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Backwards compatibility task list
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Description

As requested here is a very narrowed down list of tasks:

  • Provide documentation on:
    • New reflector config parameters: http://tinyurl.com/q7tq82q
    • New ammo/weapon config parameters: #15733
    • Penetration material configuration (bisurf) and what LOD they should be apply to (infantry, vehicles, buildings)
    • Not all of the physx parameters are documented... having those would help
  • All sample models updated to the most recent state (especially tanks)

  • Fix crashes: #20427, #8973, #8981, #9437, #19121
  • Fix infantry launcher ammo bug: #14888
  • Why do cars and tanks no longer have engine sounds with non X simulation? Possible to fix in engine? #7540
  • Why do have tanks with non tankX simulation no weight? Possible to fix simulation in engine? #7537
  • How to fix the volume level of sound after the change in computation? What is the multiplier/factor/formula? #18011
  • Are pond objects still supported at all in the A3 engine? If so, what needs to be done - shader replaced/rvmat changes?

Issues with ponds: #15579, https://dev.withsix.com/issues/71808, https://dev.withsix.com/issues/71809, https://dev.withsix.com/issues/71935, https://dev.withsix.com/issues/71947

  • Satelitte texture issue: #15629
  • No longer show: Error: Bone XXX doesn't exist in skeleton OFP2_ManSkeleton (or rebin A3 data with OFP3_ManSkeleton?)
  • Reduce long loading times (probably due to above Error: Bone rpt spam)
  • Possible to get A2/OA and A3 infantry working alongside? https://dev.withsix.com/issues/71625
  • Re-add WFSideText sqf command (u:WFSideText SIDE) (for working BI warfare)
  • Re-add setVehicleInit sqf command family (for mission backwards compatibility)
  • Add engine support for TKOH DLC pbos. Related: #16372
  • No RTD FM or related SQF commands available (TKOH)
  • Large buildings are not shown at all/correctly (TKOH): #15720

Details

Legacy ID
3832891910
Severity
None
Resolution
Open
Reproducibility
N/A
Category
Engine
Additional Information
  • Why is the optics view flipped for Javelin/Metis? What needs to be done in config/model to fix it?
  • Why do T90/BMP3 have the hull texture animated when moving? What needs to be done in config/model to fix it?

Event Timeline

kju-PvPscene edited Additional Information. (Show Details)
kju-PvPscene set Category to Engine.
kju-PvPscene set Reproducibility to N/A.
kju-PvPscene set Severity to None.
kju-PvPscene set Resolution to Open.
kju-PvPscene set Legacy ID to 3832891910.May 7 2016, 5:13 PM

Was WFSideText removed recently? I seem to remeber it existed in A3

Edit: Yep WFSideText is still in A3, in the latest dev this is

The problem is this with WFSideText:

A2:
u:wfsidetext GROUP
u:wfsidetext OBJECT
u:wfsidetext SIDE

A3:
u:wfsidetext GROUP
u:wfsidetext OBJECT

Also missing:
b:ARRAY,LOCATION distance ARRAY,LOCATION
b:OBJECT setvehicleinit STRING
n:processinitcommands
u:clearvehicleinit OBJECT

Changed:
b:OBJECT camsetdir SCALAR (to b:OBJECT camsetdir ARRAY)

WFSideText is certainly very minor, as is distance and camsetdir, yet sVI is fairly complex to replace - so considerable effort.

It can certainly by done for specific projects, but overall it means the missions/campaigns are not usable in A3.

The OFP2_ManSkeleton error is still being spammed like hell in RPT, despite not having any noticeable problem in game.

OFP2_ManSkeleton from rpt can be solving by DeRtm and binarizing the rtm again with A3 model.cfg definition of OFP2_ManSkeleton.

OFP2_ManSkeleton from p3d (mostly backpacks and ammo creates) need p3d modification I was told. Old infantry p3d needs to ported to infantry model/skeleton altogether.