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Hi @Komodo, I'll add it to the future list, as it'd require me to edit the GUI again which is my by far the hardest thing to find motivation to do
1. Open the VD menu, set Air VD/OD (3000m) by slider and close it.
2. Reopen the VD menu, set Air VD/OD (200m) by typing and close it.
3. Reopen the VD menu. Air OD is forced to be the same as the first slider value (3000m). Close it again.
4. Reopen the VD menu. Air VD is now the same as the OD slider value (3000m).
can u add an option for a sync in % slider in the menu options for objects in relation to view distance, that would be dope
ty
like this (In/Decreased Key):
| Dom's View Distance |
| |
| View distance changed: |
| 2500m (+100m) |
Hotkey Version:
| Dom's View Distance |
| |
| View distance changed: |
| 3000m (HotKey 3) |
It might be a good idea to add an indicator like CHVD that lets you intuitively understand the new drawing distance.
| |||||----- | (5000m, 5/10)
| |||------- | (3000m, 3/10)
| ||||||||||+ | (11000~, 10+/10)
What would you like it to say?
I'm thinking:
'View Distance increased/decreased by x' with x being the increment/decrement value
'Hotkey 1 selected, view distance is now x' with x being the hotkey value?
I have just uploaded a new version where ACE is now an optional, I have changed how UAV's are handled which will depend on whether you have ACE, but they should both be the same result. Enjoy!
Any chance of an non-ace version?
parameter
-noLogs (maybe this works bad?)
Make newprofile,
go editor,
put a man,
start game,
open VD menu,
change VD,
close VD,
reOpen VD,
not saved!
I found an interesting fact.
It's not working when make new profile!
Yes, It was working previously for me too.
I did a clean install of my PC and recreated my user profile.
Then it is no longer saved.
I wondered about it and once registered DT_(any)ViewDistance with setVariable as in the old version (of github), it now saves correctly.
Probably because the new profile doesn't have DT_(any)ViewDistance, getVariable returns missing and instead default value is selected every time.
And it seems the "set" cannot be saved in this missing.
The solution is to getVariable as init and setVariable only once if it is missing.
And since the processing is passed from next time, it should lead to lighter operation.
Here's diwako implementing it for DUI:
https://github.com/diwako/diwako_dui/blob/a2c06c58fb445580aadc358c24cb2eb1ea91fa97/addons/nametags/functions/fnc_calculateFadeValue.sqf#L35
ACE3 runs code every frame, which is hopefully not necessary:
https://github.com/acemod/ACE3/blob/master/addons/viewdistance/functions/fnc_setFovBasedOvdPFH.sqf
What's hard is making it event-based. Maybe addUserActionEventHandler(s) for every known zoom option in infantry and vehicles, and check calculateFadeValue every frame for a second or two after the button is pressed?
Note that DUI is APL-SA and ACE3 uses the G-PL license.
1. +/- keybinds to step viewdistance up or down in intervals, i.e. ~500m at a time? CH, AFI, and a few others use this, and it's (to me) more powerful than just two presets. Maybe if there could be 3 presets, that'd be enough?
2. FoV scaling object view distance (I can give you the code for this!) If you still want it to be fully event-based, maybe the keybinds for zoom and turret zoom could be intercepted?
3. Allowing admins to lock/require a minimum Terrain Grid, i.e. for TVTs? Important for fairness.
I won't be removing the terrain grid from the menu, as its been in since the start as thats what people wanted when I initially made it. With the last update, keeping the grid the same will mean that command isn't ran and will hopefully prevent the issues you have been having.
If its still causing issues let me know and I can investigate further, but in my tests when moving between vehicle types and foot with the same grid selected, no stutter was present and the command wasn't ran. Even just having a big view distance change could cause a bit of a stutter.
There is zero reason as to why it should adjust that when it can be set by the client, missions, or servers, like our server for example.
You mentioned to set the sliders similar between each vehicle type, but this still causes loading issues where users will completely freeze for a 2-4 seconds when getting out or in.
All I'm saying is, we've looked at the code to find the performance issues and we've determined it's the setTerrainGrid command applying each time.
Would you be happy for us to do edits where it removes anything related to setViewDistance and you could upload a new version with performance fixes when we send it back over?
I have also just released a small update to cover off any resetting of a value which may have affected it, plus a few small code improvements.
In theory, with this mod just adjusting view distance, it should do just only that.
We (a collective of users) have noticed performance issues, relating to the setTerrainGrid command that is applied.
Referencing your fn_getOutMan.sqf, setTerrainGrid is applied here for example.
Recommend removing anything related to terrain grid.