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Messages - Madiaba
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761
« on: July 24, 2009, 05:15:25 PM »
Very Cool. This has been done, Apanx. Changing arenas, adding arenas, no arena (just changing floor panels on a 4x4 'Matrix'). - P_M_2(check out the 'Matrix Master' when you get stuck[if eyes could kill])- Arena_inside_Arena- -(-a whole thread of mods-) Nice to see you diving in... There is some coding for the BotLab garage that Trov and I've been working on that I'd like to show you for feedback, if you've time... Thanks for the recent feedback too. BTW: Thanks for your contribution to this game. You too Serge. BTW2: None of us here has figured out 'raw_input' (keyboard) yet. ANY input there would be VERY appreciated. -repost-
762
« on: July 24, 2009, 04:40:17 PM »
Unfortunately, I can't. You'll get another...
763
« on: July 24, 2009, 04:07:36 PM »
RR, I like the idea of 1 against 3,... sort of like Bruce Lee against a group of thugs. A challenge. If I could I would try to build something. But there's just no way I can fit it in to my probably abusive schedule for the next month. Also had some ideas for the coding of this too, but maybe Trov, CB, Serge or Apanx have more free time.
764
« on: July 24, 2009, 01:13:46 AM »
The disk is real nice. (I wish more would do skins with the tga alpha channel. I think that Venko did a tutorial...)
765
« on: July 23, 2009, 08:39:56 AM »
Stunning ! In Madiaba ShowCase there are also Flying bots and tanks, did you contribute for them ? ACAMS has made several new gmf objects in 3dsMax for experimental projects of mine through the years. He's an expert at 3dsMax, IMHO.
766
« on: July 22, 2009, 05:53:32 PM »
Mustang, Camaro, Nopower(sp?).
767
« on: July 22, 2009, 05:49:30 PM »
No spamming, please...(isn't that what LRA2 was banned for that everyone complained about?).
768
« on: July 22, 2009, 03:05:24 PM »
Nice work, Phil. I'll check it out in more detail later.
769
« on: July 22, 2009, 08:00:06 AM »
...Oh, and please, please, please use my compiler and decompiler. They'll give you much more detailed error messages. They'll not be bastards and crash on you. They don't bite. They allow you to compile/decompile wheels, the flextop arena, the car steering, and whatnot. http://code.google.com/p/gmftoolkit I agree. And much appreciated too. BTW, Serge, While trying to compile the DSLSoocer arena, I got an error, but it wasn't 'lethal' to the gmf. (Decompiling worked very well, thanks.) It looks like it would be a minor tweak to fix, if you've time: ("readFloat(): Expected " LIGHT_INTENS. but found .000000 instead!" and LIGHTASPECT, LIGHT_ATTNSTART, LIGHT_TDIST, and a parenthesis issue. Most of them were just switched locations. Dziekuje, Serge. (hope i spelled it right, ...hehe).
770
« on: July 21, 2009, 06:12:32 PM »
The Mustang I liked a lot. It's beautiful. So I AI-ed it: ACAMS plane AI-1-BotLabAirplane-1ACAMS plane AI-1 This cool plane was one of the reasons I made the giant Hangar arenas. -------------------- The Corvette is awesome too. I wrote a py for it, but can't find it right now. It has short headers coming up out of the hood next to the 6-71, and they fire flames out of the pipes 1-8-4-3-6-5-7-2 like a good chevy should. Then at full bore they are flamethrowers. *Need to find the files* He has some other stuff that's really cool too, but it's up to him to make public. .
771
« on: July 21, 2009, 12:38:42 PM »
You're fast, Phil.... ^^yea, SSG, as Phil said^^ Phil, We should write a couple new kinds (spinner, rammer, etc) of AI.py that specifically target 'bot0', for instance. Then all 3 of the 'housebots' in slot 1-3 who run these special AI.py, will go only for the 'contestant' in slot0...poor victim. Another idea too,.. if the 3 gang robots are not contestants, but just part of the touney (like housebots), then I think I have some crude coding that moves the 'tactics' into the control of the AI.py itself, that will do that...
772
« on: July 21, 2009, 12:22:25 PM »
Phil, I'm not saying it cannot be done somehow, but only that I (and some others) don't know if or how it could be done. If you want to try (especially the keyboard inputting) then go for it. Behind the scenes and some on line, the coders(esp. me) are picking each others brains often... Trov and I are working on a garage tweek, hopefully for DSL3... but it's a secret. So your insights and work are greatly appreciated.
773
« on: July 21, 2009, 12:00:47 PM »
Reier, there is a lot, and I mean A LOT you can do by tweeking the gmf. I've tweeked out many components this way, and over 20 arenas, w/o 3dsMax. CB does it the same way. When I do need a certain geomobject I cannot make, ACAMS is nice enough to make it for me, like the 'USS Enterprise'. This is why I like Duck's Tutorial that's being fleshed out by Phil and others. There are many ideas that could be done, but I myself have little spare time. You should look into it, yourself.
774
« on: July 21, 2009, 11:53:12 AM »
Joe, your queries are not a burden. I don't mind doing stuff and especially building arenas for those who contribute, especialy Tourneys. Sage, Wham, Cuda(though he didn't follow through), etc... Yes it is actually quite easy to lower the walls (as long as the compiler works on that gmf ok). I'll show you if you'd like. Let me know.
775
« on: July 21, 2009, 08:29:10 AM »
We (all coders I've talked with, along with myself) don't think that can be done, Phil. IMHO it's because the gmf objects need to be present and load via def "_init_", "Activate" and/or "Hazards" to be recognized by the py. I once tried importing the "self.AddXtra..." file initially, but couldn't get the python to recognize it, so as to introduce some dynamics to the added gmf. This is why I had to integrate the House bots into the arena I made for Wham; because I could not control the geomobjects if the were 'self.AddXtra' added in. (To make 4 diferent housebots I had to make 4 different whole arena.gmfs, and then put in a random generator at _init_ to select one of those 4 arena.gmfs at start up; and wrote the functional part of the py to look for and control those particular housebot geomobjects in the arena.gmf that was loaded). That's what I've run into so far Phil. Note: Another wall I've run into is keybaord ('raw') input while in the game. I , Goose, FB, CB, Serge tried and I think Trov tried, but no one has seen a way to do it....yet. .
776
« on: July 20, 2009, 09:01:48 AM »
Guys, I think only Serge's compiler will do the Soccer arena (thanks for his work); but if he has time there's just a bit of syntax that needs to be added or rectified yet because it produces a non-lethal error message yet. The Starting-Point APs need to be fixed so that the bots start opposite each other, instead of together. Easy tweek,.. if it will compile ok. Back to work for me too... .
777
« on: July 20, 2009, 08:35:41 AM »
The materials list at the very top, is for the 'skins' of the objects.... The 2 sections below this section, I already described.
778
« on: July 20, 2009, 08:23:29 AM »
Ok, Phil. I'm on MSN right now,.. if you can too..? (It's true that the compilers act differently on different comps;...RA2 does the same at times---ACAMS and I have seen)
779
« on: July 20, 2009, 08:20:06 AM »
Nice. I'll check it out Phil. Thanks for you guy's efforts. .
780
« on: July 20, 2009, 08:14:47 AM »
Yep. 1. Add the balls to both the GEOMOBJECT section above, and the RIGIDBODY COLLECTION below. 2. Change the total number of geoobject count at the top, and the RB collection count too (there are 2 places here that list the count in this RB section, be careful). Also: Be careful about adding too many objects, especially 'round or spherical' objects, that add tons of vertices for the comp to crunch. These shapes add up fast.
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