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Messages - Gulden
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41
« on: May 01, 2022, 08:55:14 PM »
No problem here. Flunking is stereotypically worse than a slow upload schedule.
42
« on: April 20, 2022, 10:32:03 PM »
I come from the future with a new build (It's still April 20th here) New bleeding edge: APRIL 21 Fixed some ennoying issues in regards to ghost collisions and sniping. And some additional ease of life changes! Enjoy and let me know what you think and report bugs!
Added logging: I am not completely sure how this works yet, but the game should now generate a log file with all console entries! This will be very nice for debugging stuff, especially on Mac! For bug reports ill now often ask for this file!
The logfiles should be created in the following locations: (idk why the name is different, I can maybe fix that later)
Windows: %USERPROFILE%\AppData\LocalLow\Nerd Island Studios LLC\Robot Rumble 2.0\Player.log
Mac: ~/Library/Logs/Nerd Island Studios LLC/Robot Rumble 2.0/Player.log
Changelog: [Added] Added code to spinner collision scripts to much better filter "fake" collisions, this massivly improves sniping and ghost collisions! [Added] Added code to hammer/arm collision scripts to much better filter "fake" collisions, this massivly improves sniping and ghost collisions! [Change] Disabled "shock damage" since it didnt really make sense and was more ennoying then it was interesting [Change] Enabled "sweeping" spinners again, spinners will now damage more then one component per collision [Change] Tweaked spinner damage output to a more reasonable damage output [Change] Modified some logic to somewhat improve bite on wedgeless verts [Change] Reworked weld to break the root component off by its health when all welds to it are broken, now you dont need at least two components to prevent things from falling off! (was honestly super ennoying and dumb) [Change] Enabled player logs (still testing how this works) [Change] Upped "non weld" connection strength x3 (atm it doesnt make any sense but at least it will make wheels a little less garbage) [Bugfix] Fixed an error when Combine meshes only had a single mesh to combine [Bugfix] Fixed a bug that caused hammers/arms to almost never do damage [Bugfix] Fixed a bug where chains/belts would collide with the simplified group meshes [Bugfix] Fixed a broken camera reference in bot selection [BugFix] Fixed and issue where IMPORANT physics numbers would be changed at random, causing differences between botlab and arena fights [revert] rubber is now correct strength again IMPORTANT: I tuned to 100% damage again!! Win: https://drive.google.com/file/d/1YI25maT0mbsC3SZW-tLw68v2yo06Hr8d/view?usp=sharing Mac: https://drive.google.com/file/d/1BnVTNq1Laxf67wPodwWVyStDpHxiIqF0/view?usp=sharingDownloading via mac is complicated, so I'll probably only quote this once. 1. Open terminal 2. Run each of these commands in order 3. Tell terminal to go to your downloads folder where you downloaded the game to cd Downloads 4. Make the game executable chmod +x "RR2_APR14_2022_BLEEDING_EDGE_MAC.app/Contents/MacOS/Robot Rumble 2.0" 5. Remove the quarantine flag that stops the game from running xattr -r -d com.apple.quarantine RR2_APR14_2022_BLEEDING_EDGE_MAC.app/ 6. Close terminal and launch the game! :D
43
« on: April 14, 2022, 08:16:26 PM »
Skipped to April 14th, but will include the patch notes of April 13th as well. New bleeding edge: APRIL 13 Allot of performance upgrades in this, let me know what improvements you see, enjoy!
Potential issues: Spinners very "snipey"? doing damage to things they dont really hit?
