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v3.9.9 public build released

What are the TacBF Devs working on?
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Dr_Eyeball
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v3.9.9 public build released

Postby Dr_Eyeball » 30 Oct 2014, 14:17

- TB revision 3.9.9 build has been released on 12 Dec 2014.
This is now considered a stable build which is required for playing with for all upcoming matches, including this weekend.
If final test proves stable, it will become the 'final build' next week sometime, along with the public announcement.

- TB revision 3.9.8 RC8 (release candidate 8) build has been released on 27 Nov 2014.
- TB revision 3.9.7 RC7 (release candidate 7) build has been released on 21 Nov 2014.
- TB revision 3.9.6 RC5 (release candidate 6) build has been released on 20 Nov 2014.
- TB revision 3.9.5 RC5 (release candidate 5) beta build has been released on 17? Nov 2014.
- TB revision 3.9.4 RC4 (release candidate 4) beta build has been released on 12 Nov 2014.
- TB revision 3.9.3 RC3 (release candidate 3) beta build has been released on 10 Nov 2014.
- TB revision 3.9.2 RC2 (release candidate 2) beta build has been released on 04 Nov 2014.
- TB revision 3.9.1 RC1 (release candidate 1) beta build has been released on 31 Oct 2014.

Download:

Installation:
Install the beta build to @TacBF_RC instead of @TacBF. Then launch using that mod folder. Everything else is the same.

Purpose:
We release beta builds periodically for public access. We are hoping people will be eager to test out some of the new features and fixes to ensure a stable version for a smoother transition to the final public release later during the coming week.

Usage:
It is ONLY intended for testing the changes listed in the change log.
You will not be able to host a public server and play it properly, since certain debug features are left enabled which would allow for cheating, like debug teleporting.

Feedback:
Any help with this testing would be highly appreciated, including what is verified as working, not just what is not working.
The tests should be done on a dedicated server with other players.

Any comments on this build or the change log can be made in this thread or sent to me (Dr_Eyeball) via PM.
Try not to request new changes or report new bugs in this topic. That is done elsewhere, in >Suggestions or Bug Reports.
Image Dr Eyeball - TacBF Dev
Somebody once said that in looking for people to hire, you look for three qualities: integrity, intelligence, and energy.
And if you don’t have the first, the other two will kill you.
” Warren Buffett

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Dr_Eyeball
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Posts: 1358
Joined: 08 Feb 2013, 13:44
In-game Name: Dr_Eyeball

Re: v3.9.1 (RC1) public beta release (for testing only)

Postby Dr_Eyeball » 30 Oct 2014, 14:18

TacBF 3.9.5 Change Log:

Note: this changelog is highly detailed. A more concise one will be posted with the final release.

General
  • Dr. Eyeball
    • Changed: S&D: Cache: added new detailed model for cache.
    • Fixed: Admin: AI menu now works with more than 2 players.
    • Fixed: Updated TFR code to support updated TFR addon, (which uses renamed functions).
    • Changed: GPS menu option is now available for all vehicles, (instead of just armoured and military cars).
    • Changed: respawn durations:
      • The 'death penalty duration' is effectively 'turned off' for now.
      • The 'base respawn duration' was slightly reduced, from 30 to 25 sec (arbitrary). It is intended that the RP deployment duration is kept.
    • Added: Roles dialog: Loadout Presets: support for multiple kit presets and preview, via the Roles dialog.
      • >>>Missions: A change might be required to all missions to change the parameters, but possibly only when presets are used. Unsure.<<<
    • Changed: Orders: Orders menus are now defaulted to "basic mode" for beginners. It reduces the number of menu options by about 80%. You can easily set to "advanced mode" in same menu.
    • Added: Squad HUD: Added: cardinal indicators to squad radar.
    • Fixed: Bug #74733: Gear: NVGogglesForAll. Setting was restricting access to NVG's for kit loadouts, but not for the Armaments gear list.
  • Adanteh
    • Added: NATO Fennek / Strider now uses NATO texture
    • Added: NATO Warrior / Mora now uses NATO texture
    • Fixed: Ejecting from airborne vehicles (Use interact menu)
    • Added: A2 buildings added to suitable locations for cache in S&D (For A3).
    • Changed: New global hide / disable simulation commands used where applicable
    • Fixed: Armaments compositions didn't work for properly above sea surface (Needed for LHD base)
    • Changed: Recoded suppression system. More performance optimizations to follow.
    • Fixed: Removed unnecessary broadcasts for uniform adding
    • Changed: addUniform switched to forceAddUniform (Allows mission makers to use uniforms of all sides)
    • Added: Parking brake option for vehicles. Stops vehicles from despawning (Higher despawn for abandoned vehicles will follow)
    • Added: Automatically retrieve flag (For scoreboard and the actual zone flags) based on faction defined in mission faction settings.
    • Added: New wheat objects to add some extra concealment in open missions.
    • Fixed: Cleaned up magazine configs (Custom 1 in 5 tracer magazines used for all weapons in TacBF)
  • mad rabbit
    • Fixed: minor corrections to Tactical Vest availability
    • Fixed: incorrect default primary weapon for OPFOR SL
    • Changed: examples for squad names in 'squad management' dialog
    • Changed: #74317: new attack, defend, cache, flag and circle icons (from Leon)
    • Fixed: hiding of SYNC and LINK lines by default in S&D gamemode
    • Added: Spawnable, Protected and Capturable information to main-base and firebase tool-tips
    • Changed: #75322: allowed HE hand grenades reduced from 3 to 2 for all roles
    • Changed: Structure markers brush and colour changed to match (most) pre-existing structure markers
    • Disabled: 5 tickets no longer deducted from side that owns zone with zoneObject that is destroyed e.g.

      • will define and expand upon these ticket values in future zoneObject development
    • Fixed: #74384: maximum number of compromised/revealed caches now set to 2
    • Fixed: #75538: prevented vehicle despawn during mission init triggering killedEH and subsequent score adjustment
  • Gunther
  • Leon
    • Added: gameplay tips on a mission loading screen
    • Added: new attack, defend, cache, flag and circle map icons
    • Added: new screen blood effects (heavy bleeding state)
    • Changed: slowed down the grenade throw animation to 2 seconds
    • Changed: slowed down the AT launcher reload animation to 7 seconds
    • Changed: increased the speed of dragging animation

    Localization
    • Integrated: available 1st round localization in French, German, Italian, Polish, Portuguese, Russian, Spanish for the following:
      • medical system actions
      • cargo system actions: fortification types, loading, movement, alignment
      • gamemodes for mission loading screens
      • squad management notifications
    • For further information refer to: [1st Round] General Information for Translators
    • 2nd round localization in-progress for spotting options, squad management dialog, new medical system and new splash screen guide

    Cargo system (Adanteh)
    • Added: Progress bars for construction
    • Added: New ‘quick’ actions (Repairing, attaching slings, refueling, attaching airlift cables)
    • Added: Wheel type checks for repairing (Could repair APCs with car wheels)
    • Changed: Object positioning for cargo (Allows more crates in trucks and large helicopters)
    • Changed: Different placement in construction preview
    • Fixed: Unloading cargo with aim down sight would give errors
    • Fixed: Directly interacting with object loaded on trailer gave error
    • Fixed: Locality issues with new arming system (Tab press while carrying ammo)
    • Changed: Both arming systems (carry and maintenance) now use same improved arming function
    • Added: Doesn't waste ammo box if vehicle ammo type is already fully loaded in. Only works for main turret (please vote)
    • Changed: Cleaned up Maintenance > Supported ammunition hint
    • Fixed: Magazine round count not showing adjusted numbers in interact lists.
    • Added: Ability to set maximum amount of rounds for a vehicle magazine in description.ext
    • (Re)added: airdropping is updated and enabled.
    • Added: New staged airdropping allows to select multiple items to drop and then execute in one go.
    • Fixed: Boxes on FO supply container shows as target to load items in

