Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - UberPyro

Pages: 1 2 3 [4] 5 6 7 8 9 10 11
61
Stock Showcases / Re: UberPyro's Stock Showcase
« on: August 16, 2018, 03:34:37 PM »
with weapons that heavy does it spin fast enough to not have the hpz knocked off immediately?

rotating the drive motors 90 degs will help with maneuverability.

The hpz don't get knocked off but the tribars do.

Rotate drive motors how? I could use extenders to make them wider I suppose.
if you look at the drive motors head on this is what the hpz mesh looks like. red is hpz and black circle is the shiny.
  [ Quoting of attachment images from other messages is not allowed ]  

the one on the left is what yours looks like. there's a point on the motor where it extends below the wheel very slightly and can mess up drive performance. the right one usually works better
Ah I see what you're saying. I think I realized that they would be better sideways but not until after I had snapper loaded them on. I didn't have a sense of direction from the snapper loading, and then I was too lazy to redo it. I'm very lazy.

62
Stock Showcases / Re: UberPyro's Stock Showcase
« on: August 16, 2018, 02:39:23 PM »
with weapons that heavy does it spin fast enough to not have the hpz knocked off immediately?

rotating the drive motors 90 degs will help with maneuverability.

The hpz don't get knocked off but the tribars do.

Rotate drive motors how? I could use extenders to make them wider I suppose.

63
Stock Showcases / Re: UberPyro's Stock Showcase
« on: August 16, 2018, 01:47:15 PM »
54-Footed Beaver

Why 54 feet? Because its a 54 Bear Claw HS.

back.png


front.png


scoreboard.png


I wanted to do something with the RO7 break in effect, so I made this. Its HP Z-teks are way overloaded so its only redeeming factor is being able to outweapon everything. But it sounds scary and that's what counts.

64
Modifications / AIer (you give it AIs and it tries to AI)
« on: August 16, 2018, 12:46:26 AM »
edit: I was really really tired when I made that title. You give it bots and it AIs them.

I don't have much more time to test and I really want to get this out today so take a look at this.

https://gametechmods.com/uploads/files/0261aier.zip

First, put bots in the Bot Files folder

2.PNG


Then, run the program and click Autogenerate. The program will guess a bunch of details about the AI and you can correct it where it's wrong.

3.PNG


Then, click generate and it will copy all the bindings to your keyboard.

4.PNG

(Note: the bug seen above with empty weapons has been fixed)

It's still a bit of a work in progress and has not been tested much at all. If this is something that you guys like, let me know.

Source code is included in the download.

Please let me know of any obvious improvements.



65
Modifications / Re: AIBindingsPuker
« on: August 12, 2018, 07:13:07 PM »
My computer seems really adamant on not wanting me to run the exe, I'll have to figure out how to allow it.

Anyway, I wonder if there's any way to look into the bot file to automatically fill out fields like invertible, turn radius, the nose, the bot type, the weapons thing, and so on (with imperfect heuristics). Would be an interesting thing to try out making, I might try it myself.

66
Discussion / Re: The problem with competitive IRL in RA2
« on: July 03, 2018, 03:50:52 PM »
I think I have an important perspective since I'm a relatively new player (joining officially in 2016) that only really cares about building competitive robots and watching them battle. I guess whether or not I'm experienced is subjective, since I have been lurking for ages and that might show in some of my better builds. I'm also am probably (read: definitely) the only user here that never watched any of the tv-airing robotic combat, stumbled upon this sorry game after googling for robot games, and kept on playing the game purely from a gameplay standpoint.

From a purely conceptual and tactical standpoint, I think the game played competitively is actually very good. There is a massive amount of freedom that comes with choosing from a plentiful number of components, being able to place baseplate components pixel perfect, and being able to attach 6 (or more...) components off of those with rotations as fine as 10 degrees. Glitching takes constructing robots to a whole 'nother level of complexity. Even though many components and many design concepts may be bad, there is still room for an endless amount of innovation, engineering, and re-engineering for competitive robots. The variety is truly excellent.

Unfortunately, RA2 in its current state is pretty terrible for bringing in new players and isn't really that appealing in general. This is pretty obvious but let me state some of the reasons:

1) The age shows. It's pretty graphically ugly and the physics engine is frustrating and can be pretty terrible to learn to get around.

2) Most people don't have the patience to sit down and build a competitive robot. Despite me calling the game "actually very good" due to its freedom and expression, building can be painful and boring. Making a skin tight chassis, planning how the baseplate components will be organized, using math (screams!) to know how many weapons to add and of what type, trying to get all those perfectly placed positions. A serious robot takes upwards of 2 hours, by an experienced user, on the first iteration. I sometimes wince in pain when looking through some of the IF Reier AI robots because of how tedious some of the builds must have been.

3) The game's learning curve is sadistic. Especially because glitch knowledge is pretty necessary to have full control of the standard and unrealistic playstyles. Think about how weird this is from an outside player's perspective: some super-tedious ritual-like glitches are preformed in the game, usually to get a desired position on a few components, even sometimes for a dsl-s outcome. Knowledge of how to abuse the old havok engine is needed to build robots in a game that's really trying to simulate the old robot wars or whatever. It's actually really bizarre.

Let me attempt to bring this back on topic somehow: IRL building is less affected by these issues. With RA2CF, #3 is taken care of because extenderbots can easily be built after removing the placement collision meshes. Additionally, where in DSL-S you are allowed to intersect as long as you can cut holes in things without the use of CF (which is kind of undetectable...), the IRL style usually allows this. In short, IRL building does not require glitch knowledge like the other building styles. Additionally, players aren't building unrealistic abominations of what they see on TV.

[removed a paragraph for being wrong]

For #1, this might sound ironic but I think the graphics hurt the IRL style less. This is because, in IRL, the components because art tools and the actual look of the robot is deliberate and controlled. You don't need glitter crans to make good art.

Really I spent all that time to say IRL is much easier for newcomers to get into. I guess it's also relatively fresh and fun to see what others built, I don't really know.

I think a lot of it comes down to this:
whatpeoplewanttodo.PNG


If people are more interested in building robots that actually watching them fight (which is true even for myself), then I guess it's more natural to have a building-focused meta rather than a battle-focused one. In other words, it's easy to care more about showcasing your robots and the look of an IRL tournament than really caring about winning. If you care about winning an IRL tour, well, I can't really help you.

Particularly that bit on showcasing. Well-built IRL bots generally get a really good response from the community, which creates sort of a motivation loop as people both build and comment. On the other hand, Reier is the only person to comment on any of my IF (standard) builds in recent times. It feels super dead to me. Well, I guess I'm stuck with what I got ;) .

With all that said, I'm not really sure how to "bring back DSL-S." There has been a small resurgence recently, but that's really just a rebound of some of the older players asking "where the DSL-S at tho" and I don't think it will be sustained. I don't think most newcomers would really be interested, we would really be doing this for ourselves. I guess just encouraging more standard-style tours is a good way to start, and we could judge popularity by signups. Or try to do something with showcases. I don't really know.

Of course, I have dreams of a game that fixes all of RA2's problems and goes beyond, but we're stuck with what we got for now. Hopefully the Robot Rumble game that is being developed goes somewhere. Sometime in the future I might try to make my own version or help out with another.

Well, I realize this was pretty unfocused and incomprehensible, but maybe there were some ideas you found interesting.

67
Discussion / Re: the lazy susan CHALLENGE
« on: July 03, 2018, 02:15:44 PM »
Who needs conservation of energy or Newton's laws when you get to conserve initial wheel force direction (which work more like rocket boosters than wheels) amirite.

68
Ironforge TC Showcases / Re: UberPyro's Ironforge Show Case
« on: June 19, 2018, 06:48:58 PM »
now this is the class that ironforge needs

it's pretty clever, good use of hiding the wheels and still having the mobility

Thanks. It's true that the wheels would be too close together for it to be mobile if it were a single shell spinner. But the biggest reason it has to be 2 is because otherwise the chassis would spin and the shell and wheels would be still, given how much heavier they would be than the chassis.

69
Ironforge TC Showcases / Re: UberPyro's Ironforge Show Case
« on: June 19, 2018, 05:19:40 PM »
For the memes of it

front.png


SHW, plastic 10 although that's only like 10 kg worth of chassis armor given how small the chassis is. Makes use of RA2's bad drive programming. And the way it drives is super smooth, too.

This was, by far, the hardest I've ever had to think when wiring a robot for drive.


