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I'm Upgrading Smurfy Mechlab/mwo Reference


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#21 So You Say

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Posted 31 May 2018 - 10:38 AM

Looks great. I could have used this yesterday when I was looking for mediums which take an AC20 in the arm that also have jump jets.

#22 MeiSooHaityu

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Posted 31 May 2018 - 10:46 AM

Wow, that is extremely impressive! Excellent job!

Out of curiosity Kill2Blit, would you consider eventually adding a section or option for the BattleTech game as well? I think that community would also really like the ability to build and share mech builds on the forum as well.

I know it isn't a priority as MWO would need to come first, but I was curious if it is something you would consider down the road?

Edited by MeiSooHaityu, 31 May 2018 - 10:47 AM.


#23 PobbestGob

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Posted 31 May 2018 - 11:37 AM

View PostMeiSooHaityu, on 31 May 2018 - 10:46 AM, said:

Wow, that is extremely impressive! Excellent job!

Out of curiosity Kill2Blit, would you consider eventually adding a section or option for the BattleTech game as well? I think that community would also really like the ability to build and share mech builds on the forum as well.

I know it isn't a priority as MWO would need to come first, but I was curious if it is something you would consider down the road?


Posted Image
Possibly Posted Image

View Postsycocys, on 31 May 2018 - 10:30 AM, said:

Can you put them on a list in a side frame? Or is that more hassle than its worth?

Would be nice to be able to check them from mech to mech as you are building/re-creating your builds to see which might have the edge advantages and where so long as they keep the goofy system in place anyhow.


Oh yeah I can do that.

#24 Mainhunter

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Posted 31 May 2018 - 02:14 PM

I would like to have this in Battletech too. Bet, they will ad more mechs in the next months. Ok, a bit OT, just saying.

#25 Mechteric

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Posted 31 May 2018 - 02:59 PM

Looks very nice, though if it doesn't load from a web browser then it won't be a 100% replacement for smurfy, which is often used when access to a graphical client is not available (e.g. from a work computer)

Edited by CapperDeluxe, 31 May 2018 - 03:00 PM.


#26 LordNothing

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Posted 31 May 2018 - 03:30 PM

View PostDragonporn, on 31 May 2018 - 05:57 AM, said:

This new smurfy interface looks absolutely amazing.



It isn't. Few of best lurm boats in game are Assaults, damage they can dish out is just insane and incomparable to any other weight class (means super-short TTK). If some folks don't know how to lurm in Assault, it doesn't make it automatically bad. As a pro tip for newbie it might be so, but for any player who knows what he's doing - it isn't.


best lerm boat is still inferior to mediocre laser vomit boat.

#27 PobbestGob

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Posted 31 May 2018 - 03:45 PM

View PostCapperDeluxe, on 31 May 2018 - 02:59 PM, said:

Looks very nice, though if it doesn't load from a web browser then it won't be a 100% replacement for smurfy, which is often used when access to a graphical client is not available (e.g. from a work computer)


It is a web application, supported for major browsers Posted Image

#28 Xetelian

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Posted 31 May 2018 - 11:19 PM

Good work Kill, I just want a place where I can build with quirks without having to load up MWO.

#29 Cmdr Harabec

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Posted 01 June 2018 - 01:40 AM

Any chance of adding a "clean slate" build profile for a mech useful for theorycrafting? For example just the ability to load up a 65 tonner's profile either Clan or IS, with infinite hardpoints everywhere and the ability to toggle on hand/arm actuators so you could theorycraft potential builds for unreleased mechs. This would be a great improvement over smurfy and seems to me it shouldn't be a particularly difficult thing to implement. There are other tools that let you do a crude approximation of this but things like SSW require some extra math since you can't freely select engines and whatnot.

Looks good either way though, but I'll say this ability would easily win me over for my mech construction needs.

#30 PobbestGob

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Posted 01 June 2018 - 06:09 AM

View PostCmdr Harabec, on 01 June 2018 - 01:40 AM, said:

Any chance of adding a "clean slate" build profile for a mech useful for theorycrafting? For example just the ability to load up a 65 tonner's profile either Clan or IS, with infinite hardpoints everywhere and the ability to toggle on hand/arm actuators so you could theorycraft potential builds for unreleased mechs. This would be a great improvement over smurfy and seems to me it shouldn't be a particularly difficult thing to implement. There are other tools that let you do a crude approximation of this but things like SSW require some extra math since you can't freely select engines and whatnot.

Looks good either way though, but I'll say this ability would easily win me over for my mech construction needs.


