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Messages - Trovaner

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261
Discussion / Re: Arena Ideas - Post 'Em Here!
« on: July 30, 2014, 12:57:18 PM »
Gravity can be set using plus.gravity(x, y, z).

IIRC, you can set the friction of the floor to make it more slippery.

262
Guest Section / Re: i forgot my password
« on: July 29, 2014, 03:02:44 PM »
Please check your spam folder and if it isn't there request a new email. It should never take more than 10 minutes for an automated email from GTM.

263
Off-Topic Discussion / Re: Any one here good at webdesign?
« on: July 27, 2014, 12:35:46 PM »
Front-end design is not my forte but I'd consider myself a decent back-end programmer.

I've got experience coding in front-end languages like HTML (4 strict and 5), CSS (2 and 3), and Javascript (including jQuery with some AJAX). However, I've had very limited exposure to the latter (just a couple personal projects like a 3D viewer). The biggest reason why I don't do very much front-end work is because I hate CSS.

264
General Support / Re: Robot Arena 2 crashes on startup/black screen
« on: July 22, 2014, 01:16:26 AM »
Are the RAR files corrupt? RobotArena2v1.4.rar should be 89.09 MB.

What are you extracting with? WinRAR, 7zip, etc.

265
General Support / Re: Game crashes in windowed mode
« on: July 15, 2014, 06:34:33 PM »
I'm pretty sure its a small compatibility issue that started with either Windows Vista or 7. I'm not aware of any workaround to get it to stop crashing but I'd be interested in hearing if someone else has one. I generally try to move quickly when I'm in menus to avoid it.

266
Stock Showcases / Re: Scrap Daddy Design
« on: July 07, 2014, 07:56:24 PM »
I have my doubts about the wedge but it looks awesome.

267
It is illegal to download and/or share proprietary software that costs money without paying.

More on topic, you can do what Click suggested but you should need some sort of "bumper." Gravity doesn't effect objects added using AddXtra until another moving object touches them. If you've ever changed Practice Arenas before than you may have noticed floating obstacles when the arena floor is lower than the original practice arena's floor. I'm thinking that this was done on purpose so that they could have stacked objects like the cinder blocks without having to deal with the wiggle that movable objects have when they are resting on the floor.

268
General Support / Re: bot download help
« on: July 02, 2014, 10:44:49 PM »
Its really dependent on Dreamhost but I'll keep applying pressure on them until they get it fixed.

Edit: They think things are fixed again...

269
General Support / Re: bot download help
« on: July 01, 2014, 10:35:42 PM »
The hosting service has been having technical difficulties lately. At the moment, all I can do is recommend trying again at a different time.

I promise to try and get things fixed ASAP.

270
And Thanks Trov, always much appreciated to get a compliment from the lad who started this all off.
While I appreciate the compliment,  I don't feel that I really deserve it. You are very talented and most of what you are doing is beyond me.

I could actually do with a hand of you if possible if you have time mate. I've made the Roaming Robots/Robot Wars Live arena, still needs the collisions and whatever makes the flip out zone and pit eliminate robots sorted, but if you could help me get this working then I'd really appreciate it, might throw in a bit of cash if you want.
It is really nice of you to offer but I'm fine with offering my services for free.

I'll need to hear more information if you'd like assistance with the collisions but I think I have enough information to fix your other issue. To eliminate bots that are OOTA or in the pit, just add this under the Tick method:
Code: [Select]
        for each in self.players:
            if plus.getLocation(each)[1] < -2:
                plus.eliminatePlayer(each)
Then assuming self.players has been assigned, you just need to fine tune the -2 so that it is some Y value between the combat floor and the lower floor (where they sit when they are defeated).

271
IIRC, DirectionalSpinner is at the bottom of Spinner.py

272
Site News and Feedback / Re: GTM is being real glitchy
« on: June 26, 2014, 08:15:41 PM »
Perfect, thanks guys. I went ahead and sent off the screenshots to Dreamhost so fingers crossed.

If you guys see any more errors that don't look like these, please post them. Errors are very helpful in the debugging process.

273
Site News and Feedback / Re: GTM is being real glitchy
« on: June 25, 2014, 09:24:54 PM »
As I mentioned in the Chatbox, Dreamhost would like some screenshots of some of the errors that we're seeing. They also asked that you clear your cache before doing it (like now).

Please try to keep it to the errors that mention the database. I don't think there is anything in the errors that you guys are seeing but since they asked...

274
Site News and Feedback / Re: GTM is being real glitchy
« on: June 24, 2014, 10:37:14 PM »
Huh, I'll let Dreamhost know that there are still problems on their end with the database.

275
I noticed it said Sage was the one who made the RAW 2 arena, I do believe it was Madiaba who modded the tabletop arena to make the RAW 2 arena, not Sage. I could be wrong however.
It was actually a collaboration between Sage, Madiaba, and myself.

Awesome job with Tsunami, HereticBlue.

276
Discussion / Re: Stock "Sportsman Class"
« on: June 23, 2014, 11:04:17 PM »
why ban tribars ? ban unrealistic use of tribars yes, but ban tribars completely, no.
The problem is that the component is just as broken as the 140cm extender with the floating APs due to the way RA2 handles the collision mesh. This isn't about nerfing HS. It has more to do with the fact that the component is *highly* unbalanced and, as a result, we see less variety.

Also, I can't think of a single clear cut way of determining if the use of a tribar is unrealistic. Perhaps if you provided an example.

besides banning tribars nerfs HS and VS quite a bit. HS already have been nerfed enough.
I wouldn't consider HS to be at a complete disadvantage without tribars. Disks work just fine and extenders can be used to make swinging arms. The only notable difference is that weapons won't magically bypass things like snow plows.

277
Discussion / Re: Stock "Sportsman Class"
« on: June 22, 2014, 11:54:05 PM »
I see this quickly becoming a popup and HS (possibly rammer if small and e-wedge are banned) fest as many other bot types use said banned/parts glitches to their advantage. Anyone can easily make a 12 HS within the rules, for example:
(Image removed from quote.)
397.9kg
12 irons (could be changed to maces since i know they can be put on without eFFe)
Z-tek drive (can be downgraded for heavier armour as it has DSA aka Alum atm)
1 black battery to go along with that all.
  Perhaps a modified IRL ruleset?  It doesn't have to be as stringent, but it would be in the spirit of things to ban some unrealisms, like overlapping spinners.
Personally, I don't see something similar to IRL sticking too well in stock. DSL is about realism and stock is about efficiency (Edit: I realize how erraneous of a statement this is but I can't think of a better way of describing the focus of both).

Therefore, my opinion is that all of the overpowered, and often specialized, components should be banned or hintered greatly to promote the use of alternatives.
  • Snapper II - Banned.
  • 140cm Extenders - Banned.
  • Beta Motor - Banned.
  • cheatbot2 - Banned.
  • Tribar - Banned. The collision mesh doesn't get handled correctly by RA2 and that causes two of the arms to pass through anything (making it easier to get around defences and less likely to receive damage).
  • Non-static wedges - Hintered by having a rule against resting them on the ground. This doesn't completely eliminate wedges but it does limit their effectiveness. Chassis wedges and static wedges would be more common but IIRC both get stopped on occasion by normal chassis. Weapons used to get under bots would obviously have to follow this rule as well.
  • Castor armor - No Restrictions. They work best when fighting HS, popups, and rammers. Further reducing the effectness of these types of bots overall. Castors are also kind of heavy for what you get out of using them like this so they wouldn't necessarily cause bots to be overpowered.

278
Why is everyone scared of 20p per arena? Would it make you all feel better if it went to charity or went on the add funds to future Robot Wars Live events?  :thumbup
I'm personally not a fan of having a paid DLC for an 11 year old game. At the current exchange rate 20p is roughly 34 cents in the US so its definitely affordable but many of the people that play RA2 have no way of paying. It could also be problematic down the line if more people started requiring payments. One of the reasons why RA2 has lasted so long is because new mods are being released all the time at no additional fee. If you think about it, people aren't even paying for the game anymore so its unlikely that you would make much of a profit. IMO, a donate button would probably work just as well and it wouldn't be as restrictive.

279
Guest Section / Re: So... AOL deleted my old email
« on: June 19, 2014, 07:08:10 AM »
Alright the email address has been changed. Hit the Forgot your Password button now that it is using your new email account.

280
Real Robotics Discussion / Re: Robot Fighting Arenas
« on: June 19, 2014, 07:01:22 AM »
If you're worried about the AI navigating the arena correctly, I'd be willing to code it into the arena for you.

Also, I feel like I should mention the SyFy's Robot Combat League. It isn't technically robot combat by our definition but it did look pretty cool.

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