Paging Karl Berg...karl Berg, Please Pick Up The White Courtesy Phone...
#881
Posted 02 June 2014 - 12:43 PM
#883
Posted 02 June 2014 - 03:22 PM
Mawai, on 30 May 2014 - 11:58 AM, said:
<snip..>
I think he is absolutely right. It is hard enough already to fire at mechs that pop in and out of cover using jump jets and firing pinpoint direct damage weapons. Addition of this module would make them virtually immune to LRMs and immediate loss of targeting would make it difficult to tell whether they are moving to a new firing position or staying put. I am just wondering if this is an intended or unintended side effect of the design? Of course the module will benefit any mechs fleeing LRMs but I think it will help pop tarts more ...
Sure, I'll throw this at design as a heads up. I'm reasonably certain design is looking into tabletop style heat changes and leg fall damage tuning to help reduce the amount of jump sniping though.
9erRed, on 30 May 2014 - 04:33 PM, said:
Questioned earlier but it may not have been recognized as a question.
Q: Have you had any time to work on the coding for the artists to enable smaller 'rigid' body art elements?
You had posted that you were doing this 'on the side', and not ready to 'hand off' to the art department yet, but would that not require the artists to have to go back to all the older maps and complete all there checks for functionality and inclusion. Or would that just be for newer maps to start, and as time permitted, return to these past maps. (so looking forward at having something destructible in the 'Jungle' map.)
- Attack and Defend mode just screams for destructibility as part of the function of that mode.
Thanks,
9erRed
In progress; but on hold while I work on the MM rewrite of course. The changes require the map artists to convert all the small knockable things from brushes to rigid entities, and the trees would need to be replaced with breakable trees as well. So even once this is all functional, the artists would need some time to alter the maps to take advantage of the new functionality.
#884
Posted 02 June 2014 - 03:56 PM
Thanks for the reply Mr. Berg.
- Have you been keeping up on all the new functionality included in the latest Dx12 integration?
From what I've read, it should allow game makers quite a bit of freedom to enhance there codes.
- Pipeline state objects
- Command lists and Bundles
- Descriptor heaps and tables
All the new functions of Direct3D 12 seem to be just made for increasing the ability for faster games and frame rates.
Nvidia an AMD both stood on stage to back MS with this new API, so it's got to be going where they want it to. Sounds like this was designed for just what MWO needs.
9erRed
#885
Posted 02 June 2014 - 07:11 PM
So... Easter eggs. C'mon, you know you put some in. Fess up!
Love,
Heffay
#886
Posted 02 June 2014 - 09:39 PM
Could you give us some insight on what happening on the Host State Rewind front.
Currently HSR for ballistics probably the best it has ever been even for high latency players at 250ms++ range.
However HSR for lasers has been in a bad state for the longest time. Nearly impossible to get accurate damage on moving targets.
Are the two HSR system affecting each other or Hitscan/DOT type weapons HSR is really had to fix ?
Someone also mention PGI recently hired a 'hit detection coding expert' to look into these issues ?
Regards
ShinVector
#887
Posted 03 June 2014 - 12:00 AM
ShinVector, on 02 June 2014 - 09:39 PM, said:
If you are referring to Russ's AMA on reddit, he mentioned Neema who is not a new employee, but is their local "expert" on the subject.
#888
Posted 03 June 2014 - 12:21 AM
#889
Posted 03 June 2014 - 02:41 AM
#890
Posted 03 June 2014 - 03:26 AM
SnagaDance, on 03 June 2014 - 02:41 AM, said:
Sorry, couldn't resist... ...too tempting... must...
Karl Berg OmniEmployeeTM
Karl Berg Prime - Backend Slayer
Karl Berg Alt Config A - Lead Designer
Karl Berg Alt Config B - Technical Director
Karl Berg Alt Config C - CEO
Karl Berg Alt Config D - Community Manager
aso.
Thanks again Karl for your outstanding and ongoing support and community relation.
BTT: Karl, could you eventually elaborate a bit more about what the design team is specifically looking into regarding the TT heat system?
