Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Wed Mar 22, 2017 3:01 pm
I'm not really sure of how these programs worked, but looks like it could be something similar to http post, can't test it now though. It definitely included the server and variables to send, those variables could be recorded with CE and WPE Pro, I think, was long time ago so don't remember that much, so definitely a similar way to http post. I just took a look at the program, think it's exactly what it did lol.
pionner Reborn
Posts : 167
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Thu Mar 23, 2017 12:06 am
I have an idea how to make it as cheatproof as possible. I won't post it here for obvious reasons, but it works in theory... now it's time to code it
jork He Who Wants it Brung
Posts : 2161
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Thu Mar 23, 2017 4:02 pm
Since you made the firepit, here is the firepit sound fx, hope you like it:
Spoiler:
It's a pretty short sound, but it sounds fine if you keep re-triggering it.
Farum Reborn
Posts : 21
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Thu Mar 23, 2017 10:44 pm
Hi! Today we are working on: - adding sound effect to fire pit - fire pit optimalization (removing too many particles of smoke, fire, etc.) - POWERAXE - added - POWERAXE - proper damage system - different versions of chassis (small, medium, large)
Questions to you guys (especially to @digit): We don't have references to sculpt chassis models. As we were digging through your forum we saw this thread: https://rrsurvivors.forumotion.com/t838-painterr. Do you still have this program? Does it work on actual model? If yes, which size? Any references, which will help us sculpting small/medium/large chassis are highly welcome! Cheers!
digit Add mint
Posts : 2594
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Fri Mar 24, 2017 3:21 pm
Here is the .blend file of the model used. I only ever made a small chassi model, but at least its UV's match up with the original pretty well. My free crappy host is apparently being freely crappy, but the site should be up again sometime... As for references, this thread has a few good resources. Good luck!
pionner Reborn
Posts : 167
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Fri Mar 24, 2017 5:14 pm
Your chassis works perfectly, thanks:)
Also poweraxe is fully functional.
screen:
digit Add mint
Posts : 2594
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Fri Mar 24, 2017 6:02 pm
Glad to hear it! It's awesome to see your progress come along so quickly!
jork He Who Wants it Brung
Posts : 2161
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Fri Mar 24, 2017 7:08 pm
Looks nice, as far as I remember power axe had a whoosh like sound, just like cutting the air with anything moving it fast enough, will get on that, I guess, plus all the collision sounds. And about the placement of the axe, ik it's not that important, but it was a bit more to the front of the bot:
Spoiler:
Edit: Better look from the side:
Spoiler:
pionner Reborn
Posts : 167
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Sat Mar 25, 2017 12:42 am
Fixed.
No more nice screenshots for at least few days. We sat 5hrs today writing network code. All we managed to do is to send a single message to a server, so, as you can probably imagine it is far from done
For our defense: we were doing it for the first time and it REALLY didn't want to cooperate with us
digit Add mint
Posts : 2594
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Sat Mar 25, 2017 4:17 am
may I ask what language you are using? also, no worries. you're doing a great job as is, I was totally not expecting to see RR come back in any recognizable form
jork He Who Wants it Brung
Posts : 2161
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Sat Mar 25, 2017 5:34 am
pionner wrote:
Fixed.
No more nice screenshots for at least few days. We sat 5hrs today writing network code. All we managed to do is to send a single message to a server, so, as you can probably imagine it is far from done
For our defense: we were doing it for the first time and it REALLY didn't want to cooperate with us
No, you are amazing, appreciate everything you do! And yeah, coding never cooperates with me either Yet I've never coded anything this complex, keep up the good work!
pionner Reborn
Posts : 167
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Sat Mar 25, 2017 6:24 pm
@digit We are using C++ with AGK library for client and C# for server. Mostly because C# can natively handle sockets and threads quite easily and we don't want to use AGK on server.
@jork thanks
edit. Well, we have almost working chat. There are some problems caused by my stupidity while working with pointers (you can't access data via pointer if you overwritten it... Yeah, I know, no way!).
We started with chat, because we can immediately see if something is wrong... movement coming next.
digit Add mint
Posts : 2594
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Mon Mar 27, 2017 10:08 pm
Well, at least its progress! BTW, feel free to double post... I don't think anyone will mind
pionner Reborn
Posts : 167
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Tue Mar 28, 2017 12:22 am
Well, we have big progress today. Server is now able to handle 3500 players at once... at least software, I doubt hardware would handle that many connections. Every player gets his own thread with TCP listener and can talk with server on chat. We need to implement thread termination and class instance cleaning after player leaves, group players in pairs in duel instances and then we can implement basic battles.
TL;DR/don't understand your babbling: you can't fight online yet, but it will probably change in about a week.
