LordGolias / antistasi

Antistasi improved, a mod for the game Arma 3.
BSD 3-Clause "New" or "Revised" License
30 stars 18 forks source link

Develop branch changes #173

Closed jlillis closed 6 years ago

jlillis commented 6 years ago

This PR contains various fixes to clean up some scripts and make the mission more playable. Changes:

LordGolias commented 6 years ago

Thanks a lot for this PR. Looks very solid to me.

There are a couple of things that deserve some comments. I will comment on a commit basis, because your commits are very much independent of each other (which is great).

Regardless, great work here @jlillis!

jlillis commented 6 years ago

189070bed1e765ce76fb8a08dd541bc2bb0d6527: forgot I did that. I renamed that file since I used Altis to test these changes. Haven't really touched Tanoa at all, but I would assume it works the same. As for whether or not it should be the default: alphabetical order?

3ddddc4116d81fa30160685cc1c005a4547e7ba8: the only change I noticed without ACE was the 10 second respawn timer.

dbae3e5fd676c1ff43b28789aefa979fa3f562a6: There is probably more work that could be done here - I noticed that there seemed to be some code for migrating saves from previous "versions", but I wasn't sure what to do with it. Saving/loading to & from clipboard could be made to work again in SP and MP if we give users a dialog box to CTRL+C/CTRL+V the save data from (working around the limitations of the clipboard functions).

1e1962f0f031883d254a144393978c23fa5a9062: I made this change because I was getting frustrated with being unable to kill unconscious enemies, both with and without ACE. It's really just a quick hack. There are other changes I had in mind for the medical system in general, but for now I wanted to be able to kill things quickly to test other changes.

A few questions:

LordGolias commented 6 years ago

I merged most of the commits, with the changes I mentioned, apart from the 2 commits I mentioned needed some discussion.

The 189070b I dropped it since there is no advantage in using a default one, and IMO it is better to be explicit and force the player that does not download the mission from steam workshop to rename the mission itself.

The dbae3e5 I dropped for now because it breaks save compatibility, which I am trying to keep in this 0.2 version. I agree with most of your semantic changes, but keeping saved games is a requirement I imposed for 0.2v at some point now.

The point of the migrations is just that: a way to migrate old saved games to new ones. This follows the same principles of Alembic or Django migrations (for relational databases).

1e1962f: I understand, and I agree with you that it is very frustrating. However, this is not a fix, specially for SP where your AI team is very important.

Are there many people still testing this?

I do not know. I had to leave the project for about a month, and @StefArma probably switched back to the original, since this one is still unstable. I will be more active again.

Is SP still considered a "must" for Antistasi?

I know some people that play SP, so, generally, I am trying to keep it. Where do you see that keeping SP hinders development? I made some effort to keep the SP initialization as close as possible to MP.

Is vanilla compatibility still considered a "must" for Antistasi?

Not sure. For me, no, specially if CBA brings considerable reduction of the code base. The big thing is that most people use steam workshop anyway, so we just need to add a dependency to workshop CBA (assuming that this is easy to do)

jlillis commented 6 years ago

RE 189070b: would it make sense to add mission.sqm to .gitignore?

I can take a second look at the save/load changes in dbae3e5 and either setup a migration or make the saves compatible.

RE singleplayer compatibility - it just struck me as odd that someone would chose to play this alone rather than with a few friends at least - designing features around/testing for singleplayer dosen't seem worth the effort to me. I can't think of a technical reason the mission can't be SP compatible for now though.

RE 1e1962f: I'll take a second look at this soon. Probably best to make a separate issue and PR for medical related issues.

LordGolias commented 6 years ago

designing features around/testing for singleplayer dosen't seem worth the effort to me. I can't think of a technical reason the mission can't be SP compatible for now though.

Ok, so, let us keep focusing on MP and dedicated MP, and just keep the SP in our heads when designing, without putting much effort in it.

RE 1e1962f

Yes, let us split it in a new issue and discuss it separately. Btw, the code that kills shoot unconscious units with ACE is here. The problem may be the condition _dam > 2, 2 may be too much and the majority of the weapons do not cause that damage.

jlillis commented 6 years ago

Sounds good. Time to close this PR?

LordGolias commented 6 years ago

I think so, but feel free to keep the 3 commits you did on a different branch and rebase on top of develop. We may re-use some of them! :)

SomethingSimpl commented 6 years ago

Hey gents, just wanted to let you know that your effort is very much appreciated and even though I was MIA for some time now Iam going to do a big thorough test of Antistasi in its current state today and over the weekend.

StefArma commented 6 years ago

I can offer a server if you need

SomethingSimpl commented 6 years ago

Oh really? That would be awesome! How can we set this up?

StefArma commented 6 years ago

Add me on Steam http://steamcommunity.com/profiles/76561198005296652/

and join me on TS: antistasi.enjinvoice.com

jlillis commented 6 years ago

Going to go ahead and close PR, since the save/load changes discussed have been already been merged.