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MWO
Sept 14, 2012 5:47:28 GMT -6
Post by {ICM} Bob Fire on Sept 14, 2012 5:47:28 GMT -6
hi Dred
i dont know why but i m afraid about confidentiality with "YouTube". with imageshack, quality is not good but i think nobody will see it.
<<S>> Bob Fire
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MWO
Sept 14, 2012 11:32:22 GMT -6
Post by Deleted on Sept 14, 2012 11:32:22 GMT -6
There 2 other setting beside Pubilc on Youtube Personnel I don't trust you-tube enough to risk uploading MWO vids under ether setting.....Now once the NDA lifted ya NP......
An unlisted video is a different type of private video. Unlisted means that only people who know the link to the video can view it (such as friends or family to whom you send the link). An unlisted video will not appear in any of YouTube's public spaces (such as search results, your channel, or the Browse page). An unlisted video is different to a private video in these ways:
You don't need a YouTube account to watch the video (you can see an unlisted video if someone sends you the video's link) There's no 50 person sharing limit
Then there the Private setting If you would like to limit the exposure of one of your videos, you can set it to be a Private video. If your video is set to Private, only you and up to 50 other users who you invite to view the video will be able to see it. The video will not appear on your channel, in search results, or in playlists etc.
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MWO
Sept 17, 2012 19:44:10 GMT -6
Post by Deleted on Sept 17, 2012 19:44:10 GMT -6
I haven't been keeping track much but I remember reading some ware there adding some sort of built in TS3 or what WoT has some sort of build in com.......
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MWO
Sept 18, 2012 16:15:24 GMT -6
Post by Deleted on Sept 18, 2012 16:15:24 GMT -6
MechWarrior Online BETA Update
Closed Beta Update #11 Upcoming Patch - Tuesday Sept 18th @ 10AM – 2PM PDT
PlaySpan is now live! Players can now purchase MechWarrior Credits (MC) using real payment methods such as a credit card or PayPal.
There are 5 MC Packages available for purchase: · 25,000 for $99.95 · 12,000 for $49.95 · 6,500 for $29.95 · 3,000 for $14.95 · 1,250 for $9.95
All prices are in USD. All MC purchased during Closed Beta will be logged and reissued in full after each Closed Beta reset. Items and premium account time purchased before each reset will need to be repurchased. When MechWarrior Online goes Open Beta all user data will be reset and MC reissued one final time.
Once MWO has gone into the Open Beta phase, all in-game purchases using MC are final.
For Example: If I buy 1,250 MC for $9.95, then buy 6,500 for $29.95, I will receive 7,750 MC after each Closed Beta reset and 7,750 MC one final time when MWO goes into Open Beta.
From now until the final Open Beta reset expect the following starting conditions after a Closed Beta reset: Free Players · 0 MC · 0 CB · 4 Free Trial BattleMechs
Founding Members · 10,000 MC (Veteran) or 20,000 MC (Elite and Legendary) · 0 CB · 4 Free Trial BattleMechs · 1 Player Selected Founder BattleMech (Elite) or all 4 Founder BattleMechs (Legendary) · Premium Account Time reset.
Players who have purchased MC · Will receive the cumulative total MC purchased to date in full. · 0 CB · 4 Free Trial BattleMechs · Founder’s Entitlements if applicable.
What about resets? From now until Open Beta, we no longer plan to reset MWO. That being said, if something goes spectacularly wrong, we may need to hit the reset button again. Economics
During the last patch we introduced Repair and Rearm (RNR) along with some hefty rewards and costs.
This system has been tuned significantly and now acts closer to our intended goals. There are still some known issues associated with RNR that will be addressed over the coming weeks. Players will earn between 50-150,000 CB per match after repairs using Founder or Purchased BattleMechs, and around 40,000 CB using Trial BattleMechs. A Commando will take approximately 45 matches or 4.5 hours of match time to save up for using a Trial BattleMech without a Premium Account.
Suicide Abuse
There is a known exploit around suicides. You are being tracked. Any player who abuses this system will be warned. The next patch, September 25th, will address this issue.
