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Messages - Clickbeetle

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2841
Stock Showcases / Scrap Daddy Design
« on: November 05, 2008, 10:33:18 PM »
Nice.  I'm guessing the first one is a LW and the second is a MW?

Bravo for being original with pistons, though that LW design has already been done -> https://gametechmods.com/uploads/images/22637lethin.jpg  (one of Firebeetle's old bots).

I haven't seen the 3-wheeled Trinity spinner before though.  Hey, Trinity is actually an appropriate name for that bot now.

2842
Modifications / New beta GMF compiler!
« on: November 05, 2008, 10:08:46 PM »
Nice.  Those bouncy Monster Wheels really work well on that!

2843
Modifications / High-Quality Stock Component Textures
« on: November 05, 2008, 10:05:27 PM »
Looks great, but I fear that with every component having a skin like that, the Components folder would get really big, really fast.  And my RA2 is already a bloated, out-of-control behemoth on my computer.

2844
Modifications / New beta GMF compiler!
« on: November 05, 2008, 09:56:15 PM »
I have a few projects that will be perfect to test this on.  If it works it will save me a bundle of time.  Thanks Serge.

2845
Site News and Feedback / Anti Spambot idea.
« on: November 05, 2008, 09:31:36 PM »
Huh.  That sounds like a much simpler solution.  I guess I was over-thinking the problem.

Hope it cuts down on the spam level.

2846
Discussion / Mythbusters: RA2 Edition
« on: November 05, 2008, 07:33:50 PM »
In this first installment of Mythbusters: RA2 Edition, we're testing the myth that a bigger chassis has more HP than a small chassis.

At first I thought this myth was true because of the stock AI.  They all have a huge chassis, and they're surprisingly durable.  Even the best popup is incapable of one-hit KOing Big Dog.

But then I found out that the stock AI are actually more durable because they all have double strength armor (even DS steel and titanium).  Apparently, in an early version of the game all the armor was twice as strong.  But when the developers cut the armor durability in half, they forgot to adjust the stock AI accordingly.  (Incidentally, this is also why DS aluminum exists in the present game.  The developers also forgot to edit the default chassis armor.)  That evidence makes it look like Myth: Busted.

Now recently Naryar boldly claimed the myth is true, so I decided to find once and for all the truth.

In order to test this myth, I made a modified Omni AI routine that will do exactly 10 damage to itself at the beginning of the match.  Then, it uses the getHealth command to find out the percentage of its HP remaining after the 10 damage, and from that, calculate total HP.

For anyone interested, you can download this AI >here.<

You can just open Bindings.py and replace "Omni" with "Omnihptest" and then play RA2 to find out how much HP the bot has.

Now, on to the myth.  I started testing with the smallest possible chassis with DS Aluminum armor.



So this chassis has 60 HP.  To put things in perspective, extenders have 100 HP and most weapons have 1000.  So 60 is like, nothing.

Now let's test the biggest possible chassis, with the same armor, and see if it has more than 60 HP.



0.0  4259 HP?  That's no random variation.  Looks like the bigger chassis actually has a lot more HP than the small one!

Of course, you're never going to use either of those test chassises on a serious bot, so let's see how much HP is on a more realistic design.

First, Tempus Fugit, a LW with as tight a chassis as you can get.



204 HP.  Pretty crappy, actually.  Good thing TF has that plow in front, because 204 HP will last only slightly longer than Frosty the Snowman on the Sun.

Next I checked Leprosy, a generic HW HS with a slightly larger chassis.



518 HP is better, but it's still not going to hold up long.  That's about as much HP as a razor tip.

For a middling-sized chassis, I tested Hunter-Killer Tank.



1350 HP is actually pretty decent for stock RA2.  It's more than any component, at least.

Finally, I tested the biggest chassis you're likely to use in a serious bot: Osiris and Epic.





