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Messages - Clickbeetle
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321
« on: April 09, 2014, 11:31:52 PM »
the first one is pretty swag, such is the wall of maces.
Giant maces, unless that's some trick of perspective. Have you been playing with the transformation matrices in the bot file?
322
« on: April 09, 2014, 12:10:43 AM »
I`m just asking for the attachementpoint on the wedge cause it would make it easier to make new shapes without rule of 7 interrupting so quick
In that quick drawing you can see what I mean. you wouldn`t need the heavy extenders under the sheets but you can make the panels look like one piece
(Image removed from quote.)
Ah, I get it. You're asking for an angle connector, but for armor plates instead of extenders. I'm not sure about that. I'll think about it, but it would be A LOT of work (6 angles x 3 materials x 5 lengths = 90 components). I also want to keep the armor plates mainly used for armor, and not another extender. However I've already noticed that the rule of 7 is a bigger issue in DSL3 than in DSL2 or stock. If I could change just ONE thing in the exe... Alright, question time. I know you said you wanted to run BBEANS7 in DSL3, but DSL3 seems to be mainly centred around IRL building. If you were to run BBEANS7, would it be in DSL-S or IRL format?
DSL3 BBEANS will use the standard realistic rule, but no extra IRL rules. My goal with DSL3 is not so much to center around IRL building, but to bring standard building closer to IRL, and IRL closer to standard (in that IRL bots will be more competitive in standard play).
323
« on: April 08, 2014, 11:26:41 PM »
can you attach tings to the wege as well?
No. It's so small I can't see where you would even attach something. Except maybe if you wanted to chain them in a long line, but that would look dumb. i wonder how wedgy they actually are...
Probably not very. However, it's still a vast improvement over a blunt rectangular edge. --------------------- Speaking of wedges, I made some hinge improvements:  The biggest change is that metal hinge there. Yes, I'm re-introducing the metal hinge to DSL3. As much as I dislike it for its integral role in the wedge war, I acknowledge that it's a useful IRL building component as well, for those times when you need a hinge but the skirt hinge is too big. However, this isn't the metal hinge you are familiar with. - It is now a "burst motor" like the skirt hinge, so you can set it at any angle you want. - The weight of the axle is increased, making it far less havoky (it doesn't explode with nothing attached to it anymore). - The total weight is 10kg (1kg less than it used to be). - The body of the hinge can no longer pass through the chassis. Only the axle half can stick out. - The hinge is now 'alwaysvisible', so no more magic floating hinge halves. - The axle part has no collision, like the Narmor-b-gone skirt hinge. (Otherwise this could be the new Narmor!) And speaking of Narmor-b-gone, I made a couple changes to the skirt hinge too: - JoeBlo's Narmor-b-gone skirt hinge collision model is used now. - The total weight of the skirt hinge is now 10kg (same as the metal hinge). - The attach point was slightly lowered, elevating the hinge off the baseplate a bit and allowing it to be attached at the very top of a minimum-height chassis (see picture). Previously, the highest you could place a skirt hinge on a minimum-height chassis still left a substantial 'lip' above it.
324
« on: April 07, 2014, 01:01:59 AM »
Have you deleted any teams in the Team HQ? This can cause crashes when selecting your robot in exhibition. To fix it, just fill up your HQ with new teams.
For the AI issue, it looks like you want the srimech to reverse the spin direction of the weapon motors. Is this true? If so, you want to wire the weapons with an analog control instead of a button (positive input = normal, negative input = srimech), and use VertSpinner.py instead of Omni.
325
« on: April 07, 2014, 12:47:07 AM »
Does that actually drive straight? Or at least straight-ish? It would be pretty good if it does.
326
« on: April 07, 2014, 12:22:44 AM »
UPDATE:  Click finally got around to making wedged armor plates so Cloud Nine can have a proper wedge. Sort of. Actually, it's a wedge edge that you attach to the edge of armor plates. I did this, as opposed to making actual wedged plates, for simplicity. With actual wedged plates, I would need 25 different components. With this, I only need 5. ...Wait, did I just say you attach the wedge to the edge of armor plates? Yup, armor plates now have four edge attachment points. You can't attach plates with the edge, only attach components to the edge. They also have a corner attach point on the face now. Prepare to abuse these armor plates in the next update. Other updates: Lexan plates are now 25% lighter (and weaker), and there are new titanium plates as a middle ground between plastic and steel. The 40x40 Ti plate weighs 5kg with the others scaled accordingly. I'm thinking about making steel plates lighter as well.
327
« on: April 03, 2014, 10:17:34 PM »
Oh man, this looks so cool Click. Nice to see you again. Is this how you made Thunder Cloud 3 with that thunder background in the snapshot?
