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Topics - R01
1
« on: September 10, 2016, 04:59:58 PM »
I think it's time that I do a thread, with me entering Waifu Deathmatch 2, as well as planning to do future IF bots. Introduction: Ah, Ironforge, the only mod(out of the main 3, now 4) that uses custom weight limits. When I first got into Ironforge I quite liked it, it reminded me of a better Stock(in the original/n00b way of playing it, like creating bots like the Stock AI ones) while I disliked DSL, the components just wouldn't be user friendly(see my DSL showcase for more info), later on this switched, with me building IRL like stuff in DSL and having trouble to get anything stable in IF, for some reason I can't do flippers that flip stuff OOTA, they havok(need more weight on the flipper) but barely have any power to lift... odd.
I did make some joke comments on how IF has the "worst physics" having bots climb walls(happens way easier in this mod) as well as how unstable some stuff is, ballasts help with that but with powerful HS you still have that problem sometimes. However, when it works, it's brilliant, looking more accurate than any of the mods. So yeah, I'm back in IF and might make bots in this mod once in a while. Warrior Clan was originally supposed to be made in this mod but I quickly realized that there are no side wedges and other things that are required for it.
Twinflip/Fliptwin Series: Originally supposed to enter Redace's Trios of Terror. After seeing Squirrelmonkey's multibot in Throwback Throwdown, another Tournament by Redace I wanted to create something like it as well. The other two enties were most likely better versions of my Atomizer stock bot, however those never got done and I took a temporary break from the forums after some disagreements in the RA3 discussion thread(No I wasn't warned or anything, just not happy with how certain things were viewed, like "how dare you mention something negative about it" or how saying that you want a DRM free version/list legit negative points of steam instantly means that you don't want a steam release at all or how any DRM discussion is instantly bad...), won't go into detail here, tired of it, if you really want a more detailed description, check my return post in my Stock showcase thread. Anyways, to the bot: I would say it's ok, if I'll rebuild it, it will be closer to the ground and most likely have a more powerful flipper for easier OOTAs. It can OOTA MW's(think the tournament was MW?) however it isn't as good as I'd hoped for it to be, also lowest plastic armor so one or two hits and the bot is done. Early version: Had some turning issues as well as only having 100kg weight, so I thought I should rebuild it and possibly have a bit more chassis space/wedge(because I was told that Armor does make a difference in IF, but looking back, I think the armor plates were more meant, not chassis armor) And yes I know, creative bot name, will most likely change it to something else and do the blue/green flame skin later on(the original idea was that one bot would have a blue chassis with green flames while the other had that inverted) Waifu Slicer/Slasher(Waifu Deathmatch 2 entry): What's on the backside of the bodypillow? Well, watch 090901's Waifu Deathmatch 2 to see it. Get ready for another story: A month ago I saw the first Waifu Deathmatch and found it to be a quite nice, not so serious, tournament, of course I got a little bot idea as well, but it probably wouldn't work well. Soon after that 090901 opened up the second one and I knew I just had to enter. Getting to this bot was a completely different story at it's own, at first I aimed for a VS: As you can see, it never really got far and I just started adding some components for testing, it didn't look good so I started thinking about other stuff. Next idea was a rammer/spinner killer like Geice built a long time ago, again, didn't get far: Apparently, that side setup also causes some issues. Didn't really know what to do now, the Tournament wasn't Stock MWlike I originally hoped, and while the bodypillow is a nice gimmick, it's a pain in the @$$ to work with it. After watching some showcases(because everyone started posting their Waifus) I got the idea: Totally doing a bombshell, go over their weapons and hit the big bodypillow(because noone did a sideways/horizontal bot, this design wouldn't have much of a chance against it), unlike the IF flippers I did a bit before this, this bot ran somewhat stable. You can see that the Disc weapons took inspiration from Conraaa's since the IF stats don't exactly tell you which weapon has how much piercing/concussion and I'm rather new to it. This was also done before I knew