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Tournament Archives / Re: HangarGames - NOW ACCEPTING ENTRIES
« on: January 09, 2020, 01:46:00 AM »
Received:
2STHW, 2HW, 2CW, 2MW, 2LW Plerco
1HW Kix
2HW 8bean
2STHW, 2HW, 2CW, 2MW, 2LW Plerco
1HW Kix
2HW 8bean
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. 81
Tournament Archives / Re: HangarGames - NOW ACCEPTING ENTRIES« on: January 09, 2020, 01:46:00 AM »
Received:
2STHW, 2HW, 2CW, 2MW, 2LW Plerco 1HW Kix 2HW 8bean 82
Tournament Archives / Re: HangarGames - NOW ACCEPTING ENTRIES« on: January 08, 2020, 07:59:05 AM »
Also the signups will close on the 7.2.2020 CET. :P
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Tournament Archives / Re: HangarGames - NOW ACCEPTING ENTRIES« on: January 08, 2020, 07:00:00 AM »
Received
1 HW, Guldenflame 2 HW, 8bean 84
Tournament Archives / Re: HangarGames - NOW ACCEPTING ENTRIES« on: January 07, 2020, 08:33:16 AM »
Reveived
1 SHW, 1 LW ThatDiscordGuy 2 HW Hoppin 1 LW, 1 CW, 1 HW and two others Sickle Robotics 85
Tournament Archives / Re: HangarGames - NOW ACCEPTING ENTRIES« on: January 06, 2020, 02:23:59 PM »
Received
1 HW, 1 CW, and 1 MW from Badger 2 SHW, 1 STHW, 2 HW, 2 CW, 2 MW, 2 LW from NickyDustyOwl 86
Tournament Archives / Re: HangarGames - NOW ACCEPTING ENTRIES« on: January 05, 2020, 11:01:29 PM »
SIGNUPS ARE NOW OPEN!
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Tournament Archives / Re: HangarGames - Discussion« on: January 04, 2020, 03:44:29 AM »
Hi!
I solved pretty much all personal problems I had! That means that I can continue with this big ol tournament! :3 88
Off-Topic Discussion / Re: Looking For: Dedicated BOTM/Challenge Belt Staff!« on: September 22, 2019, 03:47:40 PM »
I could host BOTM when nobody has something against it!
Also I would be happy to be the host for IRL challenge belt, I'm just unsure about how it works then the IRL host holds the belt currently (like i do rn), trust? 89
Modifications / Re: DSL 2.31 in progress...« on: August 24, 2019, 06:52:15 AM »I have 0 idea what bild is doing rn so I'm just going to propose some more changes since these are relatively minor and easy to implement. I think that all would be pretty nice indeed! I hasn't active since a windows update pretty much fried my PC and I have no motivation fixing it but we will get there eventually... (Fixing the problem would include to reinstall windows yay) When the problem is fixed, it will go alot faster I think. Thats all i have to say now, byyye3 90
DSL TC Showcases / Re: Bildschirms Bots! (Also Hi!)« on: August 13, 2019, 02:05:27 PM »
Hi, its me again!
