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Messages - cjbruce

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481
is it just my version that has bubblegum spazz around? And both Crab bots just sliding over the arenafloor? and Manta killing itself by exploding sometimes? There has happend too much in this thread to read it all and to be up to date with known bugs and glitches. As of now it feels like there are 4 heavys working as intended with Faust, Earthquake, TR3 and Royal Bobby

Idk if I patched the game correctly with the latest fix. I was using the August 29 version and just pasted all the stuff in the folder with the same name like you did with RA2 back in the day

Oh no!  Sorry about that!  We don’t have a patching system in place right now.  I’m not sure what effects you will get when using the method you used.  The latest version is the 14SEPTEMBER.

As far as the premade robots go, you are correct.  I haven’t done any tweaking at all.  They are all built from scratch outside of the botlab, and require manual tuning.  It will probably take a few days to go through each of them to make sure they drive properly.

Bubblegum is my personal nightmare.  So much mass spinning so quickly makes it extremely hard to tune.

For some reason Beetle Crab (and the Crabsolutely to a lesser extent) is also posing a problem.  I think it is due to artifacts caused by the long massive arms tugging on the relatively smaller body.  I’m honestly at a loss right now on how to fix it, but I think getting floor friction sorted out will remove at least one variable.

482
option to make parts indestructible

Oof.  This one is hard.  It will require working on the backend code as well as coming up with the UI on the front end.  Then it will need testing.

Is it worth it if it takes a few more weeks/months?  I don’t imagine that we would want this in the released game...

483
Thanks for all of your feedback!  I think we will push this one out as an official stable release on itch.io, then start work on the new features.  Any last requests before then?

-A few more shapes for use in Extra's & Weapons - mainly a ring and Taurus (to create wheel tyres) and maybe some letters?
-A flatter spin motor
-Some smaller motors & burst for featherweights (and the burst to be useable as a lifting burst for the heavys)

But they might just be more work in progress aha ;P xD

Otherwise, my only other thing to mention would be that the pit in the Bugglebots arena doesn't descend. That would be it.

I wasn’t planning to do any new shapes or features for this stable release, just bug fixes.  Everything above requires testing and tweaking.

The pit should be fixed though.  It has a swinging mechanism, rather than the descent mechanism of the full sized arena.  I was thinking that I should probably tweak the Bugglebots pit floor to make it smoother though.

484
Thanks for all of your feedback!  I think we will push this one out as an official stable release on itch.io, then start work on the new features.  Any last requests before then?

485
Only thing is- I built an itty bitty vs, and this weird “bubble” formed around the weapon, and caused the bot to flip around the arena. It didn’t do that with any pulleys attached to it, but when I directly added the spinner on to the motor shaft, uh oh.

This shouldn’t be too big of a fix... It’s just a minor that needs tweaking.

Drat.  Was this a custom shape you used for the weapon?

486
New Bleeding Edge Test Build is out!

http://www.robot-rumble.com/bleedingedgebuilds/

The latest versions are the 14SEPTEMBER2019 builds.

Two things for this build:

1. [Bug Fix] Eliminated Depth of Field postprocessing effect.  This was causing excessive blur in the robot workshop when working on beetleweight robots.
2. [Tweaked] Adjusted friction coefficients to the following:

Aluminum: 0.4
Polycarbonate: 0.2
Rubber: 0.9
Steel: 0.3
UHMW: 0.05
MDF: 0.3

With this fix, friction coefficients are pretty close to their real-life values.  Robots should now skid much more believably.

Let me know if driving feels good with the 14SEPTEMBER build.  If so, we can finally start working on damage.  :gunz:


487
Did you guys added component damage again?
The disc of a bot fell out and after i hit it, bot lost hp

EDIT: Tested it and after certain hits, HP of the component goes to 0 and hits after that damage the chassis

I haven't done much with damage.  I wanted to get driving to be stable first.

Let me know if you guys think driving feels good.  If so, I'll start working on damage.  If not, lets get driving to the point where it feels great first.



I think the damage strategy is going to be as follows:

1. Comment out all existing damage code.  We should start with a blank slate, with all robots being completely invincible.
2. Add damage types back in one at a time. 
3. Each time we add a new damage type we will put out a bleeding edge build for testing.  If it feels good, we'll keep it.  If it feels bad, we'll remove it.  If it doesn't make any difference at all to game feel, then we'll remove it.  Complicated = bad.  Fewer damage types = good.

