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Messages - System32

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301
Tournament Archives / Re: The great NAR AI round robin.
« on: August 11, 2012, 01:24:21 PM »
CU83 Z3R0 has troble with the arena. this is costing it badly. I'll have to do some preliminary testing on the AWs, list the ones with obvious problems and rebuild the brackets.

302
Existing Games / Re: Team Fortress 2
« on: August 11, 2012, 01:14:11 PM »
Valve has released a map consisting entirely of street signs and lamp posts.
 
The land dwellers will never see us!

303
Tournament Archives / Re: The great NAR AI round robin.
« on: August 11, 2012, 12:41:40 PM »
What happened to Hell Hound?

Faces wrong way, attacks wrong way.

304
Tournament Archives / Re: The great NAR AI round robin.
« on: August 11, 2012, 12:18:36 PM »
Hey, where's The Spider In Your Bedroom?

I split the brackets up. Spider is in 2.
 
Also, Hell hound is also messed up in the bindings. it goes the wrong way.

305
Tournament Archives / Re: The great NAR AI round robin.
« on: August 11, 2012, 12:08:03 PM »
Mercury poisoning has AI issues. It is DQ'd

306
Discussion / Re: THE OFFICIAL WEIGHT CLASS GUIDE
« on: August 10, 2012, 08:14:19 PM »
Ian gets it right.

308
Tournament Archives / Re: The great NAR AI round robin.
« on: August 10, 2012, 06:17:44 PM »
Ok, 35 (!) AW's in NAR AI.
 
I'll be cutting the brackets into two. A 18 bot and a 17 bot bracket.
 
I'll also be having a pause in be-tween brackets to do some more MW fun.

309
Tournament Archives / Re: The great NAR AI round robin.
« on: August 10, 2012, 05:45:20 PM »
Arguably, everything from feeblemind to scavenger need fixes badly.


Don't think anyone would argue with that, 10 wins out of 27 matches isn't good enough for such an AI pack.

The arguabl comes from the fact the arena was biased against feeblemind, along with how funny the drives are in DSL. Half it's losses where due to it flying, and those weren't havoks. It just straight rolled up the wall out of the arena.

310
Tournament Archives / Re: The great NAR AI round robin.
« on: August 10, 2012, 05:29:32 PM »
AND Done with segment one.
 
About 385 updates, minus all the edits.
 
http://challonge.com/6gg5kkmore
 
Arguably, everything from feeblemind to scavenger need fixes badly. everything else outside of the top 7 can be fixed if it is felt that way.
 
Blood Runner and 742 have wedge issues. The flipper of 742 passes though geometry when firing, making it weaker than it should. Sometimes, when Blood Runner wins a wedge war, it's wedge goes through the floor, which can cost it matches.

311
Tournament Archives / Re: The great NAR AI round robin.
« on: August 10, 2012, 12:08:31 PM »
5 rounds to go. Segment 2 will be every antweight in NAR AI.

312
Real Robotics Discussion / Re: Machinima + Robot Combat =
« on: August 10, 2012, 09:16:30 AM »
ITT: "I have no idea Two Tribes exists. HUUUUR! HUR HUR!"

What a very constructive post.

Thank you. Without it, yall would have continued to not notice that that thing exists. gimmicky as heck, but it is worth a watch.

313
Real Robotics Discussion / Re: Machinima + Robot Combat =
« on: August 10, 2012, 07:17:22 AM »
ITT: "I have no idea Two Tribes exists. HUUUUR! HUR HUR!"

314
Tournament Archives / Re: The great NAR AI round robin.
« on: August 09, 2012, 06:42:26 PM »
The top four spots are seriously contested.
 
Shockwave 2, Ronin, Slashback 4 and Angry Redneck hold the top spots, but Insanity, Ripblade IV and Darkling v2 are ready to contest them. Needless to say, some sort of popup/flipper is going to be one of the big four for segment one, but what else will come from there?
 
Also, for the rest of the segments, 14-21 bots per group with 2-3 going through. It leaves less work in total.

315
Off-Topic Discussion / Re: General Chatter Thread
« on: August 09, 2012, 05:33:39 PM »
Oh, cool. Was that in C++? I can remember I had to do some Visual Basic stuff like that back in Standard Grade Computing.

Higher.
 
Also, ur results?

316
Tournament Archives / Re: The great NAR AI round robin.
« on: August 09, 2012, 03:45:40 PM »
Insanity has 0.1 radius, and none of the bots from the first teams have a radius inferior to 0.1.

Oh.
 
They still need buffing though. It's like starcore with all that snagging.

317
Tournament Archives / Re: The great NAR AI round robin.
« on: August 09, 2012, 03:09:18 PM »
I'm actually surprised Insanity is doing so well... also it has 0 radius ? I'm surprised, did I forgot to add radius because IIRC very few bots have been AI'd intentionally with 0 radius.

I'll take your precious advice and start rebuilding.

This is in the BBeans 2 arena. Insanity has a powerful throw becase the bust rests in just the right spot. It gets hit, pushing it in slightly, and at the same time it fires. This increases the power of the flip by a rediculious amount. Think about how varied Sentry from the DSL 2 pack is. sometimes it's a toss to the ceiling, sometimes it's barely a lift.
 
Also, I'm assuming all bots have 0 radius. The standard was 99 range/0 radius/120 turnspeed/130 speed whatever...

318
Tournament Archives / Re: The great NAR AI round robin.
« on: August 09, 2012, 01:46:41 PM »
Naryar, almost all of Insanity's losses were because it has to spend the start of the round self righting because of the 0 radius making it ram into a wall and flip itself.
 
Also, it has issues self righting from the back, meaning if it hits itself and goes on it's back, it can lose to bots like scavenger.
 
This is one of the bots that is contesting for the top 4 spots.

319
Tournament Archives / Re: The great NAR AI round robin.
« on: August 09, 2012, 01:15:43 PM »
No, only the ones in the first 16 teams.

I broke it up into segments. Otherwise, I'd end up doing over 1000 matches, and that's just for MW's.

320
Off-Topic Discussion / Re: General Chatter Thread
« on: August 09, 2012, 12:39:43 PM »
Same here. My ideas jar is pretty empty as well, so I've come up with my own RA2 Bot Design Generator. Roll a dice and flip a coin to decide what bot you will build. All I need to do is find a dice.
 
 :gawe:
 

I have a thread doing the exact same thing lol. stop being me.

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