0.8 has been released!

  1. 9 years ago

    ARJay

    30 Sep 2014 Administrator
    Edited 9 years ago by ARJay

    Get it here!

    http://alivemod.com/

    Release 0.8

    Command & Control

    Similar to the Logistics capabilities we added in 0.7, this release adds another set of important tactical support functions. The ALiVE C2ISTAR Module provides the first in a series of tools for players to communicate, disseminate and record mission critical information via advanced map markers, drawing tools and a suite of tactical reports and returns. Additionally, both Player and AI Commanders (OPCOM) can issue missions and tasks on the fly with the Player Tasks Module. This will automatically generate tactical and logistics tasks in support of OPCOM’s current objectives and is an invaluable tool for ensuring player activity stays aligned to the ebb and flow of the battle. Grab an ALiVE Tablet from the Support Crate and check it out! See the ALiVE WIki for further details.

    We have given some love to a number of existing modules, including a completely revamped Multispawn system that includes an immersive helicopter insertion, respawns in buildings and HQ vehicles as well as group or faction level respawns. We've added some long awaited improvements to Combat Support, such as the ability to sync editor placed vehicles with an init line to the CS module. There are lots of other bugs fixes and feature requests too, so be sure to check out the full change log!

    There have been some important changes and improvements to lots of modules based on user feedback. Please check the Release Highlights below!

    Server Admins: This build requires the latest ALiVEPlugIn.dll found in the archive. Please update your servers!

    War Room

    As Tupolov reported recently, we were forced to wipe Player Stats sooner than expected whilst applying some updates to War Room. This has no impact on existing persistent mission data. We will continue to add new functionality to War Room over the coming months to develop the integrated C2ISTAR and Operations Room concept. More details will be posted in due course. Meanwhile, if you’ve not done so already register with us now and start taking advantage of ALiVE mission persistence and battlefield data feeds.

    Join up now!

    Manual

    Please refer to the ALiVE Wiki. It’s not the prettiest but all the info you need should be there. If anything is missing or unclear, please let us know by submitting a ticket on our Development Tracker and we’ll look to fix it.

    Release Highlights

    Multispawn - added various options including an immersive heli insertion.
    ALIVE Splashscreen can now be disabled by removing the pbo from @ALIVE/addons.
    Single Player Savegame can be enabled via the Requires ALiVE module.
    C2ISTAR Player Tasks - players require an ALiVE_Tablet to access. Player Tasks have been removed from the OPCOM module.
    OPCOM - Removed autogenerated OPCOM tasks in favor for C2ISTAR and added functions to allow players to jump directly to the nearest action (See Wiki)
    Garbage Collector - added the ability to exclude objects (wrecks, corpses, vehicles etc) by syncing to the module. Also a setVariable option.
    Combat Support - added ability to sync editor placed crewed vehicles with custom init lines (See Wiki)
    Player Logistics - added the ability to exclude objects by syncing to the “Disable Logistics” module. Also a variable can be set according to setVariable option.

    Several important fixes:

    Profiles: fix for playable AI team members getting deleted if profiled.
    Player Logistics: fixed enableSimulation issue.
    CQB: now works on the Server again and no longer ignores Blacklists if also TAOR markers were used.
    Combat Support: now deletes crew from destroyed CS vehicles.
    MP: fix for parachuting vehicles on some A2 maps.

    Disclaimer

    ALiVE is still in BETA and subject to change. We may need to clear database data before major updates but we will let you know well in advance if this happens. We have done our best to ensure backward compatibility for your missions. However, in case you get a new error with an existing mission, please delete and replace the offending module in the editor and you should be good to go again. As usual, please post any issues or feature requests on our tracker.

    NOTE: mil_convoys is now deprecated and will be removed in a future release. We'll leave it in for the moment so it doesn't break missions but it will be gone in the future. Fair warning!

    Work In Progress

    The theme for 0.9 release is consolidation and enhancement. A primary goal for ALiVE is to deliver an intuitive, easy to use modular system and we’re concerned that this beast is getting a little unwieldy, so we going to rationalise a lot of the modules and create a more logical structure. This will unavoidably have an impact on backwards compatibility for existing missions so we will post full details on our Wiki in due course. Aside from that, we are working on an easy mode “plonk and play” quick start module and adding more detailed instructions to module ‘Show Info’ and the in game Field Manual. We’ll also be working on the new Insurgency module.

    We also finally succumbed and entered the Make ArmA Not War contest. See our submission here.

    Thanks To

    Special thanks to everyone here for supporting us with donations to the War Room. Database hosting isn’t free and the overwhelming popularity of ALiVE means we are using rather more data than we originally anticipated. If you want to contribute to keep the War Room ALiVE (see what I did there) then please find the Donate button at ALiVEmod.com !

    Have fun!

  2. Good work people :-)

  3. It looks like you've included the wrong key, the new version is hanging the server. If you kill the server it remains open in the processes.. and you're unable to delete the alive bikey without hard killing the arma server process.

    The server key included is from 2013!!

  4. ARJay

    2 Oct 2014 Administrator

    Ok thanks for the report ToeJam, I'll get back to you on the key issue!

  5. ARJay

    2 Oct 2014 Administrator

    Ok thanks for the report ToeJam, I'll get back to you on the key issue!

  6. Great, any news? :)

  7. ARJay

    3 Oct 2014 Administrator

    Yeah checked with our release manager, we always use the same key since 2013, and no one else has reported issues, so I would assume something else is at play there.

  8. Edited 9 years ago by ToejaM

    Oh.. now it is working, what the hell! I hate you Arma! lol

 

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