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 - Badger
Pages: 1 ... 7 8 9 10 11 12 13 [14] 15 16 17 18 19 20 21 ... 308
261
« on: April 24, 2019, 08:57:19 PM »
Memes aside, I do think noobs like Code Red and superbomb dogpiling on other noobs as soon as they slip up or do something weird is something that's worth addressing.
Is Superbomb a noob? I mean, he's pretty decent at DSL-IRL now (though he only showcased in the OW Discord)
idk man, the term is relative. I wasn't using it as a pejorative.
262
« on: April 24, 2019, 08:48:56 PM »
..and the only help i have recieved to improve those was Badnik helping me find more AI pys. Aside from that, i am getting no other help. Thanks a lot.
Whenever I’m prooved wrong, instead of it being, “you’re wrong” and willingly correcting me, it’s “shut up, Redalert” or “you don’t know anything. Sit down.” It’s also “minus to Red’s rep. Instead of helping.”
Also, the reason that you're not getting any helpful advice is because when people tried giving you good advice in the past, you ignored it; now basically everyone has given up on trying to give you constructive advice.
263
« on: April 24, 2019, 08:43:51 PM »
Memes aside, I do think noobs like Code Red and superbomb dogpiling on other noobs as soon as they slip up or do something weird is something that's worth addressing.
264
« on: April 23, 2019, 05:21:54 PM »
You mentioned that the max speed of spinners is limited by the refresh rate of the physics engine (or something to that effect), which in turn is limited by the minimum spec hardware that you want the game to run on. As a compromise, would it be possible to put a slider for physics refresh rate in the options, so those with more powerful hardware can put that hardware to use to improve the gameplay?
Possibly. I haven’t tried adjusting physics tick rate at runtime. I can look into it though.
PhysX 3.4 supposedly does some nifty interpolation for rapidly spinning objects that allows for much finer collision checking for rapidly spinning objects. Hopefully it will make high speed spinners possible without having to significantly increase the tick rate for the entire physics engine. Physics doesn’t multithread well, so high powered machines don’t tend to have significant advantages over lower powered ones. I’m hoping that the new PhysX will solve the issue entirely. Fingers crossed!
Actually, single thread performance is probably the biggest differentiator between laptops and gaming desktops. Most modern laptops have quad cores, as do most gaming PCs (over 55% of steam users are on a quad core system), however laptop CPUs are constrained by thermal/power limitations to low clock speeds, whereas desktop CPUs can boost to over 5GHz (depending on the exact chip). It's good to hear that there's an inbuilt solution to high RPM collisions, the future is looking bright for this game
265
« on: April 23, 2019, 04:43:06 PM »
You mentioned that the max speed of spinners is limited by the refresh rate of the physics engine (or something to that effect), which in turn is limited by the minimum spec hardware that you want the game to run on. As a compromise, would it be possible to put a slider for physics refresh rate in the options, so those with more powerful hardware can put that hardware to use to improve the gameplay?
266
« on: April 23, 2019, 03:39:33 PM »
no one builds anymore except for people who suck and wont listen
wtf are you smoking, there are still good players building bots, and it's no surprise that nobody listens to your advice since it usually boils down to "durr wouldn't work IRL" the irl clique is in full toxic mode
[citation needed] Maybe people are "toxic" to you because you're an endless stream of negativity and condescension idek why i still visit this site
Consider stopping 🙃
267
« on: April 22, 2019, 06:28:33 PM »
What the hell's gone on since I left 6 months ago?
Good to see you my dude, are you planning on sticking around?
As for news, Robot Rumble has made some decent progress since then (you know, the unity game cjbruce is making). Also DSL is properly dead.
(2.1 is dead, 2.2 isn't)
I meant DSL-S, whoopsie
268
« on: April 22, 2019, 06:20:55 PM »
What the hell's gone on since I left 6 months ago?
Good to see you my dude, are you planning on sticking around? As for news, Robot Rumble has made some decent progress since then (you know, the unity game cjbruce is making). Also DSL-S is properly dead.
269
« on: April 17, 2019, 08:42:58 AM »
Not a fan of the motor poking out of the front. Apart from that it's great, I love the skin.
270
« on: April 15, 2019, 01:29:33 PM »
DeadGenocide's 2nd entry accepted. We're down to the last 3 slots!
Allow meme bots and I'll enter something with more effort
If you're putting in effort, it's not a meme bot :) Honestly DSL-S is easy compared to IRL. Showcase a bot or 2 and you'll be able to cook up something actually competitive
271
« on: April 15, 2019, 10:22:23 AM »
DeadGenocide's 2nd entry accepted. We're down to the last 3 slots!
