Vasily.B 529 Posted January 11, 2017 Beacuse i wanted Devs could check it in devbranch woukd it working good (test it) Share this post Link to post Share on other sites
R0adki11 3949 Posted January 11, 2017 4 minutes ago, Vasily.B said: Beacuse i wanted Devs could check it in devbranch woukd it working good (test it) Well as you should know the correct way of doing that would be to log a ticket in tracker, and not post (moan) about it in the thread. Share this post Link to post Share on other sites
Vasily.B 529 Posted January 11, 2017 There was a ticket but it disapeared after Feeback maintenance. Share this post Link to post Share on other sites
R0adki11 3949 Posted January 11, 2017 Just now, Vasily.B said: There was a ticket but it disapeared after Feeback maintenance. Well then post it again if you feel it is an important issue. I suggest you leave the matter as it and we get back on topic. Which is to discuss changes and updates in the Dev Branch and not personal wish lists. 2 Share this post Link to post Share on other sites
bloodwyn1756 130 Posted January 11, 2017 Tweaked: Collision with attached objects has been disabled Would be awesome, if the developers could add a param, which definines wheater there is collision or not. There are many situations, where you need the collision. Something like: "attachTo [object,Position,collision];" or: "attachWithCollision" Share this post Link to post Share on other sites
killzone_kid 1331 Posted January 11, 2017 19 minutes ago, bloodwyn1756 said: Tweaked: Collision with attached objects has been disabled Would be awesome, if the developers could add a param, which definines wheater there is collision or not. There are many situations, where you need the collision. Something like: "attachTo [object,Position,collision];" or: "attachWithCollision" Collision with attached was always disabled, not sure what that was about. Share this post Link to post Share on other sites
bloodwyn1756 130 Posted January 11, 2017 58 minutes ago, killzone_kid said: Collision with attached was always disabled, not sure what that was about. But not collision with players. For example, in stable you can walk on this thing: http://1.1.1.5/bmi/fs5.directupload.net/images/170104/swasfsnn.jpg Share this post Link to post Share on other sites
M. Buchanan 21 Posted January 11, 2017 Ok, third try. Is anyone able to get the dynamic simulation working on x64 Dev Branch? Share this post Link to post Share on other sites
killzone_kid 1331 Posted January 11, 2017 5 hours ago, bloodwyn1756 said: But not collision with players. For example, in stable you can walk on this thing: http://1.1.1.5/bmi/fs5.directupload.net/images/170104/swasfsnn.jpg This hasn't changed Share this post Link to post Share on other sites
x3kj 1247 Posted January 11, 2017 https://feedback.bistudio.com/T122806 have a look please - zeroing eye position iron sight error. If you wonder why we do not see more adjustable, functional iron sights in mods (and i'm sure also vanilla ...) - this issue is the reason 2 Share this post Link to post Share on other sites
road runner 4344 Posted January 12, 2017 I've just had the clock on a Tanoa mission fly through 12 hours in 30 minutes, the minute hand was like the second hand in seconds, had the time set at x 1.00, but within 30 mins of the mission, time had advanced 12 hours or so, that doesn't seem normal ? Share this post Link to post Share on other sites
Sniperwolf572 758 Posted January 12, 2017 6 minutes ago, road runner said: I've just had the clock on a Tanoa mission fly through 12 hours in 30 minutes, the minute hand was like the second hand in seconds, had the time set at x 1.00, but within 30 mins of the mission, time had advanced 12 hours or so, that doesn't seem normal ? setTimeMultiplier? 2 Share this post Link to post Share on other sites
road runner 4344 Posted January 12, 2017 1 minute ago, Sniperwolf572 said: setTimeMultiplier? I'll retry the mission again after this update that's downloading and see what's going on, I never really noticed the time flying literally before Share this post Link to post Share on other sites
road runner 4344 Posted January 12, 2017 1 hour ago, Sniperwolf572 said: setTimeMultiplier? Okay sussed it out, had the set time slider way up at 7 or 8 in Eden, all is good! 1 Share this post Link to post Share on other sites
