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Dev Update - 2015-11-13

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#1
LadyTiggs

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Tasks completed since the last update:

  • UI work, particularly at the code level - it's well-done but pretty complex, so it's taking pretty long to digest.
  • Hosting and parent domain updates for additional development environment  In the future, we'll have everything under *.playhawken.com rather than *.meteor-ent.com.
  • More engine-level work.  DX11 anybody?
  • Updates to the Meteor SDK to support some planned enhancements.
  • Beginning work on the back-end to support better management of mech and weapon stats.
  • Beginning work on 3d model exports and imports.

Upcoming tasks:

  • More UI work
  • Supporting a partner who may make an announcement as early as this week. So keep your Google news alerts tuned to Hawken :)
  • Get the replacement game server host up for Ashburn. The Ashburn host was taken out a earlier than expected, so there will be about a week until the replacement will be ready
  • Start to convert our DEV and Staged environments over to use the *.playhawken.com domain scheme
  • Start work on creating new mech platforms  This is the code-level stuff used by new mechs.

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#2
eth0

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first


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Pubstomping is a whole different strategic discussion, however, and usually just becomes an exploration of the ethics of dumpstering randos.

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Why mech game make when you no mech game have you don't want to make? 


#3
nepacaka

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first

ok.
nice.

Kompotka 3000. 2D ha?ken game: https://community.pl...ve/?hl=kompotka

Interceptor, B-Class mech concept: https://community.pl...itdefence-mech/

Challenger, C-Class mech concept: https://community.pl...ccepted-thread/

G2-Brawler, C-class mech concept: https://community.pl...pacaka-is-here/

Kinetik, B-class mech concept: https://community.pl...ass-shotgunner/

Melter, A-class mech concept: https://community.pl...-class-support/


#4
americanbrit14

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Beginning work on 3d model exports and imports.

 

Start work on creating new mech platforms  This is the code-level stuff used by new mechs.

 

these two...

 

it feels like i can just grab the interdictor with my own two hands


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#5
HK-47D

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THANKYOU FOR THE UPDATE!


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#6
nepacaka

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Can we get new UI, weapons/mechs stats in number, and dat fuzzy bunnyng four-legged D-class?
Ok. I'm joke about four-legged mech...
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Kompotka 3000. 2D ha?ken game: https://community.pl...ve/?hl=kompotka

Interceptor, B-Class mech concept: https://community.pl...itdefence-mech/

Challenger, C-Class mech concept: https://community.pl...ccepted-thread/

G2-Brawler, C-class mech concept: https://community.pl...pacaka-is-here/

Kinetik, B-class mech concept: https://community.pl...ass-shotgunner/

Melter, A-class mech concept: https://community.pl...-class-support/


#7
Loglino

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Can I look forward for a patch at the turn of the year or will it take place in Jan-Feb?


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Pizza is cool and you know it.

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#8
6ixxer

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these two...

 

it feels like i can just grab the interdictor with my own two hands

I feel the shoot through objects idea would be OP without a lot of map work to set up what you can/can't see/shoot through.

 

I do recall a concept for a Charger C-class that uses a secondary modelled off a heat cannon, and a debuff mechanic that could leverage code from existing debuff weapons. ;)

 

I think so long as the debuff is somewhat weak when implemented it can be balanced, especially if they also implement the new Damper internal that was suggested.

 

Hangin out for some new mechs :D



#9
Lioot

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But why not DX12?

 

But DX11 is sure to bring prettier bacon into the game :D



#10
nepacaka

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Devs, how about optimize a game maps?

Many of current maps , have a part of level based under map, which have alot of polygons and textures, and you never see this places. (wreckage - lake with etti and old "gate". bazaar - big gigastructure cubes under the map. lostEco)
you can see it only if you broken map barrier.

it is really have a sense have a big map area which players actually can't see? it is only consumes memory and resources of a PC.

 

 

More engine-level work.  DX11 anybody?

 

you know, many people play with 30-40 fps, but and the same PC configuration original unreal3 have a 60 fps or higher.

maybe working on game optimization (performance?). Gameplay and comfort should be on first place, all other - on the second.


Edited by nepacaka, 16 November 2015 - 10:14 PM.

