018, 10:52:16 AM
You sir are a god! I'm down with this Idea and I hope this gets released as TSG or as an add on to DSL everway I want to see this being made keep up the amazing work also is there still going to be replicas and old cheat bot parts added :)

BTW I would also try and add some extra colour parts like the extenders. Things like beatersbars and typhoon teeth. Another idea is to have chain versions of NPC motors as they are so commonly used
Title: Re: IRL Components - Pack Four Discussion
Post by: Olister92 on February 22, 2018, 11:20:47 AM
I think having it as its own TC makes sense now as IRL has taken on its own Meta anyway and there are so many parts it would be a good idea to declutter a lot of things.

Also holy sh*t that new stuff looks awesome and thank you for all the hard work you've done so far :)
Title: Re: IRL Components - Pack Four Discussion
Post by: FaceBagman on February 22, 2018, 11:36:33 AM
Something I love about this game is that anyone can make a robot, but it also gives people with a real artistic and technical talent a chance to do amazing things like DSC does.

I'm in awe and really impressed with how much effort you put into these modifications, man. Looking forward to seeing what you're working on fully fleshed out.  :smile:
Title: Re: IRL Components - Pack Four Discussion
Post by: Dreamcast on February 22, 2018, 11:53:03 AM
Very great work with air tank and it's tubing, especially if added weight to the component.

"Whilst I can’t say for certain if there will ever be an IRL TC"
Yea you can, it's called DSL 2.2 :cancer:
Title: Re: IRL Components - Pack Four Discussion
Post by: Dark-Al on February 22, 2018, 12:17:13 PM
So, from just a few component skin packs for armour plates to coloured extenders has now evolved into this. I'm pretty impressed in the amount of work that you manged to put into making all these parts for a potential total conversion. Personally, I do feel that the IRL pack should offer a little bit more to them. Sure it's nice to have the coloured armour plates and extenders to show off a person's creativity, but it would be nice to have a few new, custom components like the ones you showed off, for potential players may end up using them commonly for the meta or maybe just to experiment with each part for a bit of fun. Anyway, I'm loving the work so far and hope that there may be some more parts to show off in the near future.
Title: Re: IRL Components - Pack Four Discussion
Post by: TommyProductionsInc on February 22, 2018, 02:38:45 PM
The new motors and stuff are a fun idea, but an entire total conversion seems like a monumental task. I'd advise just making as many IRL packs as possible until eventually, you have enough stuff alone to make a total conversion pack. Maybe add some more in terms of weapons and wheels, things that you haven't done much work on before.

I think you've done an incredible job with the armor plates and extenders, which, in my opinion, are the hardest part of the whole project. You've already done basically the foundation of new IRL robots.

Here's an odd idea: In the scenario we can't get the right kind of motors to work, fit, or move the crazy IRL structures we build, would making miniature cheat motors be ok? I know that I liked using modded chicken motors and burst wedges for my custom component replicas. Maybe if someone wanted to take on something more ambitious, they could use these cheat components. Hell, I may even be able to help you with it! I know how to program components and test them!
Title: Re: IRL Components - Pack Four Discussion
Post by: Badger on February 28, 2018, 01:31:49 AM
I've been asking for some TC to DSL to fix/improve all its issues as a builder, it's great to see that you're interested in doing this DSC. I'd suggest increasing the power of all bursts as long as it doesn't freak out the engine. Having to use 2-3 bursts to make IRL flippers viable is a pain in the dick and produces ugly bots out of neccessity. I'd also like some kind of thruster to use, for example, in a hammer/axebot to prevent it from flinging itself all over the place when firing its weapon. Maybe also an invisible skirt we can use for wedgebots, so we can avoid the boring-ass pushing matches without resorting to ugly and non-irl wedges. And maybe beef up all the weapons to have heavier and more damaging versions, to allow damaging bots without weapon spam.
Title: Re: IRL Components - Pack Four Discussion
Post by: F1Krazy on February 28, 2018, 03:13:57 PM
Oh man, I'd be all for this. Whether it's just a further series of IRL packs or a full-blown TC, I'd love to see you coming out with more components. It's always great to have more stuff to play with.
Title: Re: IRL Components - Pack Four Discussion
Post by: pokebro14 on March 03, 2018, 11:41:50 AM
im just going to give ideas on things I personally think should be re-skinned and add into the games if you do make this.

