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I think we need to have a new night for this mod. They just updated it:

Dual-platform support for Crysis and Crysis Wars
New Game Mode :: Terrain Control
New Unit :: Hephaestus Clan Hovercraft
New Unit :: Morrigu Clan Assault Tank
New Unit :: Thor Clan Heavy Mech  ;D
New Weapon :: Clan Heavy Lasers
New Weapon :: Inner Sphere X-Pulse Lasers
New Weapon :: Clan Advanced Tactical Missile (ATM)
5 mode-specific maps; including 2 brand new ones for Terrain Control
New Feature :: Build Repair Utility
New Feature :: Extended League Mode Support
Renaming of Game Mode :: Solaris Arena is now known as Team Solaris Arena
Bonus Map :: TSA_Palisades



Who's in for say Thursday?
Oh, and in case you guys didn't get the memo Crysis Wars is now on sale for $5 sooooooooo

GET IT

PLAY MOD

GET BITCHES

Detailed changelog:

Quote:Current State 24/12/2010

Version 0.4.0
-------------

Balance

- AC10/20s no longer overheat while shooting
- (U)AC10/20, LBX10/20, RAC5: now have increased damage at shorter range
- reduced the explosive force of SRMs and SSRMs. (less explosive knockaround)
- decreased heat produced by (U)AC10/20
- new pricing schema for 'Mechs, vehicles and weapons
- mPPC is now a dedicated Battle Armour weapon and cannot be take into/purchased in vehicles
- repairing 'Mechs now takes longer and is more expensive
- repairing Aerospace now takes much longer and is more expensive
- repairing tracked and hover vehicles is less expensive
- aerospace now have a specific engine component vulnerability
- killing BA now rewards the player depending on the rank of the enemy and equipment carried
- minimum possible revive time is now 30 seconds. As this is a group spawn timer the average respawn time will be 15 seconds
- double heatsinks now cost double the amount and have been given to selected Inner Sphere Mech variants
- added support for seeing enemy NARC beacons with C3. Team can now remove NARC beacons with EMP damage (PPC or critical explosion)

Bug Fixes

- fixed : Bug which could be exploited to load unlimited amounts of ammo into a Mech or vehicle
- fixed : Stuck MASC on shutdown
- fixed : Grenade switching locking keys and firing primary weapon
- fixed : ASF boost not turning off when shutting down
- fixed : Team colors not being displayed when spectating
- fixed : Bug in Test of Strength which caused C-Bills to be reset on server restart
- fixed : Base turrets not working on Mirage
- fixed : Revive timer not disappearing sometimes
- fixed : Bug which caused a crash when buying BA weapons
- complete replacement of Novacat leg rig and animations, fixes common Novacat crashes (bounding box crash)
- attempted to fix aiming being tied to framerate
- refactored explosion handling to improve server performance
- improved 'Mech control, for example throttle is not reset to 0 after a fall
- improved Flamer heat-imparted serialisation to moving targets
- refactored repair mechanism for better server performance
- added solids to 8-bay hanger to address the fall through hangar bugs
- removed unintended Flash traces to console
- added missing buy menu icons for Mechs and Tanks (Osiris, Novacat, Long Tom, etc.)
- various console error spam issues resolved
- fixed lasers shooting through objects and terrain if target is visible for the recutile

New Features

- initial release of dual-platform support for Crysis and Crysis Wars
- cheat protection enabled serverside
- new game mode : Terrain Control
- enabled Beta DLL logging and provided facility to upload crashlogs
- added server command : sv_say_center
- new Weapons : X-Pulse Lasers (Inner Sphere)
- new Weapons : Heavy Beam Lasers (Clan)
- new Weapon : ATM (Advanced Tactical Missile) (Clan)
- added gameplay hints display during map loading process
- league mode cvars to alter certain gameplay aspects (see League Mode documentation)
- league API for additional League Server Setup support
- league mode HUD notification message
- turret AI now has different detection distances for BA/Mech/Aero/Tank etc.
- modified screen overlay indicators for targets and bases
- Battle Armour now loses HUD upon EMP damage
- IS has now its own rank names in TSA
- enhanced sv_is_vs_clan CVar: 0 = all assets, 1 = IS vs. Clan, 2 = IS vs. IS, 3 = Clan vs. Clan
- new firebomb particle and sound, increased visual/audible range
- Hit indicator sound now plays for gauss weapons too

New Content

- new variants for Mechs and vehicles
- new Battle Armour HUD
- new Map : TSA_Palisades
- new Map : TC_DeathValley
- new Map : TC_Kagoshima
- TC version of Thunder Rift
- TC version of Marshes
- TC version of Mirage
- new sounds for RAC2 and RAC5
- new turrets: Sentinel and Hellgiver
- single repair bay for field use
- single bay 'Mech hanger for field use
- new destructible tree models
- new Clan light hovercraft : Hephaestus
- new Clan assault tank : Morrigu
- new Clan heavy 'Mech : Thor
- new MRM sound
- new icons for weapons and ammunition
- 'Mech reactor sounds are now dynamic with speed
- Betty audio notification system for TC game mode

Optimizations

- particle effects support variable performance settings (from Crysis presets)
- cleanup and optimization of all sounds, numerous sound channels saved in heavy fights
- optimization of buy menu

Other Changes

- Solaris Arena has been renamed to Team Solaris Arena
- doubled spectator zoom distance (when rotating around a mech)

