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Hello Guys,

I would like to know if it is possible to block mod on a dedicated server. If you know how to do it, please let me know. Personally, I like this mod, and we use it a lot, but every once in a while we would like to cut it but some of our members are trying to cheat us and for the moment we have not found a solution.

I'm searching the same solution for another client-side mod (because they switch)...
Btw Keep working on it !!
 

Best Regards

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1 hour ago, Eracles said:

Hello Guys,

I would like to know if it is possible to block mod on a dedicated server. If you know how to do it, please let me know. Personally, I like this mod, and we use it a lot, but every once in a while we would like to cut it but some of our members are trying to cheat us and for the moment we have not found a solution.

I'm searching the same solution for another client-side mod (because they switch)...
Btw Keep working on it !!
 

Best Regards

For DUI, you can add the cba settings to disable its features inside the mission. Then just set it for the mission to overwrite the settings of the clients.

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1 minute ago, diwako said:

For DUI, you can add the cba settings to disable its features inside the mission. Then just set it for the mission to overwrite the settings of the clients.

Perfect ty  👍

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What are the pros and cons, comparing to sthud?

I see that you can choose how compass looks like, and that is all the difference? Or I missed something?

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9 hours ago, blackburnrus said:

What are the pros and cons, comparing to sthud?

I see that you can choose how compass looks like, and that is all the difference? Or I missed something?

Essentially, there are no cons as STHud has stopped development and refer to DUI Squad Radar as a replacement. 

So you're only shooting yourself in the foot by sticking with STHud.

A slightly more detailed answer is: DUI seems to have fixed a lot of smaller issues from STHud, has the same features as STHud and more to boot, and is highly customisable compared to STHud.

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On 1/9/2021 at 5:48 PM, blackburnrus said:

What are the pros and cons, comparing to sthud?

I see that you can choose how compass looks like, and that is all the difference? Or I missed something?

 

This is one of those mods you have to just get in and play with. There are different compass styles, font sizes for names, whether or not you want the names, the options goes on and on.

 

Just as @klima said, DUI is supported, STHud isn't any longer. Supposedly DUI has less impact on performance, so there's another plus. As Arma players, we all come across mod that we feel should be part of the vanilla game, DUI is one of those.

 

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Without further ado

 

Version 1.9.0 has been released

 

Changelog:

Added:
General - Setting to show DUI during open dialogs (#175)
General - Add TFAR 0.9.12 support (#167) by mikehudak
Radar - Setting for Bearing outline (#174)
Radar - Setting to show bearing numbers only when driver/pilot of vehicle (#177)
Nametags - Custom Group name support (#170) by BrettMayson
Nametags - Add LIS check to see names inside and outside vehicles (#172) by jokoho48

Fixed:
Radar - Fix ACE EOD status when integer is used (#173)
Nametags - Don't show on uav (#162)
Nametags - Fixed issue with fast moving vehicles and new in vehicle LIS check (#177) by jokoho48

Changed:
General - Add consolidated support for custom names (see: https://github.com/diwako/diwako_dui/wiki/Custom-unit-specific-(group)-names) (#176)
General - Improve spectator detection for none ACE or EGS spectators (#169) by jokoho48
Radar - Increase Proiority of Medic, Engineer and EOD for Icons (#180) by jokoho48

Translations:
Chinese Simplified and Chinese Traditional Translation (#161) by YRUSoPractised

 

Download:

https://github.com/diwako/diwako_dui/releases/tag/1.9.0

https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685

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Version 1.9.1 has been released. This is a bugfix release, as it looks like some issues snuck in

 

Fixed:
Radar - Fix speaking icon being stuck for TFAR beta (#182)
Nametags - Fix not showing UAVs with names (#183) by @DomT602
Nametags - use fire instead of view for lineIntersectsSurfaces (#185)

 

Download:

https://github.com/diwako/diwako_dui/releases/tag/1.9.1

https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685

 

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Hey everyone,

 

As Arma 3 2.04 just dropped it also added sqf byte code support. That means the sqf code can be packaged precompiled into the mod.

Well that sounds alright so far but why do we want that anyways? It also means the code itself can run a little faster. In general a boost in ~10% performance can be expected. 10% does not sound much, but as DUI has components that run every frame, that is kind of a huge deal.

