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 187727 times)

Offline CodeSilver23

  • RR2 Enthusiast and Design Innovator
  • Heavyweight
  • Posts: 561
  • Rep: -2
  • Stars v Legends founder, Inventor of the Wheel-fix
    • https://www.youtube.com/c
    • View Profile
    • Youtube Channel
    • Awards
  • See profile for gamer tags: Yes
  • Discord: CodeSilverGaming
Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1740 on: February 07, 2020, 07:48:16 PM »
This looks like a center of mass issue.  I need to track this down.

Is it possible that there is a part that is broken off and stuck inside the robot?
I’m 100% sure there isn’t anything stuck inside. The so called “gyro” only happens when one of the wheels come off of a drive motor. The bot I used in the video only gyros a little bit when both wheels are intact. This “invisible gyro” issue happens with every single bot I have, both my own and all tournament entries. Maybe if a motor is controlled with the drive function, you could set it up to not include gyro in its physics?
Accomplishments:

Offline Team Lightning

  • Addicted to combat robotics, good at annoying people, and wanting to get to -10000 rep XD.
  • Beetleweight
  • Posts: 168
  • Rep: -4
  • Education is important, robots are importanter.
    • View Profile
    • Awards
Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1741 on: February 07, 2020, 08:22:05 PM »
I think a fix would be to have motors without anything attached to them immediately stop spinning.

Offline Hobo Droo

  • Official Veteran
  • *
  • Posts: 43
  • Rep: 7
  • Former Cheater
    • View Profile
    • Awards
Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1742 on: February 08, 2020, 12:40:16 AM »
uh...
 

* axle glitch.mp4

there seems to be a glitch with the A28-150 gearbox
kevin the cube is gone in fortnite

Offline WhamettNuht

  • *
  • Posts: 1302
  • Rep: 12
  • Robot Building Drag Queen
    • View Profile
    • Awards
  • Discord: WhamettNuht #1457
Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1743 on: February 08, 2020, 03:50:20 AM »
How do the rims and tires work?

They're something new I'm working on. So for now just please watch this space :)

Introducing:

 
WheelBuilder.JPG


THE WHEEL BUILDER

Comprised of 10 hubs and 15 tires, the wheel builder allows you to make any sort of wheel you may want for your robot!

-All rims can have a material and tint set to them.
-All tires are recolourable. Whether you want Sewer Snake's reds or Carbide's yellows - now you can have whatever you want!
-All parts are fully scaleable, with the attachment points balanced to ensure pure '0' every time.
-Once myself or the team have gotten round to stat balancing, every combination of hub and tire will bring it's own pros and cons to allow for true competitive gameplay.

Release of the Wheel Builder is subject to establishing of stats, but they are at least in development! :)
Damn I should probably put something fancy in this bit huh?

Offline F1Krazy

  • Put me on a pedestal and I'll only disappoint you
  • Super Heavyweight
  • Posts: 920
  • Rep: 4
  • Tell me I'm exceptional, I promise to exploit you
    • View Profile
    • Awards
  • See profile for gamer tags: Yes
Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1744 on: February 08, 2020, 06:01:13 AM »
Is it just me, or are the video settings in the 05 February build totally broken? The game defaults to 1024x800 with medium graphics, and reverts back to that no matter what you set it to. It also opens in fullscreen even when fullscreen isn't ticked.

Typical, I can finally play the game in decent quality and it's forcing me to play in potato quality again 😂
My DSL Showcase


Offline cjbruce

  • Super Heavyweight
  • Posts: 963
  • Rep: 11
    • View Profile
    • Awards
Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1745 on: February 08, 2020, 07:19:51 AM »
I think a fix would be to have motors without anything attached to them immediately stop spinning.

I agree.  This should already be true as of the 05February bulls:


[Bug Fix] Set mass of remaining axles to 0.00001f if all attachments break off a motor.

[Bug Fix] Set Motor_Script.maxrpm to zero if all attachments break off. Previously this was only true for spinners, but now it is true for wheels as well.

Offline cjbruce

  • Super Heavyweight
  • Posts: 963
  • Rep: 11
    • View Profile
    • Awards
Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1746 on: February 08, 2020, 07:24:03 AM »
Is it just me, or are the video settings in the 05 February build totally broken? The game defaults to 1024x800 with medium graphics, and reverts back to that no matter what you set it to. It also opens in fullscreen even when fullscreen isn't ticked.

Typical, I can finally play the game in decent quality and it's forcing me to play in potato quality again 😂

Try setting them in the combat arena.  I believe that is the only place where settings will stick.

Offline kix

  • RR2 dev
  • *
  • Posts: 3452
  • Rep: -3
  • H
    • View Profile
    • Awards
Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1747 on: February 08, 2020, 08:43:23 AM »
Is it just me, or are the video settings in the 05 February build totally broken? The game defaults to 1024x800 with medium graphics, and reverts back to that no matter what you set it to. It also opens in fullscreen even when fullscreen isn't ticked.

