Author Topic: Pod/Pit support  (Read 4660 times)

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Offline TragicManner

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Pod/Pit support
« on: March 17, 2009, 06:36:26 AM »
Hey Everyone,

First off, everything I've seen about this mod is looking great. It's exciting that this mod is able to exist and is in development!

Now, I'm not completely sure how much my suggestion really applies to most people who will be interested with this mod, but I recently started putting together plans to put together my own pod/pit to to use to play mechwarrior titles in (I was a huge MechWarrior 2 fan as a kid). So, my suggestion would be to allow for a menu option to disable all HUD elements from the main game screen and perhaps even a way to have support to send the data that would be displayed in those HUD elements to another display/cpu to allow for multiple display panels.

Now, allow me to provide some background to my suggestion to clarify exactly what I mean (in case it's not entirely clear). The Tesla II BattleTech pods (for those who are familiar with them) used, from what I understand, a sort of modified version of MechWarrior 4 which allowed for this interface to be created:



The Mechwarrior 4 mod they had supported the additional displays in the pod and allowed for the Mech's armor status, direction, objectives, coordinates, etc etc to be displayed somewhere other than on the main screen. Obviously, this is simply for aesthetic purposes, but those who are going out of their way to build a pit are going to want it to be as realistic as possible.

So, that is my suggestion. I suppose I am really only asking for things like this to be kept in mind so that they can be more easily accomplished by those who want to create their own pit to play in. And I apologize if someone has already brought this up, I wasn't able to find it :D

Oh, and before I forget, a couple of interesting programs/tools that may be related to this are:
http://www.touch-buddy.com/
http://www.touch-buddy.com/forums/public-chat/825-lovp-tb-integration.html (similar solution for another game)

Offline SummerRider

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Re: Pod/Pit support
« Reply #1 on: March 17, 2009, 04:05:52 PM »
I think the Devs have already stated that they are not looking to add new features functionality at this point.

They have a list and they are working to get it implemented.  Of course after it's released it could be added at a future patch.


I'll confess after reading your suggestion.  If you have the ability to build/create/wire the "pod" then I'm willing to bet, you have the ability to mod the "mod" and give you the outputs you request.  But I'll admit that having the devs create some hooks for the output of info would help you.   But it also might fall in the category of "you want me to put in 5 weeks of work just so 2 people can create a real life 'pod'".

Offline Strykker

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Re: Pod/Pit support
« Reply #2 on: March 17, 2009, 07:48:21 PM »
I've actually wanted to create a "cockpit" for gaming some time now. I love the looks of the Tesla pods. I'm not sure what the plans are but I would imagine it would be easy enough to disable the display elements. But to get them to show up elsewhere, which I though would be cool with the additional touchscreen or something similar, is not in the design anytime soon.

When I do get a house though, because my town home is too small for a cockpit, then I will start working on one. First version will just be fitting things together and such, second version I actually want hydraulics to open a "hatch" and possibly actually "move" the cockpit slightly. But that is a few years till I can get the money and resources to do that. Unless I can get my buddies to help :-P.
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Offline Landros Radick

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Re: Pod/Pit support
« Reply #3 on: March 17, 2009, 08:37:49 PM »
I've actually wanted to create a "cockpit" for gaming some time now. I love the looks of the Tesla pods. I'm not sure what the plans are but I would imagine it would be easy enough to disable the display elements. But to get them to show up elsewhere, which I though would be cool with the additional touchscreen or something similar, is not in the design anytime soon.

When I do get a house though, because my town home is too small for a cockpit, then I will start working on one. First version will just be fitting things together and such, second version I actually want hydraulics to open a "hatch" and possibly actually "move" the cockpit slightly. But that is a few years till I can get the money and resources to do that. Unless I can get my buddies to help :-P.

I wonder if it's at all possible for the data inputs for the inputs for our Flash to be "copied" and output to an external source so that external Flash windows could read that data.

Ie:

MWLL Flash Data Input -> Updating External Control File -> External Flash Reader

Offline Defender

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Re: Pod/Pit support
« Reply #4 on: March 17, 2009, 08:42:14 PM »
Press Tilda (~`)  then type "cl_hud 0"
Turns off the hud if I recall.
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Offline AoP

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Re: Pod/Pit support
« Reply #5 on: March 17, 2009, 08:43:31 PM »
Press Tilda (~`)  then type "cl_hud 0"
Turns off the hud if I recall.

Yes. cl_hud 0 = HUD off, cl_hud 1 = HUD on.

Offline (TLL) Chesterwiz

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Re: Pod/Pit support
« Reply #6 on: March 17, 2009, 08:43:57 PM »
Hey Everyone,

First off, everything I've seen about this mod is looking great. It's exciting that this mod is able to exist and is in development!

Now, I'm not completely sure how much my suggestion really applies to most people who will be interested with this mod, but I recently started putting together plans to put together my own pod/pit to to use to play mechwarrior titles in (I was a huge MechWarrior 2 fan as a kid). So, my suggestion would be to allow for a menu option to disable all HUD elements from the main game screen and perhaps even a way to have support to send the data that would be displayed in those HUD elements to another display/cpu to allow for multiple display panels.

