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 - cjbruce

Pages: 1 ... 15 16 17 18 19 20 21 [22] 23 24 25 26 27 28 29 ... 49
421
A thing we have been talking about on discord. There should be a function to fuse all the smaller part as a one part. Atleast on weapons only. The issue is that some amazing looking bots are made out of a lot of smaller pieces, including the weapon. Now evrn on 20%damage, they all fall off too easily because they mostly have less than steel 5 on them, and that can be a problem
ooh, yes please! Maybe add holes too?

Holes.  I would love holes. *he says wistfully*

Just thinking about thinking about how to do mesh boolean subtraction makes my head hurt.  Maybe @tashic has some ideas on this.  He's smarter than I am.

422
A thing we have been talking about on discord. There should be a function to fuse all the smaller part as a one part. Atleast on weapons only. The issue is that some amazing looking bots are made out of a lot of smaller pieces, including the weapon. Now evrn on 20%damage, they all fall off too easily because they mostly have less than steel 5 on them, and that can be a problem

A thousand times yes!  I totally agree.  I think I might have a super-quick fix for this.  Just need to check the number of hit points on any shape "leaf" nodes on the tree.  If the hit points are super small, just disable their collider.  That way it won't even register hits.

An incoming attack will just hit the collider of whatever the tiny bit is attached to.  Once that is destroyed, the whole thing should come off in one piece, including ALL of the tiny little attached bits.

Voila!

Again, this is just theory crafting, but I think it should work when I have a chance to sit down to it again in Unity.

423
Ah... Turns out the need for the wheel-fix isn't quite gone for good.
I'm testing the Panic Attacks now. The ones without the fix perform just as well as the fixed ones in the test area, but in the actual battle arenas they still steer like motion sick cows. :(

Aauuugh!

I'm so sorry for that!  I will take a look when I have some time.  Do you notice that the wheel fixed versions of Panic Attack drive normally?

PS - These are the versions of Panic Attack that I am testing with.  They perform pretty similarly, except for the extra CPU/GPU load of the v2 version:

 
 

424
The 24December build is up!

Look back a few posts for the bug fixes.

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

425
New build is building right now.  While we wait:

[Changed] When a motor breaks off, the whole assembly comes as a single rigid object.  This eliminates some weird behavior where the motor is inside the chassis connected via a hinge joint to everything else outside the chassis.  The whole mess would just bounce around bizarrely.

[Changed] When a component is broken off, it is given a random velocity.  This should help eliminate the weird floating that is occurring for broken components.

[Bug Fix] Broken off objects no longer spin when you press a control button.

[Bug Fix] Eliminated the second copy of the chassis armor plates that weren't being scaled correctly when chassis was scaled.

[Bug Fix] Fixed problem with the heading slider always snapping back to zero when you came back to the Robot Workshop.

[Bug Fix] Added Steel physics material to flywheel to prevent it from sliding all over the place when it breaks off.

[Bug Fix] If a motor has limits, the blur cylinder is no longer added.

NOTE - The above is making physics run faster for lots of robots.

426
What's just occurred to me is that the issue might relate to both weapons technically being spinners as far as the game's concerned. It might struggle to deal with them being moved not on their axis of rotation.

EDIT: Okay... Now I'm confused. This old version works fine, but the modern version with all the decals removed doesn't.
The only practical differences between this and the unpainted modern version is that this version had motor-driven skirts because I didn't know sprung hinges were a thing, and everything is still wheel-fixed on this one.
But the modern one still had this issue when it was wheel-fixed.
So... could it be the sprung hinges?

EDIT 2: I just made a copy of one of the broken Panic Attacks, and swapped the hinged skirts for motor driven. That had no effect. So that isn't the difference. I guess... Maybe re-wheel-fix the weapons, see if that works?

EDIT 3: It was the absence of the wheel-fix. So it hasn't been rendered obsolete just yet, the current physics model is so unforgiving to low-geared spinners that motor-driven lifters still need the wheel-fix to avoid having their ability to steer nearly removed.

FOUND IT!

The Weapon_Blur_Cylinder was still being added to the srimech on the newer version of Panic Attack.

This shouldn't be happening, but it was.

It turns out that I was making the check to see if the motor had angle limits (instead of spinning all the way around) too early in the robot reconstruction process.

In the end I created a workaround that checks to see if the motor EVER has angular limits on its hinge joint.  If so, then it will destroy the blur cylinder.

Thank you so much for sending both robots.  It was key to figuring out what was happening.  You are amazing!

The game is building now.  I will try to get an update out amidst the holiday festivities...

PS - Hopefully this build means no more wheel fixes! :)

427
The problems in my existing bots are only getting more numerous as I keep testing. :baffled:
It's impossible to make Panic Attack capable of steering fast enough to rotate 360 degrees inside 10 seconds, S3 is under reversed gravity on one side so it balances on the weapon and the other wheel at all times, and my shell-drum bot is incapable of rotating horizontally at all once it starts its weapon, and the weapon can never be stopped - even once it gets broken off completely the effect remains.

I haven't worked on any other broken bot besides Panic Attack yet, because it ideally needs to be present to defend the Parsec Rumble title, but this particular issue with Panic itself just isn't effected by anything.

