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Messages - Trovaner

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541
Site News and Feedback / Re: Please stop reporting spam by noodle.
« on: April 12, 2013, 01:09:09 PM »
Who else here finds it funny? is it just funny to him? I find it hard to believe he'd do this just to make himself laugh I get the feeling he had some buddies in on it.
I find it absolutely hilarious, but I highly doubt he did it for my benefit. I'm not part of that skype group and don't talk to anyone here outside of the forum itself, least of all Newdale.
I didn't find it funny in any way, shape, or form. I checked in on things after company left my house and found GTM in complete disarray. His little "prank" cost me quite a bit of time that I would have preferred to spend on more productive endeavors (real life, bot exchange, mods, etc.). I'm not angry that he did it but I am disappointed; I expected more from him. If he had a problem, he should have stated it outright instead of vandalizing this place for attention.

542
Off-Topic Discussion / Re: Take A Guess
« on: April 11, 2013, 08:38:15 PM »
Since nobody seems to be guessing anymore, I guess its time for the answer to my last question.


543
Contests / Re: Arena Blueprint Contest (Accepting Entries)
« on: April 11, 2013, 02:07:32 PM »
I had an idea for a tabletop.
Unfortunately, the size of fire objects is not controllable. Also trying to use a bunch of them on top of each other results in serious lag issues. In the Black Hole Arena, I ended up only turning on one flame pit at a time and even then it lagged quite a bit on some computers. It would be very difficult to give the illusion of a larger flame without making the arena unplayable. Therefore, I am forced to label this one as an invalid entry (feel free to make changes to it).

Edit: Just as an idea, you could make small flames that circle around the edges of the arena instead of having a bunch of big ones. I'm not sure what to do about the center flame, though.
Okay, problems mentioned and a few other things updated:
The one challenge would be getting the floor mesh from the Flextop arena to look like that (there might be an easier mesh to work with but nothing comes to mind ATM). Regardless, I'm sure that we could get it to work.

544
After digging through the posts that you made in your showcase, I would say that you want something like this as your bindings:
Code: [Select]
    list.append(("Toxic Wound","Omni",{'range':50,'radius':1,'topspeed':100,'throttle':100,'turn':100,'turnspeed':2.5,'weapons':(13,)}))

Just be sure that you are using a button or analog controller named "Spin" instead of a switch (like I previously mentioned).

545
Contests / Re: Arena Blueprint Contest (Accepting Entries)
« on: April 10, 2013, 02:47:39 PM »
I had an idea for a possible arena, probably better for p v ai than ai v ai, but oh well. I make it in the CSGO hammer editor because that's the only 3d mapping/modeling thing that I know how to use, so deal w/ it.

Oh, and the place that the guy is standing in the 1st pic would be a good place for some pop-up spikes, a little like the saws in the battlebox, and a lot like the series 3 RW spikes.

Screenshots:
It appears to be doable. Seems like a pretty basic arena layout (saws and spikes). The lava hazard is a nice touch, however.

Here's my entry.


This would actually be cool to see made
I didn't know we had to name it, so I'll give it a name;

"Bruniikkaal Arena"
You didn't have to name it, I've just been grabbing the name whenever possible to make it easier to keep track of who made what.

546
General Support / Re: Arenas with .exe files?
« on: April 10, 2013, 12:50:50 PM »
Nothing comes to mind.

Usually, people upload arenas as .rar files because they have great compression and pose less of a security risk to people.

547
General Support / Re: GMF Plugin for 3ds max help!
« on: April 10, 2013, 12:48:37 PM »
You shouldn't need to open the script manually...

Quote from: Creating Components tutorial on wiki
Save the export script to your 3dsmax/Scripts folder as ra2export.ms.
You put it in that folder and run the export script when you are done creating the mesh.
Quote from: Creating Components tutorial on wiki
Open the Tools Tab, then click on MAXScript. next, click on Run Script in the panel that just showed up. Select the file we downloaded earlier.

548
Contests / Re: Arena Blueprint Contest (Accepting Entries)
« on: April 10, 2013, 10:18:28 AM »
I had an idea for a tabletop.
Unfortunately, the size of fire objects is not controllable. Also trying to use a bunch of them on top of each other results in serious lag issues. In the Black Hole Arena, I ended up only turning on one flame pit at a time and even then it lagged quite a bit on some computers. It would be very difficult to give the illusion of a larger flame without making the arena unplayable. Therefore, I am forced to label this one as an invalid entry (feel free to make changes to it).

Edit: Just as an idea, you could make small flames that circle around the edges of the arena instead of having a bunch of big ones. I'm not sure what to do about the center flame, though.

549
Assuming that you have three weapons that you want to break before switching tactics, it would look something like this "'weapons':(13,14,15)" in the bindings (exactly how you posted it). Just be sure that 13, 14, and 15 are the correct Component IDs (if you aren't already using it, Apanx made a really good tool for getting these).

If it still doesn't work, feel free to PM me the bot file and I'll take a look at it when I get the chance.

550
Contests / Re: Arena Blueprint Contest (Accepting Entries)
« on: April 09, 2013, 09:13:45 PM »
Yeah it would 3 walls with ice like flooring. Yes I was thinking of that arena when i came up with this, however did that end with the bots fighting? i remember it was a race. but i could be wrong since its years. lol
(Image removed from quote.)
In Lu-Tze's arena, the bots would fight after they both got into the center of the arena (an uncommon event especially for the version that was used in DSL2 (I added AI support to my version)).

would something like a conveyer belt be "doable"? im thinking about having a conveyer pull bots into a pit of passive "lava".
The best we could do is give the illusion of a conveyor belt.
1. Using a prismatic floor, we could pull the bot across a belt looking surface. This would, however, have problems if you wanted to have bots fall off the end of the conveyor belt (the prismatic object would remain below you at all times and wouldn't circle around). If you put a guide object down that will force bots to turn off of the conveyor belt then you could probably get your lava idea to work.
2. Alternatively, we could make the floor slippery and apply a force on the bot (we could even make an animation out of display meshes but that would increase lag on slower computers). The issue with this one is that the bot would struggle to get off the belt with it being so slippery and it might lag on slower computers.
3. Another idea would be to have a prismatic pushing newly spawned tread objects down a predefined path and either make them disappear before reaching the ledge. Although this idea seems like it would work the best, it suffers from two major flaws. It would be a rather complicated mechanism with many moving parts and it would probably lag.

The one used in the arena that 70 CUDA is talking was a prismatic object that was textured to look like a raging river and acted as a smartzone to determine which bots would receive a force applied to them. It isn't quite what you are looking for but it may give other people ideas.

1. Unfortunately, neither teleporting nor respawning are possible in RA2. I can blink the lights and launch the bots into the arena using a force command but it wouldn't give you the results that you are looking for.
2. Making an invisible wall would be fine but it would look kind of wonky when the second bot tried to get onto the ledge (assuming that both bots on a team are entering the arena from off stage). I was already thinking that we could make the collision mesh for the stairs into a ramp but to give wide bots the ability to turn without touching the ropes, the ramp would need to end quite a bit sooner than the display mesh which would make it look pretty bad whenever something drove on top of it.
3. That would work.

1. Force command thing sounds alright, we just need them to get in and out of the ring anyway possible.
2. An invisible collision mesh all around the ring with a gap for the ring ramp sounds like a good idea. You could make the ramp larger and put it near one of the neutral corners.
3. Would it be possible for the table to break and have parts of the table possibly land on the bot? The ladder could just fall on top of the bot and cause damage.
1. Like I previously mentioned, the force command wouldn't work well for something like this. The bots would get a serious case of whiplash that would probably result in them havoking, getting flipped, and taking damage. It would also be difficult to get the bot to stop moving once we launched it because it lacks any sort of precision.
2. How would the ramp be changed? I'm not sure how this changes anything.
3. Breaking a movable object is much more difficult than creating a stationary object that is breakable. The best I could do is something similar to the computer in the DSL practice arena. As far as the table goes, it would be possible to dump pieces from the rafters but it is unlikely that it will give the effect that you are looking for. As for the ladder, we could identify where the opponent is on a grid and drop a specific set of objects that will appear to be a single ladder until they hit the bot/ground (something that I would consider too tedious if it weren't for the fact that a single ladder can span more than one square on a grid)

Here's my entry.


