gametechmods

Robot Arena => Modifications => Topic started by: Serge on June 13, 2010, 04:09:42 AM

Title: Serge's Adventures in exe land (List on first post)
Post by: Serge on June 13, 2010, 04:09:42 AM
weightlimit.avi (http://www.youtube.com/watch?v=O9nqizMWSvw#)
 
 
 
                           EXE ideas postulated:
Nice:
1. weight limit
2. make the present weight categories more exact
3. 7-components limit (though not sure how Havoc will like/handle it,.. esp. with constraint solvers [axles])
4. Max sphere (though must be careful about large bots, and arena Starting Points close to walls)
5. Increase camera 'Draw distance' (Exhibition).
6. Enlarge Bot lab grid.
7. Increase number of total building points(vertices) on Bot lab grid.
 
Real nice:
1. Keyboard (Raw)input, (via DirectX)
2. More User teams (without 'add-on' BAT or PY 'rename' coding)
3. Support GIFs
 
 
Dreaming:
1. Make the GIB/PY option-selection buttons in the practice garage available in Exhibition.
2. Cannon misfires.
3. More than 4 bot battles.

 
 
 
 
Title: Re: Serge's Adventures in exe land
Post by: G.K. on June 13, 2010, 04:11:30 AM
As i can't see the vid, what happens?
Title: Re: Serge's Adventures in exe land
Post by: Pwnator on June 13, 2010, 04:12:49 AM
He's able to go past the 800.0kg mark (913.3) without using negative weight.


AND IT'S AAAAWWWESSSSSOOOOOOOOOOMMMMMMMEEEEEEE
Title: Re: Serge's Adventures in exe land
Post by: Thyrus on June 13, 2010, 04:14:43 AM
Pretty nice ;)
Title: Re: Serge's Adventures in exe land
Post by: JoeBlo on June 13, 2010, 04:16:01 AM
0_0

someone get this man a 6 pack to reward his efforts
Title: Re: Serge's Adventures in exe land
Post by: lloopp D lloopp on June 13, 2010, 04:17:32 AM
WTF
Title: Re: Serge's Adventures in exe land
Post by: Thyrus on June 13, 2010, 04:17:59 AM
I bet he has got the sourcecode and he`s just laughting at every other person who`s trying to make mods for RA :P
Title: Re: Serge's Adventures in exe land
Post by: Gazea2 on June 13, 2010, 04:18:13 AM
Well done Serge!

I was wondering, my Dad is a computer programmer and he works with de-coding .exes so, should I ask him whether he could do anything with it?
Title: Re: Serge's Adventures in exe land
Post by: Serge on June 13, 2010, 04:19:59 AM
I was wondering, my Dad is a computer programmer and he works with de-coding .exes so, should I ask him whether he could do anything with it?

YES, VERY YES! Could you get us both in touch somehow?
Title: Re: Serge's Adventures in exe land
Post by: Gazea2 on June 13, 2010, 04:21:26 AM
I'll try as hard as I can. He does get very busy sometimes, though, so it might not be easy. :)
Title: Re: Serge's Adventures in exe land
Post by: Naryar on June 13, 2010, 04:23:04 AM
Win
Title: Re: Serge's Adventures in exe land
Post by: cephalopod on June 13, 2010, 05:10:47 AM
Yeah, that's pretty awesome. Utilizing that could mean no more antiballast! :D
Title: Re: Serge's Adventures in exe land
Post by: JoeBlo on June 13, 2010, 05:31:16 AM
D: and I would go out of business lol

this is great though.. now all we need is the superheavyweight class name
Title: Re: Serge's Adventures in exe land
Post by: Vertigo on June 13, 2010, 06:04:29 AM
D: and I would go out of business lol

this is great though.. now all we need is the superheavyweight class name
I didn't use your antiballasts anyway. :P
Title: Re: Serge's Adventures in exe land
Post by: Naryar on June 13, 2010, 06:11:05 AM
How did you managed to do this anyway, Serge ?
Title: Re: Serge's Adventures in exe land
Post by: JoeBlo on June 13, 2010, 06:12:49 AM
he posted a topic before about obtaining parts of the exe by reworking it

I didn't use your antiballasts anyway. :P

shame on you then :P
Title: Re: Serge's Adventures in exe land
Post by: somestrangeguy on June 13, 2010, 06:26:20 AM
ITS THE HAAAAAAX!
Awesome hax at that too!
(http://theinternetisterrible.com/wp-content/things/high-five.jpg)
Title: Re: Serge's Adventures in exe land
Post by: Serge on June 13, 2010, 06:29:19 AM
this is great though.. now all we need is the superheavyweight class name

Well, I can change the name of an existing class to another, or change the weight boundaries. Unfortunately, it's not that easy to add more classes, unless I create some sort of code injecting mechanism that loads a custom-written DLL into the exe's address space, creates some replacement functions (including references to other parts of the code that need to be loaded dynamically), and overwrites the stock functions by the new ones. Is it worth it? :P