 

SQF bytecode is still pretty "new" (testing was already done last Arma 3 version on the profiling branch), so I am cautious to just throw the update directly to the stable branch. So I am running small RC for DUI version 1.9.2.

 

Downloads are here, as usual the mod is signed with the same key, so you can join any server that allows that key and is not running DUI itself (pbo file hashes are also checked to ensure same version):

https://github.com/diwako/diwako_dui/releases/tag/1.9.2_rc

https://steamcommunity.com/sharedfiles/filedetails/?id=1617125729

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which setting will let the ace3 ranks and names appear as they should appear (above head with custom ace3 rank symbols)? I cannot find it.. 😞

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6 hours ago, Devastator_cm said:

which setting will let the ace3 ranks and names appear as they should appear (above head with custom ace3 rank symbols)? I cannot find it.. 😞

 

Not sure what this has to do with DUI, the CBA setting for this should be "ace_nametags_showPlayerRanks = true;"

 

Icon gets retrieved here:

https://github.com/acemod/ACE3/blob/v3.13.6/addons/nametags/functions/fnc_drawNameTagIcon.sqf#L37

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Apologies for the delay. Seems like people created pull requests for features, fixes and translations. For this I will post a second release candidate. This time with those changes + sqf bytecode support. Another reason for a second RC is simply recompilation with latest fixes from the sqf script compiler.

 

DUI - Squad Radar 1.9.2 RC 2

 

Changelog:

Added:
General - SQF Bytecode support
Radar - Added setting to change priority for icons (#191) by @johnb432
Radar - Add an option to show bearing only if the player has a GPS (#186) by @Malbryn

Fixed:
Nametags - Fixed nametag display inconsistency (#190) by @derbismarck

Translations:
Japanese translations (#187) by @classicarma

Clarification for "Fixed nametag display inconsistency":
Whenever the user looked a unit, and their "cursor" was over a weapon no nametag was shown. This is now fixed in an MP environment, this fix sadly does not work in SP.

 

Downloads:

https://github.com/diwako/diwako_dui/releases/tag/1.9.2_rc2

https://steamcommunity.com/sharedfiles/filedetails/?id=1617125729

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Version 1.9.2 Stable has been released

 

This release enables support for SQF Bytecode introduced in Arma 3 version 2.04.

Additionally in this release:

Added:
General - SQF Bytecode support
Radar - Added setting to change priority for icons (#191) by @johnb432
Radar - Add an option to show bearing only if the player has a GPS (#186) by @Malbryn

Fixed:
Nametags - Fixed nametag display inconsistency (#190) by @derbismarck
General - Fix incorrect blue color on radar for diwako_dui_colors >> tritanomaly (#193) @pennyworth12345
Nametags - Fixed LIS checks in fast moving vehicles behaving unexpectedly (#195) by @derbismarck

Translations:
Japanese translations (#187) by @classicarma

Clarification for "Fixed nametag display inconsistency":
Whenever the user looked a unit, and their "cursor" was over a weapon no nametag was shown. This is now fixed in an MP environment, this fix sadly does not work in SP.

 

Download:

https://github.com/diwako/diwako_dui/releases/tag/1.9.2

https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685

 

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where can I find the info regarding the bytecode? I saw in in steprep but there are no details what it is 😕

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Just now, Devastator_cm said:

where can I find the info regarding the bytecode? I saw in in steprep but there are no details what it is 😕

 

There is basically fuck all.

The script compiler used: https://github.com/dedmen/ArmaScriptCompiler

Arma tools Bisign has support for it as well now. HEMTT does not atm.

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I dont want to spam your modpage with this but do you know the benefits of it or what did you observe in your mod after switching to it? Gives better FPS?

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Just now, Devastator_cm said:

I dont want to spam your modpage with this but do you know the benefits of it or what did you observe in your mod after switching to it? Gives better FPS?

In general, each script has roughly 10% faster run time. If you use a lot of "params" it helps even more. It basically is "free performance" if your mod has to run each frame. If your mod is just running a script each few seconds then the run time benefit is not as much in the grand scheme of things.

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