Reskinned
.Coloured beater bars
.Typhoon flag made to have flags from different country's
.Beta Burst changes to something along the lines of terrorhurtz set ups (may need a new model)
.Coloured bars+Different shapes for bars like ones with holes in
.Coloured Polycarb
.New colours for LED lights
.New wheel colours
.Flat motor to look like a chain thing

New Stuff
.New axe heads that are actually good
.New axe handles something like terrorhurtz's where it slots into the end
.New drum shapes like in ironforge
.More chained weapon and drive motors
.Unusual weapons like sword,jaws,maces,Curved disc teeth,New Wedges that are hard to make out of extenders and other wacky stuff
.New wheel sizes
.flipper lips
.curved extenders
.More smaller versions of parts for ant weights
.silly items like John Reid action figure or zudge head
.more flipper compatible stuff
. Parts from other versions brought over and modified like wheels.
.new announcer
.egg beater just rectangle with big cut out with multiple sizes. Make it a solid component that does damage 
. Parts that can be skinned by the player like the disc covers made by badnik or the background for bot pics.
.new IRL AI bots
.sponsorship decals for teams and players
. Wedge ends given to triangle armour
.coloured parts for shell spinners
Title: Re: IRL Components - Pack Four Discussion
Post by: moziet on April 01, 2018, 05:54:20 AM
I have a problem downloading the pack where disks and wedges are added. When I try to open it, an error appears that says that the archive is in an unknown format or is damaged. There isn't any problem with my WinRAR.
Title: Re: IRL Components - Pack Four Discussion
Post by: kix on April 01, 2018, 06:12:38 AM
Here's a temp fix with winrar support
https://drive.google.com/open?id=1CYYmvAV_EvJGssaL_XwvS_ZpfQg2S-Np
Title: Re: IRL Components - Pack Four Discussion
Post by: dragonsteincole on April 01, 2018, 07:03:06 AM
Still not sure why Pack 3 has that error, when the first two packs don't. What exactly is the nature of the 'fix' TGM?
Title: Re: IRL Components - Pack Four Discussion
Post by: Qo-- on April 01, 2018, 08:22:32 AM
.Coloured beater bars
.Coloured bars+Different shapes for bars like ones with holes in
.New drum shapes like in ironforge
.More chained weapon and drive motors
.More smaller versions of parts for ant weights
Basically what Pokebro said, if I had to narrow it down these would be the most important for me personally.
Title: Re: IRL Components - Pack Four Discussion
Post by: Hoppin on April 01, 2018, 09:03:44 AM
Reskinned
.Coloured beater bars
.Typhoon flag made to have flags from different country's
.Coloured bars
.Coloured Polycarb
.New colours for LED lights
.New wheel colours

.More chained weapon and drive motors
.New wheel sizes

All these would be ideal.

On top of these I would recommend coloured drums and some colouration for wheels, like colson, mini-wheels perhaps.
Title: Re: IRL Components - Pack Four Discussion
Post by: Jaydee99 on April 01, 2018, 09:17:08 AM
I have a problem downloading the pack where disks and wedges are added. When I try to open it, an error appears that says that the archive is in an unknown format or is damaged. There isn't any problem with my WinRAR.
Dont open it, instead right click on it and go to the unzip option where it says winrar. Then extract it wherever you want to.
Title: Re: IRL Components - Pack Four Discussion
Post by: kix on April 01, 2018, 10:40:29 AM
Still not sure why Pack 3 has that error, when the first two packs don't. What exactly is the nature of the 'fix' TGM?
Different format (Zip, instead rar)
Title: Re: IRL Components - Pack Four Discussion
Post by: kill343gs on April 02, 2018, 05:44:15 PM
Having missed this discussion the first time around, let me throw a couple tidbits in the ring.

I think a new TC is really, at this point, almost needed to further push this DSL-IRL building style that you've helped create even further. We're at the point now where some of the stuff included in DSL 2.2, and they way they are organized, is getting in the way of what people are trying to accomplish. You've shown time and time again that you have the right ideas when it comes to solving these problems. I think your UI looks great. I think your packs have been hugely successful. And I think you have a lot of great ideas when it comes to building a new TC for the next era of RA2. (And a small aside, your UI looks great fam)

If you were to once again take up the initiative, I would consider including external files and programs commonly used by people in IRL building when possible. ObjRA2, Sergepatcher, things like that with permission of the creators. The more of these you can round up and get in once place, the easier it is for players of any experience level to dive right in.

And I know you said you wanted to get as much of it done as possible on your own, but I would suggest that there are tons of people around still who would be more than willing to help you take on the project.

Title: Re: IRL Components - Pack Four Discussion
Post by: pokebro14 on April 02, 2018, 06:02:30 PM
Having missed this discussion the first time around, let me throw a couple tidbits in the ring.

