Took me 4 seconds to google this video; Search terms where mwo, IK
For a bit "simpler" description: you are searching for the intersection of two radii(each radius value is represented by the length of each bone in the IK chain, thigh, calf for the example) and the aim direction of whole skeletal chain system.
The guy trying to describe this math in the video is talking too much complicated sh*t there.
Whole IK skeletal chain is working just in the planar evaluation space locally and globally the whole plane is aimed to so called pole vector(the point where is aiming the knee).
IK was initially enabled but removed early after MWO started for some Glitches and was said to be brought back since a few months but did not happen for some reasons.
It's actually a really basic thing nowadays (first games with it released 1998 being Jurassic Park Trespasser and Ocarina of Time) and the performance impact is negligible (if your rig can't do what a Nintendo 64 can - you should use it only as a toaster anyway) if there is any at all. The thing in MWO is though that it will be affecting the silhouette of the Mech and thus it's hitboxes. While being an online game some users may perceive things like the common 'how could it get just hit there at this angle?' or something like that.
Imo it's taking so long to implement because PGI didn't think about this when creating new maps. Maybe this is even the reason they did not release any new in the near (?) past - you have to pay careful attention to the height differences of traversable terrain or you may end up with all kinds of visual glitches. Still a nice thing to have and I am looking forward to have it properly, and finally, implemented.
The N64 has 4 megabytes of RAM, if anyone is interested. >.> Such random access memory.
So....
Yeah.
Side note: The issue with IK has nothing to do with the formulas, etc. It's getting the Network version (which renders no graphics) and the client versions to sync up, since what I see, what you see, and what the server sees are sometimes 3 different things.
IK in MWO. PGI doesn't have to do a thing to make it work. IT's already there, it's native to the engine. Done and over with.
So the video guy, yeah... The issue with IK isn't IK itself, it's syncronizing My IK with your IK with the server's IK. That's a bit harder, but it is super important because we don't have a single health pool where everyone kinda-sorta aims for the body and the head, we aim for arms, legs, etc. and we HAVE to have 100% accuracy to movement, hitboxes, and where the mechs are. That's where the trouble is. If this problem isn't fixed, we will have a lot of hit registration issues, and will never have knockdowns back...due to 'teleportation'.
See these examples.
In this example, IK on my end and the server's end agree; in fact they agree with the Atlas's end too because he fires right at me in the ground. This is an example of how it should look and work,
Here is a bad example.
I collide with a mech. We get up. I'm teleported in the stand. Collide with another mech, we get up.
Here is another bad example, heavily showing IK after the collision as I lean against a building before falling to the ground. Notice where the server "corrects" our positions which is NOT where we fell on my end.
In truth, we have IK to a point in MWO right now, "ragdolling" is a form of IK. But when we're dead it doesn't matter where our hitboxes are anymore. It's disabled on our mechs while we're alive due to the synch issues. In fact in that last video you might notice while the Hunchback circles me, I'm leading WAY past his right side and totalling missing, but I'm doing damage to his left side -- this is because where I'm shooting is where "he" actually is, and I'm really hitting his left side despite how far past his right side I'm shooting.
This is the issue PGI is actually working on, getting IK to work in sync with HSR.
Everytime Inouye touches something in this game I cringe. This upcoming "Base balance between IS and Clan" smells of "we reverted CERLL to 2 sec duration but gave it 5m extra range and shortened CLPL range to 400 m and 15 heat to emphasize it's brawling function. Oh and now IS ERLL shoots as far as the clan one"
Your videos... why seem alot of things in MWO now like a downgrade to what it was in CBT? Sounds, effects, gun impacts....
TBH, it makes me a bit sad to see this.
Because, honestly, a lot of things were downgraded since then. It's why you see a lot of people on here wishing things went back to Closed Beta. Not because of the bugs, but because of how much better the game 'felt'.
I mean.... look at LRMs.
Because, honestly, a lot of things were downgraded since then. It's why you see a lot of people on here wishing things went back to Closed Beta. Not because of the bugs, but because of how much better the game 'felt'.
I mean.... look at LRMs.
I guess alot was cut because of performance but the bullet impacts which throw mechs back, the smoke trails, the gun sounds, the sheer physicality of it. That's how a mech game should be. Funnily enough that's exactly why I was excited about the MW5 trailer.
The average PC is much stronger by now. PGI should consider to reintroduce some of the physics effects. IK is just the tip of the iceberg it seems.