how far Bombshell would get in Battlebots. I was testing different versions, like this blade one, however I liked the disc more as it wouldn't get stuck and easily defeat normal hammerbots. Rebuild, since it's way wider sideways now it drives better and doesn't just fall on it's side, I was very happy for it, now I was only left with the task of getting a Waifu skin. So why Flandre exactly? You can blame Conraa for it, he hosted The Real N00b Wars. Watched some of the later matches which were really fun and asked what one of the songs was, after that one of the next videos had a song that I knew from before: I've heard this song a few times before and I remember looking it up and finding it, wasn't sure if it was from one of the Megaman Zero/non main or X series or from Touhou(which I didn't really know much about before), looked it up and found it. Also the skin placement here was completely coincidence, didn't exaclty want the weapon to stick out of the mouth, so I ended up changing that and doing a few bot adjustments: The disc extender(under the armor) got changed from dark to light and two, think 40cm extenders, got added to the back so that the robot doesn't fall over from the knockback of the disc impact, which is something I noticed during testing(IF sadly didn't have that many bots to test against that would work for this format) As you can see, this bot has skinned parts(as well as another extra) After asking 090901 and seeing that other builders are doing them too, I knew that I just had to do some as well and knew from the start what I wanted. Via a clever name system, it's easy to find and edit them, also kept the original .pdn, so doing track recolors(as well as the icon) won't be any issue anymore. Only noticed it later that people will make references to Red Devil. The Components do have some extra descriptions added to them, guess I'll show those the farther I get in the tournament(avatar change for a week on win?). This bot also seems to carry on the legacy that Mr As started when he entered a Touhou Waifu(think it's Patchouli?) last time, hmm, Patchouli is the miniboss and got 2nd last time while Flandre is the actual boss, does this mean that this bot wins? Honestly, I doubt it, while the bot has a special design, I still expect something to mess me up in round 1 or to get OOTA'd by all the flippers. I probably spent way too much time into this bot, given that I'm not a max efficiency guy and building for fun, and I'd like to win, but gotta stay realistic. Some fighting tests have shown mixed results, some wins, some losses, so really anything could happen.
2
« on: August 11, 2016, 05:02:07 PM »
So I was playing a not that successful round of King of the Hill in the Lumazone arena, won round 1 but lost round 2. Started working on a new bot and then this happened: And after clearing the King of the Hill arena in an event: (note, the block holding the Prize didn't even appear, also that thing falls through the floor if you touch it)
3
« on: August 11, 2016, 11:24:42 AM »
For some reason the Obstacle Course works perfectly fine in 2.1 but crashes in 2.2. I did download DSL 2.2 again just now, and it still happens on that downloaded version. Anyone else having those problems or knowing what changes were done to the arena in patch 2.2?
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« on: August 09, 2016, 10:16:29 AM »
As the title already implies, this is still very experimental and I'd like to have some testing feedback before confirming this fix. I've recently tried to fix RA2's crashes via some settings, and for about 3-4 weeks I've only had a few rare crashes happen while all others are gone:
TL;DR edition: Set compatibility mode to Win 2k.
user friendly edition: Go to your Robot Arena 2 folder Right click Robot Arena 2.exe Select Properties(think that's what it's called in english Windows, it's the last option in the menu that appears) In the new window that appears, go to the Compatibility tab Check the box Run Program in Compatibility Mode and select Windows 2000 Don't check the Run as Administrator box(or the movepixel script won't work) Click on OK Done
This seems to have fixed almost all of the crashes and unlike XP Sp3 seems to run much stable, here's the crashes that still happen:
Import Crash OS: Win7(probably all) If you import a robot, then open it, exit back to the HQ, delete and import the game might crash. My guess is that the game gets confused because the bot data is still avaliable in RAM but the file no longer exists/is different(robots are still in the background of the game after you exit the botlab, F12 lets you see this and if you hit any of the wired buttons you will hear the motor sound).
