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smurfy mechlab guide

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#1081 Deathlike

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Posted 14 February 2014 - 04:16 PM

smurfy, awesome turret info. Can you list the type of turret in use (lasers or missile - I'm not sure if both are combined or anything) or is that not in the data? At least, you should be able to list the weapons on the turrets if they are configured independently. You should be able to hover over the turret to get the weapon loadouts, or something to that effect.

I wish I had the chance to check it out when you released it earlier.

#1082 smurfynet

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Posted 18 February 2014 - 12:13 PM

View PostDeathlike, on 14 February 2014 - 04:16 PM, said:

You should be able to hover over the turret to get the weapon loadouts, or something to that effect.


There should be a tooltip with the weapon info. if you hover over the "turret' text. The info is autogenerated so if they change the weapon or add different kinds of turrent it should be updated automatically.

View Postuser5318, on 13 February 2014 - 08:56 PM, said:

artemis ammo not showing up in "used weapons only"


i refactored my parser to cleaner implement that fix, it was quite a bit of work but now it should be better in the future.
The fix is now live.

#1083 Deathlike

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Posted 19 February 2014 - 10:12 AM

View Postsmurfynet, on 18 February 2014 - 12:13 PM, said:

There should be a tooltip with the weapon info. if you hover over the "turret' text. The info is autogenerated so if they change the weapon or add different kinds of turrent it should be updated automatically.


It didn't seem to work before, but now it's good. :wacko:

#1084 Void Angel

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Posted 19 February 2014 - 01:52 PM

Hey, I got to the bottom of that bug report issue - engine ratings affecting twist speeds is intended, but the rates shown by the UI 2.0 popups are incorrect.

#1085 Deathlike

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Posted 20 February 2014 - 09:34 PM

Hi smurfy. As far as I understood it, lance drop zones are "fixed" as far as I understand it. Basically, Alpha lance will always drop in a particular spot, depending on which side of the map the entire team spawns in. Same goes for Bravo and Charlie lance.

Is that info obtainable in the map data, and if so, can you add that into the map data section? It would be greatly appreciated.

#1086 smurfynet

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Posted 21 February 2014 - 04:08 AM

View PostVoid Angel, on 19 February 2014 - 01:52 PM, said:

Hey, I got to the bottom of that bug report issue - engine ratings affecting twist speeds is intended, but the rates shown by the UI 2.0 popups are incorrect.


Thanks, lets wait and see what the next update of mwo brings :)

View PostDeathlike, on 20 February 2014 - 09:34 PM, said:

Lance Position at on map.


Yes Lance Infos are present and could be displayed. i could add a mouse-over to the spawn position with that info. Will push an update with this in a couple of hours.

Phil

#1087 Void Angel

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Posted 21 February 2014 - 11:18 AM

View Postsmurfynet, on 21 February 2014 - 04:08 AM, said:

Thanks, lets wait and see what the next update of mwo brings :)



Yes Lance Infos are present and could be displayed. i could add a mouse-over to the spawn position with that info. Will push an update with this in a couple of hours.

Phil

They wouldn't happen to include any information on how the game assigns people to those lances, would they? =)

#1088 Rhialto

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Posted 21 February 2014 - 11:50 AM

Hi Phil,

Bug when you load a build with Artmis already selected, the doll don't show it.

This for exemple.

#1089 smurfynet

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Posted 21 February 2014 - 12:16 PM

View PostRhialto, on 21 February 2014 - 11:50 AM, said:

Bug when you load a build with Artmis already selected, the doll don't show it.


Thanks for the catch, the tuesday release of my site broke it. :huh: i refactored some stuff and the auto convert to the new artemis weapon broke.

i'm currently rolling out another update which fixes this. also the spawn points now have a tooltip of the lance at maps. (Not sure if i the tooltip is correct i simple mapped lanceId 0 to Alpha, 1 = Bravo , 2 = Charlie B)

#1090 Rhialto

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Posted 21 February 2014 - 12:19 PM

Ok I found another bug but will wait if next update fix it... let me know when update is pushed.

#1091 smurfynet

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Posted 21 February 2014 - 12:20 PM

View PostRhialto, on 21 February 2014 - 12:19 PM, said:

Ok I found another bug but will wait if next update fix it... let me know when update is pushed.


i pushed it. try refreshing.

