(On the aiming at specific sections point, when a mech has fallen over you get an automatic "called shot" where you can try to target a specific section and you can also use morale to do a called shot (precision strike) when the mech hasn't fallen - not guaranteed though, just increased chance of hitting that area)Also, this has to be the worst tutorial in the history of gaming.
I have no idea what half of the UI elements mean/do.
What is S? Structure?
What is A? Armor? How do the two relate? What are their effects, exactly?
Why does the attacking show specific zones, but I cannot click on them? I mean, I can click on them, but it does nothing. I would assume I can aim at specific regions, but.. how?
What are the three arrows next to my health? Is that even health? Is that evasion?
What is the yellow bar under my heat? It goes up when I am attacked, but goes down again after moving... Hmmm.
I guess most of this is second nature to BattleTech veterans, but I am ignorant of the system, so some things should be explained better.
What it did explain was that I should rotate my mechs, stick to cover and attack from behind if possible...
No shit, Sherlock. This isn't my first game
Unity classes aren't thread-safe.I mean, what went wrong her-
Oh, ok.Made With Unity
Seriously, though, it seems as if the graphics are waiting for damage calculations in order to be displayed, causing a lag. Who the hell codes shit like that. Graphics should never wait for gameplay. Use threads, FFS.
Sure are a lot of people putting their faith in HBS to deliver a demanding tactical experience when they have no such record of being able to do so.
Loading Times And Unexpected Lags: The Game
... seriously, how can a game that doesn't look too special and feature simple geometry take 10x as long to load than a game that has more advanced everything and bigger maps (like Vermintide 2) and also perform significantly worse (almost every shot makes the game lag, on every setting, while I can play Vermintide 2 on highest settings without any problems)?
I mean, what went wrong her-
Oh, ok.Made With Unity
Seriously, though, it seems as if the graphics are waiting for damage calculations in order to be displayed, causing a lag. Who the hell codes shit like that. Graphics should never wait for gameplay. Use threads, FFS.
Or - as it happens mostly after map load or on new attacks - it seems like assets required for shots are loaded on demand instead of when loading the mission. Oh, dear...
Also, this has to be the worst tutorial in the history of gaming.
I have no idea what half of the UI elements mean/do.
What is S? Structure?
What is A? Armor? How do the two relate? What are their effects, exactly?
Why does the attacking show specific zones, but I cannot click on them? I mean, I can click on them, but it does nothing. I would assume I can aim at specific regions, but.. how?
What are the three arrows next to my health? Is that even health? Is that evasion?
What is the yellow bar under my heat? It goes up when I am attacked, but goes down again after moving... Hmmm.
I guess most of this is second nature to BattleTech veterans, but I am ignorant of the system, so some things should be explained better.
What it did explain was that I should rotate my mechs, stick to cover and attack from behind if possible...
No shit, Sherlock. This isn't my first game
They don't have to be.Unity classes aren't thread-safe.I mean, what went wrong her-
Oh, ok.Made With Unity
Seriously, though, it seems as if the graphics are waiting for damage calculations in order to be displayed, causing a lag. Who the hell codes shit like that. Graphics should never wait for gameplay. Use threads, FFS.
It's not that simple. While Unity is mostly compliant to standard C# it actually uses Mono and sometimes differences pop in here and there. C# threading does work, but it doesn't remove the engine's chokepoints. Pretty much all scene objects need to be descendants of Unity classes, so while you can get all the calculations done separately, at some point they need to be applied to those objects and it's almost certain to clog, just like updating textures does at the moment in Battletech.They don't have to be.Unity classes aren't thread-safe.I mean, what went wrong her-
Oh, ok.Made With Unity
Seriously, though, it seems as if the graphics are waiting for damage calculations in order to be displayed, causing a lag. Who the hell codes shit like that. Graphics should never wait for gameplay. Use threads, FFS.
All engines have things that cannot or should not be done in non-main threads, that's fair and not a problem.
But raw calculations (like damage, AI, etc.) can be split off from engine classes - and should, if the game demands threading.
I am assuming that normal C# threading also works with Unity.
The game itself (the tech, tutorial and story shortcomings aside) seems solid to me, though. Certainly has been fun so far. I made some stupid mistakes and learned from them, too.
Sure and you have made your point clear and obvious in EVERY BattleTech tread on Codex and you repeat it every few pages. And in this one you once more made it blatantly clear in the very first page, yet you kept up the ranting for four pages and, despite claiming to have left the thread, returned multiple times to continue sperging about it. And to make it worse, you can't even stick to facts but have to re-invent your own reality and exaggerate stuff so that the pointless circle-jerk can keep going. And now I have to read even more retarded conspiracy bullshit from Grampy_Bone because they're encouraged by your example.discussion of SJWs is topical and relevant in threads about games that are developed by SJWs and include blatant SJW shoehorning
Huh, I seem to have dementia because that's not what I remember, but you must have been hiding in the bushes, camera in one hand and your cock in the other.Also you gotta remember that "certain someone" is a tranny-loving bug chaser that flew all the way to US of A for SMA (just for that sweet taste of pre-op tranny cock)
I have basically stopped buying them at this point, I have about 80 games I legitimately might like in my collection... and perhaps 70 more on my wish list or coming out over next year or so. I can't ever play all these games. Sort of the same with movies and TV shows too
That's really not true. You can apply loads of calculation results to the "main" objects using proxies or other techniques. I did it myself for hundreds (!!!) of actors all going about their business at the same time (created a mini engine myself at some point, never finished it, though) - though that was with C++ + Lua, not C#. I imagine games like SupCom do it similarly.It's not that simple. While Unity is mostly compliant to standard C# it actually uses Mono and sometimes differences pop in here and there. C# threading does work, but it doesn't remove the engine's chokepoints. Pretty much all scene objects need to be descendants of Unity classes, so while you can get all the calculations done separately, at some point they need to be applied to those objects and it's almost certain to clog, just like updating textures does at the moment in Battletech.They don't have to be.