I think a new TC is really, at this point, almost needed to further push this DSL-IRL building style that you've helped create even further. We're at the point now where some of the stuff included in DSL 2.2, and they way they are organized, is getting in the way of what people are trying to accomplish. You've shown time and time again that you have the right ideas when it comes to solving these problems. I think your UI looks great. I think your packs have been hugely successful. And I think you have a lot of great ideas when it comes to building a new TC for the next era of RA2. (And a small aside, your UI looks great fam)

If you were to once again take up the initiative, I would consider including external files and programs commonly used by people in IRL building when possible. ObjRA2, Sergepatcher, things like that with permission of the creators. The more of these you can round up and get in once place, the easier it is for players of any experience level to dive right in.

And I know you said you wanted to get as much of it done as possible on your own, but I would suggest that there are tons of people around still who would be more than willing to help you take on the project.


I agree with killer don't go and do this by your self it's to big of a task. I would recommend getting ideas from builders about what they think is most needed in a pack like this and what they should do in the game e.g stats and physics. Also get in touch with bot builders to find out what real life objects could be used for the game
Title: Re: IRL Components - Pack Four Discussion
Post by: moziet on April 03, 2018, 02:27:20 AM
Here's a temp fix with winrar support
https://drive.google.com/open?id=1CYYmvAV_EvJGssaL_XwvS_ZpfQg2S-Np

Ayyy, it works! Danke.
Title: Re: IRL Components - Pack Four Discussion
Post by: FOTEPX on April 03, 2018, 04:31:00 AM
I agree with everything Kill says, and I'm more than willing to help out with this project if possible. I mainly do 3D Modelling, so if you need any component work doing, there you go. ^^
Title: Re: IRL Components - Pack Four Discussion
Post by: Hoppin on April 03, 2018, 03:36:51 PM
1 order of polycarbonate square extenders please.
Title: Re: IRL Components - Pack Four Discussion
Post by: TheRoboteer on April 03, 2018, 03:49:26 PM
Seconding hop for square polycarb extenders. Makes sense since there's round ones and plates but no square extenders of the variety for some reason.

Shorter antennae would also be neat but that may just be my own personal boner for antennae showing.

APs on the edges of triangle plates so you can put wedge edges on them would be neat too. I did figure out a hanky ass way to do it with CF extenders but a proper way to would be neato
Title: Re: IRL Components - Pack Four Discussion
Post by: moziet on April 04, 2018, 06:29:59 AM
Aw dang, another problem.

In the fix that I was given, clicking on some parts [Ex. White extenders] crashes the game. :^(
Title: Re: IRL Components - Pack Four Discussion
Post by: Philippa on April 04, 2018, 04:26:18 PM
(https://i.imgur.com/wkF7dxG.png)
Title: Re: IRL Components - Pack Four Discussion
Post by: pokebro14 on April 04, 2018, 04:35:13 PM
Thats a really smart Idea for a shell spinner and ring spinner pip  :claping
Title: Re: IRL Components - Pack Four Discussion
Post by: dragonsteincole on April 04, 2018, 05:01:25 PM
I'll be combing through posts for stuff regarding IRL 4 (or IRL TC - I'll have a decision on that some point soon (probably after the Burgess Hill event at the end of this month)

Regarding shell spinners, and the shell parts, I am proposing a slight change from what we have currently. Craig/Cephalopod was the inspiration for this idea, so thanks to him, I think it's a good one:

(https://i.imgur.com/Jg557AG.png)
First off, everything will have a few more polys and mapped completely. Probably will offer all the IRL base colours, and maybe some 'theme' sets. Will come in 4-5 sizes but won't be strictly 100cm/150cm etc Each disc will have 8 APs on the edges, for other uses than shell spinners.


(https://i.imgur.com/dMaJK8t.png)
(https://i.imgur.com/BMa2Pit.png)
Shell parts will be bigger and cover 1/4 of the disc. they will have an AP point facing inward for attching to the disc, and three facing outward on the top/middle /bottom.  Will still have flat and sloped versions as shown.  This will drop the amount of APs on a shell spinner drastically, so people aren't inclined to put large typhoon teeth on every available panel and AP.

(https://i.imgur.com/n6ISqKG.png)
There will also be a single AP on the top and bottom of each shell piece, so people can stack them to create more complex shell shapes. This is just one example.

(https://i.imgur.com/q3CfoMA.png)
Also possibly making cone-shaped pieces for Typhoon-style bots. Will have a flat top and not a point as shown.