#1092 Rhialto

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Posted 21 February 2014 - 12:27 PM

ok not fixed, see this 53 tons Centurion! I wish I could fit that extra 3 tons!

#1093 smurfynet

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Posted 21 February 2014 - 12:41 PM

View PostRhialto, on 21 February 2014 - 12:27 PM, said:

ok not fixed, see this 53 tons Centurion! I wish I could fit that extra 3 tons!


hm, i guess you created the layout while the bug was there right?
Because of the bug the 3 extra tons dont get calculated (because it uses the normal non artemis version of the srm4)
You then filled the 3 tons. After my fix the weapon gets converted to srm4+artemis and now 3 tons are too much :huh:.

I can't think about another reason how this build could happen.

I can't fix the build because its created during a bug which normaly should not happen. or can you recreate such a build now after i rolled out the patch? (i guess with a buggy layout in the browser cache its still possible)

Edit: also the server does not really care about the layout data B) so with a bit of "hacking" you can create all sorts of strange loadouts and the client javascript code then tries to render it. All checks are done if you try to edit the build.

Its no high security system and i don't see any real benefits if the server also revalidate the build data.
You only can confuse some users with funny builds. i tried to kept the build render as flexible as possible so that old and deprecated builds still show. like after the ecm change. i simple added some code server side which validates the ecm location if you try to load a build and flags the build as invalid if needed.

Phil

Edited by smurfynet, 21 February 2014 - 12:47 PM.


#1094 Rhialto

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Posted 21 February 2014 - 12:45 PM

View Postsmurfynet, on 21 February 2014 - 12:41 PM, said:

can you recreate such a build now after i rolled out the patch? (i guess with a buggy layout in the browser cache its still possible)

Yes, take a build with missiles and install Artemis, you'll get over tonnage limit.

#1095 smurfynet

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Posted 21 February 2014 - 12:50 PM

View PostRhialto, on 21 February 2014 - 12:45 PM, said:

Yes, take a build with missiles and install Artemis, you'll get over tonnage limit.


cheater B) ok, i will fix it now. thanks for the reports.

Edit: Hmpf this bug is also related to my refactoring :huh:

Edited by smurfynet, 21 February 2014 - 12:51 PM.


#1096 Rhialto

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Posted 21 February 2014 - 12:53 PM

View Postsmurfynet, on 21 February 2014 - 12:50 PM, said:


cheater B) ok, i will fix it now. thanks for the reports.

Edit: Hmpf this bug is also related to my refactoring :huh:

Me cheating? Never...

Take this stock build: http://mwo.smurfy-ne...ab#i=27&l=stock

Now put Artemis, you'll see center torso expand with a new slot!

#1097 smurfynet

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Posted 21 February 2014 - 01:06 PM

View PostRhialto, on 21 February 2014 - 12:53 PM, said:

Now put Artemis, you'll see center torso expand with a new slot!


yepp. the fix now reenables the tonage and slot check in the mechlab. (counting of artemis weapons was broken so the check for tonnage and slots never run)

fix currently deploying..

#1098 kuangmk11

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Posted 22 February 2014 - 11:07 AM

Not sure if this is a bug. It must be a rounding issue:
http://mwo.smurfy-ne...dcf4cba6209b7ee

It looks like I should be able to add the last ML to the left arm. The slot is available and it says I have 1.00 tons free but it must be 0.99 something. If you knock off another point of armor it will fit.

#1099 smurfynet

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Posted 24 February 2014 - 12:17 PM

View Postkuangmk11, on 22 February 2014 - 11:07 AM, said:

Not sure if this is a bug. It must be a rounding issue:


yea its a long outstanding rounding issue. i fixed it, try a refresh. it should now round down instead of up. Its all a display issue.

#1100 Deathlike

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Posted 25 February 2014 - 07:58 AM

smurfy, has Sarah's mech differed from the Jenner-D it is based off? I thought the hardpoints are the same across the board. I'm talking specifically of the missile tube count.

Also, perhaps you should add some markings for the Founders and the Pheonix pack mech variants, or would that be superfluous?

Edited by Deathlike, 25 February 2014 - 07:59 AM.






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