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Messages - Classicus

Pages: 1 2 3 [4] 5 6 7 8 9 10 11 ... 16
61
DSL TC Showcases / Re: 090901's DSL showcase.
« on: February 07, 2013, 04:51:42 PM »
Nice, reminds me of an R8.

62
Site News and Feedback / Re: More/New tourney moderators.
« on: February 07, 2013, 01:15:17 PM »
I'd like to put my name forward for forum moderator of some description, I'm around a lot and don't mind doing my bit.

63
Off-Topic Discussion / Re: Return - with 1 condition
« on: February 07, 2013, 06:18:23 AM »
It would be easier just to ignore/report anyone giving you grief. Internet warriors are everywhere and there is not a lot you can do so just enjoy your gaming and don't let the bar stewards grind you down.

64
Custom Components Showcase / Re: Custom/DSL Showcase
« on: February 07, 2013, 04:34:38 AM »
Thanks. What is the best place to upload custom components? Just normal file uploader? Tried the main custom components place but doesn't seem to accept new packs.

65
Discussion / Just checking...
« on: February 07, 2013, 04:24:33 AM »
I'm  making a mental list of things I want to customise. One thing I've wanted to do was make a JX or similar that acts like a servo/linear motor so you can lift and keep it lifted. Is this possible? If so what do?

66
Site News and Feedback / Re: GTM is under new management
« on: February 07, 2013, 04:18:36 AM »
Good luck ACAMS. Never got to know you really but you seem sensible enough. Women aren't all they're cracked up to be though so don't get your hopes up too much :D. All the best.


P.S. I hope people don't start going stupid now ACAMs has moved on... keep it sane round here.

67
DSL TC Showcases / Re: Sylandro's DSL Sp0rkcase
« on: February 06, 2013, 03:29:40 PM »
Looks pretty good.

68
Custom Components Showcase / Re: The Shed
« on: February 06, 2013, 09:24:30 AM »


Another half-day well wasted. I'm off huntin  :gunz:

69
DSL TC Showcases / Re: Domanating's Showcase of nonsense
« on: February 05, 2013, 10:35:41 AM »
Pretty nifty robot there. How did you skin it?

70
Discussion / Re: Wheels
« on: February 04, 2013, 03:32:06 PM »
Thanks, this will be a big help.

71
Discussion / Re: Hazard Damage
« on: February 04, 2013, 03:20:35 PM »
Yeah was funny watching it fly when I tried it. I'm thinking of trying it on Battlebots arena but I think it may cause a black hole and destroy the planet.

72
Contests / Re: Vote BOTM Feb 2013
« on: February 04, 2013, 03:19:10 PM »
UT2004 lags as well, sometimes badly, but its still a kick. Perhaps we could set up a Saturday 1v1 tournament, containment cube IRL middleweight or something and see how it goes. There is an arena on Beetlebros with basically nothing that could be used also.

73
Contests / Re: Vote BOTM Feb 2013
« on: February 04, 2013, 03:15:01 PM »
I'd be interested to know when this was last tried on any sort of scale, surely with internet speeds now it should be minimal lag these days? I'm thinking something like Unreal Tournament 2004 online or similar. I may drive like Stevie Wonder but least its me.

74
Discussion / Wheels
« on: February 04, 2013, 02:05:21 PM »
OK, I am going to bite the bullet over this weekend and try to resize a wheel using the .gmf. I get the feeling this could be quite tricky and time consuming so I am inviting anyone who has done this before to give any advice/tips and problems they found and how the solved them. Any help would be appreciated.


Ideally I am going to try to make a wheel custom designed for the smallest motors so I can make really low robots.

75
Contests / Re: Vote BOTM Feb 2013
« on: February 04, 2013, 01:55:58 PM »
If there was an active 24/7 stable server for real-time non-ai robot battles would that help give some interest back here? I play RA2 to build a bot and fight it, I get no satisfaction in working on a bot then trusting it to strategically shaved chimps Gabriel Interactive's AI programmer(s). Maybe others are the same? If there is enough interest it  might be something worth looking into.

76
Discussion / Re: Hazard Damage
« on: February 04, 2013, 01:50:38 PM »
Thanks Trov + AS, worked a treat. I know its not a bit thing but I find it more satisfying when hazards give a noticeable hit. Also gives more of a chance to flippers and other non-weapon bots in closed arenas.

77
Discussion / Re: Hazard Damage
« on: February 04, 2013, 01:42:18 PM »
Thanks for the help. The hazards seem to have a bit more punch now. I also have self.spinner.SetPowerSettings(100,855) self.hammer.SetPowerSettings(20,1000)  would these be relevant?

78
Discussion / Re: Two sets of verts
« on: February 04, 2013, 01:40:59 PM »
Yes that's what I'm on about. I assumed one was the box for the component and the other was for visible part. My question is when you have two sets how do they react to each other? If I change the coordinates of one how does it affect the other? Thanks for the help.

79
Discussion / Hazard Damage
« on: February 04, 2013, 08:48:53 AM »
What do I change in cube.py to make the hazards do more damage? Thanks.

80
Discussion / Re: Two sets of verts
« on: February 04, 2013, 04:04:54 AM »
There is normally two sets of (*MESH_VERTEX), usually one near the top and one near the middle, I'm just trying to understand their roles and whether these are the same in each .gmf.

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