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Messages - Trovaner

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821
The problem with changing the resolution like that is that none of the GIB work looks quite right. I've been meaning to fix them but the sheer number of fixes necessary to get things looking right suggests that it may take quite a bit of time. If someone else wants to fix them, I wouldn't mind showing them how. The issue is time, not difficulty.

822
General Support / Re: How to make blueprint.bmp?
« on: January 27, 2012, 11:04:59 PM »
Unless somebody decides to edit the GIB, we need to know the resolution that you plan to use.
Here is one for 1024x768.

If you are interested in making your own, all you have to do is:
  • Make a backup of "UI/botlab/blueprint.bmp".
  • Open up the original in any image editor (I used Gimp but if you alter some of my instructions, you could probably use MS Paint).
  • Make a new transparent layer and call it "Corners".
  • Zoom in and switch the brush to the pencil tool (so that it doesn't affect more than one pixel).
  • On "Corners", mark where you think one of the 4 corners are and save (when asked hit Export).
  • Open up RA2 and look how off you were. Assuming that the pencil was black, your goal is to only see the black on the inside of your grid's corners.
  • If you were off, hit the undo button in the image editor. Be sure to keep track of where your point was so that you will keep moving closer to the target point.
  • Repeat steps 5-7 until you find all 4 corners. It should take about 5 minutes if you look at the cursor position in the lower right side of the Gimp window (since the x or y coordinate will match up with another corner).
  • After finding all 4 corners, we're ready to make the grid. Though we could manually do it using "UI/botlab/baseplate_grid" or even doing everything by hand, I found it easier just to get RA2 to do it. To do this, start up RA2 and make a bot with a 10x10 snap-to-grid baseplate.
  • Switch to the components tab and take an overhead picture of the bot.
  • Open up the newly created screenshot in your image editor.
  • Using the rectangular selection tool, select the baseplate (without the white edges).
  • Press Ctrl+c (copy) and switch to the blueprint.
  • Press Ctrl+v (paste) and click the new layer button without anchoring. Rename the new layer to "Grid".
  • With "Grid" selected, go to Colors->Color To Alpha and remove the green background.
  • Adjust "Grid" so that the upper-left corner overlaps the upper-left dot on the "Corners" layer.
  • Select the resize tool and click on "Grid". Resize "Grid" until it overlaps all 4 dots on "Corners".
  • You'll probably want to change the colors of "Grid" but I'll leave that to you.

823
General Support / Re: dsl compressor arena error!
« on: January 26, 2012, 09:17:16 PM »
After applying Mad's fixes, I did a quick check for both the events and everything seemed to be working. Here is a fixed Events.txt.

824
General Support / Re: dsl compressor arena error!
« on: January 26, 2012, 07:47:29 PM »
That fix only fixes DSL 2.0 and 2.1. If it crashes, you did something wrong or Mad missed a step. Either way, I'll take a look at it when I get to my computer.

825
Match 6: Wait a second, wasn't that broken component in the Electric Arena issue fixed in the 1.2 patch (I'm being rhetorical, I already know it was)? Not as random as the troll face in one of the previous rounds but still highly unexpected... (To get everything working right, the 1.2 patch should have been applied before the 1.3 patch)

Match 7: three blade must be packed full of batteries. After three minutes of firing 3 DDTs and driving around on two wheels, it still had 3/4 of its battery left.

826
General Support / Re: dsl compressor arena error!
« on: January 26, 2012, 03:07:39 PM »
AFAIK, this is all JoeBlo's patch did.

To fix:
In your main RA2 directory, you'll find a txt call 'Events'.
Make a BU.
Open this txt up and then Search for "Platform".
The section looks like this, and double check to make sure you're in the right place:
2
Blades Tournament
<text font fg_mcn14>Format: Rumble | Arena: Ocean Platform | This remote tournament is famous for the extremely destructive blades competitors have to face in the arena, not to mention the water hazard. Don't expect an easy victory.</text>
2
Arenas\event_results\prizes\Toughman_Photo\Toughman_Photo.gmf
<text font fg_mcn14>You lost in the first round. So that makes you a Loser!</text>
Arenas\event_results\prizes\Vacation_Photo\vacation_photo.gmf
<text font fg_mcn14>Well, you made it past the first round. You won an autographed photo of the beautiful supermodel, Glenda Goodsmile.</text>
Arenas\event_results\prizes\Spike_Trophy\Spike_Trophy.gmf
<text font fg_mcn14>You won the event! Here is a great trophy for you!</text>
UI\teamhq\events\trophies\Spike Trophy.tga
UI\teamhq\events\dsl_blades.bmp
Ocean Platform
Arenas\oceanarena\oceanarena_preview.bmp
4
1
1 <- Change to this number to '1' (as shown).
 
-----------
Then Search for "Compressor".
Do the same here:
13
Crushers
<text font fg_mcn14>Format: Rumble | Arena: Compressor | The name says it all. The crowd at this event despises any bot that doesn't get crushed.</text>
2
Arenas\event_results\prizes\VCR_Series\VCR_Series.gmf
<text font fg_mcn14>You lost in the first round. You get the Famous Warez NotePad Suite.</text>
Arenas\event_results\prizes\VCR_Series\VCR_Series.gmf
<text font fg_mcn14>You won the first round. You get the Famous Warez NotePad Suite.'</text>
Arenas\event_results\prizes\dsl\bladetrophy.gmf
<text font fg_mcn14>You managed to win both rounds! You get this Blade Trophy!</text>
UI\teamhq\events\trophies\bladetrophy.tga
UI\teamhq\events\dsl_crushers.bmp
Compressor Arena
Arenas\compressor\dm_compressor_preview.bmp
4
1
0 <- Change to this number to '0' (as shown).
 
 
 
This should remedy the glitch.

827
Off-Topic Discussion / Re: Windows 8 Dual-boot
« on: January 23, 2012, 07:15:14 PM »
I've been using Window 8 Developer's Preview for quite some time now... Unfortunately, I liked Windows 7 better (though I don't plan to switch back). I find the full screen apps to be an annoyance, the start screen to be a lousy alternative to the start menu, and requiring 3 button presses on opposite sides of the screen in order to shutdown ridiculous. Unfortunately, you can't fix any of these issues without manually editing some files (no easy task unless you know what you're doing). The only things that I found to be actual improvements were the task manager and the startup time. Another issue is that though it is a new OS, I found myself trying to use it as if it was Windows 7. I'm sure there has been quite a bit of non-visual improves but the foreground is in dire need of improvement. Obviously it is a Developer Preview so they didn't include everything but I wasn't all that impressed after the first couple weeks. It was also only in its alpha stages when they first released it (months ago) so they have had time to fix and improve some of the 'features' but we'll have to pay for them like everybody else.

Microsoft's plan is to make an OS that will work on handhelds, laptops, and desktop computers. With that in mind, they decided making the start menu into a screen was a good idea. I have some friends that are excited about this but I don't share their enthusiasm. IMO, Hardware-intensive programs shouldn't be an option to low-end handhelds because they will only lead to more complaints from the end users.

828
Discussion / Re: System32 Discusses AI and improving it.
« on: December 06, 2011, 06:22:06 PM »
I try to be here at least once a day... I just choose not to post everyday.

As for the the 'math.pi' replacement, just stick this in Bindings.py under the "def load(list):" line.
Code: [Select]
    SW, W, NW, N, NE, E, SE, S = map(lambda x: math.pi*x/4.0, range(-3,5))
This basically makes all the abbreviated cardinal and ordinal directions available for use as nose values instead of using radians. These will likely be a problem for you in the future so I'd recommend either learning radians or using the next replacement instead.

The botlab's heading arrow supports 20 different angles. Therefore SW, NW, NE, and SE don't exactly line up with any of the possible in-game angles. If you want everything to be the same, I would add something like this instead.
Code: [Select]
    for m in range(0,21):
        exec("ANGLE_%s = %s" %(m, m*math.pi/10.0))
This makes variables that look like this:
ANGLE_x --> where x is a value between 0 and 20 (inclusive).

