Author Topic: Serge's Adventures in exe land (List on first post)  (Read 17773 times)

Offline cephalopod

Re: Serge's Adventures in exe land
« Reply #60 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
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Offline Somebody

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Re: Serge's Adventures in exe land
« Reply #61 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*
I built that big robot on that TV show that time


Offline JoeBlo

Re: Serge's Adventures in exe land
« Reply #62 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

Offline Sparkey98

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Re: Serge's Adventures in exe land
« Reply #63 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.......

Offline Madiaba

Re: Serge's Adventures in exe land
« Reply #64 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')...
 
 
Input is appreciated. :)
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Offline JoeBlo

Re: Serge's Adventures in exe land
« Reply #65 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?

Offline Somebody

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Re: Serge's Adventures in exe land
« Reply #66 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
I built that big robot on that TV show that time


Offline Sage

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Re: Serge's Adventures in exe land
« Reply #67 on: June 16, 2010, 09:02:53 AM »
As JoeBlo said... would the game ever be able to accept .gifs??
You got my vote for RA2 Wizard. Always and forever.

Offline Somebody

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Re: Serge's Adventures in exe land
« Reply #68 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.
I built that big robot on that TV show that time


Offline Sage

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Re: Serge's Adventures in exe land
« Reply #69 on: June 16, 2010, 10:17:03 AM »
Oh, what about a different multiplayer host?
You got my vote for RA2 Wizard. Always and forever.

Offline Thyrus

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Re: Serge's Adventures in exe land
« Reply #70 on: June 16, 2010, 10:43:14 AM »
no lagy multyplayers anymore? :O

Offline Serge

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Re: Serge's Adventures in exe land
« Reply #71 on: June 16, 2010, 10:45:15 AM »
Alright, I'm uploading a stupid video tutorial.
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Offline Serge

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Re: Serge's Adventures in exe land
« Reply #72 on: June 16, 2010, 11:32:14 AM »
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Offline Squirrel_Monkey

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Re: Serge's Adventures in exe land
« Reply #73 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.
Better than GK since 2009.
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Offline powerrave

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Re: Serge's Adventures in exe land
« Reply #74 on: June 16, 2010, 11:55:14 AM »
this all... is freaking amazing!
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Offline G.K.

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Re: Serge's Adventures in exe land
« Reply #75 on: June 16, 2010, 02:34:10 PM »
Serge, please try to find a way to get rid of AGOD. I shall worship you.
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Re: Serge's Adventures in exe land
« Reply #76 on: June 16, 2010, 02:38:09 PM »
GK, you cant remove AGOD without removing every other glitch. Like stacking. Snapper load, effe, etc.
You got my vote for RA2 Wizard. Always and forever.

Offline Sparkey98

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Re: Serge's Adventures in exe land
« Reply #77 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

Offline Scrap Daddy

Re: Serge's Adventures in exe land
« Reply #78 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.

Offline Sage

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Re: Serge's Adventures in exe land
« Reply #79 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...
You got my vote for RA2 Wizard. Always and forever.