The current modification is dead simple, it's just replacing four bytes in the exe.
Title: Re: Serge's Adventures in exe land
Post by: Badnik96 on June 13, 2010, 06:30:01 AM
YES!

can this be done for DSL 3? YES! (and I hope so)
Title: Re: Serge's Adventures in exe land
Post by: JoeBlo on June 13, 2010, 07:00:12 AM
The current modification is dead simple, it's just replacing four bytes in the exe.

ah ok.. not to worry there is still the UI exploit to create a SHW icon for AI robots that Clickbeetle found.. that combined with your limit change should do more then great

Edit: class boundaries aye ? could you set MW to actually 400kg and LW to actually 250kg ?
Title: Re: Serge's Adventures in exe land
Post by: Naryar on June 13, 2010, 07:06:36 AM
That would be great !
Title: Re: Serge's Adventures in exe land
Post by: Madiaba on June 13, 2010, 07:48:09 AM

The current modification is dead simple, it's just replacing four bytes in the exe.
Nice Serge. I've been to this land several times,.. but could never get out without having a butterfly stuck to the bottom of my shoe....and screwing things up. 
IOW: I've tweeked the exe at this level in several places that I think would make useful mods, but I never knew if they were actually beneficial because I could never 'Save' the edits without corrupting the exe.  What program did you use?
 
Title: Re: Serge's Adventures in exe land
Post by: Gazea2 on June 13, 2010, 09:14:08 AM
Hey, Serge. My dad said he'll see what he can do. :)
Title: Re: Serge's Adventures in exe land
Post by: Serge on June 13, 2010, 09:59:42 AM
What program did you use?

IDA Pro to reverse-engineer the exe, a simple hex editor to patch the interesting spots.
Title: Re: Serge's Adventures in exe land
Post by: Somebody on June 13, 2010, 10:17:07 AM
(https://gametechmods.com/uploads/images/95239Copybud-sp.jpg)
(https://gametechmods.com/uploads/images/95239Copybud-sp.jpg)
(https://gametechmods.com/uploads/images/95239Copybud-sp.jpg)

That was worth at least 3 six-packs.
Good luck with Gazea2's dad and I know Click found a way to make a fourth class for DSL 3.0 (The Superheavyweight class). It would be very beneficial to change the weight classes too :D
Great work Serge :D
Title: Re: Serge's Adventures in exe land
Post by: JoeBlo on June 13, 2010, 10:41:46 AM
I know Click found a way to make a fourth class for DSL 3.0 (The Superheavyweight class).

its a UI exploit for AI robots.. Click helped me do it for Backlash too... it requires a small BFE to the robot for the new class and some UI editing to have to game use a SHW icon

in reality all it does if gives robots that SHW icon.. doesnt make a SuperHeavyweight class in the bot lab  ;)

still awesome and I thank Click for it
Title: Re: Serge's Adventures in exe land
Post by: Sage on June 13, 2010, 11:25:19 AM
Nice Serge. I've been to this land several times,.. but could never get out without having a butterfly stuck to the bottom of my shoe....and screwing things up. 

Nice sound of thunder reference!



Serge, does this mean you found a suitable "hook"? Could you change the attachment limit of 7 to like 10?
Title: Re: Serge's Adventures in exe land
Post by: Naryar on June 13, 2010, 11:27:43 AM
Yes, i was thinking Ray Bradbury as well.
Title: Re: Serge's Adventures in exe land
Post by: Serge on June 13, 2010, 11:35:17 AM
Serge, does this mean you found a suitable "hook"? Could you change the attachment limit of 7 to like 10?

This is what I'm currently working on, but it's way harder than increasing the weight limit. I just can't find the piece of code responsible for checking the limit. Here's how most of my work looks like:

(http://imgur.com/ovTmd.png)

As you can see, from here I could easily patch the maxsphere boundary and collision boundary. But meh :P. I'll keep looking for the fabled 7-in-a-row limit.
Title: Re: Serge's Adventures in exe land
Post by: Naryar on June 13, 2010, 11:55:46 AM
Now that i see that stupid "robots cannot exceed a maximum size", could you remove size limitations as well ?
Title: Re: Serge's Adventures in exe land
Post by: Serge on June 13, 2010, 11:59:39 AM
Now that i see that stupid "robots cannot exceed a maximum size", could you remove size limitations as well ?

