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Messages - shedRift

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81
Stock Showcases / Re: shedRift Robots:
« on: March 02, 2014, 02:19:57 PM »
I keep on running out of the wedges.

Light weight followed by a heavy one and then a middle one:

This one has 6 ram plates:

This one, unfortunately, cannot drive properly:

82
Stock Showcases / Re: shedRift Robots:
« on: March 02, 2014, 02:35:21 AM »
It drives adequately.  Symmetry?  I don't see why waste the effort.  What advantage could it give?  Left side is probably weak, although keep in mind there are 4 of the blue connectors with the razor tips.  Are RedBirds fine for driving?  I will try again.  :)

Here is another one:

83
Stock Showcases / shedRift Robots:
« on: March 02, 2014, 12:11:36 AM »
I will start with this one.  It has some influences from the robots of others in this topic section.

84
Discussion / Re: Request for Better Online Experience
« on: February 28, 2014, 02:02:43 AM »
I need to try camera coding.  I noticed the weird occurrence in which follow speed depended on the screen resolution.

85
Discussion / Re: Request for Better Online Experience
« on: February 27, 2014, 08:45:44 PM »
I actually would prefer the stationary camera, the other ones do not seem tuned right, the follow speed is often too slow.  This is particularly annoying for my jump maps.

86
Discussion / Re: Request for Better Online Experience
« on: February 27, 2014, 04:40:37 PM »
HOW COME YOURE THE FIRST ONE TO THINK OF USING REMOTE ACCESS.

but actually it would still probably lag, and would be hard to find a good view angle

I have only watched someone use remote access on Windows 7.  It was a steady stream, but there was a delay.  Obviously internet speed also plays role.  However, it was not seemingly random and lengthy stuttering.  It would be an improvement, but I don't think it would be the very best solution among the ones I listed.  What makes viewing angle so difficult?

Yeah that's genius, I can't believe no one has thought of that before. There could be a host and then both people would have to join to make it fair too. 

Keep it up man, your work is inspiring.

What you mentioned was one of the other ideas I had floating.  It just would need to have one person to be trusted with the mouse, if that is a problem in any way.


First thing I found, looks like it will simplify this a lot.  I am yet to test it.
http://www.codeproject.com/Articles/371955/Motion-JPEG-Streaming-Server

87
Discussion / Re: Request for Better Online Experience
« on: February 27, 2014, 03:43:40 AM »
can anything be done with online lag? If we had actual tournaments where we actually drove, id cream.

   I thought it was just me that lagged so bad.  I tried playing with someone and only one of us could tell what was going on, and it was the same for both of us hosting.  The person connecting always stuttered terribly once the game started.  A complete crash also happened once and was unrepeatable.

   I could code some solutions. How about stream jpeg images of the host's screen to the connecting user and have them watch it in Google Chrome or Firefox? (All the while having the game minimized, but running on the connecting user's computer. May need some special tools to route keypresses to the minimized game.  Hopefully that is possible in Windows.)  It would get pretty hacky.  I could also try something with remote logins?  I have no experience with remote login on Windows although I know it is possible.  Or how about SSHing the connecting user to the host's pc, of course without any sort of root privileges, and then have them essentially play on the same computer, as a LAN game. (Do LAN games through 2 games open on the same computer lag?  I hope not.)  Or how about SSHing but running a completely local game, under the exhibition menu, only one instance of the game open, and sending key presses to the host via SSH? I have a couple other ideas and variations floating in my head...

Sorry, I typed that really fast and it is really messy.  I really need to try experimenting.

88
Modifications / Re: Robot Arena - Creative Mode Expansion Pack
« on: February 26, 2014, 02:51:05 AM »
Here.

89
Modifications / Robot Arena - More Than Four Robots
« on: February 26, 2014, 02:41:30 AM »
From a message I sent to Trovaner:

"   Sorry I kept you waiting.  The computer I have the game currently installed on, running Windows 7, has crummy wireless adapter drivers for the the card I use with it.  The flakey performance of the wireless adapter under Windows, which is more frustrating   ::2mad   than it  may seem, essentially  prevented me from accessing the Internet on that computer, which in turn slipped this forum from my mind.  I mean to transfer all the game and tool files to my laptop, which has better wireless performance.

