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Messages - R01

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641
Tournament Archives / Re: Tricycle Takedown SBV
« on: July 17, 2016, 12:34:17 PM »

642
Tournament Archives / Re: Tricycle Takedown SBV
« on: July 17, 2016, 10:03:39 AM »

643
Sounds interesting. Since I'm new to this tournament stuff I have some questions:

Are there any links to the standard stock rules? As far as I know that means unrealistic build style, but not sure about AI and Cheatbot2 parts(especially Flamethrowers which are getting more and more allowed), guessing by the screenshots AI parts are allowed, what about the 150 cm extender and blue snapper?
As far as I understand basic glitches are allowed but anything that has to do with editing the bot file(which aam is part of as well?) and broken stuff like hax arent.

644
Stock Showcases / Re: R01's Showcase Thread
« on: July 17, 2016, 02:59:23 AM »
do you have 3 or 6 AI bots per team? just wondering because it doesn't look like you have the ui from v2 or v3 and went to straight to v4
Actually I'm building those in a modded copy of RA2 which has a better grid and height graphic making it easier to build and then export them to Starcore. I was wondering if v4 needed earlier packs, currently I have a copy of RA2 with SC1 and one that was directly patched with v4(so I only have 3 bots, thought that SC4 would make them 6 via the teams file but guess not), will patch that later.

645
Stock Showcases / Re: R01's Showcase Thread
« on: July 16, 2016, 07:17:02 PM »
So I'm back, well somewhat.

What happened:

This part isn't really that important I guess.
Kinda decided to quit the forums for a while after a DRM discussion that happened in the RA3 thread pre launch.
I didn't get warned or anything but wouldn't agree with the decisions done.(hope that I don't get a warning or anything for saying this), second I wasn't quite happy with this thread as well.

I am well aware that Stock meta is different, but guys, can't one build the bots that they want as long as they are still effective in their building class?(just to make it clear, I'm not saying this to anyone directly, more in general) I don't see much use in those comments, if I want to build a unrealistic bot then I will. I'm building bots the way the developers probably intended bot building to be, using a few glitches but nothing big like component stacking or hax mode. If you find that boring then please watch another thread.

The entire plan behind smasher was not to make a generic hammer bot but to make something that can actually defeat the most heaviest spinners(which somewhat works in earlier Starcore versions) completely without any of the big glitches(with that said some Starcore bots don't seem to use clipping glitches as well) and not being an all offense bot.

I've heard how disappointing RA3 was and how the devs at least bothered to fix some things like chassis collision, looks like it's getting better but still a ok game, outclassed by RA2 in certain ways. Don't own RA3 so I probably can't say too much about it, but if the devs keep on updating and fixing this we should hopefully have something fun and playable.


What I've been doing.

I've been still playing Robot Arena 2, creating some Battlebots Season 1(while watching Season 2) replicas as well as a few of my own things in Starcore.
Smasher got a completely new version with a bracket shaped chassis, that sadly meant less space and resulted in odd drive motor placement which allowed for very nice skid steering when turning but resulted in a sluggish bot. later changed that again new smasher with a L shaped hammer instead of a straight I one works better however that hammer setup seems to add a lot of weight making it easy to fall over on it's side, self righting is still an issue so this is bad. Overall the smasher series didn't fully work out, not giving up hope yet but it's something for later.

I've been doing other tests(as well as custom decal textures, which you can't see here because of a glitched screenshot) with bots as well, keep in mind that those were only testing bots nothing serious:

Turbo, after realizing that stopping a spinner wouldn't work I thought about wedge designs and popups, the wedge is way too steep on this one resulting in it getting hit while trying to lift up bots.

This was supposed to be the next test, longer wedge that isn't steep so the spinner can go up perfectly, when I noticed I could turn it into a middleweight I did and here we are.
The popup setup was once again done this way to test something(in this case, avoiding the razors getting cut off by other active weapons) but I can defnitely see why rear hinged popups are used. While it allows for comboing, the way the other robots fly off depends a lot on their shape, very annoying if you flip a bot just to see it's side spinner hit your top(kinda like the Dantomkia vs IG-88 match in Series 7 of Robot Wars). The big chassis might look bad but almost all spinners can directly be attacked from the front without taking damage, however steering a tiny bit sideways and you will get quite a lot of damage. Still better to fix up 1 chassis instead of having to spend repair time on other components(then again in tournaments that doesn't matter).

During testing I also found out that doing a full body spinner in stock would be possible, however it wouldn't be effective at all.

Gotta say, congratulations to the builder of Maelstrom, that bot has been the toughest of Starcore bots in V4 so far, trying to stop it from spinning has only resulted in instant loss of ramplates and knockouts a second later, also nice caster armor making it almost impossible for popups.
While doing those bots I did check all the guides for RA2 glitching and messed around with it, entered HAX mode, stacked batteries and zteks, found out the specialities of the Snapper 2 and so on, so maybe expect a proper Stock bot one day.


What's new:
After seeing RedlineM203's RA3 showcase I was thinking about rebuilding some of the concept art designs(had that idea a while ago but didn't really do anything with it), while building I got the idea to make an entire team and that's what I got in the end:

Based on the concept art:


Not the first time I've done a LW wedge VS, excuse the mouse position(which jumped there while trying to screenshot it)

Originally wanted to add two spiked hammers to make it look like a jaw, however that caused trouble and didn't look too good so I went with facespinners instead(also fits the team theme better).


Yeah, very underweight heavyweight, probably going to rebuild it soon.

The idea behind those teams is to be an alternative to the stock ones, not impossible super hard to beat, but something that's still possible with bots that are build like the developers would've intended/somewhat realistic.

646
Modifications / Re: Modding RA3
« on: July 16, 2016, 06:32:46 PM »
Perhaps it was used for testing before they had new models and left the code in there?
Code to convert the RA2 components? Now that's something I'd definitely like to have(but I guess that part was already removed?)

Why would you need to convert RA2 components? RA3 already has them all

/s
Saw the /s. I'm more interested in exporting RA2's components into a format that can be used by 3d model editors so we can go forwards and backwards between the file formats/because I'd like to do a mod for balanced stock and would really love to have the original components as a reference.

647
if it's still not spinning up instantly then it might be because you don't have a range parameter. try a line like this:

    list.append(("Mega Gator","Omni",{'invertible':True,'range':99,'topspeed':99,'turnspeed':3,'throttle':130,'range':99,'weapons':(0,)}))

also use a button instead of a switch. with a button the ai will just keep turning it on and off.
Works now, thanks guys, thought that this parameter might be missing but didn't want to mess around more with it(already had the game crash like 10 times because of multiple errors), it is a button and not a switch(are there even switch controls for AI? think only buttons exist) full line is this:
list.append( ("Mega Gator", "ModSpinner", { 'range':99, 'weapons': (0,) }) )
The other parameters are optional so I didn't add them.(also you have range twice?) Do top/turn speed and throttle go past the values that the bot would normally be able to get or do they keep those limits/only work for slowing the bot down and making it more controlable?

648
It might not spin up as you haven't given it a weapons parameter. Go look at another AI line and compare.
Thought the weapons parameter was only required for it to stop attacking once a certain part ID breaks, how would I make it keep attacking even if every weapon breaks?
set it to 0, the chassis
Works now(had that before but didn't notice it during testing)but only if I get really close to it(after that it keeps on spinning)

649
It might not spin up as you haven't given it a weapons parameter. Go look at another AI line and compare.
Thought the weapons parameter was only required for it to stop attacking once a certain part ID breaks, how would I make it keep attacking even if every weapon breaks?

650
You sure it's a capital S on the control? Try using omni.py. Ifyou still can't get it to worm PM it to me and I'll take a look.
Yes it's a capital S, didn't work with omni, here's the line in Bindings.py:
list.append( ("Mega Gator", "Omni", { }) )
Think I'm missing some values here?

651
So I've been trying to AI my first bot, using Spinner.py from the AI Pack for a drum bot.

I customized it a bit calling it Modspinner(replaced all "Spinner" in the py file as well, no crashes) but even with that I'm having trouble to getting my bot to spin, it doesn't spin at all(same happens with the default Spinner.py from Stock) the spinner motors do have a button control called Spin yet it doesn't work for some odd reason.

652
Modifications / Re: Modding RA3
« on: July 16, 2016, 03:19:34 PM »
Perhaps it was used for testing before they had new models and left the code in there?
Code to convert the RA2 components? Now that's something I'd definitely like to have(but I guess that part was already removed?)

653
Tournament Archives / Re: Tricycle Takedown SBV
« on: July 16, 2016, 02:10:57 PM »
I should really start entering tournaments, looks like a lot of fun.

654
Tutorials and Tips / Re: RA2: Stacking and Using Glitches to Build
« on: July 15, 2016, 05:13:32 PM »
I know, old topic and bump, but the rupt glitch video doesn't seem to be available anymore(might want to upload those videos as a zip too so they will always be here)

655
General Support / Re: Fighting vs all Teams in the events
« on: July 15, 2016, 04:16:10 PM »
V3 features a .bat file to switch the default teams with the extra teams. You should be able to update it to V4 and it will work.
Oh I see, kinda wish that it was possible to randomize it, but without some big hacks(because I doubt you could do anything with Python here unless you somehow inject it into the game) it probably won't be possible.
Thanks

656
General Support / Fighting vs all Teams in the events
« on: July 15, 2016, 03:31:22 PM »
So I've noticed that most AI packs(testing out Starcore 4 Alpha/Beta) have more teams than the RA2 defaults and those don't seem to get picked for events?
I guess this happens because the game picks the first 16 teams and since those are always available, the others will never appear. Is there a way to fix or randomize this?

657
Contests / Re: Vote BOTM May 2016
« on: May 06, 2016, 03:47:21 PM »
Given how this is over and how I probably won't stay here for long I might as well say this a bit late:
I made 1. and knew how bad it was.
After seeing that a next BOTM contest is up I didn't think about joining it since I'm not good at DSL, however after seeing some BOTMs I thought I might as well do something so we have something to judge other than joke/meme boxes with no content in it, wasn't until the last day that I worked on this thing, yet for some reason it's still listed first(unless the list is alphabetical).

The original concept was to build something like Wild Thing's Series 6 version, being able to drive both ways up while having a disc on the front.
In the end it didn't work out at all, combat peformance is terrible, can't run upside down(originally wanted to add wheels but anchors wouldn't work out well and keep it off balance, the other support wheels from DSL would of course allow no clipping so it just ended up with one caster wheel. Wasn't until the last minute where I noticed that the bot still had 4 useless baseplate anchors in it so I had to redo the screenshots as well(looking at it now I really should've put a big and a small battery on one side and a big + control board on the other)and it wasn't until I already sent it in that I noticed that it uses Mudrunner's tyres(since everything else was too small, only bike wheels would've fit on it, but hell no as if I would put those on there), guess that didn't break the AI rule in the end as those parts are unlocked by default.

The wheel distance isn't even symmetrical(so one wheel almost sticks out), if it wasn't for the angle that the screenshots were taken in it wouldn't have looked as well as it did. I think the best thing about it is the fact that the disc spins at crazy fast speeds and the paintjob.

658
That's been known/done since ages with bot file editing.

659
Discussion / Re: Robot Arena 3!
« on: May 04, 2016, 07:50:54 AM »
Well, there's still the perfectly legit complaint about DRM. I like being able to actually own my games, ty.
Also, who are you?
Yeah, I do find it sad how this was talked down as if it was just some pointless discussion and how some verteran members just find it bad/even do statements like "why would the creators want to have anything to do with this forum". Nowadays it's like "oh you mention DRM, shut up you're wrong".

One thing that does worry me through is the unity file format, I can imagine that being an issue if you have to un and repack everything instead of simply opening up a .py file in notepad and doing some adjustments to test.

Why is that a problem and not with any other game formats?  You're kinda making an absurd excuse for something that really sound like it's the only thing that you can do.  Python isn't viable language for game development anymore, that was over 10 years ago.  It's just not a popular nor ideal choice for game development these days for many technological reasons.



why are standalone games no longer a thing and everything must be released by steam now ? why can't we open games by .exes anymore ?
Because 1998 was 18 years ago.   Time to get on with the program, bud.  Yeah I know...  90's is long over and dead.  I miss those times, but hey... 20's is coming up. Let's embrace more good times and not waste time dwelling on the past, eh?



Really, it seems like its only chosen strictly by people who want to make max profit now that unreal, crytec, ect. are all more or less free.  The only other reason I can imagine is "hey we didnt want to restrict the game to only people that bought a pc in the last 5 years"
you can do fun stuff in just about any engine, unitys physics always gave me problems in the little that ive messed around with it though.

That's a very narrow perspective view on how game development business work just because you had bad experience with few indie games.



Gaben is a fat greedy bastard and DRM is ruining games. Don't even get me started with always online bs.
Fat people are as all-american as you can get. Did you spend all your time away on Tumblr or something?

*Sigh* And here I sit, reading these little quip comments that doesn't provide any form of an actual complaint to non-deliberate issues that millions of players use in the last 12 years of service.  Rationalizing his opinion being backed by common simpleton in a form of inflated double-standard behavior, resorting to slandering in befitting simpler informal derogatory terms that has nothing to do with any of the trending topics. Instead of getting enticement into morose stance that begs me to face-palm to tender my cold sober dejected groaning misery pain.  I'm just gonna ignore the troll. Hope everyone else will do the same. :)
Oh yeah Python's bad and we must all now use mainstream stuff, just like with Steam. Let me guess coding games from scratch no longer is a thing either. Right it's just the indie games that are doing bad stuff, not like mainstream game developers start releasing alpha games as finished product.

You want actual complaints: https://gametechmods.com/forums/index.php?topic=17690.msg700451#msg700451

660
General Support / Re: How to edit Ra2.cfg?
« on: May 03, 2016, 05:58:08 PM »
Yeah it's most likely missing file permissions, run the game as admin or add permissions(I find that the better solution if you have installed the game imo, but RA2's portable and if you just DL'd it without installer then you might as well put it on some other place.)

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