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Messages - LiNcK

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1
DSL TC Showcases / Re: LiNcK'z Botz
« on: July 18, 2018, 10:33:29 PM »
It's that DSL-S? Just to remind you, but DSL-IRL has grown a lot while you were absent, while DSL-S is dying (the most recent DSL-S tournament was Master of Disasters 2)

Also,hello and welcome back by the way. I'm a newbie player who joined two months ago, and there are a lot of other new players, like moziet, Bildschirm, FlamesOfIce, Nightraven Shade, Olister92, etc

Hello, thanks for the welcome and welcome yourself as well :)

Does IRL building have more set rules nowadays? I remember from back when I was active it was mostly a matter of the person that could make the most effective bot while also convincing everyone else that it's still IRL winning, so building IRL always seemed like this awkward "try to skirt the fuzzy rules" thing to me. Plus, even when I was active my bots mostly sucked so I'm not sure I'll be entering many tournaments soon lol

We'll see how it goes in terms of me staying active, playing RA2, and building IRL. I do have a lot of free time for the coming month so hopefully I do get back into RA2.

Simple but effective. If you wanna free up some weight then you can delete one of the batteries, since the other one will be able to take you around 2:40 into a three minute match at full usage.

Oh that's great! I'll definitely be doing it and upgrading my armor then since I was 2KG overweight with the upgrade. Thanks!

2
DSL TC Showcases / Re: LiNcK'z Botz
« on: July 16, 2018, 12:06:30 AM »
Been a while! I just downloaded 2.3, messed around for a bit, and made this:


I call it Shinobi and it's a MW at 398.8Kg. It's pretty straightforward, here's the insides:



Because the antenna is at a slight angle and the spinner spins super fast the antenna looks like it wiggles cutely while it attacks, it's the greatest thing ever lol

3
Site News and Feedback / Re: Cannot interact with forum?
« on: July 15, 2018, 11:03:26 PM »
Hm, I'd chalk that up to using a skin. Nobody really uses skins on GTM any more, as far as I'm aware, and I expect that none of them work properly. Try using the default theme.
black rain worked fine for me a few weeks ago. Have you tried another browser as a debug measure linck? How about incognito (with no extensions enabled)

Just tried it out with Firefox 61.0.1/32Bit and it worked, but it doesn't work on Chrome 67.0.3396.99/64Bit even without any extensions on.

4
Site News and Feedback / Re: Cannot interact with forum?
« on: July 15, 2018, 10:50:25 PM »
Hm, I'd chalk that up to using a skin. Nobody really uses skins on GTM any more, as far as I'm aware, and I expect that none of them work properly. Try using the default theme.

I've had the skin for so long I even forgot it was a skin! You were right, changing to the default theme fixed it. Burned my eyes in the process, but hey, fixed! Thanks!

5
Site News and Feedback / Cannot interact with forum?
« on: July 15, 2018, 10:37:11 PM »
Hello! Been a while since I've been here and I tried downloading DSL 2.3 and I noticed something weird: The forum seems to glitch out very often, rendering posts unable to be interacted with. I can't click links, open spoilers, or even select the text. Certain buttons work while others don't at all and others seem to be offset/require oddly accurate clicking as well.

Here's a small webm of what it looks like: https://gfycat.com/ShySpecificAntipodesgreenparakeet.
I'm trying to click on the link, spoiler, and general buttons as well as select text but many of those things don't seem to be working properly.

Is this a known issue or happening to anyone else?

Edit: Interestingly enough everything seems fine in this post.

Edit 2: After a bit more testing it seems like the forum is interactable for less than a second after I load into a thread (or at least, if I hover over a link fast enough it does underline and allow me to click it) but it very quickly goes back to practically just being an image of the forum.

6
I have no idea how much HP those sawbladehammer things on geice's Retooled bot have but I sure hope my Spike Strip spam can handle them. I'm just glad it doesn't have a wedge TBH, I might not embarrass myself too much!

7
Custom Components Showcase / Re: LiNcKz' Retooled Showcase
« on: October 06, 2016, 01:16:53 PM »
If nothing else, that's pretty cool use of the wide spike strips.

They're mostly there because I have nowhere else to put the weight! I originally built a popup like I always do and even when putting steel x10 armor and the most heavy stuff on it I came up to 650KG only. I then opted for a remake of this old bot I made in DSL but the motors in Retooled are just not flexible enough (which, funnily enough, also has a bunch of useless stuff added because of weight!).


Since I was going to have scoops to hold people by the spinner and a front armor/wedge I figured I might as well just put spike strips in there and hope opponents blow their weaponry on them. They have a ton of HP anyways.

I could have probably made something better and found little tricks to do what I wanted (2 spinners in the middle or 1 in the middle and 1 on each side) but it was the last day and I just didn't have the time to get acquaintanced with the mod.

