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Topics - PressureLine

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Development Logs / Dev Log: 16/03/2019
« on: March 16, 2019, 04:46:12 am »
Development Log: 16/03/2019

What a week! The first new Rawbots release since 2013 is fast approaching. While there's no really fundamental changes in the works at present, there is quite a lot of cool stuff happening. The observant among you will have noticed in last week's devlog that XFM features are being incorporated into the main build; like the 'string' output on Math operand tiles in the VP grid, which allows you to connect them to Label operands and thus allowing Projectors to act as (amongst other things) speedometer and altimeter readouts on your bots. The performance increasing aspects of XFM have also been incorporated, and the graphics quality settings have been tweaked to ensure a better visual experience for all.



In the 'new feature' space there's been a decrease in the visual (the collision model is the same size, which actually matches it's visual size much better) size of the plasma cannon's projectile. At the suggestion of the Rawbots Discord server users you also now have the option of using your mouse scrollwheel to rotate parts when attaching them, in addition you can also hold 'shift' while rotating the part to rotate it in smaller steps.



And the 'stardust' map makes it's return to Rawbots after a long absence!



If you want to make suggestions or request new featues, head on over to the Development forum or even the Rawbots Discord, and start up a discussion.

Keep calm and build Rawbots!

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Development Logs / Dev Log: 09/03/2019
« on: March 09, 2019, 09:38:55 am »
Development Log: 09/03/2019

Well folks, it's been an exciting week in the world of Rawbots. We have had a (limited, more on that later) release of the source code for Rawbots so that at least some form of development can resume. We have also started seeing a lot more activity on the Rawbots Discord server which is also great to see.

In terms of actually developing Rawbots, the first step is getting Rawbots back into a 'ready to build' state, then applying the changes from the XFM mod into the base game. This process will take a little bit of time, so bear with us, but here's a few screenshots showing the (often rocky) road towards a new Rawbots release!





I'm planning to do a quick 'what I've done this week' post like this one each week, on what is Saturday night (about the same time as this post) for me, assuming that nothing else gets in the way (I do have 3 kids, and a day job) So while it's all sorts of possible that these Dev Logs will get delayed or postponed on occasion, but I'll try and keep y'all informed about what's going on (even if that isn't a heck of a lot)

If you want to make suggestions etc, head on over to the Development forum or even the Rawbots Discord, and start up a discussion.


Keep calm and build Rawbots!

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Community Notices / Oops! Something went wrong.
« on: September 08, 2017, 12:22:14 pm »
So Hein and I were forced to shut the site down for a few weeks until we managed to get a bit of a spam situation under control. Now that it is, and the reason for the 'your website is being used to send unusually large volumes of emails, please investigate' messages we were receiving has been resolved we've been able to bring the site back online. Currently new user registrations are disabled, but I will fix that up over the coming days.

Sorry for the inconvenience!

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General Discussion / Rawbots development restart discussion
« on: November 12, 2016, 12:36:56 am »
Hi All!

neil has announced the resumption of development of Rawbots. Discuss your hopes, dreams and fears here.



Coming soon™ to an Unreal Engine near you?




Hi all,

Yes, we've switched over to Unreal Engine and it is going to be basically a rewrite of the code. The benefits are hopefully a much more optimized physics engine and multiplayer. I know the community and also us have been hoping for multiplayer for a long time, now we can have it.

As for peerplays integration, that will basically facilitate the players having an in-game marketplace where you can sell your creations. Some of you have put in a lot of hours into your creations and this will let you profit from that. Of course, you'll also be able to share your creations for free.

Will share more details as we get more things working. For now we're simply in development mode hoping this all works out.

Best,
Neil

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General Discussion / What makes Rawbots a good/bad game?
« on: April 10, 2016, 12:59:22 pm »
Rawbots is a great game, but also has some serious flaws. What makes Rawbots such a great game to play? What makes Rawbots not such a great game to play?

Not too much ranting about 'missing' features (bot parts, multiplayer, objectives etc) this is more about things already in the game that make it fun/not-fun to play.

Also, please try to collect your thoughts before posting, and bullet-point lists are fantastic.

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Terrain / [ACL] Force Arena
« on: April 09, 2016, 12:20:38 pm »
A large, mostly open ACL arena. Built for use with XFM v0.5 which makes the Energy Bridge forcefields detectable with hooks.



