chortles 263 Posted April 25, 2013 BIS: Are there any plans to hurry a limited update for the stable branch for this change?Unfortunately I don't recall if BI has ever done any stable branch hotfixes, the only unscheduled fix I recall was when a dev build was rolled back (or rather, retracted) because of it affecting stable build clients if they were to play together, hence the disabling of cross-build multiplayer.This of course would reduce the commands available to mission designersSounds almost exactly like why we haven't had it for so long. Share this post Link to post Share on other sites
koffeinflummi 96 Posted April 25, 2013 Unfortunately I don't recall if BI has ever done any stable branch hotfixes Wasn't there one to fix throwing 2 grenades crashing servers? Share this post Link to post Share on other sites
bus 11 Posted April 25, 2013 Sounds almost exactly like why we haven't had it for so long. Well, the commands would be available to mission designers. They can design the mission and say that they require the security flag to be disabled for the mission. Then at the discretion of the admin who would be deciding whether or not to host a mission, they can increase or decrease their security levels per the mission requirements. This wouldn't be a community wide ban. So, if you design a mission using the full command library, the server admin has to ensure that it's compatible with their security settings. So it would be an optional flag and not necessarily something that's banned community wide. For example, if a mission like Wasteland required a certain flagged function, admins that want to host Wasteland would have to disable the flag. Other missions that don't require these commands are then run on other servers...so why should those servers, run by admins who can pick and choose their security levels and missions, be exposed? If the commands aren't needed by an admin for a mission, lock em down. Share this post Link to post Share on other sites
Simas 12 Posted April 25, 2013 I am seeing some weird things with bushes in the latest dev build. They seem to pop-in unexpectedly as if they are missing a LOD level. Also, have there been any changes to the grass drawing distance? Seems like the distance was reduced? Mhm. Share this post Link to post Share on other sites
purepassion 22 Posted April 25, 2013 I am seeing some weird things with bushes in the latest dev build. They seem to pop-in unexpectedly as if they are missing a LOD level. Also, have there been any changes to the grass drawing distance? Seems like the distance was reduced? Mhm. I had the same issue with the bushes though I haven't checked the latest build yet. ATI user, detail Ultra. Share this post Link to post Share on other sites
Dwarden 1125 Posted April 25, 2013 some of the security fixes needs first to be tested and expanded before they can even reach the stable version, so calling for rush hotfix of stable version isn't good idea in this situation Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted April 25, 2013 I am seeing some weird things with bushes in the latest dev build. They seem to pop-in unexpectedly as if they are missing a LOD level. Also, have there been any changes to the grass drawing distance? Seems like the distance was reduced? Mhm. Seeing the same thing as well. At first I thought my settings were too low, so I set everything to Ultra and no dice. Bushes and weeds still pop in within 10 feet from my position. It's obnoxious and really needs fixing. Share this post Link to post Share on other sites
Simas 12 Posted April 25, 2013 Spotted an interesting bug with offroad vehicles in the latest dev build: #0007764 Share this post Link to post Share on other sites
Tonci87 163 Posted April 26, 2013 Hey Devs, could you please take a look at this? http://forums.bistudio.com/showthread.php?153178-Movement-speed-tweaking&p=2382020&viewfull=1#post2382020 I thought getting the controls right and exploring new control setups was one of the Alpha goals? Share this post Link to post Share on other sites
chortles 263 Posted April 26, 2013 Wouldn't be surprised if it's too tied to the existing animation system to untangle without having to also rework the animation system (and not just individual animations)... Share this post Link to post Share on other sites
maddogx 13 Posted April 26, 2013 (edited) Added: compileFinal command Called it. :D Removed fully script commands: setVehicleInit, clearVehicleInit, processInitCommands Yes! These changes should close off a whole bunch of common attack vectors. Edited April 26, 2013 by MadDogX Share this post Link to post Share on other sites
loyalguard 15 Posted April 26, 2013 Just perusing the Biki and saw those and then the dev branch change log! Those are fantastic additions (and deletions). Share this post Link to post Share on other sites
rasdenfasden 12 Posted April 26, 2013 Just tried the EBR's ironsights today. It still shoots far too low. Share this post Link to post Share on other sites
Simas 12 Posted April 26, 2013 Added numberOfDoors parameter to structure configs Added numberOfHatches parameter to structures configs I wonder why. Could this be the prelude to planned AI improvements (building handling)? :) Share this post Link to post Share on other sites
DnA 5143 Posted April 26, 2013 I wonder why. Could this be the prelude to planned AI improvements (building handling)? :) Mostly there were some internal requirements to be able to retrieve these counts and use them (e.g. a simple editor module to change door states). Hey Devs, could you please take a look at this? Our animation folks are following the movement thread and have already made a plan with feasible changes for short / mid and long-term :) Share this post Link to post Share on other sites