Performance and options improvements
With the inclusion of the advanced graphics options settings and the new default settings for each setting from Low to Very High we have noticed a significant increase in performance for low end machines. We encourage all users who have been having performance issues to play this patch and report on how the performance changes for you. As before F9 will show you your frame-rate and we look forward to hearing your feedback on the settings. With the inclusion of the graphics options in the front end we now encourage users to not make changes to your user.cfg files if possible; we understand there may still be some desire to tweak settings but we'd encourage you to provide this feedback in the support forums and via support tickets so that we can ensure the in game options have everything required.
Change Log
GENERAL
User Data: We will be resetting all user data · Founders will get their MC and founder Mechs. · Closed Beta Users will not be given any C-Bills or extra MC.
FRONT END
Options: · Added support for Founders visibility · Added support for Toggling VOIP. · Added support for Advanced Options. · Improved Profile Saving/Loading.
New BattleMech(s):
· Raven RVN-2X o Tonnage: 35 o Top Speed: 81 km/h o Armor: 6.5 tons o Weapons: 1 Large Laser, 2 Medium Lasers, 1 SRM 6 o Hardpoints: 4 Energy, 1 Missile, 1 AMS
· Raven RVN-4X
o Tonnage: 35 o Top Speed: 81 km/h o Armor: 7 tons o Weapons: 2 Medium Lasers, 2 Machine Guns, 1 SRM 6 o Hardpoints: 2 Energy, 2 Ballistic, 1 Missile, 1 AMS
GAMEPLAY
New Items:
TAG laser and Narc Beacon have been added to the game. · The Narc beacon fires a missile that does no damage but sticks to enemy Mechs, the TAG fires a laser that does no damage but "paints" a target. · When a Mech has a Narc beacon stuck to it and/or is being designated by a TAG laser, missile locks against it are achieved faster, take longer to break, and the missiles home in better. · When you target enemy Mechs, you will see icons indicating if they have been Narced and/or TAGed. · The Narc beacon uses a missile hardpoint and requires ammo. · The TAG laser uses an energy hardpoint.
End of Round Screen: · EOR Player state displayed. · Acknowledge highest founders entitlement. · Founders Visibility acknowledged and displayed.
TUNING
Engine Size Limits: We have adjusted the maximum engine size allowed on each Mech. Max engine rating is now based on the default engine for the variant, and is more restrictive for the heavier weight classes of Mechs. · Light Mech Max Engine = 1.4 x default engine (round up to nearest 5 or 0) · Med Mech Max Engine = 1.3 x default engine (round up to nearest 5 or 0) · Heavy Mech Max Engine = 1.2 x default engine (round up to nearest 5 or 0) · Assault Mech Max Engine = 1.2 x default engine (round up to nearest 5 or 0) · Max rating cannot exceed 400 or ~8.5x the Mech's tonnage, whichever is lower.
Weapon Tuning: LRM 5 · Slight Damage increase. · Reduced impact screen shake. LRM 10, 15, and 20 · Slight Damage increase. · Reduced impact screen shake. · Cooldown increase. SRM 4 and 6 · Cooldown increase. LARGE LASER · Duration Decreased. ER LARGE LASER · Duration Decreased. LARGE PULSE LASER · Slight Damage increase. · Duration Decreased.
Zoom: · The cockpit now remains visible in all zoom modes. · Zooming now has an animation and sound effects.
BUG FIXES
· Projectile heat increase is now calculated when each volley fires, not when firing is initiated. · Blown off limbs should no longer slide across the ground or jitter unnaturally. · Pressing left arrow on the spectator menu will now correctly traverse the spectators team. · Critical alert/Over Heat sounds should no longer continue playing after death. · Dead mechs no longer produce an engine sound. · Audio ‘clicking’ should no longer occur as frequently. · Load screen crash has been fixed. · Maximum health of the Gauss rifle has been reduced. · Added missing shoulder actuators to Jenners. · Joystick throttle will not override keyboard throttle controls. · Pressing ‘B’, ‘Y’, ‘T’, will not activate throttle. · Mouse1 and Joystick Button 1 will not stay bounded to ‘fire selected weapon group’ when rebound to different action. · Zoom, Chain fire, Torso center, Full stop, Toggle vision modes joystick bindings will now save correctly.