Yes, I could.
Title: Re: Serge's Adventures in exe land
Post by: Naryar on June 13, 2010, 12:02:59 PM
(https://gametechmods.com/RA2wiki/images/9/9a/Robosmiley.PNG)
Title: Re: Serge's Adventures in exe land
Post by: Serge on June 13, 2010, 12:19:07 PM
(http://imgur.com/ZLRx6.png)

Look at the infobar. Just so we're clear, I didn't change around text in the exe. I called it from an external program I wrote (the one on the right).
Title: Re: Serge's Adventures in exe land
Post by: Gazea2 on June 13, 2010, 12:41:33 PM
LOL, nice. :)

My dad said that he'll work on it. :)
Title: Re: Serge's Adventures in exe land
Post by: Sparkey98 on June 13, 2010, 12:42:21 PM
You amaze me Serge!
Title: Re: Serge's Adventures in exe land
Post by: Naryar on June 13, 2010, 12:49:22 PM
That's what she said Yeah, it does look like it can lead to awesome results.
Title: Re: Serge's Adventures in exe land
Post by: Scrap Daddy on June 13, 2010, 03:21:47 PM
If you got rid of the max sphere I would love you forever.
Title: Re: Serge's Adventures in exe land
Post by: cephalopod on June 13, 2010, 03:25:26 PM
If you got rid of the max sphere I would love you forever.

QFT.

The max sphere is probably my worst enemy. Apart from stock in general.
Title: Re: Serge's Adventures in exe land
Post by: Serge on June 13, 2010, 03:30:17 PM
I'll probably release everything I've done so far the 17th... Including that new GMF toolset I've been working on (and the max_sphere bypass, etc).
Title: Re: Serge's Adventures in exe land
Post by: Madiaba on June 13, 2010, 03:33:20 PM
Much appreciated, Serge.
Can you get on MSN for a minute? 
Title: Re: Serge's Adventures in exe land
Post by: 027 LB on June 13, 2010, 05:40:20 PM
Cool.
Title: Re: Serge's Adventures in exe land
Post by: Clickbeetle on June 13, 2010, 11:20:41 PM
Actually, without an official SHW class, I think just raising the weight limit would be a bad thing.  Why?  There's nothing that tells you when you've hit the normal HW weight limit.  HW would then become an unofficial class like AW and BW, while SHW would be the new HW.


Also, imagine building a bot, thinking you've got it all figured out, then you finish it and think, "All right this thing is pure WIN, I'm gonna go own some NAR AI..." and then you happen to glance at the weight as you're taking the preview picture... it's 898.7 kgs instead of the 798.7 you thought it was.  ::2mad


However this other stuff you're doing with the exe looks very promising.  I would be all for a max sphere-less bot lab.
Title: Re: Serge's Adventures in exe land
Post by: R0B0SH4RK on June 14, 2010, 12:11:53 AM
Breaking the rule of seven is like dividing by zero. You just don't go there. And if you do it, you're either Jesus, Chuck Norris, or any combination thereof.

By god Serge, you're 1337 H4xx0r :O
Title: Re: Serge's Adventures in exe land
Post by: Trovaner on June 14, 2010, 01:01:17 AM
Being able to change the weight limits is just plain awesome. This could lead to more realistic weight classes that are based on their real life equivalents.

Removing the max sphere would be better than extending the rule of 7 IMO. Although, both would be impressive feats.
Title: Re: Serge's Adventures in exe land
Post by: somestrangeguy on June 14, 2010, 04:49:09 AM
Since he already figured out how to change the info bar text, why not have the game let you know down there what weight limit you just passed?
Title: Re: Serge's Adventures in exe land
Post by: Serge on June 14, 2010, 04:53:35 AM
Since he already figured out how to change the info bar text, why not have the game let you know down there what weight limit you just passed?

That's actually a very good idea! Thanks!
Title: Re: Serge's Adventures in exe land
Post by: DuckRA2 on June 14, 2010, 10:20:41 AM
Doesn't pause/break do that? ^^^
Title: Re: Serge's Adventures in exe land
Post by: Somebody on June 14, 2010, 10:45:11 AM
Yup on my keyboard its waaaaay in the top left and it looks like this:

Pause
Break
Title: Re: Serge's Adventures in exe land
Post by: DuckRA2 on June 14, 2010, 10:49:45 AM
For me it is way in the top right. But it may vary from computers. It is sitting next to Ins/Prt Sc, Del/SysRq, and scroll lock.
Title: Re: Serge's Adventures in exe land
Post by: Serge on June 14, 2010, 10:57:26 AM
Someone just ninja deleted their post in this thread.
Title: Re: Serge's Adventures in exe land
Post by: Somebody on June 14, 2010, 11:00:03 AM
Good luck with the hacking Serge!
Title: Re: Serge's Adventures in exe land
Post by: Thyrus on June 14, 2010, 11:01:07 AM
yeah, I thought it`s kinda spamm to ask for something that already exists.
Title: Re: Serge's Adventures in exe land
Post by: DuckRA2 on June 14, 2010, 11:06:34 AM
now there is more confusion
Title: Re: Serge's Adventures in exe land
Post by: Thyrus on June 14, 2010, 11:07:33 AM
well true. I`m sorry for that.
I tested the thing with the pause button but that doesn`t work.
Title: Re: Serge's Adventures in exe land
Post by: JoeBlo on June 14, 2010, 11:13:47 AM
Someone just ninja deleted their post in this thread.

