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Messages - Trovaner
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161
« on: May 09, 2015, 12:13:50 PM »
TBH, I'm thinking it is legit. That said, I could be wrong...
If you take a look at the source for the page, there is a hidden message that says "We hear you GameTechMods."
WD Encore Software, LLC, might be the company that purchased the rights to the game after ATARI went under. It looks likeir offices are in Eden Prairie, Minnesota.
Isn't Clickbeetle from Minnesota?
For some reason, I thought Click was from California. I'm from Minnesota but I swear that I have nothing to do with this... Edit: BTW, I've also reached out to get confirmation but I have yet to hear back from them.
162
« on: May 08, 2015, 10:21:54 PM »
TBH, I'm thinking it is legit. That said, I could be wrong...
If you take a look at the source for the page, there is a hidden message that says "We hear you GameTechMods."
WD Encore Software, LLC, might be the company that purchased the rights to the game after ATARI went under. It looks likeir offices are in Eden Prairie, Minnesota.
163
« on: May 07, 2015, 08:19:26 AM »
Just remembered that I forgot to post this... Here's how this works. Every participant creates a bot that follows the given bot restrictions for that month. They then create a simple splash for their bot and uploaded it to GTM's BOTM Uploader before the deadline expires. After the deadline expires, a poll will be created for the community to vote on their favorite entry. At the end of the month, the splash with the most votes will be put on GTM's homepage for a month. Bot Restrictions- Ironforge 1.0
- Standard (or IRL if you want to go with something a tad more strict)
- MW (up to 200.0kg)
- No AI components
- No cheatbot2 or custom components
- No BFE, AAM, HAX mode, Zero glitch, etc.
Splash Rules- Entries must be uploaded using the BOTM Uploader.
- One bot per splash
- One splash per member
- Please do not put anything in that identifies you as the creator. Credit will be given after the poll to reduce bias and give people a chance to guess who made what.
- There must be at least one image of the insides in the splash.
- The weight must be given in the splash.
- Images must be either JPG, PNG, or GIF.
- Images must be no wider than 700px and no taller than 800px.
- Entries must be in by May 28, 2015 at 11:59 PM Central Standard Time (GMT - 6:00) so that we can spend the rest of the month voting.
Please upload your entries using the BOTM Uploader. Questions/comments?
164
« on: May 03, 2015, 08:21:22 PM »
You very nearly won BOTM. It was a tie game until the very last day of voting.
165
« on: May 03, 2015, 07:51:11 PM »
Chalk another one up for RedlineM203. Congratulations!
166
« on: April 29, 2015, 09:40:28 PM »
#1 RedAce  #2 Redline203  #3 Thrackerzod
167
« on: April 04, 2015, 02:37:26 PM »
As Naryar said, you can use a Stock AI bot's chassis to get more HP but it doesn't really help as much as you would think because you are left with quite a bit of empty space in the chassis. There is a reason that people say to build the bot around the components.
Also, unless I modified the version of Emergency that I have on my Mac, it has standard steel armor. I think I have a list of all of the armor types used by the stock AI somewhere on my gaming PC...
168
« on: April 04, 2015, 01:57:47 PM »
Is it just me or has it been awhile since we had a stock HW BOTM? Here's how this works. Every participant creates a bot that follows the given bot restrictions for that month. They then create a simple splash for their bot and uploaded it to GTM's BOTM Uploader before the deadline expires. After the deadline expires, a poll will be created for the community to vote on their favorite entry. At the end of the month, the splash with the most votes will be put on GTM's homepage for a month. Bot Restrictions- Stock 1.4
- Unrealistic (or any form of realism that you choose to adhere to)
- HW (up to 800.0kg)
- AI components are allowed
- No cheatbot2 or custom components
- No BFE, AAM, HAX mode, Zero glitch, etc.
Splash Rules- Entries must be uploaded using the BOTM Uploader.
- One bot per splash
- One splash per member
- Please do not put anything in that identifies you as the creator. Credit will be given after the poll to reduce bias and give people a chance to guess who made what.
- There must be at least one image of the insides in the splash.
- The weight must be given in the splash.
- Images must be either JPG, PNG, or GIF.
- Images must be no wider than 700px and no taller than 800px.
- Entries must be in by April 28, 2015 at 11:59 PM Central Standard Time (GMT - 6:00) so that we can spend the rest of the month voting.
Please upload your entries using the BOTM Uploader. Questions/comments?
169
« on: April 01, 2015, 11:19:49 PM »
Congratulations, RedlineM203!
170
« on: March 28, 2015, 02:04:17 PM »
#1 Badnik96  #2 RedlineM203  #3 jaydee99  #4 playzooki
171
« on: March 23, 2015, 11:06:46 PM »
It doesn't look too difficult but you'll definitely want to break it up into baby steps.