We thank you for your patience and we look forward to seeing you on the battlefield!
The MechWarrior® Online™ Team
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MWO
Sept 24, 2012 15:17:34 GMT -6
Post by Deleted on Sept 24, 2012 15:17:34 GMT -6
I upload 2 match's from a early closed beta there set as unlisted so as long as no one from the site start throwing the links out there I should be fine...
Mech DRAGON DRG-1N 2MEDIUM LASER 1 ULTRA AC/5.....
Mech CENTURION CN9-A 2 MEDIUM LASERS AC/10
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MWO
Sept 25, 2012 1:53:59 GMT -6
Post by {ICM} Bob Fire on Sept 25, 2012 1:53:59 GMT -6
Inferno
if u change ur name in MWO tell me, i will change it in my friends box.
<<S>> Bob Fire
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MWO
Sept 25, 2012 6:42:21 GMT -6
Post by Deleted on Sept 25, 2012 6:42:21 GMT -6
I haven't decide if im going to keep this name....As far as I know I cant change my name in MWO not yet at least there talk about adding that feature latter...also cant change my name in WoT witch I really don't know why from a money perspective they could charge a gold fee of some sort to change your name and make them more money more then likely....
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MWO
Sept 25, 2012 10:58:59 GMT -6
Post by Deleted on Sept 25, 2012 10:58:59 GMT -6
It is F2P or in some case some people call it P2W witch I don't agree with i pay into WoT still don't win all the time. Like MWO you can put money into the game if you want.. They have to make money some way...both games can be played completely free....no money put in...the MC you get in MWO was always going to be like gold from WoT...anyways I'm typing this up in my phone it not a great platform to type replies...
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MWO
Sept 25, 2012 18:06:07 GMT -6
Post by Deleted on Sept 25, 2012 18:06:07 GMT -6
Closed Beta Update #12
Upcoming Patch - Tuesday Sept 25th @ 10AM – 1PM PDT
Update
Economy
The economy has received a tuning pass and players should see between 50 and 100% increase in C-Bill rewards per match. Tuning will be ongoing until Open Beta.
PilotLab UI
Under the PilotLab tab, there is a new tab labeled “Pilot Trees”. Here you’ll see all available modules that can be unlocked. To unlock a module, you will need to use GXP. Select a category to the right, and you will see the available modules for that category. For example, clicking the Sensor category reveals the “Target Info” Module. If you spend 5000 GXP to unlock this module, it will become available in the Modules tab in MechLab at a cost of 100,000 CB. These costs are going to be tuned.
Available Module Slots
Currently all Mechs allow up to 5 modules to be equipped. This is currently placeholder and will be reduced on a per chassis basis. Some Mechs might only have 1 slot vs another Mech that might have 3 slots etc.
Detailed Mech Info
Firepower – This value is calculated by summing all damage caused by all of your weapons fired at once at optimal distance (Alpha Strike). That number is compared to a fully loaded Assault Mech (capable of a 175 damage Alpha Strike). This value is meant to give you an overall generalization of the potential down range damage your Mech is currently capable of doing. Dev Note: Just remember that putting as much damage into an Alpha Strike is not necessarily the most efficient way to build a Mech.
Heat Efficiency – This bar indicates the ratio of the cooling power of your heat sinks compared to the amount of heat your Mech will generate if you Alpha Strike (fire all weapons at once). A value of 1.0 is considered a balance of heat sinks and weapon heat, and is indicated with greenish yellow ticks in the bar. A value above 1.0 is even better cooling efficiency, and it shown with yellow ticks. A value below 1.0 indicates more weapon heat produced than your heat sinks can easily cool, and is shown with red ticks. Dev Note: If you don’t see any yellow tinted ticks, you are in trouble! Keep in mind, the more yellow ticks you see, the safer you are when dealing with heat.
When highlighting a Mech in MechLab, it’s hardpoint breakdown is now displayed on the right side panel below Equipment.