(https://i.imgur.com/9WwpgRi.png)
(https://i.imgur.com/fkw51LT.png)
As well as having normal/armoured/heavy versions of the discs, there will also be some cosmetic choices. I will also include ring spinner discs for peak IRL-ness. The AP points will still be in the middle obv.

All of these changes are to make shells more visually appealing, more customisable, and help reduce AP spam that people moan about. Regarding Pip's idea, I believe the stacking idea is already covered. Thinner parts could also be useful, so if people would like those I'll consider modelling them as well.
Title: Re: IRL Components - Pack Four Discussion
Post by: Badger on April 04, 2018, 05:18:56 PM
Brilliant work as per usual!
Title: Re: IRL Components - Pack Four Discussion
Post by: pokebro14 on April 04, 2018, 05:22:04 PM
You are a god my dude
Title: Re: IRL Components - Pack Four Discussion
Post by: Hoppin on April 04, 2018, 05:23:31 PM
So my idea is to remove the supports in the disc components and replace them with APs, this would allow players to build their own supports, thus adding more customisability to shell spinners. Also 20cm panels for shells
Title: Re: IRL Components - Pack Four Discussion
Post by: Tashic on April 04, 2018, 05:30:31 PM
Awesome, I can see those rings being very usefull in normal spinners as well.
Title: Re: IRL Components - Pack Four Discussion
Post by: TommyProductionsInc on April 04, 2018, 09:40:07 PM
THIS LOOKS AWESOME!
Title: Re: IRL Components - Pack Four Discussion
Post by: Olister92 on April 05, 2018, 06:20:32 AM
 Sorry if this has been mentioned before but is there any idea of making Hydraulic type motors, something like VDMA's but they work slower? If this makes sense
Title: Re: IRL Components - Pack Four Discussion
Post by: Philippa on April 05, 2018, 09:29:29 AM
Sorry if this has been mentioned before but is there any idea of making Hydraulic type motors, something like VDMA's but they work slower? If this makes sense
Slow movement but super torquey? I'd dig it.
Title: Re: IRL Components - Pack Four Discussion
Post by: kix on April 05, 2018, 10:28:38 AM
A plan is plotting
(https://media.discordapp.net/attachments/414230223869968386/431471873642201098/unknown.png)
ah ye, motors are bearings actually
Title: Re: IRL Components - Pack Four Discussion
Post by: Philippa on April 10, 2018, 10:15:54 AM
Idea to make the armour plates a bit more versatile. How about adding a thin triangle component that could be added to the sides of wedges that could allow them to curve? Like, a 10 degree curve per triangle and you can chain them together to make it curve more. That way we could make our own scoops and have wedges that also curve into wheelguards.
Title: Re: IRL Components - Pack Four Discussion
Post by: Olister92 on April 10, 2018, 02:06:25 PM
Idea to make the armour plates a bit more versatile. How about adding a thin triangle component that could be added to the sides of wedges that could allow them to curve? Like, a 10 degree curve per triangle and you can chain them together to make it curve more. That way we could make our own scoops and have wedges that also curve into wheelguards.

This sounds like a good idea
Title: Re: IRL Components - Pack Four Discussion
Post by: Badger on April 10, 2018, 02:10:19 PM
Idea to make the armour plates a bit more versatile. How about adding a thin triangle component that could be added to the sides of wedges that could allow them to curve? Like, a 10 degree curve per triangle and you can chain them together to make it curve more. That way we could make our own scoops and have wedges that also curve into wheelguards.

This sounds like a good idea
Great idea. The only issue I can think off would be that chaining together a ton of 10 degree parts would make a weak scoop/wheelguard while also making the bot really crash-prone. If this were to be implemented, I think the current extender approach of variants of the component with varying angles would be the most appropriate.
Title: Re: IRL Components - Pack Four Discussion
Post by: Philippa on April 10, 2018, 02:27:53 PM
Idea to make the armour plates a bit more versatile. How about adding a thin triangle component that could be added to the sides of wedges that could allow them to curve? Like, a 10 degree curve per triangle and you can chain them together to make it curve more. That way we could make our own scoops and have wedges that also curve into wheelguards.

