Author Topic: MWLL Weekly Update #001 - April I  (Read 6784 times)

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Offline AoP

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MWLL Weekly Update #001 - April I
« on: April 06, 2009, 03:36:36 PM »
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Welcome to the first weekly Update from the team of the Crysis total conversion modification MECHWARRIOR: LIVING LEGENDS.

After releasing more than 130 screenshots, 4 videos and an exclusive audio file, we've decided to take a slightly different approach and put an end to the 'Advent / Release Countdown calendar'. From now on, we'll be presenting to you a selected set of newly implemented features and assets - once a week. This should accommodate all those looking for eyecandy as well as those looking for more specific information.
Here we go.

New 'Mech: Inner Sphere MAULER

90 tons of steel are shaping up to reinforce the Inner Sphere's forces in MechWarrior: Living Legends: the Mauler makes its first appearance on the grand stage. The four variants currently implemented can be seen on the screenshot below. With its two hard-mounted LRM-launchers, the Mauler is an excellent pick for long range support tasks. However, the "A" and "C" variant show that this 'Mech will also be able to make a stand in close-range encounters.


New particle effects

The Gauss rifle and the PPC received new particle effects which are being shown in the screenshots below.


Time of Day established on SA_Inferno

A rocky wasteland beneath a sky blackened by the ashes of an erupting volcano doesn't sound like the time of day would matter much. We've created a short video clip that proves this assumption wrong. Check it out below.

http://www.youtube.com/watch?v=V70duHbhTGY
« Last Edit: April 06, 2009, 04:04:13 PM by AoP »

Offline Stahlseele

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Re: MWLL Weekly Update #001 - April I
« Reply #1 on: April 06, 2009, 03:37:55 PM »
OK, i won't have to click on refresh every some seconds then.
What's the planned time for this? Specific day/time of day?
Also, nice new effects. And the Mauler looks as fugly as the original, good work ^^
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
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Offline (TLL)Nick

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Re: MWLL Weekly Update #001 - April I
« Reply #2 on: April 06, 2009, 03:39:26 PM »
Oooh. A change. I think the Weekly Update is pretty cool. Loving the mauler and PPC effects! E-Highfive! Especially the video!

Offline AoP

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Re: MWLL Weekly Update #001 - April I
« Reply #3 on: April 06, 2009, 03:48:00 PM »
What's the planned time for this? Specific day/time of day?

We're having our meetings on Sundays, so expect this around Monday, maybe Tuesday.

Online (TLL) Heretic

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Re: MWLL Weekly Update #001 - April I
« Reply #4 on: April 06, 2009, 03:53:10 PM »
My Mauler, you've finished my lovely Mauler!!!
*Don't listen to them baby your not fugly your fawesome*

Prime looks like a good choice.... Dual LB20s though.... Dual PPCs are also nice with the LRMs.....but twin RAC5s have always held a soft spot for me....hmmmm...going to have to try them all to decide  8) 8) 8)

Think you've made 4 good variants out of a 'mech that doesn't lend itself so well to the weapons pod system, can't wait to pilot one of them.


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Offline Defender

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Re: MWLL Weekly Update #001 - April I
« Reply #5 on: April 06, 2009, 03:57:59 PM »
The RAC5 version is my favorite so far.
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Offline Stormin'

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Re: MWLL Weekly Update #001 - April I
« Reply #6 on: April 06, 2009, 04:00:23 PM »
Impressive guys!  The mauler looks pretty mean.  Nice improvements on the weapons effects, too.  And I agree, the video was gorgeous.  :D

I think the weekly update is probably a great idea...less stress, haha.  Good luck and can't wait to see what happens next week!


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Offline Ghiest

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Re: MWLL Weekly Update #001 - April I
« Reply #7 on: April 06, 2009, 05:54:02 PM »
The day night cycle and the level fapping rocks, the lava explosions are just damn impressive.

But on the flip side what the f is up with the landing lights looking gauss trails?  I can't stress enough that they look like they need a rework.  I think you need to tone down the effects overall on the weapon fire, although the ppc looks nice I think there is a touch overboard with the particles :)

Offline Tiger842

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Re: MWLL Weekly Update #001 - April I
« Reply #8 on: April 06, 2009, 06:14:51 PM »
But on the flip side what the f is up with the landing lights looking gauss trails?

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Offline Stahlseele

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Re: MWLL Weekly Update #001 - April I
« Reply #9 on: April 06, 2009, 06:21:50 PM »
No, we want our pretty lights.
especially with night fights.
else imagine a black mech firing the ultimate sniper weapon that does not even have a muzzle-flash.
try and find him between those black trees.
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
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Offline Perigren

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Re: MWLL Weekly Update #001 - April I
« Reply #10 on: April 06, 2009, 06:28:20 PM »
frankly i think the weekly update concept is the correct one. secondly the day/night cycle is effing awesome,it will lend a whole new dynamic to the game and lastly, the particle effects are fine the way they are,the stills are not doing them any justice as far as i can tell.....

very nice work fellas,

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Offline Defender

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Re: MWLL Weekly Update #001 - April I
« Reply #11 on: April 06, 2009, 07:08:37 PM »
...although the ppc looks nice I think there is a touch overboard with the particles :)

but...it's a Particle Projection Cannon. There has to be an ungodly amount of sparkly blue particles to keep it's namesake. Then again, I have a bias for the Mech3 PPC.
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Offline Chavez_Ninja

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Re: MWLL Weekly Update #001 - April I
« Reply #12 on: April 06, 2009, 07:09:14 PM »
Awesome job on keeping the barrels on the Mauler long. Each variant still looks just like a Mauler.

Random stuff: I love the Mauler, its a very dencent long range 'Mech. I also enjoyed fighting against them in MW4. I would specifically target the L and R torso, then the arms, essentially stripping the 'Mech of any weapons :P. I'm sure those pilots just loved me...

Offline Stahlseele

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Re: MWLL Weekly Update #001 - April I
« Reply #13 on: April 06, 2009, 07:09:43 PM »
...although the ppc looks nice I think there is a touch overboard with the particles :)

but...it's a Particle Projection Cannon. There has to be an ungodly amount of sparkly blue particles to keep it's namesake. Then again, I have a bias for the Mech3 PPC.
well, who does not? ^^
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
------------------------------
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Memory: GSkill 2x4Gb DDR3 1333Mhz
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Monitor: 2x24" Widescreen 16:9 1920x1080 native resolution
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Offline Stalker

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Re: MWLL Weekly Update #001 - April I
« Reply #14 on: April 06, 2009, 07:20:30 PM »
Those pics are sweet, I'm really liking the gauss effects and the PPC looks mad, that's one cool weapon.

I'd be really interested to see some summaries from whatever warfare or tactical experts you have on the team on how the combat model is looking.  Does it aim to follow the style of any particular age of warfare or the general principles of war, stuff like that and if so, how is the model shaping up against the intent.  What is the desired and achieved balance between dedicated platforms and mixed designs, or the balance between short range and long range.  If you have people who understand that world and that terminology, their views would be our best look into how the game actually plays rather than just the outward appearance of it.

I don't know if I speak for anyone but myself but I'm looking forward to a Mech sim that plays as you'd expect a real armored battle to play out rather than a FPS in giant robots.  Any indication on which way things are leaning would be greatly appreciated.
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