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Messages - cjbruce

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241


Oh. When I said axle, that's not what I meant. I meant that I added a beefed up steel cylinder to the spinner, and made every other section of the weapon be child parts to that.

It's entirely possible for that cylinder - the parent part to the entire weapon - to come off from the teeth hitting opponents. On top of that, when that parent part does come off, it very rarely takes its child parts with it.

As for Panic Attack:
The srimech has three aluminium components attached to the main slab. Each of those parts has decorative parts attached to it.
When those break off, the decorative parts attached to them go with them. When the main slab breaks off, the decorative parts attached to it don't go with it. They remain attached to the gearbox.
The skirts also take their decorative parts with them when they break off.

Having talked about the issues with the two bots together, I do now have a theory. Perhaps the fault lies specifically in the components that are attached directly to the axle? Since that's the case both for the main plate of Panic Attack's srimech, and the cylinder in Circumvolution's weapon.

Thank you for this excellent writeup!  I was able to reproduce the problem exactly as you described with Panic Attack in the editor.

The tree structure looks fine.  The fault lies with the breakage script.  When I break off the main slab (called "Cube"), the decorations are logically still linked to it, but the breakage script doesn't take them with to form the new broken game object.

The weird thing is that the breakage script works just fine for a simpler robot I built.  I put 6 cubes in a chain.  If I reduced the health of cube #3 to zero, cubes #3, 4, 5, and 6 all broke off together, exactly as they were supposed to.  It turns out that the problem lies with branched trees.  If more than one component is attached to something attached to a motor, none of the branches would break off.

I found the bug and should be able to push a fix today.

Cyar, thank you!  You are awesome!

242

I’ll call it the spazzing glitch.

Can you send me an .RR2Bot file?  COMs are showing up in the correct spot when I pop a wheel off my robots.
Any robots in my showcase will work. The only requirement is they have to be direct drive with prebuilt wheels.

Could you point me to one in particular that is frustrating?  The faster I can pinpoint the problem, the faster I can get the build out.

243
Also I noticed that music for the main menu is COMPLETELY NONEXISTENT!!!! :vista:

Menu and music design is a slow process.  Expect things like this to slowly get sorted out as we get closer to beta.

244

...the rubber material seems to not have any grip at all

...more evidence to my hunch.  I assume you are creating custom wheels...

By any chance did you send a copy of the .RR2Bot file for the affected robot(s)?


Wheels should not get Blur Cylinders or Spinner Mass Reducers.  If a wheel has them, the spinning wheel's behavior (driving a robot) will be replaced by spinning weapon behavior (launching things around on impact). 

I think I need to redefine "wheel" as anything that is attached to a motor assigned to "Left Drive" or "Right Drive".  I think this will be much more clear than the system I am using above.
Ive done a multi piece wheel, placed a rim, then a hollow part that is rubber

Fixed.  Blur cylinders and spinner mass reducers are no longer added if the assembly is driven by a left or right drive motor.

I'll upload it soon. 

Now I need to take a crack at the issue CyarSkirata brought up: When you attach decorative materials directly to an axle, the materials don't have a collider and therefore can't be broken off.  Maybe if you attach decorative materials directly to an axle, they break off immediately as soon as you spawn the robot?  Would that be weird?

245

I didn't lose track of it though. :/
When I reworked it to add the beefed up axle, I even re-attached *everything* to the axle.

Also, on that note, it's impossible to break off the decorative parts of Panic Attack's srimech.
As in: when the main plate of the srimech breaks off, everything decorative stays attached.

Gotcha.  The problem is that an axle is not currently defined as its own component.  It doesn’t have health, at least not by itself.  It can’t be hit or take damage. Rather, it is part of a motor.  In order to break things off of the axle, they must have their own collider.  Since the collider is removed from anything marked as decorative, the decorative pieces attached directly to the axle won’t come off until the motor itself is destroyed.

Need to think about this...

246

...the rubber material seems to not have any grip at all

...more evidence to my hunch.  I assume you are creating custom wheels...

By any chance did you send a copy of the .RR2Bot file for the affected robot(s)?


Wheels should not get Blur Cylinders or Spinner Mass Reducers.  If a wheel has them, the spinning wheel's behavior (driving a robot) will be replaced by spinning weapon behavior (launching things around on impact). 