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Kompotka 3000. 2D ha?ken game: https://community.pl...ve/?hl=kompotka

Interceptor, B-Class mech concept: https://community.pl...itdefence-mech/

Challenger, C-Class mech concept: https://community.pl...ccepted-thread/

G2-Brawler, C-class mech concept: https://community.pl...pacaka-is-here/

Kinetik, B-class mech concept: https://community.pl...ass-shotgunner/

Melter, A-class mech concept: https://community.pl...-class-support/


#11
AxionOperandi

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  • More engine-level work.  DX11 anybody?
Upcoming tasks:

 


Hmmmm...... yeah if moving to a whole new DX version why not 12? Not that I know anything about graphics engines really but it seems like Hawken has enough stuff going on when maxed out that DX12's lower CPU overhead would be beneficial to get Hawken running smoothly.
 

 

  • Supporting a partner who may make an announcement as early as this week. So keep your Google news alerts tuned to Hawken :)

Alright, I'm gona call it right here and now. FRED Happy Meals!!
 
What do I win?
 

Upcoming tasks:

  • Start work on creating new mech platforms This is the code-level stuff used by new mechs.

 


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#12
dorobo

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#13
SS396

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Hmmmm...... yeah if moving to a whole new DX version why not 12? Not that I know anything about graphics engines really but it seems like Hawken has enough stuff going on when maxed out that DX12's lower CPU overhead would be beneficial to get Hawken running smoothly.

 

Because they use default Unreal 3 tools, and it (the Unreal 3 engine) doesn't support DirectX 12.  I don't think anyone is going to waste time getting Unreal 3 to use DX12 either, when you can just use Unreal 4.

 

The reason ADH stayed with DX9 was compatibility with consoles as Xbox360 builds were limited to DX9.

 

But either way, if some DX11 calls can drastically improve performance, then its a good thing, but if its just to add prettier crap or gimmicky effects, its a waste of resources.


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[DELETED]

 

fuzzy bunny you CZeroFive 


#14
SatelliteJack

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The Siege Tank...

 

GIVE IT TO ME...

 

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#15
CounterlogicMan

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To those asking "what about dx12?". Unreal Engine 3 does not support dx12. 

 

A port to UE4, which supports dx12, would be a very difficult and expensive undertaking for a game like Hawken.

 

 

 

Very excited to learn more about this partner!!

 

 

 

*pure speculation*

A while back during E3, or maybe it was gamescom, during the Sony Playstation presentation. I saw a clip of Hawken during their sizzle real for PS4. Is this coincidence or are we going to possibly see Hawken on Playstation VR? I believe Playstation VR, previous known as morpheus, does support dx11. Then if you go way back to when Hawken was on the hype train. It was used frequently as a demo for Oculus VR at developer conferences. Possibly fell off the Oculus train and got picked up on the PSVR train? Mind you, I may just be going crazy with Hawkenitis. I apologize for any false hype.


Edited by CounterlogicMan, 17 November 2015 - 01:51 AM.

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#16
Onstrava

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Tasks completed since the last update:

  • blah blah blah blah blah blah blah blah blah blah
  • blah blah blah blah blah
  • More blah blah blah blah blah
  • Updates to the blah blah blah blah blah blah blah blah blah blah
  • Beginning work on the blah
  • Beginning work on 3d blah

Upcoming tasks:

  • More blah
  • Supporting a partner who may make an announcement as early as this week. So keep your blaaaaah news alerts tuned to Hawken :)
  • Get the replacement game server host up for BLAAAAAAAHHHHHH. The BLAAAAAAH host was taken out a earlier than expected, so there will be about a week until the replacement will be ready
  • Start to blah blah blah blah blah
  • Start work on blah blah blah blah blah. This blaaaaaaaaaaaaaaaaaah new mechs.

 

That's all I heard. success.gif


Edited by Onstrava, 17 November 2015 - 01:58 AM.

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Hold on to the things you care about most, even if others see it as insignificant..If you can't be true to yourself, are you really living?

W4znwFO.jpg1sHSjPn.png1sHSjPn.pngMLIZlEa.pngMLIZlEa.pngMLIZlEa.pngMLIZlEa.pngMLIZlEa.pngZVn3Cxy.pngZVn3Cxy.pngZVn3Cxy.pngbANk8SP.jpgMLIZlEa.pngMLIZlEa.pngMLIZlEa.pngMLIZlEa.pngMLIZlEa.pngMLIZlEa.pngMLIZlEa.pngZVn3Cxy.pngZVn3Cxy.pngZVn3Cxy.pngZVn3Cxy.pngZVn3Cxy.pngZVn3Cxy.pngZVn3Cxy.pngZVn3Cxy.pngZVn3Cxy.pngZVn3Cxy.pngMLIZlEa.pngMLIZlEa.pngZVn3Cxy.pngZVn3Cxy.pngZVn3Cxy.pngZVn3Cxy.pngZVn3Cxy.png1sHSjPn.pngW4znwFO.jpg


#17
BIsmuthZornisse

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Beginning work on the back-end to support better management of mech and weapon stats.

