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Messages - Mr. AS

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681
DSL TC Showcases / Re: Deadgenocide's DSL Showcase of FML
« on: March 18, 2016, 11:50:03 AM »
Too many batteries. 5 spin motors only need 2 or 3 battlepacks.

682
Tournament Archives / Re: Rival Rumble - Signups
« on: March 17, 2016, 07:01:49 PM »
can I fight sage in a grudge match or something at least

683
Tournament Archives / Re: Rival Rumble - Signups
« on: March 17, 2016, 04:05:11 PM »
Which one of you guys is a bad enough dude to take me on?

684
Wedged hammers like that tend to be really, really bad. With that kind of chassis you might as well just make it a popup.

If you decide to go through with it and make it a custom AI though, I would recommend something like click's flipper.py that detects if the robot is moving. But instead of just stopping, it drives up slowly and downsmashes fires the burst motor at a close enough range for it to hit and not push the inverted robot away.

p.s. skirt hinges basically do the same thing as spring loaded doorhinges, but have a much more forgiving collision.

685
DSL TC Showcases / Re: Battle Shots
« on: March 17, 2016, 12:29:21 PM »
I was testing my NAR AI antweight when terminus stopped moving. I thought the AI broke or something like that for a second, turns out it literally ran out of battery power, which virtually never happens because of the way RA2 decreases electotal.



Anyone else ever had this happen?

686
Off-Topic Discussion / Re: Doctor Who
« on: March 16, 2016, 10:58:24 PM »
more like dr. hoops 2bh

687
Discussion / Re: Robot Arena 3!
« on: March 16, 2016, 07:48:03 PM »
Is it just me or is it really odd that no gaming news site has have heard about this game at all ???
"What Robot Arena Taught Me About Intersectional Feminism" - Kotaku Exclusive

688
DSL TC Showcases / Re: Mr AS DSL showcase
« on: March 16, 2016, 12:56:20 PM »
nar ai robots





LW - Flapjax. Pl 1. It's not really that good. But then again, it's a flipper. What did I expect? Also seems like mag snappers are still trash.





MW - Slashatron. Plastic 5. Spike strips are pretty decent in DSL 2.2, does nice damage when it feels like it. I would have put NPCs on except for THIS



This is the farthest back I can place the left NPC. Right NPC seems to not be broken though.





HW - WVDE LOAD. I only just noticed that the II in WIIDE LOAD was supposed to be roman numerals. Does decently.





AW - Plug. St 1. Slowest AW rammer ever. But it has a lot of weapons so it'll win automatically against most other AWs anyway.





BW - Socket. Al 3. A lot more fun to use than Plug, and does more damage too.





SHW - Nuclear Fusion. Ti 3. Spins fast and sweeps everything, typical SnS. Did anyone else notice the larger N12 wheel? It has pretty good grip. All of the wheels in DSL 2.2 seem to have bad grip except for the gigantic wheels, meaning that wedges (which need speed to be good, and typically use smaller wheels) are slower, while anything that uses the larger wheels will be faster, like SnS's. SnS really didn't need to be faster than they already were to begin with.  :dumb)

If you haven't noticed, all the names come from the HIGH VOLTAGE team I built for Reforged. Skins will come later.

689
Tournament Archives / Re: Rival Rumble - Signups
« on: March 16, 2016, 12:25:20 PM »
id like to enter
1v1 me dudester

690
Discussion / Re: Robot Arena 3!
« on: March 15, 2016, 08:09:44 PM »
This isn't the early 2000's where you have to make your own forums or take it to IRC channels if you want to have discussion. Steam has thier own forum system that the devs will most likely use, or they'll just use GTM since that's where all the dedicated RA2 players are.

691
Discussion / Re: Found this on official Robot Arena 3 website!!!
« on: March 15, 2016, 07:26:43 PM »
Pretty weird that they're only remaking the stock components in RA3. I'm hoping custom components or other modding will be possible, since that's essentially what's been keeping RA2 alive for so long.

