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Messages - RedSawn
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61
« on: June 05, 2016, 04:33:44 AM »
If they had as much trouble as me trying to get their robot gameobject hierarchy to cooperate with PhysX and get any sort of bot working, let alone with accurate physics, I can't really blame them for a low LPH...
(Been trying myself with a box chassis, motors with hingemotor axles and wheels, joints are never stiff enough even with the solver at 100, using rotational locking, anything)
62
« on: June 04, 2016, 07:20:30 AM »
Welp.
Bug Name: Match conditions in botlab Game Version: 1163008 Reported On: 4th June 2016 Environment: Windows 10 Bug Description: In the botlab the chassis deforms from damage as if it was in a match (without the effects) The Top chassis layer is manipulated from it's original setting. After going to test the 'damaged' robot and exiting the match results dialog opens up with just your test robot before quitting out to the botlab. The second time you test the robot in this game state it attempts to do a match introduction in an empty void and softlocks the game Steps to Reproduce Bug: I have no bloody clue. Was a fresh startup - only thing I can think of is that I quit out of a bot test very quickly (was trying out a burst motor arc) prior to the bug Expected Behavior: Bot lab should function like the, well, botlab Actual Behavior: Bug description
63
« on: June 04, 2016, 07:10:53 AM »
Adding components is a LOT less fiddly.
Seems I was wrong about the botlab camera fix - fought The Rail Man, won once, lost once but it keeps happening. Does the thing with the menus too.
64
« on: June 03, 2016, 05:39:59 PM »
It seems a little jarring that they didn't fix the biggest issues. Nonetheless, looking forward to hearing from people whether the game is playable now or not.
They seem to have fixed the issue with leaked inputs from the AI bots outside of matches, so the camera issues in the botlab are no more. That's pretty major. Not physics major, but still.
65
« on: June 03, 2016, 04:53:49 PM »
http://store.steampowered.com/news/externalpost/steam_community_announcements/249201544490293273Update is out. 21.0mb. Makes sense as the changes revolve around fixes rather then new content. First checks (will be updated): Snapping can be enabled for everything. Chassis grid snap has been reduced to each minor gridline (0.04) and without snapping is as you'd expect. Component snapping works with the buttons - components rotate 22.5 degrees when using the rotation buttons. My test component, a Supervolt still spawns through the chassis floor (I guess it's more a fault with the mesh coordinates now as I can move it halfway through the table before it stops, contrary to what they say. That'll be difficult to put right since changing everything will misalign every bot). Should be less of an issue now though that we have better control over positioning. Disabling component snapping uses the old system. They removed the useless in-game Options menu button. There's still that botlab skin bug where it takes the skin of another robot you've edited and plasters it over your other bots until you re-edit the skin of that bot. Weapons seem to be doing a lot more damage except for saws, which seem to do half as much (My Hypnodisc replica did 50 damage on first contact with a string of 1s, now it's 25 with a string of 1s). Bots still freeze in place when destroyed. After each Exhibition match the AI bots are unloaded (judging by their removal from the opponent selection screen), which seems to solve the botlab camera issues.
66
« on: June 01, 2016, 01:17:43 PM »
Yep, though the robot itself is more likely to do the spazzing (light compact chassis with Z-tek HPs doing flips on the spot, awkward collision detection/physics with some items on burst motors) Really the motors don't turn fast enough to get in any trouble themselves. UPDATEhttp://steamcommunity.com/app/363530/discussions/0/357287304421745519/?tscn=1464810304We're testing a new build today that could be live for the community as soon as tomorrow. The next build will address some issues, but obviously it won't begin to address everything.
As for a publicized action plan, we've had a lot of meetings about it. Obviously there is a lot to figure out (and we had a holiday weekend here this last weekend), so we're trying to take our time and get it right. Obviously, no one will be happy if we rush things out.
To summarize, we're continuing to work on the goals we already had in place and we're figuring out the best way to react to all the feedback that's been offered up so far.
67
« on: May 31, 2016, 09:37:22 AM »
Well, here's to hoping right now they're lighting their keyboards up getting stuff fixed and proper.
