View unanswered posts | View active topics It is currently Thu Dec 26, 2024 5:29 pm



Reply to topic  [ 90 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next
 Visible Inventory 5: Now Faster! [B26 ONLY] 
Author Message
DRL Developer
DRL Developer

Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Reply with quote
Post Re: Visible Inventory [2.0 Full Vanilla Arsenal, B25]
Just do another copyof of the leg defined after the BG leg without renaming it.


Mon Sep 05, 2011 6:11 am
Profile
User avatar

Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
Reply with quote
Post Re: Visible Inventory [2.0 Full Vanilla Arsenal, B25]
...I really should have tested that before redoing what I had done, and doing the rest of it in that way, which isn't working. :roll:
Thanks for trying to be helpful, though.

Eh, turns out making it functional from that point wasn't too hard anyways.

So now it's working, so I just need to remove everything from this installation of CC that I didn't add/modify, try copying that to a new installation to be sure it works for those who will install it, and then zip it, upload it, and make some disclaimers and fine print over the finicky nature of vanilla edits.

Hey look at that OP up there, with the full incorporation version and such.


Mon Sep 05, 2011 6:17 am
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jul 03, 2009 11:05 am
Posts: 3878
Reply with quote
Post Re: Visible Inventory [3.0 Full Vanilla Incorporation! B25]
Azukki I want your babies.
I just love the tough look it gives the soldiers when they're carrying more than one weapon.


Tue Sep 06, 2011 11:40 pm
Profile
User avatar

Joined: Wed Jul 06, 2011 5:11 pm
Posts: 226
Reply with quote
Post Re: Visible Inventory [3.0 Full Vanilla Incorporation! B25]
Azukki, you're awesome! :D


Wed Sep 07, 2011 6:48 am
Profile
User avatar

Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
Reply with quote
Post Re: Visible Inventory [3.0 Full Vanilla Incorporation! B25]
Positive feedback is always nice to hear, I'm glad it's well received.

But negative feedback is useful to hear. Is there anything I missed, not addressed in the known issues section in the OP?

Suggestive feedback is useful too. How important is fixing the same-name-different-faction gun mis-displays? What should I do with the tools, bombs, and shields, if anything?
A) Add small tools and bombs to the holster slot, add big tools and shields to the sling slot.
B) Add bombs to the holster slot, add shields to the sling slot, add a new slot for tools and intermediate weapons. (SMG, Shortgun, Uzi, primaries that are awkwardly small to sling on the back)
C) Forget about them; bombs make fun surprises and are usually reasonable to have concealed, tools aren't relevant to threat analysis, and shields that show on your back but don't shield your back would be stupidly counter intuitive.
D) Your idea, please explain


Thu Sep 08, 2011 12:18 am
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jul 03, 2009 11:05 am
Posts: 3878
Reply with quote
Post Re: Visible Inventory [3.0 Full Vanilla Incorporation! B25]
I'd personally like more if small primaries would be in the holster slot and large tools would be in the sling slot.
The Compact Assault Rifle looks pretty silly in the sling slot.
Bombs shouldn't be visible imo.
And you could always try to make the shield work on the back too!


Thu Sep 08, 2011 5:58 am
Profile
User avatar

Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
Reply with quote
Post Re: Visible Inventory [3.0 Full Vanilla Incorporation! B25]
Well, I was going to ignore functional back-shields as even being an option since wounding isn't accessible in Lua in any straightforward way, but now I've got a blasted idea in my head for a workaround. :roll: If it works out, it'll have to be separate from this, though, I'm afraid, because it will absolutely have to be a modified shield, there's just no way around that. Also that's a major physical gameplay change, which goes against the intention of this mod.

Also, stuff in CC can only have 50 frames, and the sling attachable already has 43, so I was hoping to avoid adding much more to the sling slot.
However, I now realize that I should probably get this whole expandability bit taken care of now instead of avoiding it, since being able to add more than a few new guns to a customized vanilla-inclusive list would be a pretty major improvement to this, for those who want to add this feature to their own stuff, myself included.

Another thing I just now thought of for modders using this: Maybe instead of having mods that have this feature use their own variant of the feature, I should just maintain a master list of entries/frames? All mods on the master list would simply use the scripted attachables of the master list, and I would update the master list to be inclusive of those mods' device entries. The result would be that every actor using the master list could have visible inventory for every gun on the master list. Vanilla actors and various mod/faction actors could all have the visible inventory for all devices in the master list. These mods wouldn't need modification by players to be compatible with one another, and they would work with vanilla actor without themselves modifying vanilla actors. The player would just download the newest master list, and then whatever compatible mods they want, and the visible inventory would work for everything involved, in any direction.