70
Obviously the skin on Thyrus's robot is fantastic and it seems well built considering the armor management. However, I'm kind of curious as to how effective the top spinners are, since their placement and range makes them seem a little limited. I would also have expected them to be spinning inwards to keep the opponent on the chassis the direction is flipped between the bottom right and other images  :dumb)

71
Off-Topic Discussion / Re: Likes are useless.
« on: June 17, 2018, 07:00:38 PM »
I'm not a particularly frequent poster but I think the like button is unnecessary for the purposes of GTM. It adds complexity we don't really need and I don't want anyone to focus on how many likes a post gets since stuff like that tends to happen. GTM has been working fine for years and years and I'm afraid a change like this will affect reading and posting habits.

If people like a showcased robot then they should make a post saying why they like it.

I do agree the current implementation is pretty ugly.

Maybe I just missed it, but can we discuss things like this before they are implemented to see if it's something that people would actually be interested in? Is there any reason this was added that I am not aware of? There might be other things members would rather have implemented.

I do appreciate that someone is making an effort to improve GTM in some way though.

72
Tutorials and Tips / Trov Glitch Strategy Guide (with pictures!)
« on: June 11, 2018, 01:56:51 AM »
So I know it's kind of weird for someone to make such a long guide on a glitch that isn't really that important. It's just that a couple weeks ago I saw some bots that used the trov glitch in ways I hadn't thought of before, and it lead to this creative spree where I tried to think of all the different ways I could use the trov glitch, for things both competitive and creative. Don't take this guide too seriously, it's like 20% competitive, 40% edgy gimmicks, and 40% art. There's also just a lot of general tips in it. The glitch is pretty tricky at first but if you do it a lot then you start to get a strong visual of what takes place, and I want to share that visual here.

There was a video tutorial made by Sage on the previous thread. It shows how to perform the Trov glitch, but it doesn't show many examples of how its useful. I'll do both in this guide with pictures since I think applications and examples are worth going over.

What it is

The Trov glitch is a glitch useful for making very thin walls in chassis. This helps minimize the surface area of a robot and makes the chassis smaller and harder to hit. It can be used to make fins which components can be attached to (especially in mods that have meshless baseplate anchors), and can serve as an extender between two parts of a chassis.

Specifically, the Trov glitch allows for points to be placed very close together, and for lines to be right next to each other. However, it is limited in that the rectangle tool of the chassis builder must conform to the ultra-thin walls.

Some things you really should know about the chassis builder before we continue

  • A STGU is a "snap to grid unit" or the closest two points can be together when using snap-to-grid (and the closest two points are supposed to be together by default. Except we have a tendency to break this game into oblivion.).
  • Use a blueprint in which it is easy to see what a STGU is, what half a STGU is, and what a quarter of a STGU is. Personally I really like this blueprint but I'm sure there are other good ones out there. You can replace a blueprint by naming it "blueprint" and putting it in the UI folder of your game.
  • You may have noticed when doing pixel-perfect adjustments, particularly around grid snap points but in other places as well, sometimes your mouse will move a pixel but there will not be a visible movement in the point being attached. The point is actually still being moved but the resolution is too small to reflect it. By default, the snap-to-grid points are always the upper left-hand points. In other words, there are usually 4 identical points in a square at each snap-to-grid point, and the exact coordinate that is snapped to is the upper left part of the square. This means that measurements (counting how many pixels the mouse moves) should always be made from the upper left hand point in order to be consistent with snapped-to-grid points.
  • Movepixel is very helpful for making those pixel-perfect adjustments that you will need in order to make 1-pixel thick walls with the Trov glitch. This is the download. This is my superior arrow key control layout. Arrow keys won't get in the way of naming things, but if you drive with them, I made the equal sign toggle the script.
  • Rule of 15, or ro15, is the deepest evil in the land aside from the max chassis sphere. Fortunately, there is a surgepatcher fix for it for when that's allowed (Serge is a hero). Basically, the baseplate will only allow 15 points to be placed on it.
  • When placing down points, if you haven't made a complete chassis yet, you can use right click to undo your last point. You may find yourself right clicking a lot when trying to make a competitive chassis.
  • When in step 2, clicking on the bottommost pixel allows for a lower chassis height than by dragging the slider.

How to do it

(Sage's video linked above goes over this visually, which might be easier to follow)

  • Make sure your game is set to low graphics setting or bots will crash in battle
  • In the chassis design stage, switch the draw mode from freeform to rectangle
  • Click Clear Outline. Now you can draw freeform, but with the rectangle box still checked.
  • The first 4 points you draw will be able to be controlled by the rectangle sliders. The walls created by these points will be able to approach other walls very closely, but you are still limited by the rectangular shape that the sliders provide. The exact placement of these points do not really matter as long as you are thinking about where these points will be after touching the sliders. Put these 4 points where they are most convenient for the rest of your build.
  • Complete your chassis so that you can see how the moving rectangle (really a U shape) will either expand or contract onto the static walls.
  • Move the sliders, do the Trov. Remember that if you mess up, sometimes you can shrink/expand the rectangle, drag points to where they should be, and try again without starting over.
  • Move onto step 2 and finish the chassis, you're done with the glitch.

Well, that was probably confusing and there's some important stuff I left out. So let's go over how this works a little bit.

How it works

The first thing is to learn where each individual point goes. The first, second, third, and fourth point will always be treated as the same corresponding point of the U shape by the rectangle tool. Hopefully the following diagrams makes it clear.


The first 4 points will always go to that rectangle.

As a result of the order which the rectangle tool takes in points, it is most natural to have the first 4 points start in a U shape as that rectangle will then expand to close the gaps with other walls. However, if you know what you are doing and understand where the 4 points are going, then you could start with a line or an upside-down U. It doesn't really matter since all 4 points will be teleported anyway. Put them wherever it is convenient.

With that said, orientation does matter, and the initial 4 points must be oriented so that the connections around the U shape "flow from right to left" (on the most dumbed-down level). This means that U shapes going clockwise and upside-down U shapes going counterclockwise are good, but a U shape going counterclockwise will make bad things happen. Let's take a look:


A U shaped chassis, and not much of a surprise. But when we build the same exact chassis counterclockwise, look at what happens:


OH NOES! Terrible things are happening! The lines are crossing and a chassis can't be made. It can still be saved though, by dragging the top points around until it is oriented correctly. But in most cases you won't be so lucky, and you'll end up needing to start over.

Now that we (hopefully) understand what we are doing a little bit better, let's formally go over the rules.

Rules

  • No crossing lines.
  • Simply having the lines be 1 pixel apart from each other will work.
  • Angles cannot be too sharp. In his video, Sage noted the maximum is roughly a 1:2 ratio. This means ultra-thin walls must be rectangular in nature, and have points placed very close to either walls or other points.
  • -> If you're unsure your chassis will work, visit step 2 and see if the chassis appears in the black box.
  • You can still drag things around before and after troving. Make use of this as it can save time and allows for things that otherwise couldn't be done.
  • Even if a chassis design is not legal directly after troving, there are same cases where a useful legal one can be made by moving troublesome points.
  • After troving, it's typically not useful to (and not easy to) adjust points that are connected to lines which are close to other lines. However, points that connect to those points are free to move.
  • If, after troving, a crossed line cannot be fixed in a single drag of a single point, the chassis is dead and you have to start over.
  • More generally, if any lines are crossing at all, no points that are unrelated to the crossing can move, even if they're doing nothing wrong. Again, a point can only move if it fixes the crossing.
  • In contrast, sharp angles only cause problems for the 3 directly related points. Unrelated points are free to move. Sharp angles will prevent chassis generation though.

For the rest of this guide, I'm going to make the moving rectangle green and the static snug walls orange so that it is easier to visualize what is going where. Remember that the green is being moved to the orange.

The last thing I want to do before we get to applications is show that both expansion and contraction is useful.


There are some cases where using one will be more natural, and some where one can produce something that the other can't. For example, making a minimum sized chassis (2 by 2 STGU) is more natural with contraction since to do it with expansion the initial placement must be 1 pixel off (since the rectangle tool can't go smaller than 2x2, the static orange part would have to be 2 STGU +/- 1 pixel on each side). Additionally, expansion makes it easier to have parts of the chassis jutting out of trov'd areas, and contraction makes it easier to have parts going in. Lastly, note that in cases where there are no juts from the chassis on either side, expansion and contraction may be interchangeable.

Now we finally get to the interesting part.

Applications

Now I'm going to show you guys a bunch of chassis and how to build them. It's unlikely that you'll ever need any exact chassis that I will show you since every bot is different and individualized. At the very least, I hope this section could inspire you for a chassis that would be useful to you.