The game's current definition of when to add the spinner mass reducer and blur cylinder is pretty convoluted.  A "Blur Cylinder" (a cylindrical weapon collider) and a "Spinner Mass Reducer" (a bit of logic that reduces the mass of a spinner so it doesn't go nuts at high RPM) are added to anything attached to a motor, unless any of the following are true.

  • if (comps.Length > 0 && comps[0].comp_type == CompType.Wheel) addWeaponBlurCylinderAndSpinnerMassReducer = false; // Do not add to wheels.
  • //if (comps.Length > 0 && comps[0].armorMaterial.name == "Rubber") addWeaponBlurCylinderAndSpinnerMassReducer = false; // Do not add to rubber things.
  • if (hinge.useLimits == true) addWeaponBlurCylinderAndSpinnerMassReducer = false; // Do not add to hinges with limits.
  • if (hinge.useSpring == true) addWeaponBlurCylinderAndSpinnerMassReducer = false; // Do not add to hinges with limits.
  • if ((int)hinge.limits.min != 0) addWeaponBlurCylinderAndSpinnerMassReducer = false; // Do not add to hinges with limits.
  • if ((int)hinge.limits.max != 0) addWeaponBlurCylinderAndSpinnerMassReducer = false; // Do not add to hinges with limits.

I think I need to redefine "wheel" as anything that is attached to a motor assigned to "Left Drive" or "Right Drive".  I think this will be much more clear than the system I am using above.

247
Well, any rubber wheels will show up in the telemetry as spinners, which didn't happen in previous builds.
 [ Quoting of attachment images from other messages is not allowed ]

Would you mind sending an .RR2Bot file?

I have a hunch, but don't have a good robot to test with.

248
Circumvolution has had an occasional problem for awhile where when a part of the flywheel breaks off, child components of that part will stay attached, hovering and still a capable part of the weapon.

Sometimes, the central axle will come off from the impacts of the teeth on an opponent (already concerning), and only take one of the flywheel sections with it.

This is a result of how the components are attached to each other in the tree structure.

Each component has a parent.  If a parent breaks off, all of the children also break off.  If a component's parent has not broken off, the component and all of its children remain.

In Circumvolution's case, this means that there are many many bits and pieces attached to other bits and pieces.  It is easy to lose track of which piece is parented to which when building.

I am looking to do some automatic collider reduction.  This should help reduce the problem, but won't eliminate it entirely.  Fewer colliders = things break off in larger chunks.  It would still be possible for something to break off in an unrealistic way if components were attached to components in a weird way.

249

I’ll call it the spazzing glitch.

Can you send me an .RR2Bot file?  COMs are showing up in the correct spot when I pop a wheel off my robots.

250
Rubber wheels seem to be registered as spinners again.

What are the symptoms you are seeing?

EDIT - This was fixed many builds ago.

EDIT #2 - Would you mind sending an .RR2Bot file that exhibits the symptoms you are seeing?

251
So the gyrodancing glitch is back :/. Yay.

What do you mean when you use the words “gyro dancing glitch”? 

To me gyro dancing is the result of applying a steering input to a rapidly spinning vertical spinner. This is not a glitch.  It is something that i happens in real life.

Is it possible to post a video that clearly shows the behavior you are concerned about?  If it is truly gyro dancing, then it doesn’t need to be fixed because it is the correct behavior.  If it is something other than gyro dancing, let’s come up with a better name for the concerning effect.
The glitch I’m talking about is the one where you tear off someone’s wheel and they gyro around like they have a drum spinner even if they are weapon less.
I noticed this glitch in the 03January build: EDIT: The robot that is gyrodancing has no spinning weapons.

Ah.  Gotcha.  Maybe we can call it the “tilting glitch”?  I’ll look at it as soon as I can.  I’m pretty sure I know where the mistake is...

252
So the gyrodancing glitch is back :/. Yay.

What do you mean when you use the words “gyro dancing glitch”? 

To me gyro dancing is the result of applying a steering input to a rapidly spinning vertical spinner. This is not a glitch.  It is something that i happens in real life.

Is it possible to post a video that clearly shows the behavior you are concerned about?  If it is truly gyro dancing, then it doesn’t need to be fixed because it is the correct behavior.  If it is something other than gyro dancing, let’s come up with a better name for the concerning effect.