Now that's pretty good.  You still don't want to leave your chassis overly exposed, but the difference is great enough that you might want to consider making room for your drive motors inside the chassis instead of stacking them on burst motors.

I think we can safely call this myth: CONFIRMED.



This also brings up another relevant myth, though: Is DS Aluminum REALLY stronger than steel?  Chassis HP could either be calculated by surface area or by weight.  If it's by weight, then steel will automatically be more durable than any type of aluminum.

This myth was easy to test.  I just gave my first two test bots steel armor, and re-checked their HP.





Remember, with DS Aluminum, the small chassis had 60 HP, and the big one had 4259 HP.  So it looks like this myth, too, is CONFIRMED.



Got any more RA2 myths that need testing?  Post them here!

2847
Site News and Feedback / Anti Spambot idea.
« on: October 31, 2008, 09:56:50 PM »
So I've noticed the spambots are still somehow getting through the image verification.  They're getting too good at reading images.

But I saw on Topwebcomics.com that they have a pretty clever bot-stopper when you try to vote for comics.  They have a picture of a comic character and you have to identify it.  I think something like this might work on Gametechmods.

Like, when someone registers, you could have a picture of one of the stock AI bots (since everyone should know them) except not have the bot's name in the picture (maybe even have some random text to throw off spambots).  Then you have to type in the name of the bot shown.

For example, you have a picture of Raptor, and ask "What bot is this?" and you have to type "Raptor" in order to register.

I don't see an option for something like this in the admin control panel, but maybe it's possible to do elsewhere?

Or else, simpler idea: ask the user to type in the text in the image backwards.  It would take the bots a while to catch on to that at least.

All this is assuming, of course, that the spambots aren't just brute-force hacking their way in... in which case there's nothing more to be done.

2848
Discussion / 2.1 patch released.
« on: October 31, 2008, 09:11:55 PM »
I know.  I am well aware that many of the replicas, while looking near perfect, are in dire need of increased combat performance.  Some of them I might redo entirely.

If I do a 2.2 patch (and it's looking more and more necessary) I think I'll actually focus on improving the replicas as "The Main Thing".

2849
DSL TC Showcases / CUDAS DSL showcase
« on: October 31, 2008, 08:47:40 PM »
The skirt hinge mesh needs to be like that, or else it will explode whenever you put it on your bot.  Believe me, I tried to make it smaller for DSL 2.0.

2850
DSL TC Showcases / Philetbabe DSL showcase
« on: October 31, 2008, 08:26:03 PM »
Nice bots!  The weapon system on schrodinger cat looks awesome.  Nice way to set yourself apart from all the other VS's with hammers.  It could use some sort of wedge to get under bots, though.

cat is nice too, though I agree with Reier that it needs more batteries, and lighter wheels seem the obvious choice for weight reduction.  Shiny hubs will save you 14 kgs, which is almost enough for another Battlepack... you can also use something besides a spike strip in front.  And that's a clever way to combine underside protection with side stabilizers.

2851
Discussion / 2.1 patch released.
« on: October 31, 2008, 06:19:06 PM »
AAAH!  A sudden slew of glitches, just when I thought everything was peachy!

I probably gave Chaos2 the wrong burst motor by accident.  It should be more powerful than it was before.

And it looks like I forgot to include the fixed Events.txt as well.

The batteries are a good idea, I agree.  I'll at least try it... though I'm not sure if it will really work like real life.

The problem with fixing the NPC attachment points is that then their position will shift on all the bots that already use them, and everyone that uses NPC's will have to rebuild their bot.  I'll have to add more attachment points instead of moving them, and that ends up being awkward.  But, yeah, probably worth it, now that you mention it.

This is enough stuff that needs doing that it could be worthy of a 2.2 patch.  I've been meaning to bump up the power of some of the replicas, too... (Razer is way too weak, among others).

2852
Discussion / 180degrre
« on: October 31, 2008, 06:10:48 PM »
Well for The Judge, I did edit the .bot file to give it a bigger swing arc (it's not quite 180 degrees though, because that got glitchy).

