Jump to content

Mechdb Reference/mechlab Beta Release


80 replies to this topic

#21 PobbestGob

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 197 posts

Posted 12 June 2018 - 10:20 AM

View PostJC Daxion, on 12 June 2018 - 09:56 AM, said:




NP, and ok.. well then it looks like your new lab will be another welcome addition! I checked it out, looks great. I like how the pop-ups were working for the quirks. A hover pop-up of stock load out would also be kinda sweet.. *(but i know a lotta data to enter for sure lol)




Ps you might wanna just have the mods lock the old thread for ease of tracking.. But kudos, that site is looking very nice. the search feature is extremely well done.


Thank you! I can pull most of the mech data from the game files so it's not too much of a hassle to get it. Also all the stock loadouts are already in the database Posted Image i just haven't integrated them into the front-end yet. Will try and find a spot for them in the hover window.

#22 PobbestGob

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 197 posts

Posted 12 June 2018 - 10:24 AM

View PostMechaBattler, on 12 June 2018 - 09:38 AM, said:

I must say it's pretty awesome. I can think of some nice convenience features. The ability to type in the armor value. Rather than holding the arrow buttons. Also being able to collapse types of weapons and equipment tabs makes it easier to browse them without having to scroll the entire list.

I can get the collapsible lists done within the next day or two, will get that armor feature soon.

#23 fat4eyes

    Member

  • PipPipPipPipPipPip
  • The People's Hero
  • 491 posts

Posted 12 June 2018 - 02:31 PM

Highly impressive stuff. One little quibble: the radio and check boxes can be a bit confusing (I wasn't sure at the start whether the white ones or the black ones were the ones that were selected). A more traditional look (having a circle/check inside the circle/box when it is selected) might work better.

Keep up the great work, I'm sure many will find this useful.

#24 PobbestGob

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 197 posts

Posted 12 June 2018 - 07:27 PM

Fixed most of the bugs and added a few of the simpler changes that were requested. A full list:
Spoiler




the other changes are on their way as mentioned Posted Image

Edited by Kill2Blit, 12 June 2018 - 07:28 PM.


#25 The Lighthouse

    Member

  • PipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 1,142 posts

Posted 12 June 2018 - 08:20 PM

Thank you for fixing that heatsink bug. It is so much more responsive than smurfy as well as easier to use.

#26 Aidan Crenshaw

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,648 posts

Posted 13 June 2018 - 02:15 AM

Here's another easy fix for you:
The Blood Asp BAS-B shows the ecm hardpoint to be in the right torso. It should be in the CT, though, like the BAS-A.

Edit: I see you fixed the hardpoint location. Nice! But now the browser entry for the BAS-B says: ECM NAN, as well as the -B RT omnipod.

Edited by Aidan Crenshaw, 13 June 2018 - 06:03 AM.


#27 suffocater

    Member

  • PipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 570 posts

Posted 13 June 2018 - 07:34 AM

I have DHS popping up in arms when adjusting armor in the arm.

#28 CygnusX7

    Member

  • PipPipPipPipPipPipPipPip
  • 1,803 posts
  • LocationA desolate moon circling a desolate planet

Posted 13 June 2018 - 07:44 AM

View Postsuffocater, on 13 June 2018 - 07:34 AM, said:

I have DHS popping up in arms when adjusting armor in the arm.


Was the item you were mounting before this DHS?

I had the same issue with AC10 ammo. AC10 ammo was the last item I was mounting before adjusting arm armor.

Edited by CygnusX7, 13 June 2018 - 07:45 AM.


#29 suffocater

    Member

  • PipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 570 posts

Posted 13 June 2018 - 07:52 AM

View PostCygnusX7, on 13 June 2018 - 07:44 AM, said:


Was the item you were mounting before this DHS?

I had the same issue with AC10 ammo. AC10 ammo was the last item I was mounting before adjusting arm armor.


Yes, I had that problem too with ammo. Could be a duplicate of the last item added.

#30 PobbestGob

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 197 posts

Posted 13 June 2018 - 09:59 AM

View Postsuffocater, on 13 June 2018 - 07:34 AM, said:

I have DHS popping up in arms when adjusting armor in the arm.


Oh lol an unforseen side effect of a feature I just added, one moment.

#31 PobbestGob

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 197 posts

Posted 13 June 2018 - 10:13 AM

Fixed. This is what that feature was:

You can now copy slots by clicking on them. Just needed a slight tweak to prevent weird armor behavior.