This would actually be cool to see made
Not a bad concept arena. I really like the incorporation of the drum and conveyor belt. The simplicity of it is also very appealing to me. As far as making it goes, I would probably use the first conveyor belt option that I mentioned at the top of this post. Therefore, everything appears to be doable and valid.

551
Contests / Re: Arena Blueprint Contest (Accepting Entries)
« on: April 09, 2013, 07:41:27 PM »
1. Perhaps they can teleport in (create same bot in another location and remove original)?
2. By ring apron I mean the area on the ring that is outside of the ropes, I'd just say make the area large enough to hold a HW on there or have a low invisible wall to prevent robots falling off.
3. For the weapon I'd like them to spawn in the neutral corners and setup so that when a robot makes contact with it the object breaks and that robot takes damage.
1. Unfortunately, neither teleporting nor respawning are possible in RA2. I can blink the lights and launch the bots into the arena using a force command but it wouldn't give you the results that you are looking for.
2. Making an invisible wall would be fine but it would look kind of wonky when the second bot tried to get onto the ledge (assuming that both bots on a team are entering the arena from off stage). I was already thinking that we could make the collision mesh for the stairs into a ramp but to give wide bots the ability to turn without touching the ropes, the ramp would need to end quite a bit sooner than the display mesh which would make it look pretty bad whenever something drove on top of it.
3. That would work.

If it takes too much time, we can quit some hazards, all the things in my idea are a subject to change (except for the brick-cars).
So You can suggest some to be replaced with a cloned UFO SFTWs hazard.
Pic :
No one says that it must be the prettiest arena.
In this pic I offer some circumventions of the problem with the crumbled buildings.
You still can make the buildings with a simple geometry and a simple crumbled texture like this - 1
Or You can use a cube and just use an alpha channel TGA texture on it, with a totally translucent crumbled alpha channel - 2
Or You can use the both of these effects - 3
Or don't have a crumbled buildings at all.
For the blocked exits You can use a mesh like this, with a crumbled texture - 4
The same but with an alpha channel translucent crumbled texture - 5
Or just a simple flat sprite with an alpha crumbled texture - 6
You can make the hole square, or square with an alpha crumbled texture, or don't make the hole at all - 7
As for the King Kong, it can be an up-down moving flat sprite on the building - 8
Feel free to discuss ideas with me on making this a more simple.
I can't think of any objects that are already made to look like Figure 1. I could make one but that is a little too advanced for a beginners tutorial.
I was thinking of doing Figure 2 but it would look kind of weird whenever someone looked into the gap.
Figure 3 would have been ideal but it suffers from the issues that I brought up for 1.
Crumbled buildings are one of the features that brings the whole arena together so I really wouldn't want to leave them out. At this point in time, I would probably do option 2 due to the simplicity.

Figure 4 was what I was thinking for the exists just because Figure 5 and 6 would look tacky. Alpha channels are cool when used effectively but having things float unrealistically in them doesn't work well.

I could easily make the pit work like you have in Figure 7 but it wouldn't look pretty from the side and if we allow bots to fall in then it will look even worse. As long as you understand that it won't be pretty, we could make it work.

Your idea for Figure 8 is actually something that I hadn't considered.

552
Contests / Re: Arena Blueprint Contest (Accepting Entries)
« on: April 09, 2013, 06:43:00 PM »
been up all day so this is a crap mock up.   I give the GAUNTLET!!!!
here is the thought. It is a 2 bot arena with three things to get past or through. a slalom that you have 10 sec to get past or a fridge will drop on your bot or in front of it, making it hard to get past. a wall of cinder blocks, just bash it. and a ramp up over the top of arena walls, these will rise after the bot crosses over so the bots cant get back to the course. the arena has a fire and smoke running across it until both bots get in. I would love to see 2 drum hazards that have a floor section covering them. if a bot sit on it for 2 sec the floor shoots back and a 55 gal drum thing with spikes rises out of the floor and tosses the bot to the wall or beyond.
(Image removed from quote.)
I'm not 100% sure what you mean by slalom but I'm guessing it has something to do with a slippery surface. Regardless, it seems doable and it seems to be at the right difficulty for a beginners tutorial. On a side note, it kind of reminds me of Lu-Tze's obstacle course arena (which is perfectly fine) and I like the spinning drums idea.

