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Privay Policy Update

We’ve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:


We’ve incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We’ve added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.



For more information about our privacy practices, please review the new Privacy Policy found here: http://tripwireinteractive.com/policies/privacy-notice
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  • Items changed, or highlighted for future attention, on 20 July 2013 are highlighted in yellow.

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The following is a list of some things that MAY be considered "offensive" by the moderators and the team. This is NOT an exclusive list and it does depend very much on context.

Crossing the line into "offensive" territory is likely to get you asked to change your name, sig or avatar or to withdraw/delete posts. This will be done politely by the moderators. If you refuse to comply further action WILL be taken once started, ultimately leading to banning from the forums.

A key point: please attempt to use your brains. What is mild humour to you may well be deeply offensive to others. While we have no intention of acting as politically-correct "thought police", we are on the lookout for those things that can cause offense and, in some cases, are actually still illegal in some jurisdictions.
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Examples:
So people get the idea, some examples that would be considered offensive, numbered as above:
  1. "Hitler", "Beria"
  2. "NKVD Blocking Detachment", "Einsatzgruppen"
  3. This one should be pretty obvious...
  4. So should this - and it includes calling all Germans "Nazis" and all Soviets/Russians "Commies". It got boring 50 years ago, so stop it.
  5. Use of swastikas, fasces, SS-runes and so on for the Axis.
  6. There is actually very little overt symbolism from the Stalinist era; the hammer-and-sickle isn't offensive per se.

A simple rule-of-thumb: many Europeans find Nazi symbolism of any sort offensive; many Americans still find Soviet symbolism offensive. Engage your brain before using.




Final Note: this is NOT open to debate, so please do NOT start whining and moaning if a moderator asks you to change something. They will advise at first, giving reasons, then, if you take no notice, they will step up the pressure through to banning.
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Modified trader items have SelectedItemIndex = 0

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  • Modified trader items have SelectedItemIndex = 0

    I've been using a modified version of Insert Name Here's trader list mutator (link), and it was working fine until v1050. Now all modified entries in the trader's list make you buy a crovel instead of the weapon that you're meant to get. I've been trying to sort this out for days, and have finally tracked down the issue. When you select an item that has been replaced or added, the SelectedItemIndex is always 0. I have tried to look through the code for all of the trader-related classes, and that's how I managed to track down the issue, but now I can't seem to figure out where SelectedItemIndex is actually set when you hover over an item in the trader. I have a feeling that this is probably done in Actionscript. Also, since SetItemsInfo() in KFGFxObject_TraderItems is native, and that is the function used in the mutator to update the trader list, I don't know why there is an issue when highlighting these new or modified entries.

    Any help would be greatly appreciated; a particular aspect of my mod hinges entirely on modified weapons.

  • #2
    I'm now using a modified version of Marco's code from ServerExt to handle the custom trader list, and it works for v1050. I would still like to know why the other method is now broken and how it could be fixed.

    Comment


    • #3
      Check the code in your weapon.uc Correct the outdated AssosciatedPerkClass= to new code for perk association and see if that helps.

      Comment


      • #4
        I had already done that, otherwise it wouldn't have compiled. The weapons themselves worked perfectly, just the index issue in the trader list. Thanks anyway.

        Comment


        • #5
          Well keep at it. I will take a closer look when i get a minute. Good luck and share a fix if you figure it out.

          Comment


          • #6
            I haven't tried since I made this thread. I had already spent tens of hours on this, and it seems to me like I've hit a dead end - native functions and ActionScript. I was hoping for a dev to reply, but I lost hope in that a while ago too. But hey, if you want to try to figure it out, go for it.

            I have mixed code from Insert Name Here's trader mod and Marco's ServerExt, as well as modifying it myself to suit my needs, and that is now working well. Just the usual problem of localisation . I will be posting a 'fix' in a sense, in the form of documented source code for my mod when I release it.

            Comment


            • #7
              Originally posted by Pharrahnox View Post
              I've been using a modified version of Insert Name Here's trader list mutator (link), and it was working fine until v1050. Now all modified entries in the trader's list make you buy a crovel instead of the weapon that you're meant to get. I've been trying to sort this out for days, and have finally tracked down the issue. When you select an item that has been replaced or added, the SelectedItemIndex is always 0. I have tried to look through the code for all of the trader-related classes, and that's how I managed to track down the issue, but now I can't seem to figure out where SelectedItemIndex is actually set when you hover over an item in the trader. I have a feeling that this is probably done in Actionscript. Also, since SetItemsInfo() in KFGFxObject_TraderItems is native, and that is the function used in the mutator to update the trader list, I don't know why there is an issue when highlighting these new or modified entries.

              Any help would be greatly appreciated; a particular aspect of my mod hinges entirely on modified weapons.
              I will take a closer look when i get a hours

              Comment


              • #8
                rossi123 This issue is from two years ago and I have long since found an alternative way of adding custom weapons to the trader. HickDead's Trader Inventory Mutator uses basically the same approach off memory. If you require this functionality check the source code for that mod or simply use that mod. If you were merely trying to help me, then thanks but the issue is already solved.

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