 

So that means that, in the future, you can change a mech's weapon's stat without affecting other mechs with that weapon (As a random example, adjusting the raider's t32-bolt without affecting the predator's), right?


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I have a lot of ideas and would like some feedback on them:

Suggestions for fixing things:

https://community.pl...of-suggestions/

Suggestions for new things:

https://community.pl...for-new-things/


#18
Zaxik

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Devs, how about optimize a game maps?

Many of current maps , have a part of level based under map, which have alot of polygons and textures, and you never see this places. (wreckage - lake with etti and old "gate". bazaar - big gigastructure cubes under the map. lostEco)
you can see it only if you broken map barrier.

it is really have a sense have a big map area which players actually can't see? it is only consumes memory and resources of a PC.

 

 

you know, many people play with 30-40 fps, but and the same PC configuration original unreal3 have a 60 fps or higher.

maybe working on game optimization (performance?). Gameplay and comfort should be on first place, all other - on the second.

I honestly don't understand what the deal is, but I see this in like every single UE3-based game. Every UE3 game has maps that have alot of geometry outside of visible area. Is it, like, too hard to clean up?


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#19
SandSpider2

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WOOHOO!!!


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The Atlas Of Illal https://community.pl...atlas-of-illal/

Illal Maps and Information https://community.pl...nd-information/
An Interview With Laila https://community.pl...iew-with-laila/

The Quarantine of Illal https://community.pl...ntine-of-illal/

 


#20
nepacaka

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I honestly don't understand what the deal is, but I see this in like every single UE3-based game. Every UE3 game has maps that have alot of geometry outside of visible area. Is it, like, too hard to clean up?

i remember time, when developers economy on every polygons in 3D models.
look at standart cs 1.6 weapon models in 3D viewer. it is have only half of full weapon model. this weapon just have a 0 polygon from backside, because player never see this part of weapon. it is actually good for economy and performance.

well, you know. it should be like this, and we all win. 30 FPS on minimal settings it is not good. and it is Much More less than 30, if you switch "DetailMode" to high, to see all invisible objects (like grass and mushrooms on lostEco, which you never see with low-quality)

 

Some sort of economy will be a really, really good.
Aeyruh3.jpg
 

also, i notice that you can switch some command HawkenEngine.ini and win a small amount of FPS without any quality losing (i mean, visual effects). =/


Edited by nepacaka, 17 November 2015 - 04:38 AM.

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Kompotka 3000. 2D ha?ken game: https://community.pl...ve/?hl=kompotka

Interceptor, B-Class mech concept: https://community.pl...itdefence-mech/

Challenger, C-Class mech concept: https://community.pl...ccepted-thread/

G2-Brawler, C-class mech concept: https://community.pl...pacaka-is-here/

Kinetik, B-class mech concept: https://community.pl...ass-shotgunner/

Melter, A-class mech concept: https://community.pl...-class-support/


#21
Hyginos

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I saw a clip of Hawken during their sizzle real for PS4.

 

Link? I can't seem to find anything like this.


MFW Howken

 

My post count is neat.


#22
TAZ_

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That's all I heard. success.gif

"NEW MECHS"
Those 2 words really get my attention also!

Edited by TAZ_, 17 November 2015 - 06:27 AM.

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#23
GalaxyRadio

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Please repair the servers. I was playing the last 2 days after a very long time now and i got

 

- Soundissues

- rubberbanding

- teleporting

- false hit registration

- getting killed already on save playce behind corner in the base (so for the enemy my mech was still visible- but i was already somwhere else)

- got shot through shield (i suppose smae problem as the one abouve, for enemy i didnt droped shield, but i did already so it goes through) 

 

That is killing any motivation to play this game again, the server are worse then ever. I will test it in some month again...

 

Galaxy Radio



#24
StubbornPuppet

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But either way, if some DX11 calls can drastically improve performance, then its a good thing, but if its just to add prettier crap or gimmicky effects, its a waste of resources.