(Image removed from quote.)

You could also make the ring have an easily changed (modded) logo for wrestling/MMA/Boxing fans. Also forgot to add that the bots bounce off the ring ropes (just like in wrestling.
It seems doable but I have a few questions. If you make the walls bouncy and they are low enough for bots to hit them then how are the bots suppose to get into the arena? It wouldn't be too difficult to make the walls unsubstantial but did you want it done differently? Also by "ring apron" do you mean the ledge between the ropes and the steps? If so, you're likely to have problems with bots falling off or partially off the ledge. As far as weapon spawning goes, the best I can really do is toss an object into the arena from the sidelines. Bots can not pick up objects or have them attached during a match. Please edit your post with the answers to these questions (I'll put you down as valid but it will be tentatively depending on your answers). On another side note, JoeBlo made a wrestling arena for Backlash but it never got released...

553
Modifications / Re: Bot Exchange (WIP)
« on: April 09, 2013, 05:50:23 PM »
Its been over three weeks so I'll give an update... I've been very busy the last couple weeks but I hope to get back into a routine for working on this.

I cleaned up quite a bit of my old code and fixed the URL system so that it is more user and search engine friendly.

554
The weapon IDs used by that piece of code come from the IDs that you gave in your bindings. With that in mind, there shouldn't be any reason for your bot not to switch tactics (assuming that the three IDs that you have listed are correct). On a side note, tactics deal with the movement of your bot and the AI.py deals with controlling the weapon and changing tactics as necessary.

The part that actually tells your AI to stop spinning is actually the "if self.weapons:" line found in the Tick method (in combination with the method that you posted). Once all the weapons that you listed have broken off, the condition becomes false which means that the Spin control is not triggered again.

I suspect that you are using a switch to control the weapon motor. You need to use either an analog controller or button for it to turn off when all the weapons are broken.

555
Contests / Re: Arena Blueprint Contest (Accepting Entries)
« on: April 09, 2013, 12:09:13 PM »
Images may not exceed 800x600 (WIDTHxHEIGHT) and must be less than 100MB (12500KB). Using less gradients and more continuous colors will reduce your file size when it is saved as a PNG file. If you keep it simple, you will never hit this limit. This is to prevent people from over beautifying their entries (like BOTM entries).
I still can't get how an 800x600 image can be bigger than 1 920 056 bytes.
(800x600 32 (24 + alpha) bits per color bmp;tga = ~ 2 MB), what with the 100 Mega Bytes limit anyway?...
Did You mean 100 Kilobytes?
Yeah I meant Kilobytes but whatever... Since I've already stated that the rules won't change, people should have no issues keeping it under the limit that I listed :dumb) but I would still recommend keeping it relatively low to avoid cluttering up your splash (Conraaa made exactly what I was thinking people would do in the version of his arena that I quoted).

(Image removed from quote.)

Excuse my god awful picture, but I hope the description should make up for it.

This is the Airlock Arena, a square arena with reasonably low edges to allow for OOTA's. It has small fences then external walls, fencing the arena in from the rest of the world. This arena's party piece however, is that near the end of the match (Say, 2 minutes in in a 3 minute match) each airlock (There are 2 located on opposite sides of the arena) opens a small amont and the gravity of the arena changes for about 8 seconds, thrusting the robots to that side, and possibly out of the arena if they happen to be airborne. This then alternates by door every 20 seconds until the end of the match.

Every time an airlock is about to open, 4 smoke vents, one in each corner, start pouring out smoke until the airlock is closed again. And if you wanted real fun. There could be a stack of barrels at one end, which would be thrown across the arena the first time an airlock opens.
Congratulations on becoming the first valid entry. The arena would be well-suited for a beginners tutorial and the overall concept of it seems pretty cool IMO.