I've tried different gearing, lifting the forks and skirts off the floor, replacing the back wheels with low friction alternatives, removing the back wheels entirely, removing the entire paint job to simplify the physics. No effect from any of those.

By any chance do you still have the old version of Panic Attack to compare?  I am curious to see how much things slow compared to the newer, decorated version.  I suspect that all of the bits and pieces are adding up to significant CPU load.

I have a very rough idea on how to go about “flattening” the decorations at runtime.  I’m not sure if it will work, but it might help...

428
Need to look at the broken off stuff again when I have some time this week.  I thought I had everything working properly in the 20December build.  So sorry about this guys!

429
What version of Unity is being used to build the game? (If at all relevant).

I might have a go at seeing how easy it would be for a beginner to create something for the game potentially.

We are going to be switching to the latest 2018.4 version here in the next week.

430
I wonder if there is a runtime scene builder on the Unity asset store that we could use...

Edit:  Sorry, forgot to answer your question!  The botlab stuff is pretty robot-specific.  We would have to add quite a bit to make it useful as an arena tool.

431
Building a bespoke arena builder would be quite a bit more work.  We played around with the idea a bit initially, but didn’t have enough developer time to do it.  It really needs a dedicated person working on it.

432
Also, on the topic of modding: 
2. We also could really use an open source arena builder tool.
Im pretty sure you might be able to inject arenas into the game via mod. Or alternatively, an arena builder just like how bot builder works
I could make a mock up

I was thinking something more official.  Like using Unity to create arena AssetBundles that you can load from a directory.

Idk how friendly would that be to inexperienced people.

But it would give unlimited creative freedom.  You could make literally anything that you could make in Unity.

433
Also, on the topic of modding: 
2. We also could really use an open source arena builder tool.
Im pretty sure you might be able to inject arenas into the game via mod. Or alternatively, an arena builder just like how bot builder works
I could make a mock up

I was thinking something more official.  Like using Unity to create arena AssetBundles that you can load from a directory.

434
Also, on the topic of modding: 

1.We still have the RR2 Component Modding Tool project on the back burner.  The idea is to make all of the in-game components using the tool.

2. We also could really use an open source arena builder tool.

Both of these have languished in the vaporware stage because we are down just @tashic and me for development.  Would you be interested in picking up one (or both) of these projects?  I would like to put them up on github when they are ready.

435
Over the past week or so I've been working on integrating an open source mod api in to Robot Rumble that allows non-destructive mod injection using the Harmony Library. I just have a couple of technical questions to help with mod development in the future. I'll start for now with this one:

Do you know if there is a method that is called on each scene load outside of the default sceneLoaded event? I'm working on a roundabout fix for the resolution issue and it seems that a method that triggers (potentially on Awake()) on scene load is causing the resolution to be set incorrectly but I haven't been successful in finding it. Also its just occurred to me as I'm writing that such a global hook would be very useful for modding if it did exist.

I like it!  Let me take a look tonight/tomorrow.  I’m not in front of my computer right now.

436

This:

(Image removed from quote.)

There was not a whole lot left afterwards.

Love it!  We would have to get rid of the three hit rule, or reduce the post-hit invulnerability time period, then add flames, but I think it is doable!

437
New build: Damaged components do something very comical in that they float in place once they've been broken off... Kinda like it becomes a fighter bonus reward or something. The same also seems to happen with robots with a flipper piston system. They just kinda float around.

Hmmm.  Weird.  I thought I had fixed the instances of this.  Can you send me a .RR2Bot file to play with?

I also managed to try out the mirroring properly. AMAZING!! Exactly what I would have hoped for! Even with the wiring!! Bravo!
Would it be possible maybe to incorporate a similar system in the plot gird for custom components & the chassis? Maybe set up a rule with it that all start and end points need to be on their corresponding mirror axis/plane (so if you wanted to mirror on the X, the first and last points must be on the middle line on the X axis, if that makes sense?)

Thank you!  The mirroring system is @tashic's baby.  He deserves the kudos.

438
Regarding robot damage, I'd love for something like this to be possible:



I have no idea how hard that would be to model, but I'd love to be able to disintegrate other robots  :dance:

Loved that fight video!   :claping

If you built reps of the two robots in the workshop, I'm pretty sure you could recreate exactly that level of robot disintegration with the current (20December2019) build.

439
I think I've figured out what visually broke on Panic Attack, with the chassis scaling.
There are weird seams on it, so I think what's happened is that the outer layer of the chassis scaled properly to 08/09/08, but the inner layer stayed at 1/1/1.

Gotcha.  I think this bug happened when I was playing around with ways to visually indicate damage to the chassis.  I created a copy of the existing chassis plates.  The copies I created are not getting scaled correctly when the robot is reconstructed from the .RR2Bot file.  The easy solution is to just get roof of the copy.  I’m still playing around with stuff so it may or may not stay, depending on if we need it to show the damage.

440
The 20December2019 build is up!

See previous for the bug fixes!

Pages: 1 ... 15 16 17 18 19 20 21 [22] 23 24 25 26 27 28 29 ... 49