You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
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
Sprint 13 introduced some more foundations on which be build upon in the next sprints. These are the side missions framework and the enemy commander FSM. Beside of that we've fixed some smaller things from S12 and are still searching for another tester to join our team. Due to the changes made, you need to start a new campaign with this preview.
We've also started to work on version 0.96.5 for the old framework, which will be released beside of the Contact DLC release on July 25. See the 0.96.5 Pull Request for more details of the planned content. And we're still open for PRs from contributors with some improvements and/or presets for the old framework.
Side Missions Framework
The created foundation allows to add side missions via functions and prepared SQF files to the mission. It also comes with a dialog to start missions as commander, of course. With this preparations we'll be able to add all planned side missions in an easy way. It'll also make it easier for others to implement own side missions and add them to their derivatives or to just contribute them in the future, so everyone has a benefit.
Enemy Commander FSM
As we want the enemy commander to act more sensible concerning the players behaviour, we've started to flesh out a FSM for this. We're confident, that this will improve the overall feeling concerning the enemy, especially in concjunction with the garrison system. One of the advantages of using a FSM is, that it's quite easy to extend and adjust, so we can give the enemy commander a nice variety of possible (re)actions while the campaign is running. For now the patrol spawning is already implemented as first evaluation of this way. So in the next sprints we'll extend it with the planned (and now just as placeholders/planning implemented in the FSM) AA/SAM sites, counter attacks etc.
Bugfixes
Some smaller bugfixes from the earlier versions were also adressed in this sprint and got fixed.
The cratefiller showed groundWeaponHolder als valid storage spaces
Couldn't build outside of fobs even with free objects
The permission kicked players out when seat switching in vehicles with missing permission
Different objects than vehicles weren't recycleable
Tester wanted
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 with the Liberation community 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.
When selecting a mission in the available mission list, while not having resources, it doesn't show the description but directly says you don't have the needed resources
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
Sprint 13 introduced some more foundations on which be build upon in the next sprints. These are the side missions framework and the enemy commander FSM. Beside of that we've fixed some smaller things from S12 and are still searching for another tester to join our team. Due to the changes made, you need to start a new campaign with this preview.
We've also started to work on version 0.96.5 for the old framework, which will be released beside of the Contact DLC release on July 25. See the 0.96.5 Pull Request for more details of the planned content. And we're still open for PRs from contributors with some improvements and/or presets for the old framework.
Side Missions Framework
The created foundation allows to add side missions via functions and prepared SQF files to the mission. It also comes with a dialog to start missions as commander, of course. With this preparations we'll be able to add all planned side missions in an easy way. It'll also make it easier for others to implement own side missions and add them to their derivatives or to just contribute them in the future, so everyone has a benefit.
Enemy Commander FSM
As we want the enemy commander to act more sensible concerning the players behaviour, we've started to flesh out a FSM for this. We're confident, that this will improve the overall feeling concerning the enemy, especially in concjunction with the garrison system. One of the advantages of using a FSM is, that it's quite easy to extend and adjust, so we can give the enemy commander a nice variety of possible (re)actions while the campaign is running. For now the patrol spawning is already implemented as first evaluation of this way. So in the next sprints we'll extend it with the planned (and now just as placeholders/planning implemented in the FSM) AA/SAM sites, counter attacks etc.
Bugfixes
Some smaller bugfixes from the earlier versions were also adressed in this sprint and got fixed.
Tester wanted
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/v0.97S13
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
Sprint History
The text was updated successfully, but these errors were encountered: