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Messages - Naryar

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681
General Support / Re: incomplete unpack?
« on: May 28, 2016, 12:52:34 PM »
you didn't finished that download. try redownloading.

it did that to me lately.

682
a comment in my showcase ! hooray !

oh god yes

but instead of making the chassis V-shaped, perhaps you can do that to the motor rack? I'm not quite sure how to make the bot more reliable when forcing bots up the wedges

V shaped motor rack on U shaped chassis = some weight wasted on extenders, alas.

and the V shaped thing should solve the forcing bots up the spinners.

also i think i should go for lighter spinners. or only three heavier spinners maybe

683
the new coal miner



5mm titanium. i tested it quite a bit, it performs decently but it's a bit slower than expected, and it has to rely on the first impact to trap bots. it can't trap bots with the motor power.

thinking the old NAR AI Industrial Coal Miner may be better. maybe i should make a V-shaped chassis instead of U-shaped (which isn't wide enough but wide chassis = more weight. Or keep the old NAR AI ICM's design, rebuilt it.

also it went out of power while fighting the same old Coal Miner. Too much motors, alas.

at least it is noticeably less generic than what i have posted previously :P

684
looks like this mod will carve itself a worthy place along with ironforge

i fully expect a new set of ra2 showcases.

685
lol, does Mecha Tentomushi looks angry now ?

686
have received quite a bit of bots today. and received some bots again... for the third time, iirc ?

Anyways, I may build one or two bots and then I will set myself up to skin all of my bots ( :rage ), AI them and put everything, including the builder bots, into teams. then we'll finish the teams.

the first NAR AI 3.1 release will come when all the three first bots of the team will be built. i may end up dumping Arthrobotics and RA1 Reincarnated (may add them as teams later). the rest of the teams will be filled with the old NAR AI bots, to be replaced in a further release.

also all of Red Zone needs to be done, because there are some tournament bots up in the two first teams.

687
tempest



1mm titanium, astro drive w/ wide ant wheels (the ones with the most grip). i alternated between panel sizes for aesthetic effect when the spinner's turning, and also because it is lighter.

has 2 halfsheets on the bottom.

Also I nearly put 4 flail razors on that bot, but I was out of weight.

688
Player teams will be accepted once we have rebuilt all the base DSL 2.1 bots. Right now, I am accepting Stock/DSL AI rebuilds.

See OP.

689
I have had them, yes.

690
stinger



3mm plastic. a bit of side armor to foil HS, at least for a time. still pretty fragile since no wedges and no real armor to speak of. but then again, it's a megaton bot.

think imma go tempest next, and then deadbeat

691
Discussion / Re: Robot Arena 3
« on: May 27, 2016, 08:56:54 AM »
i think this game as it is may be just good for the next n00b warz tournament

692
oh and about building standards:

All bots must be built in DSL 2.2, and NOT in DSL 2.1.
You may bypass rule of seven with serge's new exe.
Custom components, including cheatbot2 DSL2.2 components, are banned. Exception will be done for aesthetics-only cheatbot2 DSL2.2 components. Reskins of existing components will most likely be accepted in the future, but for now I don't want to bother with a component folder.
Building quality controls are in. I may reject any bot that I feel is not sufficiently well built, or any bot that I feel is not a good successor to the former bot (only for the original ra2 teams for the latter).
All standard building glitches allowed, as long as the bot is still DSL-S. (Snapper loading, piston loading, eFFeing, chicken drills, Trov glitch, etc.)
List of glitches banned: Nasty pickle, rupting, Trinity, hax mode, Thyrus glitch.
You may use BFE, but only if:
-The bot is still DSL-S as a result, within the confines of DSL 2.2 (so no NPC's halfway outside the chassis like in DSL 2.1)
-You are not cheating in any way or form (superstrong custom armors, bypassing the extender chains/attaching components to the baseplate when they cannot be attached and making them invulnerable/floating components etc.)

693
DSL TC Showcases / Naryar's RA3 showcase
« on: May 27, 2016, 08:22:44 AM »
Just kidding. I'm not going to touch ra3 until the devs fix it.

anyways, more bots for NAR AI



Hammerhead Shark 4. bland bot. it has 5mm plastic IIRC

putting the multi's in a correct position and using hammers on multis was obnoxious due to the collision mesh of the magmotors.

the hammers are overlapped. although the game just let me do that (no BFE involved) and it is quite DSL-S in the fact which we do much more complex overlaps with razors and popups.

i wanted to add a wedge then i remembered the whole doubling of skirt hinge weight in DSL 2.2. oh well.

been pondering Blood Runner's design. should i attempt to do a 4WD tall VS, "overcutter" like it was originally ? i'm not too fond of the overhead poker design like it was in NAR AI, and the Stock design is yet another standard hammer.

694
must have been something in your teams.txt/teams folder not working.

695
so you can access the bot in the botlab, but when you want to play with it (while player controlled) it crashes the game ?

can you make it work on the practice arena (the test panel in the botlab) ?

do other bots crash the game ?

did you BFE that bot file ?

696
Discussion / Re: Bug Report Thread
« on: May 27, 2016, 08:04:52 AM »
Bug Name: components not deleted when rebuilding chassis from scratch
reported on : 27th may 2016
environment: windows 8.1 (not that it matters)
Bug Description : When building a bot and remaking the chassis from scratch, some components may be left behind.
Steps to reproduce bug: Make chassis and add components to it, then remake a chassis
Expected Behavior : All components should be deleted when remaking a chassis
Actual Behavior : Some components may be left. It happened with a Supervolt for me, some components were deleted but not all

697
possibly a case of custom components not being on this specific copy of RA2, or maybe your bot file is corrupted ? it happens.

698
Ironforge TC Showcases / Re: WenXiangLee Ironforge Showcase
« on: May 27, 2016, 07:55:17 AM »
what thrackerzod said.

Also I feel you can remove those plows... you really need more weapons.

What armor does it have ?
Titanium 10

utter overkill; get titanium 3 as a base and then work with all the weight freed

your choice on whatever to make a classic horizontal spinner (focusing on weapons), or a fast HS (HS meaning horizontal spinner), or something with a wedge...

699
Discussion / Re: [TOOL] movepixel
« on: May 27, 2016, 07:31:25 AM »
bump

the script is working within Windows for me but not for my version of RA2. I'll try replacing my ra2.exe with the one in Sage's installer, or is the problem located somewhere else than in the .exe ?
It's an autohotkey script, it should work regardless of whatever else you have running, be that RA2, RA3, CSGO or nothing at all. Maybe try changing the hotkeys?
i dont think you understood my question. the autohotkey script works in windows but whenever i do it in RA2 it does not move the mouse at all.

edit : it does not work with the .exe from sage's download that i have extracted into my old directory. let's see if it works with the fresh Sage download as well, and if it works within the confines of a full install instead of an .exe.

edit 2 : well, it DOES indeed work in that install. Time to refresh the files of my NAR AI folder, then.

700
Discussion / Re: [TOOL] movepixel
« on: May 27, 2016, 06:41:08 AM »
bump

the script is working within Windows for me but not for my version of RA2. I'll try replacing my ra2.exe with the one in Sage's installer, or is the problem located somewhere else than in the .exe ?

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