Online Mechlab, Maps, Stats And Data
#1581
Posted 06 October 2015 - 07:17 PM
#1582
Posted 06 October 2015 - 07:44 PM
zudukai, on 06 October 2015 - 07:17 PM, said:
I believe I have an explanation for it.
The Loyalty variants are really just copies of existing ones, so I believe smurfy "suppresses" them through a filter of sorts (it checks for the last "L" in the data name).
The issue though is that the filter "presumes" that the data for the original variant is available.
The data in the paks suggest that PGI did not make an entry for the non-Loyalty versions (I've checked them all).. thus it isn't visible.
I hope that explains what you're looking for.
All smurfy would have to do is to add it to list of "exceptions" for the filter (or something along those lines).
Edited by Deathlike, 06 October 2015 - 07:47 PM.
#1583
Posted 06 October 2015 - 11:06 PM
Deathlike, on 06 October 2015 - 07:44 PM, said:
All smurfy would have to do is to add it to list of "exceptions" for the filter (or something along those lines).
Thats correct, there are several internal filters which filters variants which are normally dupes of existing variants with just a fancy paint job. ( 'Founder', 'Phoenix', 'Gold', 'Invasion', 'Resistance', '(G)', '(I)', '(L)', '®' ).
I will add an exception for that filter, what i don't like is that if (like with the founders loyality rewards) the non loyality reward gets released i have to move the loadouts around, but i can live with that.
Expect an update soon
Phil
#1584
Posted 06 October 2015 - 11:36 PM
smurfynet, on 06 October 2015 - 11:06 PM, said:
Thats correct, there are several internal filters which filters variants which are normally dupes of existing variants with just a fancy paint job. ( 'Founder', 'Phoenix', 'Gold', 'Invasion', 'Resistance', '(G)', '(I)', '(L)', '®' ).
I will add an exception for that filter, what i don't like is that if (like with the founders loyality rewards) the non loyality reward gets released i have to move the loadouts around, but i can live with that.
Expect an update soon
Phil
many thanks! long live smurfy! <3
#1585
Posted 07 October 2015 - 01:31 AM
Deployment takes time, because of game-data size. (mainly map images)
Edited by smurfynet, 07 October 2015 - 01:33 AM.
#1586
Posted 07 October 2015 - 06:29 AM
smurfynet, on 06 October 2015 - 11:06 PM, said:
I will add an exception for that filter, what i don't like is that if (like with the founders loyality rewards) the non loyality reward gets released i have to move the loadouts around, but i can live with that.
Expect an update soon
Phil
Kinda like this:
#1587
Posted 07 October 2015 - 06:38 AM
Ovion, on 07 October 2015 - 06:29 AM, said:
While i like the idea, the problem with this is, that there is no real "link" between the original and the paint job variants.
There is a file doing something like this in the gamefiles, but it is not really up to date. (MechIDMap.xml)
I also was looking for something similiar to something like this with the champion mechs, but again, there is no real link between the mechs.
#1588
Posted 07 October 2015 - 06:45 AM
#1589
Posted 07 October 2015 - 06:57 AM
Default CENTURION shows Torso Yaw: 100 ° Max Engine: 275 Arm Pitch speed: 270 °/sec
YEN-LO-WANG Torso Yaw: 120 ° Max Engine: 300 Arm Pitch speed: 360 °/sec
All 3 specs are better but all 3 are shown in red. Is this normal?
#1590
Posted 07 October 2015 - 07:33 AM
#1591
Posted 07 October 2015 - 08:24 AM
I'm not sure what mechanism you are willing to use to inform everyone that it's not actually in the game, but it would be cool to see what's there (assuming there are others/more).
#1592
Posted 07 October 2015 - 10:33 AM
Deathlike, on 07 October 2015 - 08:24 AM, said:
I'm not sure what mechanism you are willing to use to inform everyone that it's not actually in the game, but it would be cool to see what's there (assuming there are others/more).
