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 - G.K.
Pages: 1 ... 10 11 12 13 14 15 16 [17] 18 19 20 21 22 23 24 ... 664
321
« on: July 25, 2015, 10:18:04 PM »
Spinner looks good, I agree with taking the chassis in.
Do you need the ballast on the flipper?
322
« on: July 25, 2015, 08:49:58 PM »
1 more grudge match slot left!
323
« on: July 25, 2015, 08:48:59 PM »
Hey,
Sometimes when I view a fight through Trov's Action Cam the post-fight gets all glitched up. Firstly, the camera will not spin around the winning bot, and then the bassy tune that gets played at the conclusion continues indefinitely - when I leave the battle and go back to the selection screen and there's other music playing as well, and if I go into another battle, or even the botlab.
I've mostly only had this problem in the Twiiiiisted Arena when filming BTTB V - yet by and large the tournament's had no problems with this. While I'm retiring this arena at the conclusion of this tourney I am planning on building a new one for future tournaments out of the same source material - Clickbeetle's Low Lag Arena so I'm concerned that I'll continue to be plagued by the issue.
I'm hoping I just messed something up when installing it into a different copy of RA2 where I've been doing some more recent filming - most of the filming was in an old copy of Inf AI and I don't recall any trouble there. I think the only major difference between the two is the resolution I'm running it in, but I guess as I was copying a bunch of stuff about when compiling the RA2 folder for the new game I could have re-written over something important?
Thanks in advance
EDIT: I only seem to be getting the problem in the twiisted arena at the moment. In case it is of any help, I include its .py below as I recognise not everyone may have it.
from __future__ import generators import plus import Arenas import random import Hazards import math
from random import randint import time import HazardsBlueRay import string import Gooey
class Twisted_Loser(Arenas.SuperArena): "Twiiiiiiiiiiiiiiiisted" name = "Twiiiiiiiiiiiiiisted Arena" preview = "twisted/twi_preview.bmp" game_types = ['DEATHMATCH', 'BATTLE ROYAL', 'TEAM MATCH'] extent = (-15, 15, 15, -15)
def __init__(self): Arenas.SuperArena.__init__(self, "Arenas/twisted/twisted_L.gmf") #plus.Arena.__init__(self, "") plus.setBackColor(0, 0, 0) degrad = 0.01745 self.AddStaticCamera("Main View", (0, 30, -20), (68*degrad,0), 55*degrad) self.AddStaticCamera("Battle View", (19.5, 25, 19.5), (56*degrad,225*degrad), 40*degrad) self.AddStaticCamera("High Flipper View", (-19.5, 45, -19.5), (48*degrad,45*degrad), 84*degrad) self.AddStaticCamera("Birds Eye View", (0, 45, 0), (90*degrad,0), 50*degrad)
self.AddWatchCamera("Combat Cam", (-12, 8, 12), (16, 36, 65*degrad, 30*degrad)) self.AddWatchCamera("Aerial Cam", (-19.5, 35, -19.5), (50, 60, 45*degrad, 60*degrad)) self.AddWatchCamera("Ground Cam", (8, -5, -8), (15, 40, 75*degrad, 35*degrad)) self.AddWatchCamera("Spectator Cam", (13, 15, 13), (6, 18, 45*degrad, 45*degrad)) self.players = ()
################## Bot Flames + Smoke ##################------------- self.RI_1 = 0 self.RI_2 = 0 self.RI_3 = 0 self.RI_4 = 0 self.RI_5 = 0 self.RI_6 = 0 self.RI_7 = 0 self.RI_8 = 0 self.RI_9 = 0 self.RI_D = 0 self.RI_Y = 0 self.RI_SandF_0 = random.randint(-4, 4) ### Random Smoke and Flames self.RI_SandF_1 = random.randint(-4, 4) ### Random Smoke and Flames self.RI_SandF_2 = random.randint(-4, 4) ### Random Smoke and Flames self.RI_SandF_3 = random.randint(-4, 4) ### Random Smoke and Flames