8
Custom Components Showcase / LiNcKz' Retooled Showcase
« on: September 30, 2016, 10:05:23 PM »
So Retooled is a thing now. Look cool but I can't say I'm enjoying the lack of motors (especially how weapon ones can't be attached to the chassis) or wheels, but I'm definitely loving the anchor's versatility. What used to take a ton of trial and error before now has all options in one. 10/10.

Anyways, here's what I managed to cook up for the GTM tournament:


If the wedge doesn't work, of course, the whole thing is pretty useless. I did make the front armor/chassis wedge a spike strip so that if my wedge fails at catching anything at all perhaps opponents will jam theirs into my spike strips enough for their own to break off. The extreme weight in the back makes it so it almost incapacitates itself when driving backwards so I ended up opting for this extremely inelegant solution to fix that:


Halfway through I actually thought of giving up on the wedge and just making a sort of frontal spinner pointing slightly down so I mess up anything that gets under me but I pretty much ran out of time since I didn't realize the last day to submit was today. Next time I guess!

9
Site News and Feedback / Re: GTM is reclining
« on: September 11, 2016, 03:24:42 PM »
Bit of a necro but so are most things in this forum. Right now I'm just here procrastinating writing my paper but I'll share my opinion, which can be boiled down to this:

There's also the problem with the forum being flat out boring. There's no drama or huge forum reactions for the most part anymore, it's usually just "oh that's nice" and then you move on with your day.

I came back after hearing about RA3, made a ton of posts about it, got some nostalgia and reinstalled RA2 to try it out. Turns out DSL 2.2 was a thing and that was neat so I went on with it even though it looks like nobody cares about DSL 2.2? Anyways, Serge's amazing Component Freedom kept me around for a bit too since that's what I always wanted. I tried making some DSL-S bots that are more space efficient using that. Then, as always I posted them to my showcase and... ... Nothing... ...

Granted, my bots have always been boring. Since day one I've been making extremely similar popups with one or two halfway novel but useless bots a year so there's really not much to say about what I made when I came back, but still, I used to get pretty good advice and back-and-forth back in 2010 with DSL 2.1. There is really nothing to do here; RA2 has always been pretty bad at actual gameplay so the big thing about it was you showcase your stuff and enter tournaments. Looking at showcases now what you mostly find is "Pretty good" or "That's nice" which at the end of the day boils down to nothing. Tournaments take weeks or months to "pay off" with 2-3 minute videos and a simple "you lost" or "you won" because the battles are just 2 bots charging at each other until one dies. If the host wanted they could just retry until the bot they want to win finally wins and then show that.

Right now there's the Official GTM Tournament going on of which the main attraction (HW) is Retooled. I think its great that we are changing up the meta a little bit but what do we know about Retooled and where can we even talk about it besides the thread in RA2 Modifications? There's no showcases and there's no stuff such as the old posts of wedge testing and such. I actually want to enter the tournament for the heck of it (plus, I want to play RA2 with a purpose) but as far as I know I have nowhere to easily get info on Retooled quirks (if it even has any) or post my stuff to get critique... Even if I dig hard and find out all the info I want to make a good bot will I get anything more than a "Nice"? Because you know I'm going to be making an uninspired-as-hell popup regardless of what mod you throw at me.

There's just nothing much going on unless you're the Naryar, Serge, Mr. AS, etc. types that like to fully dissect the game aside from just playing it or are so bad or creative/novel that you get actual responses to your horrible or weird bot. At least that's my view of the whole thing as a guy that's always just wanted to just play and has always been bad/mediocre at the game and comes back from time to time to try it out (and TBH I was never really big on the community anyways so I'm just talking out of my ass right now really).

Right now my goals with GTM are: Install Retooled. Make a bot. Enter it in the Official GTM Tournament (without knowing if its even good). Disappear.
Maybe I'll get around to actually finishing a team for once (which is what I was doing a couple of months ago until I realized it was pointless) and finally submitting something to NarAI once my bae Naryar starts taking non-replica teams because I've always wanted to do that but never managed. There really is nothing else to do here for me which is why I'm not around...

10
Oh that's very interesting. I wonder what effect having multibots in "one bot" would have on AI-making, is it possible to make a selarate AI for each of the bots? IDK how AIing works but I would think that if the game sees them as 1 bot then that would cause issues.

On another note I'd like to suggest a feature if possible. I think it would be great if we could turn item-chassis collisions on so it isn't as annoying to place motors, batteries, etc. only to find out they're clipping through the chassis a tiny bit. It would be a big QoL improvement for us space-maniacs to be able to put something pixel-perfectly in a corner without having to worry about it sticking out on either end, making it unrealistic.

