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Messages - R01

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741
Stock Showcases / Re: R01's Showcase Thread
« on: April 19, 2016, 02:54:55 PM »
Meta is just what is competitive in stock RA2. Flippers, especially this style, are not competitive. Also, you're over 100kgs short of the weight limit.
Since the wiki has no article(and I haven't had the time to browse the forums) I guess that competitive stock flippers aren't allowed and the weight limit is the mediumweight one?

742
Discussion / Re: Robot Arena 3!
« on: April 19, 2016, 02:25:04 PM »
I've seen RA3 some time ago(think it might actually have been the reason why I went more into RA2 and actually started playing it, that and finding out it's "free"). Quite nice to see that a development team is finally doing this(return of Battlebots and RW was definitely a reason on why this returned) and listening to it's fans, devs that are actually humans not not profit orientated selling machines! NICE.

With that said, it doesn't look like there's too much new, sure there's probably new components, more customization options(finally a 3rd layer) and much more, however for people that can't get RA3(like me, no online payment :( )they probably won't be missing all too much since quite a lot is still possible in RA2. With that said, their price of 20$(which seems to be the price that RA2 originally had as well) is more than fair, personally would've hoped for 15$ or so, but I'm really happy that they didn't make it 60$.

So yeah, since the devs are most likely reading this thread, good luck with it and you are doing a damn good job. If possible, can you still make the old RA2 website accessable(outside of wayback machine that is)?

About the grid, I do think it's best to have it with an on/off option, another nice option would be to lock x/y/z axis so you only move the part in one direction. Now I only hope that we will be able to move placed down parts(maybe even by a certain amount, like if the game showed the relative x/y/z positions and allowed you to type +10 into each)

743
Discussion / Re: [Concept] A yet unnamed mod(R's mod)
« on: April 19, 2016, 01:49:45 PM »
Ballasts can't be placed on extenders, just use a heavy object (eg sledgehammers).
Burst power is all in the txt files though, no point counterbalancing there.
Oh, for a second I thought counterweights=ballast, by the way, is it only the missing weight which keeps them from working?(and the burst question was about unmodded, I should've made it more clear, probably works but I can see it being difficult to properly add)

744
Robots Showcase / Re: Snappy Robots
« on: April 19, 2016, 01:25:10 PM »
Saw the thread yesterday, really nice beetleweight you have there and congratulations on the victory in the Annihilator, looked nice in action(however modern RW is just so fast now). How much did it cost in total to build?
If I lived near a place where they would do such events and had the money/tools, I'd have loved to build a robot and enter.

745
Stock Showcases / Re: R01's Showcase Thread
« on: April 19, 2016, 01:12:07 PM »
What a crazy design. I love it. Obviously it's completely outside of the meta but still, very cool.

I'm excited to see where your innovation takes you as your building skill improves.
Thanks, I wouldn't say it's exactly crazy, just clever thinking on how to recreate something like Firestorm. Will upload my other(less successful) robots as well as some RW recreations later. What do you exactly mean with outside of the meta? As for part clipping, it's something I try to avoid, had the parts placed a bit different on Atomizer 3 before, but changed them around which really helped with self righting from the side.

746
Discussion / Re: [Concept] A yet unnamed mod(R's mod)
« on: April 19, 2016, 01:09:39 PM »
(Image removed from quote.)

Lifting arm is blue, counterweight is red. Servos don't tend to be strong enough on their own so you need to help by evening out the weight distribution.
Oh I see, thanks for explaining that. Thought that weights couldn't be placed on extenders as they never wanted to do that before. does this trick have use with burst motors as well?

747
Discussion / Re: [Concept] A yet unnamed mod(R's mod)
« on: April 19, 2016, 11:27:10 AM »
Pretty much the only way to get servos to lift is to use counterweights iirc
In what way?(I guess you mean having them on your own bot so it doesn't fall over? I tried that once however vanilla servos were too weak, are custom ones strong enough?)