@digit if you have experience in working with blender, we could use more of your help. Man, you would jump from "Thanks for helping us" to "Developers" list
I couldn't leave you without screenshot
Spoiler:
(DHCP on screenshot has nothing to do with actual DHCPs. Don't worry, we're not inventing internet over again )
jork He Who Wants it Brung
Posts : 2161
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Tue Mar 28, 2017 1:56 am
Looks cool, couldn't really read what it says below SMART MOOSE GROUP, is that your company name or something btw? And also, I already mentioned the sound fx topic, could you please post what sounds are needed right now? Assuming: -power axe whoosh -power axe hit -dagger hit -wall bump (did all walls have same sound?) -fence bump (fence poles had a different sound, duh) -chassi to chassi collision?
pionner Reborn
Posts : 167
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Tue Mar 28, 2017 2:28 am
That actually wasn't meant to be on screenshot, not in current form.
Quote :
[SMART MOOSE GROUP] [there WILL be logo here]
Not a company name, we just wanted to call ourselves something other than boring "RRR Team" Logo is just not ready yet.
About sounds: we need them all. That's the only thing we have NO IDEA how to take care of.
digit Add mint
Posts : 2594
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Tue Mar 28, 2017 4:05 pm
@pionner, I would love to help out! What models would you like me to do? Also, congrats on the successful chat implementation!
RageTester Chat Owner
Posts : 430
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Tue Mar 28, 2017 7:38 pm
Spoiler:
I think health bar was rounded at the right side. Energy changed color to darker and started blinking when it was down to maybe around 25%...And armor blinked when Armor Regenerator was active. Chat was displayed in the top left corner. You can see from the picture that enemy has a hidden weapon, because he put it in 1st, weapons are displayed in order you equip them. BUTTONS were stacked one under another, that is also good for players with smaller screen size. Old RR was 800 by 600 pixels and that's enough for lighweight game where graphics are not the number 1 goal. It would be bad if game that you end up building gets so demanding on graphcis card that I can't run it on my old laptop. FPS lag was something old RR didn't have even on lowest specs machine. If you really think biggger is better, then please allow users to adjust the resolution, but that means more work for you...
pionner Reborn
Posts : 167
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Tue Mar 28, 2017 9:00 pm
@digit Can we talk about it on Skype? I will send you my login in a minute.
@RageTester I will round the bars later, it's work in progress. Didn't remember about blinking though, thanks for reminding me about it. There will be option to change resolution, only 16:9 for now, but I'll code other aspect ratios later, it's not my priority right now. I don't have the bitmap that was on the bottom of the screen to make a 1:1 copy of original GUI. We'll go with current alignment for now, but I'll probably add an option to change if you prefer using original layout.
I'm developing on a monster of a machine, but also testing on Intel i3 (2 cores@1.8GHz) with HD4000 (gives about 20FPS in first Portal on lowest settings at 1366x768) graphics, and it's running in 55-60 FPS. I will also give an option to turn off 2nd layer of background buildings and limit smoke/fire particles of firepit.
jork He Who Wants it Brung
Posts : 2161
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Tue Mar 28, 2017 9:24 pm
Here are some pictures (will keep editing this post when I add more):
Chat:
Spoiler:
Workshop:
Spoiler:
Pay attention to "use this part" button.
Edit: Literally spent 3 hours to make 1s long sound lol, first I tried to find one on youtube, but it's pretty impossible to find an old video with game sounds, so the only reference I had was my memory, hope I made a close enough sound, this is just the woosh, no hit:
Spoiler:
Does anyone remember if power axe had a sound when swinging back into position, I think it did...
While I'm at it, another sound that has to be made - wind fx.
pionner Reborn
Posts : 167
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Wed Mar 29, 2017 9:49 pm
Sounds nice:) I don't think there was any sound while swinging back.
pionner Reborn
Posts : 167
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Thu Mar 30, 2017 2:15 am
@RageTester you inspired me to perform a test. I ran current build on my old Toshiba L20-183. That beast has Intel Celeron@1.6GHz (1 core of course), 1.5GB RAM (had 512MB, I upgraded it) and ATI Radeon Xpress 200M. ((full specs here)) It was slowly dying when I put Windows 7 on it, but I tried running RRR anyway.
It was running with about 20-25FPS, firepit killed it down to about 10FPS.
Do note that I ran "full" version, with all particles and models. We'll give an option to disable a layer of background buildings (closest stay, you can turn off further ones) and lower the number of fire particles, so stable 25FPS on this antique is possible.
Spoiler:
jork He Who Wants it Brung
Posts : 2161
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Thu Mar 30, 2017 6:46 am
Can't wait to test this as well, I have some very old comps xD Pretty sure I have one with 128 MB RAM lol...I remember running RR on it, the only thing that lagged was load times to workshop and lobby.
Farum Reborn
Posts : 21
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Thu Mar 30, 2017 11:28 pm
Hello,
Here is video in which we show how does the present normal/low quality setting work. On the end there is a little bonus from the first test of power axe
Enjoy!
BTW. Power axe works proprerly in current build
jork He Who Wants it Brung
Posts : 2161
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed Thu Mar 30, 2017 11:41 pm
HAX, I call HAX! lol
Sponsored content
Subject: Re: RobotRage Reborn- remake of RobotRage 2 Rearmed