This sounds like a good idea
Great idea. The only issue I can think off would be that chaining together a ton of 10 degree parts would make a weak scoop/wheelguard while also making the bot really crash-prone. If this were to be implemented, I think the current extender approach of variants of the component with varying angles would be the most appropriate.
I mean, I absolutely agree with you on the "being weak and crash prone" front but I thought that'd be an okay tradeoff instead of getting DSC to make all the different combinations of wedge height, wedge angle, curve radius, curve angle, and curve direction, etc.
Title: Re: IRL Components - Pack Four Discussion
Post by: Olister92 on April 13, 2018, 06:20:27 AM
I had another idea this time about the Drums.
Would anyone else think it would be a good idea if they came in different weights as well as size, like extenders?
So you could have Small alu, tita and steel etc etc and the heavier materials have better HP
Title: Re: IRL Components - Pack Four Discussion
Post by: moziet on April 13, 2018, 10:18:05 PM
I had another idea this time about the Drums.
Would anyone else think it would be a good idea if they came in different weights as well as size, like extenders?
So you could have Small alu, tita and steel etc etc and the heavier materials have better HP

This.

Might I suggest different bar colors?
Title: Re: IRL Components - Pack Four Discussion
Post by: The Answer on April 14, 2018, 03:20:27 AM
I would love colored flipper segments.
Title: Re: IRL Components - Pack Four Discussion
Post by: cephalopod on April 14, 2018, 08:44:20 AM
Can't help but feel different drum weights would be largely unused and are pretty unneeded
Title: Re: IRL Components - Pack Four Discussion
Post by: Thyrus on April 14, 2018, 09:09:57 AM
Giving the drum components a bit more HP wouldn't hurt tho imo. They tend to come off cuite easily if they are put up against typhoon teeth spinners
Title: Re: IRL Components - Pack Four Discussion
Post by: TommyProductionsInc on April 15, 2018, 04:11:31 PM
I was thinking of maybe changing up the stats of the motors. Make them more powerful/more capable of moving heavy weapons. I mean, since when to IRL HWs use an E-tek motor for weaponry in RA2? It's usually perm or above. I guess that would also warrant a redo of the wheels grip and stuff.
Title: Re: IRL Components - Pack Four Discussion
Post by: Danangoo on April 15, 2018, 06:32:09 PM
I'd love to have colored wedges but different from the ones in the previous packs - I mean the giant wedges similar to Tornado's front wedge.
Title: Re: IRL Components - Pack Four Discussion
Post by: Hoppin on April 26, 2018, 01:30:35 PM
I'd like to see belt variations of motors, Piglet, E-Tek, Tmwr, Tornado Mer, 6 Mags and Dual Perms
Title: Re: IRL Components - Pack Four Discussion
Post by: moziet on April 27, 2018, 02:18:42 AM
I'd like to see belt variations of motors, Piglet, E-Tek, Tmwr, Tornado Mer, 6 Mags and Dual Perms

THIS. Also, different wheel colors? It could really help with replicas like Stinger: TKB or Carbide. even if i dont do replicas
Title: Re: IRL Components - Pack Four Discussion
Post by: Hoppin on April 28, 2018, 04:51:27 PM
Wheels designed to suit camber, with varying sizes and colour
Title: Re: IRL Components - Pack Four Discussion
Post by: kaiser on May 01, 2018, 07:00:46 PM
Giving the drum components a bit more HP wouldn't hurt tho imo. They tend to come off cuite easily if they are put up against typhoon teeth spinners
I was thinking of maybe changing up the stats of the motors. Make them more powerful/more capable of moving heavy weapons. I mean, since when to IRL HWs use an E-tek motor for weaponry in RA2? It's usually perm or above. I guess that would also warrant a redo of the wheels grip and stuff.

I strongly agree with both of these suggestions.
Title: Re: IRL Components - Pack Three Fix
Post by: dragonsteincole on May 15, 2018, 08:22:05 AM
I've repackaged Pack Three, after potentially spotting what caused a lot of people to have difficulty opening the Rar file. Seems to be caused by WinRar packing the file in a newer format that cannot be read by older versions of WinRar. Can those who had this issue please try re-downloading and opening that file (there is an _r amended to the end of the filename to differentiate between them), and reporting if it can be opened, or if there is still an issue.

TL;DR If you had issues before, re-download. Also update your damn copy of WinRar.
Title: Re: IRL Components - Pack Four Discussion
Post by: moziet on May 18, 2018, 09:38:13 AM
I've repackaged Pack Three, after potentially spotting what caused a lot of people to have difficulty opening the Rar file. Seems to be caused by WinRar packing the file in a newer format that cannot be read by older versions of WinRar. Can those who had this issue please try re-downloading and opening that file (there is an _r amended to the end of the filename to differentiate between them), and reporting if it can be opened, or if there is still an issue.

TL;DR If you had issues before, re-download. Also update your damn copy of WinRar.

Good this is that I can finally open it!