After a quick look it should be possible to display the ctf-3l, i will do some tests later what mechids are "missing" in the mechs.xml (like 43 for the ctf-3l) but with a referencing stock loadout file.
edit: but i'm not sure if the mech will be ever be released not sure how long the loadout is in the gamefiles.
i found talks about the mech which are 2 years old.
Edited by smurfynet, 07 October 2015 - 10:37 AM.
#1593
Posted 07 October 2015 - 10:44 AM
Deathlike, on 07 October 2015 - 08:24 AM, said:
I'm not sure what mechanism you are willing to use to inform everyone that it's not actually in the game, but it would be cool to see what's there (assuming there are others/more).
smurfynet, on 07 October 2015 - 10:33 AM, said:
After a quick look it should be possible to display the ctf-3l, i will do some tests later what mechids are "missing" in the mechs.xml (like 43 for the ctf-3l) but with a referencing stock loadout file.
edit: but i'm not sure if the mech will be ever be released not sure how long the loadout is in the gamefiles.
i found talks about the mech which are 2 years old.
Anything not in-game should be on a separate page or somehow otherwise well out of the way. While interesting to some of us, it's going to cause more confusion and annoyance to most, I'd think.
#1594
Posted 08 October 2015 - 03:59 AM
1 - Caustic, I can find multiple spawn points for lances in Assault. Right now I look at Caustic Assault, I see 2 Dropship of Team 1 Lance: Alpha plus 1 Team 1 Lance: Alpha providing 3 locations for Alpha Lance of Team 1 to be in, repeat for every Lance of each team. Conquest and Skirmish do not have Dropship spawns.
2 - Forest Colony, Assault has both Dropship and non-Dropship locations for each Lance. Conquest and Skirmish do not have Dropship spawns. In addition, all 3 modes have Team 1 starting locations in H10 that is a holdover from the old map design.
3 - River City, Assault also has the Dropship and non-Dropship start locations for each lance. Conquest and Skirmish do not have Dropship spawns.
#1595
Posted 08 October 2015 - 05:15 AM
Wildstreak, on 08 October 2015 - 03:59 AM, said:
1 - Caustic, I can find multiple spawn points for lances in Assault. Right now I look at Caustic Assault, I see 2 Dropship of Team 1 Lance: Alpha plus 1 Team 1 Lance: Alpha providing 3 locations for Alpha Lance of Team 1 to be in, repeat for every Lance of each team. Conquest and Skirmish do not have Dropship spawns.
2 - Forest Colony, Assault has both Dropship and non-Dropship locations for each Lance. Conquest and Skirmish do not have Dropship spawns. In addition, all 3 modes have Team 1 starting locations in H10 that is a holdover from the old map design.
3 - River City, Assault also has the Dropship and non-Dropship start locations for each lance. Conquest and Skirmish do not have Dropship spawns.
Hi
thanks for this info, since i'm no longer playing the game what exactly is the correct (ingame) behavior regarding spawn points and drop-ships.
As far as i understood your post ALL Maps which supports dropships, should have them displayed in ALL Gamemodes (Assault/Skirmish/Conquest), is that correct?
About the dupes of drop-ship positions and semi random spawn points all scattered around the map.
Not sure why there are more than one dropship for one lance (mainly on caustic)
Also the spawn points i'm not sure why they are scattered around.
How does the whole dropship vs. spawn point works, are the spawn points actually used? Or do the players actually spawn near the dropships? If i compare spawnpoint + dropship on the CW maps vs. the normal maps, they look fine and the normal gamemods screwed.
Thanks
#1596
Posted 08 October 2015 - 05:32 AM
The drop off points for each lance are fixed as far as I can tell. I havent seen players start off in unusual positions (yet).
Edited by Rushin Roulette, 08 October 2015 - 05:33 AM.
#1597
Posted 08 October 2015 - 02:31 PM
#1598
Posted 13 October 2015 - 05:07 PM
Thanks,
Bushwa
#1599
Posted 14 October 2015 - 09:05 AM
#1600
Posted 21 October 2015 - 04:45 AM
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