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Messages - Mr. AS

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521
Tournament Archives / Re: People's Choice SBV
« on: July 31, 2016, 10:13:34 AM »
First playoff match is up!
Am I missing the joke here or why is most of the video empty and the intro missing?
u just got pranked bro

522
Modifications / Re: RA2: Retooled
« on: July 30, 2016, 09:44:16 PM »
Fixed a few more typos + bugs. Lighting seems to be determined by all these "MESH_TVERT's" in the .gmf, but I can't seem to figure out how to fix the lighting for the components that have weird shading. I'll keep trying at it, but it's not as much of an issue IMO as the RADs having broken APs.

I think Firebeetle explained the best how Thrusters work:

I know a component like this seems like bogus, but in all reality it's just a servo piston that takes advantage of a flaw in the programming. I discovered the glitch whilst building HOJ2- that when the end position for a piston's prismatic is set to a negative number instead of the usual positive, the piston won't move and instead all the force is directed into the bot.
Thus to operate the rocket jet, you need some air tanks and need to wire them to 'extend'. (Sadly they can't go in reverse with 'Retract'; it does nothing.)

Warp Jets (the blue thrusters) function the same as regular Thrusters, except they use "base = BurstPiston" instead of "base = ServoPiston", so they're wired with a Fire command instead of an Extend one.

New baseplate anchors, and some decorations.



The red extender-looking things are Multiextenders. They're basically DSL's multiextender on roids. and has two APs on the sides every 0.05 in-game units (raising a component by one tick using CTRL is 0.05). It has some lighting issues, but I'm hoping to fix that by the time the beta is released, hopefully some time in August. They can also be attached at an angle for even more FUN.

The longer baseplate anchors are called anchor arrays. You know how the regular baseplate anchor is roughly 1 chassis square wide? The anchor arrays are roughly 2, 3, 4, and 5 chassis squares wide. It's also worth noting that the multiextender and anchor arrays have no collision and weigh 0.0 kg, just like the baseplate anchor.

Not really much to say on the decorations. The red and blue ornaments are 1kg, and the decorative spikes are 1, 2, and 3kg.

The female attachment points on the ME and the anchor arrays are a bit cramped though. Example:

So I may have to make a new, longer AP model so that it's easier to click on an individual AP when they're all clustered up.

Deconstruction Crew's SHW, and new handmade botlab background:

Need to edit the text color of a few things so that it doesn't blend into the background as much. I also plan on redoing the other UI background eventually.

There's also a few new wheels on the bot, but there isn't really much to say about them. Maybe I'll put all the wheels into an excel chart for easy reference.

523
Chatterbox / Re: #MAKEGTMGREATAGAIN
« on: July 30, 2016, 08:59:55 PM »
well there goes all my respect for tommy
To be fair, the guy's art isn't that bad. I'm just glad he's doing sprite fanart and not furry vore or whatever, or that he hasn't shagged his dog and his gameboy like that courthousedoc guy.

524
If I were you, I would go ahead and upload what you have so that you don't get 20 dozen requests to do so. Kind of want to mess around with the machine gun .py myself.

525
Real Robotics Discussion / Re: BattleBots Season 2 Discussion Thread
« on: July 29, 2016, 11:21:26 AM »
Season 1:



Season 2 (thus far):



Viewer base seems to be shrinking rapidly this season. Not looking too good for season 3.

526
Tournament Archives / Re: Dynamic Duos 2: Dynamic 2uos - Signups
« on: July 28, 2016, 11:55:28 PM »
I guess I should have a deadline for this.  How about the end of August?
gives me plenty of time to procrastinate ;^)

527
Off-Topic Discussion / Re: stop bullying!!!!!!!
« on: July 28, 2016, 02:05:42 PM »

528
Tournament Archives / Re: People's Choice SBV
« on: July 27, 2016, 07:19:53 PM »
Just a nitpick here, but your splash (the 20mb one) wouldn't be so yuge if you saved it as .jpg instead of .png.
But then the quality would drop a lot.
It's better than not being able to see the splash at all, since my browser crashes whenever I try to open it.  :dumb)

529
Tournament Archives / Re: People's Choice SBV
« on: July 27, 2016, 03:36:11 PM »
Just a nitpick here, but your splash (the 20mb one) wouldn't be so yuge if you saved it as .jpg instead of .png.

