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General Support / Re: DSL texture issues
« on: March 23, 2014, 10:09:04 PM »
Have you tried following these instructions?
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. 341
General Support / Re: DSL texture issues« on: March 23, 2014, 10:09:04 PM »
Have you tried following these instructions?
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Discussion / Re: Bugfixes Galore Mod« on: March 18, 2014, 02:27:12 AM »
Actually, I find that having the game windowed leads to less problems (not to mention, improved performance). Here are some other miscellaneous tips that come to mind:
It is not possible to fix these bugs without the source code of RA2. It is, however, pretty easy to avoid them. 343
Site News and Feedback / Re: Bot Exchange doesnt work?« on: March 17, 2014, 06:11:05 PM »
It looks like some of the changes that I made got reverted... Let me know if it didn't get re-fixed.
Working on this old Bot Exchange really makes me want to finish the new one. Its going to be much easier to maintain. 344
General Support / Re: Hitboxes Breaking Randomly« on: March 17, 2014, 12:46:12 AM »
IIRC, you can press the pause button before switching tabs back and forth. Alternatively, you can visit the practice arena and come back.
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Modifications / Re: Action Cam (public release)« on: March 16, 2014, 12:50:49 PM »is it possible to make an TV like camera that automaticly switches the view every now and then but will always focus on the active bot?Yeah, it would be possibe. It would basically use the same logic as the other cameras that I listed but limit itself to focusing only on the bots within x units of the active bot. 346
Modifications / Re: Action Cam (public release)« on: March 16, 2014, 02:43:25 AM »
At the moment, I'm busy working on a new Bot Exchange (between real life and my responsibilities here at GTM). I do, however, intend to finish coding a version 2 of this mod. You can expect an improvement in terms of performance when things start to lag, a reduced likelihood of having a bot disappear off-screen, and more cameras. I've already refactored this camera's code so that it will be easier for myself and others to create more.
I haven't decided on what other cameras I want to include in version 2 yet but here are some of my ideas:
Admittedly, some of these ideas aren't very practical but cameras like the orbit camera alternatives have been requested for years wouldn't take much effort to implement. 347
Site News and Feedback / Re: Bot Exchange doesnt work?« on: March 12, 2014, 01:36:22 AM »
Does it work now? I found a few possible culprits and after fixing them, got my test account to work with exactly the same privileges as you.
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Site News and Feedback / Re: Bot Exchange doesnt work?« on: March 11, 2014, 01:59:28 AM »
I tested all the uploaders and didn't get any errors.
Its possible that the security filter doesn't like your file name but I thought I added some handling for that... If you don't mind my asking, what is the name of the file that you are trying to upload. I'll continue looking for the issue but more details would definitely help. 349
Site News and Feedback / Re: Length of forum thread/number of posts per page« on: March 11, 2014, 01:29:43 AM »
I've reduced it back down to 20. I think it used to be around 15 posts per page. Somebody complained that it was too short after I was forced to remove the user setting so I cranked it up.
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Discussion / Re: RA2 Wiki« on: March 08, 2014, 05:46:20 PM »
As Craaig said, getting an account for the wiki is a relatively simple matter (explained here).
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Guest Section / Re: Cant join,even after manually deactivating proxy« on: March 05, 2014, 12:01:31 AM »
I'm really sorry for the inconvenience. It was designed as a security measure against multi-accounting and spammers.
You should receive a message in your hotmail account very shortly. 352
Site News and Feedback / Re: Media Tab is useless.« on: March 04, 2014, 11:40:48 AM »I never could watch the videos on it anyway. I don't see the point of it. I say save the stuff that's already there to a disc and remove it.Do others agree with this? The original maintainer is no longer making new versions for SMF so I've actually been contemplating this for quite some time. I'm thinking that I can spoof the current addresses so that links don't go bad but I'd like to phase it out eventually. 353
Site News and Feedback / Re: Media Tab is useless.« on: March 03, 2014, 06:14:39 PM »
I'll look into it.
Do you happen to know if it ever worked for you? It looks like nobody has used it since late-2012 so perhaps it was an update that broke it (or me). Have you tried creating your own album? There is a membergroup lock that may be preventing you from adding content to someone else's album. 354
Modifications / Re: Robot Arena - More Than Four Robots« on: March 03, 2014, 05:57:12 PM »
Huh, my mistake... I guess its been longer than I thought since the last time I worked with the GIBs...
