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Messages - Trovaner

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921
Modifications / Re: In need of an arena.
« on: February 22, 2011, 08:19:05 PM »
I made an Arena.gmf for this but it was never finished because I didn't want to step on anyone's toes. I just need to add the cages and do a few touch ups here and there. It also has a problem which I plan to ask Mad about. If Joe wants to work on the skin, I wouldn't mind sending it to him (after everything else is done).

922
General Support / Re: Fixing This Arena A Bit...
« on: February 21, 2011, 11:58:09 AM »
A while back, I fixed that arena so that it didn't cause any errors (IIRC there were two problems). As for the AI issues, I've been meaning to fix them but never got around to it. You may need to include both POVs (to prevent the AI from following their opponent over the edge) and collision lines (to get the AI to stay away from the edge). They formatting looks like this:
Code: [Select]
#self.AddCollisionLine(XZ-StartingLocations,XZ-EndingLocation) - the line between the two points acts as an "obstacle" to the AI that they will try not to cross.
#self.AddPOV(POV_ID,X-Coordinate,Z-Coordinate,POV_ID) - the first value represents the ID of this POV, the second and third values determine the location of this POV, and the fourth value is the ID number of the POV that this POV connects to.  Basically you string them together with that second ID to make a path that the AI will follow to get around obstacles.

923
Discussion / Re: Bouncy components?
« on: February 16, 2011, 09:29:38 PM »
Elasticity is related to how bouncy the object is but 4 is still kind of low. Take a look at the AON Arena or the Grape Cannon if you are looking for a working example.

924
General Support / Re: BFE :O
« on: February 11, 2011, 11:42:54 AM »
First number of the line that is 5 lines above "RAW".

925
General Support / Re: Transparent chassis help
« on: February 10, 2011, 09:25:42 PM »
Actully,i'm talking about the chassis being transparent as lexan.
It doesn't change my response. For a realistic lexan look your going to need a combination of custom components (lexan) and one of the previously mentioned invisibility techniques.

926
Discussion / Re: Another try?
« on: February 10, 2011, 04:00:56 PM »
They will not release the source code. Period. They don't own the rights to the havok engine (which is thoroughly integrated into the game). Having a developer that regularly visits the forum or getting new patches from ATARI would be best IMO.

You would have better luck petitioning and/or donating for a new game (as opposed to getting the source). The target audience for a robot combat game is far too limited (as you said) for them to be paying developers to make one. By starting a petition, they can look at the numbers and try to determine a budget. Developing games/programs does not come cheap (unless of course, they are not paying the developers, advertisers, copyrights, etc.). You also can't expect them to invest their time and money on a game that only 300 people (which is about five times as many active members that we have now). You have to keep in mind that they would only do it if they thought they would make money off of it. Wikipedia has nice break down of what would go into making a game (here). If I had to make an educated guess, it would take about 5 million dollars to make/sell a new game. Assuming our goal was to guarantee a fifth of that, we would need over 20,000 signatures (for a $50 computer game).

Serge was working on a robot combat game a while back but due to the community's overwhelming demands (crushable chassis, a better botlab, realist combat, etc.), it was put on the back burner. Last I heard, he was working on a new physics engine that supported the benefits of both soft and rigid body physics (possibly what he released for testing yesterday). It is no small feat to make a game with little to no help (especially when your not getting paid).

With the sergepatcher, we can extend the weight limit and add warnings for when the bot gets close to each weight limit (or even prevent them from exceeding a certain weight). Adding new weight classes would be the only challenge but even that has a solution (at the cost of a few features that nobody uses). The rule of 7 and max sphere could also be bypassed if only we could find them. We might even be able to fix the axle loading glitch using the sergepatcher (if the problem is what I think it is). There might even be a way of eliminating the max angles and proximities between chassis points but it would be extremely difficult to make it not be glitchy.

927
Other Tutorials / Re: The RA2 executable and you.
« on: February 10, 2011, 02:20:15 PM »
He doesn't sound that bad. I wouldn't have even thought twice about it if he hadn't mentioned something.

Also, don't bump topics just to be insulting.

928
General Support / Re: Transparent chassis help
« on: February 10, 2011, 02:07:52 PM »
Three ways:
1. Edit the .bot file (which you already said you didin't want to do).
2. Skin the bot using screenshots of its insides.
3. Make a custom PY that uses plus.show(BotID,CompID,True/False) to make the chassis invisible.

929
General Support / Re: Arena question
« on: February 08, 2011, 05:40:02 PM »
Your best bet is to use a text editor to create your arena. The only other way to make an arena is by using 3DS Max with a special plugin (much harder than it looks). Having 3DS Max still requires some knowledge of the GMF file (so you would still need to know how to text edit).

