Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Trovaner

Pages: 1 ... 42 43 44 45 46 47 48 [49] 50 51 52 53 54 55 56 ... 64
961
General Support / Re: Probably has an obvious answer
« on: January 02, 2011, 01:09:39 PM »
You may either press Enter after each command or have a semicolon separating each command.

For something like this, I would just type something like: print getHitpoints(0,2)
(with slightly different parameters)
before hitting Enter.

962
Discussion / Re: Stock HW *256-BOT* Tourney
« on: January 01, 2011, 11:39:12 PM »
Due to certain people trying to bypass the rules, tournaments that ask for entries (that are not on the exchange or in AI packs) must be posted in the tourney section and be accepted by the poll.

so because of FOTEPX I'm not allowed to run a tourney that I've run twice already without any rule breaking? WTF is this?
We were too lenient in the past regarding unofficial tournaments. IIRC, you started one of the first unofficial tournaments (that included other people's bots) and we let it pass because we didn't think people would try to take advantage of it. When there became no distinction between an unofficial and official tournament, we decided to do something about it. What would you suggest we do instead?

Since this in under my moderation, I will be double checking ALL the bots.  For your sake (and mine), please don't use any bots PMed to you or made available after your original post.

The staff was informed to LOCK unofficial tournaments that accept submission. In the future, please don't post any unofficial tournaments until you have ALL the bots (I was being lenient since this is the first time it has been mentioned to you guys).  The unwritten rules for unofficial tournaments will have a thread in the near future after we're finished finding the major loopholes but try to be as understanding as possible.

@Sparkey: If you can think of any loopholes feel free to PM me about them. Bots that were included in an AI pack or put on the exchange before the tournament was announced seems to leave very little room for loopholes (although, I did think of a minor exception that I'll be discussing with the staff...).

963
Discussion / Re: Stock HW *256-BOT* Tourney
« on: January 01, 2011, 09:48:06 PM »
Due to certain people trying to bypass the rules, tournaments that ask for entries (that are not on the exchange or in AI packs) must be posted in the tourney section and be accepted by the poll.

I will leave this here but please note that there will be no exceptions. Your first post has been updated to reflect this.


Edit: Also please do not use any bots that were added to the exchange after your first post (we don't want any more loopholes  :gawe: ).

964
Site News and Feedback / Re: New candyfied Custom titles
« on: December 31, 2010, 06:57:57 AM »
For some reason, the awesome Technical Advisor title added an extra returns before my avatar... (the title's width may be the culprit)

965
Discussion / Re: Annihilator Mod
« on: December 31, 2010, 06:36:12 AM »
Discussion of the source code has been brought up many times...
This has been discussed/tried in the past with no success. We have tried calling them, emailing them, and simply mailing them but they haven't been responding.

I think we should leave them alone (at least in terms of the Source Code). We have clearly contacted them in the past about this and they have continued to ignore us. The only times that we were even acknowledged was when ATARI gave them a hard time about the nvidia issues (reason for 1.3 patch) and when goose rerouted all traffic from the official site to gametechmods (reason for the gametechmods forum link).

It would be nice to have a representative from Gabriel Interactive as a member here, though. If there was someone that we could talk to that did have the source code it would be almost as good as having it. We could then request new patches/mods or ask questions about some of the things that we haven't figured out yet.

Key points from past threads:
They can't [release the source code]. It uses proprietary code like Havok, to which we don't have rights without buying a license.
Also, you shouldn't be phoning Atari, but Gabriel Interactive (317.423.8750), or even better Michael Root or Perry Board - one is the president and lead developer of GI, the other was the lead designer of RA2.
yea, perry was my only connection to get the source code. [He does not work there anymore]

I'm sure someone has it(otherwise 1.3 wouldn't have happened) but I/we dont have an inside contact.
<Letter that he tried to send to Michael Roots>
ACAMS did contact them quite a LOOOONG while ago and it took them 2 or so YEARS to come up with a negative answer for him...
Although they are still making money off of RA2, they are also paying to have it around (web space). Besides being a pain to maintain, this is believed to be the reason why they deleted the official forums... In other words, they're probably not making much off of RA2 anymore... especially with the RA2 community releasing a full version for free...

966
Discussion / Re: Prototype Octagon arena?
« on: December 23, 2010, 03:34:30 AM »
There are many unused files in RA2 (not just graphics or components). For whatever reason, Gabriel Interactive didn't bother to remove them when they made the distributable copy of the game. They also have some unfinished code in the EXE like the heat values for chassis armor (they are adjustable but don't do anything) or the difficulty settings (I don't think we can even access them without a modified EXE).

If not for the obstacle course graphic, nobody would have known that the EXE allowed a sixth exhibition mode. Buttons don't usually work unless the EXE knows to call them (which is why we can't add anymore modes). I have all the DSL arenas inside of my stock game so with a small edit of a GIB file, I was able to use the obstacle course's temp graphic to access the arenas from DSL's sixth mode.

967
Discussion / Re: DSL Onslaught Arena...
« on: December 22, 2010, 03:02:22 PM »
I haven't added anything to it but I think your right about the BBEANS Tournament Arena having coding that could be adapted for it...

