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Messages - Madiaba

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821
Chatterbox / Creepy picture thread.
« on: June 25, 2009, 09:45:03 PM »
Those first couple were good. I'd seen those 2 illusions, though. The 'line' one is cool; it really looks like the lines are bent when you look away a bit...
I'll post a couple myself...
.
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822
Off-Topic Discussion / Re: General Chatter Thread
« on: June 25, 2009, 05:36:55 PM »
Yea, was just watching the news, and they now announced that he died...
 
Farrah Fawcet also died today...

823
Other Tutorials / DUCK'S GUIDE TO ARENA MODDING V1
« on: June 25, 2009, 05:28:24 PM »
If you want, Phil, send the gmf to me and I'l look at it... Actually you've got my curiosity peaked, and I'd really like to see if you don't mind...
You can catch me on Yahoo Messenger (IM) later or tomorrow.
Note, I would probably not use one decompiler with another compiler, or vise versa.
.

824
Other Tutorials / DUCK'S GUIDE TO ARENA MODDING V1
« on: June 25, 2009, 02:30:25 PM »
Thoughts:
1. How many startingpoint APs do you have?
2. What are their id #s ("id=1")?  (Make sure not to dup them).
3. the camera is following the bot.
.

825
Other Tutorials / DUCK'S GUIDE TO ARENA MODDING V1
« on: June 25, 2009, 09:05:32 AM »
#1 Where is your box (and cameras) located? This is "TM_ROW3 X Y Z"(the 4th row).
Here:
The 3 verticalColumns are the Arena’s X,Y,Z coordinates:
X Y Z of Arena.
--------------------
*TM_ROW0 1 0 0
*TM_ROW1 0 1 0
*TM_ROW2 0 0 1
--------------------------
 
The first 3 (0-2) horizontal Rows are the Robot/Object’s X,Y,Z coordinates:
X Y Z of Arena.
Robot’s X
Direction:
Y
Z
*TM_ROW0 1 0 0
*TM_ROW1 0 1 0
*TM_ROW2 0 0 1
 
These3 rows determines the ‘direction’ of each of the bot’s 3 X,Y,Z axes,in reference to thearena’s 3 X,Y,Z coordinates. In other terms these determine the bot’s/object’sPitch, Yaw, and Roll,withinthe arena.It tells each axis where to point within the arena at the start of the game; like the cam angles in the bot pythons. (Notice that the 2nd row (the bots ‘Y’ or vertical axis) is usually left with no x or z bias/tilt, but only 1 in the Arena’s Y axis (180degrees- ‘upright’). These numbers have an effect on one another and are therefore ‘very picky’.
I’ve got some ‘templates’ for directing bots/objects in arenas (esp. starting points for bots), so that you can start them facing square with the arena with backs against walls), or face them with backs toward each corner (diagonally).
The 4th horizontal Row only determines the location’ of the bot within the Arena’s X,Y,Z.
X Y Z of Arena.
Robot’s X
Direction:
Y
Z
Location
*TM_ROW0 1 0 0
*TM_ROW1 0 1 0
*TM_ROW2 0 0 1
--------
*TM_ROW3 5 3 12

 
 
 
#2. Here's what I have of the latest from Serge's stuff (includes a 3D viewer:-D): GMF_Serge
 
 
#3. The Bot's heading and starting positions are dictated by 'startpoint', which complete section is below(example only: don't copy and use, formatting may not be in tact):
Code: [Select]
*GMID_ATTACHMENTPT
 {
  *NODE_NAME Point01
  *NODE_TM
  {
   *NODE_NAME Point01
  [COLOR=seagreen] *TM_ROW0 -0.707107 0.000000 -0.707107[/COLOR]
[COLOR=seagreen]    *TM_ROW1 0.000000 1.000000 0.000000[/COLOR]
[COLOR=seagreen]    *TM_ROW2 0.707107 0.000000 -0.707107[/COLOR]
   [COLOR=blue]*TM_ROW3 6 0.3 6[/COLOR]
  }
  USER DATA type = [B][COLOR=black]startpoint[/COLOR][/B]
id = 1
 
 }

Hope this helps, Phil. Gottta get back to work...
.

826
Other Tutorials / DUCK'S GUIDE TO ARENA MODDING V1
« on: June 25, 2009, 08:32:03 AM »
..Une minute, s'il vous plaît..

827
Discussion / Should DSL3 be backwards compatible?
« on: June 25, 2009, 08:19:34 AM »
Though I'm still undecided, I'm leaning toward the more realistic, because it's fairly easy to just (1)make a new category for DSL3 and (2) make a new set of AI for it.
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828
Discussion / Custom AI Packs
« on: June 25, 2009, 02:14:03 AM »
I think I saw that a long time ago. Did it work well, or still need a bit of tweaking?
Hope it works fine, but if not it might be a worthwhile project. Anyone know where one can d/l it?
*Maybe I have it?*
.

829
Discussion / Official Rights to Robot Arena 2
« on: June 25, 2009, 02:11:28 AM »
Frezal, comes through...
 
TC, cut back on the cutting down. Topic only.