################## Bot Flames + Smoke ##################-------------
def AddShadowReceivers(self): self.SetShadowSource(5.897, 19.159, 5.899)
def Activate(self, on): if on: self.players = plus.getPlayers()
Arenas.SuperArena.Activate(self, on)
def HazardsOn(self, on): if on: ################## Bot Flames + Smoke ##################------------- self.BOT_Flame_0 = HazardsBlueRay.BotFlame((0, 0, 0), (0, 1, 0), (.2, .4, .2), .8) self.AddHazard(self.BOT_Flame_0) self.BOT_Flame_1 = HazardsBlueRay.BotFlame((0, 0, 0), (0, 1, 0), (.2, .4, .2), .8) self.AddHazard(self.BOT_Flame_1) self.BOT_Flame_2 = HazardsBlueRay.BotFlame((0, 0, 0), (0, 1, 0), (.2, .4, .2), .8) self.AddHazard(self.BOT_Flame_2) self.BOT_Flame_3 = HazardsBlueRay.BotFlame((0, 0, 0), (0, 1, 0), (.2, .4, .2), .8) self.AddHazard(self.BOT_Flame_3) self.BOT_Flame_4 = HazardsBlueRay.BotFlame((0, 0, 0), (0, 1, 0), (.2, .4, .2), .8) self.AddHazard(self.BOT_Flame_4) #self.BOT_Flame_5 = HazardsBlueRay.BotFlame((0, 0, 0), (0, 1, 0), (.2, .4, .2), .8) #self.AddHazard(self.BOT_Flame_5) #self.BOT_Flame_6 = HazardsBlueRay.BotFlame((0, 0, 0), (0, 1, 0), (.2, .4, .2), .8) #self.AddHazard(self.BOT_Flame_6) #self.BOT_Flame_7 = HazardsBlueRay.BotFlame((0, 0, 0), (0, 1, 0), (.2, .4, .2), .8) #self.AddHazard(self.BOT_Flame_7) #self.BOT_Flame_8 = HazardsBlueRay.BotFlame((0, 0, 0), (0, 1, 0), (.2, .4, .2), .8) #self.AddHazard(self.BOT_Flame_8)
################## Bot Flames + Smoke ##################-------------
return Arenas.SuperArena.HazardsOn(self, on)
def Tick(self): for each in self.players: if plus.getLocation(each)[1] < -10: # Adjust this parameter to floor height(s). plus.eliminatePlayer(each)
################## Bot Flames + Smoke ##################------------- self.RI_0 = randint(-4, 4) self.RI_1 = randint(-4, 4) self.RI_2 = randint(-4, 4) self.RI_3 = randint(-2, 2) self.RI_4 = randint(-2, 2) self.RI_5 = randint(-2, 2) self.RI_6 = randint(-2, 2) self.RI_7 = randint(-2, 2) self.RI_8 = randint(-2, 2) self.RI_9 = randint(-2, 2) self.RI_D = randint(1, 4) self.RI_Y = randint(0, 2)
self.BOT_Flame_0.Tick() # Individual bot flames self.BOT_Flame_1.Tick() # "" self.BOT_Flame_2.Tick() # "" self.BOT_Flame_3.Tick() # "" #self.BOT_Flame_4.Tick() # Generic Lightning striking bot_flame. #self.BOT_Flame_5.Tick() #self.BOT_Flame_6.Tick() #self.BOT_Flame_7.Tick() #self.BOT_Flame_8.Tick()
if 0 in self.players: if plus.getHealth(0,0) < 0.2: # if self.RI_SandF_0 <= 2: plus.emitSmoke(1, (plus.getLocation(0)), (self.RI_3, 1 ,self.RI_4), (.2,.4,.2)) if plus.getHealth(0,0) < 0.1: # if self.RI_SandF_0 < 0: plus.emitSmoke(1, (plus.getLocation(0)), (self.RI_4, self.RI_Y, self.RI_5), (.2,.4,.2)) self.BOT_Flame_0.BotFlameOff() self.BOT_Flame_0 = HazardsBlueRay.BotFlame(plus.getLocation(0), (self.RI_4, self.RI_Y, self.RI_5), (.2, .4, .2), .8) self.BOT_Flame_0.BotFlameOn()
if 1 in self.players: if plus.getHealth(1,0) < 0.2: # if self.RI_SandF_1 <= 2: plus.emitSmoke(1, (plus.getLocation(1)), (self.RI_4, 1 ,self.RI_5), (.2,.4,.2)) if plus.getHealth(1,0) < 0.1: # if self.RI_SandF_1 < 20: plus.emitSmoke(1, (plus.getLocation(1)), (self.RI_5, self.RI_Y, self.RI_6), (.2,.4,.2)) self.BOT_Flame_1.BotFlameOff() self.BOT_Flame_1 = HazardsBlueRay.BotFlame(plus.getLocation(1), (self.RI_5, self.RI_Y, self.RI_6), (.2, .4, .2), .8) self.BOT_Flame_1.BotFlameOn()
