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Messages - HereticBlue
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21
« on: January 08, 2016, 08:02:16 PM »
Yeah I've already quit lads, I will do the odd few favours for DSL in the future as pay pack for the help and support with RWRA2. But I am well and truly done now, far too much going on with life and the rabid foamboys have complained more than anything. The old models we made that needed updating, that we have permission for will be included as well as the new robots.
I'll let you all know this now, since its not going to happen anymore....
We were in the midst of developing a stand alone game for the Robot Wars brand that would've been downloadable on steam and Xbox One. And the stage it got to was pleasing but we can't see it being financially supportive enough compared to the development needed.
All good things must come to an end I'm afraid.
22
« on: December 03, 2015, 03:18:54 PM »
I wonder who bought you that feather chassis.
23
« on: November 04, 2015, 06:20:36 AM »
OMG ITS RAZZOR
24
« on: October 28, 2015, 06:15:47 PM »
You lads mean 2016 right? Thor and Ripper are going over too allegedly but it's been a while since I've heard anything about it.
25
« on: October 22, 2015, 05:06:40 AM »
That's the most likely way, except not just AI/Robot Designs :P
New Arenas ?!?
Keep going.
26
« on: October 08, 2015, 06:55:45 AM »
Fire The fire particle effect can be accomplished in one line of code but, in order to have the sound effect and damage, you are going to need a lot more. That said, both Infogrames and the DSL team have already programmed a decent flamethrower inside of Hazards.py and DSLHaz.py that we can use. When I did a quick scan of the differences between the two, I found that DSL is using a slightly quieter sound effect with slightly more damage per tick. For my example, I'll use the one found in stock RA2.
def HazardsOn(self, on): if on: self.flame1 = Hazards.Flame((0, 0, 0), (0, 6, 0), (.2, .4, .2), .25) self.AddHazard(self.flame1) return Arenas.SuperArena.HazardsOn(self, on)
def Tick(self): if self.bHazardsOn: self.flame1.Tick() return Arenas.SuperArena.Tick(self)
If you were to stick this in an arena, you would see a flamethrower shooting up from the middle of the arena and driving into it delivers damage. If you wanted to use the DSL version, you can just replace "Hazards.Flame" with "DSLHaz.Flame" and add "import DSLHaz" to the top section.
You will also need "import Hazards" at the top of the file by all the other imports or it will crash.
Just for reference, here are the commands specific to flames.
#plus.AddParticleEmitter(XYZ_StartingLocation, XYZ_EndingLocation, XYZ_Variance) - Creates a ParticleEmitter object that looks like fire. While emitting, the fire moves in the designated direction with some leeway if variance isn't set to (0,0,0) (each value in variance represents the amount of leeway the smoke will have in the X, Y, and Z directions) # .SetEmittting(Enabled) - Turns a ParticleEmitter object on/off (True/False). By default, the fire will not be emitting particles.
#import Hazards #Hazards.Flame(XYZ_Location, XYZ_Velocity, XYZ_Variance, yOffset) - Create a Flame object that extends from Hazards.Hazard. # .Tick() - This should be called once per tick. # .ZoneEvent(Direction) - This should be called every time a bot enters a fire zone. # .FlameOff() - Turns off the Flame object's fire, damage, and sound effect. # .FlameOn() - Turns on the Flame object's fire, damage, and sound effect.
A good example of this can be found in Bridge.py. If you are just looking for something cosmetic, the Epic Showdown Arena (bbhaz.py) has some really neat torches.
When we do this, the arena just doesn't appear in the game anymore or the flames are nonexistant. Been struggling for months now.
27
« on: October 06, 2015, 05:45:55 PM »
We've tried to reach Marlon to discuss the disc Xterminator but we've had no luck whatsoever. Which is gutting because that's the first mesh I made for the mod. As for Mute, it does use it on the rare occasion but that was mainly down to sheer laziness on my part.
28
« on: October 06, 2015, 05:06:48 PM »
Both reasons mentioned above haha. It's good to see people remember. :) the horizontal spinners especially are overweight to mimic gyro stablisation more, plus 800kg-1200kg reps look a lot more realistic being thrown into the air ect, they just suit the physics of the game more realistically oddily enough.
29
« on: October 06, 2015, 04:59:40 PM »
Jason, yes we do mind. Hours of photoshopping work went into creating that texture and its solely for the mod and our bigger project. You should've asked me, Craig, Chris, Jarvis or Gareth.
