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Posted: Thu Mar 05, 2015 5:22 pm     Super secret spam barrier
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I think now that we have a stable selection of mods, we should look at removing redundant mods. Do we really need RHS and EvW?
These mods are currently in the repo to support "legacy" missions like Ursus. When those missions were made they used the best (or least worst) option available at the time. Sure it's a lot of work to port all those missions to new mods but it would be amazing if we could reduce the amount of "duplicate" things in the modset as much as possible :)

In actual public server feedback: Can we get @ARES RHS compatibility scripts added to all missions? 
Oh, and in the reshman missions at least some player slots aren't set up properly for zeus-visibility (i.e. don't have that red ring around the player / Zeus can't see the name).


Posted: Thu Mar 05, 2015 5:26 pm     Super secret spam barrier
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EvW could potentially go - replaced by RHS -  but is cool for 1970's 1980's ops etc.

Excellent for Cold War TvT too.

Not sure what you mean by RHS - that's state of the art and current ?

What does @ARES_RHS compatibility do ?


Posted: Thu Mar 05, 2015 5:34 pm     Super secret spam barrier
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Alexander wrote:
I think now that we have a stable selection of mods, we should look at removing redundant mods. Do we really need RHS and EvW?
These mods are currently in the repo to support "legacy" missions like Ursus. When those missions were made they used the best (or least worst) option available at the time. Sure it's a lot of work to port all those missions to new mods but it would be amazing if we could reduce the amount of "duplicate" things in the modset as much as possible :)

In actual public server feedback: Can we get @ARES RHS compatibility scripts added to all missions? 
Oh, and in the reshman missions at least some player slots aren't set up properly for zeus-visibility (i.e. don't have that red ring around the player / Zeus can't see the name).

EvW and RHS represent different time frames as SJ says.
EvW is Soviet, RHS is Russian Federation. I haven't looked into them in massive detail, but that's what I'm told.
EvW has a few rpt bone errors but nothing that breaks the game. It adds stuff that RHS doesn't. I see no real reason to get rid of one or the other.

I add @ares_rhs compatibility scripts to missions running RHS. What reason would there be for running an extra script when RHS isn't on? I'd rather use it only when needed.

Reshmaan - I've seen it too and have no idea why the players don't have Zeus selectability. It's not like that's a property which can be set or missed off that I know of. Let me know if you figure it out.


Posted: Thu Mar 05, 2015 6:09 pm     Super secret spam barrier
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Can we please NOT do things like spawning a lot of infantry for zeus, just to test if things on sunday work out, or dont on the public server when people are actually trying to play?

Sorry for sounding annoying, but I am really annoyed by this.

There is no war to end all wars.


Posted: Thu Mar 05, 2015 8:06 pm     Super secret spam barrier
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No argument here... RHS wasn't available to Evrik and Apollo when this was coded.

I believe Evrik is planning to re-do it with RHS eventually.

:-)


Posted: Fri Mar 06, 2015 8:37 am     Super secret spam barrier
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Apollo wrote:
Reshmaan - I've seen it too and have no idea why the players don't have Zeus selectability. It's not like that's a property which can be set or missed off that I know of. Let me know if you figure it out.

In order to get a player to be visible to Zeus, they need to be added to the editable objects, just like everything else that's placed in the editor. 
You could either sync all players to an "editable Objects" module (which is then synced to the curator module), or you could add this to each unit's init:

curatorModuleName addCuratorEditableObjects [[this],true ];
EDIT: Maybe this is done for some, but not all of them? Or is there a script that runs and makes (nearly) everything Zeus-editable? (In Ursus all the friendly vehicles are Zeus-able, so *something* must be doing it)


Posted: Fri Mar 06, 2015 10:13 am     Super secret spam barrier
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Alexander wrote:
Apollo wrote:
Reshmaan - I've seen it too and have no idea why the players don't have Zeus selectability. It's not like that's a property which can be set or missed off that I know of. Let me know if you figure it out.

In order to get a player to be visible to Zeus, they need to be added to the editable objects, just like everything else that's placed in the editor. 
You could either sync all players to an "editable Objects" module (which is then synced to the curator module), or you could add this to each unit's init:

curatorModuleName addCuratorEditableObjects [[this],true ];
EDIT: Maybe this is done for some, but not all of them? Or is there a script that runs and makes (nearly) everything Zeus-editable? (In Ursus all the friendly vehicles are Zeus-able, so *something* must be doing it)

No, this mission is identical to all the others. It uses the same template and the players are set-up in the same way.
None of the above has ever been done to make players available to Zeus before and yet they are editable, just not on Reshmaan. 


Posted: Fri Mar 06, 2015 10:23 am     Super secret spam barrier
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DeeJay wrote:
clyde wrote:
Mefirst wrote:
Can we please NOT do things like spawning a lot of infantry for zeus, just to test if things on sunday work out, or dont on the public server when people are actually trying to play?

Sorry for sounding annoying, but I am really annoyed by this.


This was pretty annoying to be honest, 15 fps surrounded by literally at least 3 Hinds, 20 paratroopers, armoured vehicles and infantry sections moving in on us in a compound being hit non stop. I had to leave the server and so did others.

15fps is pretty much my Peak..

Sent from my Phone - Cos That's how I roll..

So in this situation you probably would have had 5-10 frames.

I can understand the need to do some testing, but this should have been handled in a better way. I dont think It would be a big deal to announce this over the forums and get 20 people together for 30 minutes and do this on the private server. It did not only kill the frames for everyone, it also killed pretty much all the progress of the mission. People spend several hours to clean areas and establish a FOB and all this was pretty much ruined with this action.


Posted: Fri Mar 06, 2015 10:44 am     Super secret spam barrier
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RDogg wrote:
Had no issues FPS wise, and to be fair having a **** ton of contact is better than sitting on our arses looking at empty desert. I'm not sure whats scripted either, but I don't think some of this is Zues. I believe a lot of it is to do with the red squares on the map, we sat around too long in some of these hostile areas and paid the price.

I'd clarify this first maybe, as I said I don't think some of this Zues as you mentioned.


Not sure If you were on the server when it happened. But it looks like you were talking to something completly different.


Posted: Fri Mar 06, 2015 10:52 am     Super secret spam barrier
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Ok, if Klawc apologised, let's accept that and move on please guys.


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