Author Topic: The DSL 2.2 preview and news thread  (Read 322101 times)

Offline GoldenFox93

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Re: The DSL 3.0 preview thread
« Reply #740 on: July 08, 2010, 07:18:28 AM »
Good points. I'm not exactly expecting Bowser's Castle-style tracks, but if somebody could make a Red Sheck component, I'm happy!  XD

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Offline JoeBlo

Re: The DSL 3.0 preview thread
« Reply #741 on: July 08, 2010, 08:08:58 AM »
I doubt a 10 NPC Fast robot will be taken serious.. those who make car robots will like it the most (including myself)

I was working on a drag racing tournament with a limit of 4 drive but the track had jumps, bumps, etc so you would have to build suspension and other ways to have it stay stable

Offline Naryar

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Re: The DSL 3.0 preview thread
« Reply #742 on: July 08, 2010, 08:17:33 AM »
Suspension ? You are forgetting AGOD and havoks...

Offline JoeBlo

Re: The DSL 3.0 preview thread
« Reply #743 on: July 08, 2010, 09:03:24 AM »
your a little simple minded if you think suspension cannot be done without havoking

but on topic

Offline Trovaner

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Re: The DSL 3.0 preview thread
« Reply #744 on: July 08, 2010, 03:10:06 PM »
It is completely possible to make the AI race around a track (not just in a straight line). I, personally, have gotten the AI to perform complicated tasks in at least 4 unfinished arenas and compared to some of them, it would be easy to make the AI go around a circular path.

Offline Sparkey98

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Re: The DSL 3.0 preview thread
« Reply #745 on: July 08, 2010, 04:25:49 PM »
Dos'nt that have something to do with Aing it to avoid the walls so it will fallow them and go around?

Offline Trovaner

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Re: The DSL 3.0 preview thread
« Reply #746 on: July 08, 2010, 05:46:09 PM »
Dos'nt that have something to do with Aing it to avoid the walls so it will fallow them and go around?
Not really... The way I do it, the AI's real controls are overridden by new ones that are given by the Arena.py (the AI is not aware of the obstacles/walls but the arena has already been programmed with all possible routes). Although, I suppose it might be possible to import new tactics for the AI to avoid things but it would not be as specialized and it would be very hard to implement. So when all is said and done, it wouldn't have much of a benefit over the way that I'm doing it.

Offline freeziez

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Re: The DSL 3.0 preview thread
« Reply #747 on: August 15, 2010, 01:04:56 PM »
Sorry, should have gotten to this earlier, but:

M'kay.

Anyone else looking forward to the racing game mode?

An fantastic creation, but I'm wondering... how deep could it possibly be? Can the AI navigate corners, or are we restricted to the drag strip for (ingame) tournaments?
 
A robot doesn't have the human factor a car does either.. meaning while we have to control the robot, there's nothing stopping us from just holding the forward key from start to end. No gears, probably no need to adjust direction... just straight running. How could a slower robot prevail, and prevent the event being a rush to cram the fastest motors and wheels possible into a weight class?
 
Weapons wouldn't exactly be easy to use. Unless it was a cannon.

Why can't there be things like the classic "choose one of these three doors" gag, or obstacles along the track?
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Offline Badnik96

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Re: The DSL 3.0 preview thread
« Reply #748 on: August 15, 2010, 07:17:54 PM »
I think Wham's Stinger and Bigger Brother could be used in DSL 3, they look and work like the real thing.

Offline GoldenFox93

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Re: The DSL 3.0 preview thread
« Reply #749 on: August 16, 2010, 09:38:15 AM »
Pictures?



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Offline WhamettNuht

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Re: The DSL 3.0 preview thread
« Reply #750 on: August 18, 2010, 09:49:22 AM »
I think Wham's Stinger and Bigger Brother could be used in DSL 3, they look and work like the real thing.

Really?! :P
IMO my Stinger replica is a bit pants but i am really pleased with my BB replica :3
@GF theres a picture of my BB replica in the PTWR thread.
Damn I should probably put something fancy in this bit huh?

Offline Mouldy

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Re: The DSL 3.0 preview thread
« Reply #751 on: August 25, 2010, 02:19:48 PM »
Click when would you say this would be released?

Offline Jonzu95

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Re: The DSL 3.0 preview thread
« Reply #752 on: August 25, 2010, 02:23:39 PM »
Sigh...

Offline freeziez

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Re: The DSL 3.0 preview thread
« Reply #753 on: August 25, 2010, 04:10:24 PM »
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Offline ashman12

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Re: The DSL 3.0 preview thread
« Reply #754 on: August 25, 2010, 04:11:33 PM »
Click when would you say this would be released?


It will be released when heck freezes over.


Until then just wait patiently and play with what you have.

Offline somestrangeguy

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Re: The DSL 3.0 preview thread
« Reply #755 on: August 26, 2010, 01:17:51 AM »
Click when would you say this would be released?
I will answer for him: When its done, no further questions about that.

Offline GoldenFox93

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Re: The DSL 3.0 preview thread
« Reply #756 on: August 28, 2010, 09:00:54 AM »
With a little luck, Narmour might be less of a necessity than it is in DSL2.



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Offline G.K.

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Re: The DSL 3.0 preview thread
« Reply #757 on: August 28, 2010, 09:11:55 AM »
Click intends to use Joe's modification to the skirt hinge GMF that will eliminate that bit of the collision mesh.
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Offline powerrave

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Re: The DSL 3.0 preview thread
« Reply #758 on: August 28, 2010, 11:39:45 AM »
would be good. then we wouldn't get entry's with invincible armour anymore.
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Offline somestrangeguy

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Re: The DSL 3.0 preview thread
« Reply #759 on: October 27, 2010, 01:05:17 AM »
I dont think so, unless you are making them like he is, make custom components for each and make them just about 100% as they are IRL.