530
Chatterbox / Re: #MAKEGTMGREATAGAIN
« on: July 26, 2016, 09:33:28 PM »
Listen, I don't often agree with Jonzu, and I don't often agree with MNB. But I get along with everybody, and I think about this every day, every night, every afternoon, and I say it every day.

Trov is a mess.

Trov is a waste.

Trov is a big fat mess.



BTW, pretty poor form for an admin to be offline for over 2 weeks at a time and to forget about BOTM to the point where another guy takes it over. Just sayin'.  :rolleyes: :rolleyes:

531
Real Robotics Discussion / Re: Robot Wars 2016 Discussion Thread
« on: July 24, 2016, 02:25:33 PM »
Is there some place I can watch it online? I don't get BBC Two
I can't link you to a BBC2 stream, but I can link you to duckduckgo. Should be one of the first results.

532
Real Robotics Discussion / Re: Robot Wars 2016 Discussion Thread
« on: July 24, 2016, 01:42:17 PM »
What time is it on?
20 minutes from now.

533
I ran it through waifu2x twice and here's what I got:



It got rid of the jpg artifacts, at least.

534
Challenge Board / Re: Hi5er vs Redace
« on: July 23, 2016, 02:13:00 PM »
lol Redace's bot is almost a 1:1 copy of this

(Image removed from quote.)
2 pinks, plastic.

535
Modifications / Re: RA2: Retooled
« on: July 22, 2016, 11:42:26 PM »
wall o' text ahead

Had some fun with Clickbeetle's thrusters. I actually sent Click a PM asking if I could edit+include some of his parts in my mod or not... back in May. He never responded.  :confused: If he comes out and says that he's not cool with it though, I'll swap out the model for something else.



They come in 5 sizes and all of them are short enough to fit in a minimum height chassis (as well as put a control board/battery on top of them). Red thrusters are your standard fare boosters. Press extend to Sanic it up, the usual. Blue thrusters are more powerful and use "base = BurstPiston" instead of "base = ServoPiston". What this means is that you get larger boosts of speed out of warp boosters, at the price of it not being a constant speed boost.

I feel boosters can bring a lot to the table. You can use them to simulate floor magnets a la Bite Force, increase speed in a given direction, make a helicopter, or just fling yourself into the air like this is Super Mario or something. Before anyone asks, you can make a robot that entirely uses thrusters for movement, but it'll be a complete pain in the ass to control and aim at your opponent.  :dumb)

Here's a roughly 500kg robot getting under Search & Destroy XL, a SHW:



and here's the same robot, but with warp boosters, slamming into the Octagon's invisible ceiling:


You can also make designs that counter existing bot archetypes. What's a popup to do when you use thrusters to just push yourself off it's wedge? Or how about a SnS that gets hopped on by another robot? Or a HS that gets box rushed by a pain train of thrusters and car steering?
It should be noted, however, that thrusters are fairly heavy and require a reliable supply of gas. So don't just go and slap one on any old robot and think that it'll be instantly better because of it. Hint: it won't. This isn't like those dumb OP ironforge flamethrowers that autowin DPS fights for you. You have to put some thought into it and decide if you would actually benefit from a thruster or two. Thrusters are also exclusive to Extreme Mode (aka cheatbot2). I'll get you guys to use cheatbot2 one of these days.

BASICALLY: I balanced thrusters, and now people will actually have a reason to use them since they're in a TC mod now. Eyy.


