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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
Due to our new Team member @Dubjunk, who you may know from his KP Cratefiller Script/Module, we achieved a lot more tasks in this Sprint as before.
We can now declare that the mission is in general fully playable/enjoyable, as it contains all basic functionalities which are needed for a CTI session:
(Mobile) Respawn/Redeploy
Sectors you can capture and which have an enemy garrison you need to fight
Build vehicles/soldiers/buildings at own created FOBs
Get your personal gear from the provided Arsenal
Zeus access which is configurable in the settings
Settings/Configurability via CBA Settings to individualize your game experience
Admin and player menu with some basic functionalities and quality of life features
Ability to win the mission by taking all capital sectors
But of course, that's just the current state and nowhere near the one we want to reach until we release 0.97. We've still much to do and planned, as you can see in our Backlog, which has been filled some more in the last days. And we've already assigned some of them for Sprint 9, which we'll start on December 7.
We've also refactored the unit preset templates in the direction that friendly/enemy forces share the same template and therefore the preset for it can be used for both sides. No more CSAT blufor and CSAT opfor preset anymore. It's still not the final version of the template, but we believe you get the idea, by having a look at it in the Armies Folder in the framework.
One additional big enhancement is the implementation of CBA Settings for nearly all config/parameter/setting aspects of the mission. No more messing with mission_params.hpp file or a working but not intuitive mission param save system. It's all in the CBA Settings (Addon Options) now and we're aiming for the functionality that you can change every setting during the actual session without the need to restart the server to have them be applied to the mission. Changing presets mid game without any downsides is already implemented, but waits for the implementation of the above mentioned new unit preset template.
Due to the current state of the mission now, we would highly appreciate any kind of feedback from the community via Discord, the issue page on GitHub (for proper bug reports) or just comment on this dev-blog. To make it easier for everyone to test the mission, we've also provided a public Dev Server, where you'll be able to play the latest pre-release version.
If you've a save from earlier review versions, you've to wipe your save!
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.
Duplicate Redeploy action when near FOB/Liberty and looking at Potato 01. This action is also not localized on the client Fixed in 0bcf8c8 (Duplicated actions will be adressed when FOB Terminal will be implemented)
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
Due to our new Team member @Dubjunk, who you may know from his KP Cratefiller Script/Module, we achieved a lot more tasks in this Sprint as before.
We can now declare that the mission is in general fully playable/enjoyable, as it contains all basic functionalities which are needed for a CTI session:
But of course, that's just the current state and nowhere near the one we want to reach until we release 0.97. We've still much to do and planned, as you can see in our Backlog, which has been filled some more in the last days. And we've already assigned some of them for Sprint 9, which we'll start on December 7.
We've also refactored the unit preset templates in the direction that friendly/enemy forces share the same template and therefore the preset for it can be used for both sides. No more CSAT blufor and CSAT opfor preset anymore. It's still not the final version of the template, but we believe you get the idea, by having a look at it in the Armies Folder in the framework.
One additional big enhancement is the implementation of CBA Settings for nearly all config/parameter/setting aspects of the mission. No more messing with mission_params.hpp file or a working but not intuitive mission param save system. It's all in the CBA Settings (Addon Options) now and we're aiming for the functionality that you can change every setting during the actual session without the need to restart the server to have them be applied to the mission. Changing presets mid game without any downsides is already implemented, but waits for the implementation of the above mentioned new unit preset template.
Due to the current state of the mission now, we would highly appreciate any kind of feedback from the community via Discord, the issue page on GitHub (for proper bug reports) or just comment on this dev-blog. To make it easier for everyone to test the mission, we've also provided a public Dev Server, where you'll be able to play the latest pre-release version.
If you've a save from earlier review versions, you've to wipe your save!
Content of this sprint
Released sprint result
https://github.com/KillahPotatoes/KP-Liberation/releases/tag/v0.97S8
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
DuplicateFixed in 0bcf8c8 (Duplicated actions will be adressed when FOB Terminal will be implemented)Redeploy
action when near FOB/Liberty and looking at Potato 01. This action is also not localized on the clientVehicle placement isn't final and could cause some vehicles to explodeTweaked in #558BIS_fnc_activeAddons function log error that it can only be activated during the mission initCan be ignored, it's a kind of false positiveLeft Panel should get a slight offset from the screen bordersAdressed in ea454f0Not catched error in arsenal, when no loadouts are in the player profilefixed in dc3d15eUAVs spawn without crew insideFixed in #559Settings for Ace-Arsenal isn't working rightfixed with #556Sprint History
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