Carbineer Archive
Thread: Carbineer seniority
EisMan_Buckeye wrote:
jfang wrote:
Kaelle_DB wrote:
oops double post sorry.
Kaelle_DB wrote:
novamarine wrote:
The reason is because of the contest to 10,000 posts. First Carbineer to 10k posts gets a custom armor piercing (AP2)EE3 with stock and scope visably showing (aka Boba Fetts carbine). The Devs have also hinted it will have a specials like health fire on it.
cool
You don't fool me! You're trying to be the first to reach 10,000!
BUSTED!
You guys might as well give up, I'm gonna win that EE3. You are no match for my 300 posts, and you can't post if I use my super uber forum warcry on you!
/forum warcry Muhahaha!
AH! But I have a chef food with +46% forum speed! BEAT THAT!
MasterTexiria wrote:
Are the devs ever going to make it so that the stocks, barrels, and scopes are visiable to everyone even when equiped?
MasterTexiria wrote:
Are the devs ever going to make it so that the stocks, barrels, and scopes are visiable to everyone even when equiped?
EisMan_Buckeye wrote:
We've talked about this before. It has nothing to do with detail level. The only way to see another character's scopes or stocks is for yourself to have been in possesion of the weapon at one time or another.
jfang wrote:
EisMan_Buckeye wrote:
We've talked about this before. It has nothing to do with detail level. The only way to see another character's scopes or stocks is for yourself to have been in possesion of the weapon at one time or another.
That would imply that there is some property file somewhere which caches the weapon information on your local machine. (Assuming after a restart you can still see the gun, so it's not cached in memory.) This in turn implies there should be some way to alter the file so different guns used different images, only on your local machine of course.
I can not and am not recommending playing with SWG files. But it would be interesting to see everybody running around with CDef pistols...
9,705 more to go...
Well there is no tinkering going on with the SWG files, it is merely a priority call by the graphics engine. All the graphics are stored on each local machine and then the client/server decides what to pull. So both scenarios with "standard" guns and "optional" guns are there in the graphics files but to save GPU cycles and bandwidth only the user's weapons getthe chancefor the "optional" view. Obviously there is a hitch in the code that once a particular serial numbered weapon is viewed with "optional" components (in your inventory and/or equiped)that it stays that way even when another player equips it.
So there is some sort of history file that records the serial numbers of the weapons you have seen personally in your inventory and remembers to display the "optional" component view even though another player equips the gun. This "history file" is where the tinkering would need to happen to enable all weapons to be viewed properly....of course the graphics engine may not have wild-card acceptance for the "optional" view so that would mean every single weapon serial number might have to be listed.....not particularly practical for such "eye candy" ![]()
TheRealStarlighter wrote:
If I did my math right, 36^8, you'd need to copy down 2,821,109,907,456 serial numbers.
Which in turn is (36^8) * 8 bytes, or about 22.5 terabytes... I think I need a bigger hard drive... ![]()
9,697 more to go...