Change Log ___________________________________
MechLab UI There are now 2 category tabs in the bottom left corner of MechLab. These two tabs allow you to exclusively select Trial Mechs or Owned Mechs. Mech Bays are now purchased using the interface at the bottom right corner of the screen. When configuring a Mech, a new tab has been added directly under the main MechLab tab that is named “Modules”. Clicking this tab will allow you to equip any unlocked modules to your Mech. Modules cost C-Bills to equip. When clicking the above mentioned Modules tab, 4 new categories show up in the right hand panel. These categories are Vision, Targeting, Support and Sensors. You can select the appropriate category to see which Modules have been unlocked in the PilotLab. GENERAL
User Data: No resets. FRONT END
Pilot Trees:
Capture Accelerator This module will accelerate the rate in which you capture a base or capture point by 15%. This effect does stack with other Mechs in your group but does not stack if you try to equip more than one. Target Info Gathering This module will decrease the time required to get full detailed information on your target by 25%. This module does not stack if you try to equip more than one on your Mech. This module will, however, stack with the upcoming Beagle Active Probe. Main Screen: Premium account status, MC, CB and GXP now on bottom bar instead of side bar. Loading bars now below Launch button. Facebook, Twitter and YouTube links are now in right side bar. MechLab: Mech stats in right side bar moved up and Speed, Firepower and Heat Efficiency now functional. Auto repair/rearm buttons updated. Selection of Trial/Owned Mechs moved to right side bar. Component select panel moved to bottom of right side bar and is now only visible when configuring a Mech. New Mech Bay panel that shows total number and number of available Mech Bays, as well as buy a Mech Bay button. Mech detail panels (both the currently selected Mech and Mechs to buy) have equipment and hardpoint details. General: Button highlight and selection problems corrected.
Variants unlocked changed to # Mechs owned to prevent confusion.
Options cache improvements (default configuration retention).
Reduced Resolution switches to 1 call each for Enter/Exit game (Most noticeable when switching to/from fullscreen). Bumpers: New IGP and PGI bumper video. Nvidia and CryEngine videos have reduced audio volume. Login Screen: Updated look including background video. Options: Removed speaker configuration option. GAMEPLAY
Combat Score: New Combat Score system rewards C-Bills to players for specific actions. Win 100,000 Loss 75,000 Tie 87,500 Capture Win 5,000 Capture Assist 2,500 Team Kill -15,000 Component Destruction 500 Kill 2,000 Assist 2,000 Spot Assist 2,000 Damage Done - 10X Total Damage Done Salvage Rewards: Salvage rewards have been increased to 2% of the value of the undamaged components of destroyed Mechs from the losing team HUD Changes: Special Text colour in chat for commander when team chatting. New Art for Target information and adjusted what information appears. When a Mech shuts down manually or from overheating opponents will lose targeting and weapons lock to that Mech. Audio: Overheat and critical damage alarms will no longer continue to play while spectating. Zoom in sound effect has been fixed. Awesome now has footstep sounds while turning and in Frozen City. Updated Raven sounds. BUG FIXES Fixed the Narc beacon to produce no heat when fired. Fixed mouse alignment in all resolutions + window states. Fixed gravity (default physics specs weren't being initialized). Players will now hear all local weapon fire while in spectator mode. Weapon impact effects no longer spawn past max range. NARC beacons will no longer hang in mid-air after impacting at certain angles. Weapon bay doors (Catapult, Centurion) should now attach correctly and not float in mid-air in some cases. A hitch when placing first order will no longer occur. Chain fire will now load correctly and not be turned on for newly purchased Mechs by default in certain cases. Chain fire now moves onto the next weapon in the chain if fire is pressed again. Weapon Lock will stay on even if you run out of ammo until the last owned lockable projectile has detonated. Missiles volleys no longer fire when the Mech is dead. Material Hit Effects will now fire correctly once again. Inaccessible GXP after exchange. Blocked efficiency purchases. Server will now update the clients every 10 seconds with the correct in game timer. ________________________________________
We thank you for your patience and we look forward to seeing you on the battlefield! The MechWarrior® Online™ Team[/color]
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MWO
Sept 27, 2012 5:00:15 GMT -6
Post by {ICM} Bob Fire on Sept 27, 2012 5:00:15 GMT -6
hi
here the way to play with low settings from "Yaros" on MWO forum. u can use it with the last patch. i play it, its good, except the last line. dont add the last line in ur USER.CFG if u r not sure.
