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Messages - Gulden

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41
Modifications / Re: i cannot find the robot designs file for robot rumble 2
« on: February 07, 2022, 07:03:27 PM »



Tl;dw is that it's located here

username\AppData\LocalLow\Nerd Island Studios LLC\Robot Rumble 2_0\UserRobots

42
Robot Rumble 2.0 / Re: Robot Rumble Community Replica Pack (WIP)
« on: February 06, 2022, 05:48:52 PM »
Will there be anymore replica packs? :smile:

If there are, they will likely be located in the RR2 discord.  I've seen rumors of it, but haven't payed enough attention to come to a conclusion on whether or not it exists.

43
Quote
New Bleeding Edge: JAN30!

Changes:
[Added] 2 additional LEM sizes: 170, 200! The 170 likes about 60v and 250/300a, the 200 likes up to 84v and 300/350a, both will do just above 400a for short time
[Change] Changed spinner bite, below a certain bite treshhold spinners are much more likely to grind
[Change] Changed physics stuff around spinners to make them less spastic and hit a little less hard
[Change] Disabled a part of velocityLimiter to not set CCD when something is moving fast. This caused more clipping then it solved
[Change] Stopped velocitylimiter from setting a collisionmode every frame (...?)
[Change] Ever so slightly increased the size of the high speed spinner collider to improve grinding
[Added] Added a slight drag so that spinners spin down (yes this will slightly reduce the maximum spinner speed, deal with it, effect is much worse irl)
[Bugfix] Spawnable crate and additionals are actually 100kg now, also doesnt defy gravity anymore...
[change] Increased the amount of available cameras to 6 (Thank Kris for this)
[Change] Changed a ton of particlesystems to collider with the correct layers, particle FX now look much better
[Change] Improved the look and flow of flamethrowers
[Change] Enabled Speculative collision detection on arm damagers, seems to much reduce clipping, even on pointy tips (only works now because i fixed the velocity limiter thing)
[Bugfix] Fixed a few weird settings on some motors particlesystems
[Bugfix] Fixed a small issue with the collisionmatrix
[Bugfix] LEM's are not scalable...

Enjoy, report bugs and let me know what you think!

Windows:
https://drive.google.com/file/d/1OPJQBlkmbogl4HqpkvcINS--gcrd5VBv/view?usp=sharing

Mac:
https://drive.google.com/file/d/1MrnQXJTdeB0VKON79NWd4GiOc2wvmmdx/view?usp=sharing


You'll note that these links list these as V2 due to a few last minute hotfixes.

44
This is my job here now.

Quote
New bleeding edge: JAN19!
Today we bring ARM DAMAGE and ENERGY DISSIPATION!

Arm damage: how does it work?
Anything that is not classed as a wheel or spinner and that has a tip speed of more than 0,6 m/s will become an arm capable of doing damage.
The arm does damage based on the kinetic energy it stores at the moment of impact. Kinetic energy is generated by the moment of inertia and speed of the arm.
The damage done is altered by how direct the hit is, how much the material being hit flexes and by what part is doing the impact: Maximum damage will be delivered at the outer tip of the arm and only half damage will be done if you are hitting with a point half way the arm!

Hold up, does that mean my flipper can do damage as well?
Yes, although a flipper generally starts its stroke in contact with the opponent and thus has a very slow- or even no impact, so they wont do much damage.
(Unless there is a mile of acceleration distance and the flipper hits the opponent at massive speed... but then it is basically a hammer...)
Energy Dissipation: how does it work?
So, without getting into really heavy physics: think of hitting a really thick piece of hard steel with a hammer: you will never be able to damage it and it just kinda "gongs" your energy away.
This is now simulated in the game! Every weld/component of a certain material can take a certain amount of abuse without breaking and deforming, in physics we call the point the Yield Strength. (point where something breaks off is the Ultimate Tensile Strength)
You need to beat the Yield Strength with your damage in order to do permanent, lasting damage. Materials like AR-Steel and Titanium have a high yield strength but can still take allot of abuse after they have been permanently deformed and thus are very tough.
Materials like rubber are very elastic but instantly break once you cross this elastic point and a material like Carbon fiber has a very high strength and is a bit flexible, but it will instantly crack once you go above the yield strength!

Okay cool physics and all... but how exactly does the game do this?
Every weld has a maximum amount of hit points (~= ultimate tensile strength * overlap * length * thickness^2).
And every weld has a yield threshold (~= yield strength * overlap * length * thickness^2).
The damage needs to be more than the yield threshold, if it is not enough then the weld will dissipate the damage away and no damage is done.
If the damage IS more than the yield treshold, then all the damage that goes over the yield will take hit points away!
Repeat until broken!

