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Messages - Madiaba

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1161
Chatterbox / Hows your PC built?
« on: December 08, 2008, 06:40:06 PM »
My current computer setup owns even Serges...
 
Meet the FriggenComputer:
 
Specs:
Mother bored: All the time. circa 1988
Processor: Ronco Vega-matic. circa 1992
Circuitry: Spider web enhanced "cross-fire" technology. circa (continually updated)
Memory: 128_EEG SCRAM(fleeting). circa ?...forgot.

Graphics 1: Graffiti written on the comp side "#$&@". circa:Last week.
High-End Graphics 2: Knuckle marks in top section of screen. circa:Today!
Sound: Yes; if cooling fan runs that day.
Monitor: Continuously...
CD: Gone with the market crash. circa 2008
Card reader: Yes, solitaire installed and working.
Log on: 1.8 BM's per diem. circa: 1 in morn;0.8 at night
 
Software:
Microsoft Windows (18)95
 
 
Extras:
'Nutri-Suite' added to enhance keyboard.
'Toast' also added.
'OJ' also added, for longer sentences...('trial' edition).
 
.....

1162
Discussion / New Low Lag Arena
« on: December 08, 2008, 05:45:25 PM »
Quote from: Dr. Derm
Mad: How would that arena look if the walls were starfields? I sent you that map, too. Good choice on the floor.
[/COLOR]
Well, I'm not sure. Interesting thought.
To save lag I did not enable the walls to be skinned, but rather the color is set in the gmf.
 
BTW:Those were nice 'grafts' you sent over. Thanks, from both of us.
 
BTW2:What's wrong with 'bug-guts yellow'. (Oops,.. sorry, CB.)
 
 
..

1163
Contests / Vote for BOTM Dec 2008
« on: December 07, 2008, 12:53:33 PM »
They were both nice bots, guys. The vote was really close/tied till the very end, as ACAMS pointed out.
Snowbot is really cool for sure. I want to see the guts.
Mace-y's 'Christmas Tree of Death' is very nicely done too(already seen its guts).
Cuda's HOHOHO is not bad at all for his first freak BOTM.
And at least nice effort on Rudolf reskinned nose.
 
Anyway, on to next BOTM.

1164
Modifications / High-Quality Stock Component Textures
« on: December 05, 2008, 10:30:09 PM »
Your the best, SG.  

1165
General Support / Slight problem
« on: December 05, 2008, 09:59:02 PM »
Cool.

1166
Contests / Vote for BOTM Dec 2008
« on: December 05, 2008, 09:48:25 PM »
Quote from: Somebody;23693
..... Can we have some BOTMs next that are just normal DSL or Stock?
Yep. Here.[/COLOR]

1167
General Support / Slight problem
« on: December 05, 2008, 01:37:25 PM »
Quote from: man manu;23683
Sage sucks!
Actually, he's right.
He should have also informed SSG, to be careful not to 'paste' in the bot file, and to watch out for the replacement component's address: 'styles' adds an extra '\Styles' in the component address; regular default components don't have this. So make sure the new larger component is addressed correctly.  Or maybe he knows this.

1168
Modifications / High-Quality Stock Component Textures
« on: December 05, 2008, 06:58:35 AM »
Nice motor skin, Serge. I'd like to test these skins for lag...
 
------
 
Quote from: SpyGuy;23652
Lightweights .......... I wonder if this would be a good place to mention that just the new textures and skinning stuff I've been playing with is over 62.8GB? I got a lot of different things I've been trying out ....
Leave it to the Dermatologist himself to not forget his elephant size 'pack-a-derms', which 'heavyweights' should be brought out of their dungeons and put out on public display sometime...
 
...

1169
Modifications / High-Quality Stock Component Textures
« on: December 04, 2008, 11:52:45 PM »
Quote from: Clickbeetle;20326
Looks great, but I fear that with every component having a skin like that, the Components folder would get really big, really fast. And my RA2 is already a bloated, out-of-control behemoth on my computer.
Mine too. it's at 2.4 gigs presently. I like the skins option, though.

