Poll

What do you like doing most in RA2/RA3/robot combat games?

Building robots
Local single player battles with manually-controlled robots
Local multiplayer battles  with manually-controlled robots (PvP with controllers or a shared keyboard)
AI-only tournament battles
Other?  Please comment below.

Author Topic: Robot Rumble 2.0 - Robot Combat Simulator - Under Development  (Read 48353 times)

Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #880 on: August 06, 2019, 06:33:43 PM »
the whole delete the robots folder and put your bots in it again ? yes, did nothing either, the bots are still corrupted

Double drat.  How many robots did you lose?

Edit:  Can you send me one of them to me and tashic?  Maybe we can track down the source of the problem.

Offline Mystic2000

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #881 on: August 06, 2019, 06:54:04 PM »
lost 7 robots, here's one of them
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Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #882 on: August 06, 2019, 07:40:02 PM »
lost 7 robots, here's one of them

Got it!  I'll take a look over the next few hours and see what I can do...

Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #883 on: August 06, 2019, 09:07:18 PM »
lost 7 robots, here's one of them

Figured it out!  The 02August build has plates defined, but no plate materials, thickness, or tint.  The 06August build requires all of these for plates.

Open up the .RR2Bot file in a text editor and search for the word "material".  In order to get the plate materials, thickness, and tint into the bot, you must add them as follows in bold for each plate.  I'm pretty sure plates only exist for chassis parts so far, so you should only have to do this for however many plates your chassis has.  Since Slambus uses a box for the chassis, it only has 6 plates.


            "material_id": 4,
            "thickness": 0.004000000189989805,
            "tint": {
                "r": 1.0,
                "g": 1.0,
                "b": 0.0,
                "a": 1.0
            },
            "material_id_plates": [
                4,
                4,
                4,
                4,
                4,
                4
            ],
            "thickness_plates": [
                0.008999999612569809,
                0.008999999612569809,
                0.008999999612569809,
                0.008999999612569809,
                0.008999999612569809,
                0.008999999612569809
            ],
            "tint_plates": [],

Offline Mystic2000

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #884 on: August 06, 2019, 09:37:44 PM »
thanks, so the only thing i have to change for my other broken bots is to add more "rows" to the material and thickness plate arrays depending on the number of faces right ?
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Offline KingofKings696

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #885 on: August 06, 2019, 09:52:08 PM »
Glitch I just found while goofing around with botlab. I went to load this large disc into test area and game stretched it way out of shape.

Just tried a bar design on it and I had to shrink bar way way down to avoid floor.  Like smaller than the 10in wheels on bot but when in test area has reach to almost floor like the blade would be at normal size and this seemed to only happen on this bot with its angled weapon so far.

Welp found another bug was making a large dustpan and game decided ig should have a long tail for its chassis

Offline kix

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #886 on: August 07, 2019, 12:01:03 AM »
lost 7 robots, here's one of them

Figured it out!  The 02August build has plates defined, but no plate materials, thickness, or tint.  The 06August build requires all of these for plates.

Open up the .RR2Bot file in a text editor and search for the word "material".  In order to get the plate materials, thickness, and tint into the bot, you must add them as follows in bold for each plate.  I'm pretty sure plates only exist for chassis parts so far, so you should only have to do this for however many plates your chassis has.  Since Slambus uses a box for the chassis, it only has 6 plates.


            "material_id": 4,
            "thickness": 0.004000000189989805,
            "tint": {
                "r": 1.0,
                "g": 1.0,
                "b": 0.0,
                "a": 1.0
            },
            "material_id_plates": [
                4,
                4,
                4,
                4,
                4,
                4
            ],
            "thickness_plates": [
                0.008999999612569809,
                0.008999999612569809,
                0.008999999612569809,
                0.008999999612569809,
                0.008999999612569809,
                0.008999999612569809
            ],
            "tint_plates": [],

The thing is. Deep Regret and some other bots didnt have this when being transferred to 06 build, and worked fine. Craplectric also didnt have this, but it only worked when i apllied what i did (what i thought was a fix)
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Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #887 on: August 07, 2019, 05:49:22 AM »
thanks, so the only thing i have to change for my other broken bots is to add more "rows" to the material and thickness plate arrays depending on the number of faces right ?

That's correct.  Slambus loaded correctly once I inserted the lines above.  Once the robot loads, you should be able to go back and change the plate material and thickness in the workshop as normal using the "Materials" tab.

Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #888 on: August 07, 2019, 05:56:28 AM »

The thing is. Deep Regret and some other bots didnt have this when being transferred to 06 build, and worked fine. Craplectric also didnt have this, but it only worked when i apllied what i did (what i thought was a fix)

For Mystic2000's problem, I think it depended on which robots you loaded into the robot workshop and when.  Different builds were put out in varying stages of completeness.  I happened to get lucky in that I didn't create any new robots partway through the transition process, so I never saw the potential problems.

Looking through the code, I noticed that the game checks to see if plates exist in the .RR2Bot file.  If so, the game assumes all of the rest of the information about the plates are defined. If it can't find the rest of the information about the plates in the .RR2Bot file, then the game will fail to load the robot.  To fix it, you need to add the rest of the information for the plates.

If plates don't exist at all in the .RR2Bot file then the game should load the robot without a problem.

The fix you found is most likely for a different issue, though still valid.

Offline KingofKings696

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #889 on: August 07, 2019, 07:12:19 AM »
Was bored and was trying to see if I could force a glitch from the game and tried spinner stacking and pistons on spinners neither worked but did figure out how to get huge ke from a spinner albeit useless as I designed it but possibly an exploit for very powerful spinners not sure until I test it. Basically I have an a4300 with a small disc withbar attached to it at 1:10 ratio the put the me0708 on the the disc aswell and somehow increased the ke of the a40300 despite not doing anything other then spinning on the spinner?



Alright I think I found the limit bot literally freaks out even though it's still a celerating
« Last Edit: August 07, 2019, 07:42:53 AM by KingofKings696 »

Offline F1Krazy

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #890 on: August 07, 2019, 07:26:16 AM »
617 mph?! That's approximately 80% of the speed of sound.

I'm sure there will be plenty of exploits like that, but they will almost invariably be un-IRL - and I can foresee tournaments having tip speed limits anyway for balancing purposes, just like BattleBots and Extreme Robots have.
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Offline KingofKings696

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #891 on: August 07, 2019, 07:45:06 AM »
Oh for sure but I couldn't sleep and wanted to see if the old ra2 exploits would transition at all and if i could find bugs and glitches to help the dev's out.

Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #892 on: August 07, 2019, 08:01:58 AM »
This is extremely helpful!  Thank you thank you thank you!  I never would have thought of doing half of this stuff!

In the end, the theoretical limit shouldn’t matter, but the instantaneous angular momentum (rotational speed x moment of inertia) and kinetic energy are both potentially game-breaking if they get too high. 

I put in a hack to make air drag grow exponentially as you approach Mach 1, but I never expected anyone to actually get there. 🙂

Offline Tashic

Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #893 on: August 07, 2019, 08:37:58 AM »
I found the problem that caused the robots to not show.
The problem was caused by a part of the code not getting initialized and remained "null". The problem only happened with robots with the new chassis system, all the robots without it shouldn't have been affected.
Now the game should be able to handle robots with no chassis plate information in the next builds.

Offline KingofKings696

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #894 on: August 07, 2019, 08:55:21 AM »
Also something else I found with that massive bar even when it was just resting against another bot it absolutely shreds the other bot despite having no ke

Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #895 on: August 07, 2019, 01:41:16 PM »
Also something else I found with that massive bar even when it was just resting against another bot it absolutely shreds the other bot despite having no ke

Woah.  When you say “Shred”, are you referring to movement or to damage?

Edit:  I wonder if this is due to the old “puncture” mechanic, where if something puts a lot of force on a robot in one location, it will do progressively more and more damage over time. 

It was a brainstorm that needs work.  i.e. Puncture probably shouldn’t take effect unless the puncturing object is “sharp” (no idea how to implement this yet), and the force required to puncture will depend on the strength of the material, the thickness of the material, and the size of the hole being poked.
« Last Edit: August 07, 2019, 03:58:33 PM by cjbruce »

Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #896 on: August 07, 2019, 03:21:31 PM »
I think I have a good solution to the ridiculously fast spinner issue.  It doesn’t nerf the spinners so much as it makes the gyroscopic forces more significant.  This should make them harder to control.

I’m going to try to put a link up tonight for a non-advertised “bleeding edge” build on our website.  I’ll post the link for it here in about seven hours.

Offline KingofKings696

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #897 on: August 07, 2019, 03:37:33 PM »
I meant damage the health bar just goes down smoothly and fairly quick.

Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #898 on: August 07, 2019, 05:23:42 PM »
I meant damage the health bar just goes down smoothly and fairly quick.

Got it.  That’s definitely the WIP puncture mechanic.  Need to tweak it so that it only works for crusher/pincer weapons.

Offline Wambo

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #899 on: August 07, 2019, 06:03:38 PM »
What can I do, if the filefor the new build doesn't open?