Vidikk 9 Posted September 23, 2020 Breathing/fatigue is broken in 2.0. No mods used, basically even pistols are unusable because of the hands shaking. 1 Share this post Link to post Share on other sites
reyhard 2082 Posted September 23, 2020 On 3/13/2020 at 5:35 PM, R3vo said: Any chance to see... MG animateSource ["hide_shield",1]; MG animateSource ["hide_rail",0]; ...added as Eden Editor attribute to the new MGs? You can already use VG customization on it. None of the other vehicles are using attributes if VG alternative exist 1 Share this post Link to post Share on other sites
R3vo 2654 Posted September 23, 2020 26 minutes ago, reyhard said: You can already use VG customization on it. None of the other vehicles are using attributes if VG alternative exist Awesome, didn't know it was in VG. I've already posted this ticket on Discord but I guess here is the more appropriate place https://feedback.bistudio.com/T154057 (Regarding Compositions) On another note; the following change seems to not be present yet on RC branch. Quote Tweaked: Eden Editor compositions are now placed in a new layer (this behavior can be switched off via the preferences) 1 Share this post Link to post Share on other sites
DnA 5143 Posted September 24, 2020 11 hours ago, Vidikk said: Breathing/fatigue is broken in 2.0. No mods used, basically even pistols are unusable because of the hands shaking. Hi, do you have any more details? So far we're not seeing this and are not aware of changes in this area, but it will be good to be sure nothing changed. Share this post Link to post Share on other sites
DnA 5143 Posted September 24, 2020 10 hours ago, R3vo said: On another note; the following change seems to not be present yet on RC branch. It probably just slipped the data push as it was quite recent, should arrive in the next one! 1 Share this post Link to post Share on other sites
Dedmen 2696 Posted September 24, 2020 12 hours ago, Vidikk said: Breathing/fatigue is broken in 2.0. No mods used, basically even pistols are unusable because of the hands shaking. Please confirm, weapon sway seems extreme and you have problems hitting stuff even after only very short sprints, same with rifles and pistols? Correct? If not please explain in more detail. Share this post Link to post Share on other sites
Alert23 215 Posted September 25, 2020 hi, is it possible to add a command like Enable/Unhide DrawIcon3D? Like: showHUD [hud, info, radar, compass, direction, menu, group, cursors, panels, kills,drawIcon3D] Share this post Link to post Share on other sites
Vidikk 9 Posted September 26, 2020 On 9/24/2020 at 10:58 AM, DnA said: Hi, do you have any more details? So far we're not seeing this and are not aware of changes in this area, but it will be good to be sure nothing changed. On 9/24/2020 at 12:30 PM, Dedmen said: Please confirm, weapon sway seems extreme and you have problems hitting stuff even after only very short sprints, same with rifles and pistols? Correct? If not please explain in more detail. Yes, correct, found a possible problem - it only happens when I use a script to turn OFF fatigue completely then move or run for even 1 meter and it stays in fully depleted state. Turning fatigue back ON fixes it as fatigue bar slowly returns to normal. Same happens when I simply use "player enableFatigue false;" command. Here is a video demonstration:https://www.youtube.com/watch?v=IzziBrM7oyU 1 1 Share this post Link to post Share on other sites
DnA 5143 Posted September 28, 2020 On 9/27/2020 at 12:42 AM, Vidikk said: Yes, correct, found a possible problem Thank you! We've indeed tracked down the problem and should have it fixed in the next RC. 2 2 Share this post Link to post Share on other sites
DnA 5143 Posted September 28, 2020 On 9/25/2020 at 4:47 PM, Alert23 said: hi, is it possible to add a command like Hi there. The RC phase is a tad too late to be making additions, but for general requests, please can you post them to Feedback Tracker for consideration? Share this post Link to post Share on other sites
Alert23 215 Posted October 3, 2020 On 9/28/2020 at 9:44 AM, DnA said: Hi there. The RC phase is a tad too late to be making additions, but for general requests, please can you post them to Feedback Tracker for consideration? I did it, several times now and even after a few days now my request wont show up on the feedback tracker for some reason. Share this post Link to post Share on other sites
Dedmen 2696 Posted October 14, 2020 On 10/3/2020 at 8:09 AM, Alert23 said: I did it, several times now and even after a few days now my request wont show up on the feedback tracker for some reason. As long as you can see it yourself, after you've submitted it its fine. We are aware of the main page not updating right. Seems to be working now again though. Share this post Link to post Share on other sites
Vidikk 9 Posted February 13, 2021 (edited) On 9/28/2020 at 10:44 AM, DnA said: Hi there. The RC phase is a tad too late to be making additions, but for general requests, please can you post them to Feedback Tracker for consideration? Any chance you'll fix suppressors in 2.02? Issue was introduced in 2.00 and reported back in November: https://feedback.bistudio.com/T154769Was fixed in 2.02 or hotfix Edited March 14, 2021 by Vidikk updated with new info Share this post Link to post Share on other sites
zukov 490 Posted August 18, 2021 Quote Added: Weapon flashlight cones from yesterday rc branch, what is? Share this post Link to post Share on other sites
DnA 5143 Posted September 10, 2021 On 8/18/2021 at 4:15 PM, zukov said: from yesterday rc branch, what is? Weapon flashlights now have a volumetric light cone, in addition to just the flare and light source. It's what already was seen on vehicle headlights. 3 1 Share this post Link to post Share on other sites