Pwn did that to me before in a thread :P
Title: Re: Serge's Adventures in exe land
Post by: G.K. on June 14, 2010, 11:26:19 AM
I've done that to Thyrus, liek he did it here.
Title: Re: Serge's Adventures in exe land
Post by: LiNcK on June 14, 2010, 01:20:53 PM
Also, imagine building a bot, thinking you've got it all figured out, then you finish it and think, "All right this thing is pure WIN, I'm gonna go own some NAR AI..." and then you happen to glance at the weight as you're taking the preview picture... it's 898.7 kgs instead of the 798.7 you thought it was.  ::2mad

Thats true, It has happened to me that i want to build a LW or MW & I end up making a HW because tehre was nothing to stop me from adding stuff :S
 
Maybe make like a SHW class with the Nametag & Pic... But I would like to still use Anti-Ballasts, They dont annoy anyway :P
Title: Re: Serge's Adventures in exe land
Post by: Somebody on June 15, 2010, 11:13:33 AM
They kind of annoy me because you have to guess when you are hitting the 1200 or 5000 weight limit. Next thing I know I take off the antiballast and tada!! My dream ultimate pwnzorz UHW weighs 5100 kilos.
Title: Re: Serge's Adventures in exe land
Post by: Squirrel_Monkey on June 15, 2010, 11:52:11 AM
Use the -4200 kg ones then.
Title: Re: Serge's Adventures in exe land
Post by: Somebody on June 15, 2010, 01:05:22 PM
Problem with those is though... If your chassis weighs a certain amount, you have to built to exactly that much below the weight limit for it to still be 5000 kilos. If you have a 150 kilo chassis, and then you add the -4200 one and build to the normal weight limit, it weighs 5150 kilos... I think...
Title: Re: Serge's Adventures in exe land
Post by: cephalopod on June 15, 2010, 01:07:18 PM
Maximum weight for bot regardless of chassis/components = 800kg. Add the extra 4200kg, you get 5000kg. Et voila :P
Title: Re: Serge's Adventures in exe land
Post by: Somebody on June 15, 2010, 01:17:04 PM
And now I just realized how I was supposed to use them... *uber mcdouble facepalm with a side of fries*
Title: Re: Serge's Adventures in exe land
Post by: JoeBlo on June 16, 2010, 02:14:27 AM
lol.. every-time you reach top builder status you say something silly to knock yourself down again :P
Title: Re: Serge's Adventures in exe land
Post by: Sparkey98 on June 16, 2010, 02:52:06 AM
Judging by what he just posted on youtube, he will never be knocked down :P
 
I get knocked down, but I get up again.......
Title: Re: Serge's Adventures in exe land
Post by: Madiaba on June 16, 2010, 06:45:23 AM
SB: but I think your frank honesty is a good and yet rare characteristic...
 
 
Sparks: just remember, lowering yourself to the level of those who knocked you down is not 'getting up'.  Just be sober and stable despite others, or maybe even for them...
 
 
BOT: Serge (our resident C++ expert) showed me where he's working there's some cool things that could be done IF one can find things, which isn't always easy.  He also showed me how to do it (which he may want to make public [vid?] so many can dive in here.  But that's his decision).
Also, it seems that it's easier to 'change parameters' already present (like weight limit), but 'adding' features would be much more involved (as Serge described previously). 
 
Just to make things clear:
1. So we should think of places where changing a current parameter might enhance the game, and see if it can be done.
2. Ideas for adding features are good too, but just remember that they are more involved and may not be feasible and/or possible.
 
 
Ideas postulated (+ mine):
Nice:
1. weight limit
2. make the present weight categories more exact
3. 7-components limit (though not sure how Havoc will like/handle it,.. esp. with constraint solvers [axles])
 
 
Real nice:
1. Keyboard (Raw)input, (via DirectX)
2. More User teams (without 'add-on' BAT or PY 'rename' coding)
3.
 
 
Dreaming:
1. Make the GIB/PY option-selection buttons in the practice garage available in Exhibition.
2.
 
 
 
Big thanks to you, Serge ('Hacker Excellente')...
 
 
Title: Re: Serge's Adventures in exe land
Post by: JoeBlo on June 16, 2010, 07:57:22 AM
I dont know enough of this programing language to know how hard it would be.. but is it doable with what you have to allow the game to accept gif's ? or does it require a lot more supporting code?
Title: Re: Serge's Adventures in exe land
Post by: Somebody on June 16, 2010, 08:46:18 AM
SB: but I think your frank honesty is a good and yet rare characteristic...