1170
Contests / Vote for BOTM Dec 2008
« on: December 04, 2008, 11:00:51 PM »
Closing tonight...last call.
idwtv.

1171
Off-Topic Discussion / I'm retiring
« on: December 04, 2008, 05:17:49 PM »
Sorry for the bad luck there, Serge.
 
I'll catch you on MSN.

1172
Tutorials and Tips / AI-ing (.py files, coding, R+D, and help)
« on: December 04, 2008, 07:51:03 AM »
Quote
Fields of investigation : does the lostcomponent function is called for each component lost or only for weapons ? What happens if one put Id of motors or other components in its self.weapons list ?
I've used lostcomponent function for SRMs, meaning that if it lost it's vertical pole it would try to fire the weapons to self-right. I also did the same for lost armor, changing instead to an basic/crude 'evasive' strategy I wrote.
I would imagine that motors are the same, but not tried it.

1173
General Support / Collision Mesh issues
« on: December 04, 2008, 07:40:51 AM »
I'll look at it after work today.

1174
General Support / Collision Mesh issues
« on: December 03, 2008, 06:47:29 PM »
It's cleaned up to compile, the mesh is kosher, the map skin is set, and I added an extra 'surprise' convenience to it Gig. It is a single independent component. Just add your description in the txt.
If it's not what you're looking for let me know.
 
You can catch me on MSN or PM.
 
..

1175
Tournament Archives / GUMBA
« on: December 03, 2008, 06:37:29 AM »
Quote from: 70hemicuda;23432
.... idk if you all are interested though.
Well, I am. I've been tweeking on a special prototype bot to try out in this Tourny.

1176
Tournament Archives / Wild Robots LIVE Idea
« on: December 03, 2008, 06:28:41 AM »
Quote from: philetbabe;23452
I'll send you soon my bot.
But, before 10th Dec, can you on the first post
- show the house robot (if any)
- tell finaly which will be the arena.
 
i do not found that in all these posts.
 
Thanks.

Quote from: Naryar;23453
^^qft
Wham can't disclose this info yet cause I'm currently working on some of this stuff for Wham.... seeing what can be done in the time frame available. So really the balls in my court more than his right now... Maybe I could employ your services Phil.

1177
Tournament Archives / Wild Robots LIVE Idea
« on: December 03, 2008, 06:22:22 AM »
Quote from: Gigafrost;23352
....I don't know why but I even decompiled the DSL version of the chewblade, re-compiled it (no errors) without changing anything, and played the game. It shows up but when I click attach, it crashes.
It only does this when I add a second attachment point into the coding.
This should work. Did you add to the object count in the gmf?
Send me this gmf too, and I'll help.

1178
General Support / Collision Mesh issues
« on: December 02, 2008, 09:46:35 PM »
Did you check under: *GMID_HAVOK_RIGIDBODY
{
*NODE_NAME floor perimeter
*MASS 0.000000
*ELASTICITY 0.300000
*FRICTION 0.300000
*OPTIMIZATION_LEVEL 0.500000
*UNYIELDING 0
*SIMULATION_GEOMETRY 5
*GEOMETRY_PROXY_NAME (null)
*USE_DISPLAY_PROXY 0
*DISABLE_COLLISIONS 0 (make sure it's '0', ['1' disables the ability to collide]).
----------------------
 
Gig, could you send the file decompiled...
 
......

1179
Stock Showcases / Naryar's Stock Stuff
« on: December 01, 2008, 08:44:30 PM »
Quote from: R0B0SH4RK;23195
The motors look too far back and too close together to turn.
'Unleashed' looks cool, but I am wondering the same thing as RS about the rear drive motors and steering....
 
 
 
(Thread cleaned up...)

1180
DSL TC Showcases / Philetbabe DSL showcase
« on: December 01, 2008, 08:22:54 AM »
Cool, Phil.  Nice.
Maybe you could explain it some more.  I don't know if everyone will understand this kind of bot.

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