Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - R01

Pages: 1 ... 30 31 32 33 34 35 36 [37] 38
721
Stock Showcases / Re: R01's Showcase Thread
« on: April 24, 2016, 03:11:45 AM »
I love the pixel art on your Wild Thing replica, but that robot was actually named Thing 2. :V
Thanks, I thought they called it Wild Thing in Series 3(sometimes they just called it Thing)

722
Discussion / Re: Robot Arena 3!
« on: April 23, 2016, 07:19:41 PM »
My brother got back from PAX.  He only tried the driving, not the bot lab.  He said the frame rate was slow and the camera angle was weird.  The arena he was in was called The Cage.  From his description, it sounded like Battlebox with a pit.  The pit is full of flames, because just begin eliminated isn't enough.  He drove in twice.  He got me an RA3 pin, which I'll post when I next see him
I guess that the game isn't properly optimized yet/doesn't run well on all hardware, maybe there were just too many particles from the flame pits.

Offtopic: The link to your RW Replicas seems to be broken?

723
I've recently seen your thread but haven't had time to reply until now, gotta say that I like the Barberous inspired robot, nice to see Stock robots that aren't the usual stock competition bots.

-I'd suggest adding a second sawblade and to put them a bit more out to the sides, so it's like : Wheel|Sawblade|Center|Sawblade|Wheel.
-Redbird Motors are technically better than the Angle Motors, however I'd recommend them instead since they take less width(either that or make your robot wider, should help with getting the hits in, since this type of robot needs to get close and having a small width might end up with your wheels blocking the blades).
-As for back wheels, try to put them in the center height, not sure if you actually need them(unless you are building for realistic style).
-I'd highly recommend to put one of the big batteries in your robot, from what I remember the pink ones should only be used as extra batteries or only on small/middleweights since they give out less power(so having blades and drive activated doesn't give them full speed) and have a bad weight/power ratio compared to the others.

724
Stock Showcases / Re: R01's Showcase Thread
« on: April 23, 2016, 06:27:51 PM »
Added the updated Atomizer as well as some Robot Wars Recreations that have been waiting since some time.

725
General Support / Re: Anyone got PyRA2 working?
« on: April 23, 2016, 10:25:56 AM »
If you're looking to edit .gmf files, my best guess would be use Dummy's editor:
http://beetlebros.gametechmods.com/files/GMFCompiler_FB.zip
Instructions:
http://beetlebros.gametechmods.com/modding.htm

and the gmf viewer:
https://gametechmods.com/forums/index.php?action=downloads;sa=downfile&id=103
just open a gmf with this, and it displays your model (hitbox in green).

imo these work well, and they DO work. I've used them myself.
If you really want to use pyRA2, I'm not your man. These are just an alternative.
I want to export the models of the .gmf file, so I can open them up in 3d editors like 3ds max, but thanks for the help

726
General Support / Anyone got PyRA2 working?
« on: April 23, 2016, 09:23:36 AM »
First of all, sorry for making so many confusing threads, I'll try to keep them smaller.

While browsing the Internet I found this:
https://sourceforge.net/projects/pyra2/
Apparently this Python Script Collection allows to import .gmf(3d models of components, arenas, which I really want) and .bot files. Those can then be exported to VRML. As this would allow reverse engineering of stock components(and I really want to have the original stock components as a base) I'd like to get it working, however there are some issues:

This package was tested on Python 2.2 and 2.3, both versions are rather old now. It also needs the PIL imaging library and numeric(now replaced with numpy). I've tried to get the old script working on new versions by updating the numeric commands with numpy, however it wouldn't work in the end. Also tried to use python 2.3(because the numeric package for 2.2 isn't available), which doesn't work on Win7 SP1(SP1 breaks the old numeric functions), tried it in a windows XP VM, however I would still get a different error in the end.

727
Stock Showcases / Re: R01's Showcase Thread
« on: April 22, 2016, 06:59:30 PM »
It would be very strong in ironforge, due to pistons being extremely powerful in IF.