Nope, that was with Dummy's Bot Editor. I literally threw the Backdrop together a couple hours before I posted it. It's kind of embarrassing how little effort it took.
328
« on: April 03, 2014, 12:14:21 AM »
I was actually working on the dsl 3 burst motors.. making them a bit strobger but also sligtly heavier.
also nerving the hp and weight of the plexy sheets
I thought general consensus was that the burst motors were too powerful (the piston ones, at least). I was planning to make them a bit weaker. Opinions?
I was makinf them stronmger cause DSL3 was meant to be more "IRL" than DSL2 was right? In DSL 2 most people use the Judgeburst for theire flippers wich is a cheatbot component. Making the bursts legal would stop some people complain. As for tournaments you could make a "one burst per bot except it uses it as a srimech" rule. Also since DSL 3 isn`t meant to have popups it would be handy cause most flippers I`ve build can`t flipp heavies that great cause I use those metal and plexy sheets.
Good point. However, the Judge burst is not really an "IRL" component by any stretch of the imagination. It's far too small and light. Probably why you were making the bursts heavier as well. Let me know if you test your idea and it works.
329
« on: April 02, 2014, 11:10:32 PM »
I was actually working on the dsl 3 burst motors.. making them a bit strobger but also sligtly heavier.
also nerving the hp and weight of the plexy sheets
I thought general consensus was that the burst motors were too powerful (the piston ones, at least). I was planning to make them a bit weaker. Opinions?
330
« on: April 02, 2014, 10:51:19 PM »
Also, is that the DSL3 Lock Nut? I'm gonna miss the overhead spinner-ness of the other one.
Is Spinosad going to be in the AI at all?
Lock Nut was a potential BOTM entry, but I decided to make Cloud Nine instead. I don't have plans to make DSL3 versions of all the stock AI right now, but that is a possible future project. Spinosad is just a quick bot I threw together to test the new DSL bars. I could do much better for an offical AI bot.
331
« on: April 02, 2014, 10:21:02 PM »
Hey guys, it's been so long I figure I'd better start with something new and flashy and exciting. I'll do the boring .txt file editing next. Here's an idea that's been floating around in my head for a couple years and I just now got to making. A lot of us (me included) have learned how to change the bot lab background in DSL by editing batsuit.tga, which lets us easily crop out bots and put them in splash images. It works, but it's kind of a pain, and it's not very intuitive if you don't already know about batsuit.tga. But what if there was a way to change the bot lab background in-game?Enter the Backdrop component.  Basically, it's a giant smart zone sphere that surrounds your bot--literally, a backdrop. Just click to place it and...  BAM. Blue background. I've made 6 styles so far (gray, black, white, blue, fire, and lightning) with plans for more. This will be an easily customizable component, and you will be able to add any background image you want. The Backdrop uses a spherical reflection map, so no matter how you rotate the camera, the background image stays the same. Not only does this make cropping bots for splash images a snap, it also lets you do stuff like this:  All those preview images were made in-game with the Backdrop. And the best part? As more of a "utility" component that doesn't stay permanently on your bot, this is easily transferable to other versions of RA2, such as stock. Once this is released, I have a feeling we'll be seeing a lot less plain gray and black backgrounds.
332
« on: April 01, 2014, 09:59:54 PM »
Thanks guys.
So... DSL3 is still pretty much where I left it?
I guess that makes things convenient. I can pick up where I left off. Time to dig back into my RA2 files and start working again.
Looks like I'll have new replicas to make too! But gotta focus on getting a balanced, playable game out first. That will be my goal.
333
« on: April 01, 2014, 09:02:53 PM »
Hey RA2, long time no see!
Unfortunately, I don't have any grand prank like the DSL3 beta I released last year. In fact, I don't have a prank of any kind. But today did get me thinking about GTM, and how I always post on April 1st. And how it's about time I came back. Homestar Runner came back (AND IF YOU DIDN'T KNOW THAT, CONGRATULATIONS, GO CHECK IT OUT), so I should too! It is a day for comebacks!
First off, let me apologize for disappearing for so long again. I know you were all counting on me to make DSL3 awesome, and I just kind of left it after releasing a beta that still had problems. I don't like leaving things unfinished (part of why I'm posting now), and I'm as frustrated with myself as you probably are with me. So, I know how you feel, and I'm sorry.
I've lost interest in RA2. Don't worry though, I haven't lost ALL of it, just some of it. Enough that RA2 gets constantly pushed to the bottom of my to-do list. I still want to finish DSL3, and I still want to run BBEANS7 (preferably in DSL3), and I still want to build bots too. However, I no longer trust myself to stay motivated enough to finish DSL3 in a timely manner.
