

#21
Posted 30 September 2016 - 06:39 AM
#22
Posted 30 September 2016 - 09:12 AM
#23
Posted 30 September 2016 - 09:45 AM
Anywho, what is {LT-MOB-25}?
Is that when you say a really bad word?
Edited by JackalBeast, 30 September 2016 - 09:47 AM.
#24
Posted 30 September 2016 - 09:54 AM
Are they not new?
#25
Posted 30 September 2016 - 11:21 AM
Sader325, on 30 September 2016 - 09:12 AM, said:
Bud Crue, on 26 September 2016 - 08:39 AM, said:
Here is the requested source btw:
April 16, 2015 Town Hall. At about 2:30-ish Summary: Programmer left, resources allocated elsewhere, etc.
Pod cast is in the archives and on you tube if really interested.
DovisKhan, on 30 September 2016 - 05:19 AM, said:
It's a matter of "want", they obviously don't want it or don't have the resources.
Because it's really not that big of a problem to hire someone or outsource the job. Heck, I'd be willing to bet that at least one guy in the MWO playerbase is capable of this job
They obviously don't WANT to add new weapons.
This
#26
Posted 30 September 2016 - 11:57 AM
#27
Posted 30 September 2016 - 12:00 PM
BLOOD WOLF, on 29 September 2016 - 07:26 PM, said:
Coding a weapon isn't exactly difficult, even for someone who has no idea or concept of scripting in general. Copy-paste the closest similar weapon, edit the values, change the model and textures.
It's not rocket science we're talking about here.
#29
Posted 30 September 2016 - 12:53 PM
Tombs Clawtooth, on 30 September 2016 - 12:00 PM, said:
Coding a weapon isn't exactly difficult, even for someone who has no idea or concept of scripting in general. Copy-paste the closest similar weapon, edit the values, change the model and textures.
It's not rocket science we're talking about here.
Yes, if it's laser A to laser B.
What if it's trajectory type weapons? Do you know how to calculate the proper equations? If by new weapons, you just mean, "I want a new type of laser that's more damaging and more tonnage!"
Well, then we have a drastically different idea of what "new" actually constitutes.
(In layman's term, your new is pointing out that there are honey crisp, fuji, or gala apples. I want some f-ing oranges, watermelons, kiwi, or pineapple.)
#31
Posted 30 September 2016 - 05:16 PM
BLOOD WOLF, on 30 September 2016 - 05:09 AM, said:
Need visuals.
You have any proof God exists? And yet, Americans alone donated $114 BILLION dollars to the religious industry back in 2014. That sounds crazier to me than the fact that PGI can't find a guy to code switchable ammo in Cryengine.
Quote
The donations the religious institutions received constituted a third of all the financial donations Americans gave to charity in 2014, the foundation said.
In a report released on its website, the foundation said a total of $114.9 billion worth of charitable donations went straight to recipients that are religious in nature—an all-time high in 60 years.
http://www.christian...eport/57240.htm
Maybe we can all take advantage of the non-profit status of churches and create some sort of church of Battletech. Using the donations we pool, we can then buy out PGI's license and make the game we all deserve (or at least use the money to hire them a coder for switchable ammo types).
#32
Posted 30 September 2016 - 06:18 PM
Tombs Clawtooth, on 30 September 2016 - 12:00 PM, said:
It is slightly more complicated than that. Just by copy pasting and editing stats in the XML sheet does not give you the weapon--you have to code a few more text files so that the weapon actually registers as a weapon in game. Granted, it is not hard to do for a modder, such as me, but it is hard for someone who has no idea or concept of scripting in general.

