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Are These Monitors Still Placeholders?


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#21 Deathlike

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Posted 25 November 2014 - 05:51 PM

The unused monitors used to say "Auto Detect: No Signal".

I think "Auto Detect: No" is the reality of PGI's efforts regarding the matter.

So to the OP, the answer is Yes.

Edited by Deathlike, 25 November 2014 - 05:51 PM.


#22 Axeface

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Posted 25 November 2014 - 05:53 PM

View PostLORD TSARKON, on 25 November 2014 - 05:35 PM, said:

Its a problem with CryEngine 3..... Honestly wish PGI never used it.... They've had so many problems adjusting and learning at the same time to make a Battletech Robot game with the engine.


It really isn't the engine. How can anyone argue that? Can I get some proof of this or sauce? What engine should they use? Cryengine is a powerful engine brimming with features. It isn't true.
And, some of the monitors are vaguely functional, I noticed that in my Raven 3L the ammo display seems to work? At least, it shows in which component I have my ammo, perhaps its a coincidence.

And, for months one of the monitors in my DDC has a misalinged noisy texture which I think is supposed to be the glossy monitor material. Overall it's all very underwhelming, cockpits could be so damn cool, imagine if the hud was actually on the monitors.

PS: Is that first shot an 'alpha' image or something? Classic.

Edited by Axeface, 25 November 2014 - 05:55 PM.


#23 Zolaz

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Posted 25 November 2014 - 06:23 PM

minimally viable product

#24 TLBFestus

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Posted 25 November 2014 - 06:32 PM

OK....this idea will work.

Why?


BECAUSE, they can sell stuff for their screens. Simple GIFs, or images that will only load on the users computer and run, cus no one else EVER sees them anyhow.

OR.....in a fit of community minded altruism PGI allows individual mechwarriors to load their own images to the monitors. Fambly pics, screenshots, midget porn...whatever.

#25 LORD TSARKON

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Posted 25 November 2014 - 06:40 PM

View PostAxeface, on 25 November 2014 - 05:53 PM, said:


It really isn't the engine. How can anyone argue that? Can I get some proof of this or sauce? What engine should they use? Cryengine is a powerful engine brimming with features. It isn't true.
And, some of the monitors are vaguely functional, I noticed that in my Raven 3L the ammo display seems to work? At least, it shows in which component I have my ammo, perhaps its a coincidence.

And, for months one of the monitors in my DDC has a misalinged noisy texture which I think is supposed to be the glossy monitor material. Overall it's all very underwhelming, cockpits could be so damn cool, imagine if the hud was actually on the monitors.

PS: Is that first shot an 'alpha' image or something? Classic.


I"ll give you proof.... This is a statement from Karl Berg (Senior Software Engineer) about the HUD BUGS were a result of undefined behavior in CryEngine Scaleform wrapper Library.... which took 1.5 years to fix.... also in Closed Beta the Auto Detect Windows were a serious resource and frame rate hog...

Basically it was a CryEngine Fault... not a PGI fault..... but I still blame PGI choosing the cheaper router with the CryEngine...

Edited by LORD TSARKON, 25 November 2014 - 06:41 PM.


#26 Bartholomew bartholomew

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Posted 25 November 2014 - 06:43 PM

If they sold something for those screens I would probably buy it. Anything other than what we have now.

#27 Kassatsu

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Posted 25 November 2014 - 06:46 PM

Personally I'd have rather seen this game on Source than cryengine. UE3 would have been an excellent choice as well.

Oh well. Far too late for that now, might as well keep buying things for the current horribly broken version, that will help it get fixed, right? It's totally worked for the past three years.

#28 Sug

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Posted 25 November 2014 - 07:06 PM

Is three years long enough to learn how to program with an engine?

#29 Rakshasa

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Posted 25 November 2014 - 07:06 PM

Ever since I installed the Clapping Surat in my cockpit, my cockpit monitors keep displaying this...

Posted Image

...Should I be worried? >.>

Edited by Rakshasa, 25 November 2014 - 07:08 PM.


#30 Bartholomew bartholomew

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Posted 25 November 2014 - 07:09 PM

View PostSug, on 25 November 2014 - 07:06 PM, said:

Is three years long enough to learn how to program with an engine?

If they had really wanted too. Yes, but look at what game we have and tell me they really care about it.

#31 Naduk

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Posted 25 November 2014 - 07:18 PM

You people need to calm down
Its 100% possible to have items displayed on these screens and many of them do

If pgi had no intentions of fixing them or could not support the idea anymore
They would of stopped adding them along time ago
And replaced them with something static

Every mech gets them with out fail
The clans even get rounder and curved ones
Some mechs have unique setups like the atlas centre screen or the lcd styles in the trebuchet

With so many other things burning up production time the screens have a comfortable seat on the back burner

Even after community warfare there is a fairly big list of things infront of the hud and related systems (ie: physics & collisions, ui2.5, MM, loyalty content, cw phase3.....)

