Please keep the PGI hate to a minimum when using this forum. This PVP mod is a privilege and we would like to extend our gratitude to the developers of MW5 by keeping conversations here civil. Thank you in advance.
I think conceptually this is an amazing idea, your early versions had a decent number of DLs and I think it's indicative of the potential this mods has with the players. I hope to see this idea grow into something more widely used over-time.
Sorry for the lack of communication. I've been hard at work making this mod much better behind the scenes however I noticed a lack of interest in the mod and I think it boils down to how inconvenient it Is to respawn. I plan on adding a basic respawn mechanic next patch however don't think that's the only thing I've been working on. I just want to make the alpha a bit more fun to play before I move into Beta phase.
I don't know if it is appropriate to speak here, but I am reporting the results of a verification with a friend. I do not know if that is the specification.
I have tried using TAG,NARC and TAG apparently shares the mark with all players. But it didn't seem to reduce the time to lock on. If this is not a bug, just don't use it.
Also, if a member was disconnected and reconnected during a mission, I could see the lance mate information in the upper left corner. Well, it is not a particularly important detail. Good luck with the map addition work!
Tested it as promised! (Video) Was a lot of fun to try out different combinations and duels. Would be amazing if we could add a spectator slot. Mod ended up frying spawn points for my single player campaign missions (solution: disabled mod, loaded a savegame made before enabling the mod), hence I recommend to deactivate the mod before you go back into single player.
How many players can play this mod simultaneously? and where placed server, in some one PC of player? how is the client-server part implemented? MWO dying......
The way this mod works is the same way the co-op works. Its not dedicated server its peer to peer oriented with the host being player one. I didn't release this mod to be a MWO replacement. It may never be.
This mod is a privilege. A privilege I Cannot abuse. At any time PGI can block this mod and I am being very careful for that not to happen. That being said the maximum player limit is the base game co-op limit which is 4 players.
Yes however its not that simple. As stated in another thread I can add more players to the game its just that I have to respect PGIs wishes and hold back on doing it. When this mod becomes more popular I may try to ask PGI if I am allowed to do it.
31 comments
You haven't appeared for a long time and the mod hasn't been updated
I will report about the bugs found there.
Regarding participants other than the organizer
A bug was found that causes inoperability when the ESC key is pressed.
It may be a symptom of the host only.
BGM did not sound on maps other than Azure Sand.
I have tried using TAG,NARC and TAG apparently shares the mark with all players.
But it didn't seem to reduce the time to lock on.
If this is not a bug, just don't use it.
Also, if a member was disconnected and reconnected during a mission, I could see the lance mate information in the upper left corner. Well, it is not a particularly important detail.
Good luck with the map addition work!
Was a lot of fun to try out different combinations and duels. Would be amazing if we could add a spectator slot.
Mod ended up frying spawn points for my single player campaign missions (solution: disabled mod, loaded a savegame made before enabling the mod), hence I recommend to deactivate the mod before you go back into single player.
and where placed server, in some one PC of player?
how is the client-server part implemented?
MWO dying......
This mod is a privilege. A privilege I Cannot abuse. At any time PGI can block this mod and I am being very careful for that not to happen. That being said the maximum player limit is the base game co-op limit which is 4 players.
to increase the number of players.