NOTE: Notice how the hit point equation has thickness^2, if you make something twice as thick, it will be FOUR times as strong!
Changes:
[Added] Allot more material variables to help aid in simulation of flex etc.
[Added] Hammer damage! or as I call it "arm damage", swing something at your opponent and it will now do damage! atm it doesnt really care about the hammer head shape (pointy, blunt etc.), but that will come! IMO they are still a bit too clippy, i have some ideas reduce this.
[Added] Energy dissipation! You need to beat a certain energy threshold before you can damage a component/weld. This fixes wheels being broken very easily by spinners AND in the test box AND it much improves the strength of the Tires and Rims, and makes spinners (or in general very thick materials) stronger.
[Change] Switched collision detection of arms to a different option to hopefully reduce clipping and jitter
[Change] Upped the Default Contact Offset from 0.0001 to 0.001, this greatly reduces clipping but might result in slightly different collision interactions (a spinner suddenly slightly hitting the ground)
[Change] Switched collision detection of spinners to a different option to reduce sniping
[Change] CDC can no longer be enabled on chassis components (this caused groaties)
[Change] Enabled the rotation part of Arena damage again.
[Bugfix] Test area props now have correct masses
[Bugfix] Below 100a, the ESC amp limit will round to 1 instead of 10, to make the small ESC,s usable again!
[Bugfix] Fixed all calculations around hinged groups (it was bad...)

Enjoy and let me know what you think!

Windows:
https://drive.google.com/file/d/1RAorIkj3rjT2zgyWq2vcL1uEpOTJPQ1r/view?usp=sharing

MAC:
https://drive.google.com/file/d/19ci37Sr4PJObkl1dHbfSdQWycIgMpAQG/view?usp=sharing

45
I only just found out that you've been meaning an obscure robot on the Bot Exchange and not the Wedge of Doom that comes default with DSL.  Also for the record, literally no one is notified of the comments you've been leaving on the robots.

If I had a guess, your missing component is a smartzone.  I believe, with a lot of doubt, that these are the components you're looking for.

As for Hole Puncher and the Razortip7, just replace all the razortip7's with razortip1's in the botfile itself.  What's the worst that could happen by doing that?

46
New Bleeding Edge is out.  It hasn't been thoroughly tested yet, so don't be surprised when unexpected things happen.

Quote
New Bleeding Edge build: JAN13

This build fixes some issues with welding around hinged groups (everything that spins/rotates)
An important thing to know is that the first placed object on a hinge/chain/belt/etc will be the root component of said group,
this root component part is invincible for now.
Parts that dont have a physical connection to the root component or hinge/chain/belt/etc will fall off on spawn, just like unwelded parts on the chassis.
This can be tricky to fix, because the highlighting of unwelded components it currently not working for hinged groups. This will be fixed later.

The fixed welding causes EVERYTHING apart from root components to be capable of getting damaged, including spinners.
The strenght of a part is mostly determained by the material and the material thickness, set by the slider in the materials tab.
You should always try to get this thickness slider as high as possible on weapons and armor, since this will greatly improve the strength.
You should imagine parts you place as being hollow and that the slider determains the thickness of the walls of the hollow part.
So to get the physical thickness of your part, you should multiply the slider number by two, it will then also be correct with the scaling value.
(A 0.1 scale box will be 10mm thick, the slider will go to a max of 5mm and and the part will then be solid and maximum strength)
There will likely be bots that need fixing, but most weld issues can be fixed by putting an axle through the hinge/chain/belt and the root component.
Just make sure everything is touching physically; parts cant float in midair in the real world either (unless some substances are used. Probably.)

Please report any issues with getting things to weld in #rr2-support and things that seem to actually be bugged in #Bugreports and #Bugchatter
Have fun playing, idlove to hear what you thing of this new build!

Changelog:
[Bugfix] Added massScaleFactor to the strength of sprung hinges (no more weak)
[Change] Upped all spring strengths to be 1:1 with before I broke them
[Bugfix] Added missing sounds to some pneumatics
[Bugfix] Fixed a bug in Weld Manager to have it calculate welds on hinged groups
[Change] Damage is now applied to all individual components and their welds
[Change] Belts etc should no longer dissapear at random

WINDOWS:
https://drive.google.com/file/d/1TV51VGVjpG0kAX9TSsWTpDq0rM3vktuE/view?usp=sharing

MAC:
https://drive.google.com/file/d/1TwtO0r1yUbRT735FH6Wj8JgPHMryRsBU/view?usp=sharing

47
Modifications / Re: My Own Ai Killed My Game
« on: January 03, 2022, 08:22:12 PM »
I'm personally at a loss, so all I can recommend is to double check everything.

-Is the bot file named correctly?
-Does the name of the robot and the name in the AI match?
-Is the AI inserted correctly?
-Did you accidentally edit any other AI and break them instead?