Ok pilots, here it is. ULTRA-LOW "PRO" online pilot config for your beloved 2-cored Mech. First things first: it has issues. It's FAST and it's UGLY. But, if you're big anime fan, or came from Quake3 PRO scene, you know what it will looks like. So, beware, it's a pure Performance config. Don't say papa Yaros didn't warned you...
Follow these easy steps:
1. Goin' Disk:/Install folder/ opening for edit system.cfg (use Notepad or Far for hax0rs). Looking for the sys_spec = 1 (or any value you have there). Making it sys_spec = 0 Save.
2. Same folder. Creating user config file, empty user.cfg. If you already got one, rename it. Copy/paste my config there:
Spoiler
;************************************************************************ ;*********************** MWO LOWEST PRO CONFIG ************************** ;************************************************************************ ;--- ;============================ Core ====================================== ;--- r_VSync = 0 sys_spec_Environment = 1 sys_spec_GameEffects = 1 sys_spec_ObjectDetail = 1 sys_spec_Particles = 1 sys_spec_PostProcessing = 1 sys_spec_Shading = 1 sys_spec_Shadows = 1 sys_spec_Texture = 1 sys_spec_Physics = 1 sys_spec_Sound = 1 ;r_MultiThreaded = 1 ;--- 0=disabled, 1=enabling rendering in separate thread, 2(default)=automatic detection ;s_FileCacheManagerSize = 80 ;--- ;============================ Controller ================================ ;--- i_mouse_smooth = 0 i_mouse_accel=0 ;cl_sensitivity = 0.25 ;cl_sensitivityController = 0.1 ;i_mouse_accel_max = 100 ;--- ;============================= Renderer ================================ ;--- q_Quality = 0 q_Renderer = 0 q_ShaderFX = 1 q_ShaderGeneral = 1 q_ShaderGlass = 1 q_ShaderHDR = 1 q_ShaderIce = 0 q_ShaderMetal = 0 q_ShaderPostProcess = 1 q_ShaderShadow = 0 q_ShaderSky = 0 q_ShaderTerrain = 0 q_ShaderVegetation = 0 q_ShaderWater = 0 ;--- ;============================= ObjectDetail ============================= ;--- e_ViewDistMin = 10 e_ViewDistRatio = 100 e_ViewDistRatioCustom = 100 e_ViewDistRatioDetail = 75 e_ViewDistRatioLights = 50 e_ViewDistRatioVegetation = 50 r_DrawNearZRange = 0.08 e_ObjQuality = 2 e_Lods = 1 e_LodRatio = 20 e_LodMin = 0 e_decals=0 ca_useDecals = 0 e_DecalsAllowGameDecals = 0 e_DecalsLifeTimeScale = 2 e_DecalsOverlapping = 0 e_DecalsHitCache=0 e_DecalsForceDeferred = 0 e_VegetationBending = 0 e_VegetationMinSize = 0 e_VegetationSpritesDistanceCustomRatioMin = 1 e_VegetationSpritesDistanceRatio = 1 e_ProcVegetation = 1 e_TerrainDetailMaterialsViewDistXY = 1024 e_TerrainDetailMaterialsViewDistZ = 128 e_TerrainOcclusionCullingMaxDist = 200 e_Dissolve = 2 e_MaxViewDistSpecLerp = 1 e_OcclusionCullingViewDistRatio = 1 e_streamCgf = 0 ca_AttachmentCullingRation = 200 ca_DrawFaceAttachments = 1 es_DebrisLifetimeScale = 0 ;--- ;============================= Textures ================================ ;--- r_TexResolution = 2 ;--- Diffuse. When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc. r_TexBumpResolution = 2 ;--- Reduces bump texture resolution. Same as ^^^ r_EnvTexResolution = 0 ;--- Sets resolution for 2d target environment texture, in pixels. 0: 64 / 1: 128 / 2: 256 / 3: 512 r_EnvCMResolution = 0 ;--- Sets resolution for target environment cubemap, in pixels. 