Download from here, copy the contents of the .zip to your C:\Users\#username#\Documents\rawbots\defs folder.

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Terrain / Arena15 - My standard build/test area
« on: April 09, 2016, 07:23:10 am »
Just a small area to build things and fool around in.



Download here.

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Community Notices / Skype chitchat channel
« on: April 02, 2016, 12:42:06 am »
We have a Rawbots Club general chitchat Skype channel up, PM me or cupid for details :)

Also, once you have the details, feel free to send an invite to anyone you know who might be interested.

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Development / Where to from here?
« on: March 29, 2016, 11:49:50 am »
So... I'm really starting to hit a wall with 'unofficial' development in terms of "what is actually feasible." I'm sure there are still a few tweaks I can make here and there, but none of the truly fundamental aspects of the game are all that open to editing by me. I also have it on good authority that the multiplayer builds of Rawbots never really worked (not in an en-masse playable way), and I doubt any real work was ever done on a workable in-game economy.

So where to from here? Just play Rawbots for what it is, as it is currently? Keep trying to push XFM as far as I can? Re-build in Unity? Re-build on some other engine? Build a different game based on the same concepts with a totally different style?

I really don't know at this point :-\

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Terrain / [ACL] Tech Arena Hex
« on: March 28, 2016, 11:48:36 am »
A large, mostly open ACL arena. 3 start 'garages' operated by the switch on the top of the floating island above the central 'hill'.



Download from here, copy the contents of the .zip to your C:\Users\#username#\Documents\rawbots\defs folder.

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Challenges / 'The Loop' Challenge
« on: March 26, 2016, 01:28:24 am »
Original map by rawbots.net user 'Crohixis'



The challenge is simple: Get your bot around the loop:
  • Freestyle: No restrictions, use whatever parts you need.
  • Trickster: No jets or hovers.
  • Oldschool: No jets, hovers, fins, or hooks.

Download the loop map from here.

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Tutorials & Guides [RU] / Видео Инструкции [RU]
« on: March 19, 2016, 10:39:14 pm »


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General Discussion / Autonomous Combat League - Bot Workshop
« on: March 19, 2016, 11:34:49 am »
Welcome to the Autonomous Combat League Bot Workshop

This thread is a place to share your ideas & WIPs, and get help with construction, coding or any other aspect of building a combat bot for the ACL. To recap:

Competition/Construction Rules:
  • One Flux Capacitor per Plasma Cannon
  • Grenades may only be activated once per launch and must be carried on the bot when it is spawned from the blueprint.
  • Bind a key to start/stop the drive, weapons and aiming systems (use ‘X’)
  • Link a ‘spare’ Continuum to the rest of the bot via code (the ‘highlight’ color input is a good way to do this) so that the Continuums can be connected together to start all the bots simultaneously. Make it obvious which Continuum is the ‘spare’ one.
  • No Hypercube/Hypercannon weapons (possibly subject to revision if someone can come up with a convincing reason to allow them)
  • Some arenas may not have detectable floors, please make cliff/edge detection systems on/off-able.
  • Ensure your bots are capable of reliably driving up and down ramps without assistance.
  • Flying/Hovering bots should remain within the confines (vertically AND laterally) of the arena. Going out of the top of the arena by a little bit is no big deal, but no flying way out of the arena to make an attack run.
  • An entry may consist of several separate bots that may operate individually or co-operatively.
    • The entry must consist of a single blueprint
    • The total part count of all of the bots in the entry determine the weight class (see the Classes section below)
  • Make note of any special conditions with using your bot (keep these to a minimum!)

Classes:
  • Parts used to: Connect different sections of a multi-part bot, provide altitude control or provide central on/off control are not counted towards the part limit.
  • Lightweight: <=25 parts
  • Middleweight: 26-50 parts
  • Heavyweight: 51-75 parts
  • Unlimited: >75 parts
  • Unlimited class bots may also include bots which don’t comply with some of the other rules.

*edit* 29/03/2016: Weight classes update

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Blueprints / SimpleNav - Simple land navigaton
« on: March 18, 2016, 11:12:33 pm »


Probably about as simple as land navigation gets. Download.

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