Thu Sep 08, 2011 7:27 am
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jul 03, 2009 11:05 am
Posts: 3878
Reply with quote
Post Re: Visible Inventory [3.0 Full Vanilla Incorporation! B25]
Mentlegen.
I decided to try Covert Assault mission today.
Aaand VisibleInventory lua console spam slowing the game to a crawl.
Image


Tue Sep 13, 2011 10:44 pm
Profile
User avatar

Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
Reply with quote
Post Re: Visible Inventory [3.0 Full Vanilla Incorporation! B25]
Huh. I'll look into it.

In the meantime if you want to play that, and for any similar troubles, you can easily temporarily disable the visible inventory feature by commenting out the scriptpath lines in base.rte/visibleinventory.ini.
The attachables will still be there, but they won't try to do anything, so they'll be weightless and invisible, and with no script they shouldn't have any significant effect on game performance.


Edit:
Okay, the problem is that the pulse digger at the beginning of that mission is getshitbymos = 0 until you kill the first guy. I have no idea why it works that way, that's the mission's author's problem. But, for this mod, the problem is that the visible inventory scripts get errors when there's a getshitbymos = 0 MO on the map.

On the devlog, Data shows an actor.EquippedItem, or something like that, as a new b25 property. I've tried using it before, but it just reads nil. If anyone knows the intricacies of AHumans' EquippedItem property, please clue me in.

Thanks to CC48's super helpful tip in my lua scripting thread, I'll have a new version up before long, which should be much faster than the old version, and should run regardless of getshitbymos=0 devices on the map.


Wed Sep 14, 2011 8:27 pm
Profile
User avatar

Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
Reply with quote
Post Re: Visible Inventory 4.0: Now Faster!
A new version, 4, is up. It should be much faster than the old one.
If you tried it out before, but it bogged your game down too much when you had lots of actors on the scene, you might want to give it a second chance now. Game performance impact should now be minimal.
Also it won't get errors on Covert Assault now, or in any other circumstance that I'm aware of.

It still mixes up same-name-different-faction weapons, still can't detect weapon quantities, and still doesn't display mags right, but those aren't huge issues, and it does smoothly and reliably do what it does do, now.


Edit:
Another new version, 5, is out. It has a couple minor improvements, but primarily, it's been updated for B26. It shows all the new weapons, and it's applied to all of the actors, without reverting them to their B25 state.


Thu Sep 15, 2011 12:45 pm
Profile
User avatar

Joined: Sun Mar 07, 2010 7:19 am
Posts: 1279
Location: Places. And things.
Reply with quote
Post Re: Visible Inventory 5: Now Faster! [B26]
I couldn't help but notice, the breaker grenade launcher, which for some reason is on buyable=0, Is not included in this mod.

But really this is the best mod ever.


Sat Sep 17, 2011 4:14 am
Profile
User avatar

Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
Reply with quote
Post Re: Visible Inventory 5: Now Faster! [B26]
I made the lists based off of the vanilla buy menu, and it wasn't there, so it got left out.
Since you have to modify files to get it, it's almost not even vanilla content, so I think it's reasonable enough to just leave it out, at least until the next major revision of the list.


Sat Sep 17, 2011 11:56 am
Profile
User avatar

Joined: Sun Dec 19, 2010 10:53 pm
Posts: 423
Location: UPLAND DRUUD
Reply with quote
Post Re: Visible Inventory 5: Now Faster! [B26]
Anyone know how to make this work on the mac
Apple is a derp sometimes and makes it merge instead of Replace :/


Sat Sep 17, 2011 3:32 pm
Profile
User avatar

Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
Reply with quote
Post Re: Visible Inventory 5: Now Faster! [B26]
Well I imagine you could just merge it, and then file-by-file delete the originals and rename the new files to the original names, unless I'm completely misunderstanding the nature of Macs' merging.


Sat Sep 17, 2011 4:35 pm
Profile
User avatar

Joined: Sun Mar 07, 2010 7:19 am
Posts: 1279
Location: Places. And things.
Reply with quote
Post Re: Visible Inventory 5: Now Faster! [B26]
Yeah, I found out about the grenade launcher because there was a soldier in skirmish using it.


Sat Sep 17, 2011 6:31 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 90 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.176s | 14 Queries | GZIP : Off ]