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Messages - duh102

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21
General Support / B0rked Arenas
« on: June 29, 2008, 08:06:27 PM »
I installed 2.5 I believe, and I had to enter the environment variables manually... Yep, I gots python22.dll and it says its 821kb.

22
General Support / B0rked Arenas
« on: June 29, 2008, 05:49:08 AM »
.rar as in winrar? Yes.

23
General Support / B0rked Arenas
« on: June 28, 2008, 09:25:43 AM »
Now this probably comes up a lot, but this time it's not because of improper install. A while ago, I had RA2 DSL 2 (CD ver.) running fine and I simply didn't play it for a while. Just yesterday, I started it up and built myself a new bot for old time's sake. Then I tried to enter the practice arena and it crashed. The usual 'send/don't send' dealie from winXP. I thought it might be a bad install or something, so I backed up teams and got rid of it, reinstalled and repatched(1.3), then extracted DSL 2 to a different folder, stuck the 2.1 patch over it, then copied all that over a copy of RA2 vanilla. It did it's thing, and I started it up. Same routine, then tried the practice arena. Crashed again. I started it up again, thinking something was up with the practice arena and I just had to try exhibition mode. Well guess what? No arenas. Not a one. The box for picking one was entirely empty. I guess the octagon must be default, 'cause it was displaying that info. Anyway, quit out and looked in arenas. Nothing out of place, and can't be modding on my part because I didn't touch them from install. Then I started the vanilla RA2 install(unpatched). No arenas, practice arena crash.
Now, I don't know if this affects anything, but I installed Python a while back, so now the .py and .pyc's are defaulted to it.

EDIT: Fixed, here's how:
Quote from: Duh102
Try getting rid of your Python environment variables, then if that doesn't work, your python install.

24
Discussion / Is the patch dead?
« on: November 04, 2007, 11:52:44 AM »
I believe he means DSL, and I don't think it will be developed all that much further; the senior community has pretty much died down to Acams, Goose, BeetleBros, RFS, and perhaps some of the others that don't post all that often. There are a few promising people, however. Hopefully the company that owns the RA2 source will release it, that would bring people back.

25
Discussion / Fantasy Robot Wars
« on: October 10, 2007, 12:37:54 PM »
How much free time do you guys have?

26
Discussion / I can't get Dcl, Where do u get it?
« on: September 08, 2007, 04:58:24 PM »
Good for you. What is your problem, exactly? Where does the install not work? Did you do the installation as stated in the readme, the help thread, and such?

27
General Support / Sos
« on: August 14, 2007, 06:29:21 AM »
Any .cfz files go into the root RA2 directory, and any folders with part names or .txt files go into the components directory.

28
General Support / HAVOK needs to be repaired/replaced!
« on: July 17, 2007, 05:57:21 AM »
Proly the easiest way to fix RA2 would be to just change the engine, but that would require some coding to get the game to use it. The whole combat system would require re-implementation to another engine. I guess if you could find a newer HAVOK engine that worked better you might have a better time of it, but all the same you would need the source code. It seems everything does, nowadays...

29
Discussion / Replica's suggestion's
« on: July 03, 2007, 06:00:16 AM »
Hey, hey Dexterhunter, here's a suggestion: Try doing some of this urself, after all they're pretty easy edits. The AI things are the simplest, since they just require a little .py editing, and the component edits require a little uncompiling and recompiling. Doing something works a lot better than complaining about something.

30
Off-Topic Discussion / my computer sucks
« on: July 03, 2007, 05:56:30 AM »
I personally use AVG, coupled with Spybot:S&D. Yay for free!

31
Discussion / Modding Motor stats?
« on: June 21, 2007, 07:14:41 AM »
Firstly, try looking at this here page: http://beetlebros.gametechmods.com/modding.htm
Then, look for the stuff dealing with motors and pistons and have a happy time modding.

32
Modifications / Hover engine?
« on: May 30, 2007, 07:05:44 AM »
Quote from: duh102
I don't think he needs a copy. That's just for parts. Decals are part of the skin on the bot and are distributed with the bot file to all match participants.

Whoops, wrong forum, sorry. DISREGARD!?!?!!!!?!
Actually, don't disregard. I forgot I was replying to an edit...

33
Discussion / How can I use the Real robots?
« on: May 29, 2007, 01:16:19 PM »
All the "real" robots are in the AI teams folder. If you really want to, you can copy those .bot files from each AI team folder, rename them so they don't overwrite each other (in the teams folder, they're all bot0-6), and put them into your bot import folder(whichever that is).

34
Modifications / Hover engine?
« on: May 29, 2007, 01:09:19 PM »
I don't think he needs a copy. That's just for parts. Decals are part of the skin on the bot and are distributed with the bot file to all match participants.

35
Discussion / Fantasy Robot Wars
« on: May 03, 2007, 08:00:45 PM »
AAAH! = LOTSOPROFAMMITIES! I think they would be satisfied, for the moment, with a single picture. Yup, just one, to tide them over until: I R T3H F1N1SH3DZ0RR3Z, L0L. If this post makes you angry again, disregard it, since flaming hot tacos are not as tasty as medium spicy ones.

36
Discussion / Remembering the old technology: Co2 Burst Motors.
« on: April 23, 2007, 07:28:43 AM »
If you got the source, go crazy. Otherwise: The flamethrower and magnet effects (and some others besides) are hardcoded into the game, including the graphics.

37
Discussion / Batteries with more attack point
« on: April 23, 2007, 07:26:27 AM »
Stop complaining and mod it yourselves. It's easy to do attachpoints, just decompile, change the appropriate entries (guide on BeetleBros site: http://beetlebros.gametechmods.com/tutorials.htm), and recompile: Presto, a shiny new attachpoint!
When you're done, send it to goose. Who knows, he might implement it in DSLv2.1...

38
Discussion / Remembering the old technology: Co2 Burst Motors.
« on: April 16, 2007, 07:25:10 PM »
All flames come from the same image in arena/decal folder.

39
Discussion / Remembering the old technology: Co2 Burst Motors.
« on: April 13, 2007, 03:13:10 PM »
Possible: Make a burst motor run on CO2
Semipossible: Make said burst motor have CO2 effects, but you'd overwrite the flamethrower effect, so all FTs would have that effect.

40
Discussion / Idea
« on: April 03, 2007, 01:20:43 PM »
1 problem: No source. Got source? We'll talk.

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