Basically it makes the mechs feet look pretty. Personally I think its a total waste of time and resources that need to be spent going through the 3 dropship bug's coding and getting a game breaking issue fixed instead of making feet sit on pretty angles on the terrain.
Everytime Inouye touches something in this game I cringe. This upcoming "Base balance between IS and Clan" smells of "we reverted CERLL to 2 sec duration but gave it 5m extra range and shortened CLPL range to 400 m and 15 heat to emphasize it's brawling function. Oh and now IS ERLL shoots as far as the clan one"
Last I checked isn't Chris Lowrey the balance person nowadays.
TBH despite my scepticism and initial reaction tot he skill tree etc I like things so far so happy to wait and see.
If this problem isn't fixed, we will have a lot of hit registration issues, and will never have knockdowns back...due to 'teleportation'.
It's not like we are not having issues right now. Lots and lots of issues, the worst being invisible walls and shoot-through-walls which PGI refuses to fix. Instead of a hit-box-correct Level-of-Detail at high ranges, they insist on adding more ground crap to the maps which hamper movement and impair vision.
Koniving, on 04 June 2017 - 02:14 PM, said:
See these examples.
In this example, IK on my end and the server's end agree; in fact they agree with the Atlas's end too because he fires right at me in the ground. This is an example of how it should look and work,
That's a very lovely looking game. Feeling seems right for a Mech game too. What is it's name and why cannot PGI take a leaf out of this game's book?
I would really pay dollars for a game like that. Wait... I did! Where's my game?!?!?
Bluttrunken, on 04 June 2017 - 06:36 PM, said:
I guess alot was cut because of performance but the bullet impacts which throw mechs back, the smoke trails, the gun sounds, the sheer physicality of it. That's how a mech game should be. Funnily enough that's exactly why I was excited about the MW5 trailer.
The average PC is much stronger by now. PGI should consider to reintroduce some of the physics effects. IK is just the tip of the iceberg it seems.
With the June patch, Premium Time will no longer be required for accessing any aspect of the Private Lobby feature. Tonnage Rules, Match Time, Time of Day, View Mode, and Full Team settings will all be available.
ABOUT TIME!!!!
Edited by ZaimAnnihilator, 05 June 2017 - 12:35 AM.
LocationIn the mechbay, telling the techs to put extra LRM ammo on.
Posted 05 June 2017 - 04:22 AM
Ok, so I just had to comment on the few amazing things happening in the roadmap..
1) Removal of premium time requirements for private lobbies - this will make training new players and settling disputes by Zellbrigen SO MUCH easier.. Finally!
2) Incursion replacing Assault in Invasion mode FP - this is a feature I have personally requested, and rightly so. Incursion mode is perfect for FP and extended play, so yaaaay! And also, apparently, PGI does listen, sometimes
3) 8 vs 8 competitive mode - A long sought after feature, but one I fear will fracture the community and prolong wait times, although it might also mean that many of those T1 tryhards will no longer be matched against T4 mere mortals..
Bad things in the roadmap:
1) New maps placed in "looking ahead" - Apparently, PGI still does not realize how stale the gameplay is getting with the lack of maps. Same maps get picked over and over, and no ammount of new mechs will remedy that, when you can only take them round the same old block..
2) "Summer Blast" month long event - the "month long" part of this just screams "we're on vacation, don't bother us". I don't even mind that, but I just hope PGI realizes that we too will be on vacation, so PLEASE don't give us any of that "must play 10 of 12 days to get anything cool" type stuff.. I think the best reward system would be random loot bags plus some major reward for completing some objectives. And please, make it something like Operation Bulldog or something cool, but again, not so that one has to make a choice between playing for some awesome reward and taking a trip to the beach..
It's not like we are not having issues right now. Lots and lots of issues, the worst being invisible walls and shoot-through-walls which PGI refuses to fix. Instead of a hit-box-correct Level-of-Detail at high ranges, they insist on adding more ground crap to the maps which hamper movement and impair vision.
It'd be nice. (Wonder if post-MW5, they might convert MWO to Unreal; probably not though). Either way they have done 'some' work on tightening them. The issue is again the network architecture of the game. As I said before the network version doesn't render any graphics, and all polygons as they explained are divided by 8. That wonderful mountain range? Well it's got the polygons you see divided by 8 so if it was 1,000 polygons it's actually 125 polygons on the server, which makes it very MW2-like in appearance. Those wonderfully round legs on your mech? Basically a rectangle.
What your Stormcrow effectively looks like in MWO's Network side.
And then, that's in numbers rather than graphics.
And that wonderful River City landscape with the complex buildings?
