Vilos Cohaagen 1 Posted July 7, 2012 For beta patch, nope . i don't test itFor ied beeping, i just add some strings info in last release :) Cool - I'll test out the new strings :) ---------- Post added at 16:54 ---------- Previous post was at 16:29 ---------- Oooh I see you added "add initpos" Does this mean we can specify where the bodies/respawns are stored? Share this post Link to post Share on other sites
code34 248 Posted July 8, 2012 Cool - I'll test out the new strings :)---------- Post added at 16:54 ---------- Previous post was at 16:29 ---------- Oooh I see you added "add initpos" Does this mean we can specify where the bodies/respawns are stored? yes but i don't know at this time if i will keep this feature as this ;) Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted July 8, 2012 yes but i don't know at this time if i will keep this feature as this ;) Okay, good to know - I will merge the code in but I won't use it yet :) Share this post Link to post Share on other sites
code34 248 Posted July 10, 2012 Okay, good to know - I will merge the code in but I won't use it yet :) finaly, do you have a github repository ? :) Share this post Link to post Share on other sites
zuff 10 Posted July 10, 2012 finaly, do you have a github repository ? :) We do code, we've made a War in Lingor fork off of your 1.6: https://github.com/zuffdaddy/war-in-takistan Share this post Link to post Share on other sites
code34 248 Posted July 10, 2012 We do code, we've made a War in Lingor fork off of your 1.6:https://github.com/zuffdaddy/war-in-takistan ok i was not sure that was yours. I will introduce some of your fixs in the main branch ;) Share this post Link to post Share on other sites
fruity_rudy 16 Posted July 10, 2012 eta for final release? need to update all the ports.. Share this post Link to post Share on other sites
code34 248 Posted July 10, 2012 currently, i m fixing last issue. Someone report somes performance leak (fps drop) when level 4,5 arrive. I don't reproduce it. Is there someone also that saw this bug in last version ? Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted July 10, 2012 finaly, do you have a github repository ? :) I also have made a fork but I need to set it up properly :) Share this post Link to post Share on other sites
code34 248 Posted July 11, 2012 (edited) Nice, i will follow yours too :) I didn't use the github windows client, but it seems to be simple and well integrate with windows. http://windows.github.com/ There is also tortoisegit like others tortoise tools a good choice but a bit harder :) http://code.google.com/p/tortoisegit/ Don't forget to select the branch 1.6 cause master(head) is currenly on 1.4 (stable version) Notice: Instead to use dev heaven report tooel, it s easier for me to follow issue on github at this place: https://github.com/code34/war-in-takistan/issues Edited July 11, 2012 by code34 Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted July 13, 2012 Cool - I will get that set up :) I see zuff and friends have already pushed some fixes - cool! Nice, i will follow yours too :) I didn't use the github windows client, but it seems to be simple and well integrate with windows. http://windows.github.com/ There is also tortoisegit like others tortoise tools a good choice but a bit harder :) http://code.google.com/p/tortoisegit/ Don't forget to select the branch 1.6 cause master(head) is currenly on 1.4 (stable version) Notice: Instead to use dev heaven report tooel, it s easier for me to follow issue on github at this place: https://github.com/code34/war-in-takistan/issues Share this post Link to post Share on other sites
zuff 10 Posted July 13, 2012 Yeah, we've been putting together a port to Lingor with a bunch of changes and fixes, most of them personal choices. We've added some mods, bink_usmc units, F2F ALSS script, and other various scripts. Feel free to check the fork here: https://github.com/zuffdaddy/war-in-takistan Share this post Link to post Share on other sites
code34 248 Posted July 16, 2012 I don't reproduce it. Is there someone also that saw this bug in last version ? I Don't have any answer about the performance issue :) Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted July 22, 2012 (edited) Hi code34, I made a "secure" mission to defend the base (in this case - FOB Eddie), but when you complete the mission it says "Leave the zone" but the message never goes away even though the other message says "zone is safe" and the victory conditions are met. I made sure that the mission zone at no point overlapped the base itself - it is actually over 500m away from the base, but when all the players have left the marked zone the message remains and the mission fails to end (in fact, just to be sure we got several hundred metres away). If you want to check out the latest version of War in Lingor it is here: https://www.dropbox.com/s/v0c65iu1cxtkjse/07-15_code34-war-in-lingor.Lingor.pbo (lots of war on drugs type missions and a few tweaks - but not to the secure the zone type mission). Any idea why the leave the zone would not go away? (edit: here is a screenshot showing map positions: https://www.dropbox.com/s/19m9hdwry6m0hp3/2012-07-22_00001.jpg ) (I am planning to make a proper github fork of war in takistan for this but as i'm not familiar with git i've not done it yet). Edited July 22, 2012 by slerbal Share this post Link to post Share on other sites
code34 248 Posted August 10, 2012 sorry i was in vacation, do you find a solution ? Share this post Link to post Share on other sites
code34 248 Posted August 11, 2012 Hi code34,I made a "secure" mission to defend the base (in this case - FOB Eddie), but when you complete the mission it says "Leave the zone" but the message never goes away even though the other message says "zone is safe" and the victory conditions are met. I made sure that the mission zone at no point overlapped the base itself - it is actually over 500m away from the base, but when all the players have left the marked zone the message remains and the mission fails to end (in fact, just to be sure we got several hundred metres away). If you want to check out the latest version of War in Lingor it is here: https://www.dropbox.com/s/v0c65iu1cxtkjse/07-15_code34-war-in-lingor.Lingor.pbo (lots of war on drugs type missions and a few tweaks - but not to the secure the zone type mission). Any idea why the leave the zone would not go away? (edit: here is a screenshot showing map positions: https://www.dropbox.com/s/19m9hdwry6m0hp3/2012-07-22_00001.jpg ) (I am planning to make a proper github fork of war in takistan for this but as i'm not familiar with git i've not done it yet). I just commit a version with special variable for area zone. If you want to do more, move the active trigger of main loop on other place at the end of mission. is there other improvement request for the next release ? Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted August 11, 2012 Oh cool - I will check that out :) I'll have a think about other requests - off the top of my head the one variable I have been trying to build in is spawning of friendly units near the location for some missions. For example in my version I have a "Defend the Presidential Palace" defend mission that requires friendly units to be on the zone. It makes the firefights more intense and introduces variation to avoid killing friendlies etc. I have some rough code that does that but it is a bit clunky. I tried to alter spawngroup to accept a side value (defaults to EAST) but that has proved problematic as it could mess with the mission code. I just commit a version with special variable for area zone. If you want to do more, move the active trigger of main loop on other place at the end of mission. is there other improvement request for the next release ? Share this post Link to post Share on other sites
code34 248 Posted August 11, 2012 Oh cool - I will check that out :)I'll have a think about other requests - off the top of my head the one variable I have been trying to build in is spawning of friendly units near the location for some missions. For example in my version I have a "Defend the Presidential Palace" defend mission that requires friendly units to be on the zone. It makes the firefights more intense and introduces variation to avoid killing friendlies etc. I have some rough code that does that but it is a bit clunky. I tried to alter spawngroup to accept a side value (defaults to EAST) but that has proved problematic as it could mess with the mission code. do you use the defend mission code (it uses friendly units) ? Share this post Link to post Share on other sites
code34 248 Posted August 15, 2012 is there another feedback about the lastest builds ? :D Share this post Link to post Share on other sites
code34 248 Posted August 18, 2012 (edited) Im' currently working on refactoring of last scripts left in the warcontext directory. I think a big part of them will be transform as standalone scripts in a modules/ directory. Keep this information in mind for the next update of your git code that will be impacted. Edited August 18, 2012 by code34 Share this post Link to post Share on other sites
doveman 7 Posted August 18, 2012 Hi The gamefront link to the manual no longer works. Do you have an alternative link? Share this post Link to post Share on other sites
code34 248 Posted August 18, 2012 HiThe gamefront link to the manual no longer works. Do you have an alternative link? sorry but i don't have it anymore ;( it was also deprecated. Share this post Link to post Share on other sites
doveman 7 Posted August 19, 2012 No worries. I wasn't sure if it was really needed anyway, just thought I'd check whether there was something to read before asking any stupid questions, not that I'm planning to ;) Share this post Link to post Share on other sites
code34 248 Posted August 19, 2012 No worries. I wasn't sure if it was really needed anyway, just thought I'd check whether there was something to read before asking any stupid questions, not that I'm planning to ;) you can ask your question/request here cause there is too much change between 1.4 and 1.6. (1.6 is not under devlopment only avalaible through git) Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted August 20, 2012 Im' currently working on refactoring of last scripts left in the warcontext directory.I think a big part of them will be transform as standalone scripts in a modules/ directory. Keep this information in mind for the next update of your git code that will be impacted. Ok. I've scrapped my fork for now. Too many changes to keep War In Lingor up to date. Once you have finished your refactoring I will have another look. Good luck with it :) Share this post Link to post Share on other sites