BurstMotor
Components\Styles\juj_motor.txt
6 -2.8

The numbers you edit are bolded.  Right after the .txt file name.  So just do a search for the .txt file of the burst motor to find it.

2853
Stock Showcases / Clickbeetle's bots
« on: October 31, 2008, 04:51:45 PM »
Here's a loooooong overdue bot if there ever was one.  But, better late than never!



Based on how good The Ultimate Sacrifice turned out, I'm surprised it took me this long to make a HW.

Stats are in the pic.  Except for the batteries.... it actually has THREE (3) Supervolts, NOT TWO.  I just noticed that mistake now.  And it looks like four razors, but it's actually 8 stacked ones.  8 razors may not seem like a lot, but on a popup that's plenty.

It goes without saying that HS's don't stand a chance against Heroic Sacrifice.  Not even HS's with caster-armored bellies, and not even SHW's.  But I was surprised at how good it is against other types of bots.  This thing has probably the best wedges out of any bot I've built.  It just slides under almost any other wedge, including Rabid Pit Bull.  The only bot in SC4 it has trouble with is Neglected Waterbug.

It's not invincible (tribars will occasionally hit in between the casters, especially on out-of-control spinners tumbling around) but it's close to it.  I've never seen it get KO'd from the front.

2854
Contests / Vote for BOTM Nov 08
« on: October 31, 2008, 04:29:21 PM »
Well I nominated it, so I gotta vote #8.

Also ACAMS, I posted a link to Frag Beetle in the post where I nominated ATOM.  Too late now, though...

2855
General Support / I'Hawe few odd crash broblems on Dsl 2.1.1
« on: October 26, 2008, 04:34:10 PM »
The DSL discs weren't even modified in the 2.1 patch.  There is absolutely no reason why they should suddenly decide to crash.

Make sure the files "dsldisc03.txt", "dsldisc04.txt", and "dsldisc05.txt" are in the folder C:/Program Files/Infogrames/RA2DSL (whatever your folder is called)/Components/styles.

The Compressor arena and Ocean Platform were also fixed in 2.1.  Are you sure you installed the patch correctly?

2856
Stock Showcases / R1885's Showcase
« on: October 26, 2008, 03:42:34 PM »
On CHAOS MK.3, there might not be weight to replace all the razors with iron spikes, but you can certainly replace SOME of the razors with iron spikes.  There's nothing saying all your weapons must be uniform.  In fact, if you replaced the razors on the back two spinners with iron spikes, it would give them added reach and solve that problem ShadowArts was worrying about.

I would advise against cutting the number of spinners, because then it would turn into a carbon copy of every other HS ever made.  8 tribars mashed together like that is actually semi-original, and there are definite benefits to eliminating the weak extender link in your weapon system (one of them being 10x more resistance to my bot Frag Beetle).

Matrix looks good, reminds me of FB's Mad Hatter.

FYI, Thunder Hawk doesn't get up to speed because you have no supports in the front and back, so the chassis drags on the ground when it's spinning.  You'll notice that on Thunder Cloud and Dark Cloud, I have extenders coming down off of the front and back connection points of the disc with razor tips on them.  That's for stability, to keep the chassis from hitting the ground, and it's essential for the bot's functioning.

Burst- or servo-enhancing the weapon motor also helps drastically.  Hard to do on a MW, but almost essential on a HW.

2857
Stock Showcases / Urjak's Showcase
« on: October 26, 2008, 03:30:19 PM »
Invertibility, at least, looks like an easy problem to solve.  Just flipping the weapon motors over might be enough.

2858
Contests / BOTM - November 2008
« on: October 26, 2008, 03:19:27 PM »
Now that we all know more about it, I'm going to give it another chance at BOTM.
 