488
New Bleeding Edge Test Build is out!

http://www.robot-rumble.com/bleedingedgebuilds/

The latest versions are the 13SEPTEMBER2019 builds.

This new build has the fixes described a few posts back:

1. Bug Fix - Set the floor surface physics material back to "Steel" for all arenas.  It was inadvertently set to "rubber" a few builds ago when I was playing with different forms of collision detection in an attempt to optimize CPU usage.
2. Bug Fix - Fixed OOTA not being called by any robots.
3. Bug Fix - Fixed the Bugglebots pit glitches.
4. Bug Fix - Fixed the scaling problem that Arcane pointed out a few posts back.

I haven't had a chance to look at the breakability of spinning components yet, but I wanted to make sure you guys had all of the bug fixes in place over the weekend.

Now that the arena surfaces are back to being steel (they were inadvertently set to be "rubber"), everything feels a little slippery to me, especially the version of Mental Breakdown I got from kix, which was already incredibly responsive even with rubber floors.  Mental Breakdown feels almost uncontrollably fast with the keyboard. 

How do you guys feel about the friction coefficient of the steel floors combined with a steel chassis?  Too slippery?

489
Just put the finishing touches on a few bug fixes.  I should be able to push them to bleeding edge builds tomorrow once Cloud Build is done:

1. Fixed the floor surface friction coefficient for all arenas.
2. Fixed OOTA not being called by any robots.
3. Fixed the Bugglebots pit glitches.
4. Fixed the scaling problem that Arcane pointed out a few posts back.

Axles are also fixed to be non breakable on belts?

Not yet.  I will try to squeeze it in tomorrow morning if I can.

490
Just put the finishing touches on a few bug fixes.  I should be able to push them to bleeding edge builds tomorrow once Cloud Build is done:

1. Fixed the floor surface friction coefficient for all arenas.
2. Fixed OOTA not being called by any robots.
3. Fixed the Bugglebots pit glitches.
4. Fixed the scaling problem that Arcane pointed out a few posts back.

491
Showcases / Re: Post Your RR2 Bots
« on: September 09, 2019, 09:59:06 AM »
I have a bug where every bot I've built in the current build is immune to elimination by pits and ring-outs, so I don't know if she'd be allowed. D:
This has been a bug that effects every single robot since the August06 patch.  I'm pretty sure everyone knows of it.  It shouldn't affect your ability to get in.

Otherwise, I love the disc.  I need to learn how to make hollow things like that.
Yeah if a bot gets pitted, it is considered pitted, its a game bug so dont worry about it

kix and CyarSkirata, I'm taking a looksee at the pit surface and robots not getting pitted now.  I'll let you guys know what I find soon...

EDIT: ... and bugs have been found!!!  It turns out that there was some weirdness (kix pointed this out first) right before one of the builds that caused the floors to be assigned the rubber material, except for the pit surface, which was still steel.   I'm still looking into why the OOTA is not registering for the pit.

EDIT #2: ...the pit OOTA bug has been found and squashed for both BotLab and remade robots.  Apparently this bug has been there for a LONG time, ever since we changed over to the new structure for BotLab robots.

I'll try to get the bugs fixed and updated in a new bleeding edge build by the end of the week.

492
Hmm.  It shouldn’t glitch like that.  Would you mind sending me the .RR2Bot file so I can take a look to see why the weapon won’t spin?

493
New Bleeding Edge Test Build is out:

http://www.robot-rumble.com/bleedingedgebuilds/

This one is called 05September2019, and contains the following minor updates:

  • Eliminated a source of garbage in the miniscript handler we built for the game (not in Miniscript itself!).  This should reduce stuttering due to garbage collection for user-created robots.  kix, I believe this is the source of the jankiness you were seeing for the past few builds.  Let me know if it is still there!
  • Began work on generalizing components scripts with the end goal of creating user-tweakable gearboxes.
  • Removed the really annoying cyan-tinted albedo texture from steel and aluminum.  This should make it easier to match colors.
  • Reduced friction on all physics materials except for rubber.  Hopefully this makes robots easier to drive and more realistic.  Please let me know if things can slide easily enough.  I can reduce friction a little more if it is necessary.
  • Eliminated the ability to break off objects.  This is in preparation for the new damage system which will break off armor plates instead.