Here's the most basic useful chassis the Trov glitch has to offer. The thin front wall makes popups and hammers tend to hit air. It can also support weapons in mods with 1-pixel baseplate anchors. The sides are open for motors and batteries, etc.

o.png


Here's a chassis that's probably useful in far fewer cases. It has fins for potential baseplate anchors. Could be useful for a rammer. This one is even harder for hammers and popups to hit.

r.png


Now we get into the slightly more interesting stuff. Here's a "2 part chassis" where the two halves are connected by an ultra thin wall. These kinds of chassis are useful when you need a chassis to be long but not a huge target for the opponent to hit. For example, take a look at an awful version of one of my IF hammers:
The way the chasses is shaped helps it avoid hits and allows the hammer to be held high. This kind of chassis could see even better use in a VS style robot. But that particular chassis is a little complicated, lets start with the simple version.

2c.png

(I realize that's basically the same as the first example but thought of differently. Key words: thought of. Thinking of things in different ways is good for thinking.)

Now one where the base and end are different sizes. This is the more useful version of the above. And with some more modifying, I think it could be useful for an FS as well.

b3.png


If for some reason you want to center the trov'd wall (kind of..).

b7.png


But I could see a better argument (even if it's not a good one) for doing the opposite, since now the opponent is targeting mostly air.

b91.png


An idea for an SNS. This is one of those cool things that gets messed up by ro15, since using rectangles would bring it to 16. A combination of triangles and rectangles could be used, if you want to be all weird and asymmetric like that.

c3.png


If you're observant, there are probably a few more designs that would be useful for specific bot types and would fit here. But this is getting a tad boring, so let's bring in the DONUT BOTS.

Your standard factory-produced donut.

d3.png


Pixel-precision refined donut (basically I tried to make the hole in the middle smaller, but its harder than it looks since the outer top line is related to the inner bottom line).

d6.png


Side donut.

d91.png


I know there are many more ways of forming donuts that the two distinct ways I've shown, I just don't know what they are since this stuff is hard to figure out.

Now for my personal favorite. Behold.
The INFINITY Chassis.





Alright, that's enough of the standard Trov glitch. I'm going to release this now since I don't want to push off having to explain it and I'm not just going to hold onto it either.

The "AfterTrov" glitch

So this is a pretty useless glitch I found. Others certainly encountered it way before me, and probably never looked into it because of how hard it is to control. But, interestingly, it can create chassis with ultra thin walls that you would not be able to create with the Trov glitch alone, which gives it some tini tiny niche.

The glitch is this:
When finishing a chassis (exiting the chassis builder) and the editing the existing chassis (reentering the chassis builder), if the orientation of the chassis outline is counterclockwise, the 4 points controlled by the rectangle sliders is switched from the first 4 points placed to the last 4 points placed.

Oh no. That sounds complicated. And UberPyro, what the heck do you mean by "orientation of the chassis outline"? Well, here we go.

The orientation depends on the order in which the points are placed. Two chassis that look identical can have opposite orientations. It depends on whether the chassis loop was made in a clockwise or counterclockwise direction. Kind of like how in the beginning, I showed how the orientation of the first 4 points was important in order to not have lines crossed. But that was only for the first 4 points. You can place first 4 points in a legal clockwise U shape and then finish off the chassis by bridging off the top of the U or making a second U underneath and connecting back. And both chassis would work fine with the normal Trov glitch, but only the second one with the 2 U shapes would have an overall "orientation" of counterclockwise, and so only that chassis would have the control of the points swapped via the AfterTrov glitch. Alright, that was probably rough to take in, maybe some pictures will help.


This shows where things actually go with the AfterTrov glitch (I forgot this initially):

Hopefully that clears things up. If it's difficult don't bother figuring it out since it's not really worth your time. Now, let's talk about what the AfterTrov actually does for us.

It's primarily an alternative to the Trov glitch. If, instead of wanting to Trov with the first 4 points, you want to Trov with the last 4 points, you can do that now. Woo. So amazing.

Secondly, it lets you Trov twice. You can make one rectangle with the initial Trov glitch, finish and redesign, and then Trov the final set of 4 points with another rectangle. This means that you can now make things that could couldn't otherwise. Hurray! Unforunately, it's very limited. But not by the orientation nonsense. That dumb ro15 really gets in the way. Since the first 4 points and the last 4 points are being Trov'd, that only leaves the middle 7 points for doing interesting things. Even 8 would be much better. And since the two Trov'd rectangles are side by side, the glitch naturally lends itself to putting trovy garbage on one side of the bot. Not ideal, but at least you can do something with this glitch.

Let's take a look at the most useful thing I've come up with. In mods with a meshless baseplate anchor I guess you could use it as a sort of weapon rack or as a built-in extender system of some kind. It's not terribly useful, and you could probably deduce that by glancing at it.