#892
Posted 03 June 2014 - 09:48 AM
Can you address the rumors that a whole bunch of PGI employees are gone?
http://4x.reddit.com...ogged_in_today/
#893
Posted 03 June 2014 - 11:57 AM
Karl Berg, on 02 June 2014 - 03:22 PM, said:
That reminds me: long-term, could the sound guys consider sound effects for environmental contact? Crunches and rustling moving through trees, scrapes and crumbling running into structures, clangs and groans colliding with other 'Mechs? Nothing overwhelming, but it could go a long way in conveying interaction with maps without animating them.
#894
Posted 03 June 2014 - 01:12 PM
Gasoline, on 03 June 2014 - 03:26 AM, said:
Karl Berg OmniEmployeeTM
Karl Berg Prime - Backend Slayer
Karl Berg Alt Config A - Lead Designer
Karl Berg Alt Config B - Technical Director
Karl Berg Alt Config C - CEO
Karl Berg Alt Config D - Community Manager
aso.
Can I paint it blue? Also, it needs more coffee sinks.
#895
Posted 03 June 2014 - 06:36 PM
Yes, 6DoF movement was implemented, but it is not properly usable, as translations affect the crosshair.
So, at the moment, only 3DoF is really usable.
No biggie, I can live with 3DoF, just wondering like...
Also, will we ever see support for open source / homebrew trackers (ie Freetrack protocol / Disabling the security check in the TrackIR API / Allowing head to be controlled by joystick)?
What about other ways of controlling the head? If you do not allow players to control the Y axis via other means, then TrackIR owners have an unfair advantage.
Loving it so far though. Now if I can just stop swiveling my head around like a tourist, I can actually play again instead of just admiring the view while my team dies
#896
Posted 04 June 2014 - 09:10 AM
Rebas Kradd, on 03 June 2014 - 09:48 AM, said:
Can you address the rumors that a whole bunch of PGI employees are gone?
http://4x.reddit.com...ogged_in_today/
Sounds like he's just been removed from some peoples friends list. Friends are a bidirectional relation, and if someone removes you from their friends list, they will also be removed from your friends list. This could potentially stem back to the social list view bug that was causing massive login time issues. I know several users friends lists were truncated in order to unblock them while we were waiting on a fix for the bug. Many PGI devs had their friends list truncated at this time.
#897
Posted 04 June 2014 - 09:18 AM
9erRed, on 02 June 2014 - 03:56 PM, said:
I haven't really looked into D3D12 myself at all yet. The new functionality sounds neat though, as it seems like they're trying to offer lower level hardware access to potentially compete with the PS3/PS4, Mantle, the newer OpenGL specs, and that new Apple mobile graphics library. Unfortunately taking advantage of this would involve either waiting on a new engine drop from Crytek that includes D3D12 support; or implementing a new renderer ourselves to use the new API.
More relevantly, I've heard some fairly amazing things said about the most recent nVidia drivers and D3D11.
#898
Posted 04 June 2014 - 09:26 AM
Heffay, on 02 June 2014 - 07:11 PM, said:
So... Easter eggs. C'mon, you know you put some in. Fess up!
Love,
Heffay
Nope, none.. Starting with the 'hot coffee' snafu way back, there is essentially an industry wide ban on in-game easter eggs. Any project I've worked on within the last several years, for many different publishers (Activision, 2K, Square, EA, ec..) all have had explicit clauses in the contract that any and all easter eggs must be sent to the publisher for approval and testing; otherwise you're in explicit violation of the contract and are legally liable. Art can sometimes still sneak small things into textures; but code side easter eggs are pretty much a fire-able offence.
I've tried a few times in the past to get things included. Every time I've tried, publisher legal simply denied the request.
#899
Posted 04 June 2014 - 09:45 AM
ShinVector, on 02 June 2014 - 09:39 PM, said:
TheCaptainJZ, on 03 June 2014 - 12:00 AM, said:
Yup, Neema is the guy who's done most of the implementation work for HSR. He's currently 100% assigned to HSR fixes, including fixing the issue discovered by Buckton relating to SRM damage.
edit: He's also adding additional hit detection telemetry to trace fire weapons, like lasers. If we can show there are serious issues with trace fire hit detection, he will likely be given time to investigate and fix the issues.
#900
Posted 04 June 2014 - 09:53 AM
East Indy, on 03 June 2014 - 11:57 AM, said:
I'd love to! Time permitting of course.
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