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Messages - Trovaner

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301
Modifications / Re: Editing arenas
« on: April 30, 2014, 03:33:10 AM »
The first error that you get is the result of Serge's GMF decompiler and the second error which you have yet to see is also the result of an issue in Serge's GMF decompiler. You would have gotten both of these even if you hadn't replaced the saw with the grinder... That said, I think it would be of some benefit to people if I explain how I was able to figure this out and how you can fix both of these errors (both are pretty minor and Serge's tools are still by far the best options for compiling AND decompiling).



302
General Support / Re: BFE'd chassises have stopped working
« on: April 28, 2014, 11:17:24 PM »
Based on the images, I'm assuming that you're problem is with the slopped top not displaying correctly in any of the arenas. Is that a correct assessment? If so, go into settings and set the graphic detail to low (medium and high won't work).

Edit: I left this tab open too long :O

303
Modifications / Re: Editing arenas
« on: April 28, 2014, 11:07:34 PM »
I use 3Ds Max 8 and I'm having a crack at arena editing before I make the full dive into creating an arena from scratch presumably in a similar manner to how components are made. I decided that replacing the saw blades in the Robot Wars with the angle grinder bumpers would be a good start so... I selected the sawblade text in the gmf file and replaced from *Mesh to the space above *BACKFACE_CULL with that of the exported model of the grinder under the display and collision but when I tried compiling the file it resulted in a constant stream of errors and upon loading the arena in the game, it crashed.
The first error is the only one that matters. In fact, the text dump tells you exactly where your issue is.

If you don't mind, could you post the entire GMF's contents into some [code] tags so that we can see what all you changed. I suspect that the problem is that you forgot to remove/edit one of the references to the sawblade but I'll know right away after seeing the first error message. Its been awhile since I worked in any of the GMF files but I'm confident that I could diagnose the issue given the necessary information.

304
General Support / Re: OmniMultiZone issues
« on: April 28, 2014, 01:43:07 PM »
When does it crash and what is the message that you get?

Edit: You might as well post your bindings too because I'm guessing the problem is going to be there.

305
Discussion / Re: Remembered something that may get me back in RA2.
« on: April 27, 2014, 06:30:37 PM »
Blender would be an excellent modelling program to write an export script for because it handles most of the things that we need and its scripts are usually written in Python. Awhile back, I looked into making an Export script for Blender but it was put on the back burner when I realized how much time it would take and how unpleasant Blender's python code is (it seemed weird to me at the time). I certainly don't think it would be a waste of time but right now I'm too busy to do it.

Going from C++ to Python really isn't much of a stretch. However, I wouldn't recommend starting with a Blender extension for the reason listed above.

306
The height guide in my sig is based on a similar idea to your latter mod. I overcame the multiple resolution issue by creating a separate image that would get positioned and resized to match the slider. Starcore V4 was also suppose to include my list of component heights (according to my height guide) but it never got released and I misplaced my copy of it. I have my original list of all the stock component heights for each AP but I'd have to clean if up if I ever decided to release it again.

307
Discussion / Re: a pack request (jaydee's pack)
« on: April 24, 2014, 11:38:32 AM »
The pack could include all tools, components and arenas eg: the unlimited mass mod, makecfl, the compiler, the tournament arena etc... That would be great.
Most of the people who play RA2 don't need the modding tools. You would be better off breaking it up into smaller compilations. Also, please remember to ask permission from the original creators before rebundling their work with the work of others (it is also a pretty good idea to have a readme that gives credit where credit is due). On a side note, there is already an Arena Compilation mod in progress but it hasn't had much activity as of late.

Up to 6 robots selectable for a single bout.
At the moment, there is no easy way of accomplishing this. Since we don't have the source code, we can only do it by creating special GMF and/or BOT files (we haven't figured out what to edit using sergepatcher yet). Neither option would work the same as a real bot but they both have their advantages. For more information, I'd recommend reading the discussion in the More Than Four Robots thread.

Next, a new tool could be made, a tool which imports bots as they were first built. So it doesn't change the bots to be made unplayable. The tool also makes the bots hold all components used on the robot, so the game doesn't crash when you load a bot that doesn't include components you don't have.
Unfortunately, there is no way of viewing a component that hasn't been installed on your computer. The bot file just doesn't support the addition of component geometry (other than the chassis which is extremely limited). The only way to really handle that sort of thing would be to have an online database of downloadable components with an app that automatically downloads the necessary components. Although at that point, you'd be better off just opening RA2 with the newly downloaded components. Serge was working on a 3D viewer for the Bot Exchange but I suspect that he has been too busy to finish it. The Bot Exchange that I've been working will be able to detect if a bot is using non-standard components and if so give you the option of downloading them.

