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Contests / VOTE for Bot of the Month - June 08
« on: May 27, 2008, 07:36:09 PM »
#1 (but wish there were more angles).
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. 1601
Contests / VOTE for Bot of the Month - June 08« on: May 27, 2008, 07:36:09 PM »
#1 (but wish there were more angles).
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Stock Showcases / PhF bots« on: May 26, 2008, 10:26:26 AM »
PB, Very unique designs. I need to go through them more closely when I've more time...
You should try to build for one of the Tourneys. It's a challenge and allot of fun too... 1603
Modifications / PhF 100 opponents« on: May 24, 2008, 03:38:04 PM »
PB, I'll check it out. Thanks for your efforts.
I'll post here or PM you with some feedback. Be patient with me, because I've been working allot. Thanks again. 1604
Tournament Archives / BBEANS4 Info« on: May 23, 2008, 10:09:19 PM »
CB,
1. I like the arena. Was this your work, FB's, or a co-effort. Good job to whomever. 2. Will BBEANS 4 still be MW, DSL? (I've no preference...but some do above.) 3. Any estimate for a Tourney date? 1606
Stock Showcases / Naryar's Stock Stuff« on: May 22, 2008, 07:21:54 AM »
Venko, I was merely reporting the 'set' txt parameters that the computer reads to actually calculate consumption. No matter what you or I might say,... It is what it is.
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Stock Showcases / Naryar's Stock Stuff« on: May 22, 2008, 06:52:54 AM »
Some possible suggestions:
I can't see some angles on your bot well, but can't you just raise the anchors up a little to position the wheels in mid-chassis, and make it invertible? You may have to adjust your weapons for inversion operation. Could your chassis also be lowered a bit, or is the height as low as possible for the co2/burstpiston pair clearance? Is there enough room to off-set your piston/co2 set so that they're not over top one another. If it's following the protocol of 'realism' (except batts), it's still ok to 'stack' collision meshes, just not display meshes. You perhaps could get rid of the T-connector and attach the black extenders right to your piston, and it would help center your weapons if the burstpiston is off center. As for the stock burst pistons, the txt's puzzling air consumption specs are listed below: Shortest: airmaxinoutrate = -100 Short: airmaxinoutrate = -300 Med: airmaxinoutrate = -200 Long: airmaxinoutrate = -100 1608
Discussion / SHW class limit« on: May 21, 2008, 08:27:37 AM »Quote from: venko;8430 did you read this in my previous post?Your point here is good and true, Venko,... but only in part. Quote from: venko;8430 Complicated weapons make lag not many parts or weight.... Why dont you try to make bots with many parts and big weight,but without many parts attached to each other and will see what happen then...This is the part that isn't true. Explanation: (1) In the bot file, the comp loads the same amount of info whether a component is attached to the base of the bot or another component. So 7 consecutive components attached in a line, bears the same amount of info to crunch as 7 components attached to the bot's base. Total number of vertices is the same too. (2) But there IS a difference in computer load between 7 consecutive components and 7 base attached components IF the components are 'dynamic' (motors, pistons,...). But this has little to do with the total number of vertices. When attaching a dynamic component to another dynamic component (motor/piston/servo to another motor/piston/servo) both Havoc and the comp work allot harder calculating each of the physical properties, dynamics, and effects of the series; and the farther away from the first, the more complicated to calculate (exponentially, IMO). Thus you can easily have 4 pistons attached to the base of your bot, but not 4 pistons atached to one another without functioning problems. Same with spinmotors, servos, etc.... BTW: This is what enables many assembly glitches. 1609
Discussion / SHW class limit« on: May 21, 2008, 07:47:38 AM »
Yea, Naryar. And not just Collision meshes, but also Display meshes.
Thus the 'Battle Box' arena is much "laggier" than the giant 'Empty' arena which is perhaps 10x larger. When I build arenas (and components), I strive to make objects as simple as possible while maintaining aesthetics. This leaves more 'computer calculating' for the bots and their functionings. ACAMS did the same with the USS Enterprise.gmf he made for me. 1610
Discussion / SHW class limit« on: May 21, 2008, 07:14:16 AM »
Venko, It's not mainly the SIZE of the bot/geomobject that really increases lag, it's the total number of VERTICES(angles) that the computer has to calculate. Thus a square arena floor is less calculating than a round wheel on a bot; 8 vertices compared to 30+ respectively. These vertices can be demo-ed by the number of angle points you select to form the shape of your bot in the lab. The comp can handle these no problem, but as you add more geomobjects (and especially rounder ones) the required caculating adds up quickly. So it's not the weight of a SHW that causes lag, but the number of components used to make him a SHW that causes the lag.