External Tools

- numerous reliability, performance improvements, and bug fixes. All known issues with the Beta Launcher or the Auto Updater have been addressed

Auto Updater

- added new functionality to allow release of updates for the external tools (Launcher, Auto Updater, etc.) only. Allows fo rapid hot-fix deployment
- with the above change, versioning of these applications are now detached from that of the MWLL codebase; with MWLL 0.4.0 comes the 0.8 series
- Auto Updater can now download and install full MWLL builds in addition to updates. All future deployments are intended to be distributed via the Auto Updater
- The application now can be minimized to the system tray, where it will keep providing information about the update status

Beta Launcher

- Added option to enable/disable automatic check for updates.
- Now capable of verifying and repairing potentially corrupted game builds (missing/altered/corrupted files). This feature still has a few limitations, but should be able to fix most of the game file corruption issues

Known issues

- Grenades get stuck on Inferno upon buying NARC after spawn from APC and trying to switch them. Selected Inferno cannot be thrown nor changed
- Terrain Control: Cbills are not returned when construction is canceled due to base being captured by enemy
- Firing SSRMs from Aerospace may cause it to jump unintentionally
- New hovercrafts are missing 'blast' effect (blow from below it)
- Aerospace may not crash under water
- Shiva might get stuck in hangar while parking it for repairs
- Spectators can destroy fences
i work but i would be up for playign this sometime0
But Crysis is like 80 gigs and I'm low on HD space.
oh yeah i forgot hard disk space was so expensive
Hey, you all should play this

It is good, and fun. And like battlefield with giant robots
(12-29-2010, 12:02 AM)Eschatos link Wrote: [ -> ]But Crysis is like 80 gigs and I'm low on HD space.

Both Crysis games are < 7GB >_>
I'm a fan of this game!
We setup a dedicated server today. The server name is  [LGN] MWLL TC-ONLY US-IL. It runs 32 players and I ping 22 - 16ms from chicago. Smile
32 players tends to lag so i'd suggest 24 but if it can run 32 then by all means go for it
(01-05-2011, 10:16 PM)MajorAngry link Wrote: [ -> ]We setup a dedicated server today. The server name is  [LGN] MWLL TC-ONLY US-IL. It runs 32 players and I ping 22 - 16ms from chicago. Smile

What did you end up doing to get this to work?
Pretty sweet.  The only problem I seem to face is actully finding a server with people playing.    The other day there was a solid 3 vs 3 match going on  :-\
(01-06-2011, 09:51 AM)Goffin link Wrote: [ -> ]Pretty sweet.   The only problem I seem to face is actully finding a server with people playing.     The other day there was a solid 3 vs 3 match going on  :-\

yeah, there only seems to be 1 or 2 servers full at a given time.
(01-06-2011, 10:09 AM)Dtrain323i link Wrote: [ -> ][quote author=Goffin link=topic=5288.msg191176#msg191176 date=1294325463]
Pretty sweet.   The only problem I seem to face is actully finding a server with people playing.     The other day there was a solid 3 vs 3 match going on  :-\

yeah, there only seems to be 1 or 2 servers full at a given time.
[/quote]

If someone would like to take the lead in getting a regular night together again (Mon or Thur.) I can assist in setting up steam announcements and such. I'm just super busy and really can't take the lead on this.
Most people play on Crysis Wars 1.5, which has about 90-120 players playing currently. Standard Crysis has 0.4.0 released for it, but most people don't use that version.
The big problem i'm running into is that i'll get disconnected from servers when there's like a minute left. It's happened to me a few times now.
(01-05-2011, 11:44 PM)KorJax link Wrote: [ -> ]32 players tends to lag so i'd suggest 24 but if it can run 32 then by all means go for it


We hit 32 today and my ping stayed at 22-32 and the server had no issue. It was great.
(01-06-2011, 06:38 AM)Caffeine link Wrote: [ -> ][quote author=MajorAngry link=topic=5288.msg191120#msg191120 date=1294283794]
We setup a dedicated server today. The server name is  [LGN] MWLL TC-ONLY US-IL. It runs 32 players and I ping 22 - 16ms from chicago. Smile

What did you end up doing to get this to work?
[/quote]

You wont believe this but the command for the mod is case sensitive. Thats what was preventing it from loading.
(01-06-2011, 11:39 PM)MajorAngry link Wrote: [ -> ][quote author=KorJax link=topic=5288.msg191128#msg191128 date=1294289051]
32 players tends to lag so i'd suggest 24 but if it can run 32 then by all means go for it


We hit 32 today and my ping stayed at 22-32 and the server had no issue. It was great.
[/quote]

Well it's also a factor of performance and sound IMO.

My PC has a much harder time FPS wise with a full 32 player server than a 24 player one, plus my sounds always drop out too (24 players is perfect though in those reguards).
(01-07-2011, 01:20 PM)KorJax link Wrote: [ -> ][quote author=MajorAngry link=topic=5288.msg191272#msg191272 date=1294375151]
[quote author=KorJax link=topic=5288.msg191128#msg191128 date=1294289051]
32 players tends to lag so i'd suggest 24 but if it can run 32 then by all means go for it


We hit 32 today and my ping stayed at 22-32 and the server had no issue. It was great.
[/quote]

Well it's also a factor of performance and sound IMO.

My PC has a much harder time FPS wise with a full 32 player server than a 24 player one, plus my sounds always drop out too (24 players is perfect though in those reguards).
[/quote]


Get a real soundcard and dump the onboard.
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