ginger mcale 11 Posted June 7, 2011 (edited) Yeah nice. Testing right now @ TV2 - 2 OA/CO Warfare #vote http://arma2.swec.se/server/data/120423 *edit* - love the new upgrade menu, very usefull informations, no more questionmarks above new players heads when it comes to upgrades, excellent! - no more missions, nice! they werent needed really, didnt add anything important to the gameplay, replaced by the parameters display nice - love the warfare statistics in the client menu, maybe replace the parameter menu with the warfare statistics menu: parameter to client menu, warfare stats to main warfare menu - player xyz joined the game message, nice! *edit* can you write which team someone joined? blufor or opfor? - you get back your loadout when you disconnect from the server and come back in, nice! - money when taking a town and being not close to town center should be increased (got 475 $) continuing test Edited June 7, 2011 by Ginger McAle Share this post Link to post Share on other sites
gossamersolid 155 Posted June 7, 2011 - love the new upgrade menu, very usefull informations, no more questionmarks above new players heads when it comes to upgrades, excellent! Yeah I knew this was something that I had to do for this version. I've had so many questions about what upgrade does what. - love the warfare statistics in the client menu, maybe replace the parameter menu with the warfare statistics menu: parameter to client menu, warfare stats to main warfare menu Funny you should say that, I had warfare stats there originally and parameters in the client menu, but I swapped them around for the first pre-release test :) I'll swap them back around. - player xyz joined the game message, nice! *edit* can you write which team someone joined? blufor or opfor? Good suggestion, I'll add that. - you get back your loadout when you disconnect from the server and come back in, nice! This is something that used to piss me off a lot, especially because after running ArmA for a few hours, performance starts to degrade so I liked restarting my pc... but then I'd come back to the default loadouts. - money when taking a town and being not close to town center should be increased (got 475 $) I'm going to increase the radius for the $5000 reward as opposed to increasing the cash for "nearby" people. The point of the $5000 reward vs the $475 is somebody actually helping vs somebody standing on the outskirts doing shit all for the money. continuing test Get your feedback in which, I don't have much more time before having the release this version. BTW, did any late joiners get the duplicated Warfare Menu/Advanced Repair action menu entries? I did a few tweaks and I'm not fully sure if they worked or not. Share this post Link to post Share on other sites
ginger mcale 11 Posted June 8, 2011 Nice to read your thoughts to my feedback. Thanks. I was late-joiner today and joined a ongoing warfare match i think 6-7 times. Didnt have the duplicate menu bug. But i must say i didnt had it often before this version too. - antiteamstack script need maybe an exception for people that already were playing on the server. short-story-long: I crashed right now while playing, and then i join the server again, its late game, many people of the opposing side have given up or are gone to bed, i cant join the game because of anti-teamstack script > our side has two times more players then the opposing side. But i was already playing on this side and have to join it again cause the anti-teamswap script would sent me back to lobby if i would try to join the opposing side. Share this post Link to post Share on other sites
gossamersolid 155 Posted June 8, 2011 Alright, I've asked a few people's opinions on the subject and I'll allow people to rejoin their team. Share this post Link to post Share on other sites
doonbugie 10 Posted June 8, 2011 Just a small suggestion Gossamer, maybe add a upgrade for "Advanced Anti-Tank weaponry". I think this would make it more balanced so not everybody is pulling out a Metis or a Javelin out instantly. Share this post Link to post Share on other sites
76 0 Posted June 8, 2011 Just a small suggestion Gossamer, maybe add a upgrade for "Advanced Anti-Tank weaponry". I think this would make it more balanced so not everybody is pulling out a Metis or a Javelin out instantly. Its the nature of the beast, try be more tactful in your tank ie infantry support etc Share this post Link to post Share on other sites