if 2 in self.players: if plus.getHealth(2,0) < 0.2: # if self.RI_SandF_2 <= 2: plus.emitSmoke(1, (plus.getLocation(2)), (self.RI_5, 1 ,self.RI_6), (.2,.4,.2)) if plus.getHealth(2,0) < 0.1: # if self.RI_SandF_2 < 0: plus.emitSmoke(1, (plus.getLocation(2)), (self.RI_6, self.RI_Y ,self.RI_7), (.2,.4,.2)) self.BOT_Flame_2.BotFlameOff() self.BOT_Flame_2 = HazardsBlueRay.BotFlame(plus.getLocation(2), (self.RI_6, self.RI_Y, self.RI_7), (.2, .4, .2), .8) self.BOT_Flame_2.BotFlameOn()
if 3 in self.players: if plus.getHealth(3,0) < 0.2: # if self.RI_SandF_3 <= 2: plus.emitSmoke(1, (plus.getLocation(3)), (self.RI_6, 1 ,self.RI_7), (.2,.4,.2)) if plus.getHealth(3,0) < 0.1: # if self.RI_SandF_3 < 0: plus.emitSmoke(1, (plus.getLocation(3)), (self.RI_8, self.RI_Y, self.RI_9), (.2,.4,.2)) self.BOT_Flame_3.BotFlameOff() self.BOT_Flame_3 = HazardsBlueRay.BotFlame(plus.getLocation(3), (self.RI_8, self.RI_Y, self.RI_9), (.2, .4, .2), .8) self.BOT_Flame_3.BotFlameOn()
################## Bot Flames + Smoke ##################-------------
return Arenas.SuperArena.Tick(self)
Arenas.register(Twisted_Loser)
324
« on: July 25, 2015, 07:58:15 PM »
I'd like to request a match between both bots with the word "Crush" in their names - Cube Crusher and Crush?.
I'd thought about doing this one already :P 2 slots left, meaning I'll be uploading up to 27 bonus matches in total, in 8/9 vids, including all the stuff I've already planned, which is: Rumble Champions' Rumble - Ounce's 2 champion popups and the winner of this face off. First Round Losers Mini Tourney (So the bots get some more airtime) Rebuild Rumble (Fights between different rebuilds of same bots, usin BTTB 1 bots) And a couple of individuals matches I already planned. Please feel free to request fights against bots from previous BTTB tourneys.
325
« on: July 25, 2015, 07:12:42 PM »
I don't think I'm gaining anything :P
Just wanted to make an inverted VS at MW level.
326
« on: July 25, 2015, 06:21:26 PM »
I shall do all of these grudge matches, and I'm happy to do another set of 3, so still got 4 open.
327
« on: July 25, 2015, 06:09:35 PM »
LB Round 5 is up, and the brackets complete with spoilers have been updated.
Still on the hunt for some grudge matches - taking 1-4 more.
328
« on: July 25, 2015, 05:13:41 PM »
Nah, just a whole lotta GMF stuff xD I hardly remember the 3DSM I used to do haha!
I can send it to you on FB if you'd like? Don't really wanna put out stuff on here until I'm happy with it.
-That's incredibly impressive. I bow down to you. -I don't think I have you on FB, maybe PM me? I can't promise I'll be able to fix anything at all but I'm more than happy to try and have a poke.
329
« on: July 25, 2015, 05:09:21 PM »
Also, I've answered your questions from that post the other day - see the spoiler. I could release a demo now, but I'd rather wait a week or so to get some more systems in.
In the meantime, I'd like to ask you guys a few questions so I can get some opinions on some stuff.
What do you guys want in a damage / scoring system? Do you guys want points to accumulate based off of weapon stats and collision speeds? Or keep the damage behind the scenes and simply score off of number of weapon strikes, orrrr... What? I'm open to ideas.
Should I focus on having components fail realistically, or go the same route as RA2 and have the bots auto-lose after the chassis has taken a certain amount of damage?