   In order to have more than 4 robots, all individually controllable, I simply created multiple independent structures in each robot file.  By default, components in the game are either attached to the base frame or other components.  I instead set the attachment of the separate, independent of the base frame, parts of the robot file to -1, if I remember right.  I think 0 was the base frame, and any positive integer referred to the ID of a component other than the base frame.  Once a component is attached to ID -1, other components can be attached to that component.  For example, if Component A is attached to the ID -1 and Component B is attached to the ID of Component A, Components A and B will be together and separate from the rest of the robot.  Taking this a step further, motors and wheels can be added to parts independent of the base frame to make other robots.  All independent robots get power from the battery placed inside the base frame.

   Unfortunately there are only 9 spaces in the menu for controls.  I bet it is perfectly possible to add on more controls through the robot file though.

   Giving artificial intelligence to the robots seems difficult, perhaps limited, but possible.  Given that all livelihood of the multiple robots in one file comes from the base frame, this setup is probably not well suited for traditional robot fighting.  I imagine I could attach "smart zones" to components of independent robots within a file and attempt to work out something from there.  If there is some sort of non binary but rather analog smart zone it would help a lot.  That would be preferable over attaching 50+ smart zones, to an independent robot within a file of others, to get some idea of the surrounding robots from other files during a match.

   One key limitation, or possibly a benefit, of multiple robots in one file is that they do not collide.  I can see this being beneficial for a game with 4 teams of 3, as teammates would not get in each other's ways.

   It may be a good idea for me to pin a post of this in the Modifications section and add on things if I have forgot them.  I now realize this is likely important to a lot of people here.  I failed to notice when I promised a video and failed to make one.

   I will aim to transfer everything to my laptop this weekend and get back into this. "


I will reword the explanation to make it more clear soon.

Expect more, I did not mean to disappear.

90
Custom Components Showcase / Re: Fighting Robots
« on: February 09, 2014, 10:48:55 PM »
I modeled and textured all of the components other than the motors.

91
Custom Components Showcase / Fighting Robots
« on: February 09, 2014, 08:17:27 PM »
Interesting design.


92
Modifications / Re: Robot Arena - Creative Mode Expansion Pack
« on: February 09, 2014, 02:24:38 PM »
What are others' thoughts on survival mode?  Just have other robots with hover engines and unbalanced weapons and see how long the player can last?  Also I would have different levels of difficulty, but in all levels, it is a high score game and the player has no way of winning.

93
Discussion / Re: DSL 2 vs DSL 3
« on: February 08, 2014, 02:19:43 PM »
It seems you are just stealing the work of others.

94
Modifications / Re: Robot Arena - Creative Mode Expansion Pack
« on: February 08, 2014, 02:11:12 PM »
A simple team battle arena:


The four blocks on each side can be moved.  There is no disable/dead zone in it.  The idea is that once robots finish fighting the robot spawned next to them, the remaining ones may fight in the middle.

95
Off-Topic Discussion / Re: Pc won't turn on! Please help
« on: February 08, 2014, 12:48:06 PM »
It is probably your power supply.

96
Modifications / Re: Robot Arena - Creative Mode Expansion Pack
« on: February 02, 2014, 06:57:06 PM »
Sorry about that, I need to get Robot Arena running under Wine.  I have no clue how to record otherwise.

97
Modifications / Re: Robot Arena - Creative Mode Expansion Pack
« on: February 02, 2014, 03:54:09 PM »
Idea relating to map making: Make arenas in botlab and then have robots 1 and 2 spawn on top of robot 3.  Robot 3 being the arena.  This should help people that cannot or do not want to figure out how to make arenas.

98
Modifications / Re: Robot Arena - Creative Mode Expansion Pack
« on: February 02, 2014, 03:09:02 AM »
Another map.








Another game type: Dogfight/Starfield

This game also needs explosives.  I think I know how that can be done.

99
Modifications / Re: Robot Arena - Creative Mode Expansion Pack
« on: February 02, 2014, 01:41:23 AM »
The start of a nice jump map.

100
Modifications / Re: Robot Arena - Block Components
« on: January 30, 2014, 06:04:40 PM »
I was going to make all blocks the same size.  How much do you want it to weigh?
A battery.

A computer.

The redbird motor.

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