daikan 1 Posted June 8, 2011 Pre-Release 3.04 is up on both TGW servers and I passed the link out to both the TV2 and Riot server admins. Have the missions disappeared in 3.04? Just a small suggestion Gossamer, maybe add a upgrade for "Advanced Anti-Tank weaponry". I think this would make it more balanced so not everybody is pulling out a Metis or a Javelin out instantly. I agree that having everyone sporting advanced AT weapons (and sniper rifles) at all times is rather ridiculous... On the other hand: By nerfing mobile AT only you risk overpowering tanks beyond any reasonable sense - it's a fine line. Also, by limiting Advanced AT availability through updates the problem is only delayed and not solved IMHO. If I would know how to script it I would try addressing this problem differently: Make infantry carrying any kind of heavy weapons unable to run/sprint for more than 50m without having to recover from loss of stamina. Share this post Link to post Share on other sites
gossamersolid 155 Posted June 8, 2011 yes, missions have been removed. They shared the same bounty as regular capturing for a few versions now, was redundant. The way the gear menu is currently coded (along with it's configs), it doesn't support upgrades nor does it support only showing the ammo for the selected weapon. Since both would require a re-write and I have 0 time for that, it won't be happening for now. They are good ideas, but I just don't have time to do that. For the stamina thing, I don't really like that idea, seems more of a hassle than anything else. Share this post Link to post Share on other sites
gossamersolid 155 Posted June 9, 2011 Going to be implementing this: http://dev-heaven.net/issues/20323 Share this post Link to post Share on other sites
daikan 1 Posted June 9, 2011 It's a nice gimmick but i don't think the game needs that. IMHO "superweapons" that can't be really detected, countered or evaded should be banned from a PvP game - no matter how much cash or supply points they cost. Share this post Link to post Share on other sites
gossamersolid 155 Posted June 9, 2011 It's a nice gimmick but i don't think the game needs that.IMHO "superweapons" that can't be really detected, countered or evaded should be banned from a PvP game - no matter how much cash or supply points they cost. It's pretty much available only in endgame. I'll put it in and play a test round with my community and see how it rolls. There will ALWAYS be the option to disable it for those who really don't like it. Share this post Link to post Share on other sites
gossamersolid 155 Posted June 14, 2011 (edited) So I've made some more changes since the last pre-release test: - New Stats: Unit Build Costs and Gear Costs - Teamstack parameter doesn't affect rejoiners - Teamstack parameter can be modified to change the player threshold before it is considered a "team stack" - Further prevention of duplicated Warfare Menu and Advanced Repair action menu entries (hoping this means the bug is fully squashed now) - Decreased volumes of Mando Warning Sounds (incoming missile, radar lock) I'll probably be releasing 3.04 tonight if there's nothing else wrong that I can fix quick enough. Work on 3.05 will start whenever I have time and 3.05 will include some Optimizations/Performance fixes. If you want to see any new features, please make use of the Dev Heaven reporting page and it'll be looked at for 3.05: http://dev-heaven.net/projects/gosswf/issues/new EDIT: 3.04 released Changelog: Bug #16446: Killing friendly targets with Mando Missiles awards bounty Bug #17611: Attached Vehicles Catching Fire Bug #17707: Disband destroys the vehicle the unit is in Bug #17736: Town Defense AI Not guarding towns Bug #17749: Disbanded units stay in the group Bug #17864: Major supply miscalculation Bug #18020: Various Mando HUD files missing Bug #18193: "City Under Attack" Radio isn't localized for Germans Bug #18421: JIP Initialization Bug Bug #18933: Teamswap Kick broken in 1.59 Bug #19083: Militia Strike soldiers do not provide bounty Bug #19168: HALO Action does not work Bug #19732: Ammo Dump was in the East Defenses Construction as well Bug #19743: Asset Timeouts were affecting each other Bug #20073: Unit build times overlap each other on Warfare HUD Bug #20103: Duplicate Warfare Menu Bug #20145: Fixed Wing/Rotary Wing Assets do not patrol designated area Bug #20147: Mi-24p Wasn't rearming with full ammo Feature #16685: Show Delay before next Asset Allowed in Menus Feature #16689: In-Game Statistics Feature #17174: Anti-Teamstack Feature #17563: Rank/Cash is bound to Player ID Feature #17584: Add Missing M4 to Equipment Menu Feature #17704: Parameter: Team Swap Auto-Kick Feature #17901: Choose Different types of Payloads from SCUD Launcher Feature #17971: MMA Quick Help Menu Action Feature #17978: New Playable Island: Tora Bora Feature #17999: Parameter: Income Levels Feature #18019: Parameter: Squad Sizes Feature #18032: When enemies are near a camp, you will not be able to spawn at it Feature #18167: Parameter: Camp Contesting Feature #18168: Parameter: Friendly Fire Buildings Feature #18188: "Disband All" Button in Team Menu Feature #18452: New Mando Flares Sound Feature #18495: Parameter: Camp Respawn Feature #18599: Weapon/Inventory Bound to PlayerID Feature #18762: New Playable Island: Duala Feature #18763: New Playable Island: Jade Groove Feature #19992: Parameter: Building Strength Feature #20008: Display Parameters Feature #20033: Ability to "Rearm" the SCUD Platform Feature #20165: Upgrade Descriptions Feature #20226: Parameter: Asset Warning Smoke Feature #20230: Package Selection Support #17900: Dev Mode: Unlock all Upgrades fixed Task #16070: Update Mando Missile Mod to v2.4b97 Task #17693: Raise prices of Militia Strike Task #17751: Ambulances are not affected by Empty Vehicle Timer anymore Task #17784: Increase amount of counter measures on aircraft Task #17972: Town Capture Cash Reward Raised Task #17974: Increase Camp Capture Distance Task #17977: Vehicles can now Capture Camps Task #18018: Increase cool down times for all assets Task #18078: Add seperate "reload flares" button to support menu Task #18142: More "Respawn Bug" Prevention Task #18143: Tweak AI Skill values Task #18207: Support trucks aren't affected by the idle vehicle timeout Task #18481: Raise prices of Anti-Tank Infantry Task #18712: Reprice Small Arms Task #18764: Remove countermeasures from Gunner's seat Task #19741: Reduce cost of Field Hospital and Ammo Dump Task #19996: Engineer Starting Weapon MP5 replaced with M4A1 Task #20071: Refined Processing multipliers decreased Task #20072: Mass Conscription multipliers decreased Task #20139: Change Mi-24d's Falanga Targetting System Task #20140: Remove Debug message in Militia Strike script Task #20203: Reduce times required for Upgrades Task #20223: Increase Delay before Militia Strike begins attack Task #20232: Better Rsc Management Task #20313: Decrease volume of mando warning sound Downloads are in usual places as well as: http://thegamewardens.net/index.php?action=downloads;sa=downfile&id=39 Edited June 15, 2011 by GossamerSolid Share this post Link to post Share on other sites
gossamersolid 155 Posted June 15, 2011 Anybody get a chance to test 3.04 release out yet? Please give feedback. Share this post Link to post Share on other sites
Spayker 10 Posted June 16, 2011 I can't find new features which excluded in BE edition. Does this release has something new excluding MandoMissiles mod too? :) Share this post Link to post Share on other sites
gossamersolid 155 Posted June 16, 2011 I can't find new features which excluded in BE edition. Does this release has something new excluding MandoMissiles mod too? :) - Upgrades tree on GW is much larger - Geared more towards PvP (no AI team leaders/commander) - Warfare/FPS HUD There's not many differences on paper, but when you play you'll see the differences. For the record, I had Mando way before Warfare BE did :) Benny and I seem to get the same great ideas so we both implement all these features at one point or another. Regarding the Duplicated Warfare Menu/Advanced Repair action menu items. I've found the cause, it's the late joiner spawn selection. I've temporarily removed it and now the issue is gone. I'll re-release 3.04 as 3.04a and use that as the stable version. Once I can fix the issues with the late joiner spawn selection, I'll put it back in. Share this post Link to post Share on other sites