0: 64 / 1: 128 / 2: 256 r_TexSkyResolution = 1 r_DynTexAtlasCloudsMaxSize = 32 r_DynTexAtlasSpritesMaxSize = 32 r_DynTexMaxSize = 80 r_EnvTexUpdateInterval = 0.001 r_ImposterRatio = 1 r_TexAtlasSize = 512 r_TexMinAnisotropy = 0 r_TexturesFilteringQuality = 0 r_VegetationSpritesTexRes = 16 ;----------------------------- Detail Textures ------------------------- r_DetailTextures = 0 r_DetailNumLayers = 0 r_DetailDistance = 1 ;--- ;================ Post-Processing / HDR / DOF / Motion Blur ============ ;--- r_ColorGrading = 0 r_DepthOfField = 0 r_dofMinZScale = 0 r_dofMinZ = 1 r_DepthOfFieldBokeh = 0 r_DepthOfFieldBokehQuality = 0 r_EyeAdaptationBase = 0.1 r_EyeAdaptationFactor = 0.85 r_EyeAdaptationSpeed = 0.1 r_GlowAnamorphicFlares = 1 r_HDRBloomMul = 0.5 r_HDRBlueShift = 0.2 r_HDRBrightLevel = 0.50 r_HDRBrightOffset = 30 r_HDRBrightThreshold = 5 r_HDREyeAdaptionCache = 30 r_HDRGrainAmount = 0 r_HDRLevel = 1 r_HDROffset = 10 r_HDRRendering = 1 r_MotionBlurMaxViewDist = 0 r_PostProcessHUD3DCache = 30 r_RainMaxViewDist_Deferred = 0 r_sunshafts = 0 r_Coronashafts = 0 r_Coronas = 0 r_Flares = 1 r_MotionBlur = 0 r_MotionBlurShutterSpeed = 0.00001 ca_MotionBlurMovementThreshold = 0.00001 r_Reflections = 0 r_ReflectionsQuality = 0 ;--- ;============================= Light/Shading =========================== ;--- e_DynamicLightsMaxEntityLights = 8 e_GI = 1 e_GIAmount = 0.5 e_GIMaxDistance = 80 e_GINumCascades = 1 e_SkyType = 1 e_SkyUpdateRate = 0 e_TerrainAo = 1 e_TerrainNormalMap = 1 e_VegetationUseTerrainColor = 1 ;--- ;============================= Shadows ================================= ;--- e_GsmCache = 0 e_GsmCastFromTerrain = 0 e_GsmLodsNum = 0 e_GsmRange = 0 e_ParticlesShadows = 0 e_Shadows = 0 e_ShadowsCastViewDistRatio = 0 e_ShadowsMaxTexRes = 0 e_ShadowsOnAlphaBlend = 0 e_ShadowsResScale = 0 e_ShadowsTessellateCascades = 0 r_ShadowBlur = 0 r_ShadowJittering = 0 r_ShadowsMaskResolution = 0 r_ShadowsPCFiltering = 0 r_ShadowsUseClipVolume = 0 e_ShadowsSlopeBias=0 ;--- ;============================= AA/MSAA/FSAA ============================ ;--- r_PostMSAA = 0 r_PostMSAAMode = 0 r_PostMSAAEdgeFilterNV = 0 r_FSAA = 0 r_UseEdgeAA = 0 ;--- ;============================= SSAO ==================================== ;--- r_ssdo = 0 r_SSAO = 0 r_SSAOQuality = 0 r_SSAODownscale = 0 r_refraction = 0 r_ssreflections = 0 r_ssdoAmbientAmount = 0 r_ssdoAmount = 0 ;--- ;============================= Volumetrics ============================= ;--- r_FogColorGradient = 0 r_Beams = 0 r_BeamsDistFactor = 0.05 r_BeamsMaxSlices = 200 e_Clouds = 0 r_CloudsUpdateAlways = 0 ;--- ;============================ Particles ================================ ;--- e_ParticlesQuality = 2 e_ParticlesLights = 0 e_ParticlesMaxScreenFill = 64 e_ParticlesMinDrawPixels = 1 e_ParticlesMotionBlur = 0 e_ParticlesObjectCollisions = 1 r_UseParticlesHalfRes = 0 r_UseSoftParticles = 0 r_UseParticlesRefraction = 0 r_UseParticlesGlow = 0 r_UseParticlesMerging = 0 r_UseParticlesHalfResForce = 0 r_RainDropEffect = 0 r_RainAmount = 0 r_Rain = 0 ;e_particles_thread = 1 ;--- ;============================ Water =================================== ;--- e_WaterOceanFFT = 1 e_WaterTesselationAmount = 10 e_WaterTesselationAmountX = 10 e_WaterTesselationAmountY = 10 e_WaterTesselationSwathWidth = 10 r_WaterCaustics = 0 