pierremgi 4850 Posted September 10, 2021 Any chance for having this old bug fixed? - in MP preview, just run a blue squad of 8 (vanilla weapon squad). All playable (or at least leader + marksman) - play in MP : 1 as leader , 1 as marksman. >>> as soon as marksman is player (JIP or not) the AIs (so not played in group) will follow marksman and will not obey to leader anymore (move orders are skipped *) * more exactly, each order leads to the AI rallying the marksman (even if he's unconscious). To confirm, you can test 1st player as marksman, 2nd JIP as leader. All orders gives this weird result. This problem seems to be ancillary because usually MP players barely play this configuration.... but I guess a far deeper issue due to the way subordinates obey orders. As other example, if your AI group (no second player here, so in SP as well) is spread on map and you order a move (as rally point or else), the AIs start to regroup themselves (on 2 or 4) no matter the distance separating them! So, if you want some efficiency, you need to order all AIs independently. IMHO, it's a waste, weird logic stuck somewhere in FSMs. Thanks for reading (and testing) Share this post Link to post Share on other sites
thepackett 11 Posted October 4, 2021 I've been testing out the zeus composition in RC 2.0.6 and they're absolutely fantastic! There is one major issue however. Moving groups of objects, such as those placed via composition, often results in objects being moved from their original relative positions, snapping into the floor or into other objects. Depending on the composition, this may result in the composition becoming unusable in zues. For an example, see the "Checkpoint with Bunker" composition by Vericht (https://steamcommunity.com/sharedfiles/filedetails/?id=2355002534&searchtext=checkpoint+with+bunker). Any attempt to move this composition results in the two story bunker pancaking and becoming unusable. This is an unfortunately common result when trying to move most of the more detailed compositions. The ability to toggle an EDEN editor like object movement system, where the relative position and rotation of moved object groups is always maintained (and where objects can be moved below the ground), would fix this issue and be greatly appreciated. Share this post Link to post Share on other sites
DnA 5143 Posted October 4, 2021 1 hour ago, thepackett said: The ability to toggle an EDEN editor like object movement system, where the relative position and rotation of moved object groups is always maintained (and where objects can be moved below the ground), would fix this issue and be greatly appreciated. Hi, thanks for the feedback. These toggles should exist. By default they are Ctrl and Alt (not sure what action bindings those are). Share this post Link to post Share on other sites
DnA 5143 Posted October 4, 2021 On 9/10/2021 at 11:43 PM, pierremgi said: Any chance for having this old bug fixed? Do you know if this already exists as ticket on Feedback Tracker, or would you mind posting it also there? Share this post Link to post Share on other sites
thepackett 11 Posted October 4, 2021 Thanks for getting back to me! Are you referring to holding Alt or Ctrl when placing down the compositions? Holding Alt will place the composition at the exact location it was made, so for instance if you made a mission around Kavala, made it a composition, and held alt while placing down the composition in zeus, the composition will be placed at the exact same position in Kavala that is was made. This is working as intended (and is greatly appreciated!). In SITREP #240 with the 2.0.6 sneak peak, Ctrl is listed as for having the composition follow the terrain, however I haven't been able to get any good results with it. For example, here you can see a composition placed down without any modifiers (right), and the same composition placed while holding Ctrl (left): https://steamcommunity.com/sharedfiles/filedetails/?id=2619151858 Same issue here where the composition placed while holding Ctrl is all messed up (right side): https://steamcommunity.com/sharedfiles/filedetails/?id=2619151877 Regardless of whether or not the follow terrain placement mode is working or not, I'm mostly referring the ability to move compositions after they've been placed. For example, in this image you can see a bunker as it is intended to be on the left (albeit, floating). On the right, is the same bunker after attempting to move it. This happens regardless of how you try to move it; trying to change the altitude or position of the composition in zeus after placing it results in it breaking down like this:https://steamcommunity.com/sharedfiles/filedetails/?id=2619158102 The ability to move groups of objects without them moving relative to each other, like how it works in the EDEN editor, would fix this issue. 1 Share this post Link to post Share on other sites
pierremgi 4850 Posted October 4, 2021 7 hours ago, DnA said: Do you know if this already exists as ticket on Feedback Tracker, or would you mind posting it also there? Done. https://feedback.bistudio.com/T161166 1 Share this post Link to post Share on other sites
pierremgi 4850 Posted April 8, 2022 Modified this ticket. The problem is probably on engine, making some AIs regrouping on a "second in command" where ever he is (played or not, unconscious or not, far or not, stuck or not), as far as the played leader order a global move (for whole group. Individual moves are not impacted). It seems, there is always a "sub-leader" (at least for 8+ unit groups), no matter the vanilla / DLC /mod used. No matter the way the group is made of, the ranks... So dev please, disable this feature and let the leader decide where the AIs of his group must go, straight if you don't want a complex algorithm. Rallying first a stuck/unconscious/far second is absolutely weird in most of the cases. Share this post Link to post Share on other sites