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Tournament Archives / anulbis' DSL Tourney« on: May 20, 2008, 08:42:17 PM »Quote from: Clickbeetle;8195 There's a picture and stuff in my old showcase (which just might be revived in the near future): CB, I think I have the coding to "AI" that HS/VS 'transformer' bot of yours. I would like to try if you don't mind... Anulbis, are you around???? Need help??? Just say the word, for many here can and will help....NP. 1612
Discussion / SHW class limit« on: May 20, 2008, 07:20:55 PM »
I think we SHOULD have SHW class, esp for Tourneys. It would logically be nicer if it were set in stone, because then you could work on it/them anytime. Perhaps a consensus of members,..... And periodically the Host could do K-3's suggestion too.
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Tournament Archives / G.U.M.B.A tourny« on: May 20, 2008, 07:08:32 PM »
If you need more entries I'll try a go at it, time makes it hard though. Is the deadline the same if we get more entrants? Count me in.
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Tournament Archives / BBEANS4 Info« on: May 18, 2008, 08:40:16 PM »
CB, arena sounds nice. Can't wait to see it.
I like the realistic rule. Pys, mods can happen (still). 1615
Stock Showcases / Sage and Infinite's Robot Design Challenges« on: May 18, 2008, 05:46:34 PM »
Ok, Sage. I'll hit up ACAMS with the idea then.
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Stock Showcases / Sage and Infinite's Robot Design Challenges« on: May 18, 2008, 12:27:18 PM »
I like your categories of assessment, Naryar.
Inf/Sage, I like your idea of matching 2 bots up. It's just another idea, but maybe you could list certain categories of evaluation, and then ask for a number rating (between 1-5?) within each category. Then total them up for a winner. Maybe also, after the evalutaions are in and winner chosen, you could actually match them up head to head in a best-out-of-3 (or 5) series to see how accurate our assessments were. Sort of a "1 on 1" ongoing Tourney, where 2 guys could try out their bots, have an ego-buster match, or just for the fun of the building and competition.... Because the usual Tournies are both spaced out in time and also allow only 1 entry, this would provide a nice avenue to test out some of our bots on a more regular basis. I myself have about a dozen bots I could enter into tourneys (but don't yet know how well they'd do). And also, then the Showcased bots could have an avenue of actual testing beyond just visual. Just a thought.... 1617
Stock Showcases / Sage and Infinite's Robot Design Challenges« on: May 18, 2008, 09:56:26 AM »
Inf, as Naryar said, I like certain things about both. But I didn't know the specific criterion/criteria we were to use to evaluate them as "DSL, Heavyweight, Drum
".. Was it aesthetics, realism, 'apparent' effectiveness, or all the above? I think they both would be effective, and would like to see them head to head... (because I've often guessed wrong by just looking at a pic). 1618
Modifications / The scoop...« on: May 18, 2008, 09:11:28 AM »
Bladez, since all of this is 'pretend', one has to come up with parameters that are workable, and somewhat simulate reality (real robot battling). Then, within those parameters, the challenge is for everyone to work and build the most effective bots you can, and thus compete against one another.
It's easy to make a one-hit-kill weapon and destroy your opponent(s) instantly. But there's no challenge in that, (just an artificial sense of control, if that's what the person wants....). So we all work within these guidelines, that as close as possible reflect reality(Stock and DSL), and strive to build a better mousetrap than each other. Therein lays the challenge of thinking up an effective design, building, and then testing it out to max efficiency. And let me tell you these guys are good... ------------- As far as new stuff goes, I like new mods too. To date, I've created literally 100's of components, over 20 arenas, about 50 coding tweaks, and bla, bla,.... So I like modding allot too; and I'm not the only one by any means, for there are several other modders here too with very cool ideas. The components themselves are fun, but not useful when competing with others because it makes for an 'unlevel' playing field. The arenas are useful though. The coding mods are useful for new versions, patches, and arenas. As far as components, if there's another new version to come out, any useful, realistic ones might be included in it. For the mods that are not yet universally accepted, users often created a new RA2 directory just for using those. I'm currently working on a Battlefield arena with a Combat AI pack to fight against within it. Other modders (Trov. and 70-C) are contributing their significant skills too. It has as realistic parameters as the game permits. So understand that I'm not saying mods are bad, at all. It's just that this section, in which you posted, is for 'Stock RA2' - 'General Discussion'. But if you'll look below it, there's another section called 'Modifications and designs' (https://gametechmods.com/forums/forumdisplay.php?f=49). This is where you should post these, and any, mods. I'll look through your work, and if you'd like to contact me I'd appreciate the exchange of ideas. Madiaba. 1619
Tournament Archives / anulbis' DSL Tourney« on: May 17, 2008, 08:49:04 AM »
Lupus, I talked with him via email. Along with setting things up, he's helping some people by AI-ing their bots for them. Probably has real things like work and/or school too.
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Tournament Archives / anulbis' DSL Tourney« on: May 14, 2008, 07:09:19 PM »
Just sent mine in.
It's a new kind of bot strategy that's a secret, *he he*. I'll divulge more when all the entries are in. It'd be nice to see other's bots once the door is closed..... |