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Messages - Herpaderp64

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121
right hopefully you will get the message, not getting my hopes up though as it started as a standard build and i tried my best to make it an irl bot but as i said started as standard, even had to drop the armor down to make weight room for the extenders lol. hope it was worth all the effort

122
General Support / Re: ai'ing
« on: June 10, 2017, 01:01:37 PM »
ok so i managed to ai whiplash but im still having the problem where the weapon is still spinning the same direction when flipped resulting in whiplash being thrown instead of the opposition, any way to fix this or is it something im just gonna have deal with and bite the bullet?

123
General Support / Re: ai'ing
« on: June 10, 2017, 11:29:41 AM »
thanks guys really appreciated

124
General Support / ai'ing
« on: June 10, 2017, 08:24:45 AM »
ok so i want to enter a super heavyweight bot i have for a tournament of some kind however i'd like to be able to ai it myself since its an invertible vertical spinner bot, so it needs its weapon spinning in an upwards mothion otherwise when it connects with the opponent it will send itself flying and i'd like to know how to make it so when it gets flipped the perm 132 spins in the opposite direction. if there's anyone willling to help that would be great and so would pointing me to a good tutorial for ai'ing on ra2. thanks

125
Tournament Archives / Re: General Tournament Discussion
« on: June 07, 2017, 05:23:11 AM »
i need help ai'ing my bot whiplash for a super heavyweight tournament (first time i think a bot I've built is good enough to enter one) and was wondering 2 things one if someone could direct me to a good tutorial on how to go about doing so and 2 is there a way to ai in a way so that when whiplash is flipped the blade will then spin in the opposite direction to direction it was spinning the right way up?


(^whiplash^)(oh and for whats its worth im copyrighting my bots lol)

126
Discussion / Re: IMPORTANT: this will save RA2
« on: June 04, 2017, 11:26:27 AM »
gamespy online wasnt good anyways, it was still hella laggy.

Whatever the case was (wasn't around on ra2 back then, only been on it for a year at most although i did play battlefront 2 which used gamespy as well) it was a master server and that is the key, once ra2 has a master server again there will be no need for things like hamachi or gameranger because the game will be able to host its own multiplayer without external support, once that is implemented it would just be a case of refining the game and the new master server to work as one thus eliminating all unnecessary lag and rubber-banding from the game and in theory creating a working stable multiplayer.

It is very specifically a netcode issue and not a master server issue, as someone who played RA2 online frequently back in 2006. There was always pretty serious lag even with people relatively close by.

i see, although as i said i think the first step is to get ra2's multiplayer up and running in way so it needs no external support, the lag is just a side effect of poor programming and im sure there are people here that are a lot smarter than i am who can fix it lol, and if they do attempt it good luck to them. we will all be grateful if we can all drive our bots around and kick the living sh*t out of each other without ai tournaments. just think we will actually see tactics involved in the fights instead of 2-4 bots just mindlessly ramming each other until one just stops due to bad ai coding or something.

127
Online Battles / Re: gameranger.
« on: June 02, 2017, 11:43:56 AM »
how do you play ra2 with people on gameranger?

nevermind figured it out if anyone wants to join when im on my name on there is dankest memicus

no password

128
Online Battles / Re: ONLINE Hamachi Servers
« on: June 02, 2017, 11:40:59 AM »
robowarzone

robowarzone2

robowarzone3

robowarzone4

robowarzone5

pass for all is: test

129
Discussion / Re: IMPORTANT: this will save RA2
« on: June 02, 2017, 11:20:50 AM »
also someone PLEASE PIN THIS TOPIC IT IS VERY IMPORTANT  :vista:

130
Discussion / Re: IMPORTANT: this will save RA2
« on: June 02, 2017, 11:12:32 AM »
gamespy online wasnt good anyways, it was still hella laggy.

Whatever the case was (wasn't around on ra2 back then, only been on it for a year at most although i did play battlefront 2 which used gamespy as well) it was a master server and that is the key, once ra2 has a master server again there will be no need for things like hamachi or gameranger because the game will be able to host its own multiplayer without external support, once that is implemented it would just be a case of refining the game and the new master server to work as one thus eliminating all unnecessary lag and rubber-banding from the game and in theory creating a working stable multiplayer.

