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Mirknir

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Everything posted by Mirknir

  1. For those who asked, the victory sound sample I play for objective complete is: Pro Victoria from VNV Nation, the introduction to their album: Of Faith, Power and Glory [ame=https://www.youtube.com/watch?v=289COkM3KXc](Click Here to listen)[/ame]
  2. Hands? no, ears :) I might add an ASMR mode on the sounds to relax pilots :lol: soft whispers... "Unknown Flight......... this is a ...... protected zone..... (soft typing)... Leave the area immediately ..... or .....(crinkling) ... deadly force will be taken against you .... (soft blowing)
  3. I ll add it on my list. I ll have to see if having 2 awacs for a coalition doesn't cause even more problem and spams than a lone one :)
  4. Skynet 2.0 Hello guys Little update about Skynet 2.0! If you don't know what I am talking about, you can check this: Skynet 2.0 Release Notes 1 2 3 So the playtest have been going well and I wanted to thanks everyone that participated so far and will participate in the future. There is so much I can do by myself and you helped me a lot to debug my shits:thumbup: As a pitiful reward :lol:, here are some release notes of stuff you help me fix and improve: Added a global tracking of all weapons (rockets, bombs, missiles) to make sure the maximum kill log entries have a weapon displayed By default and to my surprise, a majority of DCS hit event are missing weapon information when running in server mode When Skynet registers a kill without weapons, it will take the closest weapon fired by the killer and with a last known position within a certain range of the victim Some kills will still remains without weapons and will be displayed as follow: Psycho ▶ Killed ▶ Ural 4320 Added a lot of missing entries in Skynet global database of weapons, units and scenery objects Database is, for example, used to build better/shorter display names for weapons and units Ex: "MOST(ROAD)BIG-M" will be displayed as 'Bridge Section' Ex: "weapons.bombs.CBU_97.server.launcher.cluster" will be displayed as 'CBU97' (I think that's the craziest one :)) AI kills happening in the conflict zone have been added to kill seen by everyone I may do something fancier to know your assets are 'under attack' later Fixed a lot of bugs in chat commands, esp commands spamming everyone A lot of radio commands have been added for people that don't want to type Like it was requested a lot, you can load cargo without typing! Some commands are still just accessible by chat like detailed report about an objective Fixed a lot of bugs in delivery and rescue missions Added TeamHit and TeamRam immunity to some units Ramming a tanker will not be an offence as it's part of the training Killing your team spotters will not be an offense are they are really close to the danger Killing yourself and hitting yourself is no longer an offense :) Screenshot message removed Added Skynet voice messages when: You get a good pvp kill You team killed an AI You team killed a player And the adventure goes on....
  5. No there is no schedule right now, it's random. I do a test session when I can be there to play, monitor the logs and take notes. Then, I fix every bugs found and modify some feature based on comment of the playtesters. Then I organize another session. The more stable and the more freetime I have, the more session there will be :) I may start advertising test session on the main server when I start a new one
  6. oh yea also... After some of the playtesters complained about having to type stuff esp. for transport mission, more chat commands will be shortcut in the radio menu like before :thumbup:
  7. I thought of that but this is my last resort as needing a document would be a fail for me. The ingame briefing is already not read by 99% of the people and so I don't think having a document outside the game would work. I want everything as much possible as ingame, in your face, like the HUD :) Every commands and command lists are available from the -help commands (also in the radio commands) that would pop a help page in your face. Also, having an outside document is always a pain in the ass to maintain when you update the server commands. I am still working on increasing the accessibility tho :thumbup:
  8. Looking at the logs, I couldn't find your bug but I could see a lot of people loading ammunition cargo in their chopper. I logged in and I can load ammunition cargo in my UH1. Not sure what happens for you and maybe it was a one time rare bug. In next script version, I added a report bug function so you can report it when it happens and I can track it better in time and in logs.