R3vo 2654 Posted January 12, 2017 Quote Fixed: Quadbikes would behave as submarines when driving through water Sounds like alot of fun:D 3 Share this post Link to post Share on other sites
R3vo 2654 Posted January 13, 2017 The scripting help for setDamage is missing the alternative syntax ingame. Moreover, object setDamage [1,false]; does still create an explosion which can kill nearby units. Is that intended? Share this post Link to post Share on other sites
killzone_kid 1331 Posted January 13, 2017 3 hours ago, R3vo said: does still create an explosion which can kill nearby units. Is that intended? could you be more specific please? Share this post Link to post Share on other sites
Greenfist 1863 Posted January 13, 2017 1 hour ago, killzone_kid said: could you be more specific please? It triggers the normal deadly fuel & ammo explosions. Maybe he's asking whether it should instead work the same way as setting the health to zero in the editor? edit. no wait, I missed the new syntax. No, false does not make it explode. Share this post Link to post Share on other sites
razazel 625 Posted January 13, 2017 5 hours ago, R3vo said: Moreover, object setDamage [1,false]; does still create an explosion which can kill nearby units. Is that intended? Seems to work just fine, could you do another check with the latest dev branch version? Share this post Link to post Share on other sites
R3vo 2654 Posted January 13, 2017 1 hour ago, razazel said: Seems to work just fine, could you do another check with the latest dev branch version? Will do and if necessary make a short demo video. Share this post Link to post Share on other sites
R3vo 2654 Posted January 13, 2017 3 hours ago, razazel said: Seems to work just fine, could you do another check with the latest dev branch version? Sorry for the confusion, I messed up. I had a respawn module synced to the vehicle which was set to "Delete with explosion" The command works as one would expect. Share this post Link to post Share on other sites
M. Buchanan 21 Posted January 14, 2017 I have been experiencing an issue with dev branch since x64 was released where dynamic sim would cause the game to CTD with a generic error. Today, I was finally able to pinpoint and reliably reproduce the crash. Basically, if you use any zoom optics while dynamic sim is set to work on view distance, you get a divide by zero or error or a generic 0xC0000005 - ACCESS_VIOLATION error. This happens on all maps I've tried, using complete vanilla A3 or using the mods I tend to use. It happens primarily at the very beginning about 3 seconds after I load in. However if it doesn't happen then, it happens as soon as I try to scope a dynamic sim group with an optic. I believe the former occurs when the group can see me at game start, and the latter happens when only I can see them. I have been able to reproduce this several dozen times now, with the same results. More importantly, when I turn limit by view distance OFF, the problem goes away. I am not sure what info you need to look into this, but if any is needed from my end I am happy to send it. I am using the latest iteration of dev branch, and update daily. 5 Share this post Link to post Share on other sites
kremator 1065 Posted January 14, 2017 ^^ prolly needs to go into the Dev tracker. Good find though. 1 Share this post Link to post Share on other sites
R3vo 2654 Posted January 15, 2017 Any update on the following issue? If I remember correctly you wanted to look into it, but I haven't heard about it since. It's really atrocious, to a point where I usually disable clutter completely when editing. As the video shows, paning or rotating the camera does not cause the clutter to flicker, only moving via WASD and mouse wheel does. Share this post Link to post Share on other sites
Vasily.B 529 Posted January 16, 2017 17 hours ago, R3vo said: Any update on the following issue? If I remember correctly you wanted to look into it, but I haven't heard about it since. It's really atrocious, to a point where I usually disable clutter completely when editing. As the video shows, paning or rotating the camera does not cause the clutter to flicker, only moving via WASD and mouse wheel does. Wow, thats really hurt my eyes..... I need to check stable or perf. branch is this still here. Also Vegetation (grass to precise) still have poping up shadows 3-4M in front of player. I'll try to record video.... 1 Share this post Link to post Share on other sites