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Sprint 10 Review #570
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Ace3-PIP-Optics destroy FPS. |
Not liberation related. Should be fixed in next ACE3 update. |
i havn't encountered this issue with those optics in any other mission than yours, and we play alot with ace and their pip optics. |
It's not a Liberation issue. |
yeah, right. sorry guys. |
Ran into the problem where as soon as I got close enough to an enemy base for the AI to spawn in it froze up and crashed my game. not sure if its the mission or what but I've only ever seen it on Sprint 10 |
@Rogue19 |
I'm the reporter of the H&M crash, and I've posted the issue on Arma 3 Feedback Tracker and got no reply from their stuff, so I bet we can only count on our own. |
I found that if some certain units of RHS AFRF are spawned, clients crash immediately if the unit is in players View Distance. I use CSAT as the enemy faction, problem solved. So the crash problem reported by me seems to have nothing related to the missions. Please see: Vdauphin/HeartsAndMinds#638 (comment) |
Bug reportSetting enemy forces as NATO, causes them to shoot each other. // Mass spawning Basic InformationChanging preset modes to the following on the CBA settings (server); causes some weird behavior, making all the AI turn into a 1 big death match killing eachother. I can local host again with a developer if required. Map used: Altis Mods used: CBA (required) Dedicated or local game: Local hosted Source of the mission file (URL): https://drive.google.com/open?id=1iwtLztkWYzYRkGrhu7CbwyvkWfKzbC4K Individual ThingsDid you edit anything within the mission files? Expected BehaviourNato not to shoot eachother and spawn all over the map at all the sectorsSteps to Reproduce the Issuementioned above in descriptionScreenshots, Serverlog or any other helpful Information |
We'll look into this in S12. |
Yep i restarted straight away as I the huron helicopter "potato" didnt change so I thought it needed a restart mandatory. Upon mission restart the Huron was replaced with the CSAT version with the underbelly container Anyway yeah i randomly placed fob down and redeployed and went into zeus and heard gun fire everywhere and investigated. |
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
In Sprint 10 we added the first parts of the logistic and enemy commander modules. Also it comes with some bugfixes which appeared after sprint 9. It took longer than usual, as we're all having some new liablities and things appeared in 2019 we've to take care of. Therefore Sprint 10 also doesn't contain that much like in the sprints before. But we're confident, that we can get back to the old speed and content amount of the last year.
The logistic module brings functionalities to the logistic building:
Currently we've implemented two dialogs with this first part. The recycle dialog makes it much easier to recycle vehicles, provides a status overlay about what you'll get back and why. This will be a huge improvement compared to the old "go to vehicle, hope for action menu entry, recycle it", which was sometimes not as reliable as it should be.
And the second one is the resupply dialog which gives you the possibility to replenish your vehicles, even the "replenish resources" for the repair/ammo/fuel trucks. This comes directly with compatibility to the ACE resupply functionality, where resupply repair/ammo/fuel trucks is more common.
All of this with sensible CBA settings to adjust the experience to your personal playstyle.
Furthermore the enemy commander module will simulate strategical behaviour of the enemy troops. Means that the enemy commander will send convoys with reinforcements from bases to sectors or also from one sector with a huge distance to the frontline to sectors which are closer to the players terrain. Currently the functionalities are implemented and in the next iteration there will be the logic implementation to trigger these events. Additionally with functionalities for counter attacks on sectors, reconnaissance of player FOB positions and following attacks on them. After the enemy commander module will be finished in maybe 3-4 further iterations, it should provide a much more sensible experience concerning the enemy strategical behaviour which reacts naturally to the players progress.
That's it for now, the Testserver also got the latest missionfile, so it's up to date for quick tests from your side.
Content of this sprint
Released sprint result
https://github.com/KillahPotatoes/KP-Liberation/releases/tag/v0.97S10
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
STR_KPLIB_HINT_HELIMOVEBLOCKED doubled in stringtable.xmlfixed with ffb9c25Sprint History
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