I'm glad you call it honesty. I'd refer to it more as raging obliviousness XD
Title: Re: Serge's Adventures in exe land
Post by: Sage on June 16, 2010, 09:02:53 AM
As JoeBlo said... would the game ever be able to accept .gifs??
Title: Re: Serge's Adventures in exe land
Post by: Somebody on June 16, 2010, 09:24:33 AM
I just realized...

If we kill the max sphere, the cameras are going to need to be able to zoom out a lot more than they do.
Title: Re: Serge's Adventures in exe land
Post by: Sage on June 16, 2010, 10:17:03 AM
Oh, what about a different multiplayer host?
Title: Re: Serge's Adventures in exe land
Post by: Thyrus on June 16, 2010, 10:43:14 AM
no lagy multyplayers anymore? :O
Title: Re: Serge's Adventures in exe land
Post by: Serge on June 16, 2010, 10:45:15 AM
Alright, I'm uploading a stupid video tutorial.
Title: Re: Serge's Adventures in exe land
Post by: Serge on June 16, 2010, 11:32:14 AM
The video is up: https://gametechmods.com/forums/index.php?topic=4114.msg159848 (https://gametechmods.com/forums/index.php?topic=4114.msg159848#new)
Title: Re: Serge's Adventures in exe land
Post by: Squirrel_Monkey on June 16, 2010, 11:35:38 AM
Cool accent. I don't have any idea what this is because I'm no computer expert.
Title: Re: Serge's Adventures in exe land
Post by: powerrave on June 16, 2010, 11:55:14 AM
this all... is freaking amazing!
Title: Re: Serge's Adventures in exe land
Post by: G.K. on June 16, 2010, 02:34:10 PM
Serge, please try to find a way to get rid of AGOD. I shall worship you.
Title: Re: Serge's Adventures in exe land
Post by: Sage on June 16, 2010, 02:38:09 PM
GK, you cant remove AGOD without removing every other glitch. Like stacking. Snapper load, effe, etc.
Title: Re: Serge's Adventures in exe land
Post by: Sparkey98 on June 16, 2010, 02:40:21 PM
SB: but I think your frank honesty is a good and yet rare characteristic...
 
 
Sparks: just remember, lowering yourself to the level of those who knocked you down is not 'getting up'.  Just be sober and stable despite others, or maybe even for them...
 
 
BOT: Serge (our resident C++ expert) showed me where he's working there's some cool things that could be done IF one can find things, which isn't always easy.  He also showed me how to do it (which he may want to make public [vid?] so many can dive in here.  But that's his decision).
Also, it seems that it's easier to 'change parameters' already present (like weight limit), but 'adding' features would be much more involved (as Serge described previously). 
 
Just to make things clear:
1. So we should think of places where changing a current parameter might enhance the game, and see if it can be done.
2. Ideas for adding features are good too, but just remember that they are more involved and may not be feasible and/or possible.
 
 
Ideas postulated (+ mine):
Nice:
1. weight limit
2. make the present weight categories more exact
3. 7-components limit (though not sure how Havoc will like/handle it,.. esp. with constraint solvers [axles])
 
 
Real nice:
1. Keyboard (Raw)input, (via DirectX)
2. More User teams (without 'add-on' BAT or PY 'rename' coding)
3.
 
 
Dreaming:
1. Make the GIB/PY option-selection buttons in the practice garage available in Exhibition.
2.
 
 
 
Big thanks to you, Serge ('Hacker Excellente')...

Mad, that was a quote from a song :D
All I could find with the song:http://www.youtube.com/watch?v=vZ-fDxfUD58&feature=related
Title: Re: Serge's Adventures in exe land
Post by: Scrap Daddy on June 16, 2010, 02:44:29 PM
GK, you cant remove AGOD without removing every other glitch. Like stacking. Snapper load, effe, etc.
Not necessarily a bad thing?
 
I like Mad's idea of making the weightclasses what they actually are in real life, though.
Title: Re: Serge's Adventures in exe land
Post by: Sage on June 16, 2010, 02:48:45 PM
@ Scrap

Well, true. But I don't think he can just input a different physics engine with no other side effects...
Title: Re: Serge's Adventures in exe land
Post by: Reier on June 16, 2010, 05:26:31 PM
GK, you cant remove AGOD without removing every other glitch. Like stacking. Snapper load, effe, etc.
....K? Go ahead.
Title: Re: Serge's Adventures in exe land
Post by: Badnik96 on June 16, 2010, 08:31:59 PM
Hey Serge, is there a way to edit the EXE so that you can get a new battle type with 6-8 bots in an arena at a time? That would be cool :D
Title: Re: Serge's Adventures in exe land
Post by: Noodle on June 16, 2010, 08:38:26 PM
I like this alot.

Mostly because its awesomely convenient, and partly because he used my music. :P
Title: Re: Serge's Adventures in exe land
Post by: Clickbeetle on June 21, 2010, 12:03:59 AM
Ooh ooh ooh ooh!