    Medical system overhaul (Adanteh)
    • Changed: Changed unconscious state (You’ll see)
    • Changed: Different effects for bleeding and low health
    • Added: Medic role now quicker and more effective using first aid
    • Added: CPR function reimplemented (Use CPR to raise bleedout timer while bleeding)
    • Changed: Adrenaline usage reintroduced (Use to get patient out of unconsciousness)
    • Added: New pain system (Use morphine to treat)
    • Fixed: Updated dragging script to respond quicker
    • Fixed: Incapped units no longer get booted out of vehicles
    • Fixed: “Drag Out Wounded” to remove incapped players from vehicles
    • Added: Prone treatment on others now working
    • Added: Possibility to heal self inside vehicles (Longer treatment time)
    • Fixed: Carrying of units enabled (Lift on shoulders)
    • Changed: Diagnosing shows suggested treatment order
    • Fixed: Unnecessary medical supply check when medic menu wasn't open
    • Fixed: Animations at end of treatment were sometimes being played incorrectly
    • Fixed: Squad Heal debugging option

    UI (Adanteh)
    • Added: New spotted markers for RPs / HOs / FOs
    • Added: Using a build boundary option, now automatically closes old boundary overlay.
    • Added: New Tooltip System
      • Hover over zones to see potential vehicle spawns and links+syncs
      • FB dependencies can no be seen by hovering over the FB marker
      • Hovering over spotted / request markers will give more info
      • Hovering RPs / HOs shows tickets and timers
      • Shows minimum players needed for vehicle in the zone tooltips
    • Changed: map colors to be more in-line with vanilla, but still clearer
    • Changed: Auto-deletion time of spotted markers now based on type (90 seconds base. FOs, RPs and marked statics stay longer)
    • Added: New splash screen, showing TacBF basics (Opens by default)
    • Added: Possibility to set up keybinds from splash screen
    • Added: Option to reset profile keybinds under Squad Menu -> Configuration -> More
    • Changed: Replaced old popups notifying of key setup, by popup that allows you to bind said key directly.
    • Changed: Some recoding of keybinds system to make CBA controls integration easier.
    • Added: Squad HUD settings now save to profile (Team/group only. Size, range)
    • Added: Zone marker settings save to profile (Shaded markers, links/sync lines)
    • Fixed: JIP mine markers
    • Changed: Updated keybind popups / splash screen to use CBA keybinding