830
Discussion / Official Rights to Robot Arena 2
« on: June 24, 2009, 09:39:34 AM »
Quote from: roboman2444;46220
hmmm is there anyway to decompile the .exe? that might work better.
Not without butchering it. The source code is what's needed.
 
------
 
Quote from: R0B0SH4RK;46177
The first step in any of this is contacting Atari. That in itself is a battle, just ask Goose or ACAMS.
Atari is (has not been) not very cooperative:
1. Goose, ACAMS, myself, and several others have tried contacting them, but there's been no serious effort for dialogue from them(AFAIK).
 
2. They must certainly know that there are many who would like to take RA2 to a higher level:
   a. DSL is a major manifestation of a collective effort to progress RA2, upto the limit of exe surgery.   b. Atari wiped out certain sections of the old official forum that were focused on (or at least included) 'modifications and designs' for the game, wherein was some input on surgically/internally 'moding' RA2. So at least they read these ideas for furthering the game.   c. In one thread, ACAMS set up there certain coders (EffE, Serge, Goose,[for C++], and CB and I [for Python]) were conversing about real content changes for RA2. My point is that they must have known that there were/are people who would really like to take RA2 to a higher level. So here's another manifestation to them of this desire to progress RA2.So if they had any interest in RA2 today, then by now you'd think they would/could know our interest is there. But...IMHO, I think that RA2 is not important anymore to them, nor the community by default. So I don't think anyone at Atari is even paying attention to RA2 these days. It would not hurt them in the least to release the source code, but why would they bother??? They've milked this bottle dry, and now discarded it and moved on to others...

831
Other Tutorials / DUCK'S GUIDE TO ARENA MODDING V1
« on: June 24, 2009, 08:56:49 AM »
Joe: if you get an error message, the you DID make a mistake. Seen it many times myself. Nice to see you jumping in...
Advice: When you make a tweak and it's works, then immediately make a back-up, lest you try the next tweak and lose the whole work.
.

832
Discussion / Should DSL3 be backwards compatible?
« on: June 24, 2009, 12:32:24 AM »
That's a really tough question.
Let me ponder it ,.. and get back.

833
Modifications / Arena Ideas
« on: June 23, 2009, 04:17:35 PM »
Moved:
Huh, what about a 2-player, RA2 dragstrip race, where the AIs you race against have a SOW-controlled automatic Machine gun mounted on its top. While trying to beat it to the finish line you're always in the sights of the opponent AI. Good luck against Mad Max...
 
 
Also, got an idea on how to give a User-controlled 'Housebot', super powers, esp for lifting.... So that the Moderator running the Housebot can actually 'pick up' and 'move' the contestant bots. Maybe...
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834
Other Tutorials / DUCK'S GUIDE TO ARENA MODDING V1
« on: June 23, 2009, 08:35:30 AM »
Phil: One should almost always add the GEOMOBJECT down in the GMID_HAVOK_RIGIDBODY_LIST, because of the many more cool options available there.
 
Duck: These could make up some sections in this Tutorial:
GMF/PY links- The 'links' between the gmf and py are very important. Perhaps you could have a section that explains the coding for:
1. SZs,
2. Hazard importing and utilization,
3. self.SetSubMaterialSound,
4. Inserting and removing gmf objects
5. Camera placement, aiming and movement.
etc...
 
 
There is a TON of this work already done in the Python Reference sheet that Trov and I have been assembling over the last couple years. I'll send it to you.
 
It's really nice to see interest in this. Phil, Joe, Red, others,... it's not that hard. And you can make some really cool stuff.:mrgreen:
 
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835
Other Tutorials / DUCK'S GUIDE TO ARENA MODDING V1
« on: June 23, 2009, 02:24:19 AM »
Thanks for the effort, Duck.
Glad you started one. I'll look through it and add stuff... if that's the idea.
.

836
Modifications / > Mad's Mods (more thoughts and tweaks)
« on: June 23, 2009, 02:16:20 AM »
Nice to see you around too.
Stick around more...
How's NIU? (I went to the University of Chicago this Spring, but didn't have time to look you up.)
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837
General Support / help with 3d studio max
« on: June 23, 2009, 02:13:41 AM »
Hey... ^We have a very welcome vistor...!^
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838
Discussion / Note to the 'Glitch'
« on: June 22, 2009, 11:25:16 PM »
This IS an important subject guys.
>Cut the extra crap, or peoples' Titles will magically change...

839
Tournament Archives / BBEANS6 April fools
« on: June 21, 2009, 04:04:15 PM »
LRA2, stop posting for the sake of posting. Only make content posts.
Build bots, stock/DSL. Mod the game. Learn how to AI. Do something(s) constructive and beneficial for the community...
 
 
(*Gets ready to concede to Nar's assessment...:Confused:*)
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840
Modifications / Cheat Codes
« on: June 21, 2009, 09:54:31 AM »
LRA2, just think before you act/react. Stop being so emotionally 'polar-ized' (to one or the other extreme).
Relax and take it in: Your post was not a bump. We've all fallen for these trick threads. So what's the problem,.. it's just a funny thing.

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