r_WaterReflections = 0 r_WaterReflectionsQuality = 0 r_WaterReflectionsMinVisiblePixelsUpdate = 0 r_WaterUpdateDistance = 0 r_WaterUpdateFactor = 0 ;--- ;============================ Physics ================================== ;--- ;Physics g_breakage_particles_limit = 90 g_joint_breaking = 1 g_tree_cut_reuse_dist = 0 e_CullVegActivation = 50 e_FoliageWindActivationDist = 25 e_PhysFoliage = 1 e_PhysOceanCell = 0.5 p_gravity_z = -36.3 p_joint_damage_accum = 2 p_joint_damage_accum_threshold = 0.2 p_max_MC_iters = 4000 p_max_object_splashes = 3 p_max_substeps_large_group = 5 p_num_bodies_large_group = 100 p_splash_dist0 = 7 p_splash_dist1 = 30 p_splash_force0 = 10 p_splash_force1 = 100 p_splash_vel0 = 4.5 p_splash_vel1 = 10 v_vehicle_quality = 4 es_MaxPhysDist = 200 es_MaxPhysDistInvisible = 25 ;--- ;============================ Sound =================================== ;--- s_FormatSampleRate = 48000 s_MaxChannels=64 s_MPEGDecoders = 32 s_Obstruction = 1 s_ObstructionAccuracy = 1 s_ObstructionUpdate = 0.1 s_ReverbType = 1 s_SoundMoodsDSP = 1 s_VariationLimiter = 1 s_PrecacheData = 1 s_PriorityThreshold = 1 ;--- ;============================ STREAMING =============================== ;--- r_TexturesStreaming=0 ; *** r_TexturesStreaming=1 is HARD-CODED into the engine core after Sept/19 patch, so just a placeholder. *** r_TexturesStreamingMaxRequestedJobs=0 ; --- Maximum number of tasks submitted to streaming system. Default is 256. *** Will give NONE ! *** r_TexturesStreamingMaxRequestedMB=0.0 ; --- Maximum amount of texture data requested from streaming system in MB. Default is 2.0(MB) *** Will give NONE ! *** r_TexturesStreamPoolSysSize=0 ; --- Size of system memory pool for managed textures in MB. Default is 800 MB for PC. *** Will give NONE ! *** r_TexturesStreamPoolSize=0 ; --- Size of pool for textures streaming in MB. Default is 128(MB) for PC. *** Will give NONE ! *** ;r_TexturesStreamingMinReadSizeKB=32 ; --- Minimal read portion in KB. Default is 32(KB) r_texturesstreamingPostponeThresholdMip=3 ; --- Threshold used to postpone high resolution mipmaps. Default is 1 [count] ;r_TexturesStreamingPostponeThresholdKB=1024 ; --- Threshold used to postpone high resolution mipmap loads in KB. Default is 1024(KB) ;r_TexturesStreamingPostponeMips=1 ; --- Postpone loading of high res mipmaps to improve resolution ballance of texture streaming. Default is 1 (on). r_TexturesStreamingResidencyEnabled=1 ; --- Toggle for resident textures streaming support. ;r_TexturesStreamingSync=0 ; --- Force only synchronous texture streaming. All textures will be streamed in the main thread. Default is 0, 1 for enabled. r_TexturesStreamingResidencyThrottle=1 ; --- Default is 0.5. Max is 1.0 means textures will become resident sooner, Min 0.0 means textures will not become resident. r_TexturesStreamingResidencyTime=60 ; --- Time to keep textures resident for before allowing them to be removed from memory, in seconds. *** Will give 1 min. *** r_texturesstreampooldefragmentation=0 ; >>> Enabled CPU (1), GPU(2) and disable (0) textures stream pool defragmentation. ; ---------------------- Extreme case follow --------------------- ; r_TexNoLoad=1 ; >>> Disables loading of ALL textures. !!! USE only in extreme low-end PC case or DEBUG only since GUI is corrupted badly. !!!