    SRP & HO overhaul (mad rabbit)
    • New system
      • Added: 'Deploy new rally point' & 'Re-deploy existing rally point' actions to player if they are leader of group AND have SL kit
      • Added: 'Are you sure?' checks before deploying new SRP when pre-existing SRP detected, due to automated abandonment
      • Fixed: 'new SRP' deploy request (with F5/F6 check) refreshes tickets for squad
      • Added '2-stage' SRP activation timer to deployment list for SRPs that require it i.e. deployment of new RP with fresh tickets when pre-existing RP detected
        • 1st stage: show activation timer only
        • 2nd stage: activation timer still shown but blocked status will now also be revealed
        • Note: 'reveal timestamp' and 'activation timestamp' will be the same value when SRP e-deployed or first time deployment i.e. [1x] activation with '1-stage'
      • Fixed: SRPs are only allowed to be moved when they have completed at least [1x] activation timer
        • prevents exploit to circumvent [2x] activation timer for new SRP via: (SRP re-pack), SRP move = only [1x] activation timer, when it should be [2x]
        • based on 'status reveal' timer as part of 'TB_SRP_SRPactivation' variable, therefore can be applied to new/moved SRPs
      • Added: SRP 'deploying' and 'activation' status to map markers
      • Added: ability to obtain SL kit from deployed SRP if player is leader of group
        • can only be obtained when they don't already have the SL kit = single-use only
        • required for SL disconnections as SRP deployment now only possibly if leader of group AND also possessing SL kit
      • Added: 30 sec cool-down for usage of SRP deployment action
      • Fixed: all SRP abandon and activation timers timers now use more accurate time format i.e. 0:00
      • Removed: SRP abandonment from armaments deactivated as now obsolete
      • Added: 'Abandon existing rally point' action to player 'squad menu'
      • Added: group leader with/without SL kit check for SRP/HO deployment and pack-up/abandon
      • Added: possession of the Diver kit as an alternative requirement to the SL kit to deploy a SRP
      • Changed: updated SRP legend and info hints to reflect new simplified deployment requirements
        • explains activation times in relation to deployment type
        • explains need for SL kit and that it can be obtained from a deployed SRP (for when current group leader leaves the squad)
    • Fixed
      • Changed: reduced and simplified SRP, HO and FO deployment requirements
        • SRPs/HOs/FOs: <10=1, >10=2 (RES SLs can solo deploy HOs regardless of player numbers)
      • Fixed: minimum group size for SRP deployment displayed in SRP info action, map legend and SRP deployment checks should now all be identical
      • Fixed: HO deployment 'nearby player' requirement to count team members and not just players in same squad
      • Changed: RES SLs with SL kit can now deploy and abandon HOs by themselves, regardless of mission size
      • Changed: decreased SRP/HO 'nearby player' distance from 25m to 20m
      • Changed: increased proximity based deployment messages (proximityChat) range from 30m to 50m e.g. regroup
        • proximity chat = sideChat to players within radius, groupChat if they are within your squad
        • changed as notification to regroup needs to be:
          • higher than SRP/HO nearby player distance now 20m
          • lower or equal to TFR shouting range of 50m
      • Fixed: SRPs belonging to the same group or in the process of being abandoned, now ignored during proximity deployent checks
      • Added: increased update frequency of structure markers from 8secs to 0.3secs when open map detected
      • Removed: check for nearby squad members to pack-up/abandon a HO/SRP
        • note earlier change to restrict 'pack-up' option to BLUFOR/OPFOR/RES SLs
        • obsolete given current remote abandonment ability of SRPs
        • HOs can now be manually abandoned by SLs by themselves as assumed to be more trust-worthy not to ruin HO spawn for team
        • individual RES players still need additional squad members (depending on mission size) to manually abandon HO
      • Removed: obsolete 'show tickets' actions from SRPs & HOs as information already shown in map and deployment menu
      • Changed: 'S^quad Rally Point >' option now visible to all for help/referencing
        • sub-menu deployment options greyed-out (disabled) except to leader of group
      • Changed: '^Deploy new rally point' option now only enabled for leader of group if they have SL kit or an SRP backpack
      • Fixed: 'S^quad Rally Point >' and '^Hideout >' options appearance now dependent on if player is on resistance
      • Changed: player 'Hideout' sub-menu create for deployment and info
      • Fixed: 'Abandon hideout' was visible to all east players (OPFOR & RES), now only visible to RES players
      • Removed: disabled reporting of nearby hostiles for TRPs, SRPs and HOs to prevent exploit i.e. status = "blocked" or "available" only
      • Fixed: #73130: build boundary display now takes into account that RES faction can be in gamemode other than S&D for HO boundary display
      • Fixed: HO/SRP deployment position now in-front of player
      • Fixed: increased default tickets for HO in Tiny mission from 1 to 10
      • Changed: restricted HO build boundary option to RES only, and FO + SRP build boundaries to conventional forces
      • Changed: separated HO from SRP spawn block settings
      • Changed: reduced default SRP/HO spawn block to 50m for small missions as well as Tiny
        • will only occur if spawn block left at default of 75m or not specified in mission

