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zbug

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Everything posted by zbug

  1. Well you will have to wait :D It's a major modification, we have to test everything internally or take the risk to release a very broken version. We do such playtests on weekends so you can reasonably expect the v0.88 to show up on Monday ;)
  2. Thanks a lot! It will be in the next release ;)
  3. There's a 99% chance your error is caused by a corrupted savegame. Basically your savegame exists but the ammo has no value (or the value is unreadable). Maybe you were unlucky enough to have your server crash during the save or something? That's why you should do backups ;)
  4. Did you try to modify your savegame by any chance?
  5. http://i.imgur.com/dEAR4b9.jpg :rolleyes: In case you're wondering, this is a single version of the mission, now it just reacts to the presence (or not) of the Atlas LHD mod on the server. So if you want the usual LHD spawn you just need to have the mod, and if you want to play without any mod, you can ;) Release later this week, there's other things to do
  6. Should be in something like d:\Games\Arma3\A3Master, look for something like "Zbug.vars.Arma3Profile" I don't have any of these, maybe you're using an older or newer version of the Atlas LHD mod?
  7. Quick patch to the spawn system (also updated the OP) You need to destroy every supply vehicle and crate in the fob using explosives (or whatever, just destroy them all), that's one of the things that should be better explained, and will be later on ;)
  8. This is already planned ;)
  9. v0.87 published with the one urgent change: sector activation and capture rules are now more obvious and streamlined, and yes, you can solo sectors now. HOWEVER, until now soloing never got you full spawns, and from now on it will ;) I've tested it and it seems to work very well, but there might be new issues as a result. You can always revert to the previous version from github if you need to. New sector rules: https://trello.com/c/GKNU3vQR/84-rewrite-sector-activation-rules
  10. AI + slingload = no way it will ever work, trust me :D
  11. 1- For now your only solution is to attack sectors with at least 2 soldiers (could be AI teammates), or wait until v0.87 later this week. The system is meant to prevent a fighter jet from activating half the map which used to cause a massive lag, but obviously the new system still doesn't work as people manage to get stuck in all sorts of ways, so I'll rewrite it better 2- Same as 1- ! ;) 3- Ha yes I guess, mod integrations like Alive or ACE will either be done when the mission is complete, or if someone wants to fork the mission on GitHub and do the integration themselves, I can't make this a priority right now 4- Well the mission is meant to be played in coop, so other players should be your supports, but if you really want to play solo I suppose I could come up with a system of supports that becomes available when too few people are playing. I'll think about it Thanks a lot of all the feedback, much appreciated!
  12. I have planned to add an option to start with a first fob already built somewhere on the map, would that work for you?
  13. @jus61: I will look into ACE integration later on, I don't even have the mod right now :) If someone else wants to create and maintain the ACE version, everything is on github ;) @sandman1980: yeah the sector activation and capture rules are too obscure right now, I will rewrite them from scratch in the next update. In the meantime just make sure you always attack sectors with at least two people, because you aren't even getting full spawns at the moment. Not one plus one later on, two at once. Yeah I will definitely rewrite all that stuff :p @jus61: right now you can't do that, later on you will get more options, such as vote for commander or lock to a single uid @hangphyr: to delete stuck or useless AI you can use the Zeus interface to rename their group "delete", they'll be gone after a short while. I can't remember if it works for their vehicles. The new upcoming RTS interface will make it all a lot easier ;)
  14. Horrible weather, delayed week-end departure, new version ;) https://github.com/GreuhZbug/greuh_liberation.Altis/releases/tag/v0.86 I've fixed most of the things you guys have reported (thanks a lot for that!), as usual you can find the changes listed on Trello. There's currently no bugs in the backlog, woohoo. To sum up, the death screen looks less like a crash while still being as brutal, vehicles with crews are being saved and loaded correctly, there's a new "vehicle sound" option to survive spending hours into those noisy helicopters, and the build interface gives some better feedback. That error was coming from either CUP or EricJ weapon pack, one of these is adding invisible stuff around the character, apparently to manage weapon resting since the object is named TMR_Autorest_Georef. That class has Bohemia Interactive as the author so I'm going to guess it comes from CUP. The new build interface makes it pretty visible (see the red crosses with no text, that's where those things are). Anyways it's fixed, so you can use those mods in the mission without problems now ;) Have a nice week-end!