Save. Now, big and VERY IMPORTANT hocus-pocus: we need to set "Read only" attribute to the file. Using Far it's easy: Files>File attributes> [x] Read only
3. Allowing our config to load: Goin' Disk:/Install folder/USER/Profiles/Your_Nickname/ opening for edit attributes.xml Looking for <Attr name="OptionCfg.sys_spec" value="0"/> (or any value you have there). Changing for <Attr name="OptionCfg.sys_spec" value="-1"/> Save. Repeat that big and VERY IMPORTANT hocus-pocus with "Read only" attribute.
4. Wiping out old shader's cache: Goin' Disk:/Install folder/USER/Shaders/ delete Cache folder with everything under.
5. That's it. Launch and watch for the anime with mechs in it (and chrome buildings on icy map). Post your comments here. Good luck, love you guys (but not at the battlefield))) Yours Yaros.
<<S>> Bob Fire
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Deleted
Deleted Member
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MWO
Sept 27, 2012 9:10:03 GMT -6
Post by Deleted on Sept 27, 2012 9:10:03 GMT -6
Ill look into on this computer when I can still downloading the WoT patch 18 some odd hour later and only 90% finished grrrrr....
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Deleted
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MWO
Oct 3, 2012 22:49:57 GMT -6
Post by Deleted on Oct 3, 2012 22:49:57 GMT -6
Mechwarrior Online Closed Beta 9-24-2012
Mechwarrior Online Closed Beta 9-10-2012
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MWO
Oct 4, 2012 8:32:56 GMT -6
Post by {ICM} Bob Fire on Oct 4, 2012 8:32:56 GMT -6
hi all now, things r clear. MWO is the futur of Mechwarrior. or we prepar for this, or we dont. reason why, Pete, u have important things to do : - built a UNIT for this game. - ask to other clan to form a new unit with us ( ICM ) - some days ago DKL, in the chat box, propose us to join them for WOT. - u have to propose DKL, UK, DSA, and other unit, to join us to form a new unit for MWO and imagine with them a new unit-name maybe ? i m not sure we need a new name, but if it is the way to have a good clan for MWO, why not ? thx Pete.
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Deleted
Deleted Member
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MWO
Oct 4, 2012 15:08:26 GMT -6
Post by Deleted on Oct 4, 2012 15:08:26 GMT -6
Iv join DKL before and left to try to get ICM into WoT but since it not working I went back to DKL........The agreement I have with Merlin is I would only join the WoT DKL unit not DKL it self.....Meaning when comes to Mechwarrior Related stuff im ICM when it comes to WoT stuff im DKL...
Also I dont think many of the DKL people are interested in MWO they had a simlier reaction Pete had....
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MWO
Oct 4, 2012 15:17:54 GMT -6
Post by {ICM} Bob Fire on Oct 4, 2012 15:17:54 GMT -6
hi all - i confirm. - i just play 5 games in the last 60mn and each time my team lose because enemy team is a CLAN. - each time , now , i play vs a clan and they play together. - each time , now, my team is made of noob who dont know how to play together. - its clear, it means unit and clan r in progress and they learn how to play together. - we have NO CHOICE, or we do the same and we form a Unit or a mix of UNIT, or we play alone and we will lose every games - Pete, u dont have do wait 4 or 6 weeks to form a mix of unit. - we have no choice, Pete, or u propose to other unit in Mercs to join us and to form a GOOD unit for MWO, for this u must ask DKL, UK, DSA, BF, RONNIN, XMEN, etc..., or ICM is dead. - Pete , u must do it NOW.. thx Pete do react asap. <<S>> Bob Fire PS: for this Pete, u must go to all the unit web site and propose them to form a STRONG MWO UNIT. PLS
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