Page MenuHomeFeedback Tracker

[Feature request] Usability improvements for jipqueue log/display
New, NormalPublic

Description

  1. Sort messages by count (highest to lowest)
  2. Add class name and vehVarName (if assigned) to network objects

current types listed from WLs

SPE_WL_Init_Logic

L Modules:1
L Warlords:1

L Ambient
L Animals
L Audio
L CBA Modules
L Chem lights
L Combat Patrol
L Effects
L Environment
L Events
L Fire Support
L Firing Drills
L Flares
L Gameplay Modes
L Group Modifiers
L Intel
L Keyframe Animation
L Misc
L Modules
L Multiplayer
L Object Modifiers
L Objectives
L Old Man
L Respawn
L Scenario Flow
L Sites
L Smoke shells
L Strategic
L Supports
L Time Trials
L Training
L Warlords
L Zeus

L [SPE] Effects
L [SPE] Fire Support
L [SPE] Simulated Paradrop
L [SPE] Ambient War Sounds
L [SPE] Supports
L [SPE] Modules

L Alpha 1-2:3 (SPE_WL_Init_Logic)



O
B
R
C
L

B Alpha 1-1
O Alpha 1-1
R Alpha 1-1
C Alpha 1-1

B Alpha 1-1:1
C Alpha 4-3:1
C Alpha 4-3:1 REMOTE
O Alpha 1-1:1 (test) REMOTE
R Alpha 3-5:1

Turret

R Alpha 1-1:<Empty main subgroup>
R Alpha 1-2:<Empty main subgroup>
R Alpha 1-3:<Empty main subgroup>
R Alpha 1-4:<Empty main subgroup>
R Alpha 1-5:<Empty main subgroup>
R Alpha 1-6:<Empty main subgroup>
R Alpha 2-1:<Empty main subgroup>
R Alpha 2-2:<Empty main subgroup>
R Alpha 2-3:<Empty main subgroup>
R Alpha 2-4:<Empty main subgroup>
R Alpha 2-5:<Empty main subgroup>
R Alpha 2-6:<Empty main subgroup>
R Alpha 3-1:<Empty main subgroup>
R Alpha 3-2:<Empty main subgroup>
R Alpha 3-3:<Empty main subgroup>
R Alpha 3-4:<Empty main subgroup>

L [SPE] Ambient War Sounds:<Empty main subgroup>
L [SPE] Effects:<Empty main subgroup>
L [SPE] Fire Support:<Empty main subgroup>
L [SPE] Modules:<Empty main subgroup>
L [SPE] Simulated Paradrop:<Empty main subgroup>
L [SPE] Supports:<Empty main subgroup>
L Ambient:<Empty main subgroup>
L Animals:<Empty main subgroup>
L Audio:<Empty main subgroup>
L CBA Modules:<Empty main subgroup>
L Chem lights:<Empty main subgroup>
L Combat Patrol:<Empty main subgroup>
L Effects:<Empty main subgroup>
L Environment:<Empty main subgroup>
L Events:<Empty main subgroup>
L Fire Support:<Empty main subgroup>
L Firing Drills:<Empty main subgroup>
L Flares:<Empty main subgroup>
L Gameplay Modes:<Empty main subgroup>
L Group Modifiers:<Empty main subgroup>
L Intel:<Empty main subgroup>
L Keyframe Animation:<Empty main subgroup>
L Misc:<Empty main subgroup>
L Multiplayer:<Empty main subgroup>
L Object Modifiers:<Empty main subgroup>
L Objectives:<Empty main subgroup>
L Old Man:<Empty main subgroup>
L Respawn:<Empty main subgroup>
L Scenario Flow:<Empty main subgroup>
L Sites:<Empty main subgroup>
L Smoke shells:<Empty main subgroup>
L Strategic:<Empty main subgroup>
L Supports:<Empty main subgroup>
L Time Trials:<Empty main subgroup>
L Training:<Empty main subgroup>
L Zeus:<Empty main subgroup>

ClientCameraPositionObject: dpnid = 6cea3b88
PlayerRuntimeObject: dpnid = 6cea3b88
Statistics for test
ClientInfoObject
ClientCameraPositionObject: dpnid = 2
PlayerRuntimeObject: dpnid = 2
Weather object

DDD: empty.p3d CBA_NamespaceDummy

WWW# DDD: dummyweapon.p3d Supply40
WWW# DDD: dummyweapon.p3d Supply40 REMOTE
WWW# DDD: dummyweapon.p3d WeaponHolderSimulated

WWW# DDD: spe_belt_bag_zelt.p3d B_SPE_GER_Belt_bag_MG
WWW# DDD: spe_belt_bag_zelt.p3d B_SPE_GER_Belt_bag_MG REMOTE

DDD: <no shape> EmptyDetector

Details

Severity
None
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
Tools

Event Timeline

This comment was removed by Geez.
Geez added a subscriber: Geez.Nov 15 2024, 1:39 PM
dedmen added a subscriber: dedmen.Nov 15 2024, 6:15 PM

Add class name and vehVarName (if assigned) to network objects

I thought I already did that?

current types listed from WLs

What are you trying to tell me with that?

above is the output currently generated. some you can pinpoint, a few have class name, most only displayName or something obscure like "Turret"

logEntities has class name and position (but no vehVarName either)

This comment was removed by Leopard20.

sorting by count is done.