I think MR. AS made an ironforge bot with a similar design philosophy. I think I did too but never showcased it. The idea was to have a normal flipper, with pistons attached parallel to the flipping sheet to push the other robot forward as it's being flipped.

As for bot advice, your chassis is huge, shrinking that should be tour no1 priority I think
Why should I make the chassis smaller(other than making it harder for other robots to hit me)? This is a heavyweight and I dont' think that a smaller chassis would allow me to use the 800 weight limit. With that said I do plan to make a 1 flipper middleweight, since I prefer middleweights(compared to RW, LW is MW, MW is HW and HW is UHW). Pushing the other robot forward? so I guess it was basically the same setup except without directly having the pistons on the arms?

728
Stock Showcases / Re: R01's Showcase Thread
« on: April 22, 2016, 06:37:44 PM »
A bit of a late reply, was trying to get the Python Scripts(for importing default components) to work, took way longer to "update" them and it still wouldn't work...

Not too sure if that wedge is very effective... usually wedges are best if they're just on a single extender. Wedges become less effective with the more things you put on them.
Does the SnapperII motor fit behind the control board? Like, if you move the control board to, say, above the CO2 tanks, is it possible to then angle it downwards, build the wedge, then change the starting angle of the motor so it goes through the DDT Burst motor? Or is it supposed to be IRL style, with nothing clipping through anything?
Haven't noticed any problems yet or any advantages. I'm going for semi realistic style, however the reason why the flipper was built like that is because I originally wanted to include 3 wedges, however I got too close to the weight limit so that never happened. moved the burst angle upwards now and added a bigger extender, so it now goes right through the burst and saves enough weight for a second pink battery.
Quote
Regardless, I really do like the design.
Thanks
he used burst pistons instead of burst motors my dude. i don't think anybody has actually made a flipper like that in stock in the recent years.

the reason why your turnspeed sucks is because when you have the motors placed facing towards each other it makes the turnspeed sh**. just flip them around and it should turn much faster.
In recent years? So were there ones before or was that before you got on the forums? Also wonder if anyone made this in DSL or Ironforge, I'd say it can be a very strong setup, but I'd first like to test it in some kind of Tournament.

Yeah I thought about that, I made them inwards because the side originally had wedges and having wheels stick out wasn't really something I wanted. Funny enough, not only did this increase the turnspeed by a lot, the "driving in circles when going backwards" bug seems to be gone now(does anyone have more info on why this exactly happens?).

729
Site News and Feedback / Youtube Video Embed
« on: April 22, 2016, 03:01:50 PM »
I've noticed that the Videos are no longer embedded, all used to work fine a few days ago. Youtube's player has changed today so maybe that's causing it?

730
General Support / Question about the Sample Pack/GMF import
« on: April 22, 2016, 01:27:53 PM »
So I've found the Sample Pack in the misc downloads section which contains some stock components. My question is if those were remade or imported from the game somehow. I'm guessing that the second one is the case, which leads me to the question of how those parts were imported. I'd like to import the default parts and rebuild/take them as base for my mod, however there seems to be no way to import parts, yet those parts exist. I've also found out about PyRA2, which according to the readme can do exactly that:
Quote
The current PyRA2 codebase can import both .gmf (3D models of robot components, battle arenas and miscellaneous game items) and .bot files (robot body model and component placement). It can also export both formats to VRML files for viewing in a VRML browser/plugin.
However as I have never used python before, I'd need a little guide on how to get started.

731
Discussion / Crashes and their reasons
« on: April 22, 2016, 11:37:44 AM »
This thread is about collecting RA2 crashes and why they exactly happen, please only post crashes that you've been able to recreate and make sure that you have XP SP3 Compatibility Mode enabled.
What use does this have if we can't fix the crashes? Well even without that we're still able to try to avoid them

So, here's the list so far, some aren't 100% confirmed:

Random Crashes
Happen in Windowed Mode only(?) when Compatibility Mode isn't enable

"Can't Win" Crash
Game crashes after you win a match, probably because it fails to load something
I have a theory that if you never stop a match(say that you keep it for later), the game seems to write something into the teams file and I guess that value just causes problems.

