gametechmods

Robot Arena => Modifications => Topic started by: Mr. AS on September 23, 2015, 03:27:53 PM

Title: RA2: Retooled
Post by: Mr. AS on September 23, 2015, 03:27:53 PM
(https://i.sli.mg/13vWY9.png)

Download links:
Beta (patch format): https://gametechmods.com/uploads/files/1247Retooled_Beta_Patch.rar (https://gametechmods.com/uploads/files/1247Retooled_Beta_Patch.rar)
Beta (standalone): https://mega.nz/#!ogE0kYjT!j93YRURG4M54_4n7coD1UlZtefbcfXJ11zhchkmtwQE (https://mega.nz/#!ogE0kYjT!j93YRURG4M54_4n7coD1UlZtefbcfXJ11zhchkmtwQE)
      Beta.1 Patch: https://gametechmods.com/uploads/files/3742beta_1.rar (https://gametechmods.com/uploads/files/3742beta_1.rar) (apply after you install the Beta)
(more coming soon!)

--INFO--
-Retooled is a TC (total conversion) mod that intends on giving the stock components each thier own individual purpose.
-Plows are useful for pushing or flipping, pole spikes are useful on rammers, ice picks have been turned into massively damaging (and fragile) hammers, and so on.
-Retooled also features much more in-depth balancing than stock, as well as listing the DP (damage potential compared to other weapons), HP, motor speed, and such of each component.
-Some of the robots in this pack are marked as "AW-", "BW-", and "SHW-" meaning "Antweight", "Beetleweight", and Superheavyweight respectively.
   -AW is 125kg maximum, BW is 175kg maximum, and SHW is 1200kg maximum.
   -There are also antiballasts included in the "Power" section of the components that adjust the weight limit. Just make sure you remove them before you enter the test lab or battle.

--INFO--
-Retooled is a TC (total conversion) mod that intends on giving the stock components each thier own individual purpose.
-Plows are useful for pushing or flipping, pole spikes are useful on rammers, ice picks have been turned into massively damaging (and fragile) hammers, and so on.
-Retooled also features much more in-depth balancing than stock, as well as listing the DP (damage potential compared to other weapons), HP, motor speed, and such of each component.
-Some of the robots in this pack are marked as AW-, BW-, and SHW- meaning Antweight, Beetleweight, and Superheavyweight respectively.
   -AW is 125kg maximum, BW is 175kg maximum, and SHW is 1200kg maximum.
   -There are also antiballasts included in the Power section of the components that adjust the weight limit. Just make sure you remove them before you enter the test lab or battle.

--CONTENTS--
-New set of components
-Components imported directly from Robot Arena 1
-55 armors ranging from 0.05mm of plastic to 2 centimeters of steel.
-Every weapon/extender/decoration does damage
   -This allows for more creative designs, such as effective pushers and flippers
-Expanded usage of cheatbot2
   -Cheatbot2 components are less realistic, but now opens up several new bot types
-All weapon spin motors can pass through the chassis, but cannot be attached directly to the chassis.
-6 AI teams
-New botlab UI
-Additional textures/surface layersdecals
-A few easter eggs, if you can find them.

--INSTALLATION--
Patch:
-Copy the contents of the Retooled Beta folder and paste them over a clean download of Robot Arena 2.
   -Clean means that you have no currently installed mods on this copy of RA2.
   -When asked if you want to replace any existing files, click yes.
Standalone:
-Open the executable
   -That's it. That's all you have to do.

--THE GAME CRASHES HALP--
Delete your corrupted copy of the game and attempt to repeat the installation process on a new copy.
If problems persist, gametechmods has a technical support section on the forum.

Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Mr. AS on October 05, 2015, 03:56:12 PM
Wedges for invertible robots. Come in 3 sizes.

(http://i.imgur.com/ikNXPW2.png)
(http://i.imgur.com/EsUWWDH.png)

Example robot, large wedge covers almost the entirety of a maximum width chassis.
(http://i.imgur.com/uHmWzcj.png)
(http://i.imgur.com/Yy8oWl3.png)

Might make them longer or create a set of longer wedges that cost more weight. Guess which component I edited this from.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Naryar on October 06, 2015, 04:01:18 AM
...The razor tip ?
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Mr. AS on October 09, 2015, 08:17:35 PM
...The razor tip ?
Couldn't be more wrong, EMERGENCY wedge.

Here's a wheel based off of one of the wheels in Robot Wars: Arenas of Destruction.

(http://i.imgur.com/VQxIAR6.png)

(http://i.imgur.com/sQUBvo0.png)

This wheel happened to be my favorite back in the day, even though all the wheels basically performed the same. AP is a bit weird looking, but it attaches fine like most of the other DSL wheels. Weight and stats will be changed. Description might be edited a bit to sound less awkward.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: RedAce on October 09, 2015, 08:23:16 PM
So I suppose you got that shiny wheel issue working now?  I'm guessing this what you wanted to do with them.


I like this.  The tread part kinda looks weird, but it's good otherwise.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Mr. AS on October 09, 2015, 08:41:10 PM
So I suppose you got that shiny wheel issue working now?  I'm guessing this what you wanted to do with them.
No, I wanted to make the shiny wheel a whitewall wheel, but serge's compiler kept messing up the appearance of the actual hub and dummy's compiler just made the wheel disappear completely. This is edited from an S3 wheel.

Yeah I agree the thread looks kind of weird, so I fixed up the texture real quick:
(http://i.imgur.com/ePjk8o9.png)
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: FOTEPX on October 10, 2015, 06:35:30 AM
Looking awesome, man. Think you could add the other wheels from AoD as well?
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Mr. AS on October 13, 2015, 03:44:19 AM
Looking awesome, man. Think you could add the other wheels from AoD as well?
Depends on if I can find the textures for them or not.

Reskins ahoy.

(http://i.imgur.com/CPrXLny.png)
Hardox extender. This extender will be the steel extender taken up to 11, being even heavier and having more HP than steel. weight is currently the same as the steel extender and will be scaled up.

(http://i.imgur.com/KSdGGSm.png)
This wheel is reskinned to distance itself from Pussycat, due to the guys who built it being, well, dead. That would put a pretty big hole in any chance of the rest of the RW:RA2 team getting permissions from them. This is the first reskin out of the bunch that was made and it shows. Not really a huge fan of the tread (which is literally just the "squares.tga" surface layer from stock over a blue background). Will probably be redone.

(http://i.imgur.com/aj4I2zz.png)
White wheel made solely to satisfy my whitewall wheel fetish to distance the wheel from Tornado, little did I realize when I was reskinning it that Tornado was actually in the pack (and uses pussycat wheels for some reason). Both this and the default tornado wheel will be available to use.

(http://i.imgur.com/k8f4zTk.png)
Green Tazbot wheel. It will be made heavier (around DSL techno wheel weight and grip).

(http://i.imgur.com/MGmFx7B.png)
Silver sawblades are cool and all, but honestly they looked kind of boring IMO. Shoutout to RW:ED for the sawblade texture.

(http://i.imgur.com/uqD8YGo.png)
I was originally going to skin this as the blue-ish carbon disk from AoD, but that looks too much like the weapon on Pussycat (who, again, will likely not be in the pack any time soon), so the McDonalds color scheme'd RW:ED palette will have to do. Couldn't find the texture for the equivalent of this weapon in ED's files though, otherwise I would just use that instead of making my own texture like I did for this and a flywheel that I'll show off later.

(http://i.imgur.com/aA1Pxww.png)
Red warning light. All of the "warning sirens" will be made into burst motors and make sound when fired. You won't be able to attach things onto these though, because that would be pretty stupid. The "RedLED" and "Eruption warning lights" currently selectable will likely be replaced with more colored warning lights similar to the one pictured. Weight will be scaled down along with the other warning lights.



Note that the only component here that has been balanced so far is the 60 cm sawblade and the Carbon Cutting Disk, the weights and displayed stats in the descriptions do not reflect their finalized stats. The balancing that I'm aiming for is so that every component will have fairly high stats and that you will be able to knock parts off of the AI robots with your robots fairly easily. Don't be surprised if robots score 6-digit amounts of points by the end of a 3 minute match.

In case you were wondering, balancing is currently 25% complete. Balancing should be 100% complete by Christmas at the latest, and then I can focus more on making more AI parts usable and making parts of my own.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Mecha on October 13, 2015, 03:58:33 AM
Great job man. I love them.   :heart_smiley:
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Mr. AS on October 16, 2015, 02:09:51 PM
Introducing the new multiextender. Name and description is subject to change.

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

Also features a darkened version, but it works the same as the light one.

Has no weight or collision. If you use the bottom attachment point, the side attachment point will be exactly 0.16 high, which is the middle of a minimum height chassis. Unlike the multiextenders in DSL, these cannot be attached outside of the chassis (unless you use a mega adapter, in which case they have a whole 5 HP. Not a typo.), so it makes them much easier to use than DSL multiextenders. The attachment point sticking out the back can be used to put components on the bottom of your chassis.

Components can be seamlessly put on the top and bottom of a minimum height chassis. It should work for the bottom of your chassis at all heights, but I haven't tested putting components on the top at different chassis heights yet.
(http://i.imgur.com/8kAxRzy.png)
(http://i.imgur.com/v0YHgmk.png)

Not sure if I should just get rid of the DSL 3 baseplate anchors altogether, since they seem kind of useless apart from having angled variants. I don't want component selection to become too cluttered with redundant components, however.

Also, all the existing batteries and burst motors have been rebalanced. I'll get to that later though.

Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: RedAce on October 16, 2015, 02:15:25 PM
Not bad.  I could get some use out of it.

There's two hidden extra updates in the first image. Can you find them?
The mouse cursor and the decorations tab.  Can I have my cookie now?
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Mr. AS on February 19, 2016, 09:24:20 PM
===EVERYTHING ABOVE THIS LINE IS NOT FOR THE MOD. You can thank Naryar for merging the above posts into this thread anyway.===

Time to brush off the showcase. Might clean it up later and make this the OP since most of this thread kind of sucks, idk.

Anyway, gave the chewblades some alternate sizes like every other sawblade-type component ever.

(http://i.imgur.com/Z2rLadp.png)

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

Weight ranges from 8 kg to about 30 kg. APs on both sides of the sawblade like you'd expect, and can connect to each other/other generic_M's.

