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Messages - cjbruce

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181
ya but can you sload in this game

Pardon my ignorance, but what does it mean to “sload”?

182
Parts can still break off.  This includes the spinner itself.

My plan for spinners is that upon a hit, both the spinner and the target take damage.

If the target is invulnerable, then all of the damage goes to the spinner.

Otherwise, damage will be distributed based on the current health of the spinner and the target.  If the spinner has more health than the target, then the target will take a larger fraction of the energy as damage.  The opposite is also true.  If the spinner has very little health, it will take most of the damage and will very likely break off.

Here's what I have:

float selfRatio = target.health / (selfDO.health + target.health);
                float targetRatio = selfDO.health / (selfDO.health + target.health);
                float selfActualDamage = selfDO.takeDamage(damage * selfRatio);
                float targetActualDamage = target.takeDamage(damage * targetRatio);


183
Ok so i did some testing

so the bots can spin up to 346mph then the bot lifts off like a plane and the disc gets bent

Underneath, this bot can technically reach 450mph, however the game just does its thing

Might test damage at higher/lower speeds to see if damage is dynamically calculated, because i fear it may not be the case

In the existing build the maximum damage that can occur is 34% of a particular part%u2019s health.  This eliminates one-hit kills.  For the next build I would like to set the maximum to 100% of the part health, but damage not propagated to the parent.  This way you can always knock off just the one part and whatever is attached to it.
ey
The thing i notice is that small weak hits do knock out parts that are pretty tough, also weapons seem to fall out relativley easy

Edit: One more thing i notice is that the motors are boosted if on a hinge or another motor/pneumatic burst/linac. Basically they spin up faster

I need to get rid of the existing impulse damage code.  I haven’t done that yet.  Pretty much all of the damage that is occurring is impulse based.  A few posts back I wrote some numbers down which quantifies this.  Spinners should be the main damage source.  They operate based on kinetic energy rather than impulse.

184
Ok so i did some testing

so the bots can spin up to 346mph then the bot lifts off like a plane and the disc gets bent

Underneath, this bot can technically reach 450mph, however the game just does its thing

Might test damage at higher/lower speeds to see if damage is dynamically calculated, because i fear it may not be the case

In the existing build the maximum damage that can occur is 34% of a particular part’s health.  This eliminates one-hit kills.  For the next build I would like to set the maximum to 100% of the part health, but damage not propagated to the parent.  This way you can always knock off just the one part and whatever is attached to it.

185
Working on spinner vs spinner damage now.  A high part count spinner like Circumvolution has the advantage against a single spinning bar.  More stuff to break off =more survivable.

186
Yes.  I need to check the notes, but spinners becoming unbalanced has been a thing for a few builds.

187
PS, Cyar, I’m tracking down the improper spinner breakage bugs in Circumvolution.  I think I have fixed them all.  Now that they are fixed a new problem has arisen.  When three out of the four quarters break off the weapon becomes so unbalanced that it teleports all over the arena.  I have a few potential fixes in.  We’ll see.

Hmm. Hopefully something does work.

Got it:

1. Bug Fix - I think I found and fixed all of the cases where a component breaks off but doesn't taken all of its children with it.
2. Bug Fix - When a spinner becomes so unbalanced that its remaining bits teleport all over the arena, those pieces now break off instead.

188
PS, Cyar, I’m tracking down the improper spinner breakage bugs in Circumvolution.  I think I have fixed them all.  Now that they are fixed a new problem has arisen.  When three out of the four quarters break off the weapon becomes so unbalanced that it teleports all over the arena.  I have a few potential fixes in.  We’ll see.

189
I've been thinking of composing some music loops for the game now that I have a bit of extra storage space for Cubase projects. Is there anything in particular you'd like?

Thank you for the offer!  Let me think about this a bit.

190
The puncture damage system needs to be updated.  It should be a relatively easy fix.

Does this mean you want me to come up with some spikes + crusher components aswell? ;)

I think so.  I don’t like the fact that any old shape can cause puncture damage.  I think it leads to the situation that Cyar has been pointing out where the robots fall apart but there is no clear reason why. 

Just like spinner hits very clearly cause spinner damage, hardened tips should be the only things causing puncture damage.

191
I finally sat down to take a look to see what kinds of damage numbers are coming out of two Circumvolutions fighting each other.  Here's what I have happening over the span of 1.4 seconds of combat:

SPINNER HIT AGAINST ENEMY
1 hit
206 damage due to kinetic energy (in Joules)

SPINNER HIT FLOOR CAUSING SELF DAMAGE
1 hit
127 damage due to kinetic energy (in Joules)

PUNCTURE DAMAGE AGAINST ENEMY
64 hits
2953 damage due to impulse (in Newton-seconds)

The damage is overwhelmingly being cause not by the spinner collider (spinner hits), but by the individual teeth overlapping the other robot's colliders at low speeds (puncture damage).  This is not even close to what we want.  Puncture damage should only occur if the force is high enough to exceed the shear strength of the material.  The puncture damage system needs to be updated.  It should be a relatively easy fix.