968
Discussion / Re: Youtube VS GTM?
« on: December 22, 2010, 12:32:17 AM »
Actually, you're not entirely accurate in your response.... Starcore AI was made by many builders including ACAMS, Rejected, C2, and Jimxorb. Since then, many more builders have been involved in updating the bots. Also, talking to people doesn't make you an expert in all things RA2. For example, although I've asked Click a few questions over the years, I don't consider myself to be on the same plane as him (even though, I've managed to answer some of his questions). No offense but I don't believe it is possible to know everything especially in a game like RA2.

I agree that there are a few people that are all talk on Youtube but it has a larger user base than GTM. Therefore, something posted there is more likely to be seen as opposed to something posted here. The most we can do in response to posts like that is to tell them to come here and show off. "Pictures or it didn't happen" was a common phrase back when I first joined and seems appropriate now.

969
Modifications / Re: The DSL 3.0 preview thread
« on: December 21, 2010, 11:27:17 PM »
Could you teach me how to port my 3dsm11 stuff into RA2?
As JoeBlo mentioned, Serge made a tutorial (which can be found here). I've personally used this tutorial with a trial of 3DS Max 2010 so if you have any questions on any of the steps feel free to PM me or start a thread (don't post here). IIRC, some of the links are down now so I'll update the wiki with some newer ones when I have time (or someone else could).

Id like to make/skin  Arenas or components or something visual, But about the linked txt files etc... I would die, I cant handle ANY kind of coding (Ive tried)
IDK how people can remember those things, Its like... Blehblah.True= 0 <-- WTF D:

But the only thing I could do good is Photoshop, I acutally learned while I was away :P (I would post sum pics but I dont wanna go offtopic)

But I think the ones that can do something could not only make mods & Stuff but could also contribute to DSL 3 itself :P
I would if I knew how to do something other than Photoshop :\
Although I've been told that I'm talented when it comes to doing graphics, I wouldn't mind sending you some mods to see how well you do.... Mad once held an arena skinning contest that I co-won (with a design inspired by inplabth's entry). Maybe I should organize something like that...

In GMF and GIB file editing, you are usually responding to questions with a True/False (the other lines require you to specific a value/name). There is nothing too difficult when it comes to the GMF as long as you have another GMF to look at. Python files, on the other hand, may be a little more confusing but it all comes down to assigning variables and asking questions about the variables.

Personally, I don't use DSL very often but I could certainly offer something towards its cause. Something to remember is that anything that goes to DSL is unlikely to be released separately/earlier to the public. I remember sending Starcore the first version of my height ruler but due to the fact that V4 never got out of the beta stages, it didn't see the light of day for more than a year (after I had updated it and multiple people proposed making their own).

More in the spirit of this thread, I think everyone is capable of participating. Most people complain of not being good enough or not having the ability to help but modding is not limited to coding. People could make graphics, find more realistic sound effects, offer ideas, make videos specifically supporting DSL/Click's work, etc.

970
Modifications / Re: The DSL 3.0 preview thread
« on: December 21, 2010, 07:35:29 PM »
Sounds good. Problem with me is, though I'm good at designing my own arenas, I'm about as good at programming and making them as tofu is a suitable alternative to a turkey at christmas.

Maybe I could submit a few drawings.
I for one read through the Arena Ideas thread so any ideas posted there are highly appreciated especially if the ideas include drawings. The more original/unique the idea, the better. I've actually worked on a few of the arenas but haven't finished any of them due to a loss of interest (by others and myself). Although everyone has their ideas, it is very constructive to look and improve upon the ideas of others.

I wouldn't mind showing people how to make their own mods (Arenas, AI, Components, etc.) but it isn't something that can be taught in a couple hours. There are also a few tutorials that may help people to learn ways of getting involved.

971
Modifications / Re: The DSL 3.0 preview thread
« on: December 21, 2010, 05:37:54 PM »
For the most part, I believe Click accepts mods that enhance DSL as long as they uphold the quality expected of the mod. You may offer new graphics, arenas, components, AI, or even bots. The only problem is that the components in DSL 2 will not be fully compatible with DSL 3. Although, Click gets final say about what gets included (because he is currently in charge of it), I'm sure he would appreciate any help/motivation.

IIRC, Mad was trying to get involved in the making of DSL at one point but I don't know what he sent in for approval...

972
Modifications / Re: Clash Cubes IV Arena
« on: December 15, 2010, 11:29:46 AM »
Yeah, it was just personal taste. Since you plan to delete them though, I guess it doesn't matter if they touch the ground or not.

973
Discussion / Re: Annihilator Mod
« on: December 15, 2010, 11:27:17 AM »
The closest thing at the moment is having GMF object bots aka housebots (like the mars rover in DSL). Unfortunately, they make for lousy substitutes to real bots. They wouldn't be able to lose vital components (such as wheels), damage would be kinda wonky, the AI wouldn't be able to track more than one at the same time, and the lag would quickly add up. Besides the mars rover, Mad has made several primitive housebots that were used in one of Wham's tourneys (which I wonder whether he plans to release to the public). I've also made a few un-showcased housebots that were slightly more advanced but less elegant (instead of using ACAMS' jeep, I just used a simple box).

974
Modifications / Re: Clash Cubes IV Arena
« on: December 14, 2010, 01:22:45 PM »
If your looking for some constructive criticism, I would consider doing something about the floating spikes. Seeing as they are just for looks, I would like to see them touching the ground or attached to objects extending out from the floor (not from any of the transparent stuff but from the actual floor).


975
Modifications / Re: Clash Cubes IV Arena
« on: December 13, 2010, 09:23:05 PM »
Cool arena, Joe.

You mentioned that the cubes are AddXtras so does that mean that the cubes are replaced after they fall out of the arena? If not, why weren't they included in the Arena's GMF?

976
Modifications / Re: An RPM-monitoring AI
« on: December 11, 2010, 08:45:32 PM »
The easiest way would be to use apanx bot exporter (found here)

977
Discussion / Re: GRW's ideas.
« on: December 11, 2010, 04:43:00 PM »
So a problem would be getting the AI bots to get the opponent in the pit and making sure all parts of the object gets ito the pit.
It is possible but I don't think it would be efficient. There is no python code that gives the location of a GMF object so you need to perform multiple c using the only function that may be influenced by them. Using self.RayTest will tell you if something is between two points but it is so precise that you need to perform several of them in order to figure out a rough estimate of an object's location. It also wouldn't be able to differentiate between two objects so if two blocks were next to each other, you would need much more coding to figure this out.

Guiding the AI is no real challenge but having the AI figure out where the blocks are would be. That is why I suggested using only one object. Keeping track of one big object is way easier than keeping track of many little ones (especially since there would be less scanning involved to find a big object as opposed to a small one). You could probably use nearly the same coding as my AI Soccer Arena but instead of aiming for a goal, you would be aiming for a pit.

One alternative would be to have the 'dirt' appear after a bot has fallen into the pit. That way you can make it appear at a specific location every time a bot needs to be buried. The problem with this is that you wouldn't want to figure out if ALL the objects have fallen into the pit (for the same reason that you wouldn't want to keep track of that many objects).

Another alternative would be to lock the GMF objects to a specific location until a bot has fallen into the pit. Unfortunately, this would suffer the same problem as the above alternative and you wouldn't be able to have an "escape timer" (because the objects would have been moved after the first time).

978
Discussion / Re: GRW's ideas.
« on: December 11, 2010, 04:07:45 PM »
(which would be done if it weren't for the fact that I am making the AI more strategic).

Do you have seperate AI's for different positions?
I currently have the Arena guiding the AI bots (that way you don't need a special AI to play) but I made it possible for specialized soccer AI's to override the Arena's coding. Right now, the AI is capable of scoring but it lacks enough strategy to win. Although its been awhile, I've been trying to make the AI check for obstacles, act as a goalie occasionally, and use the walls to their advantage.

979
Discussion / Re: GRW's ideas.
« on: December 11, 2010, 02:21:00 PM »
Well, I could show you how to make your arena in RA2 but I don't think anyone has the time to make it themselves. The problem is that your instructions are not clear yet and it doesn't seem like there is much reason for having it.

After the opponent drops into the pit, there is no rush to bury them which sort of defeats the purpose of burying them in the first place. To remedy things, you could try adding an 'escape timer' which would launch the bot out of the pit after a certain amount of time.

Another problem is that you would need to prevent both bots from being immobilized/defeated by other means. You could prevent being immobilized by turning off the timer but you would run into problems when the bots are too low on power to push each other. They could have unlimited power but that isn't fair for bots with more power to begin with. To prevent both bots from defeating each other, you could add health to the chassis of both bots. You may also run into problems if both bots are missing a wheel (or drive motor). You could fix this problem by having the game check to see if both bots are down to one wheel but there are no ties in RA2 so ending the game would show that one of them won.
 
The biggest problem that you will run into is making sure that the bots are buried alive. If you didn't keep track of the 'dirt', you would run into problems when it got dropped in before the opponent or when the AI has to guide it into the pit after it has been tossed across the arena. Keeping track of more than one object (such as a few cement blocks) is no easy task, either, because the lag gets to be way to high. Making the AI drop ONE big object into a pit would require much of the same coding that I used for my AI Soccer Arena (which would be done if it weren't for the fact that I am making the AI more strategic).

980
Creativity Showcase / Re: Bots made in LDD
« on: December 01, 2010, 03:58:01 PM »
FOTEPX, sorry to break it to you, but PEOPLE STILL CARE  :bigsmile: . I happen to like seeing his creative Lego designs. Just because people haven't posted doesn't mean that people aren't still watching.

The red robot thing-a-ma-jig could use a little more color IMO. IIRC there was something with fingers like that up for download but I love the look. The head seems a little small for the body.

Pages: 1 ... 42 43 44 45 46 47 48 [49] 50 51 52 53 54 55 56 ... 64