Re: RELEASE: DaiZy FACTIONS Namalsk v6.04 (02.03.2018)
Posted by Oliv82 on Mar 10, 2018; 11:15am
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/RELEASE-DaiZy-FACTIONS-Namalsk-v6-11d-25-12-2020-tp18424p19192.html
Thanks for the feedback Eric
Ive checked both yours rpt files:
Some GUI loc vars are not detected in "player_updateGui.sqf"
"isServer" command seems to freeze game at "red Namalsk icon"
+ minor bug I forgot to fix in Namalsk version (Error in expression <etVariable "myBreathingParticleLogic");
(this bug appear after loading save)
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in "missions\1987FACTIONS_Namalsk_v605.namalsk\init.sqf":
line 11 ([] spawn player_monitor;)
place this line command between line 77 and 79 (try also after "execVM "intro.sqf";")
(it should fix GUI errors)
Try also with reactivating "isServer" command (line 33)
line 1: must be:
//isServer = false;
line 33: must be:
isServer = true;
(it should fix freeze at red Namalsk icon)
About the minor bug:
in "missions\1987FACTIONS_Namalsk_v605.namalsk\reloadHUD.sqf":
Remove last lines 39 and 40
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<quote author="Eric the Viking">
I lit a fire barrel and watched it intently for teleporting - nothing happened, it simply started having fire coming out of it, smooth as silk. Perhaps I just saw the nasty ones on Chernarus because there's less CPU cycles available on that bigger, cluttered map?
Better code effect )
The new code create the new barrel at exact position(with 4 decimals), then instantly remove the old barrel type
(old code used collision parameters, thats explained the "TP" effect)
About Namalsk map, Ive tested by removing dayz heavy interations codes, the gain of performance is 2 or 3 fps
Sadly Namalsk map isnt well optimized as Chernarus, particulary at Vorkuta and Hospital (with heavy iterations codes or not)
And the numbers of objects added in editorMap dont explain this lose of fps