There are three basic pieces for every arena:
1. GMF - The tutorial found here covers the basics (everything except for the attachment points are the same for Arenas). The GMF deals with all the objects found within the game (I.E. the floor, walls, ceiling, hazards, zones). It also has the capability to add hinges (doesn't control the movement).
2. Python File - These take the place of the TXT files used for components. There is so much that you can do using python alone but for now, you may want to just change the name line and GMF location line. The python file is generally used for all the special features (I.E. movement of hinges, prismatics, visuals effects, cameras, and much much more).
3. Graphics - RA2 supports TGAs and BMPs as long as they are saved in 24 bit with RGB color and no RLE compression. You can find numberous tutorials online. Modding these is known as skinning but if you plan to release anything be sure to remove any dependencies (by changing the name of every file (requires a bit of python and GMF work))

If you post your arena idea here, we can point you in the right direction and help you if you get stuck. Otherwise, I could show you via PM/IM.

930
General Support / Re: Do Windows 7 and RA2 Not play fair?
« on: February 01, 2011, 03:34:00 PM »
RA2 and Windows 7 can be used together but its best not to install it into the Program Files folders. Sage's download is merely a fulled patched game (there is nothing special about it). I experience very few OS related issues in RA2 (if anything, it freezes more often).

931
Depends on what you mean...
-If you want all the objects to move together (as if they were attached to each other), then you would create a parent object and drop that. Otherwise, you could merge all the data into one object.
-If you want all the objects to drop at once but behave separately upon collision, they need to be named differently and told to drop by the PY at the same time. You could either perform a loop within the PY or have a line for every object that you drop.

932
Anything you plan to drop should be in the arena's GMF (the codes only work for the arena's GMF objects).

933
It really isn't that confusing. There are only two codes for dropping objects...

#self.SetActive(ObjectName,True/False) - while active, gravity is applied to the object (GMF objects are automatically activated after being hit by something)
#self.SetPinned(ObjectName,True/False) - determines whether a GMF object is moveable (by default, if it has mass it is moveable)

934
Modifications / Re: The DSL 3.0 preview thread
« on: January 29, 2011, 11:33:57 PM »
The normals idea would be awesome if you got it to work out. Instead of having maces and spiked clubs, maybe you could make a heavy extender with APs that matched the spike locations. If you did this, you could also limit what was attached to it by having a larger collision mesh than display mesh (and have the collision mesh of the spikes be slightly lifted from their APs).

If you would like some help with the race mode, I'd be more than willing to lend some assistance (just so that it is released with the rest). I've done all the python stuff already so it would just be a case of copy/paste and fine tune. I could also do an arena or two if necessary.

935
General Support / Re: Rotating GMF Co-Ordinates
« on: January 29, 2011, 08:40:39 PM »

936
Modifications / Re: The DSL 3.0 preview thread
« on: January 29, 2011, 05:27:15 PM »
I think having some replicas in DSL is important to the pack's overall appeal. I don't however believe that there should be very many new replicas because they tend to be weaker than most battle optimized bots and they require quite a bit more work to make (custom components and skins). I think adding 3 new replicas would be a nice balance of nostalgia and difficulty.

Optimizing what is already there would probably be my number one concern...
-The components could be tweaked so that they are more balanced. Doing so would make the beginner's curve less steep and would undoubtedly improve the variety of bots. The replicas could use custom TXT files to make them more combat effective but most of the GMF's should be available as standard components (obviously the floating AP GMFs shouldn't be available but it would be nice to have all the AI parts (even if they would be weaker than the ones used on the replicas themselves)).
-The arenas should be better equipped for AI battles. Usually if the AI doesn't work well on certain maps, people don't play them as often.
-The arenas could also use some better organization. Right now, there is little difference between obstacle course and battle royal. One way of fixing this would be to have all the AI friendly arenas inside of one and all the unfriendly arenas inside the other.
-Improved graphics (including a little more GIB work). They don't need to be changed completely but it would be nice to have a fresh new take on some of them.
-More APs on all the components.

In terms of additions, I'm thinking something like:
-6 new combat arenas
-2 new just-for-fun arena
-2 new teams (including the 3 new replicas)
-10 new components (they don't need to be complicated)

937
General Support / Re: Rotating GMF Co-Ordinates
« on: January 29, 2011, 04:20:32 PM »
My speadsheet works for me... maybe I accidently deleted something when I removed my other nonsense from that file...

If I have time later today, I try figuring out whats wrong with it.

938
Modifications / Re: Unlimited Mass Mod | SergePatcher
« on: January 24, 2011, 01:05:46 PM »
Does your second messaging method work if you have a component selected? The window itself is usually seen when you try to delete a component while something is still attached to it. So my thought is that if it doesn't crash when you have a component selected (like it would be when deleting a component), you should try using a help gib window instead (they shouldn't have any prerequisites).

939
Modifications / Re: RA2INBOW - The Alternate Dimension
« on: January 24, 2011, 11:50:25 AM »
Assuming you are thinking of editing mainmenu.gib, you have to resize/move the parent code in order to move the buttons away from the center. If you need help or further instruction, feel free to PM me about it.

940
Other Tutorials / Re: Damage
« on: January 23, 2011, 04:48:45 PM »
I'm positive there is more to the damage formula than what I posted... I'm thinking there must also be a constant that gets multiplied against the velocity (not momentum). If this is true, I believe it would be merely in addition to what I posted. There is quite a bit that still needs to be accounted for before we will have a one-size-fits-all formula.

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