272
« on: April 14, 2019, 06:36:54 PM »
Open sergepatcher_freedom.py and replace the # at the start of lines 4-8 with a space. This enables those elements of sergepatcher. Disabled:  Enabled:
273
« on: April 14, 2019, 10:02:42 AM »
We don’t have an active Reddit thread atm. It might be bad form to plug our own game. I’m still pretty new at this whole social media thing, and trying to learn the rules.
I put a call out to our social guru though, and we should have something up on Twitter in the next day or two.
With cjbruce's permission, I have set up a subreddit for Robot Rumble! You can find it here: https://www.reddit.com/r/RobotRumble/I'm also thinking of doing a small scale Parsec tournament, with a focus on playtesting to give feedback to the developers (but also for the fun of it). Would there be any interest in something like this?
274
« on: April 11, 2019, 02:45:10 PM »
Looks nice aside from the wedge thing at the front, it kinda seems glued on.
275
« on: April 09, 2019, 06:01:01 PM »
I think it's important to understand why AI is important in RA2. It acts as a way to fairly battle bots in lieu of multiplayer. It's a bandage on the problem of the game's netcode being so bad as to be unfit for purpose. As player vs AI fights are unfair, the only way to have a fair fight in RA2 between 2 player created bots is to have an AI battle between both. The problem with this is that it leaves out a large component of what makes real battles interesting, which is the battle of driver vs driver as well as bot vs bot.
What I'm hinting at is that it might be worth looking into multiplayer over an AI scripting language. I don't want to come off as though I think I'm entitled to decide what you should/shouldn't prioritize in the game, but I think chasing this AI system might not be wise, looking through the lens of a player. RA2 already does this well, what we're missing as a community is multiplayer. Unfortunately I'd assume that multiplayer would be a lot more complex on the developer side than an AI system.
Honestly, I think that maybe Parsec can work rather than an in built multi-player system
I disagree. Again, I think Parsec is just a bandaid, and not a particularly useful one looking at its lack of adoption for RA2, which would seemingly be the ideal scenario for the service. It has several issues, such as it being inherently unfair (the host has a sizeable latency advantage), being a pain in the ass both to set up the service and to set up bots and controls and relying on very solid network speeds. These issues combine to result in it barely being used in GTM as of late.
276
« on: April 09, 2019, 05:41:15 PM »
I think it's important to understand why AI is important in RA2. It acts as a way to fairly battle bots in lieu of multiplayer. It's a bandage on the problem of the game's netcode being so bad as to be unfit for purpose. As player vs AI fights are unfair, the only way to have a fair fight in RA2 between 2 player created bots is to have an AI battle between both. The problem with this is that it leaves out a large component of what makes real battles interesting, which is the battle of driver vs driver as well as bot vs bot.
What I'm hinting at is that it might be worth looking into multiplayer over an AI scripting language. I don't want to come off as though I think I'm entitled to decide what you should/shouldn't prioritize in the game, but I think chasing this AI system might not be wise, looking through the lens of a player. RA2 already does this well, what we're missing as a community is multiplayer. Unfortunately I'd assume that multiplayer would be a lot more complex on the developer side than an AI system.
277
« on: April 08, 2019, 10:46:37 AM »
What you call a snare is what we call a clamp in RA2. What you call a clamp is what we call a crusher. At least I think so, judging by your definitions.
(Obligatory "nice multi xdd")
278
« on: April 08, 2019, 07:00:43 AM »
This is still a thing 🙃
279
« on: April 07, 2019, 11:01:39 AM »
Also Hop, aren't you supposed to be hosting Apex Elite and GTM Open already? I'm not sure putting a 3rd tournament (which could possibly be very large scale) on your plate is the best idea, unless you wrap up one of the previously 2 before signups.
280
« on: April 07, 2019, 10:59:27 AM »
inb4 Badnik mysteriously gets bad matchups in every round of the HW series /s
If you're rehosting it with new signups, why not rename the tournament and make it another official GTM tournament like GTMCS, considering the scale and that it's not effectively a community run tournament.
Hey man I got crap matchups in OW and I didn't even have to piss anyone off to get them (that I know of at least) 
Not sure forcing people to use their old ass RG2 bots in a "new" official tournament is really a good idea. I know that personally I feel I've progressed a lot as a builder since I made my RG2 bots, and I'm sure others have too, and IDK if I'd want my RG2 bots representing me in an official tournament now. At least if it keeps the Robogames name people will be aware that the bots seen in it aren't a current representation of the abilities of the builders who made them
"With Billy uploading the Antweight & Beetleweight Division. We've decided it best have Billy continue those divisions. However, with the other weightclass we're looking into restarting them from the signups stage." I agree with your point entirely but it seems like submissions will be reopened so it's basically a new tournament in all but name.
Pages: 1 ... 7 8 9 10 11 12 13 [14] 15 16 17 18 19 20 21 ... 308
|