Bad news is that some components STILL crash the game. A perfect example would be white extenders. Also, is it just me or the armor panel selection isn't complete for me? Things like green and red are missing. I even tried on a new copy!
Title: Re: IRL Components - Pack Four Discussion
Post by: kix on May 19, 2018, 12:03:14 PM
I've repackaged Pack Three, after potentially spotting what caused a lot of people to have difficulty opening the Rar file. Seems to be caused by WinRar packing the file in a newer format that cannot be read by older versions of WinRar. Can those who had this issue please try re-downloading and opening that file (there is an _r amended to the end of the filename to differentiate between them), and reporting if it can be opened, or if there is still an issue.

TL;DR If you had issues before, re-download. Also update your damn copy of WinRar.

Good this is that I can finally open it!

Bad news is that some components STILL crash the game. A perfect example would be white extenders. Also, is it just me or the armor panel selection isn't complete for me? Things like green and red are missing. I even tried on a new copy!
Try my fix. DSC might have forgotten few files
Title: Re: IRL Components - Pack Four Discussion
Post by: Dadddjent on May 19, 2018, 08:38:17 PM
beefing up the Eteks and possible gas motors?
edit* colored drums
Title: Re: IRL Components - Pack Four Discussion
Post by: TommyProductionsInc on May 29, 2018, 12:53:21 PM
I can help out with the motors. Maybe I could make ETekRs and change the whole NPCT64 setup. Are there NPC-Fasts in real life? If not, we should remove them and just have regular NPCs be better.

Perm drive, TW3MR4 drive, maybe even re-introduce stock components with updated stats and graphics? The more the merrier. I can go around looking for motors from other mods and use those as well.
Title: Re: IRL Components - Pack Four Discussion
Post by: dragonsteincole on May 29, 2018, 05:25:54 PM
I can help out with the motors. Maybe I could make ETekRs and change the whole NPCT64 setup. Are there NPC-Fasts in real life? If not, we should remove them and just have regular NPCs be better.

Perm drive, TW3MR4 drive, maybe even re-introduce stock components with updated stats and graphics? The more the merrier. I can go around looking for motors from other mods and use those as well.

IMO the NPC fast would be a T-74. Which is slightly bigger, faster and heavier version of the T-64. Is planned. Also planned are Right-angle NPCs, which will only be in 'slow' flavour. May be based on the NPC B-81 but would need to be mirrored.

Title: Re: IRL Components - Pack Four Discussion
Post by: TommyProductionsInc on June 19, 2018, 11:28:02 AM
I can help out with the motors. Maybe I could make ETekRs and change the whole NPCT64 setup. Are there NPC-Fasts in real life? If not, we should remove them and just have regular NPCs be better.

Perm drive, TW3MR4 drive, maybe even re-introduce stock components with updated stats and graphics? The more the merrier. I can go around looking for motors from other mods and use those as well.

IMO the NPC fast would be a T-74. Which is slightly bigger, faster and heavier version of the T-64. Is planned. Also planned are Right-angle NPCs, which will only be in 'slow' flavour. May be based on the NPC B-81 but would need to be mirrored.
Cool! I was also thinking of adding plastic or fibreglass extenders, for decorative purposes.
Title: Re: IRL Components - Pack Four Discussion
Post by: Hoppin on June 19, 2018, 11:36:14 AM
Drive motors that power a set of 2 wheels, allowing for 4wd capabilities, when only using 2 motors.
Title: Re: IRL Components - Pack Four Discussion
Post by: superbot13 on June 19, 2018, 04:23:55 PM
Can you add bursts that use air. And 180 degree motors
Title: Re: IRL Components - Pack Four Discussion
Post by: kix on June 19, 2018, 05:14:03 PM
Can you add bursts that use air. And 180 degree motors
Bursts cant use air. it is hardcoded into exe iirc. As for 180 motors, you can bfe bursts to fire in 180 degree. I made a simple tutorial.
DSC if you need help in making stuff, i can help
Title: Re: IRL Components - Pack Four Discussion
Post by: RedAce on October 26, 2018, 11:58:09 AM
*Not entirely sure where I should post this, but I feel it's relevant to the mod in question, I felt the need to post it here.  If anyone feels a better place for this, then please let me know and move this post please.  Thanks.

A while back, Click released a crash patch for DSL 2.2.  If you want to full description, then click this link (https://gametechmods.com/forums/modifications/dsl-2-2-complete-edition/msg751687/#msg751687).  It basically makes DSL 2.2 playable so crashes aren't ruining what could be exciting IRL tournament battles.  However, it effectively patched the base mod, leaving the DSC IRL Packs untouched, and that's where I step in.  I decided to make a crash patch for this said pack so any future IRL tournaments as of this post can be much more manageable than before or just anyone who wants to casually run these DSC packs without any crashes.

