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 38646 times)

Offline Tashic

Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #980 on: September 06, 2019, 04:35:04 AM »
I haven't played around with the new build too much yet but I have noticed a quality of life downgrade whereby if you resize a component that has other components attached/linked to it, then it moves all the attached components by a large amount and often in different directions as opposed to moving them a small fraction like it used it in previous builds.

Basically makes resizing components a re-positioning nightmare.

The gearboxes sounds brilliant though, as always with these updates I'm really excited to see where this game goes.

Oh darn, in what situation does the scaling problems occur? Could you send the bot as well? So I can see exactly what situation you are having problems with.
Might have messed that up when I reworked a part of the code to reduce redundancy.

Offline Witherana

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #981 on: September 06, 2019, 05:40:27 AM »
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.

I did use a pulley but it like is glitch. It spins at like 1 rpm ans says the max rpm is 0. I think the game just doesnt like it.

Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #982 on: September 06, 2019, 06:15:26 AM »
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?

Offline Arcane

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #983 on: September 06, 2019, 06:22:03 AM »
I haven't played around with the new build too much yet but I have noticed a quality of life downgrade whereby if you resize a component that has other components attached/linked to it, then it moves all the attached components by a large amount and often in different directions as opposed to moving them a small fraction like it used it in previous builds.

Basically makes resizing components a re-positioning nightmare.

The gearboxes sounds brilliant though, as always with these updates I'm really excited to see where this game goes.

Oh darn, in what situation does the scaling problems occur? Could you send the bot as well? So I can see exactly what situation you are having problems with.
Might have messed that up when I reworked a part of the code to reduce redundancy.



All the component were lined up in place on this Basilisk replica, I clicked on the one part of the flipper panel to make it 0.05 wider and any attached components (and even some non attached) repositioned themselves in a clump together. In the past it would only slightly move any attached component out of alignment by 0.1 whereas this build of the game is drastically moving pieces around.

It’s not limited to just one bot either as it’s been a repeatable issue on any bot I try to amend in this latest build.

I can send you over a bot file once I’m back home if it’s of any help.

Offline Tashic

Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #984 on: September 07, 2019, 07:39:50 AM »
I haven't played around with the new build too much yet but I have noticed a quality of life downgrade whereby if you resize a component that has other components attached/linked to it, then it moves all the attached components by a large amount and often in different directions as opposed to moving them a small fraction like it used it in previous builds.

Basically makes resizing components a re-positioning nightmare.

The gearboxes sounds brilliant though, as always with these updates I'm really excited to see where this game goes.

Oh darn, in what situation does the scaling problems occur? Could you send the bot as well? So I can see exactly what situation you are having problems with.
Might have messed that up when I reworked a part of the code to reduce redundancy.

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All the component were lined up in place on this Basilisk replica, I clicked on the one part of the flipper panel to make it 0.05 wider and any attached components (and even some non attached) repositioned themselves in a clump together. In the past it would only slightly move any attached component out of alignment by 0.1 whereas this build of the game is drastically moving pieces around.

It’s not limited to just one bot either as it’s been a repeatable issue on any bot I try to amend in this latest build.

I can send you over a bot file once I’m back home if it’s of any help.

Yes, if possible send the bot file, I would be able to better check exactly what's going on.

Offline Tashic

Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #985 on: September 07, 2019, 09:09:11 AM »
Ok, I fixed the problem that caused the messed up position of components while scaling.
In future builds, scaling should be like in previous builds.

Offline F1Krazy

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #986 on: September 07, 2019, 10:11:06 AM »
Talking about the pit floor though - I have found that when AI bots drive over the closed pit, they then take to driving in endless circles like they've lost all other bots and dunno where to go? It's not until I push them away off of it that they go back to fighting normally.