  9. It's already in public testing! Soon :)
  10. Main Server has been updated to 1.5.3.52018 This new version was retro compatible so the server never disappear for people that updated sooner so no problemo there
  11. Yea Scenery Objectives are a good idea but are a pain in the ass to check for completion as they are not objects I put myself in the map. If you kill the bridges in the wrong order (land section first), the detection can fail in current version of the script on main server. I've spend a very long time fixing them in Skynet 2.0, fixing the detection so I can combat log the kills and give score to killer. In the public tests of map version 5.3.3, I've had people kill them so it seems to work, the condition is to kill 6 section total, 2 for each bridges. Thanks for reporting the bug and sorry for the inconvenient but I am working on it.:thumbup:
  12. Skynet 2.0 Release Notes Part 3 Skynet 2.0 - Release Notes Part 3 Transport / Delivery As before, if your aircraft allows it, you can transport cargo/personnel to resupply some objective Successful deliveries now gives score Type '-tr' in chat to get a briefing on Transport Objectives (Also in Radio Commands) Type '-tr help' for more information Your current transport capacity and load are available in your status: type '-me' in chat Detailed report on Drop-Off objectives will return something like that: Detailed report on Pick-Up objectives will return something like that: Planting Explosive As before, if your aircraft allows it, you can pickup explosive packs, plant them somewhere and then detonate them Type '-ex' in chat to get a briefing on Explosive Objectives (basically pickup point) Type '-ex help' for more information Explosive pack now uses the new 'black tyre with red flag' model instead of the 'mortar' one Detonate command is also in Radio Commands to make it easier when you are flying Sadly, I still haven't found a way to link the units you kill with explosive pack to you so you won't get score for those kills Rescue Pilots As before, if your aircraft allows it, you can go rescue downed pilots and transport them from safe houses to medical center or airports Type '-re' in chat to get a briefing on rescue Objectives (Also in Radio Commands) Type '-re help' for more information Players and AIs ejecting will fill the safe houses Rescuing pilots now give you score Briefing report on All Rescue Objectives will return something like that: Random Thoughts So hopefully, it shouldn't be a big shock to go from Skynet 1.0 to 2.0. Everything is still there but a bit more unified and streamlined. The framework underneath is way better for me as it comes with load of profiling, logging and autotesting. Also, the script will reside and run on the server making the mission lighter and maybe the performance better. Still, it will be a lot to test and I plan to do public testing soon. I hope you guys will like it!
  13. Skynet 2.0 Release Notes Part 2 Skynet 2.0 - Release Notes Part 2 Objective System Objective system has been broadened! In addition to A2G, objective system will now encompass A2A, air refueling and AWACS infos Each objective is now referenced by a unique code to make some chat command easier '[KHAR] Khashuri Red Base' objective code is 'khar' '[RCN1] Blue Recons v1' objective code is 'rcn2' Each objective can now display detailed information using the objective code and the appropriate command (explained later: ag, aa, tr, re, ex) '-ag khar' for detailed information about A2G objective Khashuri Red Base '-aa rcn1' for detailed information about A2A objective Blue Recons v1 Air To Ground Objectives Type '-ag' in chat to get a briefing on Air To Ground Objectives (Also in Radio Commands) Type '-ag help' for more information 'Disarm bombs' missions are now replaced by 'infiltration' to squash. Like bombs, infiltrators will be scattered in a small region and more or less well hidden Unlike bombs, infiltrators won't be able to be defused but will come in different shape and durability (truck, helis, light armored...) 'Hideout' scenery objectives have been removed as they are hard to properly defined and a lot of players are confused about what to destroy More specific and easily defined scenery objectives will stay like destroying bridges Regular objectives have been added to the map and especially to red side to make it more viable for training: Sagarejo Blue Spy Base for Red to destroy (inside the protected zone) Tbilisi Blue Infiltration for Red to destroy (inside the protected zone) Kobuleti Abandonned Red Airfield for Blue to destroy (inside the protected zone) Detailed report on A2G objectives will return something like this: Air To Air Objectives Type '-aa' in chat to get a briefing on Air To Air Objectives (Also in Radio Commands) Type '-aa help' for more information AI CAPs are now part of the objective system Players can thus ask for briefing/direction/heading to CAPs Detailed report on A2A objectives will return something like that: Flights of Interest Type '-foi' in chat to get a briefing on Flights of Interest AWACS and Air Tankers are now part of the objective system Players can thus ask for briefing/direction/heading/freq about those flights Detailed report on FOI objectives will return something like that: To be continued...
  14. Skynet 2.0 Release Notes Part 1 Skynet 2.0 - Release Notes Part 1 Hello Guys In the past few weeks, I've been working at rewriting Open Conflict masterscript also known as Skynet. In addition to redoing some features I wanted to redo for a long time, I also gave Skynet access to new features like chat and server environment. Having access to those new part of DCS, Skynet will take over server administration, players and kills tracking as well as chat combat log. I have done a lot of manual and automated tests and soon will comes the time for you guys to break it... well ... I mean test it. More information on this will come later. This first version is designed to propose about the same features as the current Skynet 1.0 / SLMOD combo and build a better framework for the future. Once it's released and stabilized, I will have a better foundation to work with and add on. I hope these changes will streamline and unified the features on Open Conflict. Here goes the wall of text for people interested :lol: Combat Log Open Conflict now takes over combat log A coalition will now only see kills done by their players or AIs Still not 100% sure about this filter Some kills that were previously missing will now be displayed For example, scenery or building destruction Weapon used will still be missing in some cases though Active units will now be referenced as AI to differentiate them from static ones 'Shilka AI' versus 'Shilka' Scoring (Still in progress) Open Conflict now have its own scoring system Type '-score' to see the score board I am still investigating if it's possible to override DCS scoring to substitute mine Score will be given for kills but also for other actions like delivery or rescue... The more dangerous the unit, the more score it should give Players will give more score than AIs Defended objectives will score more Objectives in the conflict zone will also score more Scoring values and factors will be tweaked over time Chat Command vs Radio Command Chat Commands are now available Chat Commands are now the primary way to communicate with Skynet Some Radio Commands are still there and will act as shortcut to some chat commands Type '-help' for more information I will skip admin and dev commands as they, of course, are not accessible to all. Server Status Type '-server' in chat (Also in Radio Commands) Server status is mainly there to get info on server reset timings Server information will return something like this: Player Status All information about the player is now in one place Type '-me' in chat (Also in Radio Commands) Player information will return something like this: Player Death Like in the current version, the last death (by other) that you suffer will be displayed when you die This death info will be derived for combat log instead of being computed separately The last death message will also appear in the next welcome message you receive The last death message can also be requested with '-death' chat command Last death message will be something like this Conflict Area Type '-cfl' in chat for Conflict Zone report (Also in Radio Commands) Like in current version, the Conflict Zone report is only available to people inside the zone Some bugs have been fixed in the computation of the allies versus enemies A new concept have been added: 'Your coalition is currently AT DISADVANTAGE!' Coalition at disadvantage in the conflict zone will receive more points for their actions The formula is, for now, based on number of players in fighter in the conflict zone When inside the zone, the conflict area status will be something like: To be continued...