They only have so much time and only so many staff
It will likely take a long time but they will get to them


#32 Kirkland Langue

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Posted 25 November 2014 - 08:36 PM

Let's be honest here...

MWO is just a placeholder while we wait for the next great mech game.

#33 Sug

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Posted 25 November 2014 - 09:33 PM

View PostKirkland Langue, on 25 November 2014 - 08:36 PM, said:

Let's be honest here...

MWO is just a placeholder while we wait for the next great mech game.


Dang.

#34 Brody319

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Posted 25 November 2014 - 09:37 PM

View PostKirkland Langue, on 25 November 2014 - 08:36 PM, said:

Let's be honest here...

MWO is just a placeholder while we wait for the next great mech game.


Pfft, mech games are probably going to be Japanese only releases, or CoD clones for a while. Other mech games have crashed and burned so don't expect indie devs to go for it because most will abandon it before the community does.

#35 Axeface

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Posted 25 November 2014 - 10:28 PM

View PostLORD TSARKON, on 25 November 2014 - 06:40 PM, said:


I"ll give you proof.... This is a statement from Karl Berg (Senior Software Engineer) about the HUD BUGS were a result of undefined behavior in CryEngine Scaleform wrapper Library.... which took 1.5 years to fix.... also in Closed Beta the Auto Detect Windows were a serious resource and frame rate hog...

Basically it was a CryEngine Fault... not a PGI fault..... but I still blame PGI choosing the cheaper router with the CryEngine...


What is this proof of exactly? I wasnt around back then. But the TLDR at the end of the post says
"The HUD bugs were a result of undefined behaviour in CryEngines scaleform wrapper library, which took considerable effort for us to track down and fix."
Fix, so those specific problems are fixed. Not sure what this has to do with the mech's not having functioning monitors, unless the 'fix' was to just remove whatever used to be in them and give us this autodetect: no image, and to scaleback pgi's ambition in regards to the cockpits.

#36 aniviron

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Posted 25 November 2014 - 10:40 PM

Adding in a request for cockpit monitors to have static images at least. Every new mech has them, most of which are in relatively prominent places.

The best/worst part? Watch this video from closed beta and notice that the Atlas and Hunchback have display screens showing info in the cockpits. I can't tell if they're just static screens or not, but I have to assume they are; if so, why can't they just use those again? They look a damn sight better than AUTODETECT: NO SIGNAL.

View PostAxeface, on 25 November 2014 - 10:28 PM, said:

What is this proof of exactly? I wasnt around back then. But the TLDR at the end of the post says
"The HUD bugs were a result of undefined behaviour in CryEngines scaleform wrapper library, which took considerable effort for us to track down and fix."
Fix, so those specific problems are fixed. Not sure what this has to do with the mech's not having functioning monitors, unless the 'fix' was to just remove whatever used to be in them and give us this autodetect: no image, and to scaleback pgi's ambition in regards to the cockpits.


Essentially CryEngine does not use the newest version of ScaleForm and does not support it. Having an updated ScaleForm library would save 5-10 fps for most users, and allow PGI to do more interesting things with the UI.

Not sure if that's related to the monitors in the cockpit working or not, I don't know if those go through SFUI.

#37 QuantumButler

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Posted 25 November 2014 - 10:41 PM

Well you know what they say about positions and time.

#38 LordKnightFandragon

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Posted 25 November 2014 - 11:40 PM

This game would be totally 100000000000000000000000x more immersive if they incorporated all the hud things onto those screens.........

#39 KuroNyra

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Posted 26 November 2014 - 12:08 AM

View PostLordKnightFandragon, on 25 November 2014 - 11:40 PM, said:

This game would be totally 100000000000000000000000x more immersive if they incorporated all the hud things onto those screens.........

And it would be so much harder to have all the information because most of the monitor are placed in dead angle and you would have to turn your head just to see the info. That is not even thinkable for an arcade turned game. You need to have the information right away.



The HUG problem was here for a long time. I too want some placed image but even that because of cryengine could create problem.

No, you can't learn all the way to use an engine in 3 years. Theses things are monster to use and even ten years after you will find new ways of using it. Heck, people are still trying to learn how to correctly use the Source engine the best they can. Just look at Half-Life 2 and Hafl-2 Episode 2, they usually talk about it on the dev commentary ingame.

#40 Green Mamba

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Posted 26 November 2014 - 12:14 AM

I think Transverse was going to have them be Active :ph34r:





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