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Messages - Serge

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21
Modifications / Re: Modding RA3
« on: June 20, 2016, 09:15:03 AM »
Great job!
As the game actually works under mono/wine on Linux, I might join in on the fun later on - once I actually learn some more Unity and C# :/. However, doing some RA2/RA3 component conversion might be right up my alley.

I assume the game assembly .dll is not obfuscated, right?

22
I remember click made a bot with multiple chassis before, and encountered a similar issue regarding drive. He had to use sawblade "wheels" instead of legit wheels. It was called ant army, should be on the exchange under stock MW.
Ah crap. Oh well, no breakthrough today! Still, I can at least start instrumenting component state in the game.

Btw, since you're dabbling in chassis hax, you think it would be as easy to remove the 16 chassis point limit as it would be the 7 part limit?
Sure, I'll try that.

When going to fight another robot does first chassis have collision or is it still collision-less?
I haven't checked. I suppose it collides the same way as the first. You can check with Click's robot, as AS mentioned it's using the same glitch.

What even is going on in the background of your desktop? You have a bunch of coding things/etc going on while RA2 is playing; I find it interesting.
That's not terribly interesting - when I start recording, I do it in a tag (== 'virtual desktop') where I have a terminal with ffmpeg open. Then I switch to a tag with RA2, which has a terminal window with RA2/Wine logs running by, and the game in the centre.

Oh that's very interesting. I wonder what effect having multibots in "one bot" would have on AI-making, is it possible to make a selarate AI for each of the bots? IDK how AIing works but I would think that if the game sees them as 1 bot then that would cause issues.
As far as I understand, only the newest chassis would be actionable on by the standard AI framework.

On another note I'd like to suggest a feature if possible. I think it would be great if we could turn item-chassis collisions on so it isn't as annoying to place motors, batteries, etc. only to find out they're clipping through the chassis a tiny bit. It would be a big QoL improvement for us space-maniacs to be able to put something pixel-perfectly in a corner without having to worry about it sticking out on either end, making it unrealistic.
That should be doable. I'll make a note of this.

24
Stock Showcases / Re: Mr AS Stock Showcase
« on: June 05, 2016, 06:59:25 AM »
edit: it seems that you can't intersect the maxsphere either.
Bleh, I forgot to patch that. Some day...

25
Discussion / Re: Robot Arena 3
« on: June 05, 2016, 06:52:20 AM »
Anyway here is what I was able achieve with Unity PhysX:

Do these wheels work when upside-down? Can you disable suspension? Can you just create one wheel, not pairs? I vaguely remember these being a problem that the developers outlined with the default wheel physics model.

As a reminder - the wheels in RA2 were also... weird. Instead of using the stock Havok hkVehicle physics model (geared towards cars and racing games), the devs threw together a model where wheels had a larger-than-collision friction mesh that would short circuit force creation based on angular speed of the motor the wheel was attached to, when intersecting with another rigid body. It didn't use the seemingly logical path of two rigid bodies creating friction against each other.

26
Well, after catching up with life (oops), there it is!

The download link for the Final version is in the original post of this thread.

Have fun! Let me know if there's any issues.

27
Yes, will do!

I was supposed to be home this week, but an accident with airline booking software and my fat fingers got me stuck in another country until Monday - and I don't have my Windows dev laptop with me, where all my code is.

I'll release this Monday or Tuesday once I get back home.

28
Discussion / Re: Robot Arena 3
« on: May 26, 2016, 08:08:25 PM »
Huh.

So, it's not a horrible game. But it is broken.

I'm not sure how fixable the physics are. I think they're the reason for most of the annoying brokenness (==having to use car steering to get any sort of decent maneuverability).
The BotLab is interesting - the lack of snap points in an extra dimension makes it an order of magnitude more difficult to design things. But that's fixable. I hope so is the chassis creation. I actually like being able to click on attachment points of motors when attaching wheels. I also like the snap-to-2d-grid when moving components around.

29
This truly is a breakthrough, I am a bit of a pessimist though so I do have to ask? With Robot Arena 3 just around the corner will that put a damper on any future potential breakthroughs like this.
That's difficult to say - it depends how fun RA3 will be to mod. I'm optimistic, Unity games are usually quite fun to reverse-engineer and extend (although the toolset for CLI/CLR is entirely different than for native binaries).

I truly cannot believe with all the brilliant coders, and modders in the history of the RA2 community that it took so long.
Apparently nobody really tried hard enough :D. My excuse is not having a Windows box for a long time (and that the game was broken on Wine) - once the game was running under a debugger, finding the place to patch this took just an hour of bisecting with breakpoints.

30
General Support / Re: winrar
« on: May 13, 2016, 06:10:33 PM »
Just use 7-zip.

31
Discussion / Re: Robot Arena 3!
« on: May 13, 2016, 04:06:38 PM »
So does this mean the original RA2 didn't have those .py files in the AI folder? And all this stuff added to the game by reverse engineering an modding the released binary machine code in an assembler? That was indeed a really huge effort, huge respect for that!
It did have the Python scripts for AI logic. However, that still required some revere engineering in order to understand and extend behaviour. And some understanding Component configuration files and CFL/CFZ files to enable smartzones. Then cobbling all those things together.

RA2 didn't come with a „here's what you have to edit in Python files to get your own AI bots” manual.

32
Discussion / Re: Playing random music during fights
« on: May 13, 2016, 04:55:11 AM »
Anyone?
Why are you ignoring my advice?

33
Site News and Feedback / Re: Reworked Sections/Boards
« on: May 11, 2016, 07:16:11 PM »
I like the simplification of the RA2->Modifications branches.

Good job, I like it. Now maybe also brush the theme to look a bit more modern.

34
Discussion / Re: Robot Arena 3!
« on: May 11, 2016, 05:18:09 PM »
Uhhh good luck finding steam credits in china
Steam apparently offers Alipay payments - if so, you can literally pay by going to your nearest Family Mart and using an Aladin machine. Been there done that.

35
Site News and Feedback / Re: ITT why Goon should be banned
« on: May 10, 2016, 07:03:17 PM »
he was this guy called hurricaneandrew who was a troll and couldnt keep his mouth shut
I'm not sure “trolling” should be a bannable offence... Low-quality posting, yeah, sure, but don't make the decision based on whether it aligns with your worldview or not. What he posted in this thread seems quite sane to me.

36
Discussion / Re: Robot Arena 3!
« on: May 10, 2016, 06:56:51 PM »
Will we able to create AI teams and bots in RA3?
Maybe. Probably not at first. Remember, no-one did, or was able to do that when RA2 just came out. Are you gonna put in the required effort to reverse-engineer and mod the game to make it happen?

37
Site News and Feedback / Re: ITT why Goon should be banned
« on: May 10, 2016, 06:54:41 PM »
lol, robot game forum drama

Mind sharing some background on who the fuck is Goon and why was he banned in the first place?

38
Discussion / Re: Playing random music during fights
« on: May 04, 2016, 06:21:57 PM »
In the battlebots arena .py file. It's in the arenas folder. (Where else ?)
I know that, but I'm wondering if I have to put the code in a certain place in the file.

If you have to ask this question, you should probably learn some Python. It's a useful life skill, and you won't have to be handholded (handheld? handoldered? you get my point.) by others in the future.

39
so weird to see nifty batteries sideways. also is the air tank just floating?

Yeah, I removed collision detection with the chassis top layer. However, there is still a limit on how high up the game will let you place a component.

40
shame I'd literally learned how to bypass rule of 7 a few days before this was made
What's your method?

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