BTW, the smallest one on the top there is slightly smaller (about 0.75 times as large) than the default sawblade. Might be good for BW's. The second-to-top one is the same size as the default size, middle one is 1.25 times as large, then 1.5 for the second-to-bottom one, and finally 1.75 for the bottom one.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: MassimoV on February 20, 2016, 10:05:06 AM
<3 the bigass chewblade
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Scorpion on February 24, 2016, 06:06:11 AM
bigass chewblade OP
Genuinely, the larger one looks like it would be sweet for VSes.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Mr. AS on February 25, 2016, 03:02:36 AM
bigass chewblade OP
Genuinely, the larger one looks like it would be sweet for VSes.
I'm on the fence about keeping it's original circular collision mesh (which is terrible for punting but good for saws), or matching the collision mesh up to the visual mesh so it's better at punting while making it a bit worse at being a saw.

Anyway, I made the beater bars a more visually appealing by making the big ones longer instead of outright larger.

(http://i.imgur.com/uogZSm3.png) (http://i.imgur.com/p4KbQEV.png)

It always irked me how pathetic looking the small beater bar looked, so I beefed them up a little. The small beater bar is slightly shorter than the old DSL large beater bar, and here's why:

(http://i.imgur.com/WdW5yMe.png)

It's now exactly one snap-to-grid square long (which I will not now be referring to as STGS units for convenience). The smallest square you can make legally in the bot lab is 0.22 wide by 0.22 long, which is how long the new small beater bar is. The medium beater bar is 2 STGS units, and the large one is 3 STGS units.

(BTW, I don't know why they're so grey in the first 2 pictures, they're supposed to be a bit blue-ish like in the third picture)
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: FOTEPX on February 25, 2016, 05:32:21 AM
bigass chewblade OP
Genuinely, the larger one looks like it would be sweet for VSes.
I'm on the fence about keeping it's original circular collision mesh (which is terrible for punting but good for saws), or matching the collision mesh up to the visual mesh so it's better at punting while making it a bit worse at being a saw.

Anyway, I made the beater bars a more visually appealing by making the big ones longer instead of outright larger.

(http://i.imgur.com/uogZSm3.png) (http://i.imgur.com/p4KbQEV.png)

It always irked me how pathetic looking the small beater bar looked, so I beefed them up a little. The small beater bar is slightly shorter than the old DSL large beater bar, and here's why:

(http://i.imgur.com/WdW5yMe.png)

It's now exactly one snap-to-grid square long (which I will not be referring to as STGS units for convenience). The smallest square you can make legally in the bot lab is 0.22 wide by 0.22 long, which is how long the new small beater bar is. The medium beater bar is 2 STGS units, and the large one is 3 STGS units.

(BTW, I don't know why they're so grey in the first 2 pictures, they're supposed to be a bit blue-ish like in the third picture)

Honestly, I really like that. Do the stats scale with the size, and can we perhaps see these in DSL 2.3?

Also, it's fine as grey. having them as a weird shade of blue doesn't really work.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Scrap Daddy on February 25, 2016, 12:21:44 PM
cool stuff here. I too like the giant chewblade.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: RedAce on February 25, 2016, 09:52:22 PM
and can we perhaps see these in DSL 2.3?
Well, AS did say something about a possible mod in the Skype chat, which might give me an explanation on these two components.

And I will agree with the others that the giant chewblade is awesome.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Mr. AS on March 06, 2016, 04:50:08 PM
Do the stats scale with the size, and can we perhaps see these in DSL 2.3?

Also, it's fine as grey. having them as a weird shade of blue doesn't really work.
tbh i don't want to wait another decade for 2.3 to come out  :rolleyes:

Yeah, weight + stats scale with size. Blue beater bars looked a lot cooler in my head than they do in-game. I'll probably lighten the shade of blue or remove the blue shade entirely.

These drive zteks look good in blue, though. Inspired by this component I Like Tacos (https://gametechmods.com/forums/index.php?topic=8816.msg629748#msg629748) made a few years back, but this one is a bit more versatile.

(http://i.imgur.com/yTs0Yzl.png)

Come in 5 sizes. Weights range from 10 kg to 65 kg. Fits snugly inside a minimum height chassis. APs are on the top, bottom, behind it. Ignore the one on the axle, if you try to attach it to the chassis you won't be able to attach anything to the axle itself.

(http://i.imgur.com/RZe1i4A.png)

Just for reference, 2 of the the medium zteks (30 kg, same weight as the stock one) should be fast enough for a MW, and the big long 65 kg ones are fast enough for a HW.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: FOTEPX on March 06, 2016, 05:41:21 PM
Should add a gear, and a belt that runs from the gear to the spindle. Other than that, it looks actually really freakin' sweet. See if you could superimpose some circuitry or something over the blue bits (or if you don't know how send me the maps and I'll manage it) to give it that extra "woo future" look. Also...

Fits snugly inside a minimum height chassis.

You have no idea how happy this makes me. Components fitting together like Lego in Ironforge is something the latest DSL should have, too.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: J on March 06, 2016, 06:35:20 PM
The longer motors should have more power ( ͡° ͜ʖ ͡°)
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: 090901 on March 06, 2016, 08:08:22 PM
The longer motors should have more power ( ͡° ͜ʖ ͡°)
t-they do j-kun
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Mr. AS on March 08, 2016, 01:28:55 AM
Unfortunately, actually adding vertex points without 3DSM opens too many cans of worms with RA2 (mesh faces, texture mapping, etc) for a single component. Might be able to make the front bit scale with size and edit it to look like a belt, idk.

And if it wasn't clear, heavier usually = more power/more damage/more HP/whatever. I have a whole spreadsheet with balance equations for components and stuff.

Made all the batteries in one go. These are just rectangles so they're easier to work with (8 vertexes compared to the 68 a ztek has).

(http://i.imgur.com/W0QFKjK.png)

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

(http://i.imgur.com/eZybN3S.png)
(not listed: control board, which is 5 KG and has the same collision as a medium battery pack, or 1 STGS)

The small battery packs are flat, and you can stack 4 of them on top of each other in a minimum height chassis (about 0.44 high), and 3 of them in a glitched minimum height chassis (about 0.33 high). Same goes for the control board. Nifties are as tall as 3 small battery packs. They're are mostly for robots with burst motors. Supervolts are 2 small battery packs tall and can easily power an entire spinner on thier own, and 1 or 2 36v supervolts can power a HW flipper/hammer/popup. You can put an additional small battery pack or the control board on top as well, unlike the nifties. The only battery here that isn't exactly 1, 2 or 4 STGS in width and length are the smallest battery packs, which don't even power a whole spin motor. They're 1/2 a STGS wide, and are basically only for making your robots more symmetrical. They all only have 1 AP, but there's really no need for more than that when you have this many options.

tl;dr batteries & control boards are smaller and can be easily put into a chassis using snap to grid

Quote
but AS what's the electotal of the batteries

There are none. Once you have enough batteries to fully power your robot, it should last the full match (the exact electotal of each battery is 999999999999). I think this'll make matches more exciting for the entire duration of the match, unlike in stock where it's only exciting for the first minute or so before it both robots start driving at a snails pace and do no damage to each other.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: 09090901 on March 08, 2016, 01:44:37 AM
Are you still making parts for rwra2? Or is this for a stock-style ironforge-esque mod?

Looks pretty cool either way
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Badger on March 08, 2016, 02:42:21 AM
Are you planning to make this into a standalone mod? It looks super interesting and fun, I particularly like the battery changes.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Naryar on March 08, 2016, 05:44:38 AM
so you went the opposite way than DSL 2.2... intredasting
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Mr. AS on March 10, 2016, 02:54:20 AM
Some of these parts may or may not get into RWRA2. Some of the weapons might, but I probably won't put any batteries or motors in. That's mainly because I used a different spreadsheet for balancing the RWRA2 components than I did for balancing this stuff. But yeah, I'm intending to release these components as a TC mod after I've made enough. Mostly using this thread as a previews/update thread.

After I make all the basic components you need to make a robot, I'll likely release a really early beta. At first it'll seem like "oh it's just ironforge with different components, no1 cares m8". But I have my own set of self-imposed rules in mind, mainly concerning cheatbot2 and IRL-style building. I'll list it in full as time goes on and when said release drops.

Anyway, I got the pistons done.

(http://i.imgur.com/JhM3tGT.png)

The numbers are the lengths in STGS. Pistons have been moderately buffed compared to thier stock counterparts, but they're not ironforge-level of crazy OP where they shoot your robot across the entire arena.
Weights range from the small 12 kg piston to the hefty 60 kg piston. The longer+heavier pistons are obviously more powerful. With the 12 kg piston, you might be able to make an AW poker.
Has there even been a decent AW poker, ever? I think Reier made a 1WD one in ironforge this one time, but that's pretty much it.
The main downside to spamming small pistons, however is that they have very little range compared to the larger pistons. The longest piston shoots your weapons 5 STGS forward, while the smallest one only shoots them out 1 STGS forward. That's a little less than those storm pistons in DSL that nobody uses.
I also made the piston shafts heavier so that the larger ones (probably) won't havok OOTA if you look at them funny.

And the air tanks:
(http://i.imgur.com/DrTKHx8.png)
Basically like the batteries, but instead of having infinite total air and a limited airmaxinoutrate, they have infinite airmaxinoutrate and limited total air, kind of like the DSL 2.2 batteries like Naryar said.

BTW, it's not in the picture, but I'm going to reskin the air tanks and call them "gas tanks". Doesn't feel right calling them CO2 tanks when you have flippers that can't even use them.  :dumb)

edit:
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: RedAce on March 10, 2016, 08:16:52 AM
Well, if you need help with anything for this ASTC Mod or whatever you want to call it, then let me know of what I can do.

Anyway, these batteries, air tanks and especially the pistons look pretty cool.  Also, is the control board really tiny or are those pistons so damn massive?
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: FOTEPX on March 10, 2016, 11:44:23 AM
I'm slowly becoming a fan of this. Really like the looks of the components so far, although the skins on them could do with some metallic overlays or something to give them that extra graphical fidelity.

Is the collision mesh on the gas tanks reliable? The amount of headaches I've had accross Stock and Ironforge where the tank doesn't fit into the space I think it should is suprisingly high, so a nice reliable mesh would be sweet-as.

Also willing to help out in this mod with component/arena mapping.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Reier on March 10, 2016, 06:20:27 PM
nice job on these parts man. zteks especially.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Mr. AS on March 11, 2016, 12:56:15 AM
Control board is just really small. If you use snap to grid and make a 1x1 square, it should fit inside that square. The bigger pistons are also fairly large. Around half the size of the gigantic ironforge pistons, but has a lot more power for it's weight.
Collision mesh on some of the gas tanks is actually a bit shorter than you think it would be, but that's easily fixable.

(http://i.imgur.com/h1sQW0A.png)
All of the standard wheels will have at least 3 sizes/variations. I'm not doing anything too exciting with wheels otherwise. The N12 in particular will have 2 extra sizes that I'll whip up later, because those two larger wheels in the picture are way too big.