Changelog: [Bugfix] Motors will now not randomly spark when not overvolted [Bugfix] Spinners are now allot less spastic [Bugfix] Fixed motor "phantom noise" that continued playing after a match was restarted [Change] Changed spinner damage output: spinners will now do "less" damage to "allot more" things, this likely has some funny effects but we will see (bewerkt) [Change] Optimised Immobile script for better performance [Change] Optimised Temperature script for (significantly) better performance [Change] Optimised Editor COM marker script for better performance [Change] Disabled component data stream to AIController for a SIGNIFICANT performance increase of all AI scripts [Change] Added logic to remove all "reverse" meshes and renderers when not in the botlab for a SIGNIFICANT performance increase, especially on high part count robots during fights [Change] Enabled spinners damaging themselves on static objects [Change] Rebalanced gyro, drums should now gyro less bad [Change] Buffed Rubber strength (doesnt really work) [Change] Upped PSI limit to 2000
New bleeding edge: APRIL 14 Mostly a hotfix for April 13
Changelog: [Revert] Re-enabled the spinner collision stop timer (so only one component takes damage on a spinner hit) [Bugfix] Fixed a bug where unwired motors create lag Windows https://drive.google.com/file/d/1ItnHzO2oPYpQznP2nMjU6C4lBpCv2NX9/view?usp=sharingMac https://drive.google.com/file/d/1n1Us5hNrwsq5KjDpVYLuDvHETso4osIK/view?usp=sharing
44
« on: April 07, 2022, 05:22:43 PM »
Nope. You can try asking the host themselves, but seeing as that tournament was hosted several years ago, I doubt they still have it.
45
« on: March 21, 2022, 10:43:35 PM »
Pretty good, although I'm not sold on the skin being on the weapon tooth.
47
« on: March 01, 2022, 09:45:33 PM »
Good to see John the Robbut is still kicking. I miss the Emergency wedges though. My favorite is either the cluster or the bullbot. Leaning towards the bullbot because Hitler still hurts me on the inside.
48
« on: February 27, 2022, 04:29:31 PM »
So, I've never entered a tournament before. How exactly do I sign up with my robot?
Throw your robot in the host's DMs.
49
« on: February 24, 2022, 06:00:17 PM »
New bleeding edge: FEB24
Important! Hinged groups (arms, spinners, hammers, flippers) can now be broken off with weld damage. When there is only one part attached to these hinged groups (= invincible root component) they will be broken off! Belts and chains now respond to the weld system, when they fall off, add a static axle through the pullies! We noticed gearboxes often dont show up unwelded and dont fall off, while their wheels/spinners randomly fall off: the gearbox is unwelded and needs to be attached to static frame! There were A TON of bugs fixed creating this, there might be some more left, yet to be discovered...
Procedurally generated spinner hums are still very WIP, especially at higher frequencies they need some work, let us know what you think and how they could be improved!
The weld highlighting system is still not working correctly, sorry for the inconvenience!
We also went through a big project migration, there might be some unforeseen problems, but as far as we know it all works!
Changelog: [Added] Tetrahedron, half cylinder, sixth cylinder. Attaching the parts is kinda broken atm, USE THESE AT OWN RISK they are WIP [Added] Superheavyweight weight class [Added] Spinner hums! still pretty WIP but getting interesting [Added] Hardox textured variant, rn its paintable where it shouldnt be [Added] The mighty TriCAT, as inspired by Pardon My French and Madcatter [Added] Dual TP100 (Say goodbye to those filthy brushes) [Added] Added motors locking when the maximum rpm/voltage is exceeded for more than 10 seconds: the motor will start to spark, then lock up and short, generally overheating the motor in the process! VOLTAGE LIMITS MATTER NOW!!! [Added] Belts and chain collisions! (they now need to be "welded" with a static axle through them) (there might be visual bugs around this still) [Added] Added logic to welding to break off hinged groups in a correct, weld based manner [Change] Changed FX in botlab (Hello proper green screen...) [Change] Changed Motor_Script to destroy a motor once Rotor_Max_Rpm is passed for 10 seconds (limits voltage) [Change] Slightly upped drive motor torque limiter to let robots push better [Change] Changed wheelmassratiocontroller to subtract the mass it adds, all robots are now physically the same weight, no matter the amount of wheels [Change] Changed some texture normalmaps (better looking hardox) [Change] Changed the bot selection menu to three rows [Change] Set the electronic disable limit to a more realistic 10 joules (50cm drop). 