Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Madiaba

Pages: 1 ... 46 47 48 49 50 51 52 [53] 54 55 56 57 58 59 60 ... 83
1041
Modifications / Arena Ideas
« on: February 20, 2009, 11:42:54 PM »
Quote from: MikeNCR;29226
It may be a bit boring, but a replica of the Combots arena might be nice to have. Could have the floor between the I beams and the wall act like the pit in the RW arena.
[/COLOR]
Mike, could you draw a small pic to demo what your describing?
 
Duck, as I remember they're for debugging. Could you get on MSN or Yahoo so we can discuss your skins? Good work so far...
 
 
SpyGuy, if you've any more, please post them.
 
BTW, There is a way to insert and remove whole arenas. So I was thinking of making another Challenge type arena, in which, if you over came a bot in a certain setting/environs, then you'd be transported to another time and place to face the next opponent. And then again until you lost or made it through the different scenes/scenarios...
 
.

1042
Modifications / The DSL 3.0 preview thread
« on: February 20, 2009, 11:23:16 PM »
Once a component's been in use (esp for a while), it cannot be changed in size or APs, for many bots rely on it being what it is to work properly.  On the other hand, one could just add another AP (as long as the ID was higher than the rest) so that it doesn't interfere with any previous uses/applications of it.  No retro probs in doing that.

1043
General Support / Converting the LumaZone - Problems
« on: February 20, 2009, 08:27:15 AM »
RL, glad to help.
 
RL, your newer 'flames' version of this arena had a couple issues, but over-all you did very well at both the gmf and the py. I'll explain the few things to you. Nice job. Catch me on MSN and I'll send you the Flame arena working...

1044
General Support / Bots face wrong Direction!
« on: February 19, 2009, 01:45:08 PM »
Here's an easy paradigm (post #54): https://gametechmods.com/forums/showthread.php?t=1103&page=2
 
Paste it at the top of your Bindings.py, for a reference.
 
..

1045
Discussion / New options for modelling?
« on: February 19, 2009, 01:41:43 PM »
^Ditto^.  
Serge has helped allot in this area.  And he's still doing more...

1046
General Support / Weapons entry in 'Bindings.py'
« on: February 19, 2009, 07:04:57 AM »
There's no choice of Boolean operators; 'and' is all that is coded and thus available in the Bindings line.
An AI.py could be re-written to facilitate others, though...
..

1047
Modifications / Why hasn't anybody talked about this before?
« on: February 18, 2009, 09:55:54 PM »
As I remember, it is ok, but not a real comprehensive program for AI-ng,...been a couple years ago.
Another more complete one needs to be written.  I think that this could be done in Python.  But I'll bet Serge could do it quicker in C++.

1048
General Support / Weapons entry in 'Bindings.py'
« on: February 18, 2009, 09:48:58 PM »
 
^yep^
Trov, I still think that an "Evade" tactic needs to be written for this option.  Once all weapons are removed then get and stay away....  Busy????

1049
Modifications / Arena Ideas
« on: February 18, 2009, 09:44:57 PM »
Do you have the right Reference numbers correlated to the right skin?
 
If so then send them to me and I'll look at it.
 
Try me on Yahoo IM too.

1050
Modifications / Arena Ideas
« on: February 18, 2009, 03:42:17 PM »
Skinning geomobjects:I don't quite understand what the objective is, Duck. But whenever you move g-objects from one place to another, always take the original skin for it too.
 
Trophy: Then Nar was correct. That's just the shape of it's collision mesh. You can remove it's collision mesh by
(1) physically removing it, and then
(2) changing it's *GMID_HAVOK_RIGIDBODY" specs to:
Code: [Select]
   *SIMULATION_GEOMETRY 2
    *GEOMETRY_PROXY_NAME (null)
    *USE_DISPLAY_PROXY 0
    *DISABLE_COLLISIONS 0
    *INACTIVE 0
    *DISPLAY_PROXY_NAME (null)

*Careful of tab spacings*
 
If you have Yahoo or MSN IM, let me know.
 
..

1051
Modifications / Arena Ideas
« on: February 18, 2009, 03:20:49 PM »
Quote from: DuckRA2;29209
Hey Mad: a question, how do I make the trophy not sink into the floor when hit? or tipped over? What Trophy, into what floor?

 
Quote from: SpyGuy;29214
Mad, what do you think about having a welding torch someplace in the arena to act as a mini-flamethrower? Should work fine, NP.

Quote from: DuckRA2;29218
Spyguy, I think I may be able to make a torch, just by putting an object somewhere and make the flame come out or that position, but it would have to be an object thats not movable =(
That would be good, Duck.
 
So far I have 3 barrels, one wheel and a snowplow in the arena, but they all are either green or blue, how do i skin them?????? Make sure that you take from the original gmf both the geomobject and it's skin. The 2 need to stay together as a unit (especially an involved object like a trophy).

Quote from: Somebody;29221
Last time I checked, it was three. It's a figure of speech, SB.  Glad you like the ideas.  If you've got some 'spill your guts'.

 
..

1052
Modifications / Arena Ideas
« on: February 18, 2009, 09:35:23 AM »
Reier, I don't think so.
Basically the gmf supplies the 'objects' in an arena. The python enables the 'dynamics' in the arena. The 2 main causes of the nasty 4-letter word "Lag" are: 1. a high vertice count on the gmf's geomobjects, and 2. allot of python command dynamics.
GMF's: All of the objects in this arena are only cubes (8 vertices) each. It is not the size of the object(s) but the shape that counts. One of the intricate sidewalls in the 'Bridge Arena' has 68 vertices by itself. The comp has to put each vertice in its place, and then skin each resulting surface too. In other words, ideally, this one intricate sidewall (68 vertices), requires more work for the cpu/gpu to crunch than 8 huge arena floors (8 vertices each). This is what make the Mars arena so laggy with it's irregular floor. With this in mind, there are purposely only about 12 cubes in this whole arena. CB and I talk about every week about building tweaks and coding commands. I'll confess for both he and I that we build almost all of our arena's geomobjects out of a simple 'grapebox'. We do this for simplicity of manipulation and to avoid lag.
Python: There are few commands in this arena. It's the set-up of the arena that makes it uniquely challenging. There may be a couple bot fire coding, force added, or xtra.gmf insertions here or there, but very few dynamics will be utilized.
 