I don't know if I want to make the larger wheels be outright bigger like in the pic or be wider like in ironforge. What do you guys think?

(http://i.imgur.com/UJsziKL.png)
(http://i.imgur.com/YiNKJOQ.png)
(note: the other visible attachment point is used to attach things to the bottom of your chassis)
Baseplate anchors are much more simplified than they are in DSL or ironforge. All the attachment points you need are in a simple one-component-fits-all package instead of having to scroll through a list of BAs at different angles and upside down BAs at different angles. Yes, 0 kg on the baseplate anchor is intentional. It's so you can use cleaner extender work instead of worrying about how many baseplate anchors you're using.

Now that wheels are a-go, here's the first showcased robot made in (whatever name I decide to give this thing).
(http://i.imgur.com/ZP6ZunE.png)
(http://i.imgur.com/wGXfZkG.png)

 :dance:

When I start making the AI, this robot will likely be a placeholder for robots not yet made, hence the name.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Mr. AS on March 12, 2016, 11:19:03 PM
(http://i.imgur.com/IFoF05y.png)
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Naryar on March 13, 2016, 07:23:37 AM
CAR STEERING

outside control board with radio receiver ?
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: RedAce on March 13, 2016, 07:26:01 AM
The flag from RA1?

i played way too much ra1 as a kid.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: 09090901 on March 13, 2016, 07:27:19 AM
Ra1 flag or antenna

Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Naryar on March 13, 2016, 07:31:10 AM
next do the utterly OP radio jammer :D
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: MassimoV on March 13, 2016, 12:11:37 PM
R2D2
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Mystic2000 on March 13, 2016, 12:35:46 PM
Flag or maybe a motor with a really long axle like the long axle e-teks or astros
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Mr. AS on March 13, 2016, 10:05:49 PM
Yep, it's the competition flag from RA1. Although you were close with R2D2, kind of. I guess.

(http://i.imgur.com/14ZS0d2.png)
People seemed to forget that Serge's decompiler was able to decompile RA1 components (https://gametechmods.com/forums/index.php?topic=2281.msg149834#msg149834). Although there are a few problems that come with it, which is probably why there was never any kind of "RA1 components pack" around to download.


Here's a list of what RA1 components I think would work in RA2:

But yeah, with flags you'll be able to have RA1-esque flag matches. Of course these flag matches would either be self-regulated or require a lot of .py programming, since RA2 doesn't have a flag match mode. They're also great for decorations on non-invertible wedged robots flippers and hammers.
(Notice I didn't mention "popups". I have nerfs special plans in mind for popups.)

I also imported the spiked ram component, just as an example of a useful weapon you can import instead of just a decoration.

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

Since this is RA2 and not RA1, I can also add attachment points on the side and make it so you can stack them on each other like you can with sawblades to make a giant spike rack.

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

I haven't made it into multiple sizes or adapted it to the whole "snap to grid squares" thing I have going on yet, but that'll come later.

I'm also probably going to hold off on importing a ton of RA1 stuff into RA2 until I've made more motors and extenders to attach the RA1 stuff on.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Reier on March 13, 2016, 10:59:47 PM
sick
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: 09090901 on March 14, 2016, 01:22:55 AM
wall of spikes is awsome
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Naryar on March 14, 2016, 03:24:43 AM
yeee import more ra1 components
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: RedAce on March 14, 2016, 08:56:38 AM
Interesting.  I would love to see some more RA1 components in this ASTC mod thing (give an actual name for this mod pls), but I understand why you don't want to do it yet.  Oh and this part is slightly off topic, but which one was the Digital Insignia again?

And Yeezus.  That wall of pain spikes.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Mr. AS on March 20, 2016, 07:33:59 PM
Digital Insignia wasn't in RA1. It doesn't have any kind of preview image or .gmf associated with it, the only way it's in the game is it's description in one of the text files.

Haven't updated in about a week, but I usually don't when I have homework to attend to.

Anyway, I think I've come up with a title for this thing. How's Revelation sound?


Also made the replacement for the iron spike.

(http://i.imgur.com/P7VSB6c.png)

It's essentially two different components under one category. The smaller ones are best used like how you'd regularly use an iron spike, and fit really easily onto extenders (I currently have one set of extenders done, the other 3 are reskins of the first set). They're really spammable, ranging from 10 to 30 kg. 
The larger iron spikes are useful for IRL, they're 3 times as heavy as a regular iron spike. Just throw the largest 90kg spike on the end of your robot and you have a solid weapon for a IRL MW robot.
I know there's large spikes in DSL. But all of them have normals, and single-point normals =  :rage . Most components in Revelation will not have normals (the iron spike doesn't), but some will.

You can also attach things on all 4 sides, weather it be other spikes, or supports for IRL robots:
(http://i.imgur.com/Urandh6.png)
I plan on putting a few extra APs on certain weapons to make IRL building slightly easier to build.
(it's not shown in the picture, but you can also attach iron spikes, along with pretty much every other weapon, directly to motors like in DSL or ironforge)

I probably won't make update posts for this when I make a mild variation of an already existing Revelation component or things that you'd expect from an RA2 mod, like the pole spike (which is basically the iron spike, but with normals + boosted damage like I mentioned, I bet some masochist out there is a fan of normals) or heavy piston (regular burst piston I showed earlier, but 2x weight and performance, mainly for HWs/SHWs).

Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Badnik96 on March 20, 2016, 10:42:36 PM
i'm actually pretty excited for this mod
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Scorpion on March 21, 2016, 05:45:00 AM
First time i've seen this, looks interesting. I appreciate the multi-AP approach, flexibility in item placement is always fun.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Gauche Suede on March 21, 2016, 06:05:09 AM
What about RA2 Omega ? Revelation sounds pretentious imho
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: The Red Blur on March 21, 2016, 07:27:47 AM
In my opinion, I think it should be "RA2: Past Truths" because my naming of things is really :rage
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Naryar on March 21, 2016, 08:30:24 AM
Since it's based off stock components, give it a name that descends from stock.

like RA2 : Stock Evolved ? RA2SE ?

Maybe split this thread into a modifications and designs thread as well ? This is no longer a custom component robot showcase.

What about RA2 Omega ? Revelation sounds pretentious imho

that sounds about as pretentious as revelation because omega is symbolism for "the end"

In my opinion, I think it should be "RA2: Past Truths" because my naming of things is really :rage

why give names if your naming of things is like that then ?
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Gauche Suede on March 21, 2016, 08:41:12 AM
Since it's based off stock components, give it a name that descends from stock.

like RA2 : Stock Evolved ? RA2SE ?

Maybe split this thread into a modifications and designs thread as well ? This is no longer a custom component robot showcase.

What about RA2 Omega ? Revelation sounds pretentious imho

that sounds about as pretentious as revelation because omega is symbolism for "the end"

Oh i'm sorry then, what about RA2 : Parting Stock ?
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: 09090901 on March 21, 2016, 08:42:08 AM
RA2: THE MUSICAL 2
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: ecolusian on March 21, 2016, 08:45:43 AM
Hows about RA2: the last crusade or RA2: down the beaten path, if its stock and its going to be the last major mod =p
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Mr. AS on March 21, 2016, 08:50:57 AM
I agree that Revelation is a little bit pretentious and not-RA2, but something like "Omega" is as generic as it gets. I'll probably go with what Naryar/GS said and come up with something stock-related. Fun fact: I wanted to call it "Restocked" but that name's already taken.
Maybe split this thread into a modifications and designs thread as well ? This is no longer a custom component robot showcase.
akshually
Now that wheels are a-go, here's the first showcased robot made in (whatever name I decide to give this thing).
(http://i.imgur.com/ZP6ZunE.png)
(http://i.imgur.com/wGXfZkG.png)

 :dance:

When I start making the AI, this robot will likely be a placeholder for robots not yet made, hence the name.
But yeah, if you could split all the mod stuff into a new thread that'd be great. I'll probably show off AI bots I make here or something, idk.

RA2: THE MUSICAL 2

I almost managed to forget about that. Almost.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Thrackerzod on March 21, 2016, 08:53:58 AM
RA2: Robotic Boogaloo
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Naryar on March 21, 2016, 11:18:29 AM
Thread split.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Badnik96 on March 21, 2016, 12:27:38 PM
Robot Arena 2: Retooled
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Sage on March 21, 2016, 12:42:05 PM
woah what this is awesome
Title: Re: Mr. AS's Mod (yet to be named)
Post by: Scrap Daddy on March 21, 2016, 04:19:58 PM
I actually kinda like Naryar's idea. Also just posting to say it every new component you post looks dope.  :thumbup
Title: Re: Mr. AS's Mod (yet to be named)
Post by: Mr. AS on April 01, 2016, 02:48:17 AM
Can't have a mod without weapon motors.

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

Right now it only has the default z-tek skin, but I'm probably going to give it HOT ROD FLAMEZ!!1!11 or something.

Weapon Z-teks (probably going to be renamed to avoid confusion with regular z-teks) come in 5 sizes and weigh anywhere from 25 to 105 kg. They're pretty long, and as such are recommended for use on VS or FS instead of HS. Unlike other weapon motors, the weapon z-tek can pass through the chassis. Can't be attached to the baseplate though, because that would be caster armor. Think ironforge piston.

(http://i.imgur.com/faeKoh8.png)(http://i.imgur.com/Q5PuxSW.png)

This trait will be exclusive to the z-tek, the other weapon motors will act like weapon motors usually do.
The end result of the stuff in the spoiler box is basically that weapon motors are noobproof and have slightly nerfed maximum speed, while having quicker acceleration. This also means less chance of robots going full ADHD-spikeball mode.
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Naryar on April 01, 2016, 04:07:51 AM
You could make it attach to the baseplate and then, as the creator, emit a ban on caster armor ?
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: cephalopod on April 01, 2016, 06:05:05 AM
Kinda contradicts itself Nar, if the motor is attaching to the baseplate but passing through it IS caster armour, so you just wouldn't be allowed to use the pass through
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Reier on April 01, 2016, 10:35:11 AM
hes not saying "oh you shouldn't use it as caster armor" he's saying its programmed that you cannot physically attach it to the chassis like pistons in IF
Title: Re: Re: Mr. AS's Mod (yet to be named)
Post by: Naryar on April 01, 2016, 03:50:34 PM
no what i am saying is that we COULD use a baseplate attachment version of it, but yet ban the use of this motor AS caster armor.

After all, multiextenders aren't banned in dsl, despite their possible use as caster armor...
Title: Re: Mr. AS's Mod (yet to be named)
Post by: Mr. AS on May 03, 2016, 08:28:55 PM
Hey fams. I'm back from my month-long finals-induced mod progress hiatus. Here's some tribars.