11
Discussion / Re: Should we use Serge's Component Freedom hack in DSL?
« on: June 12, 2016, 03:35:20 AM »
ro7b is fine imo and should be allowed

attach stuff anywhere mod though I have severe reservations about using it in standard. IRL it may be ok because it's all about looks but imo it opens up too many scenarios in standard where people are like "oh man i think his motors are clipping!" "no they're not!" etc. just using the actual hitboxes to judge where you can and can't place components is more reliable and less drama bait imo. it's a really cool innovation but i don't know how it could be used in competitive play without being a chore to deal with.
however even if attach anything is not allowed you're still going to have to deal with people using it regardless and entering those bots in tournaments and such, so either way hosts will have to be EXTREMELY diligent from now on to see if the bot was created legally. has this part already been released yet? (i dont have reliable internet right now) It may ready be too late.

I don't think it matters if people argue about whether or not something is clipping. Those things can be solved by uploading a clear picture and worst case scenario you're just lying to yourself since online play isn't a thing and we simply drop a pic or two and everyone goes "looks alright" and we move on. The only real area in which this would have an effect is tournaments and AI packs

IDK how tournaments are run but I was under the impression hosts at least looked at the bots in the botlab to see if the builder pulled some shenanigans such as stacking ants or something. A "visual mesh patdown" should be extremely easy to do and take less than a minute.

I can see how Serge's patcher can be abused in Stock but I think DSL is safe by simply following the already existing rule of visual meshes can't intersect unless poaaible realistically.

12
SilmBody Motors (LW) or TWM3Rs (LW/MW) would work. I suggest you check our this guide by Naryar to help you pick and choose items. Its for DSL 2.1 but I'm guessing most things still apply. The only vastly different thing that I know of in 2.2 is that ants aren't the best anymore in it, other batteries are bette rif you have the space for them.

13
DSL TC Showcases / Re: LiNcK'z Botz
« on: June 06, 2016, 12:15:17 PM »
I did find that it seemed to fire a bit slower than I remember, even with Razor tips. I figured it was better due to the stats on the descriptions but I gotta admit IDK what they mean since its just numbers. The Magsnapper just had bigger numbers (11/75 vs. 2/60 I think) and used more power (60 vs. 40) compared to the green snapper so I figured it was better. JXs seeem to follow the same trend.

14
I think all your bots look pretty nice. They all have this IRL look rather than the standard weapon-spam "technically possible IRL" look DSL has going on.

In terms of making more effective bots, I think you should consider scaling down your chassis to fit exactly the amount of components you want to have in there. This might take a couple of tries and be annoying due to having to stop using snap to grid in certain places but I personally think its worth it. I derive satisfaction from efficient use of space like that so I'm always willing to remake my chassis 10 times to get it juuust right.

You should also consider making the bots symmetrical. This helps in both space efficiency (if 1 side is the best possible in terms of space management, why not make the other the same?) but also looks. For example, on your latest bot you seem to have 2 red packs on one side but then 1 ant and 1 pack on the other. Why not make both sides 2 red packs to have more power right? You can even fit even bigger batteries like Naryar said since you have a ton of space. Combine this with making your chassis smaller and you can have a very good-looking and efficient bot!

Lastly, you should also take a look at the stats of the items you use. For example you might be able to put wheels with better grip on your bots which is always better, maybe half sheets are better side armor than those bars you used, etc. I don't particularly know the stats by heart so IDK whether you've made the best choice in terms of performance or not, but stats is always something to consider.

I'm far from a good builder but from what I've gathered if you want to be the best builder possible you should always be looking for ways to reduce weight in order to have that extra weight to add more weapons or armor in the right places. You should always be looking to make your chassis the smallest possible, looking at what components you use, and looking at where they are located to determine what to use. For example, if an extender will never be hit use polycarbonate instead of steel to save that weight. Similarly, and this applies to your last bot, its unlikely someone will be coming from the back so it might be better to remove it from there and place the weight from the spike and axes where most of the action will be.

I wonder when I'll ever make a comment that isn't a couple of paragraphs long. How do you people do it?!

15
DSL TC Showcases / Re: LiNcK'z Botz
« on: June 06, 2016, 01:40:00 AM »
Alright so I redid Silver Beast after downloading Serge's awesome component freedom patch and also took the time to make a new bot. Lack of collisions makes building a breeze and definitely satisfies my space efficiency obsession! I love it!

Here's both bots


As you can see I replaced the Razor Tips with Iron Spikes. This is because I feel the 1000 extra HP is worth the 100 DP sacrifice. I also took Badger's advise and toned the wedges down a little.