I'm nominating ATOM. https://gametechmods.com/forums/showthread.php?t=841&page=2
 
It's okay to nominate a bot that's not your own, right?
Because my original idea was for you not to be able to nominate your own bot.
 
Edit: If I have to nominate one of my own bots then I pick Frag Beetle 2. https://gametechmods.com/forums/showthread.php?t=261&page=2

2859
Modifications / Flat robots and changing weight...
« on: October 26, 2008, 03:06:25 PM »
Or you can do it how I made Tornado Mer and Ruiner ultra-flat in DSL.

Open up the .bot file in Notepad++ or some sort of hex editor (XVI32 is another one).

Right after the name is "Class: x" where x=0 (LW), 1 (MW), 2 (HW), or 19658784 (None).  That's easy enough to change to make your bot a different weight class.

Changing the height is a bit trickier.  It's easiest if you first make the bot as flat as possible in the bot lab (just click the bottommost pixel of the height slider).  If you do that, then the height of the bot SHOULD be 0.338182.  If it is, then you can just do a Find/Replace and replace all instances of "0.338182" with "0.25" or whatever you want the new height to be.

Note that you can't do this in regular Notepad.  If you do, it will corrupt the .bot file and it won't work anymore.  You need a hex editor to edit the file safely.

2860
Modifications / New beta GMF compiler!
« on: October 26, 2008, 02:48:04 PM »
You can bet I'm interested in the compiler.  I'm still making stuff on occasion, and this will open up a lot more possibilities.  FB and I were discussing how cool it would be to have a bobblehead component with a dashpot.

I did find a couple more things the decompiler can't do, however, and by extension probably the compiler as well.  It can't read reflection maps (in the *MAP_DIFFUSE part) and additive transparency (in the *MATERIAL_XP_TYPE part) in the materials.  (examples: the shiny hub wheel and the additive beam of light in the LumaZone).

If it helps, this is the VB code Firebeetle inserted into Dummy's decompiler to make it decompile those materials.  I know it's not C++, but some of the id numbers might help.

Code: [Select]

Select Case getInteger
    Case 0:
    matXPType = &quot;Other&quot;
    Case 1:
    matXPType = &quot;Filter&quot;
    Case 2:
    matXPType = &quot;Subtractive&quot;
    Case 3:
    matXPType = &quot;Additive&quot;
    Case Else:
    matXPType = &quot;Other&quot;
    End Select


Code: [Select]

Select Case getInteger
    Case 0:
    mapStyle = "*MAP_AMBIENT"
    Case 1:
    mapStyle = "*MAP_DIFFUSE"
    Case 2:
    mapStyle = "*MAP_SPECULAR"
    Case 3:
    mapStyle = "*MAP_SHINE"
    Case 4:
    mapStyle = "*MAP_SHINESTRENGTH"
    Case 5:
    mapStyle = "*MAP_SELFILLUM"
    Case 6:
    mapStyle = "*MAP_OPACITY"
    Case 7:
    mapStyle = "*MAP_FILTERCOLOR"
    Case 8:
    mapStyle = "*MAP_BUMP"
    Case 9:
    mapStyle = "*MAP_REFLECT"
    Case 10:
    mapStyle = "*MAP_REFRACT"
    Case Else:
    mapStyle = "*MAP_DIFFUSE"
    End Select
   
Select Case getInteger
    Case 0:
    mapType = "Explicit"
    Case 1:
    mapType = "Spherical"
    Case 2:
    mapType = "Cylindrical"
    Case 3:
    mapType = "Shrinkwrap"
    Case 4:
    mapType = "Screen"
    Case Else:
    mapType = "Other"
    End Select


Firebeetle also just told me that there's camera objects in the .gmf of the stock Practice Garage.  I didn't know it was even possible to put cameras in the .gmf until today.  Naturally, neither Dummy's nor yours can decompile it.  So that's another thing to look into.

But if you COULD compile cameras... can anyone say Slam Cam component? :mrgreen:

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