I took another look at gamewindow.gib and it looks like the EXE is replacing the Group widgets rather than using the builtin Proxy widget. With this in mind, it is possible that the EXE is using the game type's bot size limit for determining which widgets get replaced by a visible HUD (sounds obvious but it implies that the implementation may be more intuitive than I originally thought). You may still need to increase the array size and tell the EXE to load more than 4 bots but it may be just those two values that need to be changed. 355
Modifications / Re: Robot Arena - More Than Four Robots« on: March 03, 2014, 11:57:49 AM »There wouldn't be a need to add co-ords along a 2d array, and every screen in the game is in fact a .GUI file. However, that means I'll have to look into where the exe calls the gui files, especially on the options menu.I'll give you the benefit of the doubt by assuming that you mean .GIB files and IDA's C-style pseudocode rather than .GUI files and source code... The .GIB files are just layouts that get parsed at runtime by the EXE. You are right that the .GIB files are responsible for most of the GUI but all the functionality such as button events and bot slots are the result of the EXE having hard-coded calls and references that are only accessible from specific screens. Also screens like the actual combat screen do not have a dedicated .GIB file (in most other places, they used a placeholder widget inside of the GIB to represent 3D content that is generated by the EXE but not in this circumstance). As I attempted to explain in my previous post, the EXE reads statusmeters.gib and creates a new HUD for every bot. In order for each HUD to be placed into its own corner, we know that the relative x and y positions must be predefined within the EXE. For this reason, I gave the two most likely implementations that Gabriel Interactive used. Both implementations, however, would result in the game crashing if the programmers assumed that it would always be limited to 4 bots. Which considering the predefined placement of the HUDs in the corners, this is a pretty good guess. If they were lined up across the top than it would have been easier to code something that dynamically positioned the HUDs based on the number of bots but they clearly didn't do this (unless of course they have some unused handling that switches the layout when there are more than 4 bots (extremely unlikely)). I am fully aware that you can turn off the HUDs or try adding more code to the EXE. My point is that if Gabriel Interactive wasn't planning on having more than 4 bots than it is going to be a very difficult task to add it without the source code. It isn't going to be as simple as changing a 4 into an 8. In fact, it is very possible that you'll need to change more than one 4 into an 8 and make multiple injections of your own code for handling stuff that they hard coded into the other slots. I'm not saying that you shouldn't try to do it; I'm just making sure you realize how big of a task it would be. Lastly, The array would have to be altered along with other possible arrays, such as the one that finds bot spawning positions in the arenas, the one that calls on the AI, the one that updates CO2, points and damage etc etc.Considering that they probably created a bot class and kept an array of active bots, I doubt that you'll need to worry about associating bots to start points, bots to AI, or bots to HUD data. Since those sorts of things would have been handled recursively on each element in the bot array. As very indirect evidence of this, the python code has quite a bit of object-oriented programming and I would assume that they weren't complete idiots when they coded the C++ code (since it would have required the exact same handling for each bot and they clearly understood object-oriented programming). 356
Modifications / Re: Robot Arena - More Than Four Robots« on: March 03, 2014, 03:09:53 AM »
I, actually, don't think it would be that easy to extend the EXE's bot limit unless they intended to have more than 4 bots. If you take a look at the code used for the status meters, you'll notice that the EXE is responsible for placing them into the four corners. This implies that the coordinates have been predefined inside of the EXE. If they are storing these coordinates inside of a 2D array than we would get some sort of index out of range exception when it fails to find the coordinates after index 3. Likewise, if they hard coded conditionals with values than the EXE wouldn't be able to have a place to send the information and most likely crash due to its absence (since it doesn't make much sense to check for something that should always be there).
I thought I made a post about the EXE's four bot limit somewhere but I couldn't find it. Instead I found this post: It is not currently possible to add more than 4 fully-working bots. It is a limitation caused by a lack of coding in the EXE to handle more than 4. Serge was looking into it but he nor anyone else has had any success.I'm certainly not trying to belittle shedRift's rediscovery of this; I just thought I'd point out some of the other side effects. Another thing to note is that I don't think you can have more than one chassis inside the same bot file. Most of my attempts to merge bot files were made in 2011 so the above quote may not be completely accurate (although, I'm assuming that it is). 357
Discussion / Re: Request for Better Online Experience« on: February 28, 2014, 10:12:45 AM »
Since we were starting to tangent from Robot Arena - More Than Four Robots, I split the topic.
@shedRift: There isn't much customization when it comes to the stock cameras but you can try making your own action cams. In version 2, I refactored the code so that it is easier to make your own (however, it hasn't been released yet because I wanted to add an FPS checker and improve the POV system so that you are guaranteed to have all the bots in view). Edit: If I get the chance, I've also been planning to code some cameras that follow a predefined path for specific arenas. This would work well for your jump maps, racetracks, obstacle courses, etc. 358
Discussion / Re: Request for Better Online Experience« on: February 27, 2014, 10:14:59 PM »
I seem to recall the orbit cams following my bots better on one of my old PCs but its been so long that I can't say for certain... The watch cams are a little more responsive to movement but they don't work as well in large arenas. Static cameras tend to be too far out and it is easy to lose track of bots when using them. The tourney cam works well for AI vs AI but it can be cumbersome if you are having Human vs Anything. Nowadays, I use action cams for almost all of the arenas. If you want a sideline view, I could probably make a special Action Cam that mimics the watch cameras but keeps all bots in view. While I'm at it, I could probably do something about the responsiveness of the orbit cameras.
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Modifications / Re: The DSL 3.0 preview thread (do not post in there unless you have DSL3 news)« on: February 23, 2014, 09:39:00 PM »Has anyone noticed that Click hasn't been on GTM for about a year? Look at his profileThis was already discussed here so I don't see the need to bump this topic any further. The last post in this thread was made in August so you can assume that any members that were discussing things in this thread saw the post that I made three days ago (or deduced it for themselves). 360
Existing Games / Re: Pokemon Thread« on: February 23, 2014, 09:14:33 PM »
My favorite version would probably be Red/Blue because of all the glitches that were found years after I played through the actual game (most of them are listed here but there is also some others like the Q Trick and the Box Trick). The amount of research that has been conducted on these glitches and the binary code of the game is also bar none the best I've ever seen. My favorite glitch would probably be the Q Trick but to do it in Red/Blue, required either a cheat code or a trade with the Yellow version of the game (the latter being the preferred method for me).
I really liked some of the changes that they made to the later generations but I never felt as drawn to them. |