Mechwarrior: Living Legends Is Not Dead...
#761
Posted 27 February 2018 - 09:08 PM
We unveil these teasers as we gear up for the release of update 0.9.2. We hope you enjoy, and for those that participated in the PTE: thank you!
http://www.moddb.com...ate-092-teasers
#762
Posted 04 March 2018 - 12:11 PM
MechWarrior: Living Legends has released update 0.9.2!
As you might know, this update introduces three new assets - the Anubis light 'Mech, the Mithras light tank, and the Rusalka ASF! Update 0.9.2 also adds a number of new features, including stealth armor and Light PPCs! Additionally, the Terrain Control gamemode has been changed to bleed tickets at a gradually increasing rate, as opposed to a set rate throughout a match.
Check out the changelog, and download the launcher from our ModDB:
http://www.moddb.com...te-092-released
Hope to see you all on the field!
#763
Posted 12 March 2018 - 01:20 PM
#765
Posted 08 May 2018 - 07:28 PM
Furthermore, MWLL update 0.9.4 is out, bringing with it some quality-of-life improvements (namely chatmute), as well as the usual round of variant and balance adjustments.
http://www.moddb.com...te-094-released
#766
Posted 08 July 2018 - 10:12 AM
MWLL's dev team has announced a search for talented volunteers as we make the push for arguably the biggest (if not most difficult) series of changes to the game yet! As some of you may already know, the Battle Armor system is due for a massive overhaul, but we can't do it without more programmers in our team.
Thus, MWLL is looking for experienced C++, Lua, and Flash programmers willing to devote some free time to make this awesome project of passion even more awesome!
For anyone interested (or anyone you know that might be interested), you can see our ad on ModDB for details on what to expect and such: https://www.moddb.co...lua-programmers
Edited by Raven IIC, 08 July 2018 - 10:22 AM.
#767
Posted 19 July 2018 - 12:06 PM
#768
Posted 20 July 2018 - 04:43 AM
#769
Posted 20 July 2018 - 03:39 PM
Mighty Spike, on 19 July 2018 - 12:06 PM, said:
'lo Spike!
Servers are up and running, and you can see all of them (as proof, of course) via the link Grindmonster provided.
If you're still having the problem, I'd recommend asking in our tech support channel in the MWLL discord (at discord.me/mwll). I'm sure someone can help there.
Cheers
#770
Posted 21 July 2018 - 01:17 AM
Dual between mech and tank.
#771
Posted 21 July 2018 - 02:40 AM
Raven IIC, on 20 July 2018 - 03:39 PM, said:
'lo Spike!
Servers are up and running, and you can see all of them (as proof, of course) via the link Grindmonster provided.
If you're still having the problem, I'd recommend asking in our tech support channel in the MWLL discord (at discord.me/mwll). I'm sure someone can help there.
Cheers
THX Raven, i will come on discord maybe at evenning when it dont works. I will try again a few times
Hm,weird. The client updated it self to newest version. I click launch then i click> multiplayer> internet game. Then the window says try to connect to MWll net (loading)- nothing happens.As far,as i remember the game showed me , wich servers are ravaible.Thats what i miss Version seems to be correct.
Edited by Mighty Spike, 21 July 2018 - 02:55 AM.
#772
Posted 22 July 2018 - 01:51 AM
Edited by Kh0rn, 22 July 2018 - 01:51 AM.
#773
Posted 25 July 2018 - 09:59 AM
#774
Posted 25 July 2018 - 11:29 AM
#775
Posted 25 July 2018 - 05:49 PM
Mighty Spike, on 21 July 2018 - 02:40 AM, said:
Hm,weird. The client updated it self to newest version. I click launch then i click> multiplayer> internet game. Then the window says try to connect to MWll net (loading)- nothing happens.As far,as i remember the game showed me , wich servers are ravaible.Thats what i miss Version seems to be correct.
Huh, that sounds like you need to change DNS servers to either OpenDNS or GoogleDNS. Usually that's the workaround for the long load time issue (it does load eventually, but takes ages).
I'd recommend consulting this section of our troubleshooting guide, just in case.
#776
Posted 26 July 2018 - 08:41 PM
Kh0rn, on 25 July 2018 - 09:59 AM, said:
That looks very good in the way that MWO's lasers look great.
I have a question. In terms of graphics, should lasers cast larger shadows & be treated more like a light source?
In that image you can see shadows cast by the lighting source overhead but when it comes to lasers they don't appear to have much effect on lighting conditions.
#777
Posted 28 July 2018 - 05:46 AM
#778
Posted 29 July 2018 - 02:59 AM
#779
Posted 01 August 2018 - 02:27 PM
IIXxXII, on 26 July 2018 - 08:41 PM, said:
That looks very good in the way that MWO's lasers look great.
I have a question. In terms of graphics, should lasers cast larger shadows & be treated more like a light source?
In that image you can see shadows cast by the lighting source overhead but when it comes to lasers they don't appear to have much effect on lighting conditions.
Realistically, yes.
In MWLL, it'd be nice, but I'm not sure if that can be done with our version of CryEngine. That's a good question for one of our lead devs.
Also, thanks for posting these screenshots, Khorn! (They'll likely go up on the ModDB )
#780
Posted 03 August 2018 - 07:41 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users