Click here for the patch. (https://gametechmods.com/uploads/files/8725dsc_irlpacks_crash_patch.rar)

After testing a few matches, I haven't gotten a single crash, so I think it worked, but please let me know if I have missed ANY small details, cause with something that took me nearly a grand total eight hours to get done, I really don't want to miss anything at this point.  I may not sound like it from this post and I really don't feel like exaggerating it in text form either, but the tedium from working on this has effectively made me a broken person.

I'm also not sure if DSC is entirely active, but if he is, and if he isn't okay with me doing this in any way shape or form, then I will accept, and delete this post.  I completely understand any copyright whatever he might have over this.  I'm hoping everyone is okay with this, cause I will be running Deathmatch 3 with this patch on, so I'd advise testing with this.
Title: Re: IRL Components - Pack Four Discussion
Post by: TheRoboteer on October 26, 2018, 12:13:22 PM
*Not entirely sure where I should post this, but I feel it's relevant to the mod in question, I felt the need to post it here.  If anyone feels a better place for this, then please let me know and move this post please.  Thanks.

A while back, Click released a crash patch for DSL 2.2.  If you want to full description, then click this link (https://gametechmods.com/forums/modifications/dsl-2-2-complete-edition/msg751687/#msg751687).  It basically makes DSL 2.2 playable so crashes aren't ruining what could be exciting IRL tournament battles.  However, it effectively patched the base mod, leaving the DSC IRL Packs untouched, and that's where I step in.  I decided to make a crash patch for this said pack so any future IRL tournaments as of this post can be much more manageable than before or just anyone who wants to casually run these DSC packs without any crashes.

Click here for the patch. (https://gametechmods.com/uploads/files/8725dsc_irlpacks_crash_patch.rar)

After testing a few matches, I haven't gotten a single crash, so I think it worked, but please let me know if I have missed ANY small details, cause with something that took me nearly a grand total eight hours to get done, I really don't want to miss anything at this point.  I may not sound like it from this post and I really don't feel like exaggerating it in text form either, but the tedium from working on this has effectively made me a broken person.

I'm also not sure if DSC is entirely active, but if he is, and if he isn't okay with me doing this in any way shape or form, then I will accept, and delete this post.  I completely understand any copyright whatever he might have over this.  I'm hoping everyone is okay with this, cause I will be running Deathmatch 3 with this patch on, so I'd advise testing with this.
Holy sh** Red you got this out quick. Much love for the dedication and for making the game better  :heart_smiley:
Title: Re: IRL Components - Pack Four Discussion
Post by: Hoppin on October 26, 2018, 01:03:36 PM
Upon further investigation. It breaks the physics of the game... Like everything slows down etc
Title: Re: IRL Components - Pack Four Discussion
Post by: TheRoboteer on October 26, 2018, 01:08:57 PM
Can confirm. We've tested it on multiple machines and it's consistent behaviour. Most of my bots struggle to self right and don't handle right where in unpatched 2.2 they drive just fine and back flip when self righting. No idea what the cause is unfortunately.
Title: Re: IRL Components - Pack Four Discussion
Post by: RedAce on October 26, 2018, 02:17:32 PM
Huh, strange.  Even weirder is I haven't seemed to get the issues as of now.  I'm not sure if it's some benefit on my PC or Parsec itself messing with it.  I'll have to fiddle around with some bots in general to see if I happen to find the issues mentioned.
Title: Re: IRL Components - Pack Four Discussion
Post by: TheRoboteer on October 26, 2018, 02:22:17 PM
Huh, strange.  Even weirder is I haven't seemed to get the issues as of now.  I'm not sure if it's some benefit on my PC or Parsec itself messing with it.  I'll have to fiddle around with some bots in general to see if I happen to find the issues mentioned.
Shouldn't be parsec since I was doing my testing in an offline game and it was still affecting it. It's not immediately noticeable if you're only watching AI fights but when you drive it's super noticeable. Everything feels slower and weaker. Certainly odd.
Title: Re: IRL Components - Pack Four Discussion
Post by: 09090901 on October 28, 2018, 05:06:54 PM
yeah so the patch definitely changes how the in game physics work


https://youtu.be/jxJ2NnJGOtU
here's bajur's nature wars bot that was having issues. slows the weapon motors to a crawl and causes it to gyro.

now before anyone says anything, don't blame redace. he didn't make the new collision meshes for the extenders. this one is on clickbeetle for making them
Title: Re: IRL Components - Pack Four Discussion
Post by: Clickbeetle on November 04, 2018, 10:10:32 PM
yeah so the patch definitely changes how the in game physics work

here's bajur's nature wars bot that was having issues. slows the weapon motors to a crawl and causes it to gyro.

now before anyone says anything, don't blame redace. he didn't make the new collision meshes for the extenders. this one is on clickbeetle for making them

That... is extremely bizarre.  I did a lot of test battles with the crash patch, and never got anything like this.