748
Stock Showcases / R01's Showcase Thread
« on: April 19, 2016, 11:25:34 AM »
I'll be adding links to the post where I post new robots to make this easier to navigate here:

July 2016:
https://gametechmods.com/forums/index.php?topic=18882.msg706199#msg706199
https://gametechmods.com/forums/index.php?topic=18882.msg705997#msg705997
https://gametechmods.com/forums/index.php?topic=18882.msg705607#msg705607
old:


Old stuff:

749
Discussion / [Concept] A yet unnamed mod(R's mod)
« on: April 19, 2016, 10:18:15 AM »
Hello, so far this thread is just about the concept(and possibly about beta versions) about this mod. First of all I'd like to say that I can't guarantee if you will ever see progress of this mod or if it will be finished. I know it's disappointing and most likely unwanted(I did read the mod rules before, else this thread wouldn't be here).

Another reason why I made this thread is that I have quite a lot of modding questions and wouldn't like to flood the questions subform with tons of threads or huge question lists. Help would be really nice.

About the Mod
My goal is to create a modified stock/vanilla game with more balanced components and more info(each component will show it's stats), encouraging players to build more RW like robots and not stack thousands of razor tips.

Together with a remake of all AI bots(I do plan to possibly increase their difficulty by a bit, but not DSL2 strong) some RW teams will be added from different series, having remakes of robots. Note how I said remakes and not replicas, I don't plan to use custom "fake" armor parts and instead actually rebuild them in RA2. Sure they won't look too great but you'll be able to build something similar as well.

Now for questions:
Thanks for reading this far.

750
General Support / Re: Advanced Modding Guides?
« on: April 16, 2016, 09:45:37 AM »
Pretty much every tutorial we have written is linked from the Complete Tutorial Index. Arenas are very complex and most custom arenas are 3D modeled rather than coded from scratch. With the Gauntlet and Pinball also, with so many objects in the arena (along with a complex arena in itself) you will likely encounter a lot of lag in trying to play the arena.
Thanks, I wasn't sure if a thread like that would exist since the wiki doesn't have those infos. I'll take a look at it. Would a simple brick wall and 3 barrels really cause that much lag? I've heard about multiplayer and how you should use not too many parts, but I'm not really sure what's "too many" given that I don't build clipping robots or plan to add more than one brick wall and a few barrels.

And yeah, I was talking about 3d modelling(guess there's no way to import the original components back into max?) coding an arena would be way too difficult and I should have basic 3d modelling skills for an arena.

751
General Support / Advanced Modding Guides?
« on: April 16, 2016, 08:08:58 AM »
I'm new here, so sorry if I just overlooked something, but is there an advanced modding guide out there that shows how to create custom AI's and Arenas? So far the only thing I've read is that you should use AIs from a differnet pack and adjust them a bit, however, if possible I'd like to unpack/reverse engineer all the original assets(all parts, arenas, AI files) so I get a reference on how the game works.
Custom Arenas have been done before, so it's clearly not an impossible thing, and certain items like the barrels or bricks from the test zone could lead to some interesting things(thinking about recreating the Gauntlet/Pinball)

752
Discussion / Re: [Stock] Can you create this Chassis Shape?
« on: April 16, 2016, 06:15:35 AM »
Yeah, just make the baseplate shape, then go to the next tab and move the points to match the top plate.
Oh I found it out now, all I needed to do was drag the front "T" Shape part backwards in step 2, sorry for the beginner Mistake but this really looked like something that isn't normally possible.

Edit: Ninja'd

pretty sure this is it
Yep it's that(except that the front is only one block thick and not two), just found it out a minute ago.

753
Discussion / Re: Look what I found on the internet.
« on: April 16, 2016, 06:12:30 AM »
Found it some days ago, now he's doing RW robots as well.

754
Discussion / [Stock] Can you create this Chassis Shape?
« on: April 16, 2016, 05:52:39 AM »
Recently I noticed Devil's odd chassis shape, so I decided to load up the bot and take a look:

Is this possible to build without using custom shells(I do know that there's a way to make custom shells, most RW replicas use it from what I've seen)?

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