Edited by Nightbird, 16 October 2020 - 07:41 AM.
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Low Cost Game Update Suggestions
#61
Posted 16 October 2020 - 07:40 AM
#62
Posted 16 October 2020 - 11:06 AM
#63
Posted 16 October 2020 - 12:45 PM
would you like to buy a wob mech pack?
not exactly low cost.
who am i kidding pgi couldn't even move the rifleman iic.
Edited by LordNothing, 16 October 2020 - 12:50 PM.
#64
Posted 16 October 2020 - 03:46 PM
#65
Posted 16 October 2020 - 05:46 PM
Belorion, on 14 October 2020 - 05:13 AM, said:
Sorry I'm a page late.
Belorion, you have to see the MM and PSR as a Control Loop more than a collection of data and statistics.
That's because the stats change dynamically every game and are affected by what you do between input and output.
Sure in stats you can't really correllate a variable to itself, but in control loops it's totally acceptable. Think thermostat... a device that controls the temperature by measuring the temperature.
Edited by Cluster Fox, 16 October 2020 - 05:47 PM.
#66
Posted 17 October 2020 - 11:00 AM
#67
Posted 17 October 2020 - 04:39 PM
Edited by LordNothing, 17 October 2020 - 04:46 PM.
#68
Posted 17 October 2020 - 09:59 PM
#69
Posted 17 October 2020 - 10:35 PM
I have a strong suspiction that PGI may not even have a single technical staff left for MWO. Especially Tina left means PGI was not willing to spend dime on even basic PR personal for MWO. They probably bet everyone on MW5.
And here comes the fallout.
#70
Posted 18 October 2020 - 07:28 AM
the more people that play the better chance they will spend money
#71
Posted 18 October 2020 - 07:33 AM
It doesn't require new models or mechs. No new content. It's the simplest form of polish any gamer would want in an 8 year old game.
I don't care if it's been around for x amount of years. That's not a good excuse. That's like when my kid doesn't make his bed for 8 years straight and he just says "Well I haven't done it now, why change?!"
Just do it you little puke and quit prancing around it.
#72
Posted 18 October 2020 - 10:22 AM
#73
Posted 18 October 2020 - 11:40 AM
Nightbird, on 18 October 2020 - 10:22 AM, said:
Grrrrrrr invisible walls hate missing shots because of those
#74
Posted 18 October 2020 - 03:59 PM
Edited by LordNothing, 18 October 2020 - 04:00 PM.
#75
Posted 18 October 2020 - 07:43 PM
#76
Posted 19 October 2020 - 08:11 AM
Nightbird, on 18 October 2020 - 07:43 PM, said:
you must build each object from scratch and each Collision box ..all handcrafted...a KI have today not the creativity to create good Looking Assets or paint a Mona Lisa and build a frame for it
#77
Posted 19 October 2020 - 10:59 AM
Nightbird, on 18 October 2020 - 07:43 PM, said:
It's a square peg round hole deal.
Collison boxes have a much much lower poly-count than the visible model. Computer generated hitboxes tend to have one of three modes, outer model, inner model, "best fit".
- Outer edge - the hit box surrounds the extremities of the model - Results is invisible walls.
- Inner edge - the hit box fills the inner edges - this results in visible walls you can run and shoot through.
- Best fit is a combination of the two, tends to give a "better" fit but results in a combination of the two. These often require manual tweaking as the computer often has no concept of what parts need to be covered by the hit boxes and what parts don't.
#78
Posted 19 October 2020 - 02:53 PM
Nightbird, on 18 October 2020 - 07:43 PM, said:
the low detail boxes should only be used in initial cull passes and not for final collision pass.
i figure they just skippped the detail pass all together because pgi never puts on a second coat of paint on anything.
thats a gross oversimplification, im leaving out the complexity of collision trees and the various algorithms used to check if two objects collide (and you always need a few). or how you work your way down from a lot of aabbs spheres and boxes down to a small number of convex hulls and eventually actual polygons. some of this stuff has to be made by the artist, and its just a low poly abstraction of something complex. how far down the rabbit hole you go depends on a lot of considerations, but i figure pgi came to a point and said 'good enough'.
in all my days of modding i never found an automatic collision mesh generator that worked at a satisfactory level. i always resorted to copying the geometry and start chopping polies. of course that was some years ago.
Edited by LordNothing, 19 October 2020 - 03:26 PM.
#79
Posted 20 October 2020 - 12:08 AM
#80
Posted 20 October 2020 - 06:43 AM
Cry engine collision geometry, posted elsewhere here... can't remember.
Notice how the collision geometry has to be simplifed and is then scaled up to avoid clipping. Explains a lot.
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