This is my entry :
Its seems kind of busy for a beginners tutorial but most of it is doable. The only issue that I have with it is that the hole in the ground and on the buildings. It is hard to make something look crumbed and be just a texture. Although this arena is a bit of a stretch, I'll still allow consider it a valid entry due to the lack of entries that we have ATM.

556
General Support / Re: Game freezes at start up
« on: April 09, 2013, 11:31:49 AM »
It isn't entirely clear what you are doing but here is a tutorial for adding new AI teams.

557
Contests / Re: Arena Blueprint Contest (Accepting Entries)
« on: April 08, 2013, 03:00:57 PM »
Roughly a week left before this contest ends. Now would be a good time to get your entries in if you are unsure if they are doable. It has been open for nearly a month so there will be no extensions of the deadline.

Everyone is eligible to participate even people that know how to make their own arenas (since there is a prize for the winner).

Since I'm posting anyways, here is the description of the Action Cam that I gave in another contest:
As far as what the action cam is, it is basically an autonomous camera that views all active bots from the side. It will also rotate to the other side if a wall gets in the way so you will almost always have the optimal viewing angle.
To expound upon this, it is a camera that is enabled by pressing the F3 and F4 buttons at once. It supports having any number of bots in the arena and works just as well for human vs AI scenarios as it does for AI vs AI scenarios.

558
General Support / Re: Putting stuff on bot question
« on: April 05, 2013, 07:33:37 PM »
Alright, I separated this from the Pay Tribute With Replicas thread...

I'm not sure what part you are getting stuck at so here it is from start to end:
  • Start up RA2, you go into TEAM HQ.
  • Select a team or make a new one and hit continue (or double click the team).
  • Double click a bot or a empty slot (still in Robot Inventory). If you are starting from scratch, you will need to make the chassis first (click the Chassis tab and go through the steps Chassis Design process).
  • Now that you have a bot, go into the Components tab before selecting a component and hitting attach (or double click the 2D preview).
  • Hover your cursor over the chassis of your bot. If it is red then read the blue text at the bottom of the screen to find out why. If it is not red but the component isn't inside of the chassis then you selected a component that only attaches to other components (such as wheels to spin motors). Otherwise, go ahead and hit the the left mouse button. This should attach the component in the position that you were previously hovering at but if it didn't make sure that none of the other conditions in this step were met (a baseplate anchor should work for something like this).


559
Stock Showcases / Re: Wolfsbane's supertastic showcase of stuff
« on: April 05, 2013, 02:58:47 PM »
Have you tried recovering it? If you haven't tried creating a new bot where the last one was then you can sometimes grab the bot file from within the Teams folder.

560
General Support / Re: how do you use mods in the game
« on: April 05, 2013, 02:55:06 PM »
It depends on how the arena was compressed.

(Edit: Be sure to make a backup before proceeding)
Here is a rough guide for the most common methods of installing arenas:
  • Download the arena that you want to install (you can find a bunch here)
  • If the file has ".exe" as the extension:
    • Run the file.
    • Go through the installation program as you normally would. When prompted, give the path to RA2's root directory (the directory with "Robot Arena.exe" in it).
  • If the file has ".zip" as the extension:
    • Open the file.
    • If there is a readme, read that before proceeding.
    • If one of the directories listed is "Arenas" then copy and paste all the files that you are looking at into RA2's root directory (the directory with "Robot Arena.exe" in it).
    • Else if one of the directories is "Program Files", "Infogrames", or "Robot Arena 2" then go into it and go back two steps in this guide.
    • Otherwise, copy and paste all the files that you see into the "Arenas" folder (found in RA2's root directory).
  • If the file has ".rar" as the extension:
    • Make sure that you have WINRAR or 7ZIP installed on your computer.
    • Open the file.
    • If there is a readme, read that before proceeding.
    • If one of the directories listed is "Arenas" then copy and paste all the files that you are looking at into RA2's root directory (the directory with "Robot Arena.exe" in it).
    • Else if one of the directories is "Program Files", "Infogrames", or "Robot Arena 2" then go into it and go back two steps in this guide.
    • Otherwise, copy and paste all the files that you see into the "Arenas" folder (found in RA2's root directory).

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