131
Discussion / Re: IMPORTANT: this will save RA2
« on: June 02, 2017, 10:51:25 AM »
I support this idea, I'd love to watch/be a part of a tournament where the builders drive their own creations, It'd also be fun to notice the different driving styles of different members.
Also, no more "YOU AI'D RONG", I'm kinda tired of getting screwed over by dumbass AI
So, good post. Title is kinda dramatic, though.

the title is a bit clickbaitey but i believe it completely. I guarantee this will open up so many possibilities if it happens.

just don't know how to make it a reality. any suggestions at all would be very welcome. I'm particularly interested if it's possible to host a dedicated ra2 sever for starters

Opened this expecting another sh**post but you raise a great point. If this game had actual, functioning online play I could see myself playing it pretty much every day, and, like you said, it would make previously useless classes of bot viable and encourage innovation in the bot building scene.
that's the thing, it would add a whole other facet to the game which is basically dead.
also i dont sh**post

the problem is if am right, online servers were hosted by gamespy and this game now faces the same struggle star wars battlefront 2 (old) faces. it has no master server due to gamespy shutting them down so in order for us to have proper online play ra2 needs a new master server to host all of the dedicated servers on. (don't ask me how to do this i just know that this is why not how to go about fixing it). basically if a new master server is created and made to work for ra2 all online problems are solved its that simple or at least it sounds simple where as in reality it is a very complex and daunting task. a few people have attempted to create master servers to replace the gamespy one but all are either unfinished or discontinued

132
Online Battles / Re: How do you play multiplayer on ra2 and dsl?
« on: May 27, 2017, 07:19:43 PM »
basically if i try to play with anyone outside of my country (uk) then the lag just screws the game up before it even begins........starting to sound a lot like what it was in ra3 not being able to play with anyone outside the uk  :facepalm:

(edit) thanks for all this info on multiplayer though, nice to see that on here people are willing to help when your in need

133
Online Battles / Re: How do you play multiplayer on ra2 and dsl?
« on: May 27, 2017, 08:05:48 AM »
well i played online earlier on that hamachi with one of my mates and there was almost no lag apart from one match, could it be due to the location of players? eg:uk and usa

134
Online Battles / Re: How do you play multiplayer on ra2 and dsl?
« on: May 26, 2017, 01:57:19 PM »
hold on what about hamachi? i swear i keep seeing that mentioned in nearly every multiplayer related topic at least once

135
Online Battles / Re: How do you play multiplayer on ra2 and dsl?
« on: May 26, 2017, 12:44:50 PM »
ok thanks for the help, shame theres no proper multiplayer function anymore, maybe one day someone will take the time to make one

136
General Support / Re: DSL 2.2 tracked robot problems
« on: May 26, 2017, 08:04:34 AM »
i would try removing the treads, then re-attaching them as well as adding like another battery or something and seeing if that does anything

tried that as well, removing then re attaching the treads works at first but as soon as you go in to an actual battle they bug out again

137
General Support / Re: DSL 2.2 tracked robot problems
« on: May 26, 2017, 07:41:44 AM »
I've been having the same problems. Maybe attaching a bunch of stuff to the tread might help.
Most of the time that's what triggers AGOD on treads in the first place  :dumb)

yeah i tried attaching armor plates to the tracks and it made it even worse

138
General Support / Re: DSL 2.2 tracked robot problems
« on: May 25, 2017, 07:39:38 PM »
I've been having the same problems. Maybe attaching a bunch of stuff to the tread might help.

i might just try that

139
General Support / Re: DSL 2.2 tracked robot problems
« on: May 25, 2017, 07:38:46 PM »
That, my friend, is known as AGOD. Tbh, there's not much you can do about it. Is it actually affecting how the bot drives?

yeah i can barely move because of this bug and to top it off the whole side raises off the ground

140
General Support / DSL 2.2 tracked robot problems
« on: May 25, 2017, 08:14:25 AM »
whenever i add tracks to my robot one of them glitches out i can't explain it in words so i've put a few pics of it down below would be nice if someone knew how to fix it








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