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Messages - Trovaner

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841
General Support / Re: jackster96's modding questions
« on: September 27, 2011, 09:00:27 AM »
Having used both myself, I agree with JoeBlo. It is much easier to edit pre-made GMF files from in notepad than it is to make brand new ones in 3DSMax (which usually requires a bit of editing in notepad anyways). I ended up just exporting a bunch of unusual shapes in 3DSMax with the intention of reshaping them in Notepad++ to fit my needs.

3DS Max has a steep learning curve that takes quite some time to get good at while editing in notepad can be as simple as changing a few lines and/or copy/pasting chunks from other files. It may look daunting at first but most of the data can be ignored (especially when making components). If you're interested in learning how to do this, feel free to PM me.

842
Discussion / Re: Invertibility Tester
« on: September 26, 2011, 11:14:52 PM »
My garage sounds like what you want but unfortunately it isn't ready for a public release.
Wow, I bet you have so much unreleased stuff lying around. Weird how so many ideas have already been thought of. Also, I agree with the "what's wrong with the ramp?" principle.
Yeah, I've been meaning to start a mods showcase just to motivate myself and give a little teaser for you guys. I do a lot of behind the scenes work for people but most of my big projects fall on the back-burner and I lose interest. I've also co-worked with Mad on a bunch of projects including the StarcoreV4 garage.

Considering the game has been around for 8 years, its no surprise that people repeat high-demand features (auto-AIing, invert testing, scale for height bar, more bots in the arena, semi-transparent chassis skins, extended weight limit, etc.).

In DSL, the "Flipper" (DSL ramp) was designed to test invertability. It uses a technique that for all intensive purposes inverts controls (has to do with how mobility is calculated for each wheel) so holding forward on a fast top-heavy/front-heavy bot will flip the bot.
In stock, it is much harder to flip your bot because the ramps are too low and close. If you have a wedge on a fast bot, I'd recommend ramming the wall until the bot flips. If you have a slow bot with wheels sticking out the back, I'd recommend backing into the wall until the bot lifts itself off the ground.

Another solution would be to use the FPS window to push or force the bot off the ground. You may even attempt to add a force or push line to your practice arena's buttons but you may be better off just using Mad's StarcoreV4 garage (thanks G.K. for the link). Backing into the air tanks would have a similar effect but you may prefer falling off the ledge.

843
Discussion / Re: Invertibility Tester
« on: September 26, 2011, 03:07:42 PM »
Unfortunately, we can't add hinges or prismatics to the practice arena (or cameras for that matter). The only workaround that I'm aware of involves using a complicated GMF object with gravity moving it and force holding the player's bot down. Doing things this way would be difficult to do and have extremely sloppy results. Due to gravity equally distributing itself to components while force only applying itself to the bot's chassis, any sidelong forces will cause an unbalanced bot to turn.

Madiaba made a mod to the DSL practice arena that included a second floor from which bots could fall to the lower floor. IIRC, he released it to the general public but it was originally intended for StarcoreV4. You may be able to find a download for it somewhere...

My highly modded practice arena has an option to use an inverted started point after just a couple in-game clicks. My garage sounds like what you want but unfortunately it isn't ready for a public release.

844
Other Tutorials / Re: DSL Install Instructions
« on: September 16, 2011, 03:19:54 PM »
Actually, usually you install packs on top of a clean install of RA2 (as suggested here). This just happens to be a Ready-To-Go version of DSL.

Welcome to the forums. If you have any questions don't hesitate to ask (preferably after doing a quick search on GTM). Also, bumping topics that are more than a month old is usually frowned upon but we are much more lenient when it comes to stickied topics (assuming that the post is on topic and useful to the conversation). This is fine but be sure to ask any new questions in a different thread.

845
General Support / Re: Menu doesn't work.
« on: September 16, 2011, 10:15:18 AM »
Have you tried installing it on the computer instead of on the flash drive? (helps identify if it is a problem with flash drive)
Does the RA2 on the flash drive still work on other computers? (helps identify if it is a problem with the computer)
If you answered yes to both of the above, you have more than one problem.

We already know that it isn't a problem with RA2's files because you've tried reinstalling a fresh copy of RA2.

BTW, the functionality of buttons are handled by the EXE (GIBs only specify the appearance and location of buttons).
GIFF files are associated with the different fonts that RA2 uses.

846
Off-Topic Discussion / Re: Should I get Ubuntu?
« on: September 12, 2011, 03:49:06 PM »
I've been using it as my primary OS for almost a year now. If Netflix and RA2 worked on it, I'd probably completely convert (right now I'm dual booting with Windows 7) because I'm only using Windows once or twice a month.

847
General Support / Re: GMF Queries
« on: September 07, 2011, 06:27:44 PM »
Thanks.

Also, regarding POV's, I'm probably being an idiot but I've confused myself again.

A while back, Trov explained  them to me and said this:

#self.AddPOV(POV_ID,X-Coordinate,Z-Coordinate,POV_ID)

I look at the BBEANS arena, and its POV's don't seem to correspond to that:

EG:

self.AddPOV(3, (-5, 5), (3, 2))

How is (-5,5) the X co-ordinate?

Or is (-5,5) the two co-ordinates, and (3,2) something indicating ID 3 joins with ID 2?
Whoops typo on my part.... I meant "self.AddPOV(POV_ID, XZ-StartingCoordinate, XZ-EndingCoordinate)" where the coordinates may be either tuples or lists and the ID is an integer.