192
I just thought of a theory regarding one of the issues I've been seeing with flywheels.

Perhaps damage is now being calculated based on the size or weight of the individual part that scores the hit? That would explain why I see bars doing just fine but all the flywheels I have do basically nothing, since said flywheels all have their teeth attached as separate components rather than included as part of the main body of the weapon.

When I get some time tomorrow I will show you a list of the damage that happens in combat with Circumvolution.

Again, all of this is in flux.  I’m pretty happy with the mechanics of spinner damage.  We just need to work on the numbers now.

193
Okay, so... I've just tried the feb16 build, and Circumvolution's gotten catastrophically worse for reasons I can't figure out. The entire robot disintegrates at the slightest provocation, and the weapon is simply incapable of damaging anything more than exposed wheels during its brief existence. If anything, the shrapnel is probably more dangerous than the robot itself.

No worries!  This should be pretty easily balance-able.

I even built a completely new robot to the same concept with fewer parts (such as using a hollow cylinder for the flywheel) and that one's even worse. I've seen its wheels break seemingly just from the weight of the robot pressing down on them, and the flywheel consistently just comes clean off after it scores one or occasionally two of its pathetic hits.

 :vista:

The only damage that should exist in the game right now is due to spinner hits.  A robot pressing down on its wheels shouldn't do any damage.  Do you think its weapon is damaging its own wheels?

Also, just curious, but what damage slider setting are you using?


194
There's some issue with the new custom wheels. When I replace my old custom rubber wheels or premade wheels with the new ones, some of my bots which used to drive well starts drifting, oversteering and bouncing.

For another, when my 4WD or 8WD bots only have 2 or 4 of the motors running while the other motors shut down, if they are attaching to the old custom rubber wheels or premade wheels, they work fine. But if attaching to new custom wheels, the bot will fly to the air when driving.

Here is one of the examples.

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Sorry about that!  I will try to take a look at it tonight.

I suspect you found a bug in my drive motor finding logic.  Hopefully it’s an easy fix.

195

I think the closest thing to this I can think of is whatever makes destructible terrain work in some combat games, or soft-body physics simulators like Rigs of Rods, the latter of which can be pretty CPU-intensive.  I'm just a dreamer, not a programmer  :dumb)

On a AAA game team sizes are typically around 1000 people, with several hundred artists working full time to produce broken terrain pieces.

Because our meshes  are user-generated, we would have to create our own breakage algorithm.

Alternatively, we currently have an asset that will do real-time mesh deformation, but it is low-poly and looks terrible.

We are still in the trying things out stage.  We have a long way to go still.

196
The school arena still looks like this for me:
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EDIT: The chassis damage is so realistic! Thank you RR2 devs!
EDIT 2: After looking at the file in notepad, maybe the reason its broken is its encoded in carriage return, not carriage return and line feed.

I somehow managed to upload the MacOS version of the arena for the Windows build.  One of the quirks of the arena builder is that it has to create a version for each platform.  Windows uses DirectX, while MacOS uses OpenGL or Metal.  We’re currently trying to streamline the process.  I tried to add the correct version to the build by manually, but made a mistake in the process.

I’m glad you like the chassis damage.  On the surface it’sa little thing, but from a game design perspective I think it potentially changes the way the game is played.

197
Oh yeah btw, the old motors are not hidden in the motors section

Darn it!  Time for another build!

Stupid flu makes brain fuzzy hard to think.

Also, the new A40-300 have broken axle points. Instead of spinning in z direction its spinning in x direction

Oof.  Thanks for pointing that out.  I was afraid that was going to happen with the rush job I did this morning.

198
Oh yeah btw, the old motors are not hidden in the motors section

Darn it!  Time for another build!

Stupid flu makes brain fuzzy hard to think.

199
The 16February2020 builds are up:

https://robot-rumble.itch.io/builds

[Updates in the February 16th Build]

[Bug Fix] Fixed the lighting/shaders/color in the School Tournament Arena for Windows machines.

[Bug Fix] Restored the ME0708 motor mass to the correct mass of 12.7 kg.  For some reason it got set to 35 kg in the 15FEBRUARY builds.

[Reversion] MOTORS REVERTED TO THE 05FEBRUARY2020 VERSIONS - Due to the fact that the February 15th build reduced the attachment points and flipped the orientation of the motors by 180 degrees for the A40-300 and F30-400 motors, causing pretty much every robot players had previously built to suddenly become wonky, we have restored the settings of the motors for pre-existing robots.

This means you shouldn't have to go back and change your .RR2Bot files.

The old versions of the motors are still in the game, but no longer listed as an option to be selected.

IMPORTANT - Please note that this should restore any robots made with these motors in the 05FEBRUARY or earlier builds.  This also means that any robots made with the 15FEBRUARY build using the A40-300 or F30-400 will have incorrect motor positioning.  Robots made with the 16FEBRUARY build will work as normal.

200
Where is the arena modding tool?
EDIT: the new arena building capability sounds awesome, so I would like to try it out.

KupaTec has it at the moment, with WhammetNuht working on the new arenas with it.  There are still quite a few features they are looking to put in before we release it to the public.

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