 

If the prettier crap and gimmicky effects mean bringing back the haze, trailers, smoke tails, lighting and explosions of the pre-open-beta Hawken, then I don't consider it remotely a waste of resources.


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To be serious for a moment this is just a joke

 


#25
Pleasure_Mortar

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Please repair the servers. I was playing the last 2 days after a very long time now and i got

 

- Soundissues

- rubberbanding

- teleporting

- false hit registration

- getting killed already on save playce behind corner in the base (so for the enemy my mech was still visible- but i was already somwhere else)

- got shot through shield (i suppose smae problem as the one abouve, for enemy i didnt droped shield, but i did already so it goes through) 

 

That is killing any motivation to play this game again, the server are worse then ever. I will test it in some month again...

 

Galaxy Radio

I get a lot of kills where the opponent has already fled from my line of sight lately. And not by splash damage, happens with sustain weapons as well. Also the time from the opponent leaving my LOS to me getting the kill is often up to 3 seconds. I monitored my Kills.EnemyOutOfSight, it doesn't affect it, so the server still thinks the player is within view.


Edited by Pleasure_Mortar, 17 November 2015 - 07:54 AM.

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#26
Hyginos

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I get a lot of kills where the opponent has already fled from my line of sight lately. And not by splash damage, happens with sustain weapons as well. Also the time from the opponen leaving my LOS to me getting the kill is often up to 3 seconds. I monitored my Kills.EnemyOutOfSight, it doesn't affect it, so the server still thinks the player is within view.

 

The hit box is larger than the mech model.


MFW Howken

 

My post count is neat.


#27
Odinous

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Can we get new UI, weapons/mechs stats in number, and dat fuzzy bunnyng four-legged D-class?
Ok. I'm joke about four-legged mech...

Actually this..new type of ui...this is gold..



#28
americanbrit14

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I feel the shoot through objects idea would be OP without a lot of map work to set up what you can/can't see/shoot through.

 

I do recall a concept for a Charger C-class that uses a secondary modelled off a heat cannon, and a debuff mechanic that could leverage code from existing debuff weapons. ;)

 

I think so long as the debuff is somewhat weak when implemented it can be balanced, especially if they also implement the new Damper internal that was suggested.

 

Hangin out for some new mechs :D

fair point, but it would be awesome to at least have that amazing model for the mech. just as another cosmetic or something


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#29
maxajcd

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So that means that, in the future, you can change a mech's weapon's stat without affecting other mechs with that weapon (As a random example, adjusting the raider's t32-bolt without affecting the predator's), right?

i feel like this would give us a false set of weapon preformance and just may as well make a new weapon for the mech, unless you make an XT or XTT version


I do appreciate the art, but I don't have time to find anything good. /h/


#30
PoopSlinger

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What happened to Kansas servers?  The whole point of making a stink about the Ashburn server dissapearance was that you'd give a heads up to magic dissapearances.  Then you make some of the better servers for all US players go away without any mention in your update THE DAY THAT THEY DISSAPEAR.

 

EDit again:  Ash said saomething about server management problem on that server.  They aren't permanently gone I guess.


Edited by PoopSlinger, 17 November 2015 - 09:35 AM.

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Come on Crafty, you have been officially called out on your lies. Your online reputation is at stake here, this is just like an old school street race running for pink slips. Its run what you brung and hope its enough. Put up or shut the fuzzy bunny up.


#31
Dedhed

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Tasks completed since the last update:

  • More engine-level work.  DX11 anybody?
  • Updates to the Meteor SDK to support some planned enhancements.
  • Beginning work on the back-end to support better management of mech and weapon stats.
  • Beginning work on 3d model exports and imports.

Upcoming tasks:

  • Supporting a partner who may make an announcement as early as this week. So keep your Google news alerts tuned to Hawken :)
  • Start to convert our DEV and Staged environments over to use the *.playhawken.com domain scheme
  • Start work on creating new mech platforms  This is the code-level stuff used by new mechs.

 

 

635787550977653630273730233_1d3.png


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#32
Pleasure_Mortar

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The hit box is larger than the mech model.

The kill usually registers between 1-3 seconds after the mech boosted out of LOS and I already stopped shooting.

Often I am already turning towards another target, when I hear an explosion and get the kill. 

Can't be just the hitbox.



#33
BIsmuthZornisse

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The hit box is larger than the mech model.

ABSOLUTELY DISGUSTING!

The player's hit box should never extend beyond the model.