68
« on: May 31, 2016, 06:29:01 AM »
Seeing all of this it does make you wonder.. where they that naive, or what would they gain by describing the game as complete? They've opened themselves up needlessly to negativity then if their early access announcement was just "We didn't get as much done as we had hoped but we didn't want to disappoint you by pushing the release date back, it will now be early access and we can make the game better together in open beta"
69
« on: May 30, 2016, 03:31:33 AM »
I didn't think there was much difference between them. The component moving icons are new and they took out the placeholder component view box (I know Scrapmatch has one that works so it was feasible). Otherwise the menu to the left only became bigger and still screams 'this only took a few hours or so to make in Unity' with the transparent boxes and outlines. I mean it works, just doesn't help with presentation.
70
« on: May 29, 2016, 05:30:47 PM »
Actually I'll probably make that my next building challenge. Some type of version of the concept bots.
71
« on: May 28, 2016, 07:44:30 PM »
Oh god, I ain't that good. I made a low poly rover with WheelColliders and put it in a mars landscape. My own custom robot combat game entirely from scratch is probably currently not a sound investment.
72
« on: May 28, 2016, 06:49:50 PM »
My take on RA3...
- To me the menu music's a little generic but I like the botlab music, the fight music loops way too quickly though and should probably be restricted to intros.
- Yeah, the video settings are a bit pants - they could have at least included a graphics quality dropdown box, using the Unity startup config dialog is pretty lazy. There's Unity tutorials for a proper graphics settings menu, too.
- You can double click on robots to open them, too. Didn't you try that?
- I'm just happy they marked which way is the front in the chassis extruder, I tend to build my RA2 bots pointing downwards in the chassis builder out of habit and that's of course the opposite direction (though we can change orientation in RA2 as we know)
- Adjusting chassis points/layers can be awkward, yeah, but the shape possibilities are worth it. I guess they could add a two/four layer mode for completion's sake
- Suppose the camera changes in the chassis layer editor aren't really necessary, true
- They've got to cater to the builders (and Youtube fakebot video makers) and their cardboard prototypes, right? Wasted opportunity to change the chassis shine/normal a la RA2 though.. but I suppose some Paint Shop textures have that effect already...
- True, a chassis outline would give a depth of field.
- Spawning in the floor oddly doesn't happen to baseplate anchors, which sit perfectly in the chassis. I'm not sure why they are the exception.
- It would really help if the snap to grid function was available for component moving.. there's at least dragging a placed component to rotate it, that's very controllable.
- #MakeHubsShinyAgain
- I wonder what new players think when they see for the first time they don't have to bother placing stuff in the chassis or make sure anything doesn't intersect.
- A whole category for one control board, and no categories for the 30 odd extenders. I do think not having a RA2 Styles menu for the extenders/pistons/etc is pretty untidy
- Some of the alternative mounting points are funny, yeah. The default Small Wedge attach point is essentially using it as armour.
- Bad form to leave the placeholder win/loss stats. They did take out the weapon value, but clearly didn't do anything with this.
I feel like I want to build something in Unity myself now too. A learning experience, a way to offer more technical input and something constructive all in one.
73
« on: May 27, 2016, 09:42:35 PM »
Oh, I should have been clear. I see no difference from armor in small bots, while bigger bots it can be the difference between limited/no control and high speed.
74
« on: May 27, 2016, 07:59:17 PM »
I encourage everyone to make EMERGENCY clones. With 1300 units of chassis weight using Steel/Fibreglass and 2050 units total it's not super duper fast (then again I'm using Z-Teks and not PSUs) but seeing it plow and flip through everything makes me forget :beer:momentarily that the game is broken.
They're letting us build too light a robot for the torque of the biggest motors; more speed, less power.
Pretty sure armor applies a speed penalty without taking weight into consideration. Don't have time to test it right now, but I wouldn't be suprised considering the rest of the mechanics.
Not sure about that one - I've got bigger, heavier non-PSU bots that go quick based on how the motors don't cause the bot to wheelie or flip over constantly. I've also got micro bots with micro motors that aren't exactly slow either taking into account scale speed that don't seem to be affected speedwise by the minor changes in weight a small chassis brings.
