Releases: theace0296/TRGMRedux
Releases · theace0296/TRGMRedux
TRGM Redux
Summary:
Changed enemy spawning calculations to be weighted against player count in addition to the enemy density option. The following are some examples of the resulting calculation for different combinations of player count and enemy density when the mission is requesting an enemy force size of 25:
- 1 player, lowest more enemies option: 5 enemies actually spawned
- 1 player, default more enemies option: 24 enemies actually spawned
- 1 player, highest more enemies option: 28 enemies actually spawned
- 12 players, lowest more enemies option: 5 enemies actually spawned
- 12 players, default more enemies option: 28 enemies actually spawned
- 12 players, highest more enemies option: 33 enemies actually spawned
- 32 players, lowest more enemies option: 18 enemies actually spawned
- 32 players, default more enemies option: 99 enemies actually spawned
- 32 players, highest more enemies option: 116 enemies actually spawned
Change log:
TRGM Redux
Summary:
- Improve faction data load times, and location load times.
- Other various optimizations.
- Added admin-only objective management menu that allows you to manually complete/fail/cancel a task. (Note: Being it is mainly for situations where an objective is incorrectly completed or fails to ever complete, some side-effects for a mission completing may not happen or may still happen).
Change log:
- update deps
- The ace0296/load time perf (#45)
- allow ind runs of nightly build
- default location map to hashmap
- force hvt to stay in obj position if not rescue mission
- update nightly upload url
- update readme to point to new nightly release
- better copy script
- Add initial loading notification when processing data
- update vscode settings
- Fix intel for bomb mission
- Fix intel for AAA vehicles
- add stale config
- update custom sqf vs code extension
- clean up some syntax errors, update zen_occupyhouse
- update packages
- use custom version of sqflint that has hashmap support
- temp disable sqflint
- temp disable sqflint
- fix lint errors
- squeeze out a bit more performance by switching to waitUntil over while...do...
- Add maps from unsung redux
- hook up dynamic sim to object owner
- update script credits for loadbalancer
- add loadbalancer for spawning units
- Add trycatch to direct map draw restriction func
[Nightly] TRGM Redux
A bleeding-edge nightly release, may contain breaking bugs!
TRGM Redux
Summary:
This is entirely bug fixes, this is likely going to be v3.4 fully released.
Change log:
TRGM Redux
Summary:
Reworked faction unit classification logic to fix bugs on non-EN locales. Added new CDLC map. Various bug fixes.
Change log:
- Use allUnits with filter over nearestObjects for Intel
- add new cdlc map
- More ace actions
- Update sqf extension
- Update extensions
- retry logic for creation of units at events
- Rework vehicle classification system to not rely on EN translations
- clean up if-then nesting in fnc
- Remove display name checking from ignore unit code (no longer required)
- Centralize unit data generation
TRGM Redux
Summary:
- Added some new settings to the mission parameters, also added headers to the mission parameters to make navigating them easier.
- Added new 'destroy armored vehicles' mission.
- Fixed issues with AI helicopter navigation (Secure and Resupply mission, Enemy reinforcements, and HQ Transport Helo).
- Fixed issues around Comms Tower and getting intel.
- Added a lot of hard-coded text to the localization file.
- Added new CDLC map.
- General bug fixes and improvements.
Change log:
- Centralized unit filtering, hopefully fixes for non-EN locales
- Update git ignore
- Fix spelling error in comment
- Fix incorrect map markers
- Fix syntax error
- Fix typo causing intel to not work
- Update comment
- Make unit filters for factions more specfic to exclude some units
- Comms tower should give at least 1 set of intel
- Fix syntax error and adv settings getting set incorrectly
- Advanced Settings get/set rather than pushback
- Fix reinforcement helo not landing
- even more localization
- More localization
- Ignore sqflint log file
- More localization
- Fix lint errors
- Fix comms tower only affecting first objective
- Fix bug where (optional) and (main) were appearing on task labels
- Fix bug where supply crate wouldn't have correct ammo
- Add more strings to localization xml
- Filter supports by selected faction
- Patch secure and resupply, make timer script a dedicated function
- Patch to fix secure and resupply mission
- Use hard-coded counter
- Syntax
- Add mission parameter to disable replacement of vehicles
- Sort mission parameters into categories
- Add destroy armor mission
- Add new VN cDLC map
TRGM Redux
Summary:
- Greatly improved performance and stability.
- Fixed AT Mine event freezing game.
- Redesigned mission set-up to allow for more customization of objectives.
- Fixed bug where target markers were visible.
- Fixed units spawning with incorrect names and faces.
- Re-configure loading notification to actually represent where in the process of generating the mission TRGM is.
- Add option to disable fires at objectives.
- And as always, general bug fixes and improvements.
Development Environment Changes:
- Added custom version of sqflint-vscode.
Change log:
- Fix AT mine event
- Speed up AO patrol/checkpoint generation
- Stability imporovements, temp disabled AT Mine Event
- Don't wait on populate AO scripts
- Wait for event scripts
- Update vscode sqflint
- Spawn init vars
- Remove useless sleeps
- Add function names to beginning of files
- Add missing semi colons
- Remove script profiling declarations
- Add sleeps to allow scheduler to manage scripts more efficiently
- Add createProfileNamespace to vscode-sqflint
- Add scope declarations for profiling
- Select unitCount from unitCounts
- Use 0-based index
- Nil check for variable
- Fix undef variable
- Enclose private variable
- Rename functions.hpp to cfgFunctions.hpp
- Optimizations pt2
- Fix syntax errors from optimization changes
- Code optimization pt1
TRGM Redux
TRGM Redux
Summary:
- Fixed bug that causes faction data to always recalculate.
Change log:
TRGM Redux
Summary:
- Revamped faction data and location data. Faction data no longer has to recalculate if the mod list changes. Location data has new filtering that allows for more varied mission locations. Various bug fixes.
Change log:
- Revamp faction and location data
- Update woodland acr
- Fix error in creating vehicle crew
- Set face and speaker of spawned units to match faction
- Had N in wrong spot for coverage
- use funky symbols for map coverage
- Update map coverage script
- Add Gabreta Empty map
- catch vehicle crew turret assignment errors
- Adjust when briefing text appears (so it shows up for empty variants)
- Use custom create vehicle crew function
- Disable dynamic symulation for mission critical units
- Fix units killing each other on requests
- Remove extraneous file
- Update gitignore
- Fix floating objects
- Check for safe position when replacing vehicles