What kind of stage hazards do you guys want to see in the demo level? (This question is obviously less important but I should he able to implement whatever)
-Your accumulation idea sounds neat but I will have a think about this. -Realism would be cool and a clear difference between this and RA2, provided it's not too technically difficult. -Hazard wise, I'm a fan of the stuff you've got in there atm. What's the thing in the bottom left? A pit would be cool but not essential.
330
« on: July 25, 2015, 05:08:04 PM »
Nah, we're interested in people's stuff. S'all good here.
Haven't had the chance to take a listen but I'll endavour to at some point.
331
« on: July 25, 2015, 04:40:29 PM »
No, it's definitely something in the GMF, I've seen mention of it before. I just can't remmeber what they are or what they do.
332
« on: July 25, 2015, 04:29:15 PM »
Great to see you doing your stuff Wham, these are all visually fantastic. North Sea Oilrig
The drill does go down when a robot is pushed under it, however it stays down. I need to add a code that enables the drill to go back up again. I also need some help with collision lines as atm the AI are just running into pillars and stuff which can be annoying in an arena such as this. I also wanna add some barrels, and while the GMF experiment I did with barrels worked, the PY code I need to enable it's physics doesnt.... As I'm sure you can tell already, anything PY will be a recurring theme in this!!
Firstly, how in the ![heck heck](https://gametechmods.com/forums/Smileys/gtm/heck.png) did you make this? 3DSM? Looks so similar to the AoD one. Can you post up your current arena.py for this? I'm not sure what you've got in there at the moment - you could just be lacking something simple or it could be more problematic. Re collison lines: are your AI bots' radius values high enough? Want to confirm it's definitely an issue with the arena.py and not just that. Also, what are you trying to do with the barrels in the py? Robot Wars Series 1
This was my first go at playing with Omni's.
What are omnis? Can't comment on the difference till I know what it is :P I've already had a peek at the Combat Box in your troubleshooting thread. Currently I'm stumped but I hardly knew any GMF/arena py in 2011, let alone today.
333
« on: July 25, 2015, 04:17:13 PM »
lol
334
« on: July 25, 2015, 03:36:55 PM »
Re the thwack: Good improvement already! One thing I would say is that bots are less likely to hit the weapons closest to you, as you're probably finding now you're testing it. I would consider trying to concentrate the weapons a bit closer together - maybe take off the two closest to the bot and put them on a weapon array closer to the top?
Re Big Bubba: What weight is it? Also what's holding the dsl bar on top?
335
« on: July 25, 2015, 02:28:40 PM »
Your names are on point.
336
« on: July 25, 2015, 12:15:54 PM »
As avalanche asked, what style are you building to? If you are building to DSL-S or IRL, there are different standards applicable and as such our advice will differ. See Craaig's handy guide here: https://gametechmods.com/forums/index.php?topic=17443.0
337
« on: July 25, 2015, 11:17:46 AM »
That link didn't help but I found it The gameplay only goes to make me look forward to your demo. I'm really enjoying the physics and the collision mechanics. Again, this clamp bot is really cool - I liked the clamp manouvre at ~0:30 - reminiscent of some of the action we've been getting with bots at BattleBots this year. As with Avalanche, in an ideal world I'd get to play with that clamper in the demo, but if not either is cool. Are you planning on having any other camera modes? The one you've got is good but a couple more perspectives would be ace. Tank controls are different but you get used to them - we had the same thing with botApp, which was a similar thing we found a few years back but never really got past an initial alpha. I'm not worried about the driving glitchiness at the moment, you're still in the middle of the development stage. Other than that, I'm wondering on the scope you're planning - will this have multiple arenas or a builder mode etc? (Not that it would matter if it didn't, because it does the combat so well) Also, I'm intrigued by the 'secret' button.
338
« on: July 25, 2015, 10:53:02 AM »
Once again, this is really well constructed. I'm a big fan of your extender supports.
339
« on: July 25, 2015, 10:51:19 AM »
My god, that is beautiful. Can we get a shot from another angle?
Competent fighter?
340
« on: July 25, 2015, 09:19:47 AM »
The ability to do that kind of picking up is really cool, it's a shame to not have that RA2. The way you're constructing the mechanic sounds good too. And I see you can take components off in this, a big thumbs up from me there.
Can't really pick out anything from that piece of footage that I'd particularly say needs changing, assuming that there was a reason for most of the bots not moving - other than the lack of a Mako-style bot so far :P
Pages: 1 ... 10 11 12 13 14 15 16 [17] 18 19 20 21 22 23 24 ... 664
|