Recoil builds are not transpiled to ES5, and we do not support the use of Recoil with ES5. If you need to support browsers that do not provide ES6 features natively, you can do so by compiling your code with Babel and using preset @babel/preset-env. However, we do not support this and you may run into problems. In particular, just like React, Recoil depends on the Map and Set types and other features of ES6. Emulation of these features using polyfills may result in poor performance.
Since version 0.0.11, Recoil offers a UMD build that can be directly used in a tag and exposes the symbol Recoil to the global namespace. We recommend linking to a specific version number and build to avoid unexpected breakage from newer versions:
It is recommended to add 'useRecoilCallback' to the list of additionalHooks. With this change, ESLint will warn when the dependencies passed to useRecoilCallback() are specified incorrectly and suggests a fix. The format of additionalHooks is a regex string.
Recoil came with a blue rifle, a blue pistol, a dark gray backpack (with an antenna glued in), and a green mine case. [See VARIATIONS below]
The antenna can often be found pulled out of the backpack.
There are two versions of Recoil's green mine case - one with a thin handle and one with a thick handle. It's unlcear which version, if any, is more difficult to find.
There are also four versions of Recoil's filecard. One version has a symbol next to the G.I.Joe logo, lists his SN as 007-8866-DD66, and lists his Grade: E-5 under his birthplace. A second version does not have a symbol, lists his SN as 007-3461-0077, and has his Grade: E-5 to the right of his birthplace. A third version does not have a symbol, list his SN as 007-34-0277, and has his Grade: E-5 under his birthplace. It is unclear which version, if any, is more difficult to find. In addition, there is a version of the filecard that does not list Recoil's rank (E-5).
The only thing harder to keep track of than the 500+ G.I.Joe action figures released since 1982 are the manyguns, backpacks, helmets, and knives that were included with the figures. With almost 1800 different G.I.Joeaccessories, identifying them was once a long, arduous task. But not anymore.
When trying to update the state with setState (the Recoil version, I'm suspecting vanilla React useState would behave similar), I grab the old version of the object, and try mutating it a bit before returning the updated state. But reassigning values on this object fails completely silently, I see no warnings, but assigning a new value has no effect. Example:
Having said all that, I'd be grateful for some deeper insight about what is happening up there and why is this phenomenon behaving so weirdly in the interpreter/devtools -> the reassignment seems to go through but it doesn't have any effects.
DPM Recoil Reduction Systems for Glock pistols directly replace the stock recoil rod and work due to the multi spring intricate rod combined with different external springs, spacers, plugs or washers.
actually with a fair amount of time behind several semi and full auto weapons I can assure you that a bigger mag does increase weapon control ability. whether you want it to fall into accuracy or recoil is variable on the platform. so a baseline of recoil is not unreasonable. I.E. the real life version of the AI76 with a normal mag has substantial recoil when firing full auto as it wants to pull up forcing you to have to pull down on the foregrip to maintain proper sighting. with a 100rd mag the weigh wants to pull the barrel down before firing, and a stated as the mag empties the amount of lift and pull switches in a full auto scenerio. lets just say the numbers are a bit inflated but I can say its a reasonable setup based on the games platform design. so also again as stated single and burst firing are optimal in these instances
Hi! I'm working on getting Recoil (1998) to work on Win10. I'm pretty close, as I can play the game in a window, the only problem being that I can't switch off that window to other tasks. My approach was to start from the Mechwarrior 3 (high res) export found with the current release of dxwnd and then I also set the Timing frame per second to a 40 ms delay. A delay of 30 or no delay would cause a noticeable chug as the game would keep briefly slowing down over and over.
The normal behavior at that point is that the game is simply unresponsive to any attempt to cause it to lose focus. Alt+Tab causes the cursor to be come unresponsive but then pressing Tab again re-enables input. My current test involves booting the game and trying to tab out from the main menu without even starting a new game or loading up a saved game.
One tweak that caused a change in behavior is the "Pretend win visible & on top" flag in the Compat. tab. With this flag checked, the Recoil game crashes and exits when Alt+Tab is pressed (or other attempts to lose focus like Windows key).
Hi.
Just back home, I quikly tried the game with the original exported file that is in the export folder.
The saved configuration is pretty old, and as a matter of fact it doesn't work, it requires at least the "Flip emulation" flag to avoid a DirectX error. In any case, I can't figure out what pushed me to publish that configuration, since the game is working with quite a lot of problems, the impossibility to alt-tab being only the last of the list.