Very simple (I think) idea that would be totally awesome.


Increase the draw distance in Exhibition.


I could make soooooo many cool arenas if you could just see further.  And some existing arenas would also be cooler with more draw distance, like the Infinity Arena and the Keznorg IGC (imagine being able to see the bottom of the pit).  And it would vastly improve the Race mode I plan to do for DSL3.


The practice arena mode has a massively long draw distance (~1000 meters) for some reason, but Exhibition doesn't.
Title: Re: Serge's Adventures in exe land
Post by: Sparkey98 on June 21, 2010, 12:26:51 AM
We need to be able to have unlimited bots in a melee, too.
Title: Re: Serge's Adventures in exe land
Post by: Noodle on June 21, 2010, 01:14:02 AM
The practice arena mode has a massively long draw distance (~1000 meters) for some reason, but Exhibition doesn't.

Prolly 'cus the practice arena is small and you're only testing one robot.  Perhaps there's a way to trick RA2 into using the practice arena's draw distance.
Title: Re: Serge's Adventures in exe land
Post by: somestrangeguy on June 21, 2010, 06:27:04 AM
Increase the draw distance in Exhibition.

Drawing reminded me of the Baseplate plans, could it be possible to increase the size of the grid and remove the dot limit?
Title: Re: Serge's Adventures in exe land
Post by: Naryar on June 21, 2010, 06:29:42 AM
We need to be able to have unlimited bots in a melee, too.

As said before, lag fest... might be somehow interesting on LWs but still.
Title: Re: Serge's Adventures in exe land
Post by: Trovaner on June 21, 2010, 03:50:44 PM
Increase the draw distance in Exhibition.
I completely agree. It doesn't seem like it would be to difficult to change but it would make several arenas better overall. Right now, it is set slightly too low and IMO would be better if it was increased by 50%.
Title: Re: Serge's Adventures in exe land
Post by: LiNcK on June 21, 2010, 05:03:22 PM
Drawing reminded me of the Baseplate plans, could it be possible to increase the size of the grid and remove the dot limit?

Ive been having alot of problems coz you cant put the dots too close to eachother :P
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Somebody on June 21, 2010, 10:53:23 PM
What is Draw Distance?

Also, I have a few ideas:

Make the distance between where the bot starts and the edge of an arena adaptable, so bots dont get stuck in the wall.

Make certain things like tribars have a round circular collision mesh in the botlab (to represent their spinning area) and have it be normal shaped in exhibition, garage, etc.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: somestrangeguy on June 22, 2010, 05:00:41 AM
Make the distance between where the bot starts and the edge of an arena adaptable, so bots dont get stuck in the wall.
Could be plausible, but I think the easier way is to have all arenas start points far enough from the wall.

Make certain things like tribars have a round circular collision mesh in the botlab (to represent their spinning area) and have it be normal shaped in exhibition, garage, etc.
I dont think this is possible since the collision mesh is in the GMF file.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: JoeBlo on June 22, 2010, 09:56:43 AM
its not a changing collision mesh you need.. what you need is for all components to collide.. not just with opponents ones but your your robots stuff too
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Clickbeetle on June 24, 2010, 12:26:01 AM
What is Draw Distance?


It is the maximum distance at which the game will display (or draw) stuff.  Anything beyond the draw distance from the camera isn't displayed, with the effect that there's this wall of black fog in the distance.


So with a bigger draw distance you could, say, see from the start to the finish line in the Drag Strip arena, or see all the way to the bottom of the Keznorg IGC.


The reason for having a draw distance at all is to reduce lag, but you could easily bump it up to a lot more than it is now with little to no effect on gameplay.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Noodle on June 26, 2010, 12:28:09 PM
Maybe with a bigger draw distance could allow for a skybox.  That'd be hecka nice.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Somebody on June 26, 2010, 06:56:49 PM
Oh yes then we would definitely need a bigger draw distance if we killed the max sphere...
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Serge on July 19, 2010, 06:55:54 PM
Alright, I'm working on this stuff again. Wrote a nice little loader in assembly to get me started on runtime modifications. It's loaded at runtime via RA2 ( so you don't need to run anything else). Here's the load chain:

RA2 starts -> the falseArena (stage0 loader) gets read -> the falseArena code launches stage1, an executable that launches -> stage2, a 64-byte assembly-loader that gets mapped into RA2's executable virtual memory. The code is ran by a thread launched by stage1. The code sets read, write and execute on all the RA2 code segments, then loads a dll to the RA2 executable -> stage3, which does everything I want it to. It has a proper  address space, but can access all of RA2's internals. Yay!

I also figured out some other internal parts of the executable.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Badnik96 on July 19, 2010, 08:41:07 PM
Cool.

