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Sprint 9 Review #562
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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" |
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. |
New bug we found: |
#526 | ACE Arsenal bug in dedicated environment fixed with 80e3d73 | Now it doesn't work on selfhosted, anymore. |
Selfhosted means local MP? |
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
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
Permissions can't be configured through dialogFixed with f3088d3Units don't despawn on sector deactivationFixed with 69c01a8ACE Arsenal bug in dedicated environmentfixed with 80e3d73Startup boats aren't accessibleFixed with f3088d3Missing permissions for transport trucks and vehicle without a declared permission can't be accessedFixed with d662eb0Sprint History
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