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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 0.97.0 release in some months.
For serious playing use the latest stable release
Summary of this sprint
With Sprint 12 we focused on finishing/continuing the modules/work we've started in earlier sprints. Beside of that we wanted to start to provide some more documentation, so we won't have a shitload of documentation work to be done at the end.... didn't really work. Furthermore some bugfixes from earlier releases. Also we worked on the Global Mobilization update for the legacy framework, which you can expect in the upcoming week. We're also looking for an additional Tester, more details further down. Let us now get in some more specific details:
Garrison module
We've finished the garrison dialog in this sprint. With this dialog you can add units to your captured sector, so they'll spawn and defend the sector upon enemy attacks. The access to this dialog is open for the logged in admin and everyone who has gotten access to it throug the permission dialog.
The garrisons hold heavy vehicles, light vehicles and infantry. The vehicles are stored by classname, while the infantry is a number of the currently garrisoned units. We decided not to store each individual infantry classname, to avoid bloating the data which needs to be saved too much. Just thinking about that the infantry will grab the weapons they can get from the arsenal upon an alarm. So when you garrion e.g. 2 riflemen they can spawn as AT soldiers, Snipers or any other valid infantry class.
We also fixed some bugs with the preset change during the mission and recommend a server restart after a change of this setting. The garrisons will be updated, but to update the e.g. Potato 01 helicopter, you need to perform a server restart.
Permission module optimized
The permission module got some small refactoring and additions. @Dubjunk provided a first "HowTo" for our Wiki on how to add individual permissions easily to the mission without altering any existing code. The article can be seen here.
As you can see on the screenshot, we've also added an export/import functionality for the permissions. With this quality of life feature you can take the permissions of your group from one server to another, as it's possible with your saved campaign via the admin dialog.
Added resource paying to build module
The integration of the resources module to the build module is basically finished. The prices of the buildings/vehicles/units are now removed from the FOB storage upon building.
As we've not implemented the production mechanic in the new framework yet, you would have obviously a small issue to buy/build anything, as you don't get any resources. We may implement the production module in Sprint 13 or 14. Until then, as it's still a preview for testing, you can use the following commands via debug console to spawn certain crates at your position. The commands should be executed local.
Some of you may also recognized the search bar in the build menu in the past. This isn't a dummy control anymore, it's finished and usable. Makes it easier for you to find your favorite enemy killing warmachine.
Additions to the cratefiller
We've added an "Equipment Overview" sidebar to the cratefiller. It can be opened by clicking on the tools icon in the title bar. This overview provides the quality of life functionality to check what weapons specific players are currently using. You can select the group and afterwards the unit of the group.
This will eliminate the need to ask your friends, after they called for resupply, which weapon they exactly have and which ammunition they need. Now you just need to know which group needs magazines or similar and can lookup their gear via the overview sidebar. Hovering over an element will provide you with information about the weapon, attachments, magazine, etc.
The cratefiller will get some more adjustments in the future, so we're looking forward for feedback.
One additional Tester wanted
Even if we already found two testers, we're currently looking for one addiontal volunteer, to cover the needed test cases concerning the available time.
Here again is some information about the background etc.:
As the complexity and amount of mechanics/functionalities is growing from sprint to sprint we've come to a point where it takes much time to test all things more deeply as "starts without errors and if I push this button nothing explodes, looks fine".This will possibly lead to the fact that with the progression of the whole refactoring the amount of uncatched bugs which appear in the releases will grow and therefore we have to spend more time for bugfixing in the following sprints. To avoid this we would like to ask for volunteers who would like to support us as reliable testers.
If you're interested in helping us in this way, feel free to start a conversation with one of the dev team on the KP Discord Server via direct message.
What you would have to do:
Deeply test the implementations directly during the sprint upon heads up of the devs and on own initiative
Provide structured feedback and/or bug reports depending on your test results
As our main communication platform is Discord and you'll be flagged there as team member, you should provide help/support concerning questions/issues of users
Keep the public test server up to date and use it for playtests in a dedicated environment (you'll get full admin access via a web interface to the test server for this)
What you should bring with you:
High reliability in your work and commitments, as we all need to plan our free time depending on the commitments of the other team members.
Knowledge of how to create a Liberation mission pbo via basefile and framework
Basic knowledge about Git(Hub) so you can pull the code as a local copy, know how to switch branches and how to update your local copy via git
Good English skills to provide support on Discord if needed and to discuss things with the devs without language barriers
Knowledge of how to administrate an ArmA 3 server, how to get/read server rpt logs and how to update mods/ArmA on a dedicated server
What do you get:
You work together with a reliable team of developers on one of the most played/edited/derivated ArmA 3 mission frameworks, which will also be mentioned
You can directly influence the look and feel of the mission due to your feedback and your opinions during dev planning/discussion phases
The test server, which runs on the KP root server, will be in your hands. And if you don't test something or invite some friends for some "hot code Liberation testing", you can of course use that server for own small events or play sessions with your friends for any kind of ArmA 3 mission
And of course the appreciation of the dev team and for sure the Liberation player community for your support and work
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.