I wanted to make splashes for the new bots to show the OW4 lineup later but I'm just not feeling it, so I will just just show off my OW4 Lineup now! :P 91
Modifications / Re: DSL 2.31 in progress...« on: August 11, 2019, 07:38:03 AM »
Happy that I said that they should be 30cm long! I think I wasn't the only one who got annoyed about the lengh. The lengh also helps to make it more stable. (Basicly saying what Geese did)
Anyways, planning to make wedges damageless and appliying wedges with round off tips for weapons. 92
Off-Topic Discussion / Re: Ladies and Gentleman, We got him« on: August 08, 2019, 03:51:51 AM »
Likebait hop, like we know him
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Modifications / Re: Bilds evolvement for ra2 mods =3« on: August 06, 2019, 10:55:14 PM »
Ok, after some thoughts:
I will do the angled extenders and wedge edges first. Angled extenders will haveno mass and no hitbox to prevent it getting used as armour. Wedge edges wont have mass but will remain their hitbox since you can't spam them as armour. I will do those two and we will see if the game improves crashing wise! =3 Thats me out again! 94
Modifications / Re: Bilds evolvement for ra2 mods =3« on: August 05, 2019, 03:06:52 PM »
Research for the the true crash patch
Hi all! This may be complex to understand for some people but whatever! So first of I wanted to know why the anti crash patch from beetle starts to make bots wierd and stuff. Its actually simple when you think about it. Lets start talk about how a physic engine works (very basic, don't worry :P) The engine looks at the collision mesh for the component and calculates the volume out of it. Then, the engine calculates stuff like attraction to the floor with the mass of the component, center of gravity... etc. Thats pretty much it and this is were beetles tactic didnt worked out. He made a 2D collision mesh, meaning the volume will be automaticly 0. Since everything regarding to calculate that is multiply or division, soit will always stay at 0! The mass will be the same since you feed that information to the game. That means you basicly connect components with just a mass and no gravity to your bot, making the 2D collision components like move in space. It also gets worse with more weight, logically. That also affects the components with no collision mesh at all. Thats pretty much it! I don't see much ways at all to make a working anti crash patch at all. Possiblilities: Make the game bigger, so the physic engine doesn't need to deal with so little collision boxes. Just waaaaaaaaaaaay to much work. Senseless to do for such a small community too. I can actually put the weight to 0 of the small components, making a working anti crash patch since the componets woudnt have force to producing major havoks or crashes. (like the 1st anti crash patch) The problems would be that all bots will be lighter and that would make it super incompatible in general. Also, it allows for infinite armour and probably more rules for tournaments to limit them. I could also delete the collision mesh and set the mass to 0 to prevent it getting used as armour. That would work with the anglesd extenders but would cause problems with the small tooths and wedge edges. Thats all I found out fo far! When we can't agree to 0kg items that get potencially abused as armour, I think, it will look pretty grim for an anti crash patch. When you have an idea, just write it down in the comments, right? =3 Bye and have a great day! =3 95
General Support / Re: Another problem with component editing« on: August 03, 2019, 11:27:33 AM »
1. I use the C++ Comp & Decomp and i never had a problem with these, can be found there: https://gametechmods.com/forums/downloads/?sa=view;down=91
2. https://gametechmods.com/forums/tutorials-and-tips/how-to-skin-components!-(for-dummies)/msg756073/#msg756073 Thats should get you on the right track 96
Discussion / Re: help weight« on: August 03, 2019, 11:22:31 AM »
Just protect your chassis with plates, steel plates weigh alot.
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Off-Topic Discussion / Re: pooh pathology test« on: August 03, 2019, 05:01:57 AM »
This thread is old but i don't care! =3
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Off-Topic Discussion / Re: GameTechMods Tier Ranking V1« on: August 01, 2019, 03:45:47 PM »
I think that will just make people go into arguments
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Modifications / Re: Bilds evolvement for ra2 mods =3« on: August 01, 2019, 07:24:43 AM »
Hi y'all!
I made slight adjustments to the existing bars mod from 090901, featuring the DSL bars in all IRL colours. v1.1 The changes i made were:
Thats pretty much it, download it when you want do find your coloured bars quicker! =3 Thats me out then, the next thing I will be dealing with is probably a 2.0 crash patch... we will see how that will go! :P (I think I will share some updates with you all! =3) Version Tree: v1.11 Fixed:
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Tournament Archives / Re: Orc's Wars Series 4: IRL Drums Compatible!« on: July 30, 2019, 01:17:14 PM »Are Bildschirm's IRL Drums allowed?I'm happy you asked! After testing, the IRL Drums built by Bild seem to be good with no errors so they are a late but awesome addition to the OW4 series! |