 
So I appreciate you input here, but lag shouldn't be an issue in this type arena.
..

1053
Tournament Archives / G.U.M.B.A tourny
« on: February 18, 2009, 08:06:49 AM »
Thanks, DF. ...Nar, are you replacing already present AI bots, or creating a new team for them? Since the ALL do the same dysfunction, then it would indicate a general problem.

1054
Modifications / Arena Ideas
« on: February 17, 2009, 11:36:27 PM »
Here's an arena that SG and I thought through, but not started yet. It's a Challenge arena that you battle your way through. You start at the bottom floor, and there are 3 tuff AI at strategic locations along your path, to the top. You must conquer each bot at that level before you are permitted to advance up to the next level. There are barriers that obstruct the path, until the present opponent is eliminated.
Along the path on the ramps is a 'Life-ReCharger' (LR), which will give your bot some life back to prepare for the next battle ahead.
This means that you alone have to face and DEFEAT ALL 3 AI YOURSELF; they are not damaging each other, it's all up to you.
You may start the timer at 5:00 at first to make your way to the top, and then decrease your allotted time if/when you master that skill level(as you get better).
There are also 'Arena Dangers' that might jump out at you as an added challenge.
And if along your way up, a you fall or get pushed off, then your bot will instantly die and blow up into pieces. Too bad.
 
 

1055
Modifications / Arena Ideas
« on: February 17, 2009, 04:48:36 PM »
#RAW Arena: And it's creators were nice enough to share their toil...
-------------
#Duck, nice idea... and offer.  Thanks.
It would be great to bring all these ideas into one place; So to facilitate this, here is a word.doc and a thread link. Spyguy put alot of work gathering these ideas.
 
The word.doc contains the posts of a similar-themed thread on the old forum. SG saved them before it went down. We added to it since then too. Go through these 40 pages and pick out the nice, cool, best sounding arena ideas and post them here in your list.
Word document:
https://gametechmods.com/uploads/files/New Arena Ideas.rar
 
Also, Venko started a thread on arenas that he would like to build. Go through it, and take the best stuff to post to your list here.
Link to other Venko's thread: https://gametechmods.com/forums/showthread.php?t=795
 
I also put these link up in the first post. Go through the ideas and pick out arena ideas you like( or any of your own), then post them here and Duck (or I) will add them to the list above. All ideas are welcome... Then... we'll see which and what can be done.
 
Thanks Duck.
 
 
..

1056
General Support / Converting the LumaZone - Problems
« on: February 17, 2009, 09:23:31 AM »
Ok, Redline. You had both gmf and py issues. But, I dun did gitter goin'.
Nice skins.
 
Do you want it linked here(public access), or in a PM (for you only)?
Let me know....
 
 
Edit: Well I won't be around till tomorrow so: Here.
 
 
 
.

1057
Robots Showcase / twisted sick robotics
« on: February 17, 2009, 08:19:00 AM »
That's nice, Zip. Well designed and built, IMHO.
 
A few suggestions to check out, since I cannot see it myself (and you may already know):
- I would check your driven assembly's (hub and blade) static and dynamic balances. Considering it's turning around 10k rpm, the vertical depth of your hub, and the length of your blade, it wouldn't take allot to get imbalances. The scews on your hub are not the same height; I don't know what's under the hub.
-From working with dragster engines and blowers that turn at that speed, imbalance will sop up power quickly and load the support structures(esp. bearings) that strive to hold it in check. ACAMS can also verify what I say here. Some electric motor shops can balance it for you. BTW: For a reference, the more 'whiney' it sounds the better it's balanced, but the more it sounds like a 'buzzer' the worse. From listening to it on your vid, both the buzzer noise and the variation in rpm point toward rotational imbalance.
 
I quickly googled and found this illustration. The static balance would relate more toward your blade, the dynamic toward your hub/pulley:
Static Imbalance:
Occurs when there is a heavy or light spot in the tire that prevents the tire from rolling evenly and causing the tire and wheel to undergo an up-and-down motion.
Dynamic Imbalance:
Occurs when there is unequal weight on one or both sides of the tire/wheel assembly's lateral centerline, thus creating a side-to-side wobble or wheel shimmy. The static imbalance creates a hop or vertical vibration. The dynamic imbalance creates a side-to-side or wobbling vibration. Most assemblies have both types of imbalance, and require dynamic balancing (commonly referred to as spin balancing) to create even weight distribution.
 
 
Hope this helps. Just trying to share useful info...Spyguy will nail me again(hehe).

1058
General Support / Converting the LumaZone - Problems
« on: February 16, 2009, 02:17:54 PM »
Thanks, Serge.
 
(BTW, I only see a couple anomalies.)
 
..

1059
General Support / TO ALL THOSE WHO HAVE POSTED RA2 VIDEOS ON YOUTUBE
« on: February 16, 2009, 07:06:22 AM »
Fraps works fine too.

1060
Chatterbox / What ever happened...
« on: February 15, 2009, 07:56:29 PM »
Huh, what a weird paradox...  Well at least you have it back.

Pages: 1 ... 46 47 48 49 50 51 52 [53] 54 55 56 57 58 59 60 ... 83