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Dwarden

ARMA 2: OA beta build 73116

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new beta build out http://www.arma2.com/beta-patch.php

[73116] Fixed: crash on server when loading ban.txt

[73115] Fixed: crash in Ka52 while player as gunner

[73094] Fixed: Shadows sometimes disappered, esp. when sun was behind a player.

[73079] Improved: changed tank AI driver behaviour

[73073] New: Better clients bad CDKey checking on server.

[73068] Fixed: Crash with AI leaving vehicle with GetOut EH (http://dev-heaven.net/issues/11011)

[73044] Fixed: Client with bad CD key is kicked off from server instead of being politely asked to disconnect.

[73030] Fixed: Airplanes HUDs projected into infinity.

[73019] Improved: Tracers visible in all directions.

[73015] Fixed: Unable to connect to servers with equalModRequired.

these are as always some additional crash fixes and other issues fixed yet not mentioned ... (follow CIT to know more)

and new fast hotfix

Edited by Dwarden

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Awesome! I especially like this one:

[73079] Improved: changed tank AI driver behaviour

Gonna go check it out! :D

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Bah, tanks in convoys still spectacularly fail. Just tried to keep 4 Warriors driving down the straight major road running through Shapur and they still would randomly swerve off at high speed and crash into the walls and buildings. This was with them forced into Careless mode, Column formation and Full speed, a combination known by myself to break convoys since ArmA. :(

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Ran into major problem with this one

As i was just going to check manual fire in ka-52 chopper.

If i get in as pilot it's fine but still no manual fire

So i just jumped into the gunners seat and the game crashed to desktop

Tried it 3 more times and same result, u cannot get into a ka-52 chopper without the game crashing. Run in vanilla mode with combined.

Can other people test this

Also might be worth trying to get in other choppers as gunners or other planes and vehicles

UPDATE:

only a problem with Ka-52

AH-1Z and Hinds are ok

Here is a RPT

== C:\Program Files\Bohemia Interactive\ArmA 2\Expansion\beta\arma2oa.exe

== "C:\Program Files\Bohemia Interactive\ArmA 2\Expansion\beta\arma2oa.exe" "-mod=C:\Program Files\Bohemia Interactive\ArmA 2\Expansion\beta;C:\Program Files\Bohemia Interactive\ArmA 2\Expansion\beta\Expansion"

=====================================================================

Exe timestamp: 2010/09/04 00:38:02

Current time: 2010/09/04 01:05:29

Version 1.54.73112

Checking DLC for update.

DLC check complete.

Item str_disp_server_control listed twice

Item str_disp_left listed twice

String STR_BAF_CFGMAGAZINES_BAF_PUTIED_V10 not found

String STR_BAF_CFGMAGAZINES_BAF_PUTIED_V20 not found

String STR_BAF_CFGMAGAZINES_BAF_PUTIED_V30 not found

String STR_BAF_CFGMAGAZINES_BAF_PUTIED_V40 not found

Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02

Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02

Warning: Road selection asf3 has wrong name format

Warning: Road selection mud has wrong name format

Warning: Road selection asf3 has wrong name format

Warning: Road selection mud has wrong name format

Warning: Road selection asf3 has wrong name format

Warning: Road selection mud has wrong name format

Warning: Road selection asf3 has wrong name format

Warning: Road selection mud has wrong name format

Warning: Road selection asf3 has wrong name format

Warning: Road selection mud has wrong name format

Warning: Road selection asf3 has wrong name format

Warning: Road selection mud has wrong name format

Warning: Road selection asf3 has wrong name format

Warning: Road selection mud has wrong name format

Warning: Road selection asf3 has wrong name format

Warning: Road selection mud has wrong name format

=======================================================

-------------------------------------------------------

Exception code: C0000005 ACCESS_VIOLATION at 00546FAE

graphics: D3D9, Device: NVIDIA GeForce GTX 460, Driver:nv4_disp.dll 6.14.12.5896

resolution: 1680x1050x32

Addons:

