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Messages - Madiaba
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1161
« 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
« on: December 08, 2008, 05:45:25 PM »
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
« 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
« on: December 05, 2008, 10:30:09 PM »
Your the best, SG.
1165
« on: December 05, 2008, 09:59:02 PM »
Cool.
1166
« on: December 05, 2008, 09:48:25 PM »
..... Can we have some BOTMs next that are just normal DSL or Stock? Yep. Here.[/COLOR]
1167
« on: December 05, 2008, 01:37:25 PM »
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
« on: December 05, 2008, 06:58:35 AM »
Nice motor skin, Serge. I'd like to test these skins for lag... ------ 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
« on: December 04, 2008, 11:52:45 PM »
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
« on: December 04, 2008, 11:00:51 PM »
Closing tonight...last call. idwtv.
1171
« on: December 04, 2008, 05:17:49 PM »
Sorry for the bad luck there, Serge. I'll catch you on MSN.
1172
« on: December 04, 2008, 07:51:03 AM »
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
« on: December 04, 2008, 07:40:51 AM »
I'll look at it after work today.
1174
« 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
« on: December 03, 2008, 06:37:29 AM »
.... 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
« on: December 03, 2008, 06:28:41 AM »
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. ^^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
« on: December 03, 2008, 06:22:22 AM »
....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
« 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
« on: December 01, 2008, 08:44:30 PM »
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
« 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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