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Messages - SpyGuy

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381
Discussion / Eggbeaters?
« on: June 30, 2006, 10:52:01 PM »
You're right, DV, and if anyone should know, it's you.

Maybe I'll hang out ad wait for a while - I'm still having fun with both the original RA2 and the DSL mod.  Maybe some of the stuff I'm building is illegal as heck for "standard" combat, but wtf - it's fun building it ... the possibilities are endless, and so is the destructive potential.

382
Off-Topic Discussion / 3D modeling programs - Best? Easiest?
« on: June 28, 2006, 04:55:32 AM »
Hi, guys -

I am looking for help on programs for 3D modelling, like the ones used here in the game, among other things.  I'd like to create some custom stuff, too, and would appreciate any feedback on which programs would be the best/easiest to use.

Thanks!

383
Stock Showcases / AI Robot Rebuilds
« on: June 26, 2006, 11:54:47 PM »
Very easy - all you do is mount the Z-Tek  on its end on top of a baseplate anchor.  The ones inside Backyard Ripper are angled at 45 degrees, and you just have to move the anchors back and forth a little until you have just the shaft of the Z-tek poking out of the front.  BR uses a standard Z-Tek - mine are HP's, so the anchor needed to be set back a little further.

384
Stock Showcases / AI Robot Rebuilds
« on: June 26, 2006, 02:06:27 AM »
LOL - a HW VS from BOT-204?? Man, I gotta see that ... do you have any pictures?  You're right, the stock AI have SO much wasted space in there that could be used for more stuff.

Here's a full rebuild on Catfish (again), this time with the lower chassis to make him more easily invertible:



And, talking about wasted space, I decided to fill up some of the space on Backyard Ripper :


385
Discussion / Eggbeaters?
« on: June 26, 2006, 01:09:41 AM »
Click, I would like to be the first to politely and formally volunteer my robot-trashing services to you to beta-test DSL 2.0.

I've only been playing this game really for about a year, and I enjoy the challenge of being able to design something from the ground up, using nothing more than my imagination and a boxful of parts. I have pretty much downloaded everything off RFSHQ, Lu-Tze's site, Starcore's site, DarkRat's site, and picked up a few parts here and there from different forums which I've forgotten, and the excitement of being able to totally create something new from paper to test area is still there each and every time I rev up the game.  I have thoroughly enjoyed the 1.2 version that you and everyone else involved has created, and I'm very pleased to know that other people enjoy this game so much that they have gone to great lengths to modify it, even to the extreme of going in and completely rebuilding the entire game, not just once, but twice.

You guys are awesome, period.  Don't ever change, and keep up the great work.

-SpyGuy,  bot-kickin' somewhere in Arizona

386
Discussion / DSL 2.0 Sneak Peeks!
« on: June 24, 2006, 02:50:20 AM »
Is that Matilda's flipper on Forkie?

I like the ATT - saw it on the DSL2 preview video, and liked it so much I built my own ...


387
Stock Showcases / AI Robot Rebuilds
« on: June 24, 2006, 01:58:04 AM »
Well, yeah, gotta agree with you on Catfish - it IS a weak design ....I think I'm going to go in and redesign the entire thing, maybe make it lower and run Z-Teks on it or something.

Here's BOT-204 - don't know why it didn't show in the last post...


388
Stock Showcases / AI Robot Rebuilds
« on: June 23, 2006, 02:25:32 PM »
I already have Starcore's v3.0, and have been playing it  - I just felt like re-doing the original robots for fun.

389
Stock Showcases / AI Robot Rebuilds
« on: June 23, 2006, 11:20:26 AM »
I got a little tired of being able to beat these robots so easily by just flipping them over, so I rebuilt them for inverted running.








If anyone has any interesting rebuilds of the original game robots, post them here.  I'll be adding more soon .........

390
DSL TC Showcases / MikeNCR's Bots
« on: June 23, 2006, 02:06:45 AM »
I was one of the votes for the DSL addition, mike, and that is one kick-ass robot.  Can we please see some specs and maybe an inside shot?

391
General Support / white and wrong parts ...
« on: June 23, 2006, 01:56:28 AM »
*blinks* SIX smart zones?  Wow!  That's a lot of weaponry!  Must have been a major headache doing all the coding for that ....I noticed that the Emergency vehicle had a second set of bindings for it - I figured each one was for the flippers, or one for the flippers and one for the ramplates.

Ah, okay, hadn't thought about decompiling the gmf file.  I think I have that exporter somewhere around here - i pretty much downloaded everything RFSHQ had on their site ...

I was having some trouble with the CFZ files crossing over each other and mixing up parts, so when I revved up DSL TC, I decided to uncfl everything except the original components listing.  Makes things a lot nicer, since I like going in and tweaking some of the files here and there.  Haven't worked up to actually building parts from scratch, though that's coming sooner or later ... I'll probably wind up uncfl'ing everything on the original version of RA2 while I'm at it, and get things all cleaned up.

On a slightly different note ....
I've also been tweaking some of the bindings around a little, making some of the original AI robots invertible.  I always thought some of them should be able to run upside down, like Lugnut and The Boxer, and got really bored really fast with just flipping them over and waiting for the timer to count them out.  My new invertibles include:
BOT-204
Catfish
Civil Disobedience
Li'l Dog (running 4 Z-Teks, needs more battery power)
Lugnut (running High Power Z-Teks)
M.A.D.
Sabertooth (still in beta stage)
The Boxer

I'll see about getting pics of all of the above, in original and rebuilt form, along with any other rebuilds i'm working on, and put them in the showcase.

392
Robots Showcase / Near Chaos Robotics
« on: June 22, 2006, 12:44:51 AM »
Seconded on the DSL 2.0 .... the tail can be used as a whip or something, too.

393
Robots Showcase / Near Chaos Robotics
« on: June 21, 2006, 01:10:19 AM »
Holy dented metal, Batman!

394
General Support / white and wrong parts ...
« on: June 21, 2006, 01:05:02 AM »
Okies, will go looking for the smartzones, see if i can get them working - I'd really like to be able to build some AI bots to fight against besides basic pushers and spinners ...


Hmmm...... corrupted.bmp file, eh?  Okay, THAT i will go check on right now to see if that's the problem ...

There is a .bmp in the maps folder, but the 3d model is still coming out white.  i tried goofing with it a little to see if i could get the part to sow all colors, but nope .....  Ah, well, i'll keep messing with it.  Thanks for the help, though - 'preciate it.

395
General Support / Re: white and wrong parts ...
« on: June 19, 2006, 11:23:59 AM »
Quote from: Mr. Weedy
1. Answer to 1 is that there isn't any preview bmp file in that component's directory. ...

4. And there is already smartzones what comes with DSL-TC mod so that is the reason why those RFSHQ's smartzones crash the game.

Or at least I'm very sure that is the case.

Weedy -

1. No, the problem is not the preview picture - I have that.  The problem is the actual component itself that shows up as white.  I get the 3-D form of the component, but there's no color on it - it's just plain white.

5. Oh, okies ... must've missed them somehow .. have to go back and look for them.  Are the smartzones under Power or Extras?

MV - Thanks! That was cool!

396
General Support / white and wrong parts ...
« on: June 19, 2006, 01:43:32 AM »
Yeah, I know - I did that title on purpose ... :)

Okay, this post is relating to custom parts on both RA2 and DSL, plus a question or two ... I believe I got all of these parts from RFSHQ.com.  Don't know if anyone can answer  them, but wtf, gotta try, right?

1.  I've noticed now and then there are "white" parts, and wonders what causes this?    I have several parts from other sources (bullhorns from El Toro.bot, Aftershock axe from HackerX's AU hacks pack, etc.) that will show up and are useable parts, but they are all white.  Why is this?

2.  Software glitch on robot/component: There is a robot named REDRUM that I downloaded a while back (wedge-type with a rotating drum on the front) while I was collecting parts and robot designs.  It worked okay for a while, but after I installed a few more parts, the robot began appearing with a flipper scoop mounted sideways where the drum was originally mounted.  Very annoying, trying to run over someone with a sideways-mounted scoop .... doesn't work that well, let me tell you.  It took a long time for me to find this, and only after I un-cfl'd a number of files did I find the glitch.  Someone else had created a flipper scoop that was ALSO named REDRUM, and when the game booted up, it mistook the flipper for the barrel, ths the mixup on parts.  A quick directory and txt file change to "rd_flipper", and the problem went away.

3. Software glitch on component:  Fedexirico had created a components pack, one of the items being a red devil's fork flipper.  This component was put into a directory named "fork", with a .cfz file pointing to it.  At the same time, someone else had released another fork, this time a table fork. with a .cfz file pointing to THAT one.  However, BOTH directories and component names were called "fork," so I would get Fedex's red fork, but the description from the table fork.  After uncfl'ing the two files, Fedex's component and the corresponding files have since been renamed "redfork" - no more problems with mixing the two up anymore.  This is another good reason NOT to have the cfz's.

4.  Smart-zones:  For some reason, the smartzone from RFSHQ is not working correctly.  The game tends to crash whenever I use it, i.e. removing the smartzone on RA2 AI robot Sentinel to change the flipper to a hammer- or axe-type weapon.  Maybe I'm not installing it or labelling it correctly, I'm not sure, but I figured it couldn't hurt to ask.

5.  Is it possible to make an AI robot with two different weapons, such as a "primary" and "secondary" weapon?  For instance, Coal Miner (orignal RA2) having a smartzone on the rear to fire a spike or swing a mace on a snapper2 motor.  Just a thought ...

That's all I can think of at the moment .... I'm sure there's more I'll remember later.

397
Discussion / NPC-T64 High Power edit
« on: June 17, 2006, 01:28:49 AM »
Just bumped the power up a little on the NPC-T64 so that two of them would push a fully-loaded robot around a little quicker.  I like being able to use two motors in my robots rather than four for drive.  The rates are more-or-less double the Z-Tek HP.

398
DSL TC Showcases / DSL WTF??? Gallery
« on: June 17, 2006, 12:56:59 AM »
All right, guys, I know you have them .... those pictures of your robot doing something that makes you say, "WTF???"  Maybe your robot got stuck in the wall or floor.  Maybe something weird happened in one of the arenas.  Or maybe you just have something totally goofy to show off, just for fun.  Well, here's your chance!  Let's see them, guys!

Here's a couple of shots from the cave arena ...




If these pics don't show up, I'll repost with the direct links.

399
Discussion / Looking for construction help
« on: June 13, 2006, 11:58:49 PM »
*c the components for diablo, discovers that Weedy is right .. powered by dark power, as in dark battery power*

400
Discussion / Looking for construction help
« on: June 12, 2006, 11:30:10 PM »
Why not?  We have Harry Potter's stuff, and a magic motor already, so one more wouldn't hurt.  I'd say it was powered by The Force, but that's a whole different series of robots ....

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