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Messages - cjbruce

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381
New build coming soon:

[Added] Added on/off buttons to toggle the center workbench in the pause menu, in case it obstructs the view under the robot.

[Changed] Disabled visual representation of Blur Cylinders. I would like to have some sort of indication of blur, but the existing blur cylinders look bad for many robots.

[Changed] The game now asks if the player wants to delete the mirror version of the selected component as well (only if it actually has a mirror version and if it doesn't have other components attached to it). This way people don't have to remove both components one by one.

[Changed] Center of mass of a spinner is now recalculated as the spinner loses pieces.  Spinners balance should now change as spinners lose bits.

[Bug Fix] Rotating bases for robots now use deltaTime to keep them going at the same speed no matter the fps.

[Bug Fix] Spinners no longer come to a complete stop when they hit something.  On a spinner hit, the angular velocity of the spinner is reduced based on the amount of damage dealt to either the spinner or to the target. Damage dealt = kinetic energy lost.

[Bug Fix] When a component breaks off, it no longer takes its motor or pulley with it.

[Bug Fix] If all of the components are broken off of a spinning assembly, the mass of the spinning assembly is set to 0.01 kg, instead of just breaking off the entire assembly. This prevents the assembly from having substantial rotating mass and severely impacting drivability.


382
I've found that with the blur, when a bot slowly approaches my shell spinner, the shell always suddenly stops spinning and gets ripped up. But the problem didn't appear in the 29th build
And sometimes the weapons still get stuck together then the weapon parts would be torn apart.

I just fixed the issue where when the blur cylinder touches something it gets rid of all of its kinetic energy.  Now it only slows down a little, depending on how much KE was spent damaging something.  A perfectly elastic collision now doesn't slow down the spinner at all.

The bug fix should be up in a new build shortly.

383
I wonder if it is hitting the wheels and stopping them from spinning?

384
Ooo.  Interesting.  I have a center of mass script I could use for that.  I like it!
Ya also, is it possible to make an option where the cylinder blur is invisible in the settigns? or atleast opacity settings, because Cylinder Blur can work even with 100%Transparency

I am convinced.  I was playing with min440303's shell spinner.  It is conical in shape, but the blur cylinder is not.  The cylinder performs fine physics-wise but looks absolutely terrible.

Disabling the mesh renderer (visuals) now...

385
Thanks for testing the shell spinner!  Would you mind sending me the .RR2Bot file?  I need to work on spinner bite.

Right now I have oversimplified things and assume that spinners will always come to a complete stop, dumping all of their kinetic energy on a single hit.  For a spinner with lots of angular momentum like a shell spinner this is a bad model of reality.  I need some heavy spinners like your to test with when I make changes to this.
 [ Quoting of attachment images from other messages is not allowed ]

Awesome!  Thank you!

386
I've had an issue for a little while now with one of my bots. There are two parts of its front wedge that I could only practically build by using giant wedge sides that are mostly inside the bot's chassis.
Issue being that when those wedge sides get broken off separately to the main wedge part, they often end up rattling around inside the robot, which results in it having mobility issues even worse than some of my Panic Attack variants due to the way broken parts move.

Is there a way to re-engineer the robot so that the problem goes away?  Alternatively, is this something that could be solved with special components using the RR2 Component Modding Tool?

I'm hesitant to try to implement a fix when one might consider broken parts interfering with mobility part of the challenge of the game.

387
Thanks for testing the shell spinner!  Would you mind sending me the .RR2Bot file?  I need to work on spinner bite.

Right now I have oversimplified things and assume that spinners will always come to a complete stop, dumping all of their kinetic energy on a single hit.  For a spinner with lots of angular momentum like a shell spinner this is a bad model of reality.  I need some heavy spinners like your to test with when I make changes to this.

388
Ooo.  Interesting.  I have a center of mass script I could use for that.  I like it!

389
[Changed] When the first part on a rigidbody goes to <0 HP, the previous component is broken off. Everything now breaks off together.
Does that mean that the part with the lowest hp, lets say on a spinner will cause the whole thing to fall off? If so, yikes

Not necessarily, though that could be the case.  It means that when you build a spinner you need to make sure the base part is relatively large and can take a hit.

Otherwise, just like in real life, if you build something tiny and attach a bunch of stuff to the tiny part it will snap the whole thing off.

Edit: You have to actually hit the tiny part to damage it.  If you have a bunch of other things farther out then they are likely to be hit first.

391
New build on its way!

[Restored] Blur Cylinders have been reenabled.

[Bug Fix] Blur Cylinder shape creation now works correctly, even after a robot takes a hit.  The problem was that when the blur cylinder was recalculated after a part falls off, the shape creator was not ignoring invisible meshes.

[Changed] When the first part on a rigidbody goes to <0 HP, the previous component is broken off. Everything now breaks off together.

[Bug Fix] Weapon Blur Cylinders shapes are recalculated when a piece of a spinning part breaks off.

392
Let me think on this a bit.

I finally fixed the bug of the blur cylinder shape recalculating incorrectly after a hit.

The next thing is that I would like to try to figure out some rules for weapon bite.  My goal for this is to make it very difficult to bust off a chassis shape plate if you hit it in the middle with a spinner, but relatively easier if you catch an edge.  In particular, we stopped building polycarbonate robots for this reason at our school. 

I want polycarbonate to be extremely damage resistant if you hit in the middle with a spinner but to blow apart if you catch an edge with a spinner. 

UHMW should be incredibly resistant to spinners from both edge hits and almost invulnerable from the middle, but extremely vulnerable if you hit it with a non-spinning thing like a piercer (puncture) or a hammer (deflection causing the bolts to pop out).

If someone is lucky enough to catch the edge of the skirt with their spinner then the skirt should rip off.  Otherwise, depending on the material it might not get enough bite to do anything.

393
Maybe we can use an invisible blur

I think you might be right.  I personally need to see the blur cylinder so that I can tell if the shape is correct.  Once I know that it is generating correctly (it isn’t right now), then I can disable the mesh renderer.

394
The 29December build is up! 

No Blur Cylinders in this build!  This also means (almost) no damage, since most of the damage is calculated from blur cylinders.

https://robot-rumble.itch.io/builds
Tbh i dont think that the damage should be calculated by blur cylinder. I think KJ should cause damage, that way rammers might also do damage

Tested the build and i gotta say that the damage is pretty great, i can actually feel comfortable enough to do 50-100% multiplier, whereas with the blur i used only 20%

The blur cylinder does four things, but maybe we can take a look at what we like and don't like:

1. Visual blur - a visual representation of the cylinder created by rotating an object around an axis.
2. Cylinder collider - a trigger collider that registers when something overlaps the space of the revolved object.
3. Pushout - applying impulse to the robot and whatever it hits.
4. Bite - Determining the exact amount of "bite" when the spinner hits another object.

Energy (kJ contained in the spinner) is handled by the SpinnerMassReducer script.  This script is on a different object and is not part of the blur cylinder.

If we eliminated the blur cylinder entirely, we would sacrifice #1, 2, and 3 above. 

I think the biggest deal would be #3.  Without the blur cylinder, we would be relying on the random teleportation of the rapidly spinning bar, suddenly appearing inside another object.  Pushout would occur in a completely random direction.  Instead of a stick hitting a ball forward, the stick could hit the ball at extremely high speed backward, or directly outward, or really any random direction.

It is possible to do #4 without the Blur Cylinder collider.  I would need to compute this manually via another method.

395
The 29December build is up! 

No Blur Cylinders in this build!  This also means (almost) no damage, since most of the damage is calculated from blur cylinders.

https://robot-rumble.itch.io/builds

396

Thinking more about how the skirt should break:

The skirt should be extremely resistant to damage from spinners because of its shape.  It should deflect blows upward instead of absorbing energy.  It should be extremely fragile if hit from underneath by a vertical spinner.

I think I can accomplish this generically by computing the incidence angle of any spinner hits.  Glancing blows should bounce off.
That would honestly be pretty cool. Reading this, I take it that currently the shape of, lets say the front armor, doesn't matter too much?

The shape does affect how the robot responds to hits, driving, and its ability to get underneath another robot.  Right now there is only an extremely rudimentary "glancing blow" calculation.  This new build will completely disable the "glancing blow" computation because it relies on the shape of the Blur Cylinder.  For this build all Blur Cylinders are destroyed.

In fact, most of the in-game damage is done via Blur Cylinders, so for this build most robots won't receive very much damage, if any.

Another thing I would personally like to note, unrelated to the damage stuff, is in the workshop. Sometimes I want to do or edit something on the underside of the bot. The table there then kinda gets in the way. Would have to zoom in a lot on the bot to actually see it then.
While one could technically rotate the entire robot for a bit to work on the underside, just moving the camera there is just easier. Could it be done to see through the table if the camera is under it? Make it transparent or fade out of sight perhaps.

I like this idea!

397
Big changes coming this build:

[Temporary Fix] DESTROYED ALL BLUR CYLINDERS.  These will be reenabled when the blur cylinder shape calculation bug is fixed.

[Changed] When the first part on a rigidbody goes to <0 HP, the previous component is broken off.  Everything now breaks off together.

[Bug Fix] Weapon Blur Cylinders shapes are recalculated when a piece of a spinning part breaks off.  NOTE - There is an orientation bug in the calculation related to the fact that the "y" axis doesn't always point up, depending on how the part was originally placed onto the robot.  This needs to be fixed in the script!!!

---------------

The blur cylinder calculation script has a bug in it.  I think most of you guys have noticed this already that sometimes the cylinder is oriented the wrong way.  This became painfully obvious now that the blur cylinder is recalculated every time a part breaks off.  With this change, spinners are now completely unplayable due to the bug.

I need to fix the bug to continue on, but for now I just disabled blur cylinders entirely.

The new build should be available sometime today.

398
I just tried out Panic Attack with the new decorative material. While it doesn't break its own physics anymore, and does have functional skirts, if it fights a complex opponent the problem returns. :(

So... Better, but still issues.

Phew!  The rest is just a matter of tweaking numbers until it feels right.  My thought for the first draft of this is to compute object hit points based on the energy absorption capabilities of the part.  Something like 1 HP = 1 Joule

Thinking more about how the skirt should break:

The skirt should be extremely resistant to damage from spinners because of its shape.  It should deflect blows upward instead of absorbing energy.  It should be extremely fragile if hit from underneath by a vertical spinner.

I think I can accomplish this generically by computing the incidence angle of any spinner hits.  Glancing blows should bounce off.

399
Yeah so ever since the 24th build when the weapon falls off, the blur is still there. Even worse, the blur does damage... at this point, I gotta decide between moon gravity and ghost spinners for SvL. I mean... I could always use October 10, but people probably won’t like that. I’m at a dilemma at this point.

Working on the blur cylinder problem now...

400
I just tried out Panic Attack with the new decorative material. While it doesn't break its own physics anymore, and does have functional skirts, if it fights a complex opponent the problem returns. :(

So... Better, but still issues.

Phew!  The rest is just a matter of tweaking numbers until it feels right.  My thought for the first draft of this is to compute object hit points based on the energy absorption capabilities of the part.  Something like 1 HP = 1 Joule

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