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Messages - Tashic

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1
Now that hotkeys are a thing, how about giving me ideas on what features you want to have available on keyboard and with what key to activate it.
They can be stuff that already has a button assigned to it but would benefit from a keyboard shortcut for experienced players, but also stuff that is only usable through keyboard as they would be impractical in the UI or needs to work together with the mouse.

The hotkeys for functions that are on different sections of the botlab can have the same key, for example snap to grid in the shape creator can have the same key as the snap function when adding components to the robot.

Question:  Is there a way to make it so two motors spin one weapon?  For an example, I have a design that has two motors driving the same bar spinner, each with a separate belt drive going from the motor to the spinner.

As cjbruce said, the robot is saved as a tree structure and that makes this specific feature pretty tricky to implement as I have to rework quite a bit the system to allow for this.
I have had this feature in mind however, and I would be interested in implementing this, but I still haven't found a satisfactory way of doing that.

2
Question: I am currently half way through building a fairly part heavy design and I seem to have reached a point where I am unable to make anymore custom parts. Is this an intentional limit or is it a bug? if it is a bug has anyone found a way round it?

It's a bug, there isn't supposed to be a limit.
Can I have the robot file to find the cause of the problem?

3
Ok, I fixed the problem that caused the messed up position of components while scaling.
In future builds, scaling should be like in previous builds.

4
I haven't played around with the new build too much yet but I have noticed a quality of life downgrade whereby if you resize a component that has other components attached/linked to it, then it moves all the attached components by a large amount and often in different directions as opposed to moving them a small fraction like it used it in previous builds.

Basically makes resizing components a re-positioning nightmare.

The gearboxes sounds brilliant though, as always with these updates I'm really excited to see where this game goes.

Oh darn, in what situation does the scaling problems occur? Could you send the bot as well? So I can see exactly what situation you are having problems with.
Might have messed that up when I reworked a part of the code to reduce redundancy.

 [ Quoting of attachment images from other messages is not allowed ]  

All the component were lined up in place on this Basilisk replica, I clicked on the one part of the flipper panel to make it 0.05 wider and any attached components (and even some non attached) repositioned themselves in a clump together. In the past it would only slightly move any attached component out of alignment by 0.1 whereas this build of the game is drastically moving pieces around.

It’s not limited to just one bot either as it’s been a repeatable issue on any bot I try to amend in this latest build.

I can send you over a bot file once I’m back home if it’s of any help.

Yes, if possible send the bot file, I would be able to better check exactly what's going on.

5
I haven't played around with the new build too much yet but I have noticed a quality of life downgrade whereby if you resize a component that has other components attached/linked to it, then it moves all the attached components by a large amount and often in different directions as opposed to moving them a small fraction like it used it in previous builds.

Basically makes resizing components a re-positioning nightmare.

The gearboxes sounds brilliant though, as always with these updates I'm really excited to see where this game goes.

Oh darn, in what situation does the scaling problems occur? Could you send the bot as well? So I can see exactly what situation you are having problems with.
Might have messed that up when I reworked a part of the code to reduce redundancy.

6
Robot Rumble 2.0 / Re: RR2: The case of the missing robots.
« on: August 10, 2019, 07:14:42 AM »
After all the custom shape stuff right after the " "robot_construction": [ " part, the next bits are for the chassis, you can add it under the tint field, just like in the code bit in my previous post (notice the <--- for the changes).

7
Robot Rumble 2.0 / Re: RR2: The case of the missing robots.
« on: August 10, 2019, 06:16:29 AM »
In the bleeding build they are fine, so things should be ok for later builds.
For the older build, you have to add this:
Code: [Select]
"material_id_plates": [],
"thickness_plates": [],
"tint_plates": [],

After "robot_construction" link this:

Code: [Select]
"robot_construction": [
        {
            "comp_set": 1,
            "comp_string_id": "customShape_0",
            "conn_link_ind": -1,
            "position": {
                "x": 0.0,
                "y": 0.0,
                "z": 0.0
            },
            "rotation": {
                "x": 0.0,
                "y": 0.0,
                "z": 0.0
            },
            "scale": {
                "x": 1.0,
                "y": 0.699999988079071,
                "z": 1.0
            },
            "material_id": 3,
            "thickness": 0.004999999888241291,
            "tint": {
                "r": 0.0,
                "g": 0.5,
                "b": 1.0,
                "a": 1.0
            },
    "material_id_plates": [],   <---
            "thickness_plates": [],     <---
            "tint_plates": [],          <---
            "controls": {
                "controlType": 0,
                "inputPositive": "",
                "inputNegative": "",
                "reverse": false,
                "brake": true,
                "limits": false,
                "startPosition": 0.0,
                "endPosition": 0.0,
                "servo": false
            },
            "texture_set": {
                "mainPNGEncoded": []
            },
            "smartZoneName": "",
            "pulleyGearSizeMultip": 1.0,
            "pulleyGearRatioComp1": 1.0,
            "pulleyGearRatioComp2": 1.0
        },

Even if you leave the fields empty, it doesn't matter.

