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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
This sprint was about some bugfixing and refactoring of existing code beside of another finished part for the build system.
The intro cinematic was broken after the last KPGUI Tweaks from Sprint 5. Now it's adjusted and working again as intended.
We've refactored the respawn mechanic to use a custom respawn template instead of the built-in ArmA respawn template with the respawn marker placed down in Eden. The whole respawn mechanic was also moved in an own module. This way we can react more dynamically on further needs concerning the respawn and the connected mechanics in the mission.
Due to our basic thought to make it possible for developers or contributors to add modules without the need to touch existing code, we've refactored the saving and loading functionality. We've created the KPLIB_doSave and KPLIB_doLoad event, where the save/load functions can be registered in their own module via a preInit function. So it's not needed anymore to change or adjust things in the earlier used save/load function. So the only thing to do to enable/disable a module in the mission framework is to add the includes for the UI and function files.
As we're creating an own build system with free camera view inside the FOB area, there is much to do to implement all the features and mechanics we need and want for this elementary component of the mission. During the 6th sprint we've added a build queue, so you can place a preview of every object you want to build. You'll also be able to rotate, drag and delete the preview. As soon as you're happy with everything you can just hit "build" and it'll be placed all in one. Furthermore we've created a way to prevent the camera to zoom in and out if you use the scrollwheel to navigate through the build lists.
For the next sprint we want to work on the next part of the build system. Also there will be a first implementation for the sector/garrison management, so you'll have something to fight against in the sprint review versions after sprint 7. Furthermore we'll start with the documentation drafts of the current implemented modules with their features and mechanics. An explanation how to add a module from scratch for Liberation will be added, too.
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
This sprint was about some bugfixing and refactoring of existing code beside of another finished part for the build system.
The intro cinematic was broken after the last KPGUI Tweaks from Sprint 5. Now it's adjusted and working again as intended.
We've refactored the respawn mechanic to use a custom respawn template instead of the built-in ArmA respawn template with the
respawn
marker placed down in Eden. The whole respawn mechanic was also moved in an own module. This way we can react more dynamically on further needs concerning the respawn and the connected mechanics in the mission.Due to our basic thought to make it possible for developers or contributors to add modules without the need to touch existing code, we've refactored the saving and loading functionality. We've created the
KPLIB_doSave
andKPLIB_doLoad
event, where the save/load functions can be registered in their own module via a preInit function. So it's not needed anymore to change or adjust things in the earlier used save/load function. So the only thing to do to enable/disable a module in the mission framework is to add the includes for the UI and function files.As we're creating an own build system with free camera view inside the FOB area, there is much to do to implement all the features and mechanics we need and want for this elementary component of the mission. During the 6th sprint we've added a build queue, so you can place a preview of every object you want to build. You'll also be able to rotate, drag and delete the preview. As soon as you're happy with everything you can just hit "build" and it'll be placed all in one. Furthermore we've created a way to prevent the camera to zoom in and out if you use the scrollwheel to navigate through the build lists.
For the next sprint we want to work on the next part of the build system. Also there will be a first implementation for the sector/garrison management, so you'll have something to fight against in the sprint review versions after sprint 7. Furthermore we'll start with the documentation drafts of the current implemented modules with their features and mechanics. An explanation how to add a module from scratch for Liberation will be added, too.
Content of this sprint
Released sprint result
https://github.com/KillahPotatoes/KP-Liberation/releases/tag/v0.97S6
Bugs found so far
Sprint History
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