    zoneObject randomization and S&D TE improvements (mad rabbit)
    • zoneObject randomization
      • Fixed: creation of duplicate location text for zoneObject labels
      • Added: tool-tip information about number of objectives (zoneObjects) to destroy to lose/capture zone
      • Added: tool-tip information about zones with restricted spawning
      • Changed: zoneObject naming rules from 'zone%1Object%2' to 'zone%1Object_%2'
        • this allows easy cut-pasting of TEs and other duplicated zoneObjects
        • >>> all missions using v3.8.1 system will need to update their zoneObject names <<<
      • Changed: TB_zoneObjectsLimit increased to 30
        • approx. 25 x TE spaced approx. 30m apart in a 200m radius
      • Fixed: "DESTROYED" added to all zoneObjects description upon destruction
    • S&D TE improvements
      • Fixed: TEs are now hidden from BLUFOR until destroyed
      • Changed: TE zones now switch to neutral upon destruction of req. TEs
      • Updated: build boundaries for HO deployment now drawn around uncompromised (only) caches to match 'maxCacheDist' setting
      • Added: tool-tip information about number of TEs (zoneObejcts) to destroy to disable TE zone
      • Changed: differentiated tool-tip for TE zones as RES spawnable only and contested FBs as BLUFOR spawn only in S&D gamemode
      • Added: randomization of deployment to available but not blocked TEs
        • necessary given individual TE blocking
      • Added: spawn block of TE zone now based on collective enemy proximity to indiviual TEs using HO spawn block rules
        • "- hostiles nearby" warning only given if at least 1 x TEs blocked but not all TEs blocked
        • no notification if no TEs blocked despite having enemies nearby, as potentially too sensitive and spawn on each avail TE randomized
        • somewhat irrelevant for default settings given that 'TB_rules_HO_spawnBlockCount = 1'

    A&D ticket changes #74114 (mad rabbit)
    • Changed: defending side now has an 'allocation' of tickets per zone, that 'refresh' upon loss of the zone
      • defending side ticket allocation per zone is multiplied by the number of SYNCed/consecutive zones required to defend on battlefront
      • however the defending side ticket allocation will only refresh upon loss of all SYNCed/consecutive and movement of the battle-front
      • defaults (per mission size): T:5, S:10, M:15, L:20, H:25
      • tickets from previous battle-front not carried-over to next battle-front
    • Removed: resetting of attacking side tickets upon zone capture
    • Changed: attacking side now has 'pool' of total tickets for all objectives
      • default is 7:5 ratio to total defender tickets
      • e.g. M mission wtih 5 objectives: 15 tickets per zone x 5 objectives / 5 x 7 = 105 ticket for attacking side
    • Changed: attacking side ticket 'bump' increase as rewarded for each zone capture
      • default: approx. 5 tickets less than default defender tickets per zone
    • Changed: attacking side now has a maximum for their total ticket 'pool' that can be obtained
      • required limit due to awarding tickets to attackers for zone capture
      • unlikely in 'large pool, small bump' scenario, but likely in 'small pool, large bump' scenario
      • Added: A&D gamemode specific information to scoreboard
        • maximum attacker tickets: "Maximum: %1"
        • attacker ticket per capture: "Capture: %1"
        • defender tickets per zone: "%1/zone"

      Notes for mission makers
      • General
        • Changed: 'ICE_spawn_respawn' variable can only be set to a minimum of 4 mins
          • ensures that a custom vehicle respawn time can never be lower than the lowest pre-sets by a mission maker, which is 4 mins for cars and trucks
        • Changed: Settings: startingTickets (array) setting can now accept -1 as array items, in order to use the mod's default instead for that item.
        • Added: settings: introduce support for terrainType variable (used for determining camo types to use, etc)
        • Added: Use _backpackContents in loadout files to specify contents of the backpack by default for each role. Allows to use different backpack classes, but add required content into it. Use "ADD" as first element to add to the existing content.
        • Added: Can set max amount of items allowed of certain types (Like only being allowed to carry 3 AP mines) within the mission file.
        • Changed: Can set maximum number of compromised/revealed caches

          • TB_rules_SAD_cache_maxRevealedCaches = "gameModes" >> "SAD" >> "cache" >> "maxRevealedCache
          • default = 2

      • Zones
        • Changed: Naming scheme of zones and firebases (Now always have easy identifier)
        • Added: New “HIDDEN’ firebase name, which hides circle (For FP overlapping zone)
        • Added: New firebase type (DEP_ENEMY_EXCLUSION): If given zone is held by first given team, override FB to neutral. If not, then give FB to second given team

      • Vehicles
        • Added: Unconfigured vanilla models now placeable in editor (Trees, bushes, rocks, roads, etc)
        • Added: ICE_spawn_respawn to control individual vehicle respawn time (min 4 minutes)
        • Added: ICE_spawn_abandoned to control when vehicle should despawn
        • Added: ICE_spawn_players_max to control max amount of players before vehicle stops spawning
        • Changed: Made ‘real’ vehicle names a bit simpler
        • Fixed: ICE_spawn_zones now works with negative dependencies