Battle Won Crash OS: Win7(probably all) Yes, the famous "the game doesn't let me win" crash still happens. But it's rare this time! In about a month I only had it happen yesterday, and when I redid that battle with my flail spinner(this time not losing the axle mount) it didn't crash and let me continue. I'm not sure if it depends on the parts removed, so try your hardest to not lose the same parts to see if that helps.
DSL battle crash OS: Win7(probably all) DSL randomly crashes when fighting(think the error popup is different here). I've had this happen with Redace's IRL AI and think it happens when parts get ripped off/Havoks happen. Don't think it's a problem with the AI pack, more a general DSL one(maybe has something to do with the axles of motors as well?)
Game Freezing OS: Win7(probably all) I'm one of those people that tabs out of the game using the Windows key. If you leave the game too long in that state it seems to freeze to the point where you have to end the task. However it doesn't seem to break the tab out function like it normally would.
If you have any crashes happen with this enabled that aren't listed here, please post them below, together with the info if it's reproduceable and on what OS.
5
« on: August 02, 2016, 12:33:56 PM »
So I finally made a DSL thread, best to say some stuff about it first: I am not too big of a fan of DSL, don't get me wrong I really respect Click's work and see why it's popular(it was the only choice instead of building stock stuff for a long time and even now has more stuff than Ironforge) it has also a lot of content giving players a big choice and has replicas included as well, what more could you ask for? Well, I've been having quite a few issues with DSL which make me prefer Stock and Ironforge(don't worry, there will be a Ironforge showcase some day), however DSL still has a bigger part variety and allows "normal" building(even if the DSL-S rules have been stretched to no end where it's basically like stock?) so I guess you will be seeing bots here once in a while. If anyone is interested in the issues I'm having with DSL: Components: In Stock you enter and know I want this I want a bit of that, ok done. In DSL there's so much stuff, yet there's things that are clearly better than others. Also so many nice wheels, yet the size difference is so minor. Another big issue are the shape of some of the components. I have gotten more and more used to it but back when I started I wanted to build a robot, not play tetris with robot parts. Having real life parts is nice, especially for roboteers but here I find it a bit odd to use them since you can't really chain stuff.
Driving: For some reason, creating a bot that drives straight in DSL is one of the biggest pains ever, wonder why it's so much better in Stock(might have something to do with the axles?)
Armor: Ironforge remembers your armor selection, DSL sadly doesn't(only if it was plastic, aluminium, titanium or steel) because it's all set to be the same type
Angle connectors only go up to 45 degrees, wish there was more.
Default enemy AI seems to try really hard "lol I'll add skirts so your wedge is useless", but I can understand that people wanted a challenge.
AI parts: I have nothing against having AI parts available, however it's annoying seeing only bots that use Tazbot wheels together with Hypnodisc's Disc, Frenzy Hammers and all that, there should've been more generic parts with the AI ones only being reskins of that.
Sound: Quite a lot don't seem to loop properly or have different clips depending if they're used as drive or weapon motor(which changes the sound once your bot is in the air).
Probably more minor nitpicks or bigger issues that I forgot about here.
Chaos1.5 Plastic 3 After seeing Mazakari's latest creation, I just knew that I wanted a flipper like this. I've seen the exact design somewhere else before but I'm not sure where, only thing that comes to my mind is Chaos, but that one had the wheels on the back of the bot. Since this is kind of a mix of both versions I decided to call it Chaos 1.5. It isn't that great, the wedge sucks, it often ends up flipping itself forward when it's under a enemy(this seems to be a general problem for rear hinged flippers?) and the flipper isn't that strong. The battery lasts for the entire fight if you don't flipperspam and the most important extenders are made out of steel(sadly the side ones, holding the armor plates aren't), the two on the back are there for self righting so that it doesn't get stuck. That one extender at the back didn't want to connect in the non rotated placement(I tried both ends) so I had to rotate it a bit, will try to fix this later. I really hope that the TWM3 "good for drive" quote wasn't wrong and that this is a drive and not a weapon motor. I'm not sure if armor plate placement is even allowed like that, but that was the best I got. Originally wanted to have square armor plates on the front but rule of 7 is stopping me on it. Probably the worst DSL-S/IRL first bot that's been created in the last few years, any chance that this thing can be saved or does a design like that mean instant fail?
6
« on: July 30, 2016, 08:28:12 AM »
This thread isn't about asking how Stacking works but how you do it. Are you using a certain camera angle/trying to move the battery in a certain spot/movepixel/switch camera if it doesn't work for 5 seconds/and so on.
I'd like to know how people do it and which stacks are possible/in what order, to keep those in mind when building something. I do know how to stack, however stacking two Supervolts(even with zoomed in camera, enough space and movepixel) has been giving me a lot of trouble.
7
« on: July 28, 2016, 12:04:16 PM »
So I've noticed that DSL2's smartzones are all 0.1 kg(guess back then people thought that they couldn't be 0 kg?), MAD's has this updated for all except the beam on which is still 0.1. Is DSL ever going to get a update that fixes this as well as adding a few other things(Ruler & better grid for chasiss creation, armor tab that remembers the armor you picked(it does that in ironforge))?
8
« on: July 26, 2016, 11:38:59 AM »
So I installed Actioncam, however all the movement always seems to make the game a bit blurry, is there any fix to this and has anyone else had this issue before?
9
« on: July 22, 2016, 03:15:06 PM »
(I'm not talking about Vortex CE)Does anyone know if that thing exists/if it's available somewhere and what's written on the top? Even if it's inefficient I'd love to try to win with that thing in V3's Arena. Edit: Didn't notice the wedge before.
10
« on: July 15, 2016, 03:31:22 PM »
So I've noticed that most AI packs(testing out Starcore 4 Alpha/Beta) have more teams than the RA2 defaults and those don't seem to get picked for events? I guess this happens because the game picks the first 16 teams and since those are always available, the others will never appear. Is there a way to fix or randomize this?
11
« on: April 30, 2016, 05:16:44 PM »
Edit: After seeing how well received this post is(instead of it being like "u wat m8, stock socks" I might as well say my thoughts on it:
Personally I would've liked it more if there were more stock robots around, of course with better working mechanics and all, but I'm personally not much of a fan of "glitch bot" like robots that are just full of weapons(see industrial coal miner's triple disc setup) or generally DSL's robots where it's "put metal sheets everywhere now no wedge can't get under it" "put defense plates everywhere" however in a way it's quite hard to do that as RA2's system just seems to have certain flaws.
I think the biggest issue here is that the chassis is your health meter instead of the actual components, the chassis is the most fragile part that people need to protect instead of it being the main frame that gives your robot the unique shape and place to fit your components in. In the end it probably would've been better if each of the sides of the chassis had it's own health and a really high fracture, so that heavy spinners could still rip off sides, and if the components took more damage/were what caused you to lose. Then again I wonder if a really high chassis hp health value and low component health would make that somewhat possible. On the other hand, DSL's robots don't exactly seem to be the standard as I've seen a lot more normal interesting stuff in tournaments.
Another issue is flippers, the game doesn't really seem to be built for that, would've been really nice if you actually got points for ramming/flipping or staying immobile(while the other robot was having trouble to move) instead of just points based on damage, so in short I would've liked it more if this was realistic but I can see why it's hard to implement all that.
Original Post: Yes, exactly what the title says, write your thoughts about one, multiple or even all stock ai bots(we'll include the rookies team as well as import bots), no this is not a joke thread.
Will write my opinion on it later as I'd like to see how this thread first turns out.
12
« on: April 29, 2016, 11:42:28 AM »
I've searched the complete UI folder but haven't found any of the background textures yet, anyone know where they're stored/if they're in the .gib files, how to edit those?