New bot making shaping so you don't have to BFE outside the game. Basically, when making the shape of the chassis you make it as normal then a new feature on stage 2 which there are 6 buttons: Left side view, Right side view, Front side view, Back side view, Top side view and Bottom side view. You do the same as you do normally but this changes the shape as how you want it. EG if you're building Ripper you can synch off the sides by pulling the top up on the left side view and the right side view.
Unfortunately, the bot file doesn't support much more customization than you already have in the Bot Lab. By editing the file manually, you don't have a limitations on the proximity of points, the component placements, armor strength, and a few other things that make RA2 even less realistic.

Making a component in the game. A new option could be made which includes drawing on a component which you select then draw on it (which you can go into your desktop and copy pictures into the option ready to select and put it where you want just like you can with a decal and the pictures could be in the decals for the chassis - and you can save the texture for the component and decide which texture you want for the component) and you can make a 2-D and/or 3-D shape and name it whatever you want and put in what genre you want and give it what attributes you want. All this will be in the game.
Once again, there is no way of doing this in RA2 without making a separate application. We can't add more screens without the EXE being aware of them and this isn't possible without the source code. At one point in time, I was experimenting with having a button in the practice arena that cycles the skins of components but RA2 keeps the already loaded images in memory until the application is closed to reduce the loading times.

One thing I REALLY want, a search bar at the top of the team HQ which you type in a name and it searches for the robot. E.g. If I searched kronic, it would come up with kronic the wedgehog and underneath it, it would say what series or year it appeared, down to kronic in robots: extreme wars this year. It will also load it like the body is in real life, it will create its flipper (when you click on it in workshop, it will come up as kronic 2013 flipper), its wheel, the pressure of the flipper and its flipper motor. So the robots are basically self-made DSL2 robots (I mean like Tornado, Dominator 2 and Behemoth) in how long it takes to make and load (which will depend on how big the robots are). I understand if this part is impossible to make but it would be great to have. (I know clusterbots will be awesome but hard however I know SFTW was a component so that may help)
Not possible. We can't add any form of search functionality to RA2. Once again, you can make a separate program that does this but that wouldn't be accessible in the game. Also, since the information being shown is IRL data, it doesn't make much sense to have it in RA2 unless you were making a very detailed replica. Loading the bot would be even more of a challenge because there isn't a way of telling RA2 to load up the bot lab (the EXE handles that stuff and there isn't a way of tricking it into loading one that isn't shown).

Last part, a different robot wars arena option. House robots in WhamettNuht's version of the arena which I'll get onto after this. If someone could put these changes to the arena, that would be great (also these are similar to what Sonny Ressetis said); the pit only puffs smoke when a robot has been pitted, the robots start in a square rather than a rectangle, 3.2.1. Activate is shouted at the start, a random robot wars song is played from the Robot Wars The Lost Archive pack (which I'll get the link later) is played under the crowd noise, Cease is called at the end of the bout, an arena exactly the same to choose but with the flipper and drop zone inactive and the same camera angles as the original or battlebots pack. Apart from that, the arena is perfect! As I was saying about the house robots: when you select the robot wars arena (the flipper and drop zone inactive arena included obviously) underneath the robot you select you can select a house robot which would spawn in a corner. The house robots include:
Growler (from DSL2)
Sir killalot (from DSL2)
Matilda (DSL2)
Dead Metal (series1)
Dead Metal (series5)
Mr Psycho
Shunt (series1)
Shunt (series2)
Shunt (series5)
Refbot (series4)
Refbot (series 6)
Cassius Chrome
Sgt Bash (series1-7)
Major Damage
Battle Axe
Growler 2 (I think that's the name of it, it was the house robot in 2006 to 2007)
(I know people have made some house robot replicas like NFX so if you could send them to me or the maker of this to AI you would really help)
You could only select an incarnation of Refbot because it would already be part of the arena and if it could drive around aimlessly, count a robot out when a robot doesn't move when the game would normally count the robot out (and if you could still include the blue box counting the robot out I would really appreciate it!) and when two robots are circling each other then the Refbot comes in and pushes them apart. The house robots would need their own AI folder and AI features outside the game but if someone could do that, that would be great.
This actually comes up quite a bit. Most of the things that you mentioned are doable but would take too much time for just one person. IMO, the best way of doing housebots would be to make GMF housebots. I've got quite a bit of experience in doing these and I'd be willing to do it but I have very little time and interest in assembling the components inside of an Arena.gmf (I can show someone how to do it if necessary but I'm not going to do this for all the housebots). Selecting housebots would also be kind of sketchy. We would either need to make it completely random, cycle through the options, show all combinations as separate entries in the list, or try to repurpose something (like the Random Arena Selector or Action Cam mods).