This sounds like an issue with hazard detection/avoidance. They might be treating the closed pit as a hazard area, and then panicking once they're on top of it, because they know to avoid hazard areas but don't know what to do when inside one...? Idk, just spitballing. Certainly needs to be looked into.
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Offline kix

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #987 on: September 07, 2019, 01:19:15 PM »
Talking about the pit floor though - I have found that when AI bots drive over the closed pit, they then take to driving in endless circles like they've lost all other bots and dunno where to go? It's not until I push them away off of it that they go back to fighting normally.

This sounds like an issue with hazard detection/avoidance. They might be treating the closed pit as a hazard area, and then panicking once they're on top of it, because they know to avoid hazard areas but don't know what to do when inside one...? Idk, just spitballing. Certainly needs to be looked into.
This is actually an issue since 2.01 build

Another thing that should be looked into is the damage. If a spinner hits a weapon/wheel on an axle it will:
-Do its thing and send the bot flying
-Lose weapon momentum completely like hitting a wall

Latter happens most of the time
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Offline Wambo

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #988 on: September 08, 2019, 06:41:04 AM »
I played the new bleeding build and 2 WD robots are still a bit hard to drive. Can you reduce the friction more?

Offline kix

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #989 on: September 08, 2019, 07:55:01 AM »
I played the new bleeding build and 2 WD robots are still a bit hard to drive. Can you reduce the friction more?
Its really not friction as its the floor having terrible stats, try driving 2wd bots over the pit and you will see that they are driving good
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Offline KingofKings696

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #990 on: September 10, 2019, 02:03:43 PM »
Goofing around tries putting 90 hinge on spinner to see if I could get the teeth to still hit but flex to keep spun up better and it still causes the same issue I was having before with overheads and having no rpm for some reason

Offline kix

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #991 on: September 11, 2019, 04:18:35 PM »
Few things you should consider doing:
The arena floor ofc, but thats sorted as far as i know?
Check the 3inch wheels, they glitch out
This could be an idea:
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Offline CodeSilver23

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #992 on: September 11, 2019, 06:09:01 PM »
A few ideas:
- tutorial. I’ve been planning on making one for yt but haven’t gotten around to it yet. Maybe have one built into the game when it gets released? From what I’ve seen, A Heap Of Games along with others have no clue how to build anything.
- Chassis list. Maybe have multiple pre-made options for chassis along with the build-your-own option could definitely make it more user-friendly.
-Flamethrowers. Because why not?
- Decals. Obviously, the painter will need to be useable first, but decals would definitely be a nice edition.
- visual damage. Robot Champions’ visual damage gives me wet dreams, and I feel others would say the same.
- timed matches. It’s annoying to see a five minute ai push battle. Obviously would need a judging system.

Offline Wambo

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #993 on: September 12, 2019, 10:40:56 AM »
A few ideas:
- tutorial. I’ve been planning on making one for yt but haven’t gotten around to it yet. Maybe have one built into the game when it gets released? From what I’ve seen, A Heap Of Games along with others have no clue how to build anything.
- Chassis list. Maybe have multiple pre-made options for chassis along with the build-your-own option could definitely make it more user-friendly.
-Flamethrowers. Because why not?
- Decals. Obviously, the painter will need to be useable first, but decals would definitely be a nice edition.
- visual damage. Robot Champions’ visual damage gives me wet dreams, and I feel others would say the same.
- timed matches. It’s annoying to see a five minute ai push battle. Obviously would need a judging system.
Those are some great Ideas! I have another one: I would like to power a weapon with multiple motors like a lot of the builders at Battlebots do.

Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #994 on: September 12, 2019, 03:27:37 PM »
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.

Offline kix

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #995 on: September 12, 2019, 04:06:29 PM »
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?
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Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #996 on: September 12, 2019, 07:10:00 PM »
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.

Offline CodeSilver23

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #997 on: September 12, 2019, 07:11:19 PM »
Flame?  heck

Offline kix

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #998 on: September 13, 2019, 11:17:39 AM »
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
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Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #999 on: September 13, 2019, 02:56:39 PM »
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?