One more thing: If, through using the trov glitch, you switch the orientation of the chassis (such as when an expanding rectangle expands past the walls so that it is now a contracting rectangle), that flip in orientation will cause a flip in control next time the chassis maker is entered. Therefore, it is possible to flip flop between trov modes multiple times when building certain designs. This is only really useful if you mess up somewhere.

Well, that was interesting. Hopefully.

A Note On Realism
So I bet a lot of people wouldn't really want to see more of the Trov glitch because of how dumb and ugly it looks. And I would agree that it looks dumb and shouldn't be visible in any IRL designs. But I would argue that it's DSL-S by default, considering that we can have carbon fiber extenders holding up dual perms and that perms can have floating chains with weapons on them. Not that I've had any problems with legality in the past or anything, and if a tour host wants to specify no unrealistically thin troving that's totally fine to. I guess the trov glitch isn't really common enough for people to bother putting that in if they care though. Personally, I only really look at effectiveness and view the trov glitch as something capable of making a small optimization, even if it's not useful or impactful in most cases.

Well, that concludes this guide. Some fun facts is that it took me an entire day of researching to learn a lot of the harder stuff and a whole 'nother day to put this all together. And I still don't have much in the way of competitive designs. Oh well, I give up. Also, I exceeded the attachment limit of 50 (the filesize was so large uploading only worked in batches) and had to start uploading stuff on imgur. From what I've read it shouldn't be deleted over time. Hopefully. And this is over 3000 words, including bbcode.

If you guys have any other competitive or cool designs, put them here so I can include them. Or just comment or something, that's cool too.

73
Discussion / Re: A Chassis Challenge. This should be fun.
« on: June 10, 2018, 11:07:30 PM »
I will say in stock there's utterly no benefit over normal Trov glitch. But in mods with a no mesh baseplate anchor, there's a bit more you can do with it.

And obviously you can modify the design so that it's not paper thin, and say it's "optimized" through my fancy glitch as long as its thinner than 1 snap to grid unit.

Edit: alright, it's explained here: https://gametechmods.com/forums/tutorials-and-tips/trov-glitch-strategy-guide-(with-pictures!)/msg747053/#msg747053
I doubt anyone would have gotten it anyway

74
Discussion / A Chassis Challenge. This should be fun.
« on: June 10, 2018, 10:07:45 PM »
didigetcha.png


First person to recreate the shape in game gets a virtual hug. Take a picture of a different angle. If you guys are too slow I might just reveal it though.

Also if a chassis like this is nothing new and I'm getting excited over nothing then just tell me. But it's a bit more complicated than just using the Trov glitch.

Good luck.

75
Spent a couple hours in the bot builder. It's clunky but obviously you guys know that. I think this has a potential and I'm excited to see how far it goes.

Here's the FS I tried to make:

fs.png


Once we can save things we might be seeing some showcases :O

I think the custom shapes in particular will cause a huge change in the way we build. Due to how precise building can be, it might take a lot more time to make a competitive robot though.

76
I think badger was right when he talked about the protected folder although I have no idea why that would be the case. Something to do with permissions for the app to write data to the hard drive. If you right click on the drive and go to properties -> security, you can see the permissions, and there's a way to allow anything to write to it. Running as an administrator should also work. This might be an alternative to putting RA2 on your OS drive.

77
General Support / Re: help agod
« on: May 19, 2018, 09:26:28 AM »
You're probably eFFeing heavy objects? You haven't told us a whole lot so I can't give specific advice on how to make whatever you're doing more stable.

According to the RA2 Wiki, using the pause key can help with preventing AGOD. I have no idea since I've never used the pause key while building.

78
Off-Topic Discussion / Re: IM A POST COUNT BWWWW
« on: May 10, 2018, 08:36:15 AM »
See it's smart, the post counts line up with the weights for the weightclasses. I realized this myself a couple of weeks ago.

If there's still a 1:1 correspondence, UHW should be 1201 and GHW should be 5001.

79

edit: I'm curious, what's the song that plays for ty4er vs Mr AS (#6 in IF)?

80
General Support / Re: DSL doesn't work, but Stock does.
« on: April 16, 2018, 02:49:08 PM »
How long it takes to download a zip file has literally nothing to do with what exactly is in the zip file, just how large the file is.

I'm not sure why DSL in particular doesn't seem to be working for you. You're using this one, right? Maybe just try again?

Pages: 1 2 3 [4] 5 6 7 8 9 10 11