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Mechcommander Legacy DevBlog Videos
Posted: 24 Aug 2013, 18:14
by SpikedHelmet
So flozi and I decided it'd be cool to record our progress in slowly developing Mechcommander Legacy (previously Battletech Legacy) via a series of 'devblog' style videos showcasing various features and code implementation, since just typing out some long-winded posts is kinda boring both for us and anyone who decides to read it (not many!)
Hopefully people find it entertaining at least.
#1: Heat System and Jump jets
We're always looking for some extra help, LuaUI wizards, texture artists and voice actors especially. If you're interested in helping out, stop by
our subforums here and say hi.
Re: Mechcommander Legacy Video #1: Heat System and Jump jets
Posted: 26 Aug 2013, 11:45
by hoijui
ehhh really cool and good idea, thanks!
i was barely able to hear the voice, even though i had everything on maximum volume, and it sometimes changed average volume during the video. otherwise.. very well, all of it!

Re: Mechcommander Legacy Video #1: Heat System and Jump jets
Posted: 26 Aug 2013, 12:05
by BaNa
nice video, sound is shitty, sometimes mic volume is ok, other times its shit and nothing can be understood even with volume on max. run a quick master on the recording and compress the shit out of the speech.
Re: Mechcommander Legacy Video #1: Heat System and Jump jets
Posted: 26 Aug 2013, 16:19
by klapmongool
Cool stuff!
Re: Mechcommander Legacy Video #1: Heat System and Jump jets
Posted: 26 Aug 2013, 19:20
by azaremoth
Yeah - looks promising. Will weapons be customizable? - I loved that part most in the those Mech games...
Re: Mechcommander Legacy Video #1: Heat System and Jump jets
Posted: 26 Aug 2013, 19:35
by SpikedHelmet
Actually surprised to hear about shitty volume. I mean, Flozi mentioned it, but to me it sounds absolutely fine. Well, I know at some parts the audio changes volume from clip to clip, but at no point (on my computer) are any parts hard to hear.
Maybe I have some wierd normalization sound settings on somehow.
Guess I'll have to redo the audio. But thankfully the next video should be perfectly fine, since I didn't do the audio.
Re: Mechcommander Legacy Video #1: Heat System and Jump jets
Posted: 26 Aug 2013, 19:58
by smoth
It was fine spiked. People are spoiled by youtuber channels who re-re-redo their audio until it sounds clean and even on their 200 $ mics.
Re: Mechcommander Legacy Video #1: Heat System and Jump jets
Posted: 26 Aug 2013, 20:38
by gajop
It's not the quality of the sound that's the problem, it's the volume.
Otherwise good video.
Re: Mechcommander Legacy Video #1: Heat System and Jump jets
Posted: 26 Aug 2013, 20:56
by FLOZi
azaremoth wrote:Yeah - looks promising. Will weapons be customizable? - I loved that part most in the those Mech games...
Customisation is through purchasing of different variants of mechs, thoug you will be able to toggle individual weapons on and off to micromanage heat.
Re: Mechcommander Legacy Video #1: Heat System and Jump jets
Posted: 02 Sep 2013, 09:50
by sunspot
FLOZi wrote:azaremoth wrote:Yeah - looks promising. Will weapons be customizable? - I loved that part most in the those Mech games...
Customisation is through purchasing of different variants of mechs, thoug you will be able to toggle individual weapons on and off to micromanage heat.
I was wondering Flozi, unit scripts are not dumb fbi text files anymore, wouldn't it be possible to pass in a list of weaponid's in a unit lua script file to alter the weapons on a unit ?
Or do unit scripts get read in and cached on starting the engine ? It would then technically be possible to change weapons behviour on the fly (probably not the gfx though)
Just brainstorming here with not to much inside knowledge on the engine btw ... just using common sence ...
Re: Mechcommander Legacy Video #1: Heat System and Jump jets
Posted: 02 Sep 2013, 18:22
by FLOZi
sunspot wrote:FLOZi wrote:azaremoth wrote:Yeah - looks promising. Will weapons be customizable? - I loved that part most in the those Mech games...
Customisation is through purchasing of different variants of mechs, thoug you will be able to toggle individual weapons on and off to micromanage heat.
I was wondering Flozi, unit scripts are not dumb fbi text files anymore, wouldn't it be possible to pass in a list of weaponid's in a unit lua script file to alter the weapons on a unit ?
Or do unit scripts get read in and cached on starting the engine ? It would then technically be possible to change weapons behviour on the fly (probably not the gfx though)
Just brainstorming here with not to much inside knowledge on the engine btw ... just using common sence ...
Currently it isn't possible to change a units weapons on the fly in the true sense.
There are ways of doing it (give them all the possible weapons and selectively disable the ones this 'variant' doesn't have, or use lua projectile spawning to recode the whole weapons system) but
1. I don't really feel like doing it
2. I don't really feel those solutions are robust enough yet
3. I managed to convince Spiked it was not feasible, don't let him know otherwise