75
« on: May 27, 2016, 02:07:15 PM »
Surprised nobody brought this up:
Bug Name: Music cuts out during gameplay Reported On: 27th May 2016 Environment: Windows 10 Bug Description: When the action gets particularly tense (i.e lots of sounds playing at once), the music suddenly mutes until enough of the sounds have ended. Steps to Reproduce Bug: Plenty of ways - from mashing the drive keys to a 4WD micro motor bot to ramming/shoving robots with a lot of weapons. Expected Behavior: Music should continue playing regardless of events Actual Behavior: Music mutes and unmutes depending on the situation and how audio-heavy it is --- Special notes: Set the audio priority of the music higher if you're going to have it during battles (IMO the arena music loops too quickly and might suit just the introductions more) Can also do some optimising - surely you don't need the spin up and spin down motor sounds (go back to just the RA2 style pitched loop?) ... even if a few sounds do drop it should only really happen in the most dramatic of impacts, not testng a 4 wheel drive bot in the bot lab. And some are always more noticable then others (the music versus 5+ metal crunching noises)
76
« on: May 27, 2016, 11:48:20 AM »
I encourage everyone to make EMERGENCY clones. With 1300 units of chassis weight using Steel/Fibreglass and 2050 units total it's not super duper fast (then again I'm using Z-Teks and not PSUs) but seeing it plow and flip through everything makes me forget momentarily that the game is broken.
They're letting us build too light a robot for the torque of the biggest motors; more speed, less power.
77
« on: May 27, 2016, 08:37:57 AM »
Yeah I couldn't make anything decent enough to see and the AI flippers weren't strong enough either. Flex Top arena obviously has OOTAs though so they're in the game.
It doesn't register though. My opponent fell down there so I chased after it once the match didn't end. You can drive around down there. It's a pool of water. There's also a nice waterfall effect where the crowd used to be.
It works for me, except the killplane is the water rather then the above the springs - leading to situations where you still survive because you fell through the center and can drive around on the spring geometry. I'm also getting situations where eliminated bots get counted out multiple times over before a match where the player is defeated ends.
78
« on: May 27, 2016, 07:36:02 AM »
I'd have to build a strong flipper to try. One DDT barely tosses Lil Dog or The Lone Saw (SFTW)
79
« on: May 27, 2016, 07:26:44 AM »
Bug Name: Powered Steering Units not invertible Reported On: 27th May 2016 Environment: Windows 10 Bug Description: Robots that use powered steering units lose forward/reverse capabilities when upsidedown, despite if the robot is clearly invertible and the wheels are spinning Steps to Reproduce Bug: Build a low profile robot using steering units and slim wheels (or anything equally as huge). Get the robot to flip over by any means. Expected Behavior: Robot should be able to drive inverted Actual Behavior: Robot gets stuck and immobilized, despite the wheels spinning against the floor --- Special note: Robocraft has this exact same problem too (only difference is you're not really expected to build an invertible wheeled Robocraft bot) and they use Unity WheelColliders. This also co-incides with how PSU bots have a suspension effect even though this shouldn't be the case. To fix this you've gotta give up the WheelColliders for steering units and write your own thing, lads.
Bug Name: Chassis Layer Height adjustments Reported On: 27th May 2016 Environment: Windows 10 Bug Description: When adjusting the Bottom Middle or Middle layer height of a 5 layer chassis, the layers above do not adjust height except for the Top layer Steps to Reproduce Bug: Build a chassis, make it 5 layers. Change the Bottom Middle or Middle layer height. Expected Behavior: The Top Middle and Middle height should rise and fall in union with changing lower layer heights Actual Behavior: They don't change at all, potentially creating a convex chassis shape unintentionally when the Top layer sinks below the other layers
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« on: May 27, 2016, 05:45:37 AM »
-Every motor has exactly the same stats, I confirmed this by attaching stuff to each motor, they all spin exactly the same rpm and acceleration
That would explain why the powered steering units are hands down the best drive motor in the game right now...
Yeah, I made a big wide chassis, attached a flywheel and a marker to each one, they are all exactly the same. With the bots exploding at /this/ speed, I dont think the game is ready for more than 3mph sumo bots.
I couldnt even make a ddt powered lifter with spikes at the end, as soon as it would return to the floor, the bot would go flying.
Right now I can't replicate any of this with my own designs - I do agree the motors do seem to run at the same speed under light loads, but I have a feeling they run at different torques. Which would explain why my Hypnodisc attempt struggles to move properly with RAM 4WD, or a super-light robot with Z-Tek 4WD topples over and over yet doesn't go very fast, or the Z-Tek HP puts more rotational force on a robot with a heavy disc then a micro motor. Or it could be the game physics. Too much in flux right now. I got a Chaos 2 flipper using a single DDT and a bracket wedge and it doesn't bug like you're suggesting, which is interesting.
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