I hope some of this stuff gets implemented in DSL 3, it would be really cool.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Somebody on July 19, 2010, 08:53:04 PM
DSL3=RA3 with all of this.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Madiaba on July 19, 2010, 09:01:45 PM
Wow, Serge.  You've put some time into this.
1. Are you making/keeping a map of things? 
2. I'd love to be 'updated' when you get an open slot...
 
Dziekuje. :claping
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Scrap Daddy on July 19, 2010, 09:11:12 PM
 :claping
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Thyrus on July 25, 2010, 10:37:17 PM
Real nice:
1. Keyboard (Raw)input, (via DirectX)
2. More User teams (without 'add-on' BAT or PY 'rename' coding)
3. Support GIFs

Little bump:

are those things that can be done?
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Sparkey98 on July 25, 2010, 10:42:45 PM
Would it be possible to be able to drive with the mouse?
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Serge on August 06, 2010, 01:34:15 PM
(http://imgur.com/iWYdb.png)

I'm working on something called RA2Hooks, basically a "Python expansion pack", offering new functions and APIs. Here's the sample code that drives the following screenshot:

Code: [Select]
import ra2hooks

def buttonCallback:
    ra2hooks.messagebox("RA2Hooks v1.0 beta", "RA2Hooks seems to be initialized. Have fun! Also, hecko gametechmods.")

ra2hooks.ui.override_button_callback("attach_button", buttonCallback)
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Gazea2 on August 06, 2010, 01:46:03 PM
Great work, Serge!
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Badnik96 on August 06, 2010, 01:48:33 PM
Awesome. Can you make AW and BW weightclasses yet?
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Serge on August 06, 2010, 01:57:44 PM
Awesome. Can you make AW and BW weightclasses yet?

Yeah. Finishing it up.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Noodle on August 06, 2010, 02:25:04 PM
This f*cking epic!

Since your making it support GIFs, could you make it support PNGs as well?  It'd be nice for the sake of saving hard drive space.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: frezal on August 06, 2010, 02:30:15 PM
Are the GIFs capable of animation? If so, we could finally incorporate LED/LCD screen components.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Serge on August 06, 2010, 02:34:04 PM
I haven't yet got around creating support for GIFs and PNGs. PNGs should be easy, but animated GIFs might be tricky... I'll take a look.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Badnik96 on August 06, 2010, 02:36:06 PM
Awesome. Can you make AW and BW weightclasses yet?

Yeah. Finishing it up.

:D

yay!
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: JoeBlo on August 06, 2010, 09:36:41 PM
I love you Serge :P
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Pwnator on August 07, 2010, 12:07:23 AM
I love you Serge :P

Ruh-roh. :P
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Serge on August 07, 2010, 04:07:59 PM
I found two interesting things yesterday that I forgot to talk about.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Sparkey98 on August 07, 2010, 04:08:51 PM
:D :claping
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: G.K. on August 07, 2010, 04:15:24 PM
Awesome.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Somebody on August 13, 2010, 10:30:17 AM
What does RA2Hooks do?

And whats the difference between soft and rigid body physics?
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Thyrus on August 13, 2010, 02:55:27 PM
I love you Serge :P
Me too.. and I guess Nary could leave Joe for a second as well :O
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Sparkey98 on August 13, 2010, 02:56:42 PM
What does RA2Hooks do?

And whats the difference between soft and rigid body physics?

Soft has more definition in small hits, if I'm correct. It also can worp objects far beond Gabriel intercactive could imagine.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Noodle on August 13, 2010, 09:36:14 PM
What does RA2Hooks do?

And whats the difference between soft and rigid body physics?

Soft body physics would be something along the lines of degradable meshes, stuff that bends and buckles when hit.  This is more advanced than the degrading meshes on the chassis, which change visually but the collision models of which don't change at all.

Translation: soft body physics are alot more realistic and awesome.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Sparkey98 on August 13, 2010, 09:38:20 PM
What does RA2Hooks do?

And whats the difference between soft and rigid body physics?

Soft body physics would be something along the lines of degradable meshes, stuff that bends and buckles when hit.  This is more advanced than the degrading meshes on the chassis, which change visually but the collision models of which don't change at all.

Translation: soft body physics are alot more realistic and awesome.
What does RA2Hooks do?

And whats the difference between soft and rigid body physics?

Soft has more definition in small hits, if I'm correct. It also can worp objects far beond Gabriel intercactive could imagine.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Somebody on August 13, 2010, 11:28:41 PM
Oh cool. Sounds great.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Serge on August 13, 2010, 11:31:47 PM
What does RA2Hooks do?

And whats the difference between soft and rigid body physics?

Soft body physics would be something along the lines of degradable meshes, stuff that bends and buckles when hit.  This is more advanced than the degrading meshes on the chassis, which change visually but the collision models of which don't change at all.

Translation: soft body physics are alot more realistic and awesome.
What does RA2Hooks do?

And whats the difference between soft and rigid body physics?

