zukov 490 Posted July 18, 2019 the guy at left has an AK? is gorgeus Share this post Link to post Share on other sites
ISparkle 49 Posted July 18, 2019 The second image with red light alien 'ship' seems to depict Spetsnaz if that is what you mean. Funny that they look like they are wearing body armor there though. Share this post Link to post Share on other sites
Glow 181 Posted July 18, 2019 Latest dev branch changelog: Quote Tweaked: Improved performance when attaching Simple Objects to other objects Share this post Link to post Share on other sites
soceris 56 Posted July 18, 2019 Minor bug, in the tank destroyer showcase there is a HEMTT with a piece floating. Share this post Link to post Share on other sites
NikkoJT 58 Posted July 18, 2019 1 hour ago, ISparkle said: The second image with red light alien 'ship' seems to depict Spetsnaz if that is what you mean. Funny that they look like they are wearing body armor there though. That's because it's a fan-created image using custom loadouts (and the "ship" is the vanilla HMS Proteus stood on its bow). It's not an official screenshot. Share this post Link to post Share on other sites
stburr91 1002 Posted July 18, 2019 6 hours ago, soceris said: Minor bug, in the tank destroyer showcase there is a HEMTT with a piece floating. It looks like parts of the bed are hidden. It would be nice to be able to hide the bed, then you could script unloading the cargo container from the Hemtt. Edit After some testing I found that you can hide the beds on the HEMTTs with, this setObjectTexture [2, ""]; this setObjectTexture [3, ""]; 2 Share this post Link to post Share on other sites
killzone_kid 1330 Posted July 18, 2019 You don’t want to use Global variant in this context, trust me 2 Share this post Link to post Share on other sites
ISparkle 49 Posted July 18, 2019 4 hours ago, NikkoJT said: That's because it's a fan-created image using custom loadouts (and the "ship" is the vanilla HMS Proteus stood on its bow). It's not an official screenshot. I was aware of that before making that comment. But... uh, thanks? Just commenting on slightly different ideas between BI and user was all. Share this post Link to post Share on other sites
Tankbuster 1744 Posted July 19, 2019 11 hours ago, stburr91 said: After some testing I found that you can hide the beds on the HEMTTs with, this setObjectTexture [2, ""]; this setObjectTexture [3, ""]; I get nasty things happening. Share this post Link to post Share on other sites
Tankbuster 1744 Posted July 19, 2019 On the HEMMT repair, this setObjectTexture [3, ""]; removes the box and makes it look like the flatbed. Then, this setObjectTexture [2, ""]; removes the DROPPS bed component too. Share this post Link to post Share on other sites
zukov 490 Posted July 19, 2019 i try again the new color of the arms and legs for tanoans is terrible please BI rework with a watered down tone 3 Share this post Link to post Share on other sites
icarus86 37 Posted July 19, 2019 On the HEMMT, that seems to happen when its made a simple object Share this post Link to post Share on other sites
stburr91 1002 Posted July 19, 2019 11 hours ago, Tankbuster said: I get nasty things happening. Which HEMTT are you using, because I didn't get that with the cargo container version on Livonia that I tested. Share this post Link to post Share on other sites
soceris 56 Posted July 19, 2019 Yep, sure needs a fix. Share this post Link to post Share on other sites
fingolfin 1972 Posted July 20, 2019 12 hours ago, zukov said: i try again the new color of the arms and legs for tanoans is terrible please BI rework with a watered down tone Totally agreed, I don’t know what happened there but the new skin tone is way worse. Share this post Link to post Share on other sites
Beagle 684 Posted July 20, 2019 Something is currently wrong with ambient sound and it seems a change in soudn config has backfired into other maps, Currently even if you set weather overcast and wind manually to 0, there constant sound of wind, also the wind turbines always move the same, no matter what strenght the wind is, even with wind off. Also at Tanoa there is a strange thing happening with ambient sound in the jungle. If you place a player into the jungle and move through it, there will be the sound of strong winds all few meters inside the jungle, mostly close to rocks. This strong wind soudn is in no way related to actual wind, since it's also there is no wind is set. Share this post Link to post Share on other sites
lexx 1363 Posted July 21, 2019 ^ That's since the Contact map hit dev-branch, if I remember right. Especially on Tanoa near the surface mine you'll be blasted with wind if you move around there a little bit. 1 Share this post Link to post Share on other sites
EO 11274 Posted July 21, 2019 @DnA, Is there likely to be a RC before the 25th July? Hopefully the the complete loss of ambient environmental sounds in and over the river running through Livonia will be addressed. This has been present since Livonia was first pushed to Dev branch. It's a major immersion breaker and shouldn't be present when it's pushed to stable branch. Livonia is after all Premium Content. 1 Share this post Link to post Share on other sites
Bobrus 29 Posted July 21, 2019 On 7/19/2019 at 9:11 PM, soceris said: Yep, sure needs a fix. Bobcat is a bit under the surface too. Share this post Link to post Share on other sites
Bobrus 29 Posted July 21, 2019 Have somebody else noticed this inconspicuous bug? https://feedback.bistudio.com/T141498 I posted it about a month ago at Feedback Tracker, but... It seems that nobody noticed. Share this post Link to post Share on other sites
stburr91 1002 Posted July 21, 2019 17 hours ago, lexx said: ^ That's since the Contact map hit dev-branch, if I remember right. Especially on Tanoa near the surface mine you'll be blasted with wind if you move around there a little bit. Yes, I just tested that, the wind noise over overwhelming. Share this post Link to post Share on other sites
Beagle 684 Posted July 21, 2019 7 hours ago, EO said: @DnA, Is there likely to be a RC before the 25th July? Hopefully the the complete loss of ambient environmental sounds in and over the river running through Livonia will be addressed. This has been present since Livonia was first pushed to Dev branch. It's a major immersion breaker and shouldn't be present when it's pushed to stable branch. Livonia is after all Premium Content. 3 days till release and now such big issues show up. I'm really concerned about this platform update now. Again an update that breaks more than it adds... and what ever get broken now might never get fixed. The game is already infested enough with bugs introduced by "updates" that never got fixed. This bad trend is unfortunately gaining momentum. 1 Share this post Link to post Share on other sites
DnA 5141 Posted July 22, 2019 We are looking into that. The current public RC is not going to be the one released on Thursday; we've since updated it with more fixes, but do not have capacity to update the public branches (branching with the optional Contact data has pre-release complications with the Steam back-end). We are also going to be working on a post-release 1.96 update with anything else found, but of course our first goal is to make 1.94 as solid as possible. 8 1 Share this post Link to post Share on other sites
POLPOX 778 Posted July 22, 2019 Question: Will the new functionality of parseSimpleArray that KK wrote in the BIKI make into the next Dev-Branch update and/or next Stable Branch update? I'm looking forward to use it. Share this post Link to post Share on other sites
DnA 5141 Posted July 22, 2019 Likely not; we've not merged anything non-critical (i.e. new functionality) to 1.94 for well over a week. So that's more likely going into 1.96. 4 Share this post Link to post Share on other sites