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Messages - Sic
121
« on: December 05, 2013, 11:44:57 AM »
 Attachment points added. Motors can now be moved around or removed after being placed. Wheels attached to motors will move with the motors. (Alpha test wheels do not have collision models yet so you can't select them... I seriously need some custom models.)
122
« on: December 05, 2013, 06:08:54 AM »
Just a quick question here. I'm building a robot for a school project, and I intend on keeping the chassis after i'm done. The bot is small but quite heavy - What are the specifications for each of the weight classes?
123
« on: December 04, 2013, 04:23:00 PM »
Cutoff wedges?
(Image removed from quote.) Something like this, Nate.
 Cutoff wedges. There you have it
124
« on: December 04, 2013, 03:12:31 PM »
You assign the bots AI. All you need to do is label the controls for movement "Forward" and "LeftRight" and the weapons control will depend. The host can do the rest but if you want to and know how I don't think he'll stop you from writing binding yourself.
Alright. Does the AI work well with ram bots?
125
« on: December 04, 2013, 02:33:18 PM »
Cool. I'm nowhere near advanced user of DSL and I don't know how you usually do your tournaments. Do you play against eachother via netplay or assign the bots AI or something? I'm interested in joining.
126
« on: December 04, 2013, 11:17:42 AM »
I could use some back up from you guys as well as ideas and perhaps models. Also what do you think of constructing your chassis out of metal bars instead of the solid 'box' you have in RA2?
if you want cad models i can help. i have autodesk inventor and i think i can export stuff as 3d models with fusion.
i like the idea of building the frame out of bars instead of a RA2 box.
Do you do textures as well? I'm not so sure about cad files but if you can export to something like .3ds it could work. I was thinking a metal bar in this style. It'd have to be cube sized (equal sides) and then I'd have the user stretch them to the desired length for full customizability. Other than that I need all the basic things. You know, motors, wheels, batteries, control chips etc.
i love the metal bar idea. you should do the same for armor panels too.
do you have 3dsmax? apparently it can import .ipt and .iam files from inventor
Negative. I have only blender which I can barely use. And sure, armor panels are also on the checklist but it's far from top-priority.
127
« on: December 04, 2013, 10:40:08 AM »
I could use some back up from you guys as well as ideas and perhaps models. Also what do you think of constructing your chassis out of metal bars instead of the solid 'box' you have in RA2?
if you want cad models i can help. i have autodesk inventor and i think i can export stuff as 3d models with fusion.
i like the idea of building the frame out of bars instead of a RA2 box.
Do you do textures as well? I'm not so sure about cad files but if you can export to something like .3ds it could work. I was thinking a metal bar in this style. It'd have to be cube sized (equal sides) and then I'd have the user stretch them to the desired length for full customizability. Other than that I need all the basic things. You know, motors, wheels, batteries, control chips etc.
128
« on: December 04, 2013, 09:07:10 AM »
 Just reinstalled on my new SSD. For some reason I've been saving my pictures/whatever on the desktop instead of the appropriate folders. EDIT: The link isn't what it says it is. I have a habit of renaming links as something else to mess with guests. (It's actually a link to this forum)
129
« on: December 04, 2013, 05:07:29 AM »
Okay.
Around here, jumping into an engine, doing a few things, posting it and calling it RA3 has been repeated like no one's business. And usually, they miss the mark by many miles. So, on behalf of anyone who gives you crap for taking a stab at this, I apologize.
This shows serious promise and I hope you keep at it, fight for it. With this kind of work, you don't deserve taking any negative crap that people spew out. Again, keep working at it, and welcome to the forums.
Thanks, 'preciate it. Cutoff wedges?
(Image removed from quote.) Something like this, Nate.
'General Generic'... I like it. Would fit nicely as a starter bot.
130
« on: December 03, 2013, 05:28:27 PM »
This looks awesome! Are there going to be any new advancements in chassis shaping, such as dare I say it cutoff wedges?
I have been thinking about a completely different approach. Something like this: http://b.vimeocdn.com/ts/718/634/71863446_640.jpgAlso I just updated the current version. Now you can rotate and move parts up/down with leftShift/leftControl while using mouseWheel. Just made this:
131
« on: December 03, 2013, 04:35:17 PM »
Sure looks promising. There are about a billion things I could request, but may I ask, have you taken a look at this canned project named BotApp? It was released sometime around 2008-2009 before the author lost the source code. It may give you a few pointers on how to get the physics to work. https://gametechmods.com/files/botapp0_1.zip
Ah yes. As a matter of fact I just played it before creating this thread. However, Unity has its own built-in physics engine so i'll be using that as a starter. Here's a demo of what it's capable of. http://www.edy.es/dev/vehicle-physics/live-demo/
132
« on: December 03, 2013, 03:43:02 PM »
Listen kid Saying that it is RA3 is a bit dicey around here just a piece of advice.
Anyways welcome to the forums and hope you enjoy your time here.
I added 'RA3 in Unity' as a pointer towards what I'm doing. If you had done your research on the link I included in the thread you'd quickly notice how I'm listing a few possible names for the project. Also, calling someone a kid despite having no clue who they are or what they're doing isn't nice. But thank you for the welcome. This reminds me so much of Bamzooki it's unreal. The height, width and length sliders, the flat textured area for testing, it's so similar. Did you base some of it on that? Anyway, so far it looks interesting, but obviously it's early days so I won't give any proper judgement on it. It is promising, however. As for the metal bars idea, if that would allow for more realistic deformation of the chassis, and even baseplate components being torn out in combat, then go for it.
I've been lurking around for a while but no, I haven't based it on anything besides the original RA2. As of right now I'm not spending much effort on the menu layout. I'm just trying to get something playable up as quick as possible. And for the chassis idea, yes it seems very possible to create a solid chassis out of metal bars, however I'm not sure about how I'm going to handle deformations and parts falling off yet - but it's definitely on the checklist! Anyway, looks like a nice start to something that could be pretty cool if it ever gets finished.
Finished? I doubt it'll ever be. I imagine it as a continuous project that will never really "finish".
133
« on: December 03, 2013, 03:07:53 PM »
The alpha is up. I'll update the links content whenever there are new features, so the link won't change.
134
« on: December 03, 2013, 02:44:48 PM »
NOTICE: Scrapmatch does not have any deadline nor budget. I'm sure either one would help speed up process but I believe we'd all be better served with the actual finished game we never experienced with RA2. Patience is key. Check out the next pages of this thread for screenshots. Download latest release (v0.30) 21. oct. 2014 Right. So I've been working a few days on this small project of bringing back my favorite childhood game - in Unity. I have spent a few days on the thing now and thinking about future features and the capabilities Unity has, it seems perfectly doable. I'm coding the entire thing in C#, alone, but I could use some assistance with models / textures. As it is right now, the game is not playable since I began with the editor. The editor is more important than the actual game in my opinion. Anyhow, here's some screenshots just for tease.(old) PLAY ALPHA (outdated) (Find newest released .exe on page 3 in this thread. Post 15) Check out the devLogEDIT: I closed the IndieDB entry. Keeping it up-to-date halts progress.
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