Soft has more definition in small hits, if I'm correct. It also can worp objects far beond Gabriel intercactive could imagine.

That's not the same thing, Sparkey. Stop boasting around.

RA2Hooks won't be useful to you if you're not a mod maker / python adventurer.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Sparkey98 on August 13, 2010, 11:53:23 PM
I am a "python adventurer" but my aventures are fail XD.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Noodle on August 15, 2010, 12:42:49 PM
I'm curious, would it be possible to make it so you can import a GMF or other model file to serve as the chassis model for a robot?  If so, we'd be able to make alot cooler and complicated chassis.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Clickbeetle on August 19, 2010, 11:05:49 PM
That would require totally revamping the .bot file format.  As would soft body physics.  At that point you're probably better off attempting to make an RA3 from scratch.


This decompiler function sounds interesting though, if you could somehow access it.  I wonder if there is a compiler function too?
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Serge on August 20, 2010, 12:30:04 AM
As would soft body physics.

Not necessarily. SB physics act much like RB physics in Havok, at least in 3dsmax, their shape distortions are reset on each simulation start. So effectively, we end up in the same properties: display mesh, collision mesh, transform matrix, friction, mass, etc.

This decompiler function sounds interesting though, if you could somehow access it.  I wonder if there is a compiler function too?

I don't think so, unfortunately. There aren't any more GMF-related strings (*MESH, etc.) than the ones I found, and they were only referenced by the compiling code.

As for interfacing to it, I just need to find a constructor for the GMF class, hopefully one that loads data from a binary string / file. When (and if) I do, all that is left to do is to wrap it in a nice .exe that uses code from that binary, for which I already have a framework.

The project is on a break since a week or so, tomorrow I'm flying back to Motherland Polska, give me a couple of days to fight (and drink) off the jet lag, and I'm back to work.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Clickbeetle on August 21, 2010, 06:57:26 PM

I thought there was a mod around that expands it to infinite


There is, but there is a second, invisible max sphere that's coded into the exe rather than using a gmf file.  Try building a bot like Pwn's Galactus or my Timber II and you will quickly discover this.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: freeziez on August 21, 2010, 07:37:55 PM
More user teams? So am I not the only one whose game crashes when saving a bot in a 2nd or 3rd team? To solve that I just copy/paste Team0 and rename it, then make the team... And it works...

Am I wrong here?

Same here...
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: daleksec7 on August 22, 2010, 07:33:23 PM
cool :D hows it going
Serge
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Serge on August 22, 2010, 08:47:35 PM
Well, I'm back home, so once I sync over code from my laptop I'll probably get started.

(although I have a non-RA2 project going on currently that's a bit higher priority: http://imgur.com/ZQhys.png (http://imgur.com/ZQhys.png) . I still have to etch the board, fix errors in the board and  program this thing)
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Jack Daniels on August 22, 2010, 09:15:20 PM
You must frequent makezine.com often.  So, what does the board do.  Is it another one of those Arduino thingamagigs?
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Serge on August 22, 2010, 10:04:57 PM
You must frequent makezine.com often.  So, what does the board do.  Is it another one of those Arduino thingamagigs?

Nope, but I read hackaday.com daily. It's based on an Arduino environment (mainly the serial interface), but will be running native code instead of Processing. It's basically a LED bank controller, 5 channels, up to 1 Amp (around 50 leds) each (hence the huge TIP102/100 Darling transistors, I hope they're up to the challenge), featuring a keypad, an RTC and HD44780 screen. Nothing special, apart from the fact that it's gonna be my second double-sided board, and I'll probably mess it up :P.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: G.K. on August 24, 2010, 04:13:19 AM
I'm still confused about RA2hooks. I saw what you said to somebody earlier, but I do dabble about with all kinds of modding, and don't understand what it could be used for.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: JoeBlo on August 24, 2010, 09:36:53 AM
well I am not mistaken that window for RA2hooks appeared via python coding.. so essentially its opening a hole in the .exe that allows some manipulation by python. just what I can make of it.. I could be wrong
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Badnik96 on August 24, 2010, 09:41:05 AM
You HAVE to send this stuff to Click for DSL 3.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Thyrus on August 24, 2010, 09:43:47 AM
I think Click already contacted him ;)
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: Serge on August 24, 2010, 09:20:58 PM
RA2Hooks is just another way to access RA2 internals through its Python scripts. Remember those times when you were messing around with Xtra.xxx, but just couldn't find a function that did what you wanted? Well fear no more.
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: G.K. on August 27, 2010, 05:03:50 AM
Can you try to change the way battery consumption works so motors drain the number of amps they're supposed to?
Title: Re: Serge's Adventures in exe land (List on first post)
Post by: JoeBlo on August 27, 2010, 08:50:54 AM
since power components are indestructible anyway it would be cool if you could make base parts breakable.. but I dont want to overload you.. just if you come across such coding