I haven't AIed in forever, so forgive me, but I see no issue with the AI itself.


Edit:  There's a missing : after 'throttle'

48
Modifications / Re: My Own Ai Killed My Game
« on: January 03, 2022, 04:50:20 PM »
You forgot a { between "Omni", and 'nose'
You have a random v located just after the math.pi*2,

It should probably look like this.
Code: [Select]
    list.append(("Killerhurtz","Omni",{'nose': math.pi*2,'topspeed':99,'throttle'130,'radius':100.0,'range':992,'weapons':(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23)}))

49
Modifications / Re: My Own Ai Killed My Game
« on: January 03, 2022, 04:42:49 PM »
That's a lot of bots.  Which one specifically killed it?  'cus right now I can only assume you imported all 90 at the same time, which is nothing but asking for trouble.

50
Modifications / Re: My Own Ai Killed My Game
« on: January 03, 2022, 04:00:32 PM »
In terms of "is there something I did wrong," I'd say yes.  But what you did wrong is unknown unless you show us the AI line that is crashing the game.

51
Modifications / Re: I need Help With These Two robots
« on: December 30, 2021, 05:23:18 PM »
Ah, I thought you were merely trying to recreate WoD, my b.
Since you're trying to import it, then you'll either have to reinstall the game or search the bot file for the component that you're missing and delete/replace it.

It's not gonna be fun either way.

52
Modifications / Re: I need Help With These Two robots
« on: December 30, 2021, 02:11:05 PM »
There are many components to both of those robots, so I'm not sure exactly what you're looking for.

Wedge of Doom's flipper is in the Extras section (in DSL 2.5) underneath the Biohazard flipping arm.  The rest of its components you have to access via cheatbot2 (just rename your robot "cheatbot2" to gain access to them).

As for Hole Puncher, if it's the one I'm thinking of, then it just looks like reskinned stock parts, meaning you'd have to ask the original builder for the parts.

53
Site News and Feedback / Re: Where is the Robot Arena 3 section?
« on: December 25, 2021, 04:01:12 PM »
While it's true that we have no dedicated section for it, one of the sections is simply called "robot arena" so I assume that that is where RA3 goes.

Since RA3 is all but abandoned by most of the community, I wouldn't expect one to pop up anytime soon.

54
DSL TC Showcases / Re: 8bean's DSL Showcase!
« on: December 20, 2021, 04:02:11 PM »
I am never going to be upset with a horizontal grabber.  Good stuff.

55
Since no one's been posting them, this is the most recent update. 

Quote
[Update] We updated to Unity 2020.3.21! This should come with better performance and might fix our mac struggles! It might also introduce some new bugs...
[Bugfix] Changed collision detection on wheels to prevent snipes through the armor
[Bugfix] Fixed a bunch of weight scaling issues (sounds, pneumas etc.)
[Bugfix] Fixed a major part of Groaties/floaties. Stuff that gets broken off can still clip but should be much less dramatic
[Bugfix] Fixed AI, it now runs at half CPU but actually works this time
[Change] New take at spinner physics, involved an epic amount of changes
[Change] Changed mass scaling to be 1:1 (aka 10 times heavier then before). This makes spinners behave better and gives bot a much heavier feel.

Known issues:
- Highlighting in botlab is borked
- Hinged bits/rotating body groups are mostly invincible, welding doesnt work correctly on them yet

Windows: https://drive.google.com/file/d/1LScURdGKPRKSirVi3iGGXK23n-tmCvv9/view

Mac: https://drive.google.com/file/d/1LzzzQL15tsib_y8Cuey8D1HcGm7QqbE-/view

56
Showcases / Re: Gulden's RR2 Showcase
« on: December 13, 2021, 07:17:43 PM »
 
RA2 in RR2.png

I made a lot of robots, including an AI pack for those who desperately need robots.

 

57
Contests / Re: Botober 2021
« on: November 02, 2021, 12:09:01 AM »
Mad respect for keeping up with this.  Well done.

58
DSL TC Showcases / Re: 8bean's DSL Showcase!
« on: September 15, 2021, 08:38:30 PM »
I think if anything needs re-working, it would be drive motor pods.  Normal nightmare clones have the pods wider than they are tall, however (at least from this perspective) these ones are taller than they are wide.

59
Robot Rumble 2.0 / Re: Earn Your Stripes: An RR2 Tourney
« on: September 11, 2021, 01:47:09 PM »
Either you're going to die via a knockout, or you're going to live long enough to lose via stupid judges decision.


Tourney's over.  Modmin never showed up, so I'm not sure they'll show up in time to lock the thread.

60
Robot Rumble 2.0 / Re: Earn Your Stripes: An RR2 Tourney
« on: September 10, 2021, 11:24:29 AM »
I never mentioned the wildcard voting either.  Lindorm is back.

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