CACharacters_E in ca\characters_e\, CAWheeled_E_Volha in ca\wheeled_e\volha\

CAWeapons_E_KORD in ca\weapons_e\kord\

CAWheeled_E_stryker in ca\wheeled_e\stryker\, CASounds_E in ca\sounds_e\

CAAir2 in ca\air2\, zargabad in ca\zargabad\

CA_Animals2_Chicken in ca\animals2\birds\chicken\

CAWheeled_E_LandRover in ca\wheeled_e\lr\

Ind_Shed_02 in ca\buildings2\ind_shed_02\

CA_Missions_GarbageCollector in ca\modules\garbage_collector\

pond_test in ca\structures\pond\, CAStructuresBarn_W in ca\structures\barn_w\

CAStructuresHouse_A_Hospital in ca\structures\house\a_hospital\

CAFonts in ca\uifonts\, CAWeapons_VSS_vintorez in ca\weapons\vss_vintorez\

CAWeapons_Colt1911 in ca\weapons\colt1911\, CAWheeled3 in ca\wheeled3\

CAWeapons_E_LeeEnfield in ca\weapons_e\leeenfield\

CA_Animals2_Cow in ca\animals2\cow\, CAWeapons_E_ZU23 in ca\weapons_e\zu23\

CA_E in ca\ca_e\, CAAir2_ChukarTarget in ca\air2\chukar\

CA_Missions_E_SecOps in ca\missions_e\som\, CAAir3 in ca\air3\

CARocks_E in ca\rocks_e\

CAStructures_E_Ind_Misc_PowerStation in ca\structures_e\ind\ind_powerstation\

CAAir2_Pchela1T in ca\air2\pchela1t\

CA_Animals2_WildBoar in ca\animals2\wildboar\

CAWeapons_E_TOW in ca\weapons_e\tow\, BI_SRRS in ca\modules\srrs\

CA_Missions_BattlefieldClearance in ca\modules\bc\

CA_Modules_ARTY in ca\modules\arty\, CARoads2Bridge in ca\roads2\bridge\

CATracked2_T34 in ca\tracked2\t34\

CACharacters_BAF_Head in ca\characters_d_baf\heads\

CAWheeled_E_UAZ in ca\wheeled_e\uaz\

CAStructures_E_Misc_Misc_powerline in ca\structures_e\misc\misc_powerline\

CAWeapons_E_M14 in ca\weapons_e\m14\, CAWheeled_E_V3S in ca\wheeled_e\v3s\

CAAir_E_AH64D in ca\air_e\ah64\, Shed_wooden in ca\buildings2\shed_wooden\

CAWeapons_E in ca\weapons_e\

CA_Missions_AmbientCombat in ca\modules\ambient_combat\

CARoads2Dam in ca\roads2\dam\

CAStructuresHouse_Church_02 in ca\structures\house\church_02\

CAWheeled2_LADA in ca\wheeled2\lada\, CAWheeled2_Kamaz in ca\wheeled2\kamaz\

CACharacters_BAF in ca\characters_d_baf\, CA_Modules_E_OO in ca\modules_e\oo\

Ind_SiloVelke in ca\buildings2\ind_cementworks\ind_silovelke\

CAAir2_F35B in ca\air2\f35b\, CA_Anims_Char in ca\anims\characters\config\

CAStructures_E_Misc_Misc_Garbage in ca\structures_e\misc\misc_garbage\

CAWheeled_E_SCUD in ca\wheeled_e\scud\, CA_Missions_SecOps in ca\missions\som\

CAStructuresHouse_Church_03 in ca\structures\house\church_03\

CAStructuresHouse_A_Office01 in ca\structures\house\a_office01\

CAWeapons in ca\weapons\, CAWeapons2_SMAW in ca\weapons2\smaw\

CAWheeled2_TowingTractor in ca\wheeled2\towingtractor\

CAWheeled2_LAV25 in ca\wheeled2\lav25\

CAWeapons_E_M119_Howitzer in ca\weapons_e\m119_howitzer\

CAWeapons_E_SPG9 in ca\weapons_e\spg9\

CALanguage_missions in ca\languagemissions\, CAWeapons_E_M16 in ca\weapons_e\m16\