2j was too little. [Change] Made the armdamager speed threshold higher (10m/s tip) this might give problems for smaller weight classes but we will see about that [Change] Made spinner hums a little louder [Change] Updated all motor stats to have correct max_rotor_rpm and voltage values [Change] Upped the "Flip robot upside down" strength [Change] If the root component is the only component left in a group, it will break off (otherwise its invincible) [Change] Some improvements to SpinnerHum sound (no longer plays on pause) [Change] Tweaked wheel rpms to make them more stable [Change] Cleaned up spinnerCollisionHandler, it does not aim for (unused) combined damageable objects anymore [Bugfix] Fixed some collider errors on several motors [Bugfix] solenoid is now single direction and ON/OFF again [Bugfix] Both the TP100 and CAT are now inrunner motors as their IRL counterparts(the outside does not spin) [Bugfix] Arena selection menu is now scrollable [Bugfix] Fixed wrong tipforce calculation, the other calculations are also likely off [Bugfix] Reduced sniping of Arm damagers [Bugfix] Fixed motors being powered while the motor is clearly broken off [Bugfix] Added logic to not break the game when a hinged group is broken off [Bugfix] Reordered some damage code so that electronic parts are disabled when they are hit instead of breaking their welds before breaking themselves [Bugfix] Wheels no longer take damage from the Arena (that took a while...) [Bugfix] Added AIstate variable back, you guys are going to have to tell me if it works properly... Windows: https://drive.google.com/file/d/1e8t2LI_FB2GkDNYJBv6tOOz09c9_Ik_q/view?usp=sharingMac: Not working atm, will (hopefully) edit later Edit: Still no mac build, however this build is notably buggy. Death hums have also been really irritating to some people.
50
« on: February 22, 2022, 08:38:45 PM »
You're still going on about this?
You're looking for components on a robot that was uploaded on this site over 12 years ago (only 8 for the wedge of doom), so I doubt anyone knows. It could have been made in private and only handed to a tournament host for all we know. You'd have to ask Vertigo himself for the custom razor tip, and he was last online 5 years ago. As for Sage's component pack, you could just trial and error it.
51
« on: February 17, 2022, 01:45:14 PM »
Totally understandable. I'll look forward to the day you return, hopefully with a more casual mindset towards the game so that this doesn't happen to you again. I don't see the purpose in deleting your account considering you specified that you won't return "for a while." Who knows, maybe I'm not seeing the full picture you're going for.
Just know I never felt any ill will towards ya, and will miss you.
52
« on: February 17, 2022, 09:57:16 AM »
909090901 definitely looks to be the favorite to win this one. No one else even got close to their weight.
53
« on: February 08, 2022, 11:17:18 AM »
Of course I read this at the exact time the sad music comes on in my playlist.
I know people have been calling this forum dead for years now, but these last couple of months feel like this the first time I've believed it. At this point I'd love to make some huge speech or something, but words can never come to me at a time like this.
Just know I love this place, and it's a shame to see it dying like this.
54
« 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
55
« on: February 06, 2022, 05:48:52 PM »
Will there be anymore replica packs? 
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.
56
« on: January 30, 2022, 12:35:52 PM »
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=sharingMac: 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.
57
« on: January 19, 2022, 12:25:23 PM »
This is my job here now. 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=sharingMAC: https://drive.google.com/file/d/19ci37Sr4PJObkl1dHbfSdQWycIgMpAQG/view?usp=sharing
58
« on: January 15, 2022, 05:52:40 AM »
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?
59
« on: January 13, 2022, 06:46:23 PM »
New Bleeding Edge is out. It hasn't been thoroughly tested yet, so don't be surprised when unexpected things happen. 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=sharingMAC: https://drive.google.com/file/d/1TwtO0r1yUbRT735FH6Wj8JgPHMryRsBU/view?usp=sharing
60
« 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'
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