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Dev Progress Update - August 2015

What are the TacBF Devs working on?
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Dr_Eyeball
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Dev Progress Update - August 2015

Postby Dr_Eyeball » 24 Aug 2015, 10:04

TacBF Community,

Here is a quick update on our development progress. Our plans for the release of v3.14 are a bit overdue now.
  • We estimate that v3.14 should be released in the next 3 to 7 weeks, so late-September/mid-October, at least that is the goal.

  • Dr_Eyeball has broken his leg, so has not been able to do much, but is working on many of the small tasks and bug fixes.
  • Adanteh has been very busy rewriting the core A&S code to attempt to optimise it. We won't know if it helps yet until it is tested on a full server. Sorting out some final issues and then it should be suitable for next release.
  • The next release will also include a bunch of new @CUP AA/AT launcher weapons, which are graciously provided by the @CUP dev team, (as per licence requirements), which we highly appreciate.
  • Along with more bug fixes and some minor improvements. I'll try to list some of these as we progress.

  • We have got some new mission makers on-board lately. The entire mission dev team has been busy creating and improving missions to keep things moving forward. Try them out soon, if you haven't already.
  • We are looking to improve the mission standards, plus try to introduce more asymmetry.

Regards
TacBF Team.
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Schadler17
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Re: Dev Progress Update - August 2015

Postby Schadler17 » 24 Aug 2015, 18:05

As for the @CUP mods, are you talking about this mod?

https://forums.bistudio.com/topic/17592 ... apon-pack/
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Re: Dev Progress Update - August 2015

Postby hiddengearz » 24 Aug 2015, 19:19

Nice to hear, will CUP replace RHS?

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Re: Dev Progress Update - August 2015

Postby Schadler17 » 25 Aug 2015, 01:13

So far all they have done with the mod is Units and Weapons.
They're working on vehicles, terrains and other stuff still.

I doubt it'll replace RHS, yet, based on that.
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Clay
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Re: Dev Progress Update - August 2015

Postby Clay » 25 Aug 2015, 09:25

Have you seen massi's stuff? Might wanna involve him somehow
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Dr_Eyeball
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Re: Dev Progress Update - August 2015

Postby Dr_Eyeball » 25 Aug 2015, 12:02

hiddengearz wrote:Nice to hear, will CUP replace RHS?

No, of course not. It's just "@CUP AA/AT launcher weapons". Adanteh knows more about it than me.
It was supposed to be in the last release, but I forgot to include it.

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Re: Dev Progress Update - August 2015

Postby Gunther.S » 25 Aug 2015, 14:19

@CUP AT/AA is ment for us to include real HAT's and real LAT's. Also give both sides non guided HAT's or give both side guided HAT's.

Currently its sorta borked. The LAT is pretty much one shot kill vs everything.. plus the opfor vs blufor HAT comparison isnt even close to balanced. So we are left with balancing with numbers 1 jav vs 6 RPG's or using vanilla stuff which isnt ideal.
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Re: Dev Progress Update - August 2015

Postby Schadler17 » 25 Aug 2015, 21:41

Is it going to include ALL weapons from CUP, or just the AT/AA launchers?

They've got like 130+ assault rifles alone lmao. Would take a while to incorporate them in since each supply script is in the mission files.
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Re: Dev Progress Update - August 2015

Postby Gunther.S » 26 Aug 2015, 01:23

Just AT/AA for now
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St. Jimmy
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Re: Dev Progress Update - August 2015

Postby St. Jimmy » 08 Sep 2015, 18:11

Some good news very likely in the next patch? http://dev.arma3.com/post/sitrep-00122

Programming Lead Vojtěch Hladík has added two script commands which may be used by (multiplayer) scenario designers to optimize performance. Commands disableRemoteSensors and getRemoteSensorsDisabled let you disable raycasts for remote entities in a group that doesn't have any local entities. These raycasts are used to determine what other entities an entity can see, and they take a lot of CPU time. This is of course a bit of a trick, because rather than a true optimization, it disables part of the simulation. However, there are certainly types of scenarios where these raycasts are not needed. An example is a fully Player-versus-Player scenario, where the visibility between every combination of player entity is not needed. So why not disable this by default? There are cases where you do require these raycasts, for example in stealth scenarios. Without them, commands like knowsAbout, nearTargets and targetKnowledge will only function for local units! The commands themselves are local, can be used on servers and clients, and the state is reset when the scenario ends. So, carefully consider whether your scenario can benefit from this method. We've measured some significant performance boosts for high player count PvP scenarios in testing already.
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