This is kinda what they look like server-side, if you were to put some graphics to them.
As you can imagine these 'blocks' go past the buildings that you see, however slight or extreme the case might be. This is also why you can't fire through most debris in Tourmaline despite how clearly you can see through it.
But we know PGI loves bandaids.
Wanna know the bandaid I came up with for invisible walls?
Notice something? Those are not small lasers, they are TAGs.
The perfect bandaid; it's practical, doesn't add unnecessary heat, works instantly and assuredly.
Wanna know my bandaid for the Awesome not being Awesome?
Battletech the PC game. Wanna melee? Awesome punch - Destroyed your left torso!
Wanna kill things? PPCs; 2 PPCs cool off within a turn leaving me neutral if I haven't moved, 3 PPCs bring up a fair bit of heat. And the range is almost across the map (thought someone was hitting me with a Gauss Rifle; had a bit of trouble identifying what was being thrown at me well beyond my sensors; know what it was? A rival Awesome being Awesome by netting super quick kills!)
InnerSphereNews, on 02 June 2017 - 05:29 PM, said:
<div style="text-align: center;"> <img src="https://mwomercs.com/static/img/news/media/63b9fb8017d206eda716198ea3152fd4.png">
</div> <div>
</div> <div><font face="Stratum1 Bold" size="4">Greetings MechWarriors,</font></div> <div><font face="Stratum1 Medium" size="3">
</font></div> <div><font face="Stratum1 Medium" size="3">It's time again for a look into the coming months of content and additions currently planned for MechWarrior Online. You can check out our previous April Roadmap and Beyond post <a href="https://mwomercs.com/news/2017/04/1786-roadmap-for-april-may-beyond"><u>here</u></a>.</font></div> <div><font face="Stratum1 Medium" size="3">June sees the release of an all new, dedicated Competitive Mode for ranked play. Pitting organized Teams in Elo-ranked 8v8 Conquest matches, the results of Competitive Play over the coming months will be used for seeding competitive Teams for the Semi-Finals phase of the upcoming MechWarrior Online World Championship Tournament in December.</font></div> <div><font face="Stratum1 Medium" size="3">July fast approaches, and with it a major update in the form of new Technology and Equipment with the release of <u><a href="https://mwomercs.com/civil-war-update">Civil War</a></u>, along with a timeline advancement, a new Inner Sphere Map structure, and additional features for Faction Play.</font></div> <div><font face="Stratum1 Medium" size="3">There's much more on the way, so without further delay let's take a look at what's to come for MechWarrior Online in the months of June, July, and beyond.</font></div> <div>
</div> <div> <img src="https://mwomercs.com/static/img/news/media/d4773f1de7f5a727d6be37f0a667a433.png">
</div> <div>
</div> <div style="text-align: center;"><font face="Stratum1 Bold" size="3">Patch Date: June 20th</font></div> <div>
</div> <div style="text-align: center;"><font face="Stratum1 Bold" size="3">Inner Sphere Resistance Heroes (<a href="https://mwomercs.com/resistance-heroes"><u>Store</u></a>)</font></div> <div>
</div> <div style="text-align: center;"> <img src="https://mwomercs.com/static/img/news/media/68053afadcf724465209fb15afaf1288.png">
</div> <div style="text-align: right;"> <span style="background-color: transparent;"><font face="Stratum1 Medium"><i>Pictured variant: Enforcer ENF-GH</i></font></span> </div> <div style="text-align: right;"> </div> <div>
</div> <div><font face="Stratum1 Bold" size="4">8v8 Competitive Mode</font></div> <div> <font face="Stratum1 Medium" size="3">The premier feature of our June patch. Featuring Competitive Leaderboards, Team Registration and Management features, Competitive Play lobbies, detailed statistics and standings, and more, t</font><span style='font-family: "Stratum1 Medium"; font-size: medium; background-color: transparent;'>his all-new Competitive Play area will enable players to form Teams for ranked Competitive matches against other Competitive Teams in 8v8 Conquest Matches.</span> </div> <div>
</div> <div> <font face="Stratum1 Medium" size="3">Though Teams will be matched according to Elo rankings, t</font><span style='font-family: "Stratum1 Medium"; font-size: medium; background-color: transparent;'>his Competitive Play feature is intended for players and Teams operating at the highest levels of skill and organization. Join the fight if you're up for the challenge, but participation should not be taken lightly!</span> </div> <div><span style='font-family: "Stratum1 Medium"; font-size: medium; background-color: transparent;'>