253
For the next build I’m going to start the process of reducing the number of colliders.  This should speed up physics and prevent little shapes from getting stuck inside of robots when they break off.

So far, Panic Attack has almost 300 colliders.  Circumvolution has 260.  I’m going to try to get all robots below 50 colliders using some tricks.  I hope to have something out to you guys in the next few days.

254
I haven't downloaded this build yet but I just wanna ask, is there a way to create true spherical armor in this game? I've always didnt like how RA2's chassis creation had no way to handle actual spheres (or pure triangles)

Two techniques:

1. Create a series of quadrilaterals in the shape creator and assemble them into a dome.
2. Scale a half-sphere to the necessary dimensions.

Please understand that according to a computer, a sphere is just a smoothed multifaceted polyhedron with lots of faces.

In the game, if you manually assemble the faces yourself (technique #1 above), the faces will break off in chunks.  If you were to use a single half-sphere piece, it would break off as a single piece.

EDIT - Robot Rumble 2 has a built-in shape creation tool that can be used for arbitrary shapes, not just the chassis.  This opens up the ability to built pretty much whatever you want if you have enough time and patience.  It is an EXTREMELY stripped down 3D modeling tool.

255
The 03February2020 Build is up!

https://robot-rumble.itch.io/builds


[Updates in the February 3rd Build]

[Bug Fix] Fixed manual Center of Mass (COM) calculation bug. COM is now computed correctly based on the location and mass of components, rather than the location of colliders.  If COM was important to a robot (i.e. an overhead thwackbot), the robot will need to be rebalanced.  This can be done by changing shape materials, changing thickness of the shape, shifting the location of components, or by adding or removing components.

[Added] New shape prefabs. The new geo cylinders and hollow cylinders make for some beautiful discs! The hollow box is great for chassis components.

[Added] New Aluminium Treadplate amour​​

[Added] More hotkeys added on these parts of the botlab:

-Intro screen (enter to start);

-chassis screen;

-shape creator;

-overview screen.

[Changed] Refined the list of the hotkey screen:

-Made the window bigger to fit more hotkeys when necessary;

-Merge certain combination of keys (when an action has both left and right shift buttons, it just shows "shift", same thing done for ctrl and notmal/keypad digits);

-Depending on the section of the botlab the player is in, it shows the appropriate hotkeys;

[Changed] Now the hotkeys can trigger the popups that appeared when a non interactable element was clicked.​

[Removed] Removed sliders for Wheel Mass Ratio, Spinner Mass Ratio, Spinner Impulse, and Spinner Pushout. User feedback has converged on values for these variables, and the sliders appear to no longer be necessary. The gamewide values for these are now hard coded as follows: Wheel Mass Ratio = 0.1 Minimum Spinner Mass Ratio = 0.1 Spinner Impulse = 1.0 Spinner Pushout = 1.0​

[Changed] Changed materials of the motors.

[Bug Fix] Fixed Telemetry Toggle button in Robot Workshop test cage. It now toggles the telemetry display on and off.​

256
Just fixed the telemetry button in the robot workshop.  It now toggles correctly.

I should have a new Alpha build up within the next few hours.

257
Soon!  I was hoping to put the new arenas in the build, but they aren’t quite ready.

I can do a build with just the physics if you would like.

258
I have managed to bag the game permission to use NPC. For the time being they have let us use the T-64 motor.

But can you accurately simulate the annoyance of the holes not being mirrored on either side  :mrgreen:

Ooo!  What a fun challenge!

@tashic? :)

259
All thwackbots will need to be rebalanced after the build that I’m working on now. 

I finally got the the center of mass calculation working correctly based on components.  This means it should be really easy to adjust a thwackbot by putting a shape out near the edge and adjusting its thickness or material.

260
Panic Attack turns fairly quickly with the keyboard if you don't try to drive forward or backward at the same time as you turn.

Okay... Now I'm confused.
I have the exact opposite problem. I can only get it to turn at a decent rate by getting up some speed and drifting it.

What is your setting for Wheel Mass Ratio?  I've been using 10%.

Mine's at 10 too

Here are my slider settings for the 29January2020 Alpha Build:



Here's what I'm seeing with Panic Attack.  It turns very similarly to other robots.  It took 0.70 seconds to complete a 180 degree turn after I hit the right arrow key.

Is the robot taking significantly longer than this to complete a turn for you?


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