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Messages - Daedalus40

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1
Existing Games / Re: All Things MechWarrior
« on: January 02, 2012, 01:29:01 PM »
When people abbreviate Modern Warfare as MW2 or MW3, I still think of MechWarrior.  :mrgreen:

I have an interest in pretty much all of Battletech, even the tabletop games. Unfortunately nobody I know plays it. I just settle with investing in Warhammer 40k armies.

2
Stock Showcases / Re: Daedalus 40's showcase.
« on: January 02, 2012, 11:26:40 AM »
You need to resize the entire image, not just the canvas. And you need to save it as a .bmp file. However, if you do apply a skin that isn't 256x256, you can't edit it in the game.

That would basically mean that I can't apply any edge trimmings afterwards?

3
Stock Showcases / Re: Daedalus 40's showcase.
« on: January 02, 2012, 11:16:23 AM »
Welcome to the boards. =)

If you're looking to build for aesthetics, then you should consider looking into DSL. There's a lot more components to work with, and therefore a lot more possibilities over Stock. Your skinning work is also pretty good, if you want to get some more detail in there, then you could resize the skin to 512x512, or even 1024x1024. The only downside is that it increases the size of the .bot file quite dramatically, but appearance-wise, it give it a real pop. I'm looking forward to seeing some more "IRL" bots from you, and I will disprove Enigma and approve this.

This is good information to know, I didn't think that could work like that. You'd have to dig into the .bot file then or it could still read the template?

4
Stock Showcases / Re: Daedalus 40's showcase.
« on: January 02, 2012, 11:09:47 AM »
Whoa, replies already  :eek:

They look awesome man, nice job!

You may really want to look into DSL though, super realistic designs like these can be somewhat good in DSL and the range of components can allow for more customization.

Thanks :)

Yeah, DSL does feel quite organized, smooth and less baffling then I had expected. I'm already toying around with designs there, but I still want a lot more tinker time.

Stock realistic building ? o lawdy.
They're nice, but you're going to need to put in a lot moar eye candy to get the approval of the community..

If it would get your hopes up, these two I don't consider my best designs ;)

They both look very nice :D

Though the first one needs more battery power.

And DSL is easy once you know which parts are good and which arent, most of the stock parts arent great in dsl with a few exceptions (namely the razor and sledgehammers). Have you done a youtube tournament before?

Box o Nails was intended to be a 4-wheel drive invertible lightweight, so it was the best I could do (I think. I have to re-check the armor values).

And about the tournaments, no, never competed in for filmed one.

BALLASTS ?

Hoping that I'm not on a placebo effect, they surprisingly work. Pharaoh kept shifting to the right with the distributed battery weight and the ballast fixed it.

Anyways, thanks for all the comments.

5
Stock Showcases / Daedalus 40's showcase.
« on: January 02, 2012, 10:49:58 AM »
Howdy forum-goers. I know I'm just new here but I had first played Robot Arena back in '05. Of course there was a large gap where I didn't play the game but as I'm just rediscovering it now, I'm hooked.

Here's how it goes with my combat companions: My style is realism, but it's also heavily aesthetic. I do understand that most of my representations would be weak but then again I'm not designing them for competition, and rather for AI usage/hobby/sheer entertainment.

Okey Dokey. Here comes my first 2 as a demonstration:

Box o Nails - Lightweight - 4-Wheel Drive Rambot




Pharaoh - Middleweight - Saw & Wedge




Of course tis all stock for now. DSL is a very tempting engine to work with and might dedicate some time to that instead once I figure out the components to it.

I'll upload more when I have the time.


6
DSL TC Showcases / Re: Thyrus`Showcase
« on: January 01, 2012, 11:31:45 PM »
Really liking some of these designs, especially Atilla and Relentless. Really really tempting tidbits.

Bummer I put all of my eggs in the stock basket. The DSL stuff really does look cool. I should think about transferring over once my queue is emptied.

7
General Support / Re: Creating AI: Couple Questions
« on: December 19, 2011, 11:04:08 AM »
Yeah, why not stick around. The guys here can help you improve a lot if you start a showcase.

Sure, I'll try to pop by every now and then. Though my style is more realism than brute force so unfortunately I'm not going to be building bots armed to the teeth. Then again I'm not really the competitive kind.

I am good with graphics though (after all it is my career, lol) so the cosmetics would hopefully make up for it. I'm registering for a 3D design class at my college next semester so maybe I could even design a few parts even though I should freshen up on my programming abilities.

8
General Support / Re: Creating AI: Couple Questions
« on: December 19, 2011, 09:52:25 AM »
Download a clean stock from Sage's signature, then extract to desktop.

Wow the game is free now? I threw away 5 bucks for nothing  :mrgreen:

But I did test out the 1.4 version and it does work!

Thanks very much for all the help.

9
General Support / Re: Creating AI: Couple Questions
« on: December 18, 2011, 11:53:23 PM »
Tried it. Still doesn't work right.

Here's a screenshoot just in case of reference.


10
General Support / Re: Creating AI: Couple Questions
« on: December 18, 2011, 11:32:29 AM »
Thanks for the help.

I do have one more question, but this one isn't so much important.

I'm operating Robot Arena 2 on my old Dell XP desktop but the problem with it is that file/folder management on it is painfully slow (yet it still somehow runs Robot Arena 2 smoothly), which leads me to this:

Is it possible that RA2 can properly work on Vista (my main desktop) or work on Windows 7 (on my laptop)? I've attempted it but the game isn't reading the files properly and mangles them up. The compatibility wizard doesn't work either.
Did you run it outside of the "Program Files" folder?

Yes

11
General Support / Re: Creating AI: Couple Questions
« on: December 18, 2011, 12:58:10 AM »
Thanks for the help.

I do have one more question, but this one isn't so much important.

I'm operating Robot Arena 2 on my old Dell XP desktop but the problem with it is that file/folder management on it is painfully slow (yet it still somehow runs Robot Arena 2 smoothly), which leads me to this:

Is it possible that RA2 can properly work on Vista (my main desktop) or work on Windows 7 (on my laptop)? I've attempted it but the game isn't reading the files properly and mangles them up. The compatibility wizard doesn't work either.

12
General Support / Re: Creating AI: Couple Questions
« on: December 17, 2011, 08:03:08 PM »
Thanks for clearing up everything with the first and third questions.

I should've been clearer with the second. I did have it as a 'whipper' but it wouldn't move among testing. I noticed that Arc Pounder had something called 'zone: swing' or something to that extent. I would assume the whippers use the smart zone field but I wouldn't know where to put it then.

I'll just try to import Arc Pounder as a playable bot and see how they built it.

Thanks for the prompt assistance otherwise.

13
General Support / Creating AI: Couple Questions
« on: December 17, 2011, 05:12:42 PM »
Firstly, how do you make a certain team to display 6 robots instead of 3? Even when I edit the team.text with the 0 1 2 3 4 5 function it still won't work.

Secondly, how do you properly edit a ThwackBot to function as an AI (Arc Pounder for instance)?

Third, what are the numbers next to 'weapon': in the py. file?

Great appreciated if you are able to answer. Thanks.

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