The values go clockwise from the the default heading (UP/NORTH) but if you add a '-' before the variable they will go counter-clockwise. Adding 5 to x turns the nose 90 degrees. Just to give you the rough idea, here are the first 6:
ANGLE_0 = ANGLE_20 = 0 radians = 0 degrees = UP/NORTH = default angle
ANGLE_1 = -ANGLE_19 = PI/10 radians = 18 degrees
ANGLE_2 = -ANGLE_18 = PI/5 radians = 36 degrees
ANGLE_3 = -ANGLE_17 = 3PI/10 radians = 54 degrees
ANGLE_4 = -ANGLE_16 = 2PI/5 radians = 72 degrees
ANGLE_5 = -ANGLE_15 = PI/2 radians = 90 degrees = RIGHT/EAST

[warning]Using these instead of radians will cause problems for people that don't have this tweak (namely tournament hosts).
If you are using the ANGLE_x variables, you can convert them to radians by replacing the "ANGLE_" with "math.pi/10*".[/warning]

829
Discussion / Re: System32 Discusses AI and improving it.
« on: December 05, 2011, 03:59:03 PM »
I've been hanging around the sidelines of this discussion just to see what people thought but I think its time to give some input.

    #list.append( ("Generic Popup", "AdvancedOmni", { 'radius':1.2, 'nose': math.pi, 'bot':"Popup", 'Speed':"Fast", 'wep':"Top", 'topspeed': 12.0, 'turn': 20, 'weapons': (11, 12, 13, 14,) }) )
    #list.append( ("Generic ThirtySix", "AdvancedOmni", { 'radius':1.2, 'nose': math.pi, 'bot':"HS", 'Speed':"Slow", 'wep':"All", 'topspeed': 12.0, 'turn': 20, 'weapons': (11, 12, 13, 14,) }) )
Making an AI that uses generalized bindings such as these wouldn't make the AI any smarter or more powerful, just easier to make. I've considered making something like this in the past but never got around to it (the plan was to use something like this for my Practice Garage so that it can auto AI more effectively).

As Click has already mentioned, we can't look at the opponent's bindings to check their bot type because human's don't need bindings. We also can't use the opponent's components to determine the best attack strategy because (1) we can't tell a wedge from a round extender, (2) we can't tell the difference between similar bot types such as a VS and a HS, and (3) we can't look directly at the opponent's .bot file because we don't know which files are loaded into the EXE. I'm sure many people have considered this before but those three issues are hard to work around.

One idea that I don't think has been mentioned would be to determine the AI's strategy based on a combination of guess-and-check and how the opponent is moving. It wouldn't provide the best course of action in all cases but it would allow the AI to "adapt" to its opponents. The biggest drawbacks would be the amount of coding necessary and the amount of processing that would need to be done per tick. Speed, turn speed, heading, direction, weight, and # of wheels are easy to get so if we keep an eye on them and keep track of when we receive the most damage (front, sides, underneath, above) then we could use that information to determine our best coarse of action. Saving collected data in a text file would also potentially improve performance in sequential fights.

830
Discussion / Re: New Trinity?
« on: November 16, 2011, 07:21:20 PM »
Someone with global/admin powers will move this to its proper place in general discussion...

In the meantime, its not uncommon for axles to get spun/pulled out of their bases when there is enough force involved. This has the advantage of making your bot spin faster (like a trinity glitch bot) but unlike the trinity glitch, you are usually able to stop spinning (IIRC).

831
Tournament Archives / Re: Ironbot SBV
« on: November 07, 2011, 02:16:48 PM »
The music sounded awesome. I hope FB gets a chance to finish it.


Next round will likely go to Voulez-Vous unless the AI decides to gang up on it. Even if it gets flipped, it could still deliver quite a bit of damage to its opponents. On the other hand, Triceratops may stand a chance if it can repeated get under Voulez-Vous. Speedy dx and BlackVein are all out of luck though. I wouldn't be surprised if speedy managed to defeat BlackVein now that it doesn't have any wedges.

