R3vo 2654 Posted July 25, 2017 12 minutes ago, lexx said: You mean that grey-ish texture? That's already in the game. Same for the Gorgon, but that one is not accessible via the attribute menu / garage. The Strider camo is also not available in the Eden Garage. Share this post Link to post Share on other sites
KiTooN 63 Posted July 25, 2017 Any more info about this change ? Tweaked: The USS Freedom prop was overhauled (all models reworked, configuration and model config updated to represent new model set, no changes to textures, geometries were updated) BTW, I noticed there's a projector white screen inside the briefing room, it would be awesome if it was retexturable : 4 Share this post Link to post Share on other sites
stburr91 1002 Posted July 25, 2017 4 hours ago, R3vo said: The Strider camo is also not available in the Eden Garage. I've read people say that it is, but I sure can't find the option to change it in the editor. If you want the NATO textured Strider, use this (I bet you are aware of this already). this setObjectTextureGlobal [0,'\A3\soft_f_beta\mrap_03\data\mrap_03_ext_co.paa']; this setObjectTextureGlobal [1,'\A3\data_f\vehicles\turret_co.paa']; Share this post Link to post Share on other sites
stburr91 1002 Posted July 25, 2017 7 hours ago, POLPOX said: Is this kind of "Orange"? I wonder if this Project Orange is going to add some removed content, and add the unused textures that are already in the game. Share this post Link to post Share on other sites
killzone_kid 1330 Posted July 26, 2017 1 hour ago, stburr91 said: I've read people say that it is, but I sure can't find the option to change it in the editor. If you want the NATO textured Strider, use this (I bet you are aware of this already). this setObjectTextureGlobal [0,'\A3\soft_f_beta\mrap_03\data\mrap_03_ext_co.paa']; this setObjectTextureGlobal [1,'\A3\data_f\vehicles\turret_co.paa']; Never use XXXXGlobal command in init field of the unit/vehicle 1 Share this post Link to post Share on other sites
stburr91 1002 Posted July 26, 2017 13 minutes ago, killzone_kid said: Never use XXXXGlobal command in init field of the unit/vehicle I don't want to clutter up the dev forum, but I was just referring to this. Share this post Link to post Share on other sites
killzone_kid 1330 Posted July 26, 2017 12 minutes ago, stburr91 said: I don't want to clutter up the dev forum, but I was just referring to this. That is a good thread that shows bad example of usage 1 Share this post Link to post Share on other sites
stburr91 1002 Posted July 26, 2017 1 minute ago, killzone_kid said: That is a good thread that shows bad example of usage Yes, maybe, I don't know anything about coding. The point is that the textures are already there, I guess people that know more can call the textures in some better way. Maybe you could go over to that thread and put some examples of better ways to use the textures. Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted July 26, 2017 34 minutes ago, killzone_kid said: That is a good thread that shows bad example of usage What's so bad about using Global? Just curious. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted July 26, 2017 3 hours ago, Night515 said: What's so bad about using Global? Just curious. init field is executed for all machines in a session, whenever a client joins. so every time a client joins, he's telling all the other clients to execute that code as well. not catastrophic, but would cause some lag and is very avoidable 1 Share this post Link to post Share on other sites
killzone_kid 1330 Posted July 26, 2017 3 hours ago, fn_Quiksilver said: not catastrophic global commands already executed on every client by default. Putting it in init means every new player will execute this command on all players and himself and will do it as many times as there are players on the server. 100 players means roughy 100 times x 100 = 10000 times. Mind you people come and go all the time so this is neverending process. Plus setObjectTextureGlobal in particular breaks when it is executed everywhere on top of it is executing everywhere by design. Share this post Link to post Share on other sites
R3vo 2654 Posted July 26, 2017 2 hours ago, killzone_kid said: global commands already executed on every client by default. Putting it in init means every new player will execute this command on all players and himself and will do it as many times as there are players on the server. 100 players means roughy 100 times x 100 = 10000 times. Mind you people come and go all the time so this is neverending process. Plus setObjectTextureGlobal in particular breaks when it is executed everywhere on top of it is executing everywhere by design. Would be nice to have an init field in Eden which only executes the code locally to the object. 2 Share this post Link to post Share on other sites
Tankbuster 1746 Posted July 26, 2017 1 hour ago, R3vo said: Would be nice to have an init field in Eden which only executes the code locally to the object. Yes. Perhaps the editor could warn the user when they put a global command such as setobjecttextureglobal in the init box 1 Share this post Link to post Share on other sites
