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Messages - kix
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501
« on: December 21, 2019, 01:38:44 PM »
Also, on the topic of modding: 2. We also could really use an open source arena builder tool.
Im pretty sure you might be able to inject arenas into the game via mod. Or alternatively, an arena builder just like how bot builder works I could make a mock up
I was thinking something more official. Like using Unity to create arena AssetBundles that you can load from a directory.
Idk how friendly would that be to inexperienced people. P.S when you joining discord? That might be more communication friendly
502
« on: December 21, 2019, 01:23:38 PM »
Also, on the topic of modding: 2. We also could really use an open source arena builder tool.
Im pretty sure you might be able to inject arenas into the game via mod. Or alternatively, an arena builder just like how bot builder works I could make a mock up
503
« on: December 21, 2019, 10:35:44 AM »
New build: Damaged components do something very comical in that they float in place once they've been broken off... Kinda like it becomes a fighter bonus reward or something. The same also seems to happen with robots with a flipper piston system. They just kinda float around.
Hmmm. Weird. I thought I had fixed the instances of this. Can you send me a .RR2Bot file to play with?
Yeah, the floating parts happen a lot for me. It looks like an item drop tbh.
Me, Few days ago: Note: The parts that are broken off still feel like they have moon gravity, and they still are immovable
504
« on: December 20, 2019, 08:02:25 PM »
Episode 2:
Where da comments at
505
« on: December 20, 2019, 03:48:02 PM »
Ok so a quick update: 10% damage is a godsend for me, maybe even 15, but im more comfortable with 10. Note: The parts that are broken off still feel like they have moon gravity, and they still are immovable, tho its nice to jam up opponents weapons with shrapnel.
506
« on: December 20, 2019, 02:38:41 PM »
What about gyro?
What about gyro?
Works fine for me
507
« on: December 20, 2019, 12:20:57 PM »
Thats grat, damage multiplier untouched i guess
Fixed! It is now a continuous slider.
Ok my life is complete, i also guess forward heading might be borked
508
« on: December 20, 2019, 12:15:38 PM »
Thats grat, damage multiplier untouched i guess
509
« on: December 20, 2019, 11:39:19 AM »
Yeah 0.5 secs will be good. A question, why is damage multiplier locked? why cant we use a multiplier of 10%? Just wondering
No reason in particular other than in the final game continuous sliders in settings can be a little weird. I’m assuming that once everything is tweaked to the point where we are all happy we can just replace it with a button that says “Invulnerable Robots”.
Yeah seems okay, i kinda do want to experiment with multiplier because for PR2.0 i want to have damage but not the one where everything will self ko easily
510
« on: December 20, 2019, 11:25:44 AM »
I’m putting together a rough cut on this:
1. When takeDamage() is called, it has a short delay before it can be called again. 2. When takeDamage() is called, 1/2 of the component’s maxHealth is subtracted. If this results in a negative number, then the damage is zero. 3. When takeDamage() is called, the damage is limited to a maximum of 0.34 x the maxHealth off the component.
All of the above means that it will take three good hits to break anything.
Anything else like small micro-bouncing that deteriorate component's hp by a tiny but continuous bit? Also What i noticed, the fallen off parts are kinda like in slow mode, they actually can slow down a bot if they are on the wedge of the bot
#1 and #2 should take care of continuous bouncing damage.
Thanks for pointing out the slow motion of broken down objects. I put in a speed limiter to prevent broken off parts from flying off at ridiculous speed as their colliders’ collisions are suddenly enabled while overlapping their original robot. I should probably disable the speed limiter after a short period of time has passed. Maybe 0.5 seconds or so will do the trick.
Yeah 0.5 secs will be good. A question, why is damage multiplier locked? why cant we use a multiplier of 10%? Just wondering
511
« on: December 20, 2019, 11:10:51 AM »
i feel like what needs to be done (if possible) is to find a certain energy threshold where damage will begin to occur. two robots bumping into each other at low speeds typically doesn't cause damage, and neither do many low-power attacks with weapons. if there's a way to make it so all damage calculated below this threshold is zero, i think that should be the way to go.
weapons shouldn't always cause damage because then a heavy bar dragging slowly across a chassis will do quite a lot more damage than in real life, and no one likes that.
I’m putting together a rough cut on this:
1. When takeDamage() is called, it has a short delay before it can be called again. 2. When takeDamage() is called, 1/2 of the component’s maxHealth is subtracted. If this results in a negative number, then the damage is zero. 3. When takeDamage() is called, the damage is limited to a maximum of 0.34 x the maxHealth off the component.
All of the above means that it will take three good hits to break anything.
Anything else like small micro-bouncing that deteriorate component's hp by a tiny but continuous bit? Also What i noticed, the fallen off parts are kinda like in slow mode, they actually can slow down a bot if they are on the wedge of the bot
512
« on: December 20, 2019, 05:44:39 AM »
I had to turn things way down because my laptop is chugging:
You wanna know chugging? 4 highly detailed bots in one arena, lagging out a 6 core pc, although it was the gpu that was struggling
I'm noticing that too. All of the robots I build are really simple. No decoration, just basic blocky parts to see if the basic ideas are working correctly. When I pulled up the second version of Panic Attack my memory usage went through the roof and the game slowed to a crawl.