Therefore, I was thinking it might be time to "pass the torch", so to speak, and let someone else take over as "head" of DSL3. I can't imagine you guys have been idle while I've been gone. I'm guessing some tweaks have been made to the DSL3 beta I released last year. What's the standard version of DSL you guys use for tournaments and showcases? I know Naryar and 123savethewhales both had their own ideas for DSL3. Is one of their versions the "standard" now? Instead of me reinventing the wheel and making a new "official" DSL3, we could just use the current standard and work off of that. Enough time has passed that you've probably got it properly balanced, or close to it. I would still like to be involved in development, but in more of a testing and editing role.
Of course, it's also possible that there is no consensus on which version of DSL3 to use. Maybe you're still playing DSL2. In which case, I'll do my best to fix DSL3 and make it awesome. I do have some fixes for the beta that I never released. I will not abandon my responsibility to GTM. Even if it takes years. Which, just warning you, it probably will.
So tell me what's happened in the last few months! What's popular right now, what big new things have happened? I won't disappear again right away. I'll stick around for the next few weeks, at least! Hopefully months!
334
« on: May 19, 2013, 12:25:53 AM »
I kind of like it. It's less of a hammer bot, and more of a standard rammer with an extra hammer added.
#1 priority is to get a wedge though (you may need to redo the chassis, unless you can use baseplate anchors for the weapon racks and fit a Snapper 2 in front). You may actually be fine with one battery. Two would be ideal, but your power drain is just a bit over 800.
335
« on: May 18, 2013, 11:51:41 PM »
yay!
would curving the hammers would give it the edge it needs to combat single HS at all? or maybe a flying-gullotine-like setup with a hammer?
That wouldn't help; it loses against HS because they break the samurai swords and it tips over. If it can manage to trap an HS without any swords breaking, then it can beat them. The hammer is mounted high enough that it generally doesn't get hit. Honestly, I don't think it's possible to make a LW hammer that can consistently beat standard single HS. I'm happy with "can do it if very lucky". And the red extenders weren't to troll Sage, honest. They're to match the pink skin and the Redbirds.
336
« on: May 18, 2013, 10:00:11 PM »
Woo, Flaying Mantis 2.  Was planning to enter this in EvoBots (with Preying Mantis and Slaying Mantis), but couldn't get it built fast enough. In a way I'm kind of relieved though, because now I don't have to AI my mantis bots. I was going to try making a special AI for them. Anyway, it's pretty good considering that LW hammers are, in general, rather sucky. It is very stable, which is good since it can't self-right, and it's good at beating popups. And if it gets very lucky it can beat standard HS. (VERY lucky.) Standard dual HS are a bit easier.
337
« on: April 25, 2013, 11:48:26 PM »
So it's like the opposite of ARBBC... instead of all bots being different, they must all be the same. im really hoping nobody just takes the easy route and make a 9HS/18HS/36HS combo.
If they do, and if I can manage to make a LW popup/rammer hybrid that doesn't fail horribly, they will have to deal with Cold Spell, Cold Snap, and Cold Front 3. I really want to enter Cold Snap and Cold Front but that LW is going to be a pain to build. Question: Can a non-hybrid "evolve" into a hybrid? Like if I had a LW wammer, and MW and HW popup/wammers. There is precedence in Pokemon... (Trapinch > Vibrava > Flygon, for one).
338
« on: April 18, 2013, 12:24:48 AM »
Heavy Metal Noise
Oh derp, I totally forgot I have that one. I totally agree that all those other MW VS would be awesome, but for the sake of time I think HMN will be the MW on the VS team.
339
« on: April 18, 2013, 12:10:34 AM »
So how did you AI my VS? It just drove at my opponent backwards and ran away as soon as it faced his bot
I'm guessing the "Srimech" control is wired to the drive. You can make AI that self-rights by driving backwards, but you need a special .py to get it to stop. 10000V somersaulted on the first hit, which triggered the srimech drive for the rest of the match. This should be fixed for future matches, if not by using a new .py, then at least by getting rid of that srimech control.
How on Earth did Plinkyde last that long? This might be the overall winner of the rumble.
340
« on: April 17, 2013, 10:04:41 PM »
A good skin can make or break a replica. Consider Bob made.  Finally, I can do this under-appreciated bot RA2 justice. Bob will be appearing in the next beta release. I plan to have at least one, possibly two teams of AI replicas for you to fight. The first team will be Bob, El Diablo, Firestorm, and Alcoholic Stepfather, and the second one will probably be Backlash, ???, Nightmare, and Minion. (Need to figure out a MW VS to use. Or a MW flamethrower/fire-themed bot and put El Diablo on this team.) This will be in addition to various bug fixes and rebalancing.
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