v0.6 Beta
* Updated: Ver 0.5 was incorrectly shown as ver 0.4 (only file name was shown as 0.5).
* Fixed: Performance: Possibly fixed/worked around some/many performance degradation issues.
* Fixed: Performance: Navigation waypoint (WpHUD) script spawning loop bug, which would have affected performance over time.
* Fixed: Performance: Multiple dialog spawns, when activated via key press and not via action.
* Fixed: Performance: Bug of respawning and getting stranded out nowhere (due to respawn dialog taking forever to appear).
* Changed: Performance: Immediate spawn without dialog. (You now need to manually select "Base Deployment" action to simulate previous behaviour.)
* Changed: Updating appearance of dialogs.
* Changed: Clean out unused code to reduce overall size. No performance difference.
* Added/Changed: There's a new "Configuration" menu option called "Menus" with options "Advanced" or "Basic" to control whether to show all menus or just the commonly used ones. The mission will now default to Basic mode.
v0.5 Beta
Hot fix: error "ICE/CreatePopupMenu.sqf not found" dialogue on maps Docks, Black Forest, Three Valley's.
Fixed: Briefing notes now appear properly at start and prevent briefing notes repeating upon respawn (due to patch 1.03 changes).
Fixed: Waypoint lines were not refreshing as player moved
Fixed: waitUntil bugs introduced in v0.4 for vehicleInit's
Changed: Reduced default view distance, especially for intro, to help slower PC's. You can still manually change it via popup menus.
v0.4 Beta
Added: New mission: 16v16 "Rog" - LvL
Added: Added icons to represent when you are inside an inner/outer zone, are securing it or outside of zone. (But currently when it is not capturing, it will not explain why.)
Added: High Command.
Rule Changed: You now need 3 players to secure an outer zone and 2 players to secure an inner zone. It was 1. The players can be from any squad.
Rule Changed: Rally point deployment - nearby members requirement halved. (See details below.)
Rule Changed: Packup rally point - nearby members requirement halved. Maximum members halved too. (See details below.)
Rule Changed: Rally Point deployment distance to nearby buildings reduced from 20m to 10m. A proper solution will be required in future for less restrictions.
Rule Changed: Containers are now limited to deploying one FOB per container, until FOB repacked.
Changed: Grass is now always on. Terrain Detail config menu option removed.
Changed: Kit availability values adjusted. Rifleman increased from 1 in 2 to 1 in 1. Heavy AT decreased from 1 in 8 to 1 in 12.
Changed: Medics are now restricted from selecting a heavy weapon loadout. They can pick one up from the ground though.
Changed: Popup menu can now be closed with right click.
Changed: Added APC vehicles to both bases for missions: Black Forest and Three Valleys.
Changed: Removed MRV (mobile respawn) ability on trucks for small missions and replaced with standard truck (for cargo).
Fixed: Patch v1.03 compatibility.
Fixed: Added missing offroad vehicle to east base for missions: Black Forest and Three Valleys.
Fixed: Black Forest mission: Used wrong weapon restrictions. Restored to all weapons, not just basic.
Fixed: Several start-up & JIP scripting fixes: Errors appear in client RPT log.
Fixed: Init FOB actions for JIP.
Fixed: Some actions were missing for JIP players - JIP bugs for some setVehicleInit.
Fixed: End game final team summary scores display (blue box) didn't appear. Fixed but untested.
Fixed: ArMo_RXMS undefined for slow JIP. (Probably affected zone status updates.)
Fixed: Prevent cargo being loaded onto destroyed vehicle, which respawns and leaves cargo hovering.
v0.3 Beta:
* Added 1 new mission: Devastation 16v16: Black Forest: A "land vs land" mainly infantry themed mission situated in the forested areas.
* Changed: Missions are now rated to 5 sizes: tiny,small,medium,large,huge.
* Changed: Starting to scale things based on mission size. Eg: Deployment radius from zone border scales to 90m,130,170,210,250 for each size.
* Changed: Rally Points can now be deployed and packed up with: 1 squad member present (including self) if team is <= 4, 2 players if <= 8, 3 players if <= 12, 4 players if > 12.
* Changed: Reduced total deployable FOB's to 2. (This will be scalable later.)
* Fixed: All dialogs now use a fast drawing method.
* Fixed: The map lines for Navigation waypoints, Squad Command waypoints and waypoints for other Squads should now track/refresh properly.
* Fixed: Spawning/boarding locked MRV bug.
* Added: Scoreboard now includes a Team Management button for faster access.
* Changed: Unloading cargo now checks for free ground space.
* Changed: Team Management dialog: Removed some unnecessary columns.
* Fixed: Team Management dialog: Invite chat message broadcast corrected.
* Fixed: Team balancing upon connection should now auto assign team to balance. (Not tested.)
* Fixed: Most of the static weapons loaded on trucks now touch the base tray. (I think some of the west ones may need to be rechecked though.)
* Changed: Added static camps, buildings and obstacles to some missions. All zones will have better camps later.
* Changed: Markers used for orders, etc are now black, not blue (to avoid confusion for opFor).
* Fixed: Default loadout after respawn fixed.
* Fixed: Messages for renegade kills by null object removed.
* Other minor changes.
v0.2 Beta:
* Added 2 extra test missions. They may be a little rough with object placement and zone positioning. They will be adjusted later.
* Added mission: Devastation 12v12: Docks:
o A tiny infantry/light vehicles restricted mission to evaluate any potential for little missions.
o Weapons are restricted to "Crewman/Rifleman" groups. These restrictions still need further adjustments.
* Added mission: Devastation 16v16: Three Valleys:
o A "land versus land" themed mission situated in the forested areas.
o Sectors are sometimes deeply nested in the forest, requiring infantry only access.
o This is probably a more typical style mission. Heavy use of FOB's/RP's would be required to maintain the frontline.
o It probably needs a few APC's added next time.
* Fixed: Explosions occur at bases when players JIP. (If somehow you still die at the very start, please report it.)
* Fixed: Respawning causes swimming animation (due to spawning in water)
* Workaround: Object actions (like Armaments dialog action) on LHD are only showing from south side. Seems to be an Arma2 bug.
o Temporary workaround is to look at the "Generator" object behind it, which shows the correct actions from any angle.
* Fixed: Players teleported back to base when players JIP. Not reproduced, so not verified. Changed initializations.
* Fixed: Deployed RP's not listed as available in respawn dialog
* Fixed & Replaced: Voice sounds for: Spot/Request/Orders popup menus.
o The words are strung together. If some sound too robotic or unnecessary, let us know.
* Fixed: Briefing notes should now not disappear after death.
* Added: Basic pilot/crewman checks.
o However seat switching check is still required to be added.
o The check is bypassed if there are <= 6 players on your side.
* Testing an idea of showing actions in white if they belong to an object, as opposed to yourself (reload) or any standard game action (eg: get in).
o Also the Armaments and Deployment actions are shown in yellow for now, since many players apparently missed seeing them due to the 'LHD action bug' mentioned above.
* HQ popup menu has a new option "Show build boundaries" which shows markers of valid build perimeters, which should help plan FOB/RP deployment positions easier.
* A few other minor changes.
Hi!
Congrats! this is a great mission, i have a simple question, i see i the score picture that the most of the players are , IA's?, we can play whit IA's?
Thanks!
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