All engines have things that cannot or should not be done in non-main threads, that's fair and not a problem.
But raw calculations (like damage, AI, etc.) can be split off from engine classes - and should, if the game demands threading.
I am assuming that normal C# threading also works with Unity.
Made With Unity
Quite a strawman there. Firstly, it's doubtful that the lag comes from calculations, and even the puny assets present, already take ages for scenes to load, also a known Unity issue. Secondly it's not about the possibility of doing it in general, but about doing it with what stock Unity has at disposal, and that engine uses non thread-safe blocking calls to update textures. And yes, this could probably be even fixed with fragments re-implementing some cloggy functionalities from scratch, but again, that engine was probably chosen to not invest time into such things because it's known for it's simplicity and low development times. The results are as seen in the game. But most of all, I'm not defending it, I'm speculating as to why it is as it is.That's really not true. You can apply loads of calculation results to the "main" objects using proxies or other techniques. I did it myself for hundreds (!!!) of actors all going about their business at the same time (created a mini engine myself at some point, never finished it, though) - though that was with C++ + Lua, not C#. I imagine games like SupCom do it similarly.
It really is far less problematic than it sounds, the application is not a bottleneck, especially not if you can spread it over multiple frames.
You do the calculations as soon as the button is clicked, then they have many frames to commence and be applied until the first shots have to be visually fired. A bit similar to how lock-step mechanism works for MP.
In the worst case, the animation wouldn't start before calculations are finished - that's still much better than visually lagging.
However... this shouldn't even be necessary. What are we talking about here?
4-12 weapons fired at the same time at less than a handful of targets, each with some zones. Even with a rule system with the complexity of BattleTech, this is nothing for any CPU and shouldn't require threading to begin with.
And as I said, this happens only when some shot is first fired, so I'm very certain by now that this is a problem of lazy asset loading and not calculations.
And I agree.Quite a strawman there. Firstly, it's doubtful that the lag comes from calculations, and even the puny assets present, already take ages for scenes to load, also a known Unity issue. Secondly it's not about the possibility of doing it in general, but about doing it with what stock Unity has at disposal, and that engine uses non thread-safe blocking calls to update textures. And yes, this could probably be even fixed with fragments re-implementing some cloggy functionalities from scratch, but again, that engine was probably chosen to not invest time into such things because it's known for it's simplicity and low development times. The results are as seen in the game. But most of all, I'm not defending it, I'm speculating as to why it is as it is.That's really not true. You can apply loads of calculation results to the "main" objects using proxies or other techniques. I did it myself for hundreds (!!!) of actors all going about their business at the same time (created a mini engine myself at some point, never finished it, though) - though that was with C++ + Lua, not C#. I imagine games like SupCom do it similarly.
It really is far less problematic than it sounds, the application is not a bottleneck, especially not if you can spread it over multiple frames.
You do the calculations as soon as the button is clicked, then they have many frames to commence and be applied until the first shots have to be visually fired. A bit similar to how lock-step mechanism works for MP.
In the worst case, the animation wouldn't start before calculations are finished - that's still much better than visually lagging.
However... this shouldn't even be necessary. What are we talking about here?
4-12 weapons fired at the same time at less than a handful of targets, each with some zones. Even with a rule system with the complexity of BattleTech, this is nothing for any CPU and shouldn't require threading to begin with.
And as I said, this happens only when some shot is first fired, so I'm very certain by now that this is a problem of lazy asset loading and not calculations.
...you repeat it every few pages.
And in this one you once more made it blatantly clear in the very first page, yet you kept up the ranting for four pages and, despite claiming to have left the thread, returned multiple times to continue sperging about it.
To actually add something to the conversation, my thread over Paradox forum about the always-online DRM was deleted and the thread discussing hair options was trimmed down significantly with this notice added:
To actually add something to the conversation, my thread over Paradox forum about the always-online DRM was deleted and the thread discussing hair options was trimmed down significantly with this notice added:
So...we will inject this RL shit into our game, but don't you dare come here to talk about it? Nice. That doomsday asteroid can't get here soon enough.
You are correct on this one and thank you for correcting me. I was a bit exhausted as i wrote this and didn't checked this. I'm getting slowly confused with all the military quotes in my mind and as long as i do not confuse Sun Tzu with Clausewitz everything is still ok. Nevertheless i was correct about the war theater and one could state also about the war and time. In the end MacArthur was perhaps right, but we will see this in the near future.I thought this was based on a quote from marine general Chesty Puller at the battle of Chosin Reservoir, and not that tool MacArthur.I have a made a saying for myself, based on a saying of Douglas MacArthur: There are retards on the left of me and there are retards on the right of me. There are retards in front of me and they are behind me. There are retards above me and they are below me. The retards cannot escape me.
“They are in front of us, behind us, and we are flanked on both sides by an enemy that outnumbers us 29:1. They can’t get away from us now!”
also sometimes reported as: "We've been looking for the enemy for some time now. We've finally found him. We're surrounded. That simplifies things."
This particular game receives special attention from me because it's BattleTech