If you are feeling spicy, give it a shot and let us know what you think!

494
I would like the rack - and pinion Piston to be less powerful. I built an axe bot using this and it jumps up really high, when it fires the axe.

I think systems like those are still in development. The same pretty much happens with the hinged actuator.

Yup.  I haven’t done the math on any of the rotating actuators yet.  Time for some research....

495
Hey, ive tried a tantrum design and the spinner kinda like doesnt spin up. Also ive found out that my spinners stop easily on impact and i dont like that. Also i would love to see a motor with allot of torque so you can spin like massive deep six clones up to a good speed. And maybe a motor that does like 10000 rpm but has like not allot of power.

Have you tried using a pulley?  None of the larger motors have any gearing.  It might take some tweaking, but you should be able to get a weapon that spins up.

Also, make sure your weapon doesn’t rest on the floor.

Lastly, no motors in existence could get a Deep Six sized weapon up to 10,000 RPM.  At that RPM, the weapon would be supersonic.  I have modeled this in game by increasing air drag exponentially as you approach Mach 1.  Edit:  We did put in an ME0708.  It has about as much power as you are going to see in a heavyweight.  You can gear it for high torque with pulleys or chains, but you will be trading off top speed when you do it.

496
I tried to attach a spinner to a hinge and built something like Monsoon. The spinner doesn't really hit the opponent and is a bit Buggy. Just a small minor thing.
I also have noticed, that the background music is overlapping. When I go in the botlab, the title screen music and the botlab music play at the same time.

Thank you for noticing it.  I haven’t done much testing with multiple chained hinge joints to see how it would affect a spinner collider.  It needs to work well — I will try it this week.

497
Ngl, hinges are fine, havent tested the axle yet
Maybe add a rotation limit on the hinge?

NOTE: What i have noticed in the last few builds, my gpu is running constantly at 100% while playing this game

Hmmm.  We will need to figure this out.  I noticed that my Windows laptop is getting random freezes, and was wondering if this was GPU related.

498
New Bleeding Edge Test Build is out!

http://www.robot-rumble.com/bleedingedgebuilds/

The latest versions are the 29AUGUST2019 builds.

This new build has very few upgrades.  Mostly I wanted to see if a new build would solve Arcane's problem.

  • Added a free rotating hinge and a 90 degree hinge to "Extras" tab in bot lab.

Please note that these hinges are super-preliminary at this point.  Don't design your robots to rely on them, because they will definitely change, and may break your .RR2Bot file in future builds.

499
I think I may have found a bug. The newest version worked fine the first time I opened it however on the second time I now can’t select any buttons from the main menu.

Just tried opening it a few times on my Windows laptop.  Things seemed to work fine.

Maybe the next step is to put out a new build.  It is possible that something might have been corrupted during the build process.

I'll try to get a new build out on Thursday.

500
Yeah the 20th August bleeding edge version. I have to delete the file and re-extract every time I use it otherwise the menu buttons get a case of stage fright. It doesn’t look like Kix is having this problem so at least it’s not a universal problem.

What's your resolution out of interest? Far as I'm aware there wasn't any difference in the menu UI between these builds, did you have this issue on the Itch.io build also?

Using full screen - 1680x1050 resolution. Never had the issue on any previous versions of the game. The buttons are visible but don’t do anything (I have to alt tab to close the game, can’t access settings, workshop or battle mode etc).

I'm not having any luck replicating the problem on my Mac in either the built version or the editor.  I can try my Windows laptop tomorrow.

If you don't mind:

1. What kind of computer are you using?
2. What kind of GPU are you using?
3. What operating system are you using?

I can try making another build to see if it fixes the problem.  The symptoms are so strange, and I have absolutely no idea what we might have changed between 06AUGUST and 20AUGUST that would have caused the problem. 

Callum, is it possible that there is an issue with FMOD that is causing the buttons to not load?  Perhaps they are failing to find the necessary sounds assigned to the buttons, and so can't load the buttons themselves?

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