People have been asking for this, I'm planning on doing a sandbox mode where engine cap, hardpoints, etc are all unlimited.

#31 GrimDeath

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Posted 02 June 2018 - 11:18 AM

Nice!

#32 Angel of Annihilation

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Posted 02 June 2018 - 09:11 PM

Looks fantastic and it will probably drive Smurfy's out of business once people find out it is around.

As always though, no matter how good it is, someone will ask for more so here I go hehe.

I would be super nice to be able to actually incorporate the skill trees into this as well as I would love to be able to actually see exactly how things like heat and cooldown nodes actually effect the overall heat generation on the mech. Maybe that would be a project for next year tough.

#33 PobbestGob

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Posted 05 June 2018 - 10:09 PM

View PostViktor Drake, on 02 June 2018 - 09:11 PM, said:

Looks fantastic and it will probably drive Smurfy's out of business once people find out it is around.

As always though, no matter how good it is, someone will ask for more so here I go hehe.

I would be super nice to be able to actually incorporate the skill trees into this as well as I would love to be able to actually see exactly how things like heat and cooldown nodes actually effect the overall heat generation on the mech. Maybe that would be a project for next year tough.


ye skill tree is planned. wont be in the initial release but it's on my list.

also something i did today (I wont be wasting my time with these before release but I did one to see if it'd work), rotating mech models! https://i.imgur.com/KajNF0u.gif

#34 Nothing Whatsoever

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Posted 05 June 2018 - 11:07 PM

Well, KILL to BLIT, does have a certain interesting ring to it.

I've used Smurphy and Li Song for such a long time, that it will be interesting in how this goes!

#35 Xetelian

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Posted 06 June 2018 - 12:29 AM

I really like that it shows the smurfy heat eff and the MWO heat management, especially since it corrects it for total cycle time.

#36 Groutknoll

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Posted 06 June 2018 - 09:55 AM

hey kill2blit,

do you have to manually enter the cbill/mc cost of the mechs? I think smurfy had to have the values entered. would be a time saver for you if you could extract that info somehow. then when PGI does a mech sale it would auto update which mechs are on sale with normal and sale cost

if you are planning on adding skill tree, can you display separate mech quirks and skill tree, and also a total change from quirks and skills?

Edited by Groutknoll, 06 June 2018 - 09:56 AM.


#37 PobbestGob

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Posted 06 June 2018 - 12:34 PM

View PostGroutknoll, on 06 June 2018 - 09:55 AM, said:

hey kill2blit,

do you have to manually enter the cbill/mc cost of the mechs? I think smurfy had to have the values entered. would be a time saver for you if you could extract that info somehow. then when PGI does a mech sale it would auto update which mechs are on sale with normal and sale cost

if you are planning on adding skill tree, can you display separate mech quirks and skill tree, and also a total change from quirks and skills?


I manually entered them yeah, the prices are stored server-side afaik and pgi's api leaves much to be desired. Coulda done smurfy api maybe but I'm done entering them now lol. skill tree planned yeah, will plan the layout when i get closer to doing it Posted Image

#38 BTGbullseye

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Posted 06 June 2018 - 12:49 PM

Honestly, sale prices would be detrimental for this since they're temporary.

So... How long before the release? (not rushing you, or trying to make a deadline, just curious)

Edited by BTGbullseye, 06 June 2018 - 12:49 PM.


#39 PobbestGob

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Posted 06 June 2018 - 07:52 PM

View PostBTGbullseye, on 06 June 2018 - 12:49 PM, said:

Honestly, sale prices would be detrimental for this since they're temporary.

So... How long before the release? (not rushing you, or trying to make a deadline, just curious)


I expect it'll be no more than a week from today. Battlemechs are all set atm, omnis are mostly done but I do have to reload the internals and quirks when pods are changed. After that there are only minor aesthetic changes.

Edited by Kill2Blit, 06 June 2018 - 07:53 PM.


#40 PobbestGob

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Posted 10 June 2018 - 09:38 PM

update to the above, sometime tomorrow Posted Image

Summary of what I've done since the last video:
  • mounted weapons button now works.
  • added a "strip equipment" button in the tools.
  • omnimech internals will now switch properly, fixed issue with loading custom omni loadouts.
  • slots update properly when switching between artemis/std missiles.
  • filtered the MASC, jump jets, and restricted where they can be placed (no head/arms).
  • all mech prices have been entered.
  • few other miscellaneous bugs.

Edited by Kill2Blit, 10 June 2018 - 09:49 PM.






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