  15. Yea there might still be some small bugs in the current masterscript. I am focusing right now on releasing the new framework that will give me more tools and logs to track and debug this kind of problem. It will also give you a command to report a bug on the spot so I can locate it in time and in my logs. I hope it's not too game breaking for now
  16. In Map Version 4.7.8 Weather and Date Weather changed to clear Date changed to november and time to 9am Should be a nice dawn Model Enlargement Changed from medium to small
  17. I would like to have it set the same for everyone. It was set from large to medium recently but I found it still too cartoon and big. I might switch to small soon.
  18. Yea, don't hesitate to send them to me. Also, I would prefer that player reporting is done via private messages. I may add a report command in the next version of the script to report trolls and bugs too. Thanks!
  19. If it was up to me, I would make this server short range, for AI and Players but I have a board of directors to answer to.
  20. Indeed. I confirmed with the log, should not be a problem anymore.
  21. In Map 4.7.8 So I've scripted some feature to make the game more fair and more unpredictable, I hope you will like it! AIM120B/C are too modern, they will now suffer random failure and will have: A good chance to not launch A medium chance to self destruct after some fly time A small chance to tear off a wing on launch Su27/33 pilots will now have a chance to spill vodka and thus A good chance to make datalink unusable until next repair A medium chance to make trim unusable until next repair A small chance to short circuit and trigger the ejection Player attacker aircraft ECM have been boosted and will have: A good chance to disrupt enemy fighter's radar in 100km ranger A medium chance to break the radar in 50km range A small chance to create a cascading effect in electronics leading to the fighter's explosion Maverick missiles now have a random chance to be shot down by Georgia farmers as they make big and slow targets Players in helicopter can now activate stealth mode making them: Invisible to radar Invisible to IR Unable to fire weapons Unable to chat Being killed so much by modern fighters, WWII CAPS are now randomly equipped with AIM9X / AIM120C / R73 / R77 After so much ramming suffered, air tanker pilots realized they were immortal and now have: A good chance to zig zag while you try to refuel A medium chance to brake violently while you are refueling A small chance to fueling you with water instead of fuel A tiny chance to enter fury mode and start ramming random people, anywhere, anytime. Frustrated of being muted so much, AWACS pilots now have: A big chance to ignore your requests A medium chance to give you wrong information A small chance to land at Senaki and go on a strike by blocking the runway
  22. Damn, you are a request machine :) Mission cycle is a fragile balance between content, number of players, the fact that debris on runway don't disappear and also and more importantly DCS growing instability over time. Maybe I'll do some more experiments after I'm done with my rework.
  23. In Map 4.7.7 Teamspeak infos are now everywhere: In server info displayed in lobby In the briefing In SLMOD chat message of the day (motd) In Skynet welcome popup On your couch eating your doritos and petting your cat
  24. In Version 4.7.6 Option Shenanigans - Remove a lot of option values from the the options file in the mission so that clients can use their own local settings. - These options don't reside where, in the mission, you force options and yet, my settings seem to be force-applied on client like the tool-tip were. - Setting the right setting value like I did for the tooltip problem can't be applied for a lot of options like modules specific gameplay options. - I am removing the option values in the hope that the client's ones will be use. Thanks to Dirkan for the help on this. Don't hesitate to tell me if more are needed. The options enforced are here:
  25. Oops So I've started more advanced testing of Skynet 2.0 and accidentally assigned the test server to same port as the official Open Conflict one. So the official server might have disappeared from the server list. :thumbup: Sorry about that, stuff should be back to normal
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