#32 PobbestGob

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 197 posts

Posted 13 June 2018 - 10:56 AM

Couple bugs submitted through the site that I can't reproduce:

1. equipping stealth armor on locust only adds armor slots to arms and legs, not side torsos
2. can only swap one omnipod without issues, the second is fixed horizontally and cannot move up or down.

I tried in Chrome, Firefox, and with several combinations of builds. Issue in Safari maybe? If anyone also gets this lemme know. Try Ctrl+F5 as well to reload the cache to see if that fixes.

#33 CygnusX7

    Member

  • PipPipPipPipPipPipPipPip
  • 1,803 posts
  • LocationA desolate moon circling a desolate planet

Posted 13 June 2018 - 12:19 PM

Amazing work. Thank you. Enjoying it very much. Especially a mechs stock quirk information.

Anyway to have endo/FF/LFF display the slots they take up?

[edit] I realize it does tell us how many slots have been used but visually there is nothing on the mech representing those slots being used.

Maybe its really nbd.

Edited by CygnusX7, 13 June 2018 - 12:30 PM.


#34 PobbestGob

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 197 posts

Posted 13 June 2018 - 12:39 PM

View PostCygnusX7, on 13 June 2018 - 12:19 PM, said:

Amazing work. Thank you. Enjoying it very much. Especially a mechs stock quirk information.

Anyway to have endo/FF/LFF display the slots they take up?

[edit] I realize it does tell us how many slots have been used but visually there is nothing on the mech representing those slots being used.

Maybe its really nbd.


I do want to add "dynamic structure/armor slot" at some point. will get to it soon

#35 Aidan Crenshaw

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,648 posts

Posted 14 June 2018 - 01:52 AM

there is something weird goin on with Omnipods. When you fill up a component with, say heatsinks, then swap said omnipod with another, the tonnage is not updated properly and the component shows empty, but you can't place anything there.

Edit: It seems the mechlab still considers the items to be in place, but won't show them.

Edited by Aidan Crenshaw, 14 June 2018 - 01:53 AM.


#36 PobbestGob

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 197 posts

Posted 14 June 2018 - 03:22 AM

View PostAidan Crenshaw, on 14 June 2018 - 01:52 AM, said:

there is something weird goin on with Omnipods. When you fill up a component with, say heatsinks, then swap said omnipod with another, the tonnage is not updated properly and the component shows empty, but you can't place anything there.

Edit: It seems the mechlab still considers the items to be in place, but won't show them.


Discovered that same bug earlier, should be patched with the changes I just put out.

Here's the full list of other new stuff:
Spoiler


Stock loadouts are next, then I'll bring quirks into the mechlab, maybe start writing things for the archive section.

Edited by Kill2Blit, 14 June 2018 - 03:30 AM.


#37 Aidan Crenshaw

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,648 posts

Posted 14 June 2018 - 03:35 AM

Excellent!

It seems the sound is still on even when enable sounds in unchecked, though.
And the donate button should not open in the same, but a new tab, i think.

Donated!

#38 PobbestGob

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 197 posts

Posted 14 June 2018 - 03:41 AM

View PostAidan Crenshaw, on 14 June 2018 - 03:35 AM, said:

Excellent!

It seems the sound is still on even when enable sounds in unchecked, though.
And the donate button should not open in the same, but a new tab, i think.

Donated!


Thank you Posted Image much appreciated. Try refreshing again for the sound, and if that fails Ctrl + F5

#39 Aidan Crenshaw

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,648 posts

Posted 14 June 2018 - 03:54 AM

View PostKill2Blit, on 14 June 2018 - 03:41 AM, said:


Try refreshing again for the sound, and if that fails Ctrl + F5


Didn't help. Browser's Firefox.

Edit:

Mistlynx G lists the LT armor quirk twice in the mech browser.

Edited by Aidan Crenshaw, 14 June 2018 - 04:04 AM.


#40 PobbestGob

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 197 posts

Posted 14 June 2018 - 04:12 AM

View PostAidan Crenshaw, on 14 June 2018 - 03:54 AM, said:


Didn't help. Browser's Firefox.

Edit:

Mistlynx G lists the LT armor quirk twice in the mech browser.

Hm weird about the sound. most likely the cache hasn't updated. if you're sure it has then idk lol I'll have to look into it, working in Firefox for me. Also for the MLX and other omnimechs, some quirks will be listed multiple times because there may be multiple pods with the same quirk. I'll change how they display later. PGI simply adds them up, which can be misleading. i.e. 10% cooldown on 3 omnipods doesnt make 30% but they say it does in the client Posted Image

EDIT: just noticed you meant specifically the left torso twice >_>, fixed now

Edited by Kill2Blit, 23 June 2018 - 11:57 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users