Now, allow me to provide some background to my suggestion to clarify exactly what I mean (in case it's not entirely clear). The Tesla II BattleTech pods (for those who are familiar with them) used, from what I understand, a sort of modified version of MechWarrior 4 which allowed for this interface to be created:



The Mechwarrior 4 mod they had supported the additional displays in the pod and allowed for the Mech's armor status, direction, objectives, coordinates, etc etc to be displayed somewhere other than on the main screen. Obviously, this is simply for aesthetic purposes, but those who are going out of their way to build a pit are going to want it to be as realistic as possible.

So, that is my suggestion. I suppose I am really only asking for things like this to be kept in mind so that they can be more easily accomplished by those who want to create their own pit to play in. And I apologize if someone has already brought this up, I wasn't able to find it :D

Oh, and before I forget, a couple of interesting programs/tools that may be related to this are:
http://www.touch-buddy.com/
http://www.touch-buddy.com/forums/public-chat/825-lovp-tb-integration.html (similar solution for another game)

I remember these "pods" from Virtual World here in Southern California. Don't think they (VW) exist here in cali any more. I do believe Dave and Busters have these "pods" still.

Memories.....used to meet up with Gamestorm MPBT peps and we would go play in these pods and compare our printouts after battle.

Offline Defender

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Re: Pod/Pit support
« Reply #7 on: March 17, 2009, 08:45:45 PM »
I'd like to create a simple pod someday as a little pet project. I'd keep it simple though and stick 3 screens in a booth and jerryrig a Steel Battalion Controller to it connected to a sweet computer. The only problem I forsee is people thinking I'm dead because I'd end up living in it. 
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Offline (TLL) Chesterwiz

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Re: Pod/Pit support
« Reply #8 on: March 17, 2009, 10:43:33 PM »
I'd like to create a simple pod someday as a little pet project. I'd keep it simple though and stick 3 screens in a booth and jerryrig a Steel Battalion Controller to it connected to a sweet computer. The only problem I forsee is people thinking I'm dead because I'd end up living in it. 
I can see this with 3 touch screens. Thats a neat idea.


Offline TragicManner

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Re: Pod/Pit support
« Reply #9 on: March 18, 2009, 05:34:51 AM »
Thanks for the responses. The console command to tell the game to not draw the HUD is certainly a great help.

I'll confess after reading your suggestion.  If you have the ability to build/create/wire the "pod" then I'm willing to bet, you have the ability to mod the "mod" and give you the outputs you request. 

Well, the knowledge of the mechanical workings of creating a cockpit and actually being able to modify source code certainly aren't the same thing. Though, I think I know what you mean. With the determination to make the pod, it certainly would make sense to spend the time to figure out how to accomplish what I have brought up.

In the end, I know that the team has their plans for the current build of the game all worked out already and they've likely had to put things they would like to implement to the side, so spending time for support like this obviously wouldn't make sense. Just thought I'd bring it up :D If anything, when a release does happen and I actually get a pod together, perhaps I'll find a solution.

Offline SummerRider

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Re: Pod/Pit support
« Reply #10 on: March 18, 2009, 05:01:57 PM »
I had assumed from your first post that you were making custom electronic units as well.  Instead of taking already existing visual output/input devices and mounting them in a configuration that you find pleasing.

So you are correct there is a difference between mechanical knowledge and computer programming knowledge.

Best of luck to you though, you have more devotion to your gaming environment then I do.   ;D
« Last Edit: March 18, 2009, 05:22:41 PM by SummerRider »

Offline Ravir

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Re: Pod/Pit support
« Reply #11 on: March 18, 2009, 05:18:57 PM »
I had actually started work on a cockpit system for Steel Battalion, complete with pneumatic-powered seat that would "eject" by sliding backwards out of the cockpit.  Unfortunately, about the time the first draft hardware design was agreed on, the funding guy got bored and went home.

Offline Gnarlycharly

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Re: Pod/Pit support
« Reply #12 on: March 18, 2009, 05:22:24 PM »
I had actually started work on a cockpit system for Steel Battalion, complete with pneumatic-powered seat that would "eject" by sliding backwards out of the cockpit.  Unfortunately, about the time the first draft hardware design was agreed on, the funding guy got bored and went home.
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Offline Punisher1

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Re: Pod/Pit support
« Reply #13 on: March 19, 2009, 01:10:42 AM »
I think this idea has alot of merit and I thank TragicManner for brining it up..Nice find Bro...

The idea of building a cockpit for any game would be an expensive venture. Working with old school video games you have to be pretty sharp to assemble an assortment of analog controls to a generic panel so a lefty or righty could use them. additionally all that hardware and wiring would be time consuming and expensive.

TM's idea is pretty sound. I can see mounting a touch screen to my desk would be much more easy than a "cockpit" True it would not be as cool but I would be likely to afford it.

I think the real value of the touch screen panel is the ability to sort out commands and possible scripts faster than before and it would take alot of time out of a custom configurating a gaming key board.

I would suggest if MWLL is a hit to send the beta to the guys at touch-buddy and see thier reaction and they may develop something for shitz and giggles (because its a cool mod)
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