832
Discussion / Re: Idea - 'The Chassis Market'
« on: October 31, 2011, 08:24:07 PM »
If you're too lazy to make a new chassis, use an old one. Why would you want to download somebody else's when quality and usefulness are less of a for sure thing. Most chassis are roughly the same shape anyway (box with a battery and some sort of attachment point(s)) so reusing a well made one would at least guarantee that the quality is up to snuff. Also giving credit to somebody for a generic chassis seems silly to me.

IMO, making a chassis market would only make bots seem more generic than they already are (the effect would be similar to what happened after Ian released his most efficient AW chassis). The most original bots start out from an original chassis. Though it hardly looks original, BlackVein uses a chassis design that takes advantage of quite a few little things that wouldn't be possible on a generic chassis.

Having an airtight chassis isn't always a good thing though. Having more surface area usually results in more HP. To be efficient, you would need to remake the chassis again after assembling the entire bot (or do some preliminary math and adjustments to the chassis). Unfortunately, if you're too lazy to make your own chassis then you're probably too lazy to do the math. So the efficiency of a generic chassis wouldn't change.

833
Tournament Archives / Re: Ironbot SBV
« on: October 24, 2011, 03:54:41 PM »

834
General Support / Re: GMF Queries
« on: October 24, 2011, 03:26:48 PM »
I would have to see the GMF to identify this. Like Joe, I haven't done much in the GMF category in quite some time. If I had to guess, one of your counts are too high.

835
Discussion / Re: A table for bot type efficiency
« on: October 17, 2011, 09:37:08 PM »
Unlike Pokemon, the types in RA2 are not set in stone. The finite number of types in Pokemon are hard coded into the games and there are no exceptions to the strengths/weaknesses chart (unless looking at some glitches).

RA2 has nothing like this built-in. There are also going to be problems when sub-dividing bot's into specific types. We can't be too vague because of things like spinners (FS, HS, VS, FBS, drills, etc.) but we also can't be too specific (due to sheer numbers and a disproportionate scale). 

Builders usually judge bots by several different and varying factors including but not limited to type, efficiency, quality, and weight class. This combines both categorical and numerical sets of data that people weigh differently on a case-by-case. We would need to quantify the categorical data in order to even consider comparing the bots.

I usually look at these four points:
Offense (based on speed, type of force (linear or angular), direction (vertical or horizontal), concussion, and pierce)
Defense (based on HP and Fracture)
Mobility (based on number of wheels, motors, weight, and invertibility)
Design (based on wedge, combat style, opponent, and build quality) (highly opinionated)

Indiscriminately judging bots in a chart or even a formula would undoubtedly provide faulty information. I've attempted numerous times to do this but, without the human element, the results are never accurate.

836
Discussion / Re: Invertibility Tester
« on: October 09, 2011, 11:46:32 PM »
^^^ Thats exactly what I did. I also set it up so that I could change the practice arena in-game thereby  making invertability a matter of seconds to check.

837
Tournament Archives / Re: Ironbot SBV
« on: October 04, 2011, 09:22:01 AM »
BlackVein   probably gets turned around because you gave it a radius of 3.5, which   is pretty big.  So the AI will attempt to steer around obstacles before   it actually reaches them, hence the weird turning.  All the other bots   that I AI'd use a radius of 1-1.2; do you want BlackVein to have a   smaller radius for future fights?
Ohhh, I must have forgotten to change the radius that I used on my other bot. After doing some in game measurements, I think it should be set to about 1.85 assuming that your Engage tactic no longer uses the full radius otherwise 1.2 would work better.
 

838
Tournament Archives / Re: Ironbot SBV
« on: October 01, 2011, 01:58:11 PM »

839
Tournament Archives / Re: Ironbot SBV
« on: October 01, 2011, 12:06:43 AM »
^^ thats why I made a VS.

840
Tournament Archives / Re: Ironbot SBV
« on: September 29, 2011, 07:43:10 PM »
Hey Click, is the arena using any addPOVs or a modified GetPath method?

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