</span></div> <div><span style='font-family: "Stratum1 Medium"; font-size: medium; background-color: transparent;'>We'll save the full rundown on this mode for the June Patch Notes, currently slated to arrive on the Friday preceding the patch.</span></div> <div><font face="Stratum1 Medium" size="3">
</font></div> <div><font face="Stratum1 Bold" size="4">Faction Play Updates</font></div> <div><font face="Stratum1 Medium" size="3">The recently-released Incursion Game Mode has been refitted for Faction Play in this patch, and will be replacing Assault in the Tug of War. This patch also sees the introduction of weighted randomness to the Tug of War bar; a specific Game Mode may still be weighted to a distinct phase in the Tug of War, but matches will now have a random chance of running any of the other Game Modes. You may drop into Siege during the first phase of the Tug of War, for example.</font></div> <div><font face="Stratum1 Medium" size="3">
</font></div> <div><font face="Stratum1 Bold" size="4">Balance Adjustments</font></div> <div><font face="Stratum1 Medium" size="3">As mentioned in some previous posts and updates, June brings with it an initial phase of Energy weapon adjustments. Full details will be provided with the June Patch Notes, but the focus of this pass is twofold: provide better role definition between the different Energy types, and most importantly, foster a better baseline balance between IS and Clan Energy weapons.</font></div> <div><font face="Stratum1 Medium" size="3">
</font></div> <div><font face="Stratum1 Bold" size="4">Turret Performance Optimizations</font></div> <div><font face="Stratum1 Medium" size="3">Originally slated for release in May, Turret objects have undergone an optimization pass in the June patch to reduce their performance footprint. This optimization is more likely to assist machines in low-spec territory, and will hopefully lead to some minor performance gains for Game Modes in which Turrets are utilized.</font></div> <div><font face="Stratum1 Medium" size="3">
</font></div> <div><font face="Stratum1 Bold" size="4">Sound Caching and Performance Optimizations</font></div> <div><font face="Stratum1 Medium" size="3">This patch features improvements to our previous sound caching methods. In addition to eliminating rare issues with delayed sounds, this optimization may assist machines with lower amounts of available memory, particularly within Faction Play matches. This will also address the perceived Jump Jet audio delay introduced with the Skill Tree patch, which was a by-product of the previous caching method.</font></div> <div><font face="Stratum1 Medium" size="3">
</font></div> <div><font face="Stratum1 Bold" size="4">New Decals and Supply Caches</font></div> <div><font face="Stratum1 Medium" size="3">93 new Decals and 25 new Supply Caches are arriving in this patch. This batch of Decals includes the five remaining timeline-appropriate Clan Decals, an assortment of new Shapes, and a large collection of new Word Decals. These new Words can be easily combined to form distinct combinations like Clan Death Dealer, SRM Boom Stick, Frontline Breaker, etc.</font></div> <div><font face="Stratum1 Medium" size="3">
</font></div> <div><font face="Stratum1 Bold" size="4">Removal of all Premium Time requirements for Private Lobbies</font></div> <div><font face="Stratum1 Medium" size="3">With the June patch, Premium Time will no longer be required for accessing any aspect of the Private Lobby feature. Tonnage Rules, Match Time, Time of Day, View Mode, and Full Team settings will all be available.</font></div> <div><font face="Stratum1 Medium" size="3">
</font></div> <div><font face="Stratum1 Bold" size="4">And a special 'Summer Blast' month-long event, to be announced soon!</font></div> <div>
</div> <div>
</div> <div> <img src="https://mwomercs.com/static/img/news/media/c507755005e31618950a2f0884ee4a88.png">
</div> <div>
</div> <div><div><font face="Stratum1 Bold" size="4">New Tech and Equipment (<a href="https://mwomercs.com/civil-war-update"><u>Info Page</u></a>)</font></div></div> <div><font size="3" face="Stratum1 Bold">
</font></div> <div><font face="Stratum1 Bold" size="4">Faction Play Timeline Advancement</font></div> <div><font face="Stratum1 Medium" size="3">
</font></div> <div><font face="Stratum1 Bold" size="4">Civil War 'Mechs (<a href="https://mwomercs.com/civil-war"><u>Store</u></a>)</font></div> <div><font face="Stratum1 Medium" size="3">
</font></div> <div><font face="Stratum1 Bold" size="4">Balance Adjustments</font></div> <div><font face="Stratum1 Medium" size="3">
</font></div> <div><font face="Stratum1 Bold" size="4">2017 MWO World Championship Tournament Supporter Pack</font></div> <div>
</div> <div> <img src="https://mwomercs.com/static/img/news/media/81ed847ceb0ef13b77708b079f3fe01e.png">
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</div> <div> <div><font face="Stratum1 Bold" size="4">Faction Play Updates</font></div> <div><font face="Stratum1 Medium" size="3">Special Event system</font></div> <div><font face="Stratum1 Medium" size="3">War History</font></div> <div><font face="Stratum1 Medium" size="3">and more</font></div> </div> <div><font face="Stratum1 Bold" size="4">
</font></div> <div><font face="Stratum1 Bold" size="4">Clan Wave 2 & 3 Hero 'Mechs (<a href="https://mwomercs.com/clan-heroes-two"><u>Store Page</u></a>)</font></div> <div><font face="Stratum1 Medium" size="3">
</font></div> <div><font face="Stratum1 Bold" size="4">Additional Clan Wave 2 & 3 C-Bill Variants</font></div> <div><font face="Stratum1 Medium" size="3">
</font></div> <div><font face="Stratum1 Bold" size="4"><i>Later in August:</i></font></div> <div><font face="Stratum1 Medium" size="3">
</font></div> <div><font face="Stratum1 Bold" size="4">MWO World Championship Tournament Build</font></div> <div><font face="Stratum1 Medium" size="3">Semi-Finals</font></div> <div>
</div> <div> <img src="https://mwomercs.com/static/img/news/media/92bae7d5bdbe9179541a81a76f7fc056.png">
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</div> <div><font face="Stratum1 Bold" size="4">More Faction Play Updates and Improvements, integrating additional suggestions and feedback from Faction Play Roundtables</font></div> <div><font face="Stratum1 Medium" size="3">
</font></div> <div><font face="Stratum1 Bold" size="4">2017 Annual Rewards Program</font></div> <div><font face="Stratum1 Medium" size="3">
</font></div> <div><font face="Stratum1 Bold" size="4">Upcoming 'Mechs</font></div> <div> <font face="Stratum1 Medium" size="3">Clan IIC Hero 'Mechs</font><span style='font-family: "Stratum1 Medium"; font-size: medium; background-color: transparent;'> </span><span style='font-family: "Stratum1 Medium"; font-size: medium; background-color: transparent;'>(</span><span style='font-family: "Stratum1 Medium"; font-size: medium;'><a href="https://mwomercs.com/clan-iic-heroes"><u>Store</u></a></span><span style='font-family: "Stratum1 Medium"; font-size: medium; background-color: transparent;'>)</span> </div> <div><font face="Stratum1 Medium" size="3">Civil War: Escalation (<a href="https://mwomercs.com/civil-war-escalation"><u>Store</u></a>)</font></div> <div><font face="Stratum1 Medium" size="3">
</font></div> <div><font face="Stratum1 Bold" size="4">Mech_Con 2017 and the 2017 MechWarrior Online World Championship Finals</font></div> <div><font face="Stratum1 Medium" size="3">
</font></div> <div> <font face="Stratum1 Bold" size="4">New Maps</font><font face="Stratum1 Medium" size="3">
</font> </div> <div><span style='font-family: "Stratum1 Medium"; font-size: medium;'>
</span></div> <div><font face="Stratum1 Bold" size="4">'Mech IK</font></div> <div><font face="Stratum1 Medium" size="3">
</font></div> <div> <font face="Stratum1 Bold" size="4">A major unannounced feature (look for more information in coming months)</font><font face="Stratum1 Medium" size="3">
</font> </div> <div><font face="Stratum1 Medium" size="3">
</font></div> <div><font face="Stratum1 Bold" size="4">And more....</font></div>
Well we get the Word of Blake as a faction I'm the later updates?
Q: What's the protocol for quoting a huge post just to get the person's attention?
A: Snip anything and everything not related specifically to what you're asking or commenting on. No one likes it when a 3 page long post is quoted just to ask "What about when this happens?"
DaisuSaikoro Nagasawa, on 05 June 2017 - 06:20 AM, said:
The lack of maps is some bull****
Huh, I thought they said they have some maps in the works...
but again, I love people that cry for maps but offer no input.
Maybe they don't care what the map layouts are, they just want variation, regardless of the pros/cons of the selected layouts?
I'm sure they could come up with a nice flat surface with no cover that the lurmers would drool for. Or a dense city map where brawlers would be happy.
I dunno, maybe I'm weird... I don't walk into a restaurant and demand "food", I try to provide some details of what I want.