That said, I didn't test with any extremely complex extenderbots.  Are you only seeing the issue with bots that spam a lot of angle connectors and 10cm's?  (I can't quite see how the drum on that bot is built.  It seems to change with and without the patch, which should not happen.)

Edit: OK, I just built a test bot with a spinner using a ton of angle connectors and Matilda teeth, and I got something like the video shows.  Really weird physics.

The crash patch seems to be OK with standard bots, but breaks down when it comes to extenderbots.  Just like everything else in this game.  RA2 really hates extenderbots.  (And I am really starting to as well.)

If 2D collision is not going to work, the only other "solution" is to give everything giant oversized collision (about as big as the 20cm extenders).  Which might be OK for extenderbots with RA2CF enabled, but would ruin standard building.

I don't know what to tell you.  Fixing DSL seems to be a lost cause.
Title: Re: IRL Components - Pack Four Discussion
Post by: 09090901 on November 04, 2018, 10:21:08 PM
yeah so the patch definitely changes how the in game physics work

here's bajur's nature wars bot that was having issues. slows the weapon motors to a crawl and causes it to gyro.

now before anyone says anything, don't blame redace. he didn't make the new collision meshes for the extenders. this one is on clickbeetle for making them

That... is extremely bizarre.  I did a lot of test battles with the crash patch, and never got anything like this.

That said, I didn't test with any extremely complex extenderbots.  Are you only seeing the issue with bots that spam a lot of angle connectors and 10cm's?  (I can't quite see how the drum on that bot is built.  It seems to change with and without the patch, which should not happen.)

Bot in the vid is a chassisbot (with the new matilda teeth mesh), but it seems consistent with both chassis and extenderbots. From my testing it only seems to affect the game if you have them mounted on a motor (burst, spin motor). It doesn't seem to have any impact if they're static mounted.

here's a vid from TR on the changes between having the patch installed vs vanilla dsl on a flipper (and extenderbot)
https://www.youtube.com/watch?v=3xXGAh_WV0o
Title: Re: IRL Components - Pack Four Discussion
Post by: Clickbeetle on November 04, 2018, 10:50:14 PM
Yeah I tried it out and got those weird physics.  See my edited post.

A few patched components on motors seem to work fine, but you get problems with a lot of them.
Title: Re: IRL Components - Pack Four Discussion
Post by: kix on November 05, 2018, 06:39:17 AM
No, extenderbots arent the only bots that do that, it is basically every components on a motor/burst. Ra2 just doesnt like 2d meshes. Plan i would do is this: oversized collision for extenders/wedge edges, and 40/45 angles. Lower degree angles would have no collision enabled
Title: Re: IRL Components - Pack Four Discussion
Post by: TheRoboteer on November 05, 2018, 06:55:14 AM
No, extenderbots arent the only bots that do that, it is basically every components on a motor/burst. Ra2 just doesnt like 2d meshes. Plan i would do is this: oversized collision for extenders/wedge edges, and 40/45 angles. Lower degree angles would have no collision enabled
Surely an oversized collision mesh for wedge edges would prevent them from, y'know, being wedgy?
Title: Re: IRL Components - Pack Four Discussion
Post by: kix on November 05, 2018, 11:08:01 AM
No, extenderbots arent the only bots that do that, it is basically every components on a motor/burst. Ra2 just doesnt like 2d meshes. Plan i would do is this: oversized collision for extenders/wedge edges, and 40/45 angles. Lower degree angles would have no collision enabled
Surely an oversized collision mesh for wedge edges would prevent them from, y'know, being wedgy?
Not really?
(Huh, cant insert attachments, nice)
Green is collision

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Title: Re: IRL Components - Pack Four Discussion
Post by: Dreamcast on May 04, 2019, 11:30:21 PM
Long bump. The later colors like neon-blue appear to have .9-kilo 24cm aluminum extenders instead of 1.8-kilo for my game's vanilla extenders.
Title: Re: IRL Components - Pack Four Discussion
Post by: helloface on January 04, 2024, 04:43:01 PM
links are kill