Bot import Crash
Create a new bot on a new never used file, delete it and import a new one on the same slot, open it by double clicking -> crash
I guess the game still keeps the old bot data in the background(you can still drive your last loaded bot in the menu!) and gets confused why there's suddenly a new bot on the place that had it's original bot.
Sometimes the game likes to crash when double clicking a bot as well, however opening it up with the editor button on the bottom right never seems to cause any issue.

732
Stock Showcases / Re: R01's Showcase Thread
« on: April 21, 2016, 03:15:30 PM »
Built a new version of Atomizer, see main post for more:
https://gametechmods.com/forums/index.php?topic=18882.msg699403#msg699403

733
General Support / Re: Ironforge link broken on the wiki?
« on: April 21, 2016, 02:48:18 PM »
Oh I see, yeah noticed the download section some days ago, so I guess the wiki is just the outdated version?

734
General Support / Ironforge link broken on the wiki?
« on: April 21, 2016, 02:13:18 PM »
I downloaded ironforge more than a week ago, however when I tried to dl it today, I just got linked to the RA Forums and don't get a file at all.

735
Discussion / Re: [Concept] A yet unnamed mod(R's mod)
« on: April 21, 2016, 02:04:44 PM »
What I was trying to say is what are you trying to make has already it's niche taken, by DSL. It will be extremely hard to make your mod better than DSL and more popular.

A balanced Stock mod with new stock replicas would be cool, however, since there is no popular mod who does this.

Also did you not click the dropdown menus ? About 2/3 of the DSL components are in dropdown menus. You know, there's a little arrow when you select a component, like in Windows :P

Standard armor weights and strengths, and as such strength/kg, can be changed. You'll notice that the DSL and Stock chassis armors are quite different.
I did understand that and I'm not trying to be a rival to DSL, this mod will have stock components remade, so imagine it as a remake of the original game, trying to keep much of it(similar to RA3), having more balanced components, more AI bots(it is possible to give each team 2 light/medium/heavyweights, right?) and some bot remakes(not replicas) to give people new ideas, basically a "fixed" stock mod.

I do know about the dropdown menus, still didn't exactly find what I was looking for, but I'll try it again :P

As for armors, I did know about that, I thought more about having some kind of base weight or making the weight difference between a perfeclty fitting and more open chassis less significant(then again you do get more HP for the bigger one).

736
Discussion / Re: [Concept] A yet unnamed mod(R's mod)
« on: April 21, 2016, 11:20:28 AM »
A balanced stock mod would be interesting.
That's basically the idea, a beginner friendly stock with more parts and possibly having some RW(not sure about Battlebots) remakes.

that's what DSL is supposed to do...

burst motor speed can be changed in the txt, yes.

change weightclasses... just change manually the weightclasses in the bot file, and say "LW is X kg, MW is Y kg, HW is X kg" like in ironforge.
I am aware of that, however when I entered DSL I had a hard time finding the right components, too much antstuff(they can be fun) but only two drive motors?(I know that Stock doesn't have that many more and that I should give DSL more time, which I'll definitely do, however it actually seemed harder to find useable parts in DSL) Didn't help that my robot drove in circles when going backwards(some weight problems with batteries) and that DSL has so far challenging AI, so imagine this to be a bit more beginner friendly, aimed at people who want to build semi realisic bots, like probably intended by the original RA2 team.

I guess weight per square is hardcoded and the only way that can be changed is via armor? Also thought that the 7 part attachment limit was changeable but it's apparently hardcoded?

737
Stock Showcases / Re: R01's Showcase Thread
« on: April 21, 2016, 11:16:21 AM »
Usually with a showcase, you'll want to post your images in your new posts, rather than making people go back to the first post, so we can see the designs without lots of scrolling/page changing.  If you want to keep organized, you could put the images in your posts and also update the OP.

