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TacBF 3.21 Changelog

What are the TacBF Devs working on?
KeyCat
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Re: TacBF 3.21 Changelog

Postby KeyCat » 13 May 2016, 19:43

Balista wrote:Stacktrace got it right:
My guess is that it's the thing that shows up when you shift+click on the map.
You get an exact distance to the target all the time, without the need to use a rangefinder.

It's really easy to use nav point showing exact distance in meters to shoot GL, RPG, etc.


I have used it myself many times so I'm guilty as charged!

AFAIK it's not possible to disable it and still have the way point 3D markers that helps newcomers to funnel them to the objective. Hopefully the dev's find a solution....

/KC
a.k.a the bullet magnet "Johansson.C [21st Cav]"

>> It's all about teamwork! <<

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Re: TacBF 3.21 Changelog

Postby Ballista » 14 May 2016, 09:31

BTW, where do we post bug reports? One of really annoying bugs for me is missing launcher and sec weapon loaded ammo after revive or respawn.

1. Take light AT role
2. Get incappacitated in action
3. Be revived
Actual result: your light AT ammo/rocket is missing (from AT loaded ammo slot)
Expected result: you have same gear loadout as before incap (if noone looted you of course)

I think it would be great to have a bugtracker with players voting to bring most important issues on top of the list. We could also post feature requests like ones recently discussed on the forums and vote for them. Imo it would be a great feedback system for tacbf team.

Schadler17
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Re: TacBF 3.21 Changelog

Postby Schadler17 » 17 May 2016, 19:23

Balista wrote:I think it would be great to have a bugtracker with players voting to bring most important issues on top of the list. We could also post feature requests like ones recently discussed on the forums and vote for them. Imo it would be a great feedback system for tacbf team.


https://www.mantisbt.org/

Would be my suggestion, there are others out there also. Easy to install and just needs someone to monitor it.
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C'est la vie, adios, good riddance, f*** you.

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Stacktrace
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Re: TacBF 3.21 Changelog

Postby Stacktrace » 17 May 2016, 20:25

Umm... why not use bitbucket's issue tracker?
You can still have the code closed and a public issue tracker, at the same time.
I talk about you with Adanteh sometimes, like:
"Adanteh, what the f***? Where the f*** does this guy get so much motivation to do this? He is really f*** professional finishing a launcher for a game he doesnt play!"
- Gunther.S

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Re: TacBF 3.21 Changelog

Postby KeyCat » 20 May 2016, 21:47

Eyeball & Co forgive me if I'm a bit impatient but do you plan a "hotfix" to make a way to turn off the immersion killing icons in 3D?

/KC
a.k.a the bullet magnet "Johansson.C [21st Cav]"

>> It's all about teamwork! <<

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Re: TacBF 3.21 Changelog

Postby Dr_Eyeball » 21 May 2016, 06:52

The 3D icons have been turned off now in Custom difficulty. See the Re: Disable shift+click 3D marker/range cheat topic for full details.

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Re: TacBF 3.21 Changelog

Postby KeyCat » 23 May 2016, 10:32

Does that include the big red crosses?

/KC
a.k.a the bullet magnet "Johansson.C [21st Cav]"

>> It's all about teamwork! <<

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Re: TacBF 3.21 Changelog

Postby Dr_Eyeball » 23 May 2016, 14:22

Not yet. I have an idea to fix that in the mod server side, to avoid another update immediately. Will try to do that tomorrow.

Schadler17
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Re: TacBF 3.21 Changelog

Postby Schadler17 » 24 May 2016, 09:48

I've noticed even without the 3d Markers, if you shift click on the map, there's still a small red arrow (Admin: the TacBF Navigation Waypoint) that shows up about 60% the way up your screen that points towards where the marker would be. Can be useful for those who still like to use the system, but it doesn't accurately show exactly where you marked or the range, just the direction in which it is.

I honestly like it that way too cause it still gives you the option to mark secondary targets on the map while your SL has his waypoints and everything marked on the Squad Radar. And again, it don't give range or any 3d markers, so its not overpowered and still requires you to actually find the target and range.
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C'est la vie, adios, good riddance, f*** you.

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Re: TacBF 3.21 Changelog

Postby Marksman » 26 May 2016, 13:01

Schadler17 wrote:I honestly like it that way too cause it still gives you the option to mark secondary targets on the map while your SL has his waypoints and everything marked on the Squad Radar. And again, it don't give range or any 3d markers, so its not overpowered and still requires you to actually find the target and range.


At the moment you can have up to 6 different, indipendent marks:
Mission attack obj
Mission defend obj
Squad waypoint
Fireteam waypoint
TacBF personal avigation waypoint (shift click or tacbf menu)
Arma magic navigation waypoint (shift click but can be dragged)

All theese but the magic one show up on squad radar, map and GPS.
Suggestion machine, 'cause my way is better until proven not.


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