(http://i.imgur.com/1RYd42M.png)
(http://i.imgur.com/M2xUN6O.png)
(http://i.imgur.com/sG5iEHK.png)
It varies from the smallest 10 kg tribar that's slightly smaller than the stock tribar, to the giant 50 kg tribar for your SHW+ needs. Two things you'll notice are that they're off-white/gold-ish and that it has a damage value. Basically anything that isn't a motor or battery will do damage. Generally, they will do less damage than most weapons and have higher HP. The off-whiteness happened on complete accident, and I liked how it looked. Unless everybody hates on it harder than the new Ghostbusters trailer, that's probably how it's going to stay.

The collision mesh was also changed from it's usual stock/ironforge counterparts.
(http://i.imgur.com/ipHhzhk.png)
Yep, it actually matches the visual mesh instead of only covering one bar (stock) or the center (ironforge). I was tempted to just jack the tribar from ironforge and call it a day, but I decided not to.
It's slightly finicky because of the way RA2 handles collisions with more than about 8 vertexes, but it well on high velocity spinners. Just don't rely on it too hard if you make a stiltbot or anything.

Since rule of 7 is no longer a thing, You can make cool spiderweb/snowflake designs with the tribars.
(http://i.imgur.com/gjJf6z2.png)
(http://i.imgur.com/7gwYvDW.png)

btw, this
hes not saying "oh you shouldn't use it as caster armor" he's saying its programmed that you cannot physically attach it to the chassis like pistons in IF
is indeed the case with the zteks I posted earlier. It would be bulky and hard to use if it were attachable to the baseplate anyway.

I'm probably going to get this finished over the summer if everything goes as planned, and that my HDD and external harddrive don't both commit seppuku at the same time again, or I don't catch a severe case of terminal procrastination or whatever. Yes, I'm aware that RA3 will have been out for a few months when this is finished, but I have plans in mind to make this mod unique from other mods. I have to get through making all the kinda-mundane components before I can Make RA2 Great Againtm.

Next post will be about sledgehammers. This isn't the part where I MaRGA, but sledgehammers will have a bit more variety beyond having a set of styles.
Title: Re: Mr. AS's cool mod for attractive people (final name TBA)
Post by: Naryar on May 04, 2016, 04:19:29 AM
dope
Title: Re: Mr. AS's cool mod for attractive people (final name TBA)
Post by: Mr. AS on May 19, 2016, 05:52:11 PM
New hammers. Weights are listed next to each hammer.

(https://i.sli.mg/505o6F.png)

Instead of having all the hammers follow the same archetype of "high HP, low DP (damage)", there are now two types of hammer available with different stats that affect how you use them.

The hammers on top are your typical Sledgehammers, and functions basically the same way you'd expect a sledgehammer to. High HP and low DP. Only difference being that it also has 2 frequency added to it so that your average Dark-July type sledgehammer rammers are more interesting to watch push things around the arena. It's less than the 5 frequency that sawblades have.

The hammers on the bottom are called Slamhammers. They lack the 2 frequency that sledgehammers have, and have much higher DP than sledgehammers, at the cost of having less HP. The DP/HP Ratio on these things is 1.5 compared to sledgehammers having 0.5. Slamhammers are made to be used in place of sledgehammers on your high-speed, high-damage, high-testosterone spinners.
Title: Re: Mr. AS's cool mod for attractive people (final name TBA)
Post by: Naryar on May 21, 2016, 04:59:03 AM
Interesting. Slamhammers still look pretty tough visuals-wise, make make them look more fragile ?
Title: Re: Mr. AS's cool mod for attractive people (final name TBA)
Post by: MassimoV on May 22, 2016, 07:50:24 PM
Neat stuff, looks pretty cool
Title: Re: Mr. AS's cool mod for attractive people (final name TBA)
Post by: Sage on May 22, 2016, 11:03:00 PM
Really liking this mod. Let me know if you want an extra hand.
Title: Re: Mr. AS's cool mod for attractive people (final name TBA)
Post by: TommyProductionsInc on May 23, 2016, 12:04:54 AM
I like how this mod looks so far! Will the AI be typical stock or DSL standard or IRL?
Title: Re: Mr. AS's cool mod for attractive people (final name TBA)
Post by: Mr. AS on May 24, 2016, 09:13:53 PM
Slamhammers are fragile, but they're not "literally glass" fragile like razors are. (edit: I could throw some cracks on there though)

AI will likely be mostly IRL like ironforge so that newbies don't get overwhelmed and quit after building thier first bot.

Whipped up some burst motors. These aren't all of the burst motors, obviously. I'm planning for burst motors to range from 10 to 120 kg. These ones are 30kg for the smallest one and 80kg for the large snapper2.

(https://i.sli.mg/ogHVku.png)

Snapper2's and Snapper1's. The Snapper1's are the smaller semi-circular burst motors, while the snapper2 you know and love has been updated for the mod with an extended and centered axle. Each motor has all the appropriate attachment points you need in order to build 99% of bot designs.

Most burst motors will have a regular and a large version that weighs 2 times as much but is also twice as powerful. In addition, the maxspeed of burst motors has been severely cut down in favor of giving them more torque and initial speed. For reference, the snapper2 (40kg) is almost as powerful as the ironforge beta (20kg, but is effectively 40kg due to everything's weight being halved). While it is not as powerful, it does have initial speed where as the ironforge beta does not.

By the time I post the next update on the mod's progress, RA3 will have been out for a week or so. I'm intending on posting some more out-there and unique components.

PS sage I'll keep you in mind if I need help with making cool skins or something.
Title: Re: Mr. AS's cool mod for attractive people (final name TBA)
Post by: MassimoV on May 24, 2016, 09:38:25 PM
lol they look wooden

red spin motor looks Scottish
Title: Re: Mr. AS's cool mod for attractive people (final name TBA)
Post by: Badger on May 25, 2016, 06:29:40 AM
Maybe the larger bursts should be more than 2x as powerful? To make up for the fact that they're huge as well as heavier.
Title: Re: Mr. AS's cool mod for attractive people (final name TBA)
Post by: Mr. AS on May 27, 2016, 09:40:14 PM
By the time I post the next update on the mod's progress, RA3 will have been out for a week or so.
Well, that was a disappointment. Played RA3 for a grand total of a whole hour when I was expecting to blow a week away on it.  :confused:

I was going to go on this spiel about "hey guys check out these components that'll be in the mod that RA3 doesn't have!", but it doesn't seem that RA3 even has chassis wedges, let alone any of the parts in this post.

(https://i.sli.mg/eVLG5h.png)

Here's the 4 vanilla cheatbot2 parts, sized down significantly so that they're actually usable. Weights have been altered slightly as well.

(https://i.sli.mg/h7PSys.png)

Flamethrowers, cannons and magnets will be available in "armored" versions as well, which have more HP and damage than the cheatbot2 parts.  Armored cannons and magnets are still WIP, but you get the idea. Flames, projectiles and magnetic force come out the front. Although they suffer a weight-based efficiency penalty for being part-cheatbot part-not. For example, a 70kg armored flamethrower would have the efficiency of a regular 40kg component, since it is part flamethrower.
(btw, check out that new flame particle texture. Pretty neat huh?)

(https://i.sli.mg/DNiGHp.png)

The hovercraft's attachment point has been edited so that you can no longer use it as caster armor. It also comes in two versions, floating and non-floating. Floating hovercrafts function exactly how you'd regularly expect them to, while non-floating hovercrafts will remain on the ground instead of constantly floating. Due to the hovercraft's hard-coded properties, anything using a hovercraft cannot be flipped, regardless of whether or not you're using a floating or non-floating hovercraft. This makes non-floating hovercrafts useful for non-invertible robots, at the cost of some weight (right now floating hovercrafts are 50 and non-floating hovercrafts are 30). And yes, you can use wheels with non-floating hovercrafts.

(https://i.sli.mg/CsegMy.png)

The main drawbacks to hovercrafts are reduced fall speed, and slower movement overall. I think being unable to be inverted should be worth it for taller robots, however.

But yeah, regardless of RA3's current state, the main feature of the [NAME REDACTED] mod will be in it's wider variety of components. This is compared to DSL's absolutely gigantic selection of parts at the expense of usability of each part, and ironforges hyperbalancing at the expense of component selection. I hope to land somewhere in the middle with this. Really haven't seen cannons, hovercrafts or magnets get much love in TC mods before.

Quote from: some guy
what is this trite AS, these will ruin the metagame and upset out razor-fetishizing overlords. gtfo kys fgt

Here's the thing though, these components will be part of a completely different metagame than the rest of the components shown so far. Magnets, cannons, hovers, thrusters, 24k gold, a goddamn giant car, you name it. Cheatbot2 (called "extreme mode" in-game, but it's cheatbot2) will feature components that are considered to either be unusual to see in real life, or difficult to balance. When balancing updates occur, it will usually be concerning cheatbot2 components.

TL;DR, Cheatbot2 will be alot more fleshed out than being a dumping ground for replica parts (DSL) or being barely used at all (ironforge). I fully expect encourage two different metagames to emerge, with non-cheatbot2 mainly being for real-life robots and cheatbot2 being for competitive DSL-S stuff and wierd unique artbots.

Up next: more CB2 stuff; fun with variables
Title: Re: Mr. AS's cool mod for attractive people (final name TBA)
Post by: DeadGenocide on May 27, 2016, 09:53:40 PM
Those flamethrowers look straight up badass, unlike the normal flamethrowers.
Title: Re: Mr. AS's cool mod for attractive people (final name TBA)
Post by: Badger on May 27, 2016, 10:14:00 PM
Love the whole ethos and direction of this mod.
Title: Re: Mr. AS's cool mod for attractive people (final name TBA)
Post by: J on May 27, 2016, 11:39:37 PM
Did.... Did you just turn those clubs into flamethrowers?

****ing hell, that's brilliant.
Title: Re: Mr. AS's cool mod for attractive people (final name TBA)
Post by: 09090901 on May 28, 2016, 12:10:04 AM
The new flame texture looks great.
Title: Re: Mr. AS's cool mod for attractive people (final name TBA)
Post by: Naryar on May 28, 2016, 03:55:49 AM
looks like this mod will carve itself a worthy place along with ironforge

i fully expect a new set of ra2 showcases.
Title: Re: Mr. AS's cool mod for attractive people (final name TBA)
Post by: Badnik96 on May 28, 2016, 09:12:09 AM
RA3 may have been a dud out of the gate, but RA2 is definitely in good hands. Keep it up man.
Title: Re: RA2: Retooled
Post by: Mecha on May 28, 2016, 06:39:23 PM
hey, it's got a name now, cool
also nice components as always
Title: Re: RA2: Retooled
Post by: Badger on May 28, 2016, 07:36:18 PM
What are you planning on doing for the mod's baseplate anchors? Stock style, DSL style multiextenders or Ironforge no-collision anchors (or something different)? What about wedge/skirt components?

