#141
Posted 02 February 2015 - 03:59 AM
#142
Posted 02 February 2015 - 06:23 AM
#143
Posted 02 February 2015 - 01:00 PM
Quote
So in other words, MWO code is lostech.
Also, neither ghost heat nor omnimechs were part of the original coding.
#144
Posted 02 February 2015 - 09:47 PM
LORD TSARKON, on 29 January 2015 - 10:26 AM, said:
; What key will you press to toggle the dakka on or off?
dakka_toggle := "F5"
; What key will you press to unleash the dakka upon your puny foes?
dakka_key := "LButton"
Hotkey *%dakka_key%, commence_dakka
Hotkey *%dakka_key% up, cease_dakka
Hotkey *%dakka_toggle%, toggle_dakka
return
commence_dakka:
if GetKeyState(dakka_key, "P")
send {3 down}
else
return
sleep 125
if GetKeyState(dakka_key, "P")
send {4 down}
else
return
sleep 125
if GetKeyState(dakka_key, "P")
send {5 down}
else
return
sleep 125
if GetKeyState(dakka_key, "P")
send {6 down}
else
return
return
cease_dakka:
send {3 up}
send {4 up}
send {5 up}
send {6 up}
return
toggle_dakka:
dakka_is_off := !dakka_is_off
SoundBeep
if dakka_is_off {
Hotkey *%dakka_key%, off
Hotkey *%dakka_key% up, off
}
else {
Hotkey *%dakka_key%, on
Hotkey *%dakka_key% up, on
}
return
lol
I just say: "Awesome Razer Mouse, Unleash Hell!"
#145
Posted 03 February 2015 - 05:21 PM
#146
Posted 03 February 2015 - 09:54 PM
#147
Posted 04 February 2015 - 04:26 AM
http://evilc.com/joo...hd-fire-control
lrm 5 ghost heat 437ms instant overheat after 3 lrm
but 438ms and your fine
Edited by IG 88, 04 February 2015 - 04:27 AM.
#148
Posted 04 February 2015 - 10:51 AM
Quickdraw Crobat, on 01 February 2015 - 11:39 PM, said:
Just to let you know.. this is not true. MWO was built from scratch by PGI using CryEngine. If you're referring to our 2009 teaser trailer for, what was at that time a different project completely, that was done in UnReal, which was also 100% PGI.
#149
Posted 04 February 2015 - 11:00 AM
Kmieciu, on 02 February 2015 - 12:00 AM, said:
And they failed.
Anyone with half a brain can take a look at weapon stats file and modify it accordingly.
Just look, it's that simple:
AC/2
http://static.mwomer...apons/1018.json
AC/5
http://static.mwomer...apons/1019.json
Just to make it clear what happened...
To make a change permanently, we would change the XML as you described. HOWEVER, this change is something we are wanting to test on a large scale.. i.e. not permanent. To do this, we have to create a special server override which gets placed on the servers that kick of matches. We have done this exact thing before without problems.
What happened last week was that the server override causes a 'Mech stat reset (by that I mean the stats that put a 'Mech together before you drop into a 'Match) when you were already dropped into a 'Match. This reset values on Omnipods including lower arm actuators which are a variable set by players. The reset changes it back to default (off) hence causing the problem with lower arm actuators "locking up".
#150
Posted 04 February 2015 - 11:00 AM
Paul Inouye, on 04 February 2015 - 10:51 AM, said:
Just to let you know.. this is not true. MWO was built from scratch by PGI using CryEngine. If you're referring to our 2009 teaser trailer for, what was at that time a different project completely, that was done in UnReal, which was also 100% PGI.
Thank you for the clarification, I've been so tired of people talking about a 6 year old concept trailer as if it should be relevant to what the game is like now.
#151
Posted 04 February 2015 - 05:22 PM
Paul Inouye, on 04 February 2015 - 11:00 AM, said:
Just to make it clear what happened...
To make a change permanently, we would change the XML as you described. HOWEVER, this change is something we are wanting to test on a large scale.. i.e. not permanent. To do this, we have to create a special server override which gets placed on the servers that kick of matches. We have done this exact thing before without problems.
What happened last week was that the server override causes a 'Mech stat reset (by that I mean the stats that put a 'Mech together before you drop into a 'Match) when you were already dropped into a 'Match. This reset values on Omnipods including lower arm actuators which are a variable set by players. The reset changes it back to default (off) hence causing the problem with lower arm actuators "locking up".
From what I'm getting from this, basically the idea was to cancel the ghost heat on AC/2s server side rather than client side so that a patch wouldn't be needed to remove the ghost heat then re-implement it. With this, the coding to cancel it out server side (the temporary solution) sounds much more complex to implement whereas the client side direct fix appears much easier to alter and implement.
With the frequency of hot fixes would it not have been acceptable to change the XML in a patch for a few days while backing up the old version for when you want to stop the testing?
Granted this revealed and error in the current method of testing the removal of ghost heat but it does sound unnecessarily complex.
#152
Posted 04 February 2015 - 06:30 PM
Edited by Choppah, 04 February 2015 - 06:30 PM.
#153
Posted 05 February 2015 - 09:29 AM
Paul Inouye, on 04 February 2015 - 11:00 AM, said:
Just to make it clear what happened...
To make a change permanently, we would change the XML as you described. HOWEVER, this change is something we are wanting to test on a large scale.. i.e. not permanent. To do this, we have to create a special server override which gets placed on the servers that kick of matches. We have done this exact thing before without problems.
What happened last week was that the server override causes a 'Mech stat reset (by that I mean the stats that put a 'Mech together before you drop into a 'Match) when you were already dropped into a 'Match. This reset values on Omnipods including lower arm actuators which are a variable set by players. The reset changes it back to default (off) hence causing the problem with lower arm actuators "locking up".
So...is the ghost heat on for AC/2's, or off now?
#154
Posted 06 February 2015 - 04:52 PM
#155
Posted 11 March 2015 - 05:53 PM
#156
Posted 03 September 2015 - 10:19 PM
Choppah, on 04 February 2015 - 06:30 PM, said:
Just tested in prep for the mauler and I agree 100%.
AC5s are far cooler and more effective. The ac2 ghost heat removal is a good start but heat per shot still needs to be reduced.
Edited by Kaptain, 08 September 2015 - 02:45 PM.
9 user(s) are reading this topic
0 members, 9 guests, 0 anonymous users