692
General Support / Re: Multi-Object components
« on: March 15, 2016, 02:16:59 AM »
What I'm trying to do is make a copy of the razor object, but have the duplicate be upside down so it makes a cool 6-way razor shape. The mace + RAD thing was just an example (although I might go ahead and make that as well if I'm able to insert objects reliably).

I got the razor to compile and "work" in game just fine, it's just that the second razor doesn't show up.



(^notice there's only the default 3 prongs instead of 6 prongs like I intended for there to be)

I suspect that it might be an issue with the MATERIAL_REF's, but idk. Maybe I didn't properly link it up to the rest of the rest of the .gmf either.

Code: [Select]
GMA
*GABRIEL_ASCIIEXPORT 3
*MODEL_TYPE Basic Model
*SCENE
{
*SCENE_FILENAME razor tip.max
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 100
*SCENE_FRAMESPEED 30
*SCENE_TICKSPERFRAME 160
*SCENE_BACKGROUND_STATIC 0xFFFFFF
*SCENE_AMBIENT_STATIC 0x0C0C0C
}
*MATERIAL_LIST
{
*MATERIAL_COUNT 2
*MATERIAL
{
*MATERIAL_REF_NO 0
*MATERIAL_NAME 7 - Default
*MATERIAL_CLASS Multi/Sub-Object
*MATERIAL_AMBIENT 0x383B3C
*MATERIAL_DIFFUSE 0x383B3C
*MATERIAL_SPECULAR 0xBBE1E5
*MATERIAL_SHINE 0.14
*MATERIAL_SHINESTRENGTH 0.35
*MATERIAL_TRANSPARENCY
*MATERIAL_WIRESIZE 1
*MATERIAL_SHADING Other
*MATERIAL_XP_FALLOFF 0
*MATERIAL_SELFILLUM 0
*MATERIAL_FALLOFF Other
*MATERIAL_XP_TYPE Other
*MATERIAL_LIST
{
*MATERIAL_COUNT 2
*MATERIAL
{
*MATERIAL_REF_NO 0
*MATERIAL_NAME 7 - Default
*MATERIAL_CLASS Standard
*MATERIAL_AMBIENT 0x383B3C
*MATERIAL_DIFFUSE 0x383B3C
*MATERIAL_SPECULAR 0xBBE1E5
*MATERIAL_SHINE 0.14
*MATERIAL_SHINESTRENGTH 0.35
*MATERIAL_TRANSPARENCY
*MATERIAL_WIRESIZE 1
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0
*MATERIAL_SELFILLUM 0
*MATERIAL_FALLOFF Other
*MATERIAL_XP_TYPE Filter
}
*MATERIAL
{
*MATERIAL_REF_NO 1
*MATERIAL_NAME Material #1
*MATERIAL_CLASS Standard
*MATERIAL_AMBIENT 0xC6C6C6
*MATERIAL_DIFFUSE 0xC6C6C6
*MATERIAL_SPECULAR 0xE5E5E5
*MATERIAL_SHINE 0.1
*MATERIAL_SHINESTRENGTH 0.15
*MATERIAL_TRANSPARENCY
*MATERIAL_WIRESIZE 1
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0
*MATERIAL_SELFILLUM 0
*MATERIAL_FALLOFF Other
*MATERIAL_XP_TYPE Filter
}
}
}
*MATERIAL
{
*MATERIAL_REF_NO 1
*MATERIAL_NAME 2 - Default
*MATERIAL_CLASS Standard
*MATERIAL_AMBIENT 0x40C200
*MATERIAL_DIFFUSE 0x40C200
*MATERIAL_SPECULAR 0xE5E5E5
*MATERIAL_SHINE 9.999999E-02
*MATERIAL_SHINESTRENGTH 0
*MATERIAL_TRANSPARENCY
*MATERIAL_WIRESIZE 1
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0
*MATERIAL_SELFILLUM 0.31
*MATERIAL_FALLOFF Other
*MATERIAL_XP_TYPE Filter
}
}
*OBJECT_LIST
{
*OBJECT_COUNT 6
*GMID_ATTACHMENTPT
{
*NODE_NAME Point01
*NODE_TM
{
*NODE_NAME Point01
*TM_ROW0 7.12149E-15 -1 4.371139E-08
*TM_ROW1 -1.629207E-07 -4.371139E-08 -1
*TM_ROW2 1 0 -1.629207E-07
*TM_ROW3 0.1446774 -2.189135E-03 9.569012E-11
}
USER DATA Type = attach
ID = 1
Attach = generic_F