RA2 Retooled sounds cool, looking forward to seeing this develop, hopefully it unites the community away from DSL and IF rather than partitioning it further.
Title: Re: RA2: Retooled
Post by: Mr. AS on June 03, 2016, 10:31:57 PM
The baseplate anchors are currently similar to ironforge where you can place them almost anywhere. They have 0 weight and 0 collision. I actually showed them off already (https://gametechmods.com/forums/index.php?topic=18779.msg695428#msg695428), but they've changed a bit since then and are a lot easier to use now than they were then.

Wedges/skirts are a bit mundane and I probably won't show them off since there isn't much to what's basically a triangle, but I'm thinking about giving them side APs so you can make dustpans easier.

hey, it's got a name now, cool
Yep!

Here's the logo:
(https://i.sli.mg/13vWY9.png)

It looks a lot better than the earlier logo I was using (http://i.imgur.com/TmuKXZA.png) IMO.

There will be several components in the mod that have similar functions to already existing components, but have special properties that make them different. Think Super Smash Bros Melee here.

(https://i.sli.mg/zWpXb8.png)

From the top, going clockwise:

The black extender is the Ski Extender (and is also the only non-CB2 component here). I've made it so that it doesn't take damage when hitting a wall or floor, as opposed to regular extenders and weapons that suffer damage while going bumble-ball mode. Being an extender, it won't do much damage, so you don't have to worry about unstoppable ski extender spam crawlers.

The blue N12 is similar to the regular N12, but has severely reduced resistance (basically traction, not to be reduced with grip which is a speed multiplier) to the point where you can actually drift with it. These aren't your dad's drifts either. These are MULTI-TRACK DRIFTING kinda drifts. Go fast enough into a drift and you'll slide across the arena. To offset this, it has slightly more HP as well. Same selection of sizes as the regular N12.

The sawblade is actually a full-fledged wheel. As in, it has a traction mesh and moves a lot faster than your average crawler when you put this on a drive motor. Being a sawblade, it also does damage to your opponent when you run over them or an enemy weapon hits them. Obviously it's not going to tear off any Slamhammers any time soon, since adding damage to a wheel means I have to take away grip and/or HP to keep it balanced, but damage is damage. Might be good for slow juggernaut spinners, who knows! It's not shown here, but it comes in 5 sizes, similar to the stock sawblade.

The beater-bar on the left is rusted and does frequency damage to opponents, like a typical sawblade-type component would. Except it's not a sawblade and you can use it on pushers to increase your DPS.

Some of these properties may transfer onto other components, albeit not to such an extreme degree.

up next: the rest of the RA1 stuff. Mainly wheels, decorations and some weapons. It's gonna be yuge. Expect a long post with a lot of pictures and words.
Title: Re: RA2: Retooled
Post by: Badnik96 on June 03, 2016, 11:09:28 PM
Ginsu wheel HYPE

also the drifting wheels sound like they'll be fun for SnS that want to pinball

Thanks for taking my name suggestion btw :)
Title: Re: RA2: Retooled
Post by: J on June 03, 2016, 11:24:06 PM
So..... Planning to make your own AIs for this?
Title: Re: RA2: Retooled
Post by: Naryar on June 04, 2016, 06:37:35 AM
this is looking superior to ironforge so far
Title: Re: RA2: Retooled
Post by: WeN on June 14, 2016, 04:15:54 AM
Cool
Title: Re: RA2: Retooled
Post by: Badger on June 14, 2016, 06:16:24 AM
When you see this thread in your unread list, only to see the only new post is a 1-word post by Wen.
Title: Re: RA2: Retooled
Post by: Mr. AS on June 27, 2016, 02:27:41 AM
^sh**sux yo

up next: the rest of the RA1 stuff. Mainly wheels, decorations and some weapons. It's gonna be yuge. Expect a long post with a lot of pictures and words.
Got some of said RA1 stuff done.

(https://i.sli.mg/4B4ud8.png)

(https://i.sli.mg/Zz1Jgc.png)

(https://i.sli.mg/hd4MYL.png)

A few notes about the components shown:

Wheels: These are referred to in the mod as "Rai Wheels" (Rai as in "Ra I"). The rubber tires are high grip and low HP, while the metallic ones are high HP and low grip. Tank treads are even higher HP and even lower grip, and are heavier. The metal Rai wheels and tank treads also do very slight damage. Not as much damage as the sawblade wheels I showed earlier, but it should still be enough to do some recoil damage to spinners. It's worth noting that wheels with damage have lowered grip to compensate.

Spiked ram and Battering ram: Comes in 3 sizes. Spiked ram varies from 22-66kg, while the battering ram varies from 44-132kg. Good for rammers and SnS.

Random crap: These are going into a new component category called "decorations", which replaces extras. Anything that you'd expect to be in extras (skirts, plows, armor plates, etc) will be moved to weapons or extenders, since almost every non-motor does damage now anyway. The large majority of decorations will be very light, as in "less than 10kg" light. Baseplate anchors weigh nothing, so you can almost always throw an extra decoration or two on just about any robot, even popups can throw a 1kg badgeplate on the back as filler armor, and horizontal spinners can put a transmitter on top of thier spinner.

btw, the camera is not a flamethrower. It's literally just a camera. Did I mention that decorations have some of the best HP:weight ratios in the mod? Because they do. I fully expect to see at least one camera spam AW.
Title: Re: RA2: Retooled
Post by: WeN on June 27, 2016, 02:33:27 AM
So I can make camera bot?

Nice work you done Mr. AS.
Title: Re: RA2: Retooled
Post by: Mr. AS on July 01, 2016, 01:32:49 AM
Plows and spikestrips.

(https://i.sli.mg/KwKRm0.png)
(plow skins are temporary and I'll give them legit skins soon-ish)

They each come in 3 sizes, with the larger sizes being wider rather than outright larger.

You know the spike strips that nobody used seriously apart from that one bot Clickbeetle made (https://wiki.gametechmods.com/index.php?title=Event_Horizon_2)? I went ahead and made them actually interesting to use, so now they're perfect for flippers and popups. Normally you have to throw on a bunch of small weapons in order to get good damage out of a popup, but a spike strip or two at the very most should provide decent damage. BTW, It's not shown, but there's 3 APs on the bottom of the spike strips. This means you can make those fake pistons that flippers use real easily without hassling with extenders too much.

The snowplow was already widely used in pretty much every mod out there, but the only problem is that they're gigantic and pretty much non-spammable, so I made the plows really heavy so you don't have to spam them. There are 3 sizes of the plow, and each size has 3 variants. Lightest plow weighs 30 (compare to stock's gigantic 16kg plow) and the heaviest plow weighs 270kg. For reference, the heaviest weapon in DSL weighs 75kg.
(edit: the snowplows are also more scoop-shaped and is more usable on flippers now)

Wide plows also mean you can do obnoxious stuff like this:
(https://i.sli.mg/oEWOp7.png)

Wall of spikes vs wall of plows, who wins?
Title: Re: RA2: Retooled
Post by: WeN on July 01, 2016, 02:06:48 AM
Wall of plows wins maybe?

Nice job Mr. AS
Title: Re: RA2: Retooled
Post by: MassimoV on July 01, 2016, 02:12:07 AM
Looking dope
Title: Re: RA2: Retooled
Post by: Mr. AS on July 05, 2016, 11:01:31 PM
Introducing the new (and improved) axle mount:

(https://i.sli.mg/4IbWMA.png)

It has a attachment point for components on the top, in the middle and on the bottom. Think DSL's flail and ironforge's double axle mount combined into one convenient package. The only exception to this rule is the 360 degree mount, which only has a top and bottom AP.

(http://i.imgur.com/LcjarB9.png)

Has 6 different styles, which change the angle limits of the axle. Compare to DSL's 4 styles.

(https://i.sli.mg/2rJXxu.png)

They also do a slight bit of damage, which should be useful for flail SnS and the such. People building flail SnS should also keep in mind that popups/etc can also do retaliation damage to spinners with thier extenders and armor as well. Putting armor on your robot's rear may not sound as bad of an idea now as it does in stock, DSL or ironforge.

In addition, I've started building some of the AI opponents:

(https://i.sli.mg/xtHJUm.jpg)
(top row, L to R: Anti-C (AW), Shrew (BW), Shatter Point (LW))
(bottom row, L to R: Spee-D (MW), Roboticide (HW), Search and Destroy XL (SHW, it's also a flamethrower))
These are currently the robots I have AI'd. I have a few more built, but not AI'd.

As you can see, I plan on having the AI be IRL-ish. I say "-ish" because there will be a few bots that are just there to show off some of the fancy cheatbot2 components. But they will still have a degree of realism to them, as well as present a fair challenge. Just don't expect anything Thyrus-tier.

I know some of you guys will inevitably ask "hey AS can I build a team", and the answer to that is yes and no. Not right now, but I'll likely start taking a few teams when I close in on the final release.
Title: Re: RA2: Retooled
Post by: J on July 05, 2016, 11:24:06 PM
[Ra1Components.jpg]
You sick fuk, you actually ported RA1 components to RA2-

Can I just say that I adore the AI bots you've made so far? They have all the cheesyness of RA1 bots, combined with the sophisticated nature of RA2 bots, and it looks beautiful.
Title: Re: RA2: Retooled
Post by: Naryar on July 06, 2016, 03:57:38 AM
<3
Title: Re: RA2: Retooled
Post by: Thyrus on July 06, 2016, 04:14:20 AM
Good job
Title: Re: RA2: Retooled
Post by: WeN on July 06, 2016, 05:46:50 AM
Awesome Work! Mr. AS!
Title: Re: RA2: Retooled
Post by: WeN on July 09, 2016, 10:26:21 PM
it's finished?
Title: Re: RA2: Retooled
Post by: Mr. AS on July 11, 2016, 01:49:24 AM
it's finished?
What a convenient time to ask that question!

The answer is yes and no. I've reached a point where the mod is in a releasable state, but it's definitely not finished and I still have a good 50+% of the components that I want to get made. Mostly weapons, motors, and a few decorations+extenders here and there.