Updated pre-release pbo file with a hotfix for bug 03 from above list. The mentioned bug caused the issue that there was no way to build the first FOB.
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 0.97.0 release in some months.
For serious playing use the latest stable release
Summary of this sprint
With Sprint 12 we focused on finishing/continuing the modules/work we've started in earlier sprints. Beside of that we wanted to start to provide some more documentation, so we won't have a shitload of documentation work to be done at the end.... didn't really work. Furthermore some bugfixes from earlier releases. Also we worked on the Global Mobilization update for the legacy framework, which you can expect in the upcoming week. We're also looking for an additional Tester, more details further down. Let us now get in some more specific details:
Garrison module
We've finished the garrison dialog in this sprint. With this dialog you can add units to your captured sector, so they'll spawn and defend the sector upon enemy attacks. The access to this dialog is open for the logged in admin and everyone who has gotten access to it throug the permission dialog.
The garrisons hold heavy vehicles, light vehicles and infantry. The vehicles are stored by classname, while the infantry is a number of the currently garrisoned units. We decided not to store each individual infantry classname, to avoid bloating the data which needs to be saved too much. Just thinking about that the infantry will grab the weapons they can get from the arsenal upon an alarm. So when you garrion e.g. 2 riflemen they can spawn as AT soldiers, Snipers or any other valid infantry class.
We also fixed some bugs with the preset change during the mission and recommend a server restart after a change of this setting. The garrisons will be updated, but to update the e.g.
Potato 01
helicopter, you need to perform a server restart.Permission module optimized
The permission module got some small refactoring and additions. @Dubjunk provided a first "HowTo" for our Wiki on how to add individual permissions easily to the mission without altering any existing code. The article can be seen here.
As you can see on the screenshot, we've also added an export/import functionality for the permissions. With this quality of life feature you can take the permissions of your group from one server to another, as it's possible with your saved campaign via the admin dialog.
Added resource paying to build module
The integration of the resources module to the build module is basically finished. The prices of the buildings/vehicles/units are now removed from the FOB storage upon building.
As we've not implemented the production mechanic in the new framework yet, you would have obviously a small issue to buy/build anything, as you don't get any resources. We may implement the production module in Sprint 13 or 14. Until then, as it's still a preview for testing, you can use the following commands via debug console to spawn certain crates at your position. The commands should be executed local.
Some of you may also recognized the search bar in the build menu in the past. This isn't a dummy control anymore, it's finished and usable. Makes it easier for you to find your favorite enemy killing warmachine.
Additions to the cratefiller
We've added an "Equipment Overview" sidebar to the cratefiller. It can be opened by clicking on the tools icon in the title bar. This overview provides the quality of life functionality to check what weapons specific players are currently using. You can select the group and afterwards the unit of the group.
This will eliminate the need to ask your friends, after they called for resupply, which weapon they exactly have and which ammunition they need. Now you just need to know which group needs magazines or similar and can lookup their gear via the overview sidebar. Hovering over an element will provide you with information about the weapon, attachments, magazine, etc.
The cratefiller will get some more adjustments in the future, so we're looking forward for feedback.
One additional Tester wanted
Even if we already found two testers, we're currently looking for one addiontal volunteer, to cover the needed test cases concerning the available time.
Here again is some information about the background etc.:
As the complexity and amount of mechanics/functionalities is growing from sprint to sprint we've come to a point where it takes much time to test all things more deeply as "starts without errors and if I push this button nothing explodes, looks fine".This will possibly lead to the fact that with the progression of the whole refactoring the amount of uncatched bugs which appear in the releases will grow and therefore we have to spend more time for bugfixing in the following sprints. To avoid this we would like to ask for volunteers who would like to support us as reliable testers.
If you're interested in helping us in this way, feel free to start a conversation with one of the dev team on the KP Discord Server via direct message.
What you would have to do:
What you should bring with you:
What do you get:
Content of this sprint
Released sprint result
https://github.com/KillahPotatoes/KP-Liberation/releases/tag/v0.97S12
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
The cratefiller shows groundWeaponHolder als valid storage spacesfixed via ccf1cfdCan't build outside of fobs even with free objectsfixed via 4fba305The permission kicks players out when seat switching in vehicles with missing permissionfixed via 8f195abDifferent objects than vehicles aren't recycleablefixeb via eda064bSprint History
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