8
Robot Rumble 2.0 / Re: RR2: The case of the missing robots.
« on: August 10, 2019, 02:16:15 AM »
I checked these robots with the latest build of the game (link http://www.robot-rumble.com/bleedingedgebuilds/), and all of these robots show up fine:
 
Cattura.PNG


Do you have other bots before these, the problem might be with the bot right before the ones you posted.

9
Just downloaded it. I noticed that it only saved my first 5 robots and scrapped the rest.
The game doesn't remove bots automatically, you still have them in the folder, but the game has encountered a problem while loading a bot and stopped there.
If you can upload the robots that create problems, I can then see where the problem is.

On windows it saves the bots in C:/users/"user name"/AppData/LocalLow/Nerd Island Studios LLC/Robot Rumble 2_0/Robots/ .

10
When it just shows a "robot" button, that means that something went wrong while loading a robot and it stops spawning the others.
How can I fix it?

Can you upload here the robot file or files that don't work?

11
When it just shows a "robot" button, that means that something went wrong while loading a robot and it stops spawning the others.
How can I fix it?

Check back a few posts to Post #883 in this thread.  You should find instructions on how to edit your affected .RR2Bot files.

You will need to find where the .RR2Bot files are stored on your computer (different for Windows vs Mac) and edit the file manually.

I'm not sure if you are using the "bleeding edge" version, but in that version that fix shouldn't be needed, and if it the robot doesn't work, that fix shouldn't matter.

12
When it just shows a "robot" button, that means that something went wrong while loading a robot and it stops spawning the others.

13
Can you upload one of the bots that are giving issues?
So I can see what other problems I need to fix.

14
I found the problem that caused the robots to not show.
The problem was caused by a part of the code not getting initialized and remained "null". The problem only happened with robots with the new chassis system, all the robots without it shouldn't have been affected.
Now the game should be able to handle robots with no chassis plate information in the next builds.

15
The difference between the materials aren't really color tints, but the difference in the metallic and reflective properties of the material.
Some way to control that for different paint effects could be added as an option as well, as paints IRL aren't really effected by the material underneath, unless the paint is in part transparent.

16
@Hoppin, what exactly is giving you problems with scaling?
 I can look into it if you can give me more details.

17
Showcases / Re: Post Your RR2 Bots
« on: April 28, 2019, 04:25:32 PM »
Some serious works of art in here, wow!

I'm so happy to see all this activity in the game.

18
Did the game freeze when starting a battle/going to the botlab or does it start and mess with things (physics stuff? model/texture weirdness?)?

Did your antivirus report the virus or whatever you used to upload the download did?
If the virus was in the game the antivirus should have found it before you could open the game in the first place.

19
What exactly does the game do to your computer? And when doing what?
It will help us fix things if you can be more specific.

Also what link are you talking about?

20
DSL TC Showcases / Re: Tashic's DSL things
« on: May 17, 2018, 08:30:44 PM »
Long time no see post!

I should update this showcase, here are the bots:

Rocket Punch (HW)
 
screenshot_5.png

Made for OrcWars2 and fought on some events, not hugely successful.

TechnoWrath (CW)
 
screenshot_3.png

Made for TheRoboteer's T.R.A.P.S. tourney, and fittingly it's a front hinge flipper.

CounterFlip 2 (HW)
 
screenshot.png

Supposed to be a better version of counterflip, trying mostly to solve the problem of it flipping itself and ending up being useless, hopefully it works out in robogames 2.

SweetCrazyness (HW)
 
screenshot_2.png

My GTMCS IRL entry, a better and more polished version of a robot showcased previously. It's doing good in the looser's bracket, after loosing it's first fight.

RotaryPie (LW)
 
screenshot_1.png

Robot based on Charles Guan's BW RollCake, and like that was originally supposed to have a rear flipper (the space on the back was for that), but I didn't like how it ended up being, so I just kept it as a drum.

Whirl (SHW with RotaryPie)
 
screenshot_4.png

Based on the robot Cavalier after a suggestion, I couldn't make it strafe without the AI screwing things up, so no strafe, but it explains the weird wheel configuration.

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