gossamersolid 155 Posted June 16, 2011 Version 3.04a is now available Only changes over 3.04: + Temporarily disabled spawn selection for late joiners + Fixed duplicated warfare menu/advanced repair items Download: http://thegamewardens.net/index.php?action=downloads;sa=downfile&id=39 Share this post Link to post Share on other sites
gossamersolid 155 Posted June 18, 2011 (edited) Version 3.04b is now available Only changes over 3.04a: + Fixed disappearing Warfare Menu action item + Fixed a few german stringtables + Introduced a couple of new german strings. EDIT: forgot dl link :p http://thegamewardens.net/index.php?action=downloads;sa=downfile&id=39 Edited June 18, 2011 by GossamerSolid Share this post Link to post Share on other sites
ginger mcale 11 Posted June 20, 2011 3DArtist released a new version of his Gossamer Warfare modification. He did a real nice work on the graphical presentation, check it out: http://forums.bistudio.com/showthread.php?t=120997 Maybe ask him if you can use him work too? (if you like it) Share this post Link to post Share on other sites
3dartist 69 Posted June 20, 2011 3DArtist released a new version of his Gossamer Warfare modification. He did a real nice work on the graphical presentation, check it out:http://forums.bistudio.com/showthread.php?t=120997 Maybe ask him if you can use him work too? (if you like it) Hehe lol , we stay in touch in skype. Hud is already implemented in GW :) We just have to make few twitches,with safezone for hud. Share this post Link to post Share on other sites
ginger mcale 11 Posted June 20, 2011 Nice! Thanks man :bounce3: Share this post Link to post Share on other sites
gossamersolid 155 Posted June 20, 2011 Yep 3DArtist will be handling HUD design for the next few versions. Just gotta take some time to tweak a few of the menus. Share this post Link to post Share on other sites
daikan 1 Posted June 20, 2011 (edited) (...) for the next few versions. I'm glad to know there will be more versions at all :) - A couple of postings back it sounded a lot like 3.04 could be the last one... I hope that's not the case. Anyway, speaking of future updates: I'm not sure if the following has been considered before but what would you think of a group respawning feature? The basic premise here is to be given the option to respawn as one of your AI team members after you get killed. I already commented on the idea proposed in the Warfare BE thread. I think this would be an awesome addition but I have no idea if it can be done easily e.g. without conflicting too much with the core scripts. I guess the main benefit would be a smoother and more natural game flow removing potential frustration caused by having to micro-manage your remaining AI team from 5 miles away... On the other hand it would reduce the "death penalty" somewhat but I don't think that's too big of an issue. I'm curious to know about your opinion on this one. PS: Actually - in theory - the whole idea could be taken one step further by allowing seamless "switching" between any of your AI team members at any given time. Would be quite handy to resolve potential path finding problems, too ;) Edited June 20, 2011 by daikan Share this post Link to post Share on other sites
fruity_rudy 16 Posted June 20, 2011 i remember the old unit switch in older cti version when i started out with arma2. was pretty cool Share this post Link to post Share on other sites
gossamersolid 155 Posted June 20, 2011 I'm definetly thinking of doing squad/group spawning, I've had the idea for a bit, but I kinda forgot about it. Thanks for reminding me :) I'm trying to think on how the unit switching would work, but I'll probably stick to the group spawn first, then move on. I wasn't planning on making more versions for a bit, but there was somewhat of a renewed interest by a few people, so it has encouraged me to continue working. Plus 3DArtist made some sweet new guis, gotta implement those :) Share this post Link to post Share on other sites
nuxil 2 Posted June 20, 2011 Plus 3DArtist made some sweet new guis, gotta implement those :butbut: dont tell me your mission also will be a 16MB mission file. i liked the gui. but maybe decrease the quality of the pictures so the mission dosent become so large. Share this post Link to post Share on other sites