I have a few ideas that might help:
1. Put each robot on its own collision layer during combat and disable all self-collisions within that layer. I have a hunch that this should fix Crabsolutely Clawfull, Beetle Crab, Son of Ziggy, and any other robots whose motor armatures have things attached with overlapping colliders. (EASY FIX - can be done today)
2. Get the painter working. Having an entire separate component dedicated to every piece of paint on the robot is just crazy: awesome looking, but computationally expensive. (HARD FIX - will take weeks/months of building out the painting system)
I like idea 1 as temp idea I kinda want to fix the damage stuff. Badnik has really suggested something good
513
« on: December 20, 2019, 12:33:46 AM »
I had to turn things way down because my laptop is chugging:
You wanna know chugging? 4 highly detailed bots in one arena, lagging out a 6 core pc, although it was the gpu that was struggling
514
« on: December 19, 2019, 05:51:12 PM »
I've downloaded and started up the new version for a short bit. May be trying to build stuff with mirroring now in place.
What I did notice is an issue with the forward heading. Some of my bots (namely Stopping Power and Miasma) have it at 180 (or -180, doesn't matter), but every time the botlab is entered with one of them, the forward heading gets reset to 0.
Alternatively, you can rotate the bot. Select the chassis and do a 180. Heading to 0 and voila! Also chassis scaling is broken. Cyar will tell whats wrong
515
« on: December 19, 2019, 01:03:44 PM »
1. Maybe the answer to this is that a minimum amount of kinetic energy needs to be dissipated in order for damage to occur. This should prevent random vibrations and bumping around from doing anything.
I like the idea, this way, the vibrations/bouncing wont hurt thr bot. Also maybe at 0hp, you'd need to reach a certain force of KJ to rip the part out too! 2. Giving things a "weapon" tag would definitely help with player understanding. I like the idea of pressing the f12 key (or something similar on the mac keyboard) to highlight things. It doesn't address the damage caused by being launched into the air though. Should a big fall cause damage? What about getting launched sideways into the arena wall at 10 meters/second?
Atm, Flipper damage should not be touched till the damage itself is sorted. As for the launching stuff, i guess internal damage would be the best, however if you would hit the side/floor at a high speed with a spinning weapon, then i guess external damage would work there
516
« on: December 19, 2019, 12:51:26 PM »
1. Objects should be damaged because they absorb kinetic energy (or impulse, or whatever). This could be from a spinner hit, but also from just naturally bumping into stuff. Case in point: a flipper launches a robot 2 meters in the air. The robot lands. It breaks into 2 pieces.
The problem is, i was just driving the bot, i did not bounce into everything nor i was hit by a spinner/flipper/axe. Bot bouncing may have also been a culprit 2. The advantage of saying that "only weapons can cause damage" is that is a very clearly understood idea for players. The disadvantage is that it means that you can give literally anything you create a "weapon" tag, resulting in everything damaging everything. This puts us right back where we started.
Maybe a weapon could only be parts that are not rubber and they are only on motors/pistons/servos. Maybe also a function where of you pressed f12, you could see what is a weapon (parts would be highlighted green), and what is not. This would be helpful for hosts i guess
517
« on: December 19, 2019, 12:07:38 PM »
Another issue is that the custom wheels fall off by themselves overtime. This is a shame really, as lot of my bots use custom made wheels
i think that the main culprit and issue is self damage, which breaks stuf. I was hitting an opponents chassis with my axe, and the axe fell off, he did not have a weapon at all
518
« on: December 19, 2019, 11:27:22 AM »
Good to know. I might retune the slider to give a 25% option.
The main thing is that you can hit an opponent with a wheel, and the part may fall off. Everything that is not a weapon prolly shouldnt deal damage. It also fundamentally affects the design of the game. Would it always be optimal to just make the entire robot one group so that nothing ever falls off?
Following that train of logic, what if component destructibility isn't possible at all. Is the game better if the entire robot is just one big bag of hit points? Everything works perfectly until the robot is dead?
Ok this one is kinda hard i guess, ofc i think with the way damage works people will need to relearn how to build. The problem is that the smaller the part is the less durable it is, which is okay, the issue however is that it seems like the scaling is off as small parts even on 50 thickness steel fall too off easily, Maybe make only weapons groupable? As for the damage multiplier, i think you should also add 5% and 10% because 25 might still be too high
519
« on: December 19, 2019, 11:15:54 AM »
oh yea, the update did something to self collision so this is fun i guess
Darn it. I thought I fixed this.
I guess I need to look at it again. Would you mind sending the .RR2Bot file?
Sending atm
520
« on: December 19, 2019, 10:44:54 AM »
oh yea, the update did something to self collision so this is fun i guess
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