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Sprint 9 Review #562

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Wyqer opened this issue Jan 1, 2019 · 5 comments
Closed

Sprint 9 Review #562

Wyqer opened this issue Jan 1, 2019 · 5 comments
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@Wyqer
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Wyqer commented Jan 1, 2019

General Information about sprint reviews

As we will release a working iteration of the new framework after every sprint, everyone is invited to help with testing the sprint results.
The only thing to remember is that you should only report bugs in this issue, which are caused by the contents of this sprint (which are listed below). So it is vital to look at the content description to see what was actually added. Only by reading this you know what we've really intended to implement and defined as done.
I guess you understand that reporting things which weren't even planned to be part of the sprint won't help in any way.
This releases (which are also marked as Pre-release) aren't meant to be played as replacement for the current framework. It is for testing purpose or a kind of first look at features/changes which will be part of the 0.97 release in some months.
For serious playing use the latest stable release: v0.963a

Summary of this sprint

A happy new year to all of you.
We brought you the next preview with some new features to test.
With the end of this sprint, which took a little longer than we've planned due to the holiday time, we've added some more general and well known functionalities to the new framework.
The resources and their handling (transport, store, move, etc.) are implemented. In one of the next sprints the build module will be connected to that module, so the days of free tanks will be over then. ;)
Moreover we tweaked the garrison module etc. enough to make it possible to change the unit presets (which are now using the new refactored format) during a running game without the need to restart the server. Of course, the possibility shouldn't lead to a change every 10 minutes, but when you first start the mission you can set your settings at the start, apply them and directly play instead of having to restart the server first.
The permission module is also implemented as framework, so other modules can easily add own permissions with individual checks and conditions. It's automatically available in the permissions dialog, without the need to edit something in the permission module itself. Currently we've implemented the basic "vehicle permissions" which you also know from the old framework, but with more variety.
Have fun with testing the new stuff and in the next sprint you can expect something more "visual" like civilians and some other changes/adidtions.

Content of this sprint

Task Description PR
#532 Resources module #557
#539 Universal Unit Preset Template pt. 2 #555
#540 Garrison module pt. 2 #558
#541 Permission system pt. 1 #560
#544 Tweaks/Adjustments of Sprint 8 various
#545 UAV bug fixed #559
#554 Bugfix concerning ACE Arsenal settings #556

Released sprint result

https://github.com/KillahPotatoes/KP-Liberation/releases/tag/v0.97S9

Official public Testserver

The latest pre-release missionfile is running on our public Testserver. Feel free to join and have a look at the current development state. We would highly appreciate any feedback and/or bug reports.

Name: KP Liberation Dev Testserver

IP: 195.201.56.254

Port: 2322

Needed Mods:

Bugs found so far

Related Task Description Reported by
#517 Limited camera in zeus estimate the height limit from the ground not from player height (issue if on Water) @Wyqer
#541 Permissions can't be configured through dialog Fixed with f3088d3 @ShadowFoxBE
#540 Units don't despawn on sector deactivation Fixed with 69c01a8 @ShadowFoxBE
#526 ACE Arsenal bug in dedicated environment fixed with 80e3d73 @ShadowFoxBE
#541 Startup boats aren't accessible Fixed with f3088d3 @ShadowFoxBE
#541 Missing permissions for transport trucks and vehicle without a declared permission can't be accessed Fixed with d662eb0 @ShadowFoxBE

Sprint History

Sprint Quick Summary Details
8 Arsenal, complete settings overhaul and universal unit preset templates #544
7 Persistent sector garrison, build menu implementation part 4, common functions module #520
6 Own Respawn template, object manipulation in build menu, event based save/load #505
5 Freedom replaced with Liberty, extended CBA implementation, refactor mission init, build camera refactor #494
4 Player and Admin menu, building camera overlay #471
3 First UI overhaul, config guard, free build camera #445
2 Event handling and action manager #427
1 Basic CTI functionality: Intro, Spawn, FOB deploy, capture sector, win campaign #404
@Wyqer Wyqer added backlog dev-blog Blog article about development progress labels Jan 1, 2019
@Wyqer Wyqer added this to the Sprint 10 milestone Jan 1, 2019
@ghost
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ghost commented Jan 5, 2019

Few bugs i've found and discussed with Dubjunk so far (will write a bug report if necessary)

1: Ace arsenal doesn't function in dedicated servers, appears with "no virtual items"
2: Boats aren't accesible on the main ship (even with all perms set to green)
3: Garrison system wasn't despawning units causing the file to keep spawning the same garrison upon a new player entering the zone. This caused the zoned to have massive amounts of AI. Dubjunk already found a fix for this

@Dubjunk
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Dubjunk commented Jan 5, 2019

Thx for your report.

There's no need for a bug report, we'll add it to the bug list and clear them during the next sprint.

But we're happy for every comment we get.

@ghost
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ghost commented Jan 5, 2019

New bug we found:
Place a building in build mode then "accidentally" select "move mode" this will cause the building to be placed on your client side but not on anyone elses. causing floating magical beings ->
https://steamuserimages-a.akamaihd.net/ugc/964233781987474824/E93F76B39BCB603BBA935B9C00DA2E27130D0EBB/?imw=512&imh=288&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true

@madpat3
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madpat3 commented Jan 7, 2019

#526 | ACE Arsenal bug in dedicated environment fixed with 80e3d73 |

Now it doesn't work on selfhosted, anymore.

@Dubjunk
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Dubjunk commented Jan 7, 2019

Selfhosted means local MP?

@Dubjunk Dubjunk mentioned this issue Jan 11, 2019
7 tasks
@Wyqer Wyqer added done and removed backlog labels Feb 23, 2019
@Wyqer Wyqer closed this as completed Feb 23, 2019
@Wyqer Wyqer mentioned this issue Feb 25, 2019
@Wyqer Wyqer mentioned this issue Apr 8, 2019
@Wyqer Wyqer mentioned this issue May 5, 2019
@Wyqer Wyqer mentioned this issue Jun 30, 2019
@Wyqer Wyqer mentioned this issue Sep 30, 2019
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