Thanks again to everyone that participated last night. We had a consistent population on from about 7-10 people on that really helped give us a wide range of perspectives. Here are some general comments before I get into bugs/errors/suggestions.
As noted above, this version of Evo is much harder. The AI keep on coming, and coming, and coming. It was such a huge relief bringing down that radio tower after 2.5 hours. That radio tower is an absoutely crucial objective.
Now, on to the nitty gritty. Here is the official list of bugs, errors, and suggestions I am keeping to track, troubleshoot, and hopefully resolve:
BUGS
B.1 -
Ammo Crates Not Allowing Access to All Weapons Immediately
Despite having all rank/point requirements removed, first-time players after a new mission begins do not always have access to all weapons in ammo crates. Sometime pressing "G" multiple times
does make all weps available. Sometime dying and respawning makes them available. Players did not seem to have any access problems after scoring at least 1 point.
Status: OPEN
Version: Beta
Reported By: Multiple
Confirmed: Yes
Assigned for Action: Loyalguard
B.2 -
Inconsistency Between Hellfire Airstrike and Resulting Damage
The explosion effects, resulting damage, and crater/debris after an air strike support with a hellfire missile may be inconsistent and actually representative of a single GBU-12 explosion.
Status: OPEN
Version: Beta
Reported By: Insanatrix
Confirmed: No
Assigned for Action: Loyalguard
B.3 -
Player Unable to Select Team Leader Position
At least one player was unable to select the Team Leader position and each attempt resulted in a crash to desktop.
Status: OPEN
Version: Beta
Reported By: Gogeta
Confirmed: Yes
Assigned for Action: Loyalguard
B.4 -
Mission Does Not Remember Player's Gear Loadout on Respawn after Death
At least one player did not have their previous gear selection loadout rememberd and restored upon respawning after death.
Status: OPEN
Version: Beta
Reported By: Gogeta
Confirmed: Yes
Assigned for Action: Loyalguard
ERRORS
E.1 - Global Sever Disconnect Near Beginning of Mission
All players connected to the server lost connection and needed to reconnect wthin five minutes of a fresh restart. Players were all in various states of activity: Idle, selecting gear, requesting transfers.
Status: OPEN
Version: Beta
Reported By: Multiple
Confirmed: Yes
Assigned for Action: Loyalguard
E.2 -
Frequent Crashes to Desktop
Several players have experienced frequent and/or multiple CTD's. It often appears that mutiple players (2-3) CTD at the same time but have no apparent associatin causing it. Players are in various states of activity when CTD's occur: Idle, in vehicles, in Map screen, etc.
Status: OPEN
Version: Beta
Reported By: Multiple
Confirmed: Yes
Assigned for Action: Loyalguard
SUGGESTIONS
S.1 -
Implement Mortar Support Requests
Quote:
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Originally Posted by BarnacleofDoom
One suggestion: I like the arty, how about adding a script that simulates mortars using 203 rounds? Both HE and illumination fire missions can be supported.
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Status: OPEN
Implementation: Most Likely Possible if Community Supported
Assigned for Action: Loyalguard
S.2 -
Reduce the Rate of Enemy AI Reinforcements
This request has been made by multiple players with the justification that the current rate of reinforcement is not likely plausible. Current rate is based on the number of humna players conncected and include vehicle/infantry columns as well as para-drops.
Status: OPEN
Implementation: Most Likely Possible if Community Supported
Assigned for Action: Loyalguard
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If you have additional bugs, errors, or suggestions please post them in this thread!
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After some diagnosis last night and this morning I feel confident that we can squash most if not all of the bugs as all of them seem to at least be impacted by the changes I have made to the mission. I have in mind possible solutions for B.1 and B.2 but may need some further testing to eplore B.3 and B.4.
However, I do not think the errors are connected to the the mission changes. From keeping notes of my observations last night, I feel pretty confident that the the disconnects and CTD's are very likely related to the number of enemy AI (especially the reinforcement system). I did notice that after two hours in (and >400 AI kills) the number of disconnects and CTD's pretty much became zero once progress into the City was made and reinforcements were slowly but surely neutralized. Implementing Suggestion S.2 may help with these errors and I am looking at options. In the meantime, if you suffered from irregular disconnects or CTD's, please check out this page inthe BIS wiki and see if there is any valuablle information to be gained:
arma.RPT
What are your opinions on the request for mortars (S.1)? I think this can be implented by substituting mortars for one of the other disabled support options. There is no "mortar" class ammo in
ArmA and I do not want to requre the use of an addon so if we implement we need to decide what kind of ammo class would be best. I think the best simulated mortar system would be the M224 60mm Mortar. Barnacle suggested using m203 rounds as simulated mortars wounds. I would also suggest the Camel Grenade. It packs a little more punch (20 damage vs. 12) and I think might be represenative of the damage a M720/888 mortar shell might cause. I will see if it can be done and do comparative tests in the meantime.
Lastly, I mentioned last night I would post a video of all of the different support requests as originally released in Evo Blue that I made while testing. It is 6 mins and has been edited to reduce wait time between attacks. This shows the current requests we currently have in the pre-edited form as well as the options we disabled (except ammo crate). Here is a link to the video:
Evo Blue Ordnance Support Requests at YouTube
Thanks again and I will post progress as soon as possible!