You have some interesting builds.  What are you going for with these?  As in, are you trying to make realistic designs, effective designs, original designs, etc.  If you're going for the more realistic approach, Stock usually isn't the best place for it; DSL or Ironforge are usually more suited for that style of building due to having more options (parts, armors, etc).  I mean, if you're having fun with Stock don't worry about it, of course, but you might want to check those out.
Oh I see, I'm ok with the way you do it here, but I prefer to have them all in the main thread so people can see all of my bots without having to scroll through many pages. Of course the other way does have some advantages as well(making it easier to see feedback and changes) but I still prefer them all in the thread.
Posting them in both would work, then again I do add a bit of text to each bot and wouldn't like to double post that, would a link to the main post(so people can simply right click -> open in new tab) work?

I'd say semi realistic(yes I know that DSL/Ironforge are made for those, however I'm not that much of a fan of it's more difficult AI and parts) generally trying to avoid clipping, but if it's for some small cases or visually doesn't look like clipping I'll use it. What you'll be seeing here is something that's a bit similar to Stock(except being better) and more RW than Battlebots like.
why are you using spoilers for bots as well ?
I plan to have them all in the main post and have different sections, wouldn't want people to scroll for a very long time until they're past the first post.
to make his page load faster ?????
Not sure if the images get loaded while inside the spoilers or not(I think they always get loaded but I've seen other examples).
Why R01? Why? Also, Smasher doe damage?
Yes it does damage, it has blades on axle mounts, so those pop out once it starts spinning.



738
Stock Showcases / Re: R01's Showcase Thread
« on: April 20, 2016, 02:50:46 PM »
Added two less successful bots, one built today

739
Discussion / Re: [Concept] A yet unnamed mod(R's mod)
« on: April 20, 2016, 11:32:12 AM »
A balanced stock mod would be interesting.
That's basically the idea, a beginner friendly stock with more parts and possibly having some RW(not sure about Battlebots) remakes.

Update:
Added two more questions that I forgot yesterday:

Is it possible to completely change the weight, so that 100kg would be heavyweight, 60 middleweight, 30 lightweight and to add different weight classes(that actually work in events?) The main points here would be to edit weight classes and component weight calculation.

Can the speed of burst motors(swing forward/go back) speed be completely adjusted? I'd like to maybe have super fast(but weak) hammers or powerful flippers that do have a small cooldown.

740
Stock Showcases / Re: R01's Showcase Thread
« on: April 19, 2016, 03:13:03 PM »
There's 3 "official" weight limits - 249.0 is lightweight, 399.0 is middleweight, and 800.0 is heavyweight. Your bot is underweight by a good amount - add more armor, etc to bring it up to the weight limit.

As far as what I mean by competitive, just that flippers tend not to win as much as other bot types (unless the arena has very low walls... but even still). They are definitely allowed.
Oh I see(I did know about the weight limits), yeah RA2 isn't exaclty flipper friendly(not only the components, but also the point system, it's either all or nothing) and I do guess that most bots do have srimechs or just drive upside down(althrough I've seen quite a lot without it), as long as the robot can't self right/low arena walls exist or if there's a pit, this thing works completely fine, but that probably isn't the case in all of them.

And yeah it's not 800kg but I don't have any space, also can't think of anything else other than drive motors, guess that will be in version 4. This robot does have steel armor(back then I considered DSA to be cheating) another thing I should change, or well I might just go for one flipper middleweight instead, should be still powerful enough.

-Oh totally forgot this, I do think I once added ballast to test some things which ended up with the robot being unable to self right, so maybe I'm not able to increase the weight unless I add a 3rd flipper.

One problem I do have(main reason why I'd want to have a lifter instead) is that this build is a bit to powerful and sometimes throws robots around in the air, not as controlled as I would've liked it to be, but yeah. I do accept the challenge and will try to win with this thing, even if it means losing a million times :P

Pages: 1 ... 30 31 32 33 34 35 36 [37] 38