Using the same principle of Iron Spikes > Razor Tips this one uses Iron spikes as weaponry. I might actually put Razor Tips back in though since I feel popups are more about DPS than sustain damage, if that makes any sense. I also tried to fit other battery types in there but there simply isn't space. I can get a WP836E in between the snappers but it would make the anchors go through the battery. It wouldn't be possible without Serge's patch so IDK where doing that stands in terms of realism so I figured I'd play it safe. I thinks anchors in Ironforge have no collision so maybe its considered realistic in DSL too?

I really want to push the wedges further in so the hinges are hidden behind the plates and the bot looks a lot better but IDK whether that would affect their performance so I went for the normal design to avoid risks. Does anyone know if not having the hinges at the absolute furthest have any effect on their performance?

Lastly, I put the start position of the spikes all the way in the back for it to function as a rammer when the snappers lose power. My first thought to make it work with AI is to calculate after how many firings the snappers lose effectiveness and set that as a hard limit for how many times the AI is allowed to fire the weapons, then have it switch to the rammer part of the AI. IDK if such a thing is possible to do though. I'm planning on learning how to AI so I can do it myself since I've decided all bots in this Team will have dual roles (becoming rammers once their main role is taken out). I feel having to AI these would be extra annoying for people that end up having to AI them for tournaments or an AI pack.

Looking forward to your thoughts!

16
Time to utterly break the game !

Maybe we can even use this for better DSL-S building, as long as we agree to certain rules...

Well, most the rules are technically already in place. I think that stock RA2 will have the biggest trouble regulating the use of this since stacking is a thing there. The biggest issue in DSL will come from how much weapon stacking will be allowed, chassis intersections, and "technically realistic" edge cases. Razor stacking is already pretty crazy and somehow its allowed but now it might be possible to do the same with a lot of other weapons so are those fine as well?

Talking about technically realistic, I personally find that doing stuff like this is pretty neat:

They actually turn with the wheels too!

It does look pretty dirty on the inside though since the trick is done by attaching the weapon on the back of the opposite motor so that reduces its validity but I personally think that if it looks realistic on the outside and that's the only use for it then it should be allowed.


For example, in the first pic you can see the spikes are sticking out just a tiny bit out of the chassis and I guess it would have collisions there which would prevent other bots from hitting my back since they would hit the spikes instead. I think that this specific instance shouldn't be allowed but if I extended the chassis so the spikes were all the way inside and they didn't interfere with gameplay (other bots can hit my chassis) then they should be allowed. I do recall doing something similar a long time ago so IDK if this is due to Serge's Patcher or not and I'm just embarrassing myself lol

Anyways, there's bound to be a lot of new things like that are unrealistic due to the game's mechanics but technically could be done IRL so having some "official" ground rules would be nice. I definitely wouldn't want to not be able to do cool stuff that is realistic just because it wasn't possible before.

17
Custom Components Showcase / Re: Yugitom's RA3 Masterpieces
« on: June 03, 2016, 10:30:55 PM »
I don't even understand what is happening with that last one. Damn...

18
Discussion / Re: Robot Arena 3
« on: June 03, 2016, 04:59:46 PM »
http://store.steampowered.com/news/externalpost/steam_community_announcements/249201544490293273

Update is out. 21.0mb. Makes sense as the changes revolve around fixes rather then new content.

It seems a little jarring that they didn't fix the biggest issues. Nonetheless, looking forward to hearing from people whether the game is playable now or not.

19
Modifications / Re: Robot Arena 2 1.4 Mac
« on: June 01, 2016, 12:43:34 PM »
Nice! I'm unfamiliar eith how OSX works but would this allow for easy "file browsing" to add stuff (mods, bots, etc.) as the standard Windows RA2 does? I'm taking "Ready to Run app" as being basically a single exe rather than the whole folder structure you get in Windows.

20
Discussion / Re: Robot Arena 3
« on: May 31, 2016, 02:06:40 AM »
Just out of curiosity, what was the last time you tested the game? You mentioned there were glaring problems then but you thought they'd be fixed by release. Obviously they weren't so how much time passed between when you last saw/played the game and what we got?

I played the beta for the last time a couple of days before it was officially released on Steam.

I started testing it the beginning of April, and also had access to what I assume were "alpha" builds of some sort that didn't feature much of anything in terms of gameplay or function beyond physics and terrain tests.

That would mean that the bulk of the game was made in just 2 months. I'm no game dev but I've never seen a game be made that quickly. Hell, in my experience following early access games it takes most indie devs 1 month to implement the first iteration of a single new feature.

Just a few months of development time explains the state of the game. It also explains why issues like chassis meshes not fitting visuals are there: Theyre not natively supported in Unity and there sure as hell wasnt any time to develop a workaround. The same thing probably applies to the botlab.

What remains a mystary is why the developers decided to release after so little development time and why they advertised the game as a practically finished product. Click said they seemed truly passionate about the game and 2 of the devs were even RA2 devs. Were they rushed? Did they underestimate costs and had to desperately release?

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