• Mech Legs 201 - Hip Biased Walking Chip
    228 replies, posted
[QUOTE=whee;19919092]I cannot find any "GGG" server on my list, are you sure it isn't "TTT"?[/QUOTE] it's GGG
What are the tags?
[QUOTE=whee;19919289]What are the tags?[/QUOTE] You can't miss it. Not many servers named GGG - toshkent.
I still can't find it, I scroll down very slowly, no filter settings, but can't find it...
192.41.86.6:27017 GGG - Toshkent
[QUOTE=Ldesu;19925019]192.41.86.6:27017 GGG - Toshkent[/QUOTE] Thanks, found it.
Hey. I'm trying to make a mech with this. However, no matter what I do, there's one problem: The mech will always go backwards like five times faster than forwards. This happens no matter what I do, whether the legs are formed with ball sockets or axises, regardless of the props used, regardless of anything. Why does this happen??? Also bumping so that this thread doesn't die because man, this is a great system and everyone should know about it
[QUOTE=Finlander;20383641]Hey. I'm trying to make a mech with this. However, no matter what I do, there's one problem: The mech will always go backwards like five times faster than forwards. This happens no matter what I do, whether the legs are formed with ball sockets or axises, regardless of the props used, regardless of anything. Why does this happen??? Also bumping so that this thread doesn't die because man, this is a great system and everyone should know about it[/QUOTE] Placement of center of gravity matters a great deal, same with leg setup. It sounds like you've got a humanoid pair of legs, which has that kind of issue. If you change the code in the expression so it reduces stepping force if you're going backwards, it should fix that issue.
But how do I do that? I'm sorry, I can't really code at all.
<derp>
Oh, I get it! You added a piece of code that checks IF inputs for and back are... Input, I suppose? And then makes the foot force multiplier different for each of them! Genius! Seriously though it works now! Kthx pal you a real help bro
Sorry to still be a bother, but could you possibly tell us what all these variables in the code do? I'm still having some problems with my mech, and if I know just what all these variables are, I just might be able to fiddle with it enough to make it work.
# Trigger Distance - These are the step sizes for forward and reverse (I think, I haven't used a newer version of the chip in a while.) FTrig = 15 RTrig = 12 # Turning Multiplier - These control how fast the mech hip turns. Snap = 0.05 Angch = 2 # Vertical, Lower and Horizontal Offsets Vtch = 3 - Upward foot offset during each step Ltch = 3 - Downward foot offset during each step Htch = 2 - I'm not really too sure what this does so I just leave it alone.. Sest never really explained it properly to me. # Hip Stab Pshd = 4 - How much force is applied to the hip to keep it between the feet. # Delay for feet Del = 500 - The delay timer between each step.. I leave it at 500 unless i'm making a tiny fast mech or a fucking huge lumbering slow mech.
Ok, thanks.
i have followed ur tut and everything but my mech will turn but not go forward .... do you know any reason why?
[QUOTE=whalee;20428909]i have followed ur tut and everything but my mech will turn but not go forward .... do you know any reason why?[/QUOTE] when applying the keepupright ballsocket, did you check free movement?
[QUOTE=Sestze;20430700]when applying the keepupright ballsocket, did you check free movement?[/QUOTE] nvm i seem to have gotten to work..... i made it so the marker entitey attached directly to the feet not to another enity marke on the feet thnx anyway XD [editline]01:19PM[/editline] [QUOTE=whalee;20430896]nvm i seem to have gotten to work..... i made it so the marker entitey attached directly to the feet not to another enity marke on the feet thnx anyway XD[/QUOTE] i just re watched tut and u dont left clik u right clik so it was my fault my bad :(
OP edited with update to chip. Deals with the dodgy triggering system I was using.
You could really use some "elseif" for that code, and a few optimizations here and there.
[QUOTE=PacX;21409381]You could really use some "elseif" for that code, and a few optimizations here and there.[/QUOTE] Yes indeed. I have a rewrite that is a lot cleaner, but it eschews the "strafe" input for just a direct mouse-control setup.
I took the liberty of improving it both performance wise and read-ability wise: Removed due to rage from a weirdo.
So you rewrote a couple of the IFs as nested IFs, and you changed things to fit your coding style, fair enough. You broke the chip though. Nicely done. edit: in multiple places too, what the hell are you doing? God damn son, if you're going to try and show me up and make me look like a terrible coder, do your best not to fuck the chip sideways in the process. How is it more "streamlined" to make the chip an input, or to add in a temporary value to hold delta times five? Get that shit out of here, seriously, edit that fucking garbage out. I'll make it look prettier when I get back, honest. Just get rid of that one, christ almighty.
[QUOTE=Sestze;21410624]So you rewrote a couple of the IFs as nested IFs, and you changed things to fit your coding style, fair enough. You broke the chip though. Nicely done. edit: in multiple places too, what the hell are you doing? God damn son, if you're going to try and show me up and make me look like a terrible coder, do your best not to fuck the chip sideways in the process. How is it more "streamlined" to make the chip an input, or to add in a temporary value to hold delta times five? Get that shit out of here, seriously, edit that fucking garbage out. I'll make it look prettier when I get back, honest. Just get rid of that one, christ almighty.[/QUOTE] What the fuck is wrong with you man? I did a quick edit of that shit in Notepad++ and you suddenly fucking freak out at me? I was trying to be a little fucking nice here, I thought you were a smart guy which people should respect, but apparently I was wrong. You're a raging little child. Never have I been trying to make you look like a bad coder, fucking learn to accept a little help from other people. I was just trying to save a little performance on the op/s and I'm treated like this? You rage at me? If you knew shit about Expression2 and optimization you'd know saving a variable that otherwise would has a function that is called 5 times is easier on performance. Your post is like a raging fucking inferno. [B]YOU[/B], my good man, should get the hell out of here.
Perhaps I was a bit too harsh. Thanks for removing that though. Really, when it's running, the chip caps out at 300 op/s. I'm not seeing how that's breaking the bank, CPU wise. I can understand your grievances with how it's written, and I'll do my best to clean it up.
@PacX You had good intentions in trying to make it more comprehensible to an outside reader, but you did break it quite badly in the process (Accidentally, I'm sure). I agree Sestze is overreacting a bit but your anger isn't helping either. Meanwhile, life goes on.
I've never used his chip TBH :v:
then why did you mess with it [editline]06:01AM[/editline] ive never sculpted before but im p. confident that if i took a chisel to this michaelangelo itll come out better for it
i wouldn't have cared if you didn't break it. also laffeaux at you for never using it before deciding to "optimize" it. How would you know you optimized it if you never made a framework for it? [i]You're really dumb.[/i]
[QUOTE=Sestze;21449481]i wouldn't have cared if you didn't break it. also laffeaux at you for never using it before deciding to "optimize" it. How would you know you optimized it if you never made a framework for it? [i]You're really dumb.[/i][/QUOTE] I'd advise you to snip the last bit there, y'know with bans for flaming and all, you never know when a mod might decide to ban you for a statement like that. All in all, very good work, I love the idea, hopefully you expand on it further.
[QUOTE=Kamern;21450503]I'd advise you to snip the last bit there, y'know with bans for flaming and all, you never know when a mod might decide to ban you for a statement like that. All in all, very good work, I love the idea, hopefully you expand on it further.[/QUOTE] If stating the obvious was classed as flaming I wouldn't be posting this.
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