      • SRP & HO overhaul
        • Changed: SRP backpack addition to kits prevented by default (if mission updated correctly)
        • Added (legacy): disabling of "Pack up squad rally point" action if SRP backpacks disabled
        • Changed (legacy): SL or 2 x non-SL players now required to pack-up SRP, regardless of player numbers ...if SRP backpacks enabled at all
        • Added (legacy): 'TB_rules_SRP_allowBackpack' setting to re-enable SRP backpacks inclusion (default = false)
        • Added (legacy): 'deploy new SRP' option for leaders of group who do NOT have the SL kit but DO have a SRP backpacks
        • Changed (legacy): SRP 'pack-up' option now requires the player be leader of group e.g. SL without SL kit
          • provision of SRP backpacks by mission maker still allows for SLs utiilising other kits that also contain SRP backpacks
        • Added (legacy): SRP backpack removal from other squad members even if 'SL with SL kit'+ 'no SRP backpack' deploys using menu action
        • Added (legacy): 'Re-deploy SRP action' for leader of group using SRP backpacks without SL kit
        • Added (legacy): ability to use 'Deploy new SRP' action after re-packing a deployed SRP backpack manually
        • Added (legacy): ability to use 'Re-deploy existing SRP' action after re-packing a deployed SRP manually
        • Added: 'TB_rules_SRP_abandonTimer' and 'TB_rules_SRP_abandonTimer' settings
        • Added: 'TB_rules_HO_startingTickets' setting (default 25)
        • Added: 'TB_rules_TRP_startingTickets' and 'TB_rules_TRP_expireTime' setting
        • Fixed: 'GearFunctions.sqf' Kit limit ('restricted' and 'no room') debug message now only displayed in SP

          • in SP (map editor), AI automatically loaded with random kits with associated kit limit messages for loadout debug
          • in MP, role does not need to be looked-up as no AI present and displayed message will always be local to players current kit
        • Added: minSpacingDist for SRPs can now be specified (default = 50)
        • Added): maxFriendlySiteDist for HOs can now be specified seperately from SRPs
        • Added: automatic removal of SRP backpacks from default gear SQH lists
          • >>> will need to update default gear .SQH files in ALL missions <<<

      • zoneObject randomization and S&D TE improvements
        • Added: 'maxCacheDist' setting for HOs = maximum HO deployment distance from caches
          • uncompromised caches only, not compromised or destroyed caches
        • Added: ability for mission maker to specify the spacing distance of randomly selected zoneObjects per zone
          • if none specified, it will use 1/2 of minimum zone radius (assumed 4 objects max per zone with approx. quadrant spacing)
          • will then use the lesser of HO spacing and 1/2 radius if TE zone
          • if specified larger than zone diameter, will warn and use above default settings
          • will use zoneObject below this spacing distance if more attempts at finding correctly spaced object than total object count (timeout)
          • randomization should contain clusters at times anyway


      • A&D ticket changes
        • Added: #74114: setting for tickets awarded to attacking side for zone capture in A&D gamemode

          • TB_attackerTicketsPerZoneCapture_AAD = "gameModes" >> "AAD" >> "attackerTicketsPerZoneCapture"
          • default: approx. 5 tickets less than default tickets per zone
        • Added: #74114: setting for maximum total tickets allowed to attackers in A&D gamemode
          • TB_attackerMaxTotalTickets_AAD = "gameModes" >> "AAD" >> "attackerMaxTotalTickets"
          • default: initial total attacker ticket pool