But first, here's some new stuff:

(https://i.sli.mg/eVdvgo.png)

Car steering comes in two variants: single and dual. Dual car steering is similar to the stock car steering, but is able to fit into smaller chassis, and has been massively buffed. Dual car steering is twice as efficient as any other drive  motor, with the main drawbacks being it's massive weight (60, 75 and 90kg depending on which of the 3 versions you choose), and the fact that it's car steering and automatically gives your robot the turning circle of an 18 wheeler. Should be useful on rammers. Skin is just the default stock one, but that will change so that you can tell each of the versions apart from a glance. Single car steering was a real pain in the ass to make is a hybrid of a regular drive motor, and the car steering mechanic. It's lighter than dual car steering as well. Truth be told, you can theoretically just use these as regular drive motors, which is why it didn't receive the same buff that dual car steering did. Skin is the axle mount's skin, but what I said earlier about skins goes for this as well.

Yes, you can attach them externally. Yes, you can get them knocked off if they get hit too much.

Also, armors.

(https://i.sli.mg/kAPZEc.png)

55 armor selections in total, obviously not all of them are shown here, but you've got Plastic 0.05, plastic 0.1-1, Plast/Alu/Ti/St 1 through 10, and steel 12-20. Weights increase in increments of 1 from 1 to 50, and then the heavier steels which increase in increments 10, which is really only usable on UHWs and above... or just plain old chassis wedges if that's your thing.  :dumb)

TL;DR between the excessive amount of chassis armors and ultralight decorations, you really don't have any excuse to not build to the weight limit.

So yeah, expect a release soon. I've been planning to release a beta for a while, and I think I'll be ready to put out a very early public beta-type this upcoming week. Maybe right after the new Battlebots episode, since everyone will be buzzing about the forum then.
Title: Re: RA2: Retooled
Post by: WeN on July 11, 2016, 02:15:05 AM
Plastic 0.05 is useless armor
But Steel 20 IS OVERKILL ARMOR.
Title: Re: RA2: Retooled
Post by: Avalanche on July 11, 2016, 02:55:46 AM
How do you know that? You haven't played the mod yet. Also, you clearly ignore the potential for Antweights to use these smaller plastic arbors to help them reach the max weight of their class. And UHWs will be wanting to use the largest arm peas there will be lots of UHWs with huge amounts of weaponry.
Title: Re: RA2: Retooled
Post by: Mystic2000 on July 11, 2016, 06:32:38 AM
55 armor choices still seems a bit too much tbh... that's even more than what the RWRA2+ mod has, i get the idea of having no way to be underweight... but it's still overkill imo
Title: Re: RA2: Retooled
Post by: cephalopod on July 11, 2016, 06:41:22 AM
I think it's a cool mechanic.

The only slight downside is I think it'll remove the mental tug of war a lot of people play with 'I need this armour on this, so I need to drop weight somewhere else' because you can just get just slightly less strong armour and not have to drop the weight.
Title: Re: RA2: Retooled
Post by: WeN on July 11, 2016, 07:00:24 AM
Can we use Plastic 0.5 for building antweight bot?

But still cool.

Also
There is Titanium 20?
Title: Re: RA2: Retooled
Post by: Badger on July 11, 2016, 07:07:46 AM
I think 55 armor choices will just be clutter, tbh.
Title: Re: RA2: Retooled
Post by: playzooki on July 11, 2016, 09:38:43 AM
I think its a great idea
Title: Re: RA2: Retooled
Post by: Badnik96 on July 11, 2016, 10:48:19 PM
I see this being very helpful for the same reasons craaig thinks is a downside. hate having to swap armor for one more razor, then look for something else to add with the extra weight.

very hyped for the beta.
Title: Re: RA2: Retooled
Post by: WeN on July 14, 2016, 03:44:28 AM
it's beta released?
Title: Re: RA2: Retooled
Post by: Mr. AS on July 14, 2016, 05:31:08 PM
Yep.

I've decided that this is more of an alpha than a beta, but the content is still the same.

https://gametechmods.com/uploads/files/8146Retooled Alpha.rar (https://gametechmods.com/uploads/files/8146Retooled Alpha.rar)

^download link

and here's the readme listing how to install and the features of this mod thus far:


TL;DR, paste this over a clean copy of stock. You'll be left with the rookies team and a few stock AI bots that will crash if you try to load them, but I've also included 3* AI teams for you to play around with and test bots against.

*the SHW of the 3rd team doesn't exist yet, since it requires a special component that I haven't made.

To do:
-more components
   -currently ~50% complete with default components, 30% complete with cheatbot2 components
   -these numbers don't take into account any components that get left on the cutting room floor
-complete building the other 15 AI teams
-further edit the UI
-decide weather or not 55 armors is unnecessary or not. You guys should voice your opinions on this after trying it out. General opinion is pretty mixed right now. I'm not inclined to remove features but if it's still excessive, then I'll cut it down to something like 20 or 30. done

Known issues, mostly minor stuff that will be fixed in later releases:
-weapon z tek Large and Largest have slightly off APs (as in, very slightly. You probably won't notice it until you read this).
-skirt hinge can attach outside the chassis done
-steering unit axle weight could be better
-car steering lacks a stylized preview image. It's skin has not yet been finalized.
-medium drum has a weird AP on the bottom, even though the APs appear fine in component preview. might be an ID issue. done

Feel free to report any bugs and/or massively imbalanced components you find. I'm still at the point where I can easily go through and make balance changes to most variables. Right now I'm thinking about toning down normals weapons and the slamhammers.
Title: Re: RA2: Retooled
Post by: Naryar on July 15, 2016, 04:52:42 AM
55 armor choices seem too much to me. Like... 40 would be more than enough, from the starting 16.

0.25, 0.5, 1, 2, 3, 5, 7, 10, 15, 20. Ten for each material.

Steel 20 would be overkill but maybe usable for UHW's, and Plastic 0.25 would be neat to get ALL that weight for antweights.

2 centimeters of steel is already pushing the borders of realism and entering into tank armor, and so is 0.25 mm plastic.
Title: Re: RA2: Retooled
Post by: Badger on July 17, 2016, 09:38:01 AM
I think the burst motors need to be looked at again. I like the speed but they're way too weak, 50-ish kilos of weapons on a long arm and even the heaviest burst can't retract.
Title: Re: RA2: Retooled
Post by: I Like Tacos on July 18, 2016, 08:32:12 PM
This is a pretty cool mod so far, although I've noticed a few issues with some component models.

All of the rai wheels, the disks, and the flag seem to have messed up mesh normals. It makes the shading look weird. Most likely it could be fixed by scaling some axis of the verticies by -1.

Also, the rad motor is kind of weird. The attachment points and the axle aren't centered, so you can't have even wheels.
Title: Re: RA2: Retooled
Post by: Mr. AS on July 22, 2016, 11:42:26 PM
wall o' text ahead

Had some fun with Clickbeetle's thrusters. I actually sent Click a PM asking if I could edit+include some of his parts in my mod or not... back in May. He never responded.  :confused: If he comes out and says that he's not cool with it though, I'll swap out the model for something else.

(https://i.sli.mg/AVA0IY.png)

They come in 5 sizes and all of them are short enough to fit in a minimum height chassis (as well as put a control board/battery on top of them). Red thrusters are your standard fare boosters. Press extend to Sanic it up, the usual. Blue thrusters are more powerful and use "base = BurstPiston" instead of "base = ServoPiston". What this means is that you get larger boosts of speed out of warp boosters, at the price of it not being a constant speed boost.

I feel boosters can bring a lot to the table. You can use them to simulate floor magnets a la Bite Force, increase speed in a given direction, make a helicopter, or just fling yourself into the air like this is Super Mario or something. Before anyone asks, you can make a robot that entirely uses thrusters for movement, but it'll be a complete pain in the ass to control and aim at your opponent.  :dumb)

Here's a roughly 500kg robot getting under Search & Destroy XL, a SHW:

(https://i.sli.mg/WRWjAJ.png)

and here's the same robot, but with warp boosters, slamming into the Octagon's invisible ceiling:
(https://i.sli.mg/5eroeN.jpg)

You can also make designs that counter existing bot archetypes. What's a popup to do when you use thrusters to just push yourself off it's wedge? Or how about a SnS that gets hopped on by another robot? Or a HS that gets box rushed by a pain train of thrusters and car steering?
It should be noted, however, that thrusters are fairly heavy and require a reliable supply of gas. So don't just go and slap one on any old robot and think that it'll be instantly better because of it. Hint: it won't. This isn't like those dumb OP ironforge flamethrowers that autowin DPS fights for you. You have to put some thought into it and decide if you would actually benefit from a thruster or two. Thrusters are also exclusive to Extreme Mode (aka cheatbot2). I'll get you guys to use cheatbot2 one of these days.

BASICALLY: I balanced thrusters, and now people will actually have a reason to use them since they're in a TC mod now. Eyy.


On the problems brought up with the current release:

Tested out the burst motors myself, and I kind of agree. Went ahead and doubled the retract value of burst motors. The robots I've AI'd so far haven't started havoking to hell yet since the change, which is good.

I've trimmed the fat off of the armor selections down to 40, which I think should be OK (idk if you guys agree tho). 10 of each armor like in RW:RA2. Also re-organized the armor selection so that plastic 10 is weaker than aluminum 1, and aluminum 10 is weaker than titanium 1, et al. This makes it easier to estimate what armor you put on your robot based off of what sound it makes when you hit it. You know plastic = weak and steel = not weak.
Also, no more armor below 5.5kg2 (1 kg2 armor is just havok bait) and nothing above 80kg2 (nobody's going to use steel 20, let's be real). Each armor type also has different gaps between armor choices:

Armor Type / Range of weights (weight gap between each armor thickness)
Plastic / 5.5-10 (0.5)
Aluminum / 11-20 (1)
Titanium / 22-40 (2)
Steel / 44-80 (4)

a few other misc problems have been ironed out as well. RAD motors are being looked at... I thought that they were fixed before I released the alpha, but I might have actually only fixed one of the 5 RAD motors that you can choose from. :facepalm:

I'll take a look at the shading and see what I can do. It seems to more-or-less be exclusive to the botlab though. Shading is determined by the tm_row BS at the bottom, right?
Title: Re: RA2: Retooled
Post by: WeN on July 23, 2016, 08:09:31 AM
uber cool
i can play with this bot right now
(https://gametechmods.com/uploads/images/11591crushingspiker.png)

(https://i.sli.mg/AVA0IY.png)

They come in 5 sizes and all of them are short enough to fit in a minimum height chassis (as well as put a control board/battery on top of them). Red thrusters are your standard fare boosters. Press extend to Sanic it up, the usual. Blue thrusters are more powerful and use "base = BurstPiston" instead of "base = ServoPiston". What this means is that you get larger boosts of speed out of warp boosters, at the price of it not being a constant speed boost.

I feel boosters can bring a lot to the table. You can use them to simulate floor magnets a la Bite Force, increase speed in a given direction, make a helicopter, or just fling yourself into the air like this is Super Mario or something. Before anyone asks, you can make a robot that entirely uses thrusters for movement, but it'll be a complete pain in the ass to control and aim at your opponent.  :dumb)

Here's a roughly 500kg robot getting under Search & Destroy XL, a SHW:

(https://i.sli.mg/WRWjAJ.png)

and here's the same robot, but with warp boosters, slamming into the Octagon's invisible ceiling:
(https://i.sli.mg/5eroeN.jpg)

You can also make designs that counter existing bot archetypes. What's a popup to do when you use thrusters to just push yourself off it's wedge? Or how about a SnS that gets hopped on by another robot? Or a HS that gets box rushed by a pain train of thrusters and car steering?
It should be noted, however, that thrusters are fairly heavy and require a reliable supply of gas. So don't just go and slap one on any old robot and think that it'll be instantly better because of it. Hint: it won't. This isn't like those dumb OP ironforge flamethrowers that autowin DPS fights for you. You have to put some thought into it and decide if you would actually benefit from a thruster or two. Thrusters are also exclusive to Extreme Mode (aka cheatbot2). I'll get you guys to use cheatbot2 one of these days.
it very cool
Title: Re: RA2: Retooled
Post by: 09090901 on July 23, 2016, 02:19:06 PM
40 armors sound much better.

Oh, and small typo, the 150kg sledgehammer is called a slammhammer in the dropdown menu.
(https://gametechmods.com/uploads/images/49427skannnn.png)
Title: Re: RA2: Retooled
Post by: R01 on July 23, 2016, 02:29:21 PM
How do those thrusters work exactly? As far as I can understand they're servo/burst pistons with a high speed value and collision box to touch the ground?
Title: Re: RA2: Retooled
Post by: Reier on July 23, 2016, 02:35:08 PM
these are really tight AS
Title: Re: RA2: Retooled
Post by: Mr. AS on July 30, 2016, 09:44:16 PM
Fixed a few more typos + bugs. Lighting seems to be determined by all these "MESH_TVERT's" in the .gmf, but I can't seem to figure out how to fix the lighting for the components that have weird shading. I'll keep trying at it, but it's not as much of an issue IMO as the RADs having broken APs.

I think Firebeetle explained the best how Thrusters work:

I know a component like this seems like bogus, but in all reality it's just a servo piston that takes advantage of a flaw in the programming. I discovered the glitch whilst building HOJ2- that when the end position for a piston's prismatic is set to a negative number instead of the usual positive, the piston won't move and instead all the force is directed into the bot.
Thus to operate the rocket jet, you need some air tanks and need to wire them to 'extend'. (Sadly they can't go in reverse with 'Retract'; it does nothing.)

Warp Jets (the blue thrusters) function the same as regular Thrusters, except they use "base = BurstPiston" instead of "base = ServoPiston", so they're wired with a Fire command instead of an Extend one.

New baseplate anchors, and some decorations.

(https://i.sli.mg/0rz8eN.png)

The red extender-looking things are Multiextenders. They're basically DSL's multiextender on roids. and has two APs on the sides every 0.05 in-game units (raising a component by one tick using CTRL is 0.05). It has some lighting issues, but I'm hoping to fix that by the time the beta is released, hopefully some time in August. They can also be attached at an angle for even more FUN.

The longer baseplate anchors are called anchor arrays. You know how the regular baseplate anchor is roughly 1 chassis square wide? The anchor arrays are roughly 2, 3, 4, and 5 chassis squares wide. It's also worth noting that the multiextender and anchor arrays have no collision and weigh 0.0 kg, just like the baseplate anchor.

Not really much to say on the decorations. The red and blue ornaments are 1kg, and the decorative spikes are 1, 2, and 3kg.

The female attachment points on the ME and the anchor arrays are a bit cramped though. Example:
(https://i.sli.mg/d1EXv2.png)
So I may have to make a new, longer AP model so that it's easier to click on an individual AP when they're all clustered up.

Deconstruction Crew's SHW, and new handmade botlab background:
(https://i.sli.mg/AzpV7s.png)
Need to edit the text color of a few things so that it doesn't blend into the background as much. I also plan on redoing the other UI background eventually.

There's also a few new wheels on the bot, but there isn't really much to say about them. Maybe I'll put all the wheels into an excel chart for easy reference.
Title: Re: RA2: Retooled
Post by: WeN on July 30, 2016, 09:47:14 PM
SHW Drum look awesome.
Title: Re: RA2: Retooled
Post by: Sage on July 31, 2016, 08:39:59 AM
I'm super impressed with this, and with you for sticking with it. I'd love to see a tournament with this once it's ready to go.
Title: Re: RA2: Retooled
Post by: Mr. AS on August 13, 2016, 04:25:46 PM
Wew lads. Got some more components done:

(http://i.imgur.com/m4qoOD1.png)

The casters can't attach to the chassis.

New armor plate (plexiglass), and two new extenders (plastic and steel). This brings the total armor plate count up to 3 sets, and total extender count up to 4 sets. I also ironed out a whole bunch of errors that the 2 existing extenders had.

Also notable are the prebuilt drums. Unlike the existing drums and beater bars, it comes in one easy-to-use component, rather than attaching each beater bar on individually, although each method will have its advantages and disadvantages. There are 2 types of prebuilt drum are the toothed drums and the chewdrums. Toothed drums operate pretty much identically to regular beater+drum-extender drums, but the chewdrums have frequency and a round collision, since they're sawblades.

They're also a lot heavier than your standard drums:

(http://i.imgur.com/VgbmNh9.png)
(note: the toothed drums are a bit small right now, they will be made larger before the beta drops)

The reason why they're so heavy is so that you don't have to spam them. A 360 kg drum will last a lot longer than 4x 80kg ones attached to each other.

Also made some status meters to replace the DSL ones:

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

Image is pretty self-explanatory, but a few things to note are:
-The gas meter and the armor meter have transparent backgrounds. As they run out, you'll be able to see through the meter.
-Since all batteries have infinite electotal, the battery meter will never go down. Instead, robots with no batteries will display "No power!".
-The armor meter has this weird red tint I can't get rid of. I think it might the code for the armor meter might be in the .exe.



Right now the tentative release date for the beta is anywhere from the 21st at the earliest, to the 31st at the very latest. I'm also going back to college on the 28th or so, so progress will slow down a bit from there. It's really a beta in name only, since it will contain all the essential components to make your robits and riboots and whatever. Anything I add afterwards is mostly just icing on the cake to make life easier. Reason why I'm calling it a "beta" is because the AI will still be a few teams short of the standard 15.
Title: Re: RA2: Retooled
Post by: Mecha on August 13, 2016, 04:32:41 PM
"oh that's nice"
for real though, good stuff. I'd be interested in a tournament with this mod when it gets in a stable release.
Title: Re: RA2: Retooled
Post by: 090901 on August 26, 2016, 01:13:01 AM
I have heard from many sources this has been cancelled, is that true?
Title: Re: RA2: Retooled
Post by: Mr. AS on August 26, 2016, 06:22:28 PM
I have heard from many sources this has been cancelled, is that true?
That is false. In fact, here's the beta for Retooled:

https://gametechmods.com/uploads/files/1247Retooled_Beta_Patch.rar (https://gametechmods.com/uploads/files/1247Retooled_Beta_Patch.rar)
Paste over either a clean version of RA2 or the Retooled Alpha
(standalone version will be up when the uploader stops 500'ing, or when I decide to put it on MEGA)
edit: https://mega.nz/#!ogE0kYjT!j93YRURG4M54_4n7coD1UlZtefbcfXJ11zhchkmtwQE

=Alpha --> Beta Patch Notes=
-Added several components.
   -Currently ~70% complete with default components, 40-60% complete with cheatbot2 components
   -These numbers are rough estimates and don't take into account any components that get left on the cutting room floor
-Added 3 AI teams.
   -This brings the total to 6.
   -Also gave Deconstruction Crew a SHW, replacing KILL BOX.
   -The Hive's SHW has been omitted until I can figure out TopKnot.py
-Replaced the leftover ASAI teams entirely with KILL BOX.
   -The mottos have been removed, and the team names changed to "(COMING SOON)"
-Reduced armor count from 55 to 40.
-Nerfed weapons with normals.
   -Single point normals had damage multiplier changed from x2.0 --> x1.30
   -Multi point normals had damage multiplier changed from x1.5 --> x1.15
-Reduced Slamhammer DP:HP ratio from 1.5 to 1.05
   -Damage was reduced, while HP was increased.
-Burst motor retract speed doubled.
-Added an extra AP to the RAD motor.
-Armored Flamethrower/Magnet/Cannon are now color-coded.
-Armored flamethrower is now a default component.
-Treads and tread motors have been messed around with.
-There were only 2 types of armor plate and 2 types of extender, there are now 3 and 4 respectively.
   -Extenders: Added steel and plastic
   -Armor plates: Added plexiglass
-The following components have had bugfixes applied to them:
   -RAD motor's top and bottom APs moved, wheels on RAD motors are now vertically even.
   -Hinge can no longer attach outside the chassis.
   -The extenders were riddled with errors and typos. This is no longer the case.
   -Fixed the Large Birdbox's axle AP
-Also turns out that I forgot to include the texture library folder in the alpha. Whoops.
-A few component skins have been updated by 090901

Known issues:
-A few components have cosmetic issues, but this does not affect thier function.
-The Hive and E-Rupters don't have team images.

To do:
-Fool around with wheel resistance
-Add an extra AP to the Piston
-Edit UI further

Where to go from here:
-I feel that there are now enough components in the default selection and the Extreme Mode (cheatbot2) selection to form a metagame.
-For the next update (release date unknown), I may focus less on components and more on arenas, if I can get those figured out.

