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Messages - Mr. AS

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481
General Support / Re: How do I make components invisible?
« on: August 30, 2016, 09:08:57 PM »
actually it's because I posted a "0" instead of a "1"  :facepalm:

I'd also try out serge's compiler to be safe.

482
TBH, it's really only beta in name only. The reason why it's a "beta" is because it currently only has 6 AI teams instead of 15, and also because I didn't expect to put as much in the beta as I ended up doing. All the components are there to get a metagame rolling. 70% of the default components and 60% of the cheatbot2 components are done, the other 30 and 40% mostly being misc. weapons. although these numbers don't take into effect any components that get left on the cutting room floor.

There are no exploitative components as far as I know, and I brainstormed out to see if there were any major tryhard/uncounterable designs with the cheatbot2 components. Closest thing I could think of is flying robots countering popups + HS only to be countered by VS + hammers, which I'm honestly okay with. I actually removed some of the things that made designs "broken" in other mods, such as piercing damage and caster armor.

the metagame is just young and in its early days.
Also worth noting that the metagame ain't going anywhere if nobody builds in it.

483
General Support / Re: How do I make components invisible?
« on: August 29, 2016, 08:50:13 PM »
*MATERIAL_TRANSPARENCY   0 in the *MATERIAL_REF's

484
Modifications / Re: RA2: Retooled
« on: August 28, 2016, 03:52:39 PM »
Here is a hotpatch to fix a few bugs that were found: https://gametechmods.com/uploads/files/3742beta_1.rar

It's also in the OP.

485
Modifications / Re: RA2: Retooled
« on: August 26, 2016, 06:22:28 PM »
I have heard from many sources this has been cancelled, is that true?
That is false. In fact, here's the beta for Retooled:

https://gametechmods.com/uploads/files/1247Retooled_Beta_Patch.rar
Paste over either a clean version of RA2 or the Retooled Alpha
(standalone version will be up when the uploader stops 500'ing, or when I decide to put it on MEGA)
edit: https://mega.nz/#!ogE0kYjT!j93YRURG4M54_4n7coD1UlZtefbcfXJ11zhchkmtwQE

=Alpha --> Beta Patch Notes=
-Added several components.
   -Currently ~70% complete with default components, 40-60% complete with cheatbot2 components
   -These numbers are rough estimates and don't take into account any components that get left on the cutting room floor
-Added 3 AI teams.
   -This brings the total to 6.
   -Also gave Deconstruction Crew a SHW, replacing KILL BOX.
   -The Hive's SHW has been omitted until I can figure out TopKnot.py
-Replaced the leftover ASAI teams entirely with KILL BOX.
   -The mottos have been removed, and the team names changed to "(COMING SOON)"
-Reduced armor count from 55 to 40.
-Nerfed weapons with normals.
   -Single point normals had damage multiplier changed from x2.0 --> x1.30
   -Multi point normals had damage multiplier changed from x1.5 --> x1.15
-Reduced Slamhammer DP:HP ratio from 1.5 to 1.05
   -Damage was reduced, while HP was increased.
-Burst motor retract speed doubled.
-Added an extra AP to the RAD motor.
-Armored Flamethrower/Magnet/Cannon are now color-coded.
-Armored flamethrower is now a default component.
-Treads and tread motors have been messed around with.
-There were only 2 types of armor plate and 2 types of extender, there are now 3 and 4 respectively.
   -Extenders: Added steel and plastic
   -Armor plates: Added plexiglass
-The following components have had bugfixes applied to them:
   -RAD motor's top and bottom APs moved, wheels on RAD motors are now vertically even.
   -Hinge can no longer attach outside the chassis.
   -The extenders were riddled with errors and typos. This is no longer the case.
   -Fixed the Large Birdbox's axle AP
-Also turns out that I forgot to include the texture library folder in the alpha. Whoops.
-A few component skins have been updated by 090901

Known issues:
-A few components have cosmetic issues, but this does not affect thier function.
-The Hive and E-Rupters don't have team images.

To do:
-Fool around with wheel resistance
-Add an extra AP to the Piston
-Edit UI further

Where to go from here:
-I feel that there are now enough components in the default selection and the Extreme Mode (cheatbot2) selection to form a metagame.
-For the next update (release date unknown), I may focus less on components and more on arenas, if I can get those figured out.

"Thanks, and have fun" - Gabe Newell

EDIT: There is a component that if you use them on a bot in the beta, it will not work properly when I update the game. Here is what e_anchor.txt is supposed to look like: The Beta.1 patch fixes this.

486
Tournament Archives / Re: Revolution - Signups (Closed)
« on: August 25, 2016, 01:21:14 AM »
You have to enter.
What if I don't want to?

487
Existing Games / Re: Garry's Wars
« on: August 24, 2016, 03:35:22 PM »
nice tombstone clone

a tombclone, if you will

488
Ironforge TC Showcases / Re: Mr AS Ironforge showcase
« on: August 22, 2016, 10:29:20 PM »




Waifu deathorgy entries. Each is a MW.

The plan is for one to take the opponent from the front, and the other from the back.

edit: I wanted to put phantom blood dio on the back of the first bot, but I couldn't find any dakis of the lad.

489
Ironforge TC Showcases / Re: Thrackerzod is bad at Ironforge
« on: August 21, 2016, 08:33:32 PM »
same image on both sides of the daki 4/10
this. i need my hot robot ass now.

490
Discussion / Re: Robot Arena 3
« on: August 20, 2016, 11:05:06 PM »

491
Stock Showcases / Re: Mr AS Stock Showcase
« on: August 19, 2016, 07:48:47 PM »




i mak robbot  :gawe:

plastic

492
Mr As' mod is new, but that doesn't mean that old already working desings won't work here
Having made the mod, I can already tell you that the lack of piercing weapons, along with hovercrafts and thrusters will throw a wrench into the old "just build a popup and win" strategy.

The prizes are just taking incentive from Clickbeetle's and Joeblo's tournies. I can balance them to the tune of any mod sans Ironforge, so that they're not completely OP instawin parts.

493
weaponed flippers = exposed weapons that stay exposed while flipping robots

popups = concealed weapons that "pop up" (or out) when fired

494
Chatterbox / Re: Underground, Overground...
« on: August 18, 2016, 08:52:30 PM »
I thought Jonzu was some type of semi-sentient cabbage.
Transgender
basically the same thing

495
Off-Topic Discussion / Re: The General Chatter Thread.
« on: August 17, 2016, 02:20:52 AM »
ba ba ba ba babababa

a duck walked up to a lemonade stand, and he said to the man running the stand

Quote
hey

ba ba ba

Quote
got any grapes

da da da da dadadada

the man said

Quote
The towers were high so they imagined that a plane could possibly hit the tower and made the tower to be super solid, not imagine a terrorist attack. Plus, tower 7 hosted classified communcation documents from CIA and FBI. No steel-framed structure ever collapsed by fire itself. Never happened: some tall towers in Spain already burnt and still didn't collapse (oops). Funny how they didn't mention its collapse too. And they found thermite on the ground of WTC Twin Towers and Tower 7. Look up "wtc beams cut" and you'll see some perfect, angled cuts in solid steel beams. And the fire in the tower is so small... it's ridiculous to think it collapsed by fire. You can also see videos on youtube of people calling just before they die, like this video, and many people claimed to have heard/seen explosives. Know something about chemistry and physics? Thermite is composed of powdered aluminium and powdered iron oxyde (III). Mixed together and ignited, this exothermic reaction creates A LOT of energy, mostly heat and light, and can cut through steel like butter, hence the perfect angled cuts. Since the products of this reaction are Al2O3(s) + 2Fe(l) (liquid because of the high temperature), it's really easy to trace it back to the original source: thermite. Once the reaction is started, it lets the oxygen to bond with aluminium, leaving the iron alone and liberating all this heat due to the REALLY strong links between Fe and O being broken (electrical charges of 3 and 2 are really high). This is a cheap, and fast way to make thing fall to the ground. This is why I doubt that it could have fallen by itself due to fire. Do some research, look at all the things you can about 9/11, including what stands against your point and what supports it. Look at it from all the possible angles. I once believed it was an attack. I was young when it happened and didn't know what was going on. But then I started hearing about a possible demolition etc. but still didn't hear about tower 7. But you know what? I would stick to the gov's version.. Then after seeing more and more about it, I started think "what does the gov have against the discovery of thermite on the ground, about tower 7 collapsing by itself. And why would they even do this". But then you take a look at what it created: mass control. They installed a "threat" and made people believe in this threat. but seriously, have you ever been in real danger since? No. They are the real threat. The governments aren't you friends. Look at Hitler, Mussolini, Stalin, Bush, Mao Zedong, Idi Amin, Putin, name it. Did they treat their people good? No. So, please, tell why it would be more probable to be a legit terrorist attack instead of a pretext to enter a "war"?

edit: Gen. Chatter thread went 2+ weeks without a reply? :V

496
Custom Components Showcase / Re: Mr. AS custom showcase
« on: August 17, 2016, 01:25:07 AM »
2 more teams for Restocked's upcoming beta.

Team3 - Dosh $quad

Top row:
AW - Carat, speedy rammer with high damage output, very fragile though (like the economy)
BW - Ponzi, rammer/SnS/crawler(?) hybrid
SHW - Bumbo, wants coin. 10 "wheel" drive. Very durable, but easy to box rush.
Bottom row:
LW - Fat Cat, gutripping VS with intersecting beater bars to make a cool multi-pointed star weapon.
MW - Midas, hammer with 120kg worth of plow.
HW - 1-800SCAMNOW, glass cannon HS. There's a joke in there somewhere about the Eaglebox and the USA's crippling deficit.

Team4 - The Hive

AW - Toxin, pusher
BW - Weaver, SnS made for sweeping away other BWs
SHW - Daddy Long Legs, Topknot-esque hammer/SnS. Also casually has 360kg worth of plow.
Bottom row:
LW - Brown Recluse, weapon spam rammer. Based off Clickbeetles BBEANS 3 entry.
MW - Widow, HS that switches to ram tactics with the rear spike when it loses its HS spikes.
HW - Arachnid, dual HS with ramming spikes/armor set up on tribars.

497
Tournament Archives / Re: THE REAL N00b Warz V SBV Thread
« on: August 15, 2016, 12:48:33 PM »

don't worry fam i got you covered

http://gilvasunner.bandcamp.com/

498
Tournament Archives / Re: Clash Cubes "Spin-Off"
« on: August 14, 2016, 12:19:44 PM »
Was the CC4 arena ever released?

499
Tournament Archives / Re: crapcan derby - Splash
« on: August 14, 2016, 10:28:49 AM »
all these popups

500
Hi. Serge decided to go and disable the 16 point limit. He asked me to post it for him on the discord chat because he, in his own words, "really can't be assed."

Here is the updated code. It should work without crashing. To install, just copy & paste it over your existing code, it's enabled by default. Remember to ctrl+z if it does crash, however.

Please direct "thank you"s to Serge.

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