As for the transparency, Sage is right so this is my take on saying roughly the same thing:
-As long as the display proxy is null, telling the game to use it will make the object invisible (not visible but with collisions). The opposite effect is possible when using your display mesh without the collision mesh (visible but without collisions). When you aren't using null or a vertex-less mesh, it is possible to associate display with collision from either object.
-Alternatively, you may use a transparent skin.

848
Discussion / Re: Does this game play well online?
« on: September 01, 2011, 09:12:19 PM »
Welcome back. Its always good to see people returning to RA2.

Online multiplayer is not so great in terms of performance but it is still quite enjoyable. The games don't exactly synchronize everything during gameplay. The host usually experiences little to no lag but the same can't be said for his opponent who experiences anything from little to unplayable amounts of lag.

849
General Support / Re: Bizarre Match Start Error
« on: September 01, 2011, 08:49:24 PM »
Overtime, some files may become fragmented. If this is the problem, just reinstall the Keznorg Arena.

850
Discussion / Re: DSL LAN PROBLEM
« on: September 01, 2011, 08:33:57 PM »
The countdown thing is often the result of one or both of the computers being blocked by a firewall.

851
General Support / Re: GMF Queries
« on: August 31, 2011, 05:27:30 PM »
For the most part, the AI always moves towards its opponent so there would be no point in adding POV's for walls unless it was possible for the wall to come between the bots.

852
General Support / Re: GMF Queries
« on: August 31, 2011, 02:48:48 PM »
If you want the AI to navigate well within your arena, you'll want POV's and collision lines whenever there is an unmovable obstruction that could get between the bots.

POV's are good for mapping AI routes around obstacles or hazards.
Collision lines are good for keeping the AI away from things (pits, walls, hazards, etc.).

853
Discussion / Re: RA2 Player Nations
« on: August 31, 2011, 02:37:46 PM »
Why are we doing this exactly? It is already displayed in our profiles and it gets to be kinda subjective when people fall on/off the list (especially for members that join and immediate become inactive). I don't mind if you keep this but I'm curious as to why we need it.

854
There are no easy ways of checking the battery power using python. Your best bet is to either make a rough formula (with a binding for the amount of power and drain) or have the spinspeed decline over time (with a binding for the rate of decline).

Unfortunately, the drain isn't always linear so these methods aren't always accurate. There might be a way to use the sergepatcher as a means of looking up a specific value but it might be more trouble than its worth.

855
Discussion / Re: Multiple AI's in one installation
« on: August 27, 2011, 09:07:24 PM »
Madiaba made a .bat that does this... I don't think he'd mind if I uploaded it after I figure out where I saved it.

Also philetbabe did something like this but like Joe, I've never used it.

856
General Support / Re: Change arenas mid-battle
« on: August 24, 2011, 08:11:39 PM »
Though I suspect that apanx used the same technique as me, I must say that my way is extremely sloppy and would require quite a few tweaks to the main arena PY and possibly GMF. I've also yet to figure out a way of getting the hammer's zone to work after the change. I would strongly suggest using Madiaba's method instead...

Similar to how Mad did the Matrix Arena, you can add the walls, floor, and ceiling separately (using self.AddXtra or self.AddXtraSound). All that needs to be loaded at the beginning are the startpoints, zones, and hinges. As long as you use some fancy camera work during the introduction, people won't even notice the difference between this method and the use of Arenas.createArenaByName. I suppose if you have your heart set on using Arenas.createArenaByName, I'll post the full instructions on how to mod everything (hopefully I'll know how to get the hammer working by then).

@nightcracker: You can either use a Gooey window or the FPS window. They are both referred to as Debug Windows by the game but I personally prefer to use the FPS window.

857
Tournament Archives / Re: Ironbot SBV
« on: August 23, 2011, 02:44:48 PM »
BlackVein doesn't stand a chance against a halfway decent wedge. The custom AI.py tries to compensate for this shotcoming by not spinning the weapon motors unless necessary. Bound to be a major upset.

The bot to look out for IMO is Big Dog. It may not have a wedge but having only 30 seconds to deal damage could give this well-defended fortress enough time make a gimp out of its opponent.


858
Discussion / Re: Your favourite stock builder at the moment?
« on: August 23, 2011, 01:50:07 PM »
I added G.K. and Squirrel_Monkey to the list and pushed the deadline back to the end of the month (just to make sure everyone has a chance to vote for them).

Also you should add that Spawngeek guy that bulit one of my all time favorite Stock LW's .Wee VS.
Also Anyone who bulit Neglected Waterbug gets my vote.
By my understanding, it must be a member that is still around and posting.

859
Discussion / Re: Was there a DSL trailer?
« on: August 20, 2011, 12:55:37 PM »
I didn't want to upload it to my youtube account but then I remembered GTM had one...


860
Discussion / Re: Was there a DSL trailer?
« on: August 19, 2011, 06:03:22 PM »
It was hosted on ATARI.com when I first saw it and is no longer there AFAIK. Luckily, I downloaded it and I'll re-uploaded it whenever ACAMS has the time to fix the RA2ube Video converter so that MPEG files would work (it says that it supports them but it won't let me select the file).

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