        • Better mission support for third party mods / assets
          • Exact usage and instructions will follow in example missions later on.
          • Can specify contents of infantry ammo boxes (The ones which are loaded into vehicles / armaments by default).
          • Can specify suppression settings in the mission config (Meaning suppression still makes sense in a WW2 mod).
          • Can specify static weapons to generate ammo boxes for.
          • Ability to add cargo interaction to new box classes in the mission config
          • Ability to change box model used for virtual classes (Vehicle ammo crates) in mission config
          • Ability to specify object carrying / building offsets in mission config
          • Ability to set (visible) cargo loading offsets for vehicles (Position FO crates should show in trucks)
          • Can add building classes to use for S&D cache placement
Last edited by mad rabbit on 13 Nov 2014, 16:44, edited 7 times in total.
Reason: Updated with some of the latest RC5 changes
Image Dr Eyeball - TacBF Dev
Somebody once said that in looking for people to hire, you look for three qualities: integrity, intelligence, and energy.
And if you don’t have the first, the other two will kill you.
” Warren Buffett

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Re: v3.9.1 (RC1) public beta release (for testing only)

Postby Wake » 31 Oct 2014, 02:37

Huuuuuuuuuuuuuuuuuuuuuuuuge.

Great work guys!

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Re: v3.9.1 (RC1) public beta release (for testing only)

Postby Firefokker » 31 Oct 2014, 06:26

Awesome!
“Each Javelin round costs $80,000, and the idea that it's fired by a guy who doesn't make that in a year at a guy who doesn't make that in a lifetime is somehow so outrageous it almost makes the war seem winnable.”
― Sebastian Junger, War

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Re: v3.9.1 (RC1) public beta release (for testing only)

Postby St. Jimmy » 31 Oct 2014, 22:57

Looking good. Just shout out when you need testers and I try to come.
i7 2600K @ 4,7GHz
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Re: v3.9.2 (RC2) public beta release (for testing only)

Postby Dr_Eyeball » 03 Nov 2014, 14:06

TB revision 3.9.2 RC2 (release candidate 2) beta build has been released today.
Image Dr Eyeball - TacBF Dev
Somebody once said that in looking for people to hire, you look for three qualities: integrity, intelligence, and energy.
And if you don’t have the first, the other two will kill you.
” Warren Buffett

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Re: v3.9.3 (RC3) public beta release (for testing only)

Postby Dr_Eyeball » 09 Nov 2014, 13:35

TB revision 3.9.3 RC3 (release candidate 3) beta build has been released today.

Special MP Tests to perform:
* test new FO Set-up and FO Pack-up
* test JIP: Have player1 set-up FO1. Have player2 JIP, go to same FO container, check that FO menu is for "Pack-up FO".
Image Dr Eyeball - TacBF Dev
Somebody once said that in looking for people to hire, you look for three qualities: integrity, intelligence, and energy.
And if you don’t have the first, the other two will kill you.
” Warren Buffett

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Re: v3.9.4 (RC4) public beta release

Postby Dr_Eyeball » 11 Nov 2014, 14:39

TB revision 3.9.4 RC4 (release candidate 4) beta build has been released today.

Special MP Tests to perform:
* TFR server bug
Image Dr Eyeball - TacBF Dev
Somebody once said that in looking for people to hire, you look for three qualities: integrity, intelligence, and energy.
And if you don’t have the first, the other two will kill you.
” Warren Buffett

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Dr_Eyeball
Dev & Site Manager
Dev & Site Manager
Posts: 1358
Joined: 08 Feb 2013, 13:44
In-game Name: Dr_Eyeball

Re: v3.9.5 (RC5 stable) public beta release

Postby Dr_Eyeball » 13 Nov 2014, 14:15

TB revision 3.9.5 RC5 (release candidate 5) beta build has been released today.
This is now considered a stable build which is suitable for playing with for all upcoming matches, especially this weekend.
A final build is likely next week sometime along with the public announcement.

You will require this build to play on the official server.

Note: the recommended folder to use is now @TacBF_RC while these builds remain in RC stage, or you can stick with @TacBF if you prefer.
Image Dr Eyeball - TacBF Dev
Somebody once said that in looking for people to hire, you look for three qualities: integrity, intelligence, and energy.
And if you don’t have the first, the other two will kill you.
” Warren Buffett

Donkassim
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Posts: 18
Joined: 11 Oct 2014, 21:55
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Re: v3.9.5 (RC5 stable) public beta release

Postby Donkassim » 13 Nov 2014, 16:22

amazing ! great mod and looking forward for some serious fun!
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