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Messages - Mr. AS

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561
that awkward moment when you realize that half the people ITT aren't even active anymore

562
Tournament Archives / Re: Rival Rumble - SBV
« on: June 11, 2016, 09:50:03 PM »
requesting a 4 way rumble with my bots, except with the starting points outside the arena

563
I remember click made a bot with multiple chassis before, and encountered a similar issue regarding drive. He had to use sawblade "wheels" instead of legit wheels. It was called ant army, should be on the exchange under stock MW.

Btw, since you're dabbling in chassis hax, you think it would be as easy to remove the 16 chassis point limit as it would be the 7 part limit?


564
Discussion / Re: Should we use Serge's Component Freedom hack in DSL?
« on: June 10, 2016, 02:44:55 PM »
It should be fine to use for IRL, since IRL isn't a very seriously competitive metagame anyway.

You guys should make up some new term for competitive robots using sergepatcher's bypasses to build. Serge-S or something like that. Get a new ruleset going, kind of like DSL-S.

565
Tournament Archives / Re: General Tournament Discussion
« on: June 08, 2016, 02:30:49 PM »
Alternatively, you could set a minimum "speed" value that must be achieved, where speed = motor torque x wheel grip.

566
Stock Showcases / Re: Mr AS Stock Showcase
« on: June 04, 2016, 07:52:42 PM »


This is a robot that I've been working on for a really long time you guys, it took a lot of effort to place everything on the absolutely tiny triangular 2x1 chassis that I used. It has redbird drive, 2 nifties and a pink. Please clap.

For the record, I'd just like to reiterate that I spent the past 5 years of my life stacking and exostacking every individual part on this robot, and definitely did not use the newly released (as in, released a few hours before this post) and easy to use sergepatcher to build this. No sir.

On a serious note, with sergepatcher it's virtually impossible to keep track of what's built legitimately and what isn't. If someone wants to go ahead and re-build all the robots in ASAI with sergepatcher, that's fine with me. I'm busy with Retooled. Also, reminder that you're still not allowed to intersect spinning parts or stack components on the baseplate under standard realism rules.

edit: it seems that you can't intersect the maxsphere either.

567
Tournament Archives / Re: Friendship Rumble - SBV
« on: June 03, 2016, 10:44:11 PM »
For the record, I threw it together in something like 15 minutes specifically to counter Geice's poker. But hey, I'm fine with it basically being an aggro target while Geice backdoors the opponent.

568
Modifications / Re: RA2: Retooled
« on: June 03, 2016, 10:31:57 PM »
The baseplate anchors are currently similar to ironforge where you can place them almost anywhere. They have 0 weight and 0 collision. I actually showed them off already, but they've changed a bit since then and are a lot easier to use now than they were then.

Wedges/skirts are a bit mundane and I probably won't show them off since there isn't much to what's basically a triangle, but I'm thinking about giving them side APs so you can make dustpans easier.

hey, it's got a name now, cool
Yep!

Here's the logo:


It looks a lot better than the earlier logo I was using IMO.

There will be several components in the mod that have similar functions to already existing components, but have special properties that make them different. Think Super Smash Bros Melee here.



From the top, going clockwise:

The black extender is the Ski Extender (and is also the only non-CB2 component here). I've made it so that it doesn't take damage when hitting a wall or floor, as opposed to regular extenders and weapons that suffer damage while going bumble-ball mode. Being an extender, it won't do much damage, so you don't have to worry about unstoppable ski extender spam crawlers.

The blue N12 is similar to the regular N12, but has severely reduced resistance (basically traction, not to be reduced with grip which is a speed multiplier) to the point where you can actually drift with it. These aren't your dad's drifts either. These are MULTI-TRACK DRIFTING kinda drifts. Go fast enough into a drift and you'll slide across the arena. To offset this, it has slightly more HP as well. Same selection of sizes as the regular N12.

The sawblade is actually a full-fledged wheel. As in, it has a traction mesh and moves a lot faster than your average crawler when you put this on a drive motor. Being a sawblade, it also does damage to your opponent when you run over them or an enemy weapon hits them. Obviously it's not going to tear off any Slamhammers any time soon, since adding damage to a wheel means I have to take away grip and/or HP to keep it balanced, but damage is damage. Might be good for slow juggernaut spinners, who knows! It's not shown here, but it comes in 5 sizes, similar to the stock sawblade.

The beater-bar on the left is rusted and does frequency damage to opponents, like a typical sawblade-type component would. Except it's not a sawblade and you can use it on pushers to increase your DPS.

Some of these properties may transfer onto other components, albeit not to such an extreme degree.

up next: the rest of the RA1 stuff. Mainly wheels, decorations and some weapons. It's gonna be yuge. Expect a long post with a lot of pictures and words.

569
Site News and Feedback / Re: Image Uploader
« on: June 02, 2016, 06:05:52 PM »
at that point why not just use imgur
Blocked in some networks.
I've used slimg for the past few weeks and it seems to not be blocked for others.

570
Tournament Archives / Re: Trios of Terror II - SBV
« on: June 01, 2016, 01:13:06 PM »
Can you have my SNS just spin in place next match instead of doing whatever it was doing in the first match?