First and foremost, you'll need to create the floor, starting points, and at least one light source. Once that's done, you'll need to create a basic Arena.py file so that you can load it into RA2 and see if anything is broken. I'd recommend looking at the Low Lag Arenas if you need something to look at. There is a way of making the floor flatter (like the Infinity Arena or BBEANS Arenas) but I recommend waiting until the end if you plan on adding it because you'll still need the other floor for skinning and it requires manually changing the compiled GMF.
Once you have the above working, I'd recommend adding one wall and, if everything still works in RA2, add the rest of them. There is a neat way of reusing an object inside of the GMF (as seen in the Online Arena) but there is nothing wrong with creating multiple objects if you find that to be easier (as seen in both of the Low Lag Arenas).
The spikes and hammers should also be done like this to avoid any unnecessary confusion and to limit the amount of errors occuring at once. The collision and display meshes for both the spikes and the hammers should probably be separate but its fine as long as performance isn't an issue.
The hammers are going to be the hardest part because they aren't static. They will require a special type of hinge inside of the GMF and handling inside of the PY. You'll also probably want to add zones for triggering the swings (similar to having a smartzone on hammer bots when you AI them).
The last thing that I would worry about doing is the skinning. This tends to have its own challenges and I find it to be easiest just to use solid colors rather than textures until everything else is finalized. The first Low Lag Arena and the Online Arena use solid colors. The second Low Lag Arena has an example of a basic texture. You can add quite a few effects using more advanced textures but that's a discussion in and of itself.
That's pretty much everything in a nutshell. I didn't really get into the nitty gritty details because I'm on my phone but, if you need help, just send me a PM or pose a question here. Writing the initial boilerplate isn't easy for beginners so don't be afraid of asking a stupid question... as long as it relates to this...
172
« on: March 04, 2015, 04:03:57 PM »
Its it right this time? :)
173
« on: March 04, 2015, 07:18:07 AM »
The deadline is still last month's.
Fixed.
174
« on: March 03, 2015, 11:48:50 PM »
Who's in the mood for some DSL 3 Beta? Here's how this works. Every participant creates a bot that follows the given bot restrictions for that month. They then create a simple splash for their bot and uploaded it to GTM's BOTM Uploader before the deadline expires. After the deadline expires, a poll will be created for the community to vote on their favorite entry. At the end of the month, the splash with the most votes will be put on GTM's homepage for a month. Bot Restrictions- DSL TC 3 Beta
- Standard (or IRL if you want to go a step further)
- MW (up to 399.0kg)
- No cheatbot2, hidden, or custom components
- No BFE, AAM, HAX mode, Zero glitch, etc.
Splash Rules- Entries must be uploaded using the BOTM Uploader.
- One bot per splash.
- One splash per member.
- Please do not put anything in that identifies you as the creator. Credit will be given after the poll to reduce bias and give people a chance to guess who made what.
- There must be at least one image of the insides in the splash.
- The weight must be given in the splash.
- Images must be either JPG, PNG, or GIF.
- Images must be no wider than 700px and no taller than 800px.
- Entries must be in by March 27, 2015 at 11:59 PM Central Standard Time (GMT - 6:00) so that we can spend the rest of the month voting.
Please upload your entries using the BOTM Uploader. Questions/comments?
175
« on: March 01, 2015, 06:33:09 PM »
This month's BOTM goes to Redline with his bot Total Control. Congratulations!
176
« on: February 26, 2015, 03:03:05 PM »
Are you setting the compiled GMF and decompiled GMF file names to the same thing? They should be different for Serge's compiler and decompiler.
177
« on: February 26, 2015, 07:51:37 AM »
#1 Craaig  #2 STC  #3 Badnik96  #4 playzooki  #5 Tibsy  #6 RedlineM203
178
« on: February 24, 2015, 10:24:48 PM »
If it is using the Hazards module than that would mean the code from Hazards.py is being imported. The relevant line is going to be the plus.damage found at the bottom of Flame's Tick method (line 326).
179
« on: February 24, 2015, 12:33:32 PM »
If you've been holding out until last minute, now is the time to cook something up. There is a little less than a day and a half left.
180
« on: February 21, 2015, 08:16:58 AM »
I can't remember if the Robot Wars arena uses the hazards module or creates its own emitters so I'll just give a high level explaination of how arena flames work. Unlike flamethrower components, arena flames don't do any damage. For this reason, there is usually a call to plus.damage whenever a bot is supposed to get hurt. The flames class found in Hazards does 25 damage per tick (which usually amounts to 100 HP per second). If the RW Arena uses the hazards module, you'll either need to change the damage delivered for all arenas that use it or tweak the Arena.py so that it doesn't use the same class.
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