On the problems brought up with the current release:

Tested out the burst motors myself, and I kind of agree. Went ahead and doubled the retract value of burst motors. The robots I've AI'd so far haven't started havoking to hell yet since the change, which is good.

I've trimmed the fat off of the armor selections down to 40, which I think should be OK (idk if you guys agree tho). 10 of each armor like in RW:RA2. Also re-organized the armor selection so that plastic 10 is weaker than aluminum 1, and aluminum 10 is weaker than titanium 1, et al. This makes it easier to estimate what armor you put on your robot based off of what sound it makes when you hit it. You know plastic = weak and steel = not weak.
Also, no more armor below 5.5kg2 (1 kg2 armor is just havok bait) and nothing above 80kg2 (nobody's going to use steel 20, let's be real). Each armor type also has different gaps between armor choices:

Armor Type / Range of weights (weight gap between each armor thickness)
Plastic / 5.5-10 (0.5)
Aluminum / 11-20 (1)
Titanium / 22-40 (2)
Steel / 44-80 (4)

a few other misc problems have been ironed out as well. RAD motors are being looked at... I thought that they were fixed before I released the alpha, but I might have actually only fixed one of the 5 RAD motors that you can choose from. :facepalm:

I'll take a look at the shading and see what I can do. It seems to more-or-less be exclusive to the botlab though. Shading is determined by the tm_row BS at the bottom, right?

536
Now the move and moveright tags are gone too.

Trov plz.

537
Off-Topic Discussion / Re: The General Chatter Thread.
« on: July 19, 2016, 09:18:01 PM »
has anything happened in the last month aside from super autismo joining or nah
I released a thing. It's in alpha right now.

538
Tournament Archives / Re: Wheely Tag Tournament II
« on: July 19, 2016, 06:36:00 PM »
anyone wanna buddy up?
I'm open if you want to team again.

539
Custom Components Showcase / Re: Mr. AS custom showcase
« on: July 16, 2016, 09:43:05 PM »
Here are the other 2 teams included in Restocked's alpha. Remember, the alpha currently has 3 teams.

Team1 - Abyss



L to R
Top row:
AW - Nematode, AW poker
BW - Tentacle Attack, named after the starcore ai bot and not after my search terms ( ͡° ͜ʖ ͡°)
SHW - Piranha, Flipper/clamp hybrid, thinking about raising the wedges higher so it looks more IRL
Bottom row:
LW - Sting Ray, high damage rammer
MW - Angler, uses ramming weapons on axle mounts. Putting weapons on axle mounts doesn't make rammers OP like they do in DSL, since every weapon is concussion and has 0 piercing.
HW - Hammerhead, tanky SnS with a lot of weapon weight. You can't do this is DSL or ironforge IRL building without getting called out.

Team2 - Deconstruction Crew

Top row:
AW - Hard Hat, basically a filler bot, but it looks kind of cool I guess
BW - Jackhammer, shows off how pushy plows and pistons are. It can shunt robots across the arena with ease
SHW - Robot that doesn't exist. It's basically going to be a steamroller (with damaging roller wheels), but I haven't actually made the rollers yet.
Bottom row:
LW - TNT, glass cannon, either smacks you do death with it's slamhammer or gets its fragile chassis beaten up
MW - Geopolymer, kills spinners with 240kg of plows on its sides
HW - M A S H E E N, pusher + flipper with 270kg worth of plows, plows are intentionally excessively heavy so that you can use them as viable weapons to deweapon spinners, or as surefire stabilizers. This particular bot probably won't deweapon any spinners though, because of it's lack of top/bottom protection.  :rage

540
Custom Components Showcase / Re: Badger's Retooled Showcase
« on: July 15, 2016, 02:18:20 AM »
I can't test it because my game crashes whenever I try to battle.
Only the first 3 AI teams work right now. The rest of the "AI" is just ASAI placeholders, which use stock components.

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