CA_Animals2_Dogs_Fin in ca\animals2\dogs\fin\

CAWheeled_E_Pickup in ca\wheeled_e\datsun_armed\

Ind_Mlyn in ca\buildings2\ind_cementworks\ind_mlyn\

WarfareBuildings in ca\misc3\wf\, CA_Missions_Armory2 in ca\missions\armory\

CASigns2 in ca\signs2\

CAStructuresHouse_A_Office02 in ca\structures\house\a_office02\

CATracked2_BMP3 in ca\tracked2\bmp3\, Utes in ca\utes\

Warfare2Vehicles in ca\warfare2vehicles\

CAWheeled2_HMMWV_Ambulance in ca\wheeled2\hmmwv\m997a2_ambulance\

CA_L39 in ca\l39\, CAAir2_UH1Y in ca\air2\uh1y\

CAStructures_E_Ind_Ind_Garage01 in ca\structures_e\ind\ind_garage01\

CAStructures_E_HouseK in ca\structures_e\housek\

CAWater2_seafox_EP1 in ca\misc_e\seafox\

CAStructures_E_HouseA_A_BuildingWIP in ca\structures_e\housea\a_buildingwip\

CAWeapons_E_Javelin in ca\weapons_e\javelin\, CAAnimals in ca\animals\

Misc_WaterStation in ca\buildings2\misc_waterstation\

CA_Modules_E_UAV_Heli in ca\modules_e\uav_heli\

CAWheeled_E_TT650 in ca\wheeled_e\tt650\

CA_Modules_E_Functions in ca\modules_e\functions\, CA_AH64D in ca\ah64\

Church_01 in ca\buildings2\church_01\, CA_Dubbing in ca\dubbing\

Ind_SawMill in ca\structures\ind_sawmill\, CATracked_W_BAF in ca\tracked_w_baf\

CAWeapons_E_Igla in ca\weapons_e\igla\

CAStructures_E_HouseL in ca\structures_e\housel\, CARoads_E in ca\roads_e\

CAStructures_E_Ind_Ind_Coltan_Mine in ca\structures_e\ind\ind_coltan_mine\

CAAir in ca\air\, ind_silomale in ca\buildings2\ind_cementworks\ind_silomale\

CA_Modules_E in ca\modules_e\, CAWeapons_E_M136 in ca\weapons_e\m136\

CAStructures_E_Ind in ca\structures_e\ind\, CAWeapons_E_M240 in ca\weapons_e\m240\

CA_HighCommand in ca\modules\hc\, CA_Modules_DynO in ca\modules\dyno\

CAStructures_Ruins in ca\structures\ruins\

CAWeapons2_HuntingRifle in ca\weapons2\huntingrifle\, CA_BAF in ca\data_baf\

CA_Animals2_Rabbit in ca\animals2\rabbit\

Rail_House_01 in ca\buildings2\rail_house_01\

CAWheeled_E_Old_bike in ca\wheeled_e\old_bike\

CAWeapons_E_fnfal in ca\weapons_e\fnfal\, CAAir_E_Halo in ca\air_e\halo\

Ind_Garage01 in ca\buildings2\ind_garage01\, CATracked_E_BMP2 in ca\tracked_e\bmp\

CAStructures_Proxy_BuildingParts in ca\structures\proxy_buildingparts\

CAStructures_Wall in ca\structures\wall\, CAWheeled2_Ikarus in ca\wheeled2\ikarus\