4. I think for fluff & balance reasons he'd prefer certain 'fits' to be available rather than full customisation, I might be wrong.
Re: Mechcommander Legacy Video #1: Heat System and Jump jets
Posted: 02 Sep 2013, 18:28
by sunspot
FLOZi wrote:
1. I don't really feel like doing it
2. I don't really feel those solutions are robust enough yet
3. I managed to convince Spiked it was not feasible, don't let him know otherwise

4. I think for fluff & balance reasons he'd prefer certain 'fits' to be available rather than full customisation, I might be wrong.
I can understand your reasonings :) To bad it isn't' easy to achieve though. I would think that when I spawn a unit I pass on a list of stuff and it would overwrite the stuff of the "blueprint" (unitdef) oh well maybe in a future spring release :)
Re: Mechcommander Legacy Video #1: Heat System and Jump jets
Posted: 02 Sep 2013, 18:33
by FLOZi
Yeah I was a little off on my technical details (edited). Some parts of weapon handling are unit attributes and others unitdef, so it may be plausible in the future to do actual swapping but nothing in the pipeline that I know of.
Re: Mechcommander Legacy Video #1: Heat System and Jump jets
Posted: 02 Sep 2013, 21:39
by knorke
sunspot wrote: I would think that when I spawn a unit I pass on a list of stuff and it would overwrite the stuff of the "blueprint" (unitdef)
When it is only about
spawning units of the same type with different weapons, you could just have different variants of the same unitdef.
Like mech_laser, mech_rocket,mech_gun and so on.
With .fbi unitdefs that would be cumbersome since for each variant you have to copypaste everything into a new file and it quickly becomes confusing.
With .lua unitdefs it is easier because you can script loops to create the variants or have inheritance:
http://springrts.com/phpbb/viewtopic.php?f=14&t=28123
Re: Mechcommander Legacy Video #1: Heat System and Jump jets
Posted: 02 Sep 2013, 21:47
by sunspot
knorke wrote:sunspot wrote: I would think that when I spawn a unit I pass on a list of stuff and it would overwrite the stuff of the "blueprint" (unitdef)
When it is only about
spawning units of the same type with different weapons, you could just have different variants of the same unitdef.
Like mech_laser, mech_rocket,mech_gun and so on.
With .fbi unitdefs that would be cumbersome since for each variant you have to copypaste everything into a new file and it quickly becomes confusing.
With .lua unitdefs it is easier because you can script loops to create the variants or have inheritance:
http://springrts.com/phpbb/viewtopic.php?f=14&t=28123
Nice this proves the engine has a lot of flexibility. I don't understand why it isn't more popular for amateur game design affiniates. With a bit of study everone could make a game. Well the code anyhow, making 3D models, texturing them and animating them is still HELL at least to me

. I sure hope you can get thru that hell with Mechcommander legacy Flozi

Re: Mechcommander Legacy Video #1: Heat System and Jump jets
Posted: 02 Sep 2013, 22:28
by FLOZi
I let Spiked deal with that particular hell, my modelling days are far behind me
Except that last model I finally finished off more or less for s44, but yuri had to actually complete it
And yeah, I'll probably do something like my weapondef inheritance for the variants, though atm they are just copy-pasted.
Re: Mechcommander Legacy Video #1: Heat System and Jump jets
Posted: 08 Sep 2013, 04:13
by bobthedinosaur
Pretty nice guys. I appreciate your hard work after so many failed attempts at a Battle tech game on this engine. It almost makes me want to mod for spring again... Almost.
Re: Mechcommander Legacy Video #1: Heat System and Jump jets
Posted: 10 Sep 2013, 19:45
by FLOZi
#2 - Radar & Detection
Godamn sexy voice actor on this one.
Re: Mechcommander Legacy Video #1: Heat System and Jump jets
Posted: 10 Sep 2013, 19:56
by smoth
now, compare your volume level with this random video:
http://www.youtube.com/watch?v=I6GKsXV1tBE
my speakers were so loud I JUMPED IN MY CHAIR!
Re: Mechcommander Legacy DevBlog Videos
Posted: 10 Sep 2013, 20:19
by FLOZi
Yeah it's still too quiet, it is at least consistent throughout this one though.