}
*GEOMOBJECT
{
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*NODE_SHADEVERTS 0
*NODE_TM
{
*NODE_NAME razortip
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*TM_ROW1 1.946465E-22 1 7.748209E-08
*TM_ROW2 3.248517E-25 -7.748209E-08 1
*TM_ROW3 0 0 0
}
*MESH
{
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}
*MESH_FACE_LIST
{
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*MESH_FACE    5 A:   2 B:   0 C:   3 *MESH_MTLID 0
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*MESH_FACE   20 A:   17 B:   18 C:   21 *MESH_MTLID 1
*MESH_FACE   21 A:   17 B:   21 C:   20 *MESH_MTLID 1
*MESH_FACE   22 A:   18 B:   19 C:   21 *MESH_MTLID 1
*MESH_FACE   23 A:   18 B:   17 C:   19 *MESH_MTLID 1
*MESH_FACE   24 A:   21 B:   19 C:   20 *MESH_MTLID 1
}
*MESH_NORMALS
{
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{
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*TM_ROW3 0 0 0
}
*MESH
{
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*MESH_VERTEX_LIST
{
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693
gimmie dats high voltage

694
Modifications / Re: Re: Mr. AS's Mod (yet to be named)
« on: March 13, 2016, 10:05:49 PM »
Yep, it's the competition flag from RA1. Although you were close with R2D2, kind of. I guess.


People seemed to forget that Serge's decompiler was able to decompile RA1 components. Although there are a few problems that come with it, which is probably why there was never any kind of "RA1 components pack" around to download.

  • Since RA1 and RA2 use a slightly different way of structuring thier .gmf formats, if you try to recompile a decompiled RA1 .gmf for use in RA2, you'll get an error from the compiler or the game will crash when you go to use the component.
  • The vertexes for freshly decompiled RA1 .gmf are something like 20x larger than any kind of reasonable size.
  • The textures for the RA1 components kind of look like crap, but just that's my personal opinion.
  • I haven't imported any moving parts yet, but I could imagine those having functionality problems when imported into RA2. RA1 didn't have any motors, you just put a preset hammer or saw rack on a preset attachment point on the chassis and that was that.
  • Occasionally, an RA1 component will have a mesh_face or two missing, but it only seems to be in places that you won't have any business caring about, like the very back.

Here's a list of what RA1 components I think would work in RA2:

But yeah, with flags you'll be able to have RA1-esque flag matches. Of course these flag matches would either be self-regulated or require a lot of .py programming, since RA2 doesn't have a flag match mode. They're also great for decorations on non-invertible wedged robots flippers and hammers.
(Notice I didn't mention "popups". I have nerfs special plans in mind for popups.)

I also imported the spiked ram component, just as an example of a useful weapon you can import instead of just a decoration.



Since this is RA2 and not RA1, I can also add attachment points on the side and make it so you can stack them on each other like you can with sawblades to make a giant spike rack.



I haven't made it into multiple sizes or adapted it to the whole "snap to grid squares" thing I have going on yet, but that'll come later.

I'm also probably going to hold off on importing a ton of RA1 stuff into RA2 until I've made more motors and extenders to attach the RA1 stuff on.