Edit: Found them in the common folder, as for .gib files they can simply be edited with any text editor. Thought that I searched all the folders at least 3 times and thought I'd ask before spending more time with searching, no idea how I overlooked that.
Only question left now is if the sliders can be edited(and I don't mean the buttons itself)
13
« on: April 25, 2016, 01:10:27 PM »
As most of you know, the F2 "follow" camera doesn't work on newer systems. This won't be a detailed guide, but it tells you the reason and what kind of software you need to fix it: Apparently, the camera is that slow because Robot Arena 2's framerate isn't limited(except in Wireframe mode?), so all you need is a fps limiter(for Nvidia cads you can use Nvidia Inspector) and to create a profile on there(leave all options unchanged except framerate and set that to 3060 fps, don't forget to add robot arena 2's .exe and to save the profile). That's all, worked for me.
14
« on: April 23, 2016, 09:23:36 AM »
First of all, sorry for making so many confusing threads, I'll try to keep them smaller. While browsing the Internet I found this: https://sourceforge.net/projects/pyra2/Apparently this Python Script Collection allows to import .gmf(3d models of components, arenas, which I really want) and .bot files. Those can then be exported to VRML. As this would allow reverse engineering of stock components(and I really want to have the original stock components as a base) I'd like to get it working, however there are some issues: This package was tested on Python 2.2 and 2.3, both versions are rather old now. It also needs the PIL imaging library and numeric(now replaced with numpy). I've tried to get the old script working on new versions by updating the numeric commands with numpy, however it wouldn't work in the end. Also tried to use python 2.3(because the numeric package for 2.2 isn't available), which doesn't work on Win7 SP1(SP1 breaks the old numeric functions), tried it in a windows XP VM, however I would still get a different error in the end.
15
« on: April 22, 2016, 03:01:50 PM »
I've noticed that the Videos are no longer embedded, all used to work fine a few days ago. Youtube's player has changed today so maybe that's causing it?
16
« on: April 22, 2016, 01:27:53 PM »
So I've found the Sample Pack in the misc downloads section which contains some stock components. My question is if those were remade or imported from the game somehow. I'm guessing that the second one is the case, which leads me to the question of how those parts were imported. I'd like to import the default parts and rebuild/take them as base for my mod, however there seems to be no way to import parts, yet those parts exist. I've also found out about PyRA2, which according to the readme can do exactly that: The current PyRA2 codebase can import both .gmf (3D models of robot components, battle arenas and miscellaneous game items) and .bot files (robot body model and component placement). It can also export both formats to VRML files for viewing in a VRML browser/plugin.
However as I have never used python before, I'd need a little guide on how to get started.
17
« on: April 22, 2016, 11:37:44 AM »
This thread is about collecting RA2 crashes and why they exactly happen, please only post crashes that you've been able to recreate and make sure that you have XP SP3 Compatibility Mode enabled. What use does this have if we can't fix the crashes? Well even without that we're still able to try to avoid them
So, here's the list so far, some aren't 100% confirmed:
Random Crashes Happen in Windowed Mode only(?) when Compatibility Mode isn't enable
"Can't Win" Crash Game crashes after you win a match, probably because it fails to load something I have a theory that if you never stop a match(say that you keep it for later), the game seems to write something into the teams file and I guess that value just causes problems.
Bot import Crash Create a new bot on a new never used file, delete it and import a new one on the same slot, open it by double clicking -> crash I guess the game still keeps the old bot data in the background(you can still drive your last loaded bot in the menu!) and gets confused why there's suddenly a new bot on the place that had it's original bot. Sometimes the game likes to crash when double clicking a bot as well, however opening it up with the editor button on the bottom right never seems to cause any issue.
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« on: April 21, 2016, 02:13:18 PM »
I downloaded ironforge more than a week ago, however when I tried to dl it today, I just got linked to the RA Forums and don't get a file at all.
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« on: April 19, 2016, 11:25:34 AM »
I'll be adding links to the post where I post new robots to make this easier to navigate here: July 2016: https://gametechmods.com/forums/index.php?topic=18882.msg706199#msg706199https://gametechmods.com/forums/index.php?topic=18882.msg705997#msg705997https://gametechmods.com/forums/index.php?topic=18882.msg705607#msg705607old: Old stuff: Thought I'd make a showcase thread, since I'm still a new member, while there are some bots that I would've liked to keep secret for tournaments, I doubt that I'll ever be able to enter a real multiplayer one and I'm not that much fan of coding AI/relying on AI doing it's work, so I'll be posting it anyways: Atomic Science Robots"We make new things possible" Robots from my RA team, got the name as soon as I saw the team symbol and thought I'd keep it instead of thinking hours about stuff. ActiveAtomizer/The Atomizer This one actually had a bit of a story to it, when I first started I wanted to have a front hinged flipper, knowing that I wouldn't be able ot instantly recreate my real life robot idea, I thought I'd create a bot with a different name, and since I saw the radiation symbol I thought about using that. Of course I didn't want to name it like the RW Robot Atomic, so I ended up with "the atomizer" Current Version Updated: Originally wanted to build it a bit different(mostly with bigger wheels and motors in the front to create a "turbo" version, however this is the maximum chassis size(it's literally the full square). Don't think I can do any more modifications because of the weight limit, would've liked to put 3 wedges on the front and possibly add another ant battery on the other side but it just wasn't possible. So what are the news? 3x Burst Piston Flippers(by the way, has anyone else done those before?) Originally those were shorter, but they were too short so I eneded up making them longer and making them clip in a bit so they wouldn't stick out(sometimes they won't go in all the way) 4 wheel drive, turning is worse than in 3(or at least I think so), however acceleration is better by A LOT. Ground clearance is tiny, up to the point where ramps can cause trouble, don't know if adding casters is a good idea. 2x Co2 Bottle Added it to balance the Co2 usage with 3 flippers, I'd say that it still drains as fast as the original, also the battery power goes down as your usuall heavyweight stock, so you will get to half of the power in the last 1/4 of the battle. I don't know if this is a feature of RA, but when I'm driving backwards the robot slowly starts to spin, this happens a bit less frequently with 2 wheel drives and I imagine that the too close wheels cause that(RA needing wheels on all 4 sides), can anyone tell me more info on that? As for the robot performance, I do think it's good, the smaller wedge and 3 piston flippers help out with the sideways self righting, however it's still one of the robot's weaknesses, another thing I noticed is that there are way more parts to fix now, but it's still not much of an issue. Started the first starcore pack, and so far it's been doing rather well against all those "spam spinners". Also thanks to the more powerful flipper it's really strong in tabletop now. Version 3 The big improvement, using what I've learned from version 2 and adding ramming plates(so it can actually deal damage points now) I was able to create this somewhat powerful flipper. Picked a basic wedge shape this time instead so I wouldn't have the "useless" sides with no spaces to fit components in. Yes it does have a baseplate castor wheel on the front and I do know that this is bad, however it really helps with the driving which isn't too fast(guess I should remove the batteries on top as there's already plenty of power in that robot). Version 2 Version2, please ignore the battery spam. During the day I thought about how you would angle Co2 pistons, "if you're able to put burst pistons on baseplate anchors... but that would only result in a popup plate..." in the end I came to the idea that using a burst and Co2 piston would lead to being able to somewhat recreate a front hinge, and it worked! Testing wasn't too promising and the bot quickly got to the point of being a heavyweight where I went like "oh heavyweight, might as well fill it up with more stuff and add additional drive motors". The back spikes were added for two reasons, first of all to stop robots from driving right over the wedge and being stopped instead(althrough it was never needed for this) and to make it possibly able to self right. During a King of the Hill match it got flipped on it's back plate and couldn't do anything about it. Version 1(the original!) The good old original version, since Co2 flippers weren't