Edited by El Bandito, 30 September 2016 - 06:19 PM.
#33
Posted 30 September 2016 - 06:25 PM
razenWing, on 30 September 2016 - 12:53 PM, said:
Yes, if it's laser A to laser B.
What if it's trajectory type weapons? Do you know how to calculate the proper equations? If by new weapons, you just mean, "I want a new type of laser that's more damaging and more tonnage!"
Well, then we have a drastically different idea of what "new" actually constitutes.
(In layman's term, your new is pointing out that there are honey crisp, fuji, or gala apples. I want some f-ing oranges, watermelons, kiwi, or pineapple.)
HAG40 for example.
We already have extremely similar weapons in the game. Heavy lasers... We already have extremely similar weapons in the game.
Rotary auto cannons... Once again, we already have extremely similar weapons in the game,
Someone could script in ALL of these over their lunch break if they were competent enough to script a new mech, let alone energy draw.
#34
Posted 30 September 2016 - 07:17 PM
KisumiKitsune, on 30 September 2016 - 07:14 PM, said:
I ain't even a coder, and I can come up with this.
Player equips LBX weapon -> Player gets an LBX and an AC in-game in the exact same slot, AC invisible.
Implement modifier hotkey.
When hotkey + weapon group pressed, disable one weapon, enable the other.
That's probably a sloppy way to do it, and I'm sure something better could be done for someone who has actual knowledge of game design, but the fact it's been broken for this long when what I'd think is a glaringly simple implementation is quite obvious is just so telling. Then there's the fact Russ outright said in a town hall that the reasons LBX ammo switching isn't in is because the team member working on it is no longer with PGI and nobody else knows what he was working on.
I gotta admit when russ said that I was like

#35
Posted 07 October 2016 - 02:46 AM
Oh look it's rocket science. Everything explained step by step. It seems it's not that big of a deal to handle.
Only thing that is needed at this point is someone smart enough to write down a proper addition to GDD for new weaponry and test the **** out of it on PTS before implementing.
I've just googled it in 5 min. Ready to use/go tutorial to add new weaponry. So when can we expect some new weaponry PGI?
Game needs new stuff badly and I don't mean it by adding new mech packs.
P.S. I do hope theres a workable way to create a private server (non profit ofc) after PGI crash and burns with the game closure of its official servers somewhere around the beginning of next year - I do hope ppl will put less and less money into mechpacks and vote with their wallets. It will force the Devs to either get their **** toegether or admit what community pretends to not see - that the game is slowly dying due shrinking player base.
(look up Return of Reckoning. WAR was a great PvPMMO game but devs just like here didnt give a f#$k about their own game... now the game is in better state than it was, developing, fixing stuff daily, expanding/improving existing mechanics, no hax, no x10 exp/x10 gold nonsense and it's only being pushed by loyal fans of the game, done by them in their spare time for free - which by the state of the game shows that dedicated amateurs are doing waaay better work than paid professionals that don't give a flying f....k about the project.)
Edited by lazytopaz, 07 October 2016 - 05:08 AM.
#36
Posted 17 November 2016 - 07:07 PM
#37
Posted 17 November 2016 - 07:18 PM
Lostdragon, on 30 September 2016 - 05:55 AM, said:
And to further this line of thinking... no weapon released with the Clans actually required new coding. The only practical difference between how Clan weapons perform are resultant from changing a spare few numbers in a text file.
#38
Posted 17 November 2016 - 07:22 PM
ScarecrowES, on 17 November 2016 - 07:18 PM, said:
Well, there were burst-fire ACs and LRMs...
#39
Posted 17 November 2016 - 07:28 PM
El Bandito, on 17 November 2016 - 07:22 PM, said:
Well, there were burst-fire ACs and LRMs...
Not really new coding though... They've always had the ability to have weapons release projectiles sequentially, rather than en masse, right? From back when we could have launcher geo with fewer tubes than the launcher itself had. So you're just setting the value for the time delay between projectile releases, and specifying a total number of projectiles per trigger pull. Damage fall-off for Clan LRMs just meant applying the traditional projectile damage fall-off in reverse, rather than a hard cut-off. Not really anything new added there. Just teensy adaptations of existing code.
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