571
Tournament Archives / Re: Friendship Rumble - SBV
« on: June 01, 2016, 08:45:05 AM »
Yeah I'd just copy one of the TRFBDs in 123AI's binding lines, see if that stops it from being retarded.

572
Discussion / Re: Robot Arena 3
« on: May 30, 2016, 09:16:51 PM »
If the devs don't have enough funds to fix thier game, the least they could do is say "screw it" and make it open-source for EZ modding. Maybe someone could swap out the cruddy physics for better ones, idk.

573
Discussion / Re: Robot Arena 3
« on: May 29, 2016, 05:19:02 PM »
Maybe they should have spent more than 6 months developing it. What were they doing from May 8th or so (when robotarena.com was changed for RA3's announcement) until the last 6 months of limbo?
They were drawing all that cool concept art man
The funny thing about that is that most of the concept art they showed off didn't even end up in the game. Instead of Crocbot and Candy-Cane Saw Thing, we got a replica of SFTW with the default wood texture slapped on.

574
Discussion / Re: Robot Arena 3
« on: May 29, 2016, 02:06:42 PM »
what did you expect?  AAA quality game?
I expected something that was at least in a playable state. :dumb) :dumb) :dumb)

To be fair...  starting from the ground up with Unity 5 in a complete new code in 6 months isn't actually too bad for what they got at the moment.
Maybe they should have spent more than 6 months developing it. What were they doing from May 8th or so (when robotarena.com was changed for RA3's announcement) until the last 6 months of limbo?

575
Trov plz

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By the time I post the next update on the mod's progress, RA3 will have been out for a week or so.
Well, that was a disappointment. Played RA3 for a grand total of a whole hour when I was expecting to blow a week away on it.  :confused:

I was going to go on this spiel about "hey guys check out these components that'll be in the mod that RA3 doesn't have!", but it doesn't seem that RA3 even has chassis wedges, let alone any of the parts in this post.



Here's the 4 vanilla cheatbot2 parts, sized down significantly so that they're actually usable. Weights have been altered slightly as well.



Flamethrowers, cannons and magnets will be available in "armored" versions as well, which have more HP and damage than the cheatbot2 parts.  Armored cannons and magnets are still WIP, but you get the idea. Flames, projectiles and magnetic force come out the front. Although they suffer a weight-based efficiency penalty for being part-cheatbot part-not. For example, a 70kg armored flamethrower would have the efficiency of a regular 40kg component, since it is part flamethrower.
(btw, check out that new flame particle texture. Pretty neat huh?)



The hovercraft's attachment point has been edited so that you can no longer use it as caster armor. It also comes in two versions, floating and non-floating. Floating hovercrafts function exactly how you'd regularly expect them to, while non-floating hovercrafts will remain on the ground instead of constantly floating. Due to the hovercraft's hard-coded properties, anything using a hovercraft cannot be flipped, regardless of whether or not you're using a floating or non-floating hovercraft. This makes non-floating hovercrafts useful for non-invertible robots, at the cost of some weight (right now floating hovercrafts are 50 and non-floating hovercrafts are 30). And yes, you can use wheels with non-floating hovercrafts.



The main drawbacks to hovercrafts are reduced fall speed, and slower movement overall. I think being unable to be inverted should be worth it for taller robots, however.

But yeah, regardless of RA3's current state, the main feature of the [NAME REDACTED] mod will be in it's wider variety of components. This is compared to DSL's absolutely gigantic selection of parts at the expense of usability of each part, and ironforges hyperbalancing at the expense of component selection. I hope to land somewhere in the middle with this. Really haven't seen cannons, hovercrafts or magnets get much love in TC mods before.

Quote from: some guy
what is this trite AS, these will ruin the metagame and upset out razor-fetishizing overlords. gtfo kys fgt

Here's the thing though, these components will be part of a completely different metagame than the rest of the components shown so far. Magnets, cannons, hovers, thrusters, 24k gold, a goddamn giant car, you name it. Cheatbot2 (called "extreme mode" in-game, but it's cheatbot2) will feature components that are considered to either be unusual to see in real life, or difficult to balance. When balancing updates occur, it will usually be concerning cheatbot2 components.

TL;DR, Cheatbot2 will be alot more fleshed out than being a dumping ground for replica parts (DSL) or being barely used at all (ironforge). I fully expect encourage two different metagames to emerge, with non-cheatbot2 mainly being for real-life robots and cheatbot2 being for competitive DSL-S stuff and wierd unique artbots.

Up next: more CB2 stuff; fun with variables

577
Did you receive my robots? I remember sending them to you but they're still orange in the OP.

578
Contests / Re: BOTM June 2016
« on: May 26, 2016, 07:10:42 PM »
So, uhh, what's the cutoff for "heavyweight"? Considering there's no weightclasses in RA3.

579
Discussion / Re: Robot Arena 3!
« on: May 26, 2016, 09:48:30 AM »
The low framerate in certain parts of the trailer worries me a bit, which begs the question as to why the framerate randomly chugs at certain parts of the trailer and not others parts.

edit: I think they sampled the Robot Wars pit siren in the trailer music. That was a nice touch.

580
This one?


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