possible I went for a normal burst loadout, picked the small ones since they were the only ones that fit under the small wedge. During testing it was able to flip alarm, however it wasn't that good in performance and only lasted a day until version 2 arrived. How strong is it you might ask, well... Team Battle with Scout, ended up flipping both of them in from about the middle of the Arena. It isn't always that powerful and there are still some fails(from being unable to right form the side or being thrown off the Tabletop/Losing by points in King of the Hill(both thanks to Emergency in 99% of the cases) Atomizer(M) Mediumweight version of Atomizer, finally got around doing that. The piston setup was sadly a bit too heavy(I did have space for a small Co2 bottle on the side) and after trying out some versions with the Ram Plates I went for this completely damageless version, which actually looks very similar to the original classic Atomizer. The shape greatly helps with self righting, however because it's just a burst with no pistons, it can't always self right from being upside down, guess RA makes the burst power random. Other than that, the extenders sadly get damaged a lot, while they never fall off they easily add extra repair time, but that never turned into a problem. the wheels at the back stick out a bit but it all works great, decent drive power and speed. Only real issue is that, probably because of the above mentioned reasons, it doesn't flip robots properly, it's strong enough however often it just launches robots upwards without turning them. Smasher Yeah I know creative name, didn't have any better one. You know those cool concepts that you have which end up not working well in RA2 at all? Smasher's just an example of this, idea was to have the base disc well hidden inside the robot and have the blades pop out via those wheel connectors so that they wouldn't stop the disc and cause massive damage. Damage potential was low in the end, bot got quite heavy, wheels needed to be redesigned to allow any turning and it was still able to get stuck on it's sides. In a tabletop battle, emergency just flipped it on it's side and it just kept rolling until it fell off the edge... yeah don't expect this one to be in the active list for long, might find a working concept based on this for a middle weight through. Yes this does use the spinning motor glitch, however if you look closely at it via the editor, the blades don't go inside the big batteries, neither do the connectors at the top. InactiveInferno Spinner A simple middleweight spinner, also known as probably a generic RA2 spinner(or at least that's what I guess). Yes I know that hammers do less damage, however they are better at ripping off parts and quite heavy. Main problem of this bot is that at the end of each battle you would have 20 minute armor and about 3x 10 minute hammers to fix, all those parts needed fixing as you'd either end up with no hp or maulerdance. Version 2 After fixing the problem that the first version had, I was able to move the motor down, the bar however always got into the way, didn't know about the motor spin trick back then so I couldn't attach weapons and had to make the chassis smaller. This robot didn't perform any better than the bigger one, I do think it did even worse and still didn't have any good chances against wedges. Version 1 The original version, due to a testing part still being inside the bot(control board under the motor), the spinner was too high and barely could do anything against wedges) kind of a high risk/reward robot and slow. Robot Wars RecreationsNote, reCREATIONS not replicas. Hypno Disc The first recreation, made to test a design out. Originally I thought about making a very long wedge for the front, however the extender setup isn't that bad, only issue was that I had to move the disc a bit up because of the huge motor. Hypnodisc works out great, however hammers and certain spinners can be a lot of trouble, only a few hits needed for the disc to break(that's why my mod will feature components with increased hp but higher weight). I also based this on series3's version, so no srimech(not like the weight limit would allow it anyways, and it would probably not work) or spikes. The side parts are supposed to be the wheel guards, but I guess I'll have to redo the chassis with the free hand option(unless there's a way to change the grid). Ripblade is a big rival here, not because HS vs VS or because losses, but Ripblade has frequently caused Havok Explosions, flipping HD over, sometimes Ripblade's parts also get trapped under HD.(Even with those odd things, I once won a match after being on my back and getting counted out while ripblade was still mobile, no idea what happened there) Chaos 2 My personal favorite, I like how it turned out. Sadly the burst motor is just too weak in battle, so don't expect many flips, self righting also doesn't work. Thing2 Taking note from Devil's chassis design I created this, was originally going for the Series 4 version, but ended up with Series3's. For a weaponless bot without a big wedge help(other than the caster wheel on the back) Wildthing's doing surprisingly well(but needs the help of other hazards), the weapon decoration actually does damage as well, which is funny because this was never intended, only problem is flipping robots over. Bot's just like the original Wild Thing, fast with an even faster turning. Made this custom skin for it(sadly only noticed after exporting that the botlab colors don't carry over unless you add decals...) Firestorm Was quite fun to build and ended up being a lightweight instead of the usual mediumweight. The burst 2 might not look strong, but it's surprisingly strong, easily flipping robots and allowing Firestorm to self right without much trouble(as long as you have the T connector that is). Sadly I later had to remake the chassis as it wasn't accurate enough, which lead to quite a lot of motor repositioning just so that the wheels don't stick out on the sides. The flatter sides also sometimes cause self righting problems. Even without anything to support the wedge, it's rather easy to get under most stock robots, except for robots with almost zero ground clearance such as lil' dog. Still possible and quite fun to play. Earlier Version Gameplay wise, I prefer this old version as it worked better. Ra2 also gave me a better drawing angle for the top parts here, making the skin creation much easier.
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« on: April 19, 2016, 10:18:15 AM »
Hello, so far this thread is just about the concept(and possibly about beta versions) about this mod. First of all I'd like to say that I can't guarantee if you will ever see progress of this mod or if it will be finished. I know it's disappointing and most likely unwanted(I did read the mod rules before, else this thread wouldn't be here). Another reason why I made this thread is that I have quite a lot of modding questions and wouldn't like to flood the questions subform with tons of threads or huge question lists. Help would be really nice. About the ModMy goal is to create a modified stock/vanilla game with more balanced components and more info(each component will show it's stats), encouraging players to build more RW like robots and not stack thousands of razor tips. Together with a remake of all AI bots(I do plan to possibly increase their difficulty by a bit, but not DSL2 strong) some RW teams will be added from different series, having remakes of robots. Note how I said remakes and not replicas, I don't plan to use custom "fake" armor parts and instead actually rebuild them in RA2. Sure they won't look too great but you'll be able to build something similar as well. Now for questions: Open Questions It's not recommended to use too many parts/objects for multiplayer or arenas, but what's exactly "too many"? If it's just those "30 razor tip" bots, then it's totally ok, but currently I'm worrying if 10 small battery packs would cause issues(I do know that the power value isn't sent over)
Is it possible to completely adjust the weight limit?(the main points here are the chassis weight and weight classes, are those editable?) I'd like to make it so that 100kg is heavyweight, 60 middleweight and 30 or so lightweight, all components will of course get lighter.
Is it possible to adjust both burst swing speeds(the forward/backward speed)?
Answered I'd like to remake every stock component/arena, however for that I would need to import/reverse engineer them to get them and their collision files back into 3ds max. Is this possible and what tools are required? Another thing that would really help here is if 3ds max(or any 3d model editor) had a grid with the option to snap placed vertex to the grid.
Not sure, need to check out the tools page, 3ds max hopefully has a snap to grid option. Recreating Co2 flippers isn't really possible, but is it possible to create a custom burst motor that uses Co2 instead of battery power? If that's possible I'll add Co2 bursts which emulate real Co2 flippers in different sizes and powers(increased power for increased usage)
Not possible. For motor balance, is it possible to fix the "energy usage" bug in the game engine or is that just hardcoded(all motors use the same amount of energy from what I've read), also can Servos be strong enough to actually lift something/can lift power be increased?
Energy usage can't be fixed, Servos are possible with heavy counterweights. Thanks for reading this far.
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