R3vo 2654 Posted July 26, 2017 @killzone_kid You recently added the Recompile Selected button the function viewer. Something I miss is a quick way to search for functions via an edit box. Would that be hard to implement? I guess because it's a listbox it would need to be rewritten to use a CT_TREE right? 1 Share this post Link to post Share on other sites
Greenfist 1863 Posted July 26, 2017 26 minutes ago, R3vo said: @killzone_kid You recently added the Recompile Selected button the function viewer. Something I miss is a quick way to search for functions via an edit box. Would that be hard to implement? I guess because it's a listbox it would need to be rewritten to use a CT_TREE right? Like a find in string filter in an edit box? Yeah, that would be a nice addition. Also for the config viewer. The current way of just typing the name to search is a bit clunky. Mostly because you need to know how the name starts exactly. 1 Share this post Link to post Share on other sites
R3vo 2654 Posted July 26, 2017 3 minutes ago, Greenfist said: Like a find string filter in an edit box? Yeah, that would be a nice addition. Also for the config viewer. The current way of just typing the name to search is a bit clunky. Mostly because you need to know how the name starts exactly. Basically a search box like we have them in Eden and Zeus. The config viewer is a whole different story. It's not as splendid as its name suggests... Share this post Link to post Share on other sites
snoops_213 75 Posted July 26, 2017 Has anyone noticed if you place a loiter wp and set the height and radius it doesnt save the height only radius? Share this post Link to post Share on other sites
lexx 1363 Posted July 26, 2017 On 25.7.2017 at 5:59 PM, POLPOX said: Is this kind of "Orange"? The textures are on the dev-branch now, visible in the garage. /Edit: I'm slowly getting a little bit tired with it, but since a few days, my APCs aren't throwing their smoke grenades anymore with the "fire" command. I had to deal with this issue three times already in the past, and it just keeps coming back. Ugh. Did anything change again in this area? X fire "SmokeLauncher"; isn't doing anything anymore now. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted July 27, 2017 10 hours ago, lexx said: The textures are on the dev-branch now, visible in the garage. /Edit: I'm slowly getting a little bit tired with it, but since a few days, my APCs aren't throwing their smoke grenades anymore with the "fire" command. I had to deal with this issue three times already in the past, and it just keeps coming back. Ugh. Did anything change again in this area? X fire "SmokeLauncher"; isn't doing anything anymore now. you sure it is "SmokeLauncher" and not "CMSmokeLauncher"? IIRC countermeasures have CM Share this post Link to post Share on other sites
lexx 1363 Posted July 27, 2017 If so, then that's very new, because up until a few days ago, it worked for a long, long time exactly the way I wrote above. /Edit: The wiki also calls it "SmokeLauncher", as well as the config browser. weapons[] = {"SmokeLauncher"}; Share this post Link to post Share on other sites
lex__1 422 Posted July 27, 2017 Please, regret eyes of players. It is heavy to read messages of a chat. Make control in a game where everyone could choose color of the text in a chat. https://feedback.bistudio.com/T82651 The optical sight is jammed at maximum resolution. Occurs with some optical sights on turrets and cars, where there is a smooth zoom. https://feedback.bistudio.com/T64247 Collisions of cars with obstacles often cause not characteristic behavior - Cars take off, turn over. https://feedback.bistudio.com/T124274 https://feedback.bistudio.com/T123725 https://feedback.bistudio.com/T117728 Share this post Link to post Share on other sites
lexx 1363 Posted July 28, 2017 Added: New "drivingstickRight", "drivingstickLeft", "drivingWheel" animation sources for armored vehicles Oh god, that's some fancy foreshadowing. 5 Share this post Link to post Share on other sites
Vasily.B 529 Posted July 28, 2017 On 27.07.2017 at 9:07 AM, lex__1 said: Its Physx baby! Yeah! :P Share this post Link to post Share on other sites
POLPOX 778 Posted July 28, 2017 Scripted steering wheels? Then, next up is scripted moving surface? It's gonna happening! Share this post Link to post Share on other sites
killzone_kid 1330 Posted July 28, 2017 On 7/26/2017 at 3:41 PM, lexx said: I'm slowly getting a little bit tired with it, but since a few days, my APCs aren't throwing their smoke grenades anymore with the "fire" command. I had to deal with this issue three times already in the past, and it just keeps coming back. Ugh. Did anything change again in this area? X fire "SmokeLauncher"; isn't doing anything anymore now. You could try BIS_fnc_fire (probably Monday) https://community.bistudio.com/wiki/BIS_fnc_fire 3 Share this post Link to post Share on other sites