Typical, I can finally play the game in decent quality and it's forcing me to play in potato quality again 😂

Try setting them in the combat arena.  I believe that is the only place where settings will stick.
Nope that doenst work, i use the kupatec modtool and 1080p fix

Offline Team Lightning

  • Addicted to combat robotics, good at annoying people, and wanting to get to -10000 rep XD.
  • Beetleweight
  • Posts: 168
  • Rep: -4
  • Education is important, robots are importanter.
    • View Profile
    • Awards
Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1748 on: February 08, 2020, 09:08:57 AM »
I think a fix would be to have motors without anything attached to them immediately stop spinning.

I agree.  This should already be true as of the 05February bulls:


[Bug Fix] Set mass of remaining axles to 0.00001f if all attachments break off a motor.

[Bug Fix] Set Motor_Script.maxrpm to zero if all attachments break off. Previously this was only true for spinners, but now it is true for wheels as well.
With this fix the motors slow down gradually, but the robots still havok around for 3-4 seconds. 

Offline cjbruce

  • Super Heavyweight
  • Posts: 963
  • Rep: 11
    • View Profile
    • Awards
Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1749 on: February 08, 2020, 09:12:27 AM »
I think a fix would be to have motors without anything attached to them immediately stop spinning.

I agree.  This should already be true as of the 05February bulls:


[Bug Fix] Set mass of remaining axles to 0.00001f if all attachments break off a motor.

[Bug Fix] Set Motor_Script.maxrpm to zero if all attachments break off. Previously this was only true for spinners, but now it is true for wheels as well.
With this fix the motors slow down gradually, but the robots still havok around for 3-4 seconds.

Roger.  Power is off, but more needs to be done to get the speed down.

Offline Team Lightning

  • Addicted to combat robotics, good at annoying people, and wanting to get to -10000 rep XD.
  • Beetleweight
  • Posts: 168
  • Rep: -4
  • Education is important, robots are importanter.
    • View Profile
    • Awards
Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1750 on: February 08, 2020, 09:30:04 AM »
I think a fix would be to have motors without anything attached to them immediately stop spinning.

I agree.  This should already be true as of the 05February bulls:


[Bug Fix] Set mass of remaining axles to 0.00001f if all attachments break off a motor.

[Bug Fix] Set Motor_Script.maxrpm to zero if all attachments break off. Previously this was only true for spinners, but now it is true for wheels as well.
With this fix the motors slow down gradually, but the robots still havok around for 3-4 seconds.

Roger.  Power is off, but more needs to be done to get the speed down.
Could you send me the project file as a .rar?
EDIT: I want to look at the code for motors so I can see if there's a value that can be changed to make the motors stop immediately.

Offline cjbruce

  • Super Heavyweight
  • Posts: 963
  • Rep: 11
    • View Profile
    • Awards
Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1751 on: February 08, 2020, 10:34:31 AM »
I think a fix would be to have motors without anything attached to them immediately stop spinning.

I agree.  This should already be true as of the 05February bulls:


[Bug Fix] Set mass of remaining axles to 0.00001f if all attachments break off a motor.

[Bug Fix] Set Motor_Script.maxrpm to zero if all attachments break off. Previously this was only true for spinners, but now it is true for wheels as well.
With this fix the motors slow down gradually, but the robots still havok around for 3-4 seconds.

Roger.  Power is off, but more needs to be done to get the speed down.
Could you send me the project file as a .rar?
EDIT: I want to look at the code for motors so I can see if there's a value that can be changed to make the motors stop immediately.

Unfortunately, no.  This is a commercial project.  The code is not open source.

Offline CodeSilver23

  • RR2 Enthusiast and Design Innovator
  • Heavyweight
  • Posts: 561
  • Rep: -2
  • Stars v Legends founder, Inventor of the Wheel-fix
    • https://www.youtube.com/c
    • View Profile
    • Youtube Channel
    • Awards
  • See profile for gamer tags: Yes
  • Discord: CodeSilverGaming
Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1752 on: February 08, 2020, 11:21:24 AM »
How do the rims and tires work?

They're something new I'm working on. So for now just please watch this space :)

Introducing:

  [ Quoting of attachment images from other messages is not allowed ]  

THE WHEEL BUILDER

Comprised of 10 hubs and 15 tires, the wheel builder allows you to make any sort of wheel you may want for your robot!

-All rims can have a material and tint set to them.
-All tires are recolourable. Whether you want Sewer Snake's reds or Carbide's yellows - now you can have whatever you want!
-All parts are fully scaleable, with the attachment points balanced to ensure pure '0' every time.
-Once myself or the team have gotten round to stat balancing, every combination of hub and tire will bring it's own pros and cons to allow for true competitive gameplay.