I have a lot of ideas and would like some feedback on them:

Suggestions for fixing things:

https://community.pl...of-suggestions/

Suggestions for new things:

https://community.pl...for-new-things/


#34
AxionOperandi

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Because they use default Unreal 3 tools, and it (the Unreal 3 engine) doesn't support DirectX 12. I don't think anyone is going to waste time getting Unreal 3 to use DX12 either, when you can just use Unreal 4.

The reason ADH stayed with DX9 was compatibility with consoles as Xbox360 builds were limited to DX9.

But either way, if some DX11 calls can drastically improve performance, then its a good thing, but if its just to add prettier crap or gimmicky effects, its a waste of resources.


Of course.... I guess I knew that in the back of my head. Anyway, DX11 should be a pretty big improvement in getting the engine efficiency way up from what it is now and probably allow more effects enabled with minimal impact (assuming adequate hardware).

ABSOLUTELY DISGUSTING!
The player's hit box should never extend beyond the model.

COfZF_QXAAArgcV.jpg

Edited by AxionOperandi, 17 November 2015 - 11:20 AM.

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#35
StubbornPuppet

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I get a lot of kills where the opponent has already fled from my line of sight lately. And not by splash damage, happens with sustain weapons as well. Also the time from the opponent leaving my LOS to me getting the kill is often up to 3 seconds. I monitored my Kills.EnemyOutOfSight, it doesn't affect it, so the server still thinks the player is within view.

 

The hit box is larger than the mech model.

 

The kill usually registers between 1-3 seconds after the mech boosted out of LOS and I already stopped shooting.

Often I am already turning towards another target, when I hear an explosion and get the kill. 

Can't be just the hitbox.

 

I can confirm that myself.  Feels like I am getting shot through walls.  But it happens in so many online games, especially the fast-paced ones, so I've just come to accept it.


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To be serious for a moment this is just a joke

 


#36
The_Silencer

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Thumbs up!

 

The UI improvements/rework will be much appreciated, indeed. Additionally, I think that a little accessibility effort has to be put into it as well. Actually, those many text labels displayed in dark grey are barely readable to many players in the game. There many other (little) aspects in the UI which need of a revision too: As for example little thingies as text label descriptions like the ones we see for hte Special Abilities of the mechs -Turret mode- and et cetera.

 

One the other hand, having a 64bit compiled build (supporting multicore too?) of the game with DX11 support will be a blast, IMHO. =)

 

Keep up the good work in the labs! ;)


.

The difference between theory and practice is smaller in theory than it is in practice.


#37
OdinTheWise

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i want info on reloaded's new "boyfriend"! who is this new partner and will we like them? are they cool? please not sony 


We Can Dance If We Want To     

 

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#38
Sigil_

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i remember time, when developers economy on every polygons in 3D models.
look at standart cs 1.6 weapon models in 3D viewer. it is have only half of full weapon model. this weapon just have a 0 polygon from backside, because player never see this part of weapon. it is actually good for economy and performance.

 

The weapon models in that you see on your mech while piloting it are already like this, because you only ever see them from one angle. There are actually two files for each gun, a First-person half model and a third-person full model.

 

The one for the Corsair is horrifyingly complicated because of the spin when it changes modes... which might be why ADH had to completley reanimate it to change the firerate back in the day.


No melee. No lasers.


#39
nepacaka

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The weapon models in that you see on your mech while piloting it are already like this, because you only ever see them from one angle. There are actually two files for each gun, a First-person half model and a third-person full model.

 

i know. just use cs like example.
but i also want these for hawken maps.


Edited by nepacaka, 17 November 2015 - 07:36 PM.

Kompotka 3000. 2D ha?ken game: https://community.pl...ve/?hl=kompotka

Interceptor, B-Class mech concept: https://community.pl...itdefence-mech/

Challenger, C-Class mech concept: https://community.pl...ccepted-thread/

G2-Brawler, C-class mech concept: https://community.pl...pacaka-is-here/

Kinetik, B-class mech concept: https://community.pl...ass-shotgunner/

Melter, A-class mech concept: https://community.pl...-class-support/


#40
HugeGuts

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So that means that, in the future, you can change a mech's weapon's stat without affecting other mechs with that weapon (As a random example, adjusting the raider's t32-bolt without affecting the predator's), right?

 

If this is true, then it's about time. This has been an issue since the start of open beta! And the number one reason why weapon balance is terrible.

The current code also makes it impossible to change a mech's secondary weapon after it patches into the game.






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