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Sprint 10 Review #570

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Wyqer opened this issue Feb 25, 2019 · 12 comments
Closed

Sprint 10 Review #570

Wyqer opened this issue Feb 25, 2019 · 12 comments
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@Wyqer
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Wyqer commented Feb 25, 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

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:
logistation

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.
recycle

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.
resupply

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

Task Description PR
#529 Enemy Commander pt1 #566
#533 Logistic Station pt1 #567
#562 Bugfixes for S9 #564

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

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
#529 Vehicles could spawn at the same place and explode, when convoy is spawned. Needs some timing optimization @Wyqer
#533 Spacing between Logistic menu buttons isn't final @Wyqer
#540 Switching sides via preset change causes "pure chaos" (unverified) @tyl3r99
none STR_KPLIB_HINT_HELIMOVEBLOCKED doubled in stringtable.xml fixed with ffb9c25 @Wyqer

Sprint History

Sprint Quick Summary Details
9 Permission and resources modules, second part of the garrison module, finished universal preset #562
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 the backlog label Feb 25, 2019
@Wyqer Wyqer added this to the Sprint 11 milestone Feb 25, 2019
@madpat3
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madpat3 commented Feb 26, 2019

Ace3-PIP-Optics destroy FPS.
When having a weapon with a PIP optic attached to, the frames drop from 100 to 10.
Tested on Local MP.

@veteran29
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veteran29 commented Feb 26, 2019

Not liberation related. Should be fixed in next ACE3 update.

@madpat3
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madpat3 commented Feb 26, 2019

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.

@Wyqer
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Wyqer commented Feb 26, 2019

It's not a Liberation issue.
Liberation dosn't touch any items or something at all.
Have a look at the ACE issue, @veteran29 was already talking about:
acemod/ACE3#6811

@madpat3
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madpat3 commented Feb 26, 2019

yeah, right. sorry guys.
i should keep up studying ace github issue-tracker more often.

@Rogue19
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Rogue19 commented Mar 6, 2019

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

@veteran29
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@Rogue19
Was the crash similar to one here: Vdauphin/HeartsAndMinds/issues/638
There are some issues with Arma 1.90 I'm not sure if this is fixable on our side.

@GoldJohnKing
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GoldJohnKing commented Mar 8, 2019

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.
The most "important" symptom of the error is that all players crash at the same time with the same error "Too many virtual memory blocks requested".
One of my servers is now currently running KP Liberation v0.963-Hotfix3, another is H&M v1.19.2, and I'll report any new circumstances related to the issue.

@GoldJohnKing
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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.
The most "important" symptom of the error is that all players crash at the same time with the same error "Too many virtual memory blocks requested".
One of my servers is now currently running KP Liberation v0.963-Hotfix3, another is H&M v1.19.2, and I'll report any new circumstances related to the issue.

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)

@Wyqer Wyqer added the dev-blog Blog article about development progress label Mar 14, 2019
@tyl3r99
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tyl3r99 commented Apr 7, 2019

Bug report

Setting enemy forces as NATO, causes them to shoot each other. // Mass spawning

Basic Information

Changing preset modes to the following on the CBA settings (server);
Player - CSAT (not custom)
enemy forces - NATO (not custom)
Resistance - FIA
Civillins - Vanilla
Restart mission.
deploy fob at random area
redeploy

causes some weird behavior, making all the AI turn into a 1 big death match killing eachother.
they also spawned all over the map at the sectors making my game nearly die, not sure if that part of the development is done yet...

I can local host again with a developer if required.
Mission version: 0.97 S10

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 Things

Did you edit anything within the mission files?
Nope only changed the CBA preset settings.

Expected Behaviour

Nato not to shoot eachother and spawn all over the map at all the sectors

Steps to Reproduce the Issue

mentioned above in description

Screenshots, Serverlog or any other helpful Information

http://prntscr.com/n8s4f9

@Wyqer
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Wyqer commented Apr 7, 2019

We'll look into this in S12.
And even if you restart the mission after the parameter change, it gives you this behaviour? Not only after change and continue without restart?

@tyl3r99
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tyl3r99 commented Apr 7, 2019

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
Had trouble figuring out how to detach container to pickup fob if im honest.

Anyway yeah i randomly placed fob down and redeployed and went into zeus and heard gun fire everywhere and investigated.

@Wyqer Wyqer added done and removed backlog labels Apr 7, 2019
@Wyqer Wyqer closed this as completed Apr 7, 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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