695
General Support / Multi-Object components
« on: March 13, 2016, 04:28:18 PM »
Is it possible to insert objects from other .gmf's into component .gmf's?

As in, if I were to add the mace model's vertexes, faces, and normals as an object to a RAD's .gmf without remodeling the RAD itself? I think clickbeetle's SFTW component did something similar with how the shiny hub wheels were added to the chassis model, but I wasn't able to figure out how exactly that works.

Here's a paint image that shows what I'm trying to do:

696
Modifications / Re: Re: Mr. AS's Mod (yet to be named)
« on: March 12, 2016, 11:19:03 PM »

697
Discussion / Re: Found this on official Robot Arena 3 website!!!
« on: March 12, 2016, 02:50:44 PM »
Definitely a ton of references to RA2 and robot combat in there, from batteaxes, fatboys, snowplow and red extenders on the robot, to the various RA2 components and game cover in the garage. There's even your Robot Wars/Battlebots expy arena that has references to stock components if you look closely. I also noticed that you can attach things to the end of the spiked clubs, they probably got that idea from DSL.

There also seems to be a lot of components that the tentative AI bots use that we don't see in the actual botlab. Maybe those will be unlockables, as indicated by "Battle against AI opponents in Career Mode to enhance your bot designs".

also note that the crocodile robot has a chain belt, fingers crossed
Crocbot actually only seems to have a chain belt on one side.

698
DSL TC Showcases / Re: RedAce's DSL Network
« on: March 11, 2016, 02:44:26 PM »
Fun Fact: I wanted to have SlashBack's flipper skinned like it's skin, but RA2 gave some annoying issues and wouldn't load the texture and instead give a flat white texture instead.  So I gave up for now.  I might fix that before I send it over.
What method are you using to reskin it?
Serge's GMF Compiler.  It's the tool I've always used to skin components since mid September-ish.
You could also just open the compiled .gmf in notepad++ and do a ctrl+f for the texture filename and then replace it, which seems to work fine for me.



It's one of the few things you can edit in a compiled .gmf. Just make sure what you change the filename to is the same amount of characters as the original filename.

699
DSL TC Showcases / Re: RedAce's DSL Network
« on: March 11, 2016, 02:22:52 PM »
Fun Fact: I wanted to have SlashBack's flipper skinned like it's skin, but RA2 gave some annoying issues and wouldn't load the texture and instead give a flat white texture instead.  So I gave up for now.  I might fix that before I send it over.
What method are you using to reskin it?

700
Modifications / Re: Re: Mr. AS's Mod (yet to be named)
« on: March 11, 2016, 12:56:15 AM »
Control board is just really small. If you use snap to grid and make a 1x1 square, it should fit inside that square. The bigger pistons are also fairly large. Around half the size of the gigantic ironforge pistons, but has a lot more power for it's weight.
Collision mesh on some of the gas tanks is actually a bit shorter than you think it would be, but that's easily fixable.


All of the standard wheels will have at least 3 sizes/variations. I'm not doing anything too exciting with wheels otherwise. The N12 in particular will have 2 extra sizes that I'll whip up later, because those two larger wheels in the picture are way too big.

I don't know if I want to make the larger wheels be outright bigger like in the pic or be wider like in ironforge. What do you guys think?



(note: the other visible attachment point is used to attach things to the bottom of your chassis)
Baseplate anchors are much more simplified than they are in DSL or ironforge. All the attachment points you need are in a simple one-component-fits-all package instead of having to scroll through a list of BAs at different angles and upside down BAs at different angles. Yes, 0 kg on the baseplate anchor is intentional. It's so you can use cleaner extender work instead of worrying about how many baseplate anchors you're using.

Now that wheels are a-go, here's the first showcased robot made in (whatever name I decide to give this thing).



 :dance:

When I start making the AI, this robot will likely be a placeholder for robots not yet made, hence the name.

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