308
DSL TC Showcases / Re: Somebody's DSL Showcase
« on: April 19, 2014, 02:46:46 PM »
Also, what happened to Team 9? All his posts say "Guest". He finally get his keister banned?
From what I recall, GTM found some old post of his on another forum. I believe the topic was about bad forums you've been a part of. Some GTM users bumped it and got the topic locked. Team 9 showed up later and asked to have his account locked.
Actually, he requested to have his account deleted and I didn't see any reason not to grant his request. I'm usually very hesitant about doing something like this but he wasn't leaving on bad terms as far as I could tell and he didn't leave much of an impression on GTM.

309
General Support / Re: TO EVERYONE WHOSE GAME CRASHES ON STARTUP
« on: April 17, 2014, 09:41:11 AM »
It sounds like you are getting a syntax error in your Bindings.py. The most likely culprit is that you forgot to use 4 spaces at the beginning of the line that you pasted.

310
Tournament Archives / Re: Jaydee Wars
« on: April 15, 2014, 04:17:31 PM »
Lol. And if it's possible, please send your stock bots privately. On Rapidshare or Mediafile
What's wrong with GTM's File Host gadget? It is more private than the Bot Exchange and you are guaranteed that it will stay on the server as long as GTM is around (assuming that you aren't breaking any of the uploader's rules).

311
Guest Section / Re: how i do install componets?
« on: April 15, 2014, 10:36:33 AM »
You should create an account so that more people can assist you. This section isn't really meant for asking technical questions.

312
Site News and Feedback / Re: GTM Mobile?
« on: April 14, 2014, 01:08:33 PM »
I agree that GTM is hard to navigate on mobile devices but I don't think Tapatalk is the answer. I did some research into them around this time last year but decided not to use them for a number of reasons. One of the biggest reasons for me not liking them at the time was that they required you to have the paid app in order to post new content. This changed towards the end of last year but Tapatalk Inc didn't show very much loyalty to the customers that had paid for the now free app (IIRC, the new paid app just removes their watermark). The software itself also requires code that bypasses many of SMF's security features. Not to mention, many of GTM's features wouldn't be accessible from within the Tapatalk app.

I could probably make the site more mobile-friendly by creating a new stylesheet and/or modifying the existing ones but I'd prefer to wait on that until I have more time. IRL, I am a mobile app developer so another option would be for me to write an iOS/Android app for GTM but that would probably take even more time...

313
Site News and Feedback / Re: Unable to download RA2
« on: April 14, 2014, 09:33:33 AM »
What internet browser are you using? Clicking the download button found here should automatically start the download for you...

RA2 works just fine with Windows 8. It has been a little temperamental since Windows 7 but it is still playable.

314
General Support / Re: Smartzones-where?
« on: April 11, 2014, 12:45:46 AM »
If I had to wager a guess, there is a mistake in your bindings. If not, though, it would be helpful to hear what other changes you have made to your game since the last time it worked (like Sonny_Resetti said).

315
Custom Components Showcase / Re: Skinned components
« on: April 10, 2014, 10:34:42 AM »
Post what you have and we'll help you diagnose the problem.

316
Site News and Feedback / Comprehensive List of GTM's Rules
« on: April 04, 2014, 03:02:03 PM »
As many of you have probably heard, the staff has been working on writing down a complete list of rules. Our goal was to have it all in one place for both old and new members to use as a reference.

The new rules will take effect immediately but, to give people time to adjust, the staff will be a little more lenient on the newer rules (for about a week). Please take this time to skim through all the rules so that you aren't taken by surprise.

You should see a link in the navigation bar and soon the registration page but here is a link to the rules page just in case.

Feel free to use this thread to discuss improvements and/or give your opinion.

317
General Support / Re: Startup and main menu sounds.
« on: April 04, 2014, 02:13:27 AM »
Neither the music nor the DSL startup comment are found in the Sounds folder.

If you open up the Music folder, you should see three folders: Main UI, Team HQ, and Workshop. All of the MP3 files found in the folder that corresponds to your current screen will get played alphabetically according to the filename and will repeat as necessary. The startup voice is actually "./Music/Main UI/ADSLTC.mp3" and since it begins with a capital A, it plays before "dsl-DiE oXide.mp3" and "Enter the Battlefield.mp3." If you wait in the Main Menu for 7 minutes and 27 seconds, you'll hear it play again.

318
Site News and Feedback / Re: Image uploader
« on: April 03, 2014, 02:46:56 PM »
Because members that got banned were abusing it and the other uploaders.

319
Off-Topic Discussion / Re: WinRar Alternatives
« on: April 03, 2014, 12:22:40 PM »
WinZip, PeaZip, and 7-Zip are all decent alternatives to WinRar. If I had to pick one, I would say 7-Zip is better than the other alternatives but isn't as good as WinRar (which doesn't actually stop working after the trial period ends).

320
What a great idea! This is much better than my bot lab solution of manually selecting the RGB because you can specify a texture like lightning right off the bat.

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