Online Mechlab, Maps, Stats And Data
#1061
Posted 05 February 2014 - 04:41 AM
#1062
Posted 05 February 2014 - 11:50 AM
http://mwomercs.com/...issing-artemis/
#1063
Posted 06 February 2014 - 04:49 AM
not sure if it is a glitch
but these few days when i fire up your mechlab, i noticed the icons indicating weapon,ammo,mod and armour are missing
and when building mech from scratch, and placing parts into the mech, the icon 'X' to remove the item is missing although I can still remove them no issues.
just a heads up
#1066
Posted 06 February 2014 - 05:45 PM
If that's not something you can find in the map data, that's ok, but if you could, it would be greatly appreciated (and the type of turret, if possible as well).
#1067
Posted 07 February 2014 - 12:53 AM
smurfynet, on 26 January 2014 - 01:41 AM, said:
xml is not that hard, but i don't know to get that working automaticly with google sheets
Does this help at all?
https://developers.g...es/XML_tutorial
#1068
Posted 07 February 2014 - 01:02 AM
Deathlike, on 06 February 2014 - 05:45 PM, said:
i added this info around 16h ago try a forced page refresh
theCheek, on 07 February 2014 - 12:53 AM, said:
what i meant is, that i can export the loadout to multiple formats xml and json, but if you want to use the format for something (like google sheets or so) you need to figure out how to do it.
i'm thinking about opening my api to be accessed without api key (except user methodes, because that needs the users permission)
but mech listing and loadout listing should work out of the box then.
Phil
#1069
Posted 09 February 2014 - 12:43 AM
EDIT: any thoughts on displaying Hitboxes, since UI2.0 doesnt do that anymore?
Edited by jag rip, 09 February 2014 - 12:56 AM.
#1070
Posted 10 February 2014 - 12:44 PM
#1071
Posted 10 February 2014 - 01:26 PM
jag rip, on 09 February 2014 - 12:43 AM, said:
hitboxes itself are, if in the gamefiles inside the model files. i don't think it's realisticly reverse engineer the model file to extract this infos. there is a crysis model viewer, as far as i know its closed source so not really help there.
i tried the offical cryisis forum once about help decoding the highmap files of the maps to display that infos on my maps but also no luck. sorry.
zudukai, on 10 February 2014 - 12:44 PM, said:
shadowhawk's have stats just they are all the same and don't differ ^^ so i'm not displaying them in the quirks overview list. the stats itself are still visible in the popup that appears if you click the arm/torso ranges in the mechlist.
#1072
Posted 10 February 2014 - 02:26 PM
smurfynet, on 10 February 2014 - 01:26 PM, said:
oh, i see.
#1073
Posted 11 February 2014 - 07:24 PM
#1074
Posted 13 February 2014 - 05:04 PM
#1075
Posted 13 February 2014 - 08:56 PM
Edited by user5318, 13 February 2014 - 08:57 PM.
#1076
Posted 14 February 2014 - 03:12 AM
Pando, on 11 February 2014 - 07:24 PM, said:
as soon as clan mech data is in the files i will implement that aswell.
Void Angel, on 13 February 2014 - 05:04 PM, said:
yes i get the raw data from the gamefiles and apply a formula to them.
I think i know why you are asking, here are more infos: https://github.com/E...lsml/issues/226
user5318, on 13 February 2014 - 08:56 PM, said:
thank you, and yea this seams to be a bug, i will fix this soon.
#1078
Posted 14 February 2014 - 01:43 PM
smurfynet, on 14 February 2014 - 03:12 AM, said:
I think i know why you are asking, here are more infos: https://github.com/E...lsml/issues/226
Actually, I'm asking because I got a response from a bug report that's telling me "engine rating isn't supposed to affect twist rate," which seems odd to me. So what I'm understanding from you is that you're taking the turn rate from the game files and then running that data through a forumula on your website?
#1079
Posted 14 February 2014 - 01:52 PM
Void Angel, on 14 February 2014 - 01:43 PM, said:
Yes, the formula is from here: http://i.imgur.com/DVW3WEc.png
Also i cant find out how the values for the graphs in ui 2.0 correspond to the data in the gamefiles.
#1080
Posted 14 February 2014 - 02:10 PM
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