CAWheeled2_VWGolf in ca\wheeled2\vwgolf\

CAStructures_E_Misc_Misc_cables in ca\structures_e\misc\misc_cables\

Ind_Workshop01 in ca\buildings2\ind_workshop01\

CAWheeled_E_MTVR in ca\wheeled_e\mtvr\

CAStructures_E_HouseA_A_Villa in ca\structures_e\housea\a_villa\

CA_Animals2_Goat in ca\animals2\goat\

CAStructures_A_BuildingWIP in ca\structures\a_buildingwip\

CATracked2_us_m270mlrs in ca\tracked2\us_m270mlrs\

CATracked2_2S6M_Tunguska in ca\tracked2\2s6m_tunguska\

CAWater2_fishing_boat in ca\water2\fishing_boat\, CAWater2 in ca\water2\

CAWheeled_W_BAF in ca\wheeled_w_baf\, CA_Animals_E in ca\animals_e\

CAWeapons_E_PK in ca\weapons_e\pk\, CABuildings2 in ca\buildings2\

CAHouseBlock_A in ca\buildings2\houseblocks\houseblock_a\

CA_Modules_E_Gita in ca\modules_e\gita\, CATracked_E in ca\tracked_e\

CA_AIR_E_MQ9PredatorB in ca\air_e\mq9predatorb\

Barn_Metal in ca\buildings2\barn_metal\, Shed_small in ca\buildings2\shed_small\

CAData_ParticleEffects in ca\data\particleeffects\, CA_Modules in ca\modules\

CAStructuresHouse_HouseBT in ca\structures\house\housebt\

CAStructures_Nav in ca\structures\nav\, CATracked2_T90 in ca\tracked2\t90\

CATracked2 in ca\tracked2\, CAWeapons_bizon in ca\weapons\bizon\

CAWeapons_AK in ca\weapons\ak\, CAWeapons_BAF in ca\weapons_baf\

CAWeapons_E_AK in ca\weapons_e\ak\

CAHouseBlock_B in ca\buildings2\houseblocks\houseblock_b\

CA_Animals2_Anim_Config in ca\animals2\animconfig\

CAStructures_E_Wall in ca\structures_e\wall\

Misc_PowerStation in ca\buildings2\misc_powerstation\

CATracked_E_M2A2_Bradley in ca\tracked_e\m2a2_bradley\

CATracked_E_M1_Abrams in ca\tracked_e\m1_abrams\

CA_CruiseMissile in ca\air2\cruisemissile\, CACharacters2 in ca\characters2\

CA_Modules_ZoRA in ca\modules\zora\, CA_Modules_Coin in ca\modules\coin\

CAStructuresHouse_Shed_Ind in ca\structures\shed_ind\

CAStructures_Railway in ca\structures\rail\railway\

CAWeapons_M252_81mm_Mortar in ca\weapons\m252_81mm_mortar\

Warfare2_E in ca\warfare2_e\, CAWeapons_E_scar in ca\weapons_e\scar\

CAWeapons_E_M47 in ca\weapons_e\m47\

CAHouseBlock_C in ca\buildings2\houseblocks\houseblock_c\

CAStructures_E_Misc_Misc_Lamp in ca\structures_e\misc\misc_lamp\

CA_Modules_UAV in ca\modules\uav\, CARoads2 in ca\roads2\

CAStructures_Mil in ca\structures\mil\, CAStructuresHouse in ca\structures\house\

CAStructuresHouse_A_FuelStation in ca\structures\house\a_fuelstation\

CAWater2_Destroyer in ca\water2\destroyer\, CAWeapons2 in ca\weapons2\

CA_Modules_Alice2 in ca\modules_e\alice2\

CAHouseBlock_D in ca\buildings2\houseblocks\houseblock_d\

CAStructures_E_Wall_Wall_L in ca\structures_e\wall\wall_l\

CAWeapons_E_RPG18 in ca\weapons_e\rpg18\, CAWheeled_E_s1203 in ca\wheeled_e\s1203\

CAData in ca\, CA_HC_Sounds in ca\missions\data\sounds\

CA_Modules_clouds in ca\modules\clouds\

CAWeapons_2b14_82mm_Mortar in ca\weapons\podnos_2b14_82mm\

CAWheeled_Pickup in ca\wheeled\datsun_armed\

CALanguageMissions_baf in ca\languagemissions_baf\

CAStructures_E_HouseA_A_Minaret_Porto in ca\structures_e\housea\a_minaret_porto\

CAWheeled_E_BTR40 in ca\wheeled_e\btr40\, CAAir_E_UH60M in ca\air_e\uh60m\

CA_AIR_E_Su25 in ca\air_e\su25\, CAWeapons_E_Strela in ca\weapons_e\strela\

CAAir3_Su34 in ca\air3\su34\, CAWeapons_E_DSHKM in ca\weapons_e\dshkm\

CAWheeled_E_Ikarus in ca\wheeled_e\ikarus\

CA_E_ParticleEffects in ca\ca_e\data\particleeffects\

CAStructures_E_HouseA_A_Minaret in ca\structures_e\housea\a_minaret\

CA_Heads in ca\characters\heads\, CA_Modules_Alice in ca\modules\alice\

CAStructures_IndPipe1 in ca\structures\ind_pipeline\indpipe1\

A_TVTower in ca\structures\a_tvtower\, CAWheeled2_V3S in ca\wheeled2\v3s\

CAWheeled2_M1114_Armored in ca\wheeled2\hmmwv\m1114_armored\

CAWheeled3_M1030 in ca\wheeled3\m1030\, CAAir2_C130J in ca\air2\c130j\

CAAir_E_CH_47F in ca\air_e\ch47\, CAA10 in ca\a10\

CAWheeled_E_Offroad in ca\wheeled_e\hilux_armed\

CA_Missions_FirstAidSystem in ca\modules\fa\

CA_Modules_StratLayer in ca\modules\strat_layer\

CAStructuresHouse