  15. Added GitHub release link in the OP
  16. I'm using CBA too so I don't think it's this one, but who knows. I'll be able to have a serious look at it after this week-end, and I'll tell you what's up then ;)
  17. @Phlonk: Thanks, I put the link in the OP ;) Also I've been watching that stream from one of your guys (Brahgee I think?) and that's really interesting to see the issues you've had as new players. I should definitely do something about the death screen that looks like a crash while keeping the brutal feeling of it. Maybe a discreet dark grey death skull would do the trick? Also yeah seeing you guys going after a base right at the beginning, that was brutal :D But also pretty awesome to see that you did manage to flip a few things with a small group, because when you have less than 15-20 people the mission is really meant to be played with some AI support. You'd still die going after a base right at the start, but that would make everything else much easier ;) Also at the end of the stream I could see the alert % already starting to go up, which is weird, in 0.84 only a large town being active would do that. It's gone in 0.85 either way ;) If you're doing some more streaming or youtube videos I'm always interested in having your feedback. Especially to see what is frustrating / what doesn't work so I can polish those things PS: It's GREUH like GRRRRR, not GRUUUU :D PPS: I totally missed that line in your message, so sure, if you want to do that you'll be more than welcome! I'm still doing the ingame text manual, but your videos would really help :)
  18. Nah we will have an ingame tutorial soon, with text, pictures, and maybe a voice over, but videomakers are kinda hard to come by so we didn't really plan for anything like this :) Anyways your video is great and very helpful! Do you mind if I put the link in the original post? And by the way if you want to do others like this one, you're absolutely welcome :D
  19. Thanks! I'm going to install those and see what happens. If there's a utility object from one of those mods causing issues I'll be able to add it to the filters, so you and everyone else will be able to play with those mods ;) Noted here: https://trello.com/c/gHTGcRSG/81-mod-causing-build-system-failure Great catch! You can only recycle vehicles when they're empty, and the UAVs all have an invisible crew at all time, so I need an exception for them ;) Noted: https://trello.com/c/PWVLJpf8/80-cannot-recycle-uavs I've never noticed it because stompers tend to explode from IEDs before we ever get the chance to recycle them :p I'll be away for a few days, next update will be next week
  20. v0.85 is up, grab it here: Mission PBO from Dropbox v0.85 list of changes on Trello: https://trello.com/b/FfUXrHn1/liberation-dev
  21. I've been annoyed by that too, your idea is great :) Noted: https://trello.com/c/auvMw7mg/78-vehicle-sound-volume-option Also in the next upcoming version you'll be able to recycle your unfortunate concrete wall ;)
  22. Glad to know that! :) However I'd still like to know what mods you disabled to make it work. There's already a filter for objects like rabbits and snakes, so if a mod is using invisible objects for whatever purpose, I could filter them too. Really not a hassle- as long as I know which mod causes the problem ;)
  23. Wow, 9 nearby objects with nothing visible on your screen that's... impressive :D What mods are you running, if any? The error spamming your rpt every second is something else, and fixed in 0.85 already ;)
  24. Ha yes, I will make it a mission option though, because others might want it, plus that way you won't have to change it again after every single release :) The only way to make the combat readiness go all the way up to 100% is to go near one of the large towns. Did you do that? :D Maybe it would be useful to get a notification about that Edit: now I've given it some thought, much better this way: https://trello.com/c/P5sgNew9/77-combat-readiness-increase-due-to-attacking-a-large-town
  25. Thanks a lot for your returns! This is all very helpful :) I'll release a v0.85 with those fixes on Thursday evening (13/08), or Wednesday with a bit of luck 1- Noted: https://trello.com/c/MSa0rLzr/71-building-recycling 2- How did you resolve it? Some client mod should be able to do that, but it won't work on public servers. So I've added "disable fatigue" as an upcoming mission option: https://trello.com/c/sl3nNDZg/23-more-mission-options 3- Yeah the tutorial is coming quickly, after playing the mission for a quite a while I didn't realize there was a small learning curve :P On the other hand your problems and questions will help make that tutorial more accurate ;) Thanks a lot for the log, I see exactly what the issue is (and it's a very stupid mistake on my part ;)) Noted: https://trello.com/c/bkV2X7Rf/72-recycle-script-rpt-spam-with-no-fob but I suspect deploying the first FOB already fixed it for you ;) I've never seen such an issue, people always manage to find a clear area to place their stuff. That script has to make things very safe because you don't want an expensive fighter jet clipping something and blowing up in your face. Yet not being able to place anything at all makes me suspect there's a real issue here. Can you provide your rpt log, and a screenshot of the problem happening? Anyways that interface could be better in terms of feedback (like showing red markers over every object that's in the way), so I'll prioritize a nice little refactor. Might be another week depending on the complexity, I hope to get it working for you before that tho ;) Noted: https://trello.com/c/oS8MWJX9/73-build-interface-improvement 1- At the moment all you can do is put AI squads and vehicles on defense, but nothing static unless you repack it yourself and move the bags around. That sounds like a great additional role for the Bobcat though, using it to reinforce areas. Noted here: https://trello.com/c/Uj6MR0XH/74-bobcat-role-expansion 2- I have to be very careful with the building scripts, otherwise objects can easily clip and explode. However I could add an "unsafe mode" that disables physx simulation and allows every object to clip, along with hotkeys to raise and lower objects such as pg up / pg down. That should fit your purpose, but that might cause a whole lot of issues that I can't be held responsible for :D I can't make it a priority right now, but noted anyways: https://trello.com/c/14Fl4HxR/75-better-placement-of-static-defense You can however use the concrete barrier (not the wall), the raised weapons will be able to fire over it ;) 3- Good catch, noted: https://trello.com/c/Qmb7J5wP/76-static-defense-crewmen-not-saved Your english is perfect ;)
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