Show Posts

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.


Messages - Agaton

Pages: 1 [2] 3 4
21
Tournament Archives / Re: First Strike Tournament Splash Brackets Videos
« on: December 10, 2014, 07:04:27 AM »
Thats true, quality over quantity ;).

I don't AI my bots. I've AI'd one bot in my five years on GTM. Does that mean my bots aren't quality?

That was my way of saying I'm OK with fewer entries. Its nothing personal. I also wrote that I see AI as a part of botbuilding.

Who would win a race between a Formula 1 car and a Ford Transit?
Answer: The Tansit would because the Formula 1 driver was missing  :facepalm:

The crass reality is that without an AI , your bots cant compete. In terms of fighting, they're useless until someone finish your work and puts an AI in it, and even after that, people like Mr. AS might say that the AI could have been better. A better way to see it is that there might be a diamond in the rough, but you'll never know unless you take the time to add an AI and tweak it to your liking.

All of this is obviously taking things too seriously, but there's your answer.

22
Tournament Archives / Re: First Strike Tournament Splash Brackets Videos
« on: December 09, 2014, 07:31:21 AM »
That's a pretty harsh rule and would reflect pretty badly in the number of entrants. I almost put a rule into a tournament that you could enter 2 bots if you AIed them both, otherwise just 1, so positive reinforcement rather than punishments.
But whatever. Just seems short sighted in that some people genuinely might have tried to learn but can't. In fact, it makes you look lazy as a host.

Thats true, quality over quantity ;) Not a bad idea though personally that rule would be to tough to implement since I'm only allowed 16 entrants tops.
I'm not lazy at all :dumb) I just don't want to affect the outcome of a match. I see AI as a part of botbuilding.

more on topic: Im sad to see this tourney on hold, but its understandable.

23
Tournament Archives / Re: First Strike Tournament Splash Brackets Videos
« on: December 09, 2014, 07:05:31 AM »
Some builders don't know how to AI, or might not have the time to learn, or flat out can't learn. You'd just not let them enter?
Yes the bot should move forward and fire it's weapon. Forward is not left then right then left then right... It's a relatively easy fix too, after a very quick test of the AI.

Thats correct, that would be one of my rules.

From the looks of it, it could definitly be better but it still put up a fight. I also feel something was off with the physics. Its hard to tell at that framerate. But how do you know its not a mistake by the builder? It might be a weight unbalance or different motors. I wont say that the AI is messed up until I know that.  I still think thats the price you pay for not doing AI yourself. Theres plenty of guides how to AI and will make botbuilding more fun.

24
Tournament Archives / Re: First Strike Tournament Splash Brackets Videos
« on: December 09, 2014, 05:37:03 AM »
The AI on these bots is pretty bad too, example being at the very beginning when the robots kept jerking left and right. I would just throw that match out the window and fix the AI.
"I will try me best to AI for you, just dont expect perfection."
Imo you should be grateful he actually took time to bind whatever crap people send him. If I were ever to hold a tournament, I wouldn't even allow builders to send in bots if they hadn't already been AI:d. Its just pure lazyness by the builder and stupid too since you're putting your bots actual performance in someone else's hand. As long as the bot is moving forward and fire whatever weapon it has, I don't think you should cry about anything when it comes to the AI of a bot.

25
Tournament Archives / Re: First Strike Tournament Splash Brackets Videos
« on: December 08, 2014, 11:38:03 AM »
Does framerate affect physics? Cause the bots acted very "bouncy" though I cant tell for sure since its not my bot and multibot was involved. I would also recommend you start using the action cam by trov to help out with the filming  :thumbup

Changing the rules after signups is indeed a problem, though I agree that combining a three-rounder with polls would get messy so maybe something has to be done. Not for me to decide however, just my opinion.




26
Tournament Archives / Re: First Strike Tournament Splash Brackets Videos
« on: December 08, 2014, 05:39:09 AM »
Tournament time! **** yeah!  :popcorn

Trinity 4ce looks strong because it got bars everywhere dealing blows but to me, Roboenza is better looking.

Gamo is a beauty AND a beast, just wait and see  :dumb)

27
Discussion / Re: UI/gib stuff
« on: December 04, 2014, 09:35:39 AM »
Go for it! I dropped a question about the statusbars not long ago so it would be interesting to see what you've found.



28
Tournament Archives / Re: Fifteen To One - Signups Open
« on: November 15, 2014, 06:29:45 PM »
Well I did a stupid. I can english perfectly. Anyways, i should have a few more bots in a bit if my rubbish laptop cannot die on me.
fetched:
"I will need the entries to be a minimum of 75 and then progress up in blocks of 15. (75, 90, 105, 120, etc.)"
In other words the max bots that can be removed is 14.

29
Tournament Archives / Re: Fifteen To One - Signups Open
« on: October 30, 2014, 06:03:46 AM »
I'll enter :claping

30
Modifications / Re: UI and damagebars
« on: September 16, 2014, 05:28:09 AM »
I've done so but doesn't work for me sadly. I can stretch the height of the sprite but the width stays the same no matter what numbers I enter. It might be that the sprite should not change in size, instead its repeated x times and it that case I start to believe that it's hardcoded as well. Either that or its getting overridden.

31
Modifications / Re: UI and damagebars
« on: September 07, 2014, 12:04:13 PM »
Thats what I thought but I cant find it. It could have been Size but I can't seem to change the width of the sprite and creating a new sprite doesn't help either. The other variables are Position and ChildOrder. I dont see any other variables telling how big the area filled by the sprite should be or how many times the sprite should repeat itself etc. I cant find the "alert signal" either. Might miss something but all this trial and error makes me dizzy.

picture showing the differences:

(FileDiff for Sublime is used to compare btw if interested)

32
Modifications / UI and damagebars
« on: September 06, 2014, 01:17:21 PM »
So I been tinkering around the UI files but I yet found a way to change the size of damagebars. As you know, the armor bar is shorter than both battery/psi but I don't know how this was achieved. I wanted to create a template where "alert" was removed and instead the armor bar would be the same size as the others.  Anyone know if this is possible?


33
Existing Games / Re: What is your favorite video game music
« on: August 26, 2014, 10:31:56 AM »
Glad to see Burnout 2 was mentioned here, That game was and is still a blast and the soundtrack fitted perfectly. Frigate from Goldeneye is amazing too.
Heres another theme:



34
Tournament Archives / Re: The Great Round Robin 2-IRL SBV
« on: August 26, 2014, 10:02:01 AM »
Awesome!

35
Decided to change entries.
Here's Mauler 2000
Istn Mauler2000 a HW?

Also, not to be a dick but things are progressing rather slow.

36
Tournament Archives / Re: The Great Round Robin 2-IRL SBV
« on: August 10, 2014, 05:55:39 PM »

37
Tournament Archives / Re: The Great Round Robin 2-IRL SBV
« on: August 08, 2014, 10:44:47 AM »

38
Tournament Archives / Re: The Great Round Robin 2-IRL SBV
« on: August 06, 2014, 06:31:29 PM »

39
Tournament Archives / Re: The Great Round Robin 2-IRL SBV
« on: August 04, 2014, 03:23:47 PM »

40

Pages: 1 [2] 3 4