30
« on: October 03, 2015, 04:27:34 PM »
As much as I'd absolutely love to, can't do that either because of legal reasons because it's a different company. Same reason why the Robots Live and Robochallenge arenas or its robots (excluding big nipper) arnt in the mod except they count more so as rival companies.
31
« on: October 03, 2015, 02:21:42 PM »
Shugger... I guess I'm doing a chainsaw then haha. I'll do it with just the motor setup so it will be pretty compact and you can hoy it in awkward places. Paintable armour panels would be nice but yeah RA2 limits innit. Variable speed motors, yeah We'll definitely do that for the s900's, brushless HW drive and I'll cook up Bosch and some Ampflows because they're much better than the NPC's or mags. #ReelRobittisms Dear Datshark, Wham would spread them out but sharks. I'll see what can be done but it's such a minor thing it will probably take a back seat. Static cams aye I'll work on them with the main arenas... Too lazy to bother with the lesser arenas though. So lads...Dare I ask, excluding replicas because that plan is set in stone now. What do you all want to see from the mod in the future?
A bit of a strange request, but I would really like to see the old RR arena from before it became the RW live arena. Or failing that, the RW Series 3 arena!
Yee crepe, I was thinking that. I think I will at some point, basically make it outdoors with the old paint job and all that ect... I'll close the pit a pit so robots that fall in don't get eliminated and they have a chance to get out. It's much more fun haha. Anyone think I should do the same thing to the RWL pit?
32
« on: October 03, 2015, 09:45:24 AM »
Things other then replicas? That's a tough one probebly more parts, the series 2 sumo and challenger.
Whats the Challenger arena? I probably will do the Sumo but it will be hilariously rubbish to battle in it. More parts, ahh a good suggestion. Anything in particular you have in mind?
33
« on: October 02, 2015, 06:41:59 PM »
Gauntlets or Trials from the first two series.
Would love to do this, still learning how to plant loose stuff into the arena's though. Hell you've probably noticed we've had a nightmare trying to get flame jets to work. (and we failed)
34
« on: October 02, 2015, 06:28:22 PM »
a shell spinner with craig charles face on it.
Would a dart board with Garfie's face on suffice?
35
« on: October 02, 2015, 06:18:29 PM »
Barberous YES I'd never thought this would happen thanks man you and the rest of team are seriously pulling the stops.
Cheers man, yeah we've been on FB, emailing, meeting and phoning people for this. It's rediculas when you think about it, every robot in the mod we've been in touch with the team members. I think you'll be happy to find out who Thyrus has been in touch with.  Trihunter, what exactly happens? Any messages that pop up? News wise, Mr AS has joined the team to make bot building a much better and more competitive experience and Sam Price who built Hatchet and Lynx has also been recruited to help with component design... Mainly #Banter though. :P So lads...Dare I ask, excluding replicas because that plan is set in stone now. What do you all want to see from the mod in the future?
36
« on: October 02, 2015, 06:14:08 PM »
Looks entertaining... Doesn't sound it with the AI in control though haha. I think developing new AI py's is definitely important for the future. And to close that frigging pit or learn out to make the AI avoid the bugger!
Cheers for posting this! I can see people trying to duplicate the World Champs after the expansion is out.
37
« on: September 26, 2015, 04:08:32 PM »
Spawn Again. Maybe? Hopefully? 
Hah! I wish  we all do. Knight tried hunting the team down but absolutely nothing.... And he finds everybody!
38
« on: September 26, 2015, 03:58:15 PM »
I just had a quick double check... It's from page 2 hahaha.
39
« on: September 26, 2015, 11:53:51 AM »
HB can I ask what on eath is up with the LEOP.wav file why is it there
I just found it and I'm terrified....
...From DSL maybe?
I just found the file, and I'm pretty sure it's a sound file for one of Firebeetle's Custom Component Pack.
Also, I found a holeinone2.wav file... last modified 8/26/1994.
Edit: actually I'm starting to find a lot more files from that pack as I look now.
By more files wht do you mean?
Pointlessly terrifying sounds I'm guessing. Redace, can you PM me a list of them please? I'll get them deleted for the update/expansion/reboot. I've been tryin to cram in as much work into the expansion as I can while doing the flat out. The latest bot the join the party is made from one the ancient meshes from page 1/2 of this thread, I did make it again in 3ds but that version is now obsolete. Anyone guess which robot it is?
40
« on: September 26, 2015, 04:25:00 AM »
HB can I ask what on eath is up with the LEOP.wav file why is it there
I just found it and I'm terrified.... ...From DSL maybe?
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