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[Feature request] Usability improvements for jipqueue log/display
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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.Fri, Nov 15, 1:39 PM
dedmen added a subscriber: dedmen.Fri, Nov 15, 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.