lordprimate 159 Posted April 26, 2013 The most well-known vulnerable script commands were removed entirely from the game. This was done instead of disabling them on purpose - we want to know how widely these are used (for legitimate purposes :mad:). We don't use them ourselves. In the =BTC= Revive script. in one of my missions I use setVehicleInit to add an addaction for the Vitrual Ammo System after the MHQ is destroyed and respawns. In another SP mission I use setVehicleInit on randonly spawned units in my missions, for things like UPS or UPSMON, and other random patrol scripts. Krap, Basically %90 of my missions use a setVehicleInit or processInitCommands somewhere either in the scripts or in the Init.sqf. I know that i have seen it used in countless scripts for dynamic spawning of stuffs. If i understand correctly compileFinal replaces processInitCommands. ?? what do we use to replace setVehicleInit? Share this post Link to post Share on other sites
buster0083 1 Posted April 26, 2013 (edited) The most recent lighting tweaks have done wonders for the streetlights and ambient light - night time looks wonderful! The only thing is, I've seen a 50% FPS drop night vs day in the same mission now. Anyone else experiencing that? Edited April 26, 2013 by Buster0083 Share this post Link to post Share on other sites
gpha5e 1 Posted April 26, 2013 The most recent lighting tweaks have done wonders for the streetlights and ambient light - night time looks wonderful! The only thing is, I've seen a 50% FPS drop night vs day in the same mission now. Anyone else experiencing that? if only there were any dev servers running a decent mission, today i saw only 3 servers running and they were passworded, hate those passwords, but missions were crappy anyway, lol Share this post Link to post Share on other sites
maddogx 13 Posted April 26, 2013 In the =BTC= Revive script. in one of my missions I use setVehicleInit to add an addaction for the Vitrual Ammo System after the MHQ is destroyed and respawns.In another SP mission I use setVehicleInit on randonly spawned units in my missions, for things like UPS or UPSMON, and other random patrol scripts. Krap, Basically %90 of my missions use a setVehicleInit or processInitCommands somewhere either in the scripts or in the Init.sqf. I know that i have seen it used in countless scripts for dynamic spawning of stuffs. If i understand correctly compileFinal replaces processInitCommands. ?? what do we use to replace setVehicleInit? Basically any previous use of processInitCommands now needs to be replaced by an equivalent public variable + event handler. The main difficulty there is going to be syncing all important events to JIP players after they connect. Will probably require some rethinking and rewriting of scripts, but in the end the enhanced security should be worth it. Share this post Link to post Share on other sites
dna_uk 30 Posted April 26, 2013 Made all script commands final (no longer possible to reassign) The problem with this now is that mission files that were locally compiled by cfgFunctions such as missionConversations.sqf or missionTasks.sqf are compiling their blank defaults in the "a3\functions\scripts" directory at runtime, but on mission load / init the local equivalent of the script file cannot be compiled and overwrite the default blank file because it's protected. This is obviously breaking any missions that use BIS_fnc_missionTasks or BIS_fnc_missionConversations (such as all the showcase missions). Share this post Link to post Share on other sites
moricky 211 Posted April 26, 2013 Thanks for the info. We're aware of the issue and fixing it so it can appear in the next build. Share this post Link to post Share on other sites
oldy41 61 Posted April 26, 2013 The most recent lighting tweaks have done wonders for the streetlights and ambient light - night time looks wonderful! The only thing is, I've seen a 50% FPS drop night vs day in the same mission now. Anyone else experiencing that? Same for me. Its worst when not using NVGs. Changing the dynamic lighting options does not seem to change this significantly either. I have >30 fps during the day and 12-15 during the night now. But then, the street lights in Agia are really beautiful now. Never had such a romantic evening in A3 before ;-) (Despite their beauty I would still love to be able to shoot the lights out...) Share this post Link to post Share on other sites
Dwarden 1125 Posted April 26, 2013 in relation to backward compatibility (removed script commands) , we are internally looking into it and if possible we will try come up with some solution Share this post Link to post Share on other sites
daze23 1 Posted April 26, 2013 The most recent lighting tweaks have done wonders for the streetlights and ambient light - night time looks wonderful! The only thing is, I've seen a 50% FPS drop night vs day in the same mission now. Anyone else experiencing that? yep. the lighting looks great now, but it really kills my framerate. more than 50%. I just tested it above the airfield, and I was getting around 50 fps in the day, but less than 20 at night Share this post Link to post Share on other sites
gvse 10 Posted April 26, 2013 (edited) same here. This is the first dev build that has really killed performance for me. Night time is extremely laggy and practically unplayable. Once the sky brightens up it gets back to normal, acceptable frames. The vicinity of Agia and the airbase are the worst. Edited April 26, 2013 by GvsE Share this post Link to post Share on other sites