JoSchaap / GoT_Wasteland_V2.Stratis

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http://www.a3wasteland.com
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Investigate dev-branch changes and steam workshop #106

Open JoSchaap opened 11 years ago

JoSchaap commented 11 years ago

Lots of new info came out during my short hiatus. With game going live on the 12th of.sept and lots of new changes to the dev branch i need to read it all and see what's new

AgentRev commented 11 years ago

I still believe we should merge together to adapt Wasteland to Altis, with the help of anyone who might want to join, probably like HatchetHarry and MercyfulFate.

We'd keep it branded as GoT, but have a shared repo where those who are part of the team can edit the main code. I was also thinking about picking up Fussion like Harry did, since it's a nice addition and its development was abandoned.

I'd probably add more settings so people who don't want stuff like survival or general stores can turn them off, but the idea is to have a shared codebase instead of working separately, which can be redundant at times.

I think it would be beneficial to everyone in the long run. On a side note, I'm working on a proper selling system for gunstores.

MercyfulFate commented 11 years ago

I'm keen for that. I'm pretty flat out at the moment... but once things calm down with uni and work, I'll be able to put a decent amount of work into it.

JoSchaap commented 11 years ago

@AgentRev you definitely have a point. there will be some debate on some of the features (such as medkits and the fussion stuff) but in the end it will result in a better mission. for now i was merely concentrating on getting the code descent, so that incase altis launches, all we have to worry about, is placing new markers and waypoints.

but a coop seems the most logical choice. mercry's inventory idea has some good potential and you are just more on top of creating descent/optimized code instead of just fuctional

imho it's a nobrainer, so yes i agree :)

the base capture and takeover town stuff i had in my mind for a while now, my idea was to utilize the 'world-missions' for these

this would mean you'd have

also the old antihack should no longer be needed when we got proper battleye filters (saves resources)

but first things first. who would agree in a joint venture on GoT Wasteland Altis?

me agentrev mercyfullfate .. .. .. ..

:)

JoSchaap commented 11 years ago

Does anyone know who's behind the KOS adaption? :)

they also added some fresh idea's :)

AgentRev commented 11 years ago

Very well, this is going to be awesome. As we're gonna work simultaneously on the repository, we'll have to establish simple guidelines to avoid potential screw-ups; I learned that the hard way.

I think world mission should probably be called mercenary or bounty missions, and have :moneybag: rewards associated with them, like KoS missions.

Speaking of KoS, the main developer is His_Shadow : http://manumitthemind.com/kos/forum/index.php?topic=3#msg11

For the anti-hack, we'll need to keep stuff related to BIS_fnc_MP and TPG_fnc_MP because BattlEye lacks proper filtering in that area, but the rest can be scrapped.

I hope BIS will put Altis on DEV before the official release :smiley:

JoSchaap commented 11 years ago

rule #1 no one touches the #master branch it's for releases only, always work in a seperate branch :)

and altis will come to dev in a week or so :)

MercyfulFate commented 11 years ago

The way we (my work team, 30+ people) use git we have 2 main branches (master and development) and we each have our own feature branches. master is the latest release. development is code that is tested and ready for next release. feature branches is where the development is done with a few rules:

Its kind of up to everyone, but this way we don't have to commit so often, and it avoids a lot of issues merging in multiple branches into master for a "release".

JoSchaap commented 11 years ago

@mercufullfate great ideas!

I've only discovered githubs release section today shamesmiley but even that works great example: https://github.com/JoSchaap/GoT_Wasteland_V2.Stratis/releases

As far as KOS concerns i hope i found the right person: http://forums.bistudio.com/member.php?114613-His_Shadow (PM sent)

MercyfulFate commented 11 years ago

on a seperate note, JoShcapp why do you prefix your branches with a # (eg #master)

AgentRev commented 11 years ago

Yeah, for some reason this confuses GitHub and prevents branches from being downloaded as zip files, causing an error 500 when trying to do so

JoSchaap commented 11 years ago

i twitter too much i guess.. :) ill stop doing so

MercyfulFate commented 11 years ago

not only that but in your commits, you can reference github branches by using # (https://github.com/blog/831-issues-2-0-the-next-generation => Commits + issues halfway down the page)

oh and we have to get a better way of communicating than github

AgentRev commented 11 years ago

WIP for ONE "feature/fix" only.

You mean per developer?

MercyfulFate commented 11 years ago

No I mean each feature branch focus on one thing only. multiple developers can work on the same feature branch.

AgentRev commented 11 years ago

Ah, okay. Sounds good.

AgentRev commented 11 years ago

oh and we have to get a better way of communicating than github

I think Hall could be a good option. It's free for personal use, and it has GitHub integration.

MercyfulFate commented 11 years ago

I'm happy to use hall. up to you guys.

JoSchaap commented 11 years ago

hall it is :)

halltest

MercyfulFate commented 11 years ago

Request Send on Hall.

JoSchaap commented 11 years ago

steam workshop test mission uploaded :)

http://steamcommunity.com/sharedfiles/filedetails/?id=169806722

or just search the workshop for wasteland

JoSchaap commented 11 years ago

There are 3 Classes of NVGoggles now (DEVbranch)

"NVGoggles" "NVGoggles_INDEP" "NVGoggles_OPFOR"

Ill wait till they rename the top one to _BLUFOR :/

so IND and OPFOR will spawn with NVG again since removeitem only removes the top one (blufor)

AgentRev commented 11 years ago
{
    if (["NVGoggles", _x] call fn_findString == 0) exitWith
    {
        _player unassignItem _x;
        _player removeItem _x;
    };
} forEach assignedItems _player;
JoSchaap commented 11 years ago

in the GoT version it isnt such a problem, GoT does not remove NVG from players

AgentRev commented 11 years ago

Then why the "so IND and OPFOR will spawn with NVG again"?

JoSchaap commented 11 years ago

for your version :)

i dont have nvg in the loot/stores i just let players spawn with them there was too much swearing about how hard they where to get on dark servers...

AgentRev commented 11 years ago

Oh! Ok, thanks.

Yeah, TPG servers are always reset when they hit nighttime, although I do like playing during the night without NVGs. Either with a full moon, or max gamma.

In fact, I should try to find what causes a full moon, to get them to appear everytime.

AgentRev commented 11 years ago

According to an Armaholic post, full moons appear in Arma 2 every 6th of the month, so maybe setting the date to July 6th will do.

Otherwise, in real life, there is supposed to be a full moon on June 20, 2035. If that doesn't work, I'll just find one manually.

AgentRev commented 11 years ago

Best is Jun 10, 2035, since the moon is directly opposite of the sun, and so shines all night.

AgentRev commented 11 years ago

You should try to contact His_Shadow on his own forum, because nearly nobody reads their PMs on the BIS forums, since all notification options are disabled by default.

I had like 4 PMs in my inbox that I received weeks earlier, and I didn't even know that I got them because I never received any mail and never got a popup on the forum.

It says his last activity was on Jul 31, so he didn't read it.

JoSchaap commented 11 years ago

Will do that.

Also i'm going to gamescon on sunday the 25th Just to meet matt lightfoot and the arma3 devs in person. And to play dayz standalone and the arma 3 pre release version :)

AgentRev commented 11 years ago

Lucky you :stuck_out_tongue: only a 3h drive