Release of the Wheel Builder is subject to establishing of stats, but they are at least in development! :)

Hell yeah!!! Love the development! Slam bam thank you Wham!
Accomplishments:

Offline cjbruce

  • Super Heavyweight
  • Posts: 963
  • Rep: 11
    • View Profile
    • Awards
Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1753 on: February 10, 2020, 09:25:57 AM »
uh...
there seems to be a glitch with the A28-150 gearbox

Wow.  Nice catch!  I'm taking a look at it now.

Offline CodeSilver23

  • RR2 Enthusiast and Design Innovator
  • Heavyweight
  • Posts: 561
  • Rep: -2
  • Stars v Legends founder, Inventor of the Wheel-fix
    • https://www.youtube.com/c
    • View Profile
    • Youtube Channel
    • Awards
  • See profile for gamer tags: Yes
  • Discord: CodeSilverGaming
Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1754 on: February 10, 2020, 04:58:30 PM »
Quick question: will we be getting more shapes like quarter cylinders/spheres, letters, and square side wedges in the near future?
Accomplishments:

Offline WhamettNuht

  • *
  • Posts: 1302
  • Rep: 12
  • Robot Building Drag Queen
    • View Profile
    • Awards
  • Discord: WhamettNuht #1457
Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1755 on: February 10, 2020, 05:08:28 PM »
Quick question: will we be getting more shapes like quarter cylinders/spheres, letters, and square side wedges in the near future?

I can certainly do more shapes but I'd prefer to wait until I've finished the new UI so that there is more organisation for handling more components.
Damn I should probably put something fancy in this bit huh?

Offline cjbruce

  • Super Heavyweight
  • Posts: 963
  • Rep: 11
    • View Profile
    • Awards
Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1756 on: February 10, 2020, 08:33:39 PM »
uh...
there seems to be a glitch with the A28-150 gearbox

Wow.  Nice catch!  I'm taking a look at it now.

Fixed the A28-150 gearbox for the upcoming build!

Offline kix

  • RR2 dev
  • *
  • Posts: 3452
  • Rep: -3
  • H
    • View Profile
    • Awards
Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1757 on: February 12, 2020, 10:01:37 AM »
Ok so i did some testing around with the bots that have 600+ colliders, thanks rep makers, appreciate that.


One thing im having a feeling about is that the game may be only limiting itself to max 4 cores/ 4 threads. Im not sure on this one, maybe thats why my cpu usage cant reach 100% (6c/12t), again, im not exactly sure on this one.


And uh ok so resolution settings do nothing, nothing at all, no fps gain/decrease.

Even did windowed mode of the game and scaled down the window down to this

even changed the res to 4k as in the yt vid


Then i tried gfx quality settings.
Mid/ High are the same, low however


It might be shadows or post processing that is making stuff lag.


Also what ive noticed, when the bots are upside down, and if you drive the motors at full speed, on 100 tick, the premade wheels wheels spaz out.
EDIT: Premade wheels do that too:
 [ Quoting of attachment images from other messages is not allowed ]

Offline Team Lightning

  • Addicted to combat robotics, good at annoying people, and wanting to get to -10000 rep XD.
  • Beetleweight
  • Posts: 168
  • Rep: -4
  • Education is important, robots are importanter.
    • View Profile
    • Awards
Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1758 on: February 12, 2020, 03:15:54 PM »
Motors don't stop if they are attached to a gearbox, belt, or chain. :/

Offline Badger

  • Permanent Artifact
  • Giga Heavyweight
  • Posts: 6318
  • Rep: 3
  • I wish to be with my people
  • Awards BOTM Winner Donated money for site hosting 2019
    • View Profile
    • Awards
Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1759 on: February 13, 2020, 11:40:06 AM »
Ok so i did some testing around with the bots that have 600+ colliders, thanks rep makers, appreciate that.


One thing im having a feeling about is that the game may be only limiting itself to max 4 cores/ 4 threads. Im not sure on this one, maybe thats why my cpu usage cant reach 100% (6c/12t), again, im not exactly sure on this one.


And uh ok so resolution settings do nothing, nothing at all, no fps gain/decrease.

Even did windowed mode of the game and scaled down the window down to this
(Image removed from quote.)
even changed the res to 4k as in the yt vid


Then i tried gfx quality settings.
Mid/ High are the same, low however


It might be shadows or post processing that is making stuff lag.


Also what ive noticed, when the bots are upside down, and if you drive the motors at full speed, on 100 tick, the premade wheels wheels spaz out.
EDIT: Premade wheels do that too:
 [ Quoting of attachment images from other messages is not allowed ]
How's your CPU/GPU utilisation while playing? No change in FPS from 768p to 4k is a good pointer to it being a huge CPU bottleneck, possibly due to your CPU not being able to keep up with the physics engine? Try lowering the physics engine tickrate, if that's an option in the game. If neither your GPU or CPU are pinned at 100% utilisation, I'd take a wild uneducated guess at there being a weird bottleneck somewhere in the rending pipeline.
also lol at most toxic guy around calling others out on this sh**
Google Drive with my newer bots