In my very short test (see screenshot) I saw partial screen rendering (it looks as if the image was calculated on many different square areas, many of them staying black - it gives a funny but annoying effect of looking the scene through a partially black painted glass) and problems in clearing the previous image.
In any case, the game seems to "block" the physical cursor on the screen, and this could be related with the difficulty of switching the context. In these cases, to take control as soon as possible, it is better to use "Hook / Inject suspended process" flag, but curiously in this case the trick doesn't work, so a series of DxWnd options seem to have no effect ("Tweaks / Disable Alt-Tab", "Tweaks / Disable disable Alt-Tab", "Input / Keep cursor fixed").
Well, right now I down't know what to say, I'll have to study this interesting case that seems to have a very original way to lock the window.
You may halp sharing your current configuration and trying the effect of "Hook / Inject suspended process" flag.
Uhm, interesting: the graphic problems belong to the hw accelerated modes. Picking the software mode in the options menu, the graphic is ok (though with lesser quality).
How did you configure the game?
The Software mode option was one that I picked when I was initially getting the game to run on Win10 period before even getting into the issue of using dxwnd. I'm not sure if other options are important, but I've run the game in both 640x480 and 1024x768 resolution, DirectSound checked, and FullHUD and CD Audio checked.
I completely missed that there was a Recoil export in the exports directory and so I didn't use that. I've attached my dxw configuration file which used the Mechwarrior 3 (high res) export as a starting point. I am able to play the game and have played it in bits up through Campaign 3. I tried the "Inject Suspended Process" flag under the Hook tab and it did not change the focus behavior for me. One other thing that I did try was ALT+CTRL+DEL and opening the Task Manager. This allowed me to use other tasks, although it made the game a bit unstable.
I made a few experiments and the logs show that the game is using DirectInput in a original way: the keyboard device is set to background cooperative level, and that could be related with the difficulty of reaquiring focus once lost because of the Alt-Tab. DxWnd remaps background mode to foreground to properly manage windowed games, but something is going wrong: when you Alt-Tab the game loses focus, but the task selection panel does not appear and the input clipper is not destroyed.
Another weird thing, the game lists all active windows, and setting "Compat. / Win insulation" (that let the program believe it is alone on the desktop) seems to produce some benefits.
I have to understand better, maybe we're close, maybe not ...
I tried using the attached dxw export file and the game was unplayable for me. The menu loaded up fine, but the camera was locked and I couldn't control it once I got into the game. When I was in the menu, a duplicate cursor (it was the in-game UI cursor and the windows cursor was the duplicate).
I've continued playing more into the game with my config and it continues to play fine minus the alt-tab and that software mode is uglier. I'll update if I find that it crashes somewhere later in the game.
There's an interesting news: if you don't mind running the game in sw mode, the 3DFX game version (executable Rec3dfx.exe) DOES NOT suppress the alt-tab window preview and the game works correctly! I also tried this version of the game in 3dfx accelerated mode and with my nGlide settngs, the Alt-tab works but the rendering does not (I get a black screen) but it could be a problem of 3dfx emulation in my pc, so you could try this way with some better emulator (just remember that if the emulator uses D3D9 you likely will have to set DirectX version hooking to 9, while if the emulator uses OpenGL you'll have to set the OpenGL hooking).
I had briefly experimented with the 3DFX version of the executable and nGlide when getting the game running initially (many youtube videos suggest this method to getting the game running). I forget why but this avenue was unsuccessful for me initially, but I should likely return to it and at least document the behavior if I am indeed having problems.
The game is definitely toughrer than expected. It uses a full set of SetWindowsHook hooks of all possible and stronger types (VH_CBT, VH_KEYBOARD_LL, VH_MOUSE_LL, VH_MESSAGES) and it will take a while before we will understand all subtleties involved in this mess.
But finally I got an important first result: the suppression of the Alt-Tab windows preview panel is caused by the VH_KEYBOARD_LL hook that suppresses the system keys events, and the attached release succeeds in partially recovering the situation.
Mind you: I said "partially" because the panel is still disabled in the initial splash window, but as soon an you start a game it gets accessible again, who knows why!
Another problem is that usually Alt-tabbing and clicking outside and inside the game window doesn't produce damages, but not always: sometimes you lose the mouse syncronization (you click on a highlighted button and nothing happens) and maybe also the keyboard. This will have to be investigated and fixed later.
To get the benefits you need both the updated dxwnd.dll and the attached export file, where the important things are an early hook (I picked "Injected suspended process") and the "NoDisableAltTab" tweak that should not be changed.
Enjoy and please give some feedback.