"Thanks, and have fun" - Gabe Newell

EDIT: There is a component that if you use them on a bot in the beta, it will not work properly when I update the game. Here is what e_anchor.txt is supposed to look like: The Beta.1 patch fixes this.
Title: Re: RA2: Retooled
Post by: WeN on August 26, 2016, 06:53:19 PM
Thank you for a download link for Retooled Beta. ;)
Title: Re: RA2: Retooled
Post by: WeN on August 26, 2016, 09:54:49 PM
DP:
issue:
The Hive 6th bot is missing
Title: Re: RA2: Retooled
Post by: 090901 on August 26, 2016, 09:59:33 PM
DP:
issue:
The Hive 6th bot is missing
As it says in the release notes
   -The Hive's SHW has been omitted until I can figure out TopKnot.py
Title: Re: RA2: Retooled
Post by: Mr. AS on August 28, 2016, 03:52:39 PM
Here is a hotpatch to fix a few bugs that were found: https://gametechmods.com/uploads/files/3742beta_1.rar (https://gametechmods.com/uploads/files/3742beta_1.rar)

It's also in the OP.
Title: Re: RA2: Retooled
Post by: Sage on August 30, 2016, 06:38:30 PM
is it stable enough to start building something for GCS?
Title: Re: RA2: Retooled
Post by: R01 on August 31, 2016, 03:21:17 PM
is it stable enough to start building something for GCS?
As far as I know, it is, all the components(minus a few unfinished ones) are already balanced from what I've heard, so get building :P
Title: Re: RA2: Retooled
Post by: Mr. AS on August 31, 2016, 05:18:43 PM
Made my first arena, it's a heavily edited version of the BBEANS arena.

(http://i.imgur.com/ud9ARxv.png)

It's called the GTM Championship Arena. Real creative name, I know. You'll see this one in action either in the upcoming GTMC, or the next one, depending on yugitom.

(http://i.imgur.com/YoGX7q4.png)
(http://i.imgur.com/edAzcZ3.png)
All of the corners of the arena (including the walls) have ramps, which can do some serious damage if hit hard enough. 2 of the 4 corners also have spinners. These spinners are slow to get up to speed, but have a high top speed, and weigh 300kg each. Getting hit by one of these at the wrong angle can lead to massive damage (right now it does up to 2K-3K on a good hit) and possibly even an OOTA.

After 2 minutes and 45 seconds, the walls protecting the robots from the OOTA zone will lower*, leading to a sudden death situation.

(http://i.imgur.com/jcmTud4.png)

If you want some measurements to test your robots with, the arena is as large as the BBEANS arena (not surprising), the walls are slightly higher than the DSL tourney arena, and the spinners are a bit faster/punt-ier than the Containment Cube's spinners when they're up to speed.

inb4
Quote
release plz
The arena is still being slightly tweaked, and will be up until signups close; it will be released after the first GTMC. It will also be included in the next release of Retooled, along with whatever other arenas I make, and an updated version of the Vaporzone (unless 090901 says otherwise)

*unless you turn hazards off, in which case they won't lower. The spinners will still be on, though. Otherwise you'd just have a box.

is it stable enough to start building something for GCS?
Short answer: yes, long answer: there's a few cosmetic bugs that I should be able to sort out, but other than that, yeah. It won't crash or anything.
Title: Re: RA2: Retooled
Post by: 090901 on August 31, 2016, 08:10:33 PM
did you make sure reenable the collision of the floor GEOOBJECT in the Rigidbody section so hovercrafts work? (atleast thats why i believe they dont work on the BBEANS arena.)
Title: Re: RA2: Retooled
Post by: Meganerdbomb on August 31, 2016, 08:23:26 PM
What's the intended metagame for this? Unrealistic or standard?
Title: Re: RA2: Retooled
Post by: 090901 on September 01, 2016, 05:53:22 AM
another note one the arena, maybe change the colors of the spinners so they stand out.

What's the intended metagame for this? Unrealistic or standard?
DSL-Standard style, however I do believe Extreme mode will be used for the Championship.
Title: Re: RA2: Retooled
Post by: Meganerdbomb on September 23, 2016, 07:33:36 AM
Ok, two questions.
1: Why are all the components (besides the super weak ones for AW) so dang heavy?

2: Do hammer motors offer advantages over snappers besides the greater range of motion, and more importantly, how do I AI them?

On a purely positive note, thise ballasts that help you build for alternative weight classes are awesome and should be in every mod.
Title: Re: RA2: Retooled
Post by: Squirrel_Monkey on September 27, 2016, 11:24:33 AM
Am I doing something wrong with hovercraft? They just glitch all over the place and fly through walls etc...
Title: Re: RA2: Retooled
Post by: Mr. AS on September 28, 2016, 07:26:28 PM
1. There's a lot of heavy components to help make IRL builds more combat effective. You can't weapon spam on IRL bots, so you can put a few heavy spikes on and retain realism. Quite a few of the AI bots make use of this.

2. Hammer motors are the equivalent of DSL's geared betas, and are AI'd the same way (electrichammer.py). I feel they're a bit weak though, so they may get buffed. Maybe, maybe not. We'll see.

I'm looking into hovercrafts havoking, part of it is RA2 being RA2 (see: stock HS) and another part is axles being heavy to prevent non-flyers from havoking. Not sure if I will be able to do much about it. My advice for now is to simply use a larger, non-batterybox chassis like you would for a havoking DSL or Ironforge bot.

Just as a note, I haven't forgotten about this. I fully intend on working on new arenas, rebalancing and mechanics for the next patch.
Title: Re: RA2: Retooled
Post by: Mr. AS on December 31, 2016, 02:30:09 AM
Hi. Over the past couple of months, I've been juuust busy enough with college that I haven't been able to pump out monthly patches as I initially intended. However, I've gotten some free time recently and have started work on the next version.

Various bugfixes and rebalances have either been planned out or have already happened. Example:

(http://i.imgur.com/yOkGK2f.png)

The discs and plates have had thier lighting and attachment points fixed. If you remember the discs/plates in the alpha and beta of Retooled, they were completely black most of the time, and the larger discs had cruddy APs that were sunk something like halfway into the disc.

New UI background that's far less blinding than the one currently in there:
(https://i.sli.mg/UOHvzy.png)
I'm not sure if I'll be doing much to the rest of the UI, honestly. I might just scrap everything sans the backgrounds and keep the DSL stuff. Depends if I can get a good feel for how the UI should be without it looking like "Baby's First UI Mod".

King of the Hill mode has also been "Retooled".
(http://i.imgur.com/qGUhbB2.png)

Yep. The close-quarters 4-player smash-em bash-em robo-sumo game mode is back. Remember how the Lumazone has low walls that totally look like you could chuck a robot out for an easy win, only for it to bounce off an invisible wall? Well...

(http://i.imgur.com/KBC679i.png)

I've removed the invisible walls so that OOTAs can actually happen.

This is the first stock arena that I've fixed up to be more entertaining. Although not much has been changed model-wise, most of the edits are in the functionality. The Lumazone is one of the few arenas in stock that was fairly balanced to begin with. I do intend on messing with at least a few other stock arenas to make them more tournament-friendly, and hopefully we'll see some stock arenas in tournaments that aren't the usual combat zone/electric arena.

I've also went ahead and removed the immobility timer from the arena. In turn, this also disables the in-game clock. So I've had to go ahead and slightly change the overall objective of the mode.

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

Normally in KOTH mode, whenever there's one robot on the hill, they gain 10 points about every quarter of a second, and whoever has the most points at the end of the match wins. In Retooled's KOTH mode, being the only one on the hill will damage other robots.

Damage won't be dealt so long as there's 0 or >1 robots on the hill at once. You'll know robots are being damaged from the usual DING DING noises that plays when 1 robot's on the hill. Damaging robots also speeds up the match significantly, since robots spinning around with a single wheel in the corner (there's usually at least 1 in a 4-way KOTH match) that usually steer clear of immobilization will be eliminated by the damage instead.

I only just got all the necessary bits of code working to damage robots about an hour or 2 ago, so there's still some room for adjustments before release. The exact amount of damage that's dealt will likely be adjusted, for one. An AW with plastic 1 taking constant damage will go down much, much quicker than a SHW with upwards of steel 5 or titanium 10. I've also thought about giving the center of the arena some healing factor for the robots regardless of how many robots are currently on the hill, but that may just artificially extend matches for no good reason. I want to do something with the center of the arena, and simply rewarding points is out of the question because you literally can't do anything with them, given the frozen timer.

BTW the ground hover's removed from the game. For now at least. Any robots made with it will still load, you just can't access it in the botlab. It will very likely be tourney illegal too. A second option for the hovercraft may come back in some other form, but GTMC is pretty clear indication that there's glaring (read: probably near-unfixable due to dumb .exe hardcoded programming) issues specifically targeting ground hovers. Seriously, what kind of wackjob programming bases hovercraft speed with frames per second only when the robot is touching the ground??? At least it's better than some of RA3's various anomalies.

TL;DR=
-you can OOTA now
-no more immobility
-do you like hurting other robots?
-stuff might change
-bye ground hover. don't let the door smack your ass on the way out.
Title: Re: RA2: Retooled
Post by: Jammy Dodger on December 31, 2016, 06:02:03 AM
This is awesome! I cant wait for the next patch to be released.
Title: Re: RA2: Retooled
Post by: Mr. AS on January 23, 2017, 12:31:58 AM
I wanted to post this on the 20th, but I wasn't able to:

(http://i.imgur.com/ub1goGk.png)

Border-Wall Arena. Has both a yuge wall and the Pence Fencetm. Originally, I was going to have the hazard for this arena be a wall that gets 10 FEET HIGHER as the match progresses, but it seems RA2 has trouble with upwards-facing pneumatic hazards. I'll just have to think of something else to throw in there.

Combat Zone updated to be more tourney-friendly:

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

I've gotten rid of the typical spikes and saw hazards that I've seen people use in tourneys exactly 0 times. They have been replaced with flippers in each of the 4 corners.

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

They operate on the same code as the hellraisers in the octagon arena, which I'm half-considering updating so that it doesn't fling LWs into space and barely lift SHWs, we'll see.
The hazard stripe skin is most likely temporary until I figure out what else to put on it. I also have a version of the combat zone without any hazards at all, it will be reskinned though so people don't go "why are there 2 combat zones???"

I plan on including 4 more teams in the next release, here's a small sample of the robots:
(http://i.imgur.com/Jf1xU3a.png)
(http://i.imgur.com/h8ETnmm.png)
Almost all of the robots have been built, but some of them either need wonky obscure AI .py's or completely new AI .py's.

Lastly, it's come to my attention that sli.mg (which I've been using to host my images) has gone down. I've replaced the last page's worth of posts with imgur links and will get around to replacing the rest later.
Title: Re: RA2: Retooled
Post by: kix on January 23, 2017, 12:33:46 AM
Definety looking up for!
Title: Re: RA2: Retooled
Post by: Reier on January 23, 2017, 01:06:36 AM
good work on new combat arena
Title: Re: RA2: Retooled
Post by: WeN on January 23, 2017, 01:13:22 AM
Good work on editing combat Arena with reused Gtmc Hazard into this.
Title: Re: RA2: Retooled
Post by: Avalanche on April 19, 2017, 04:50:27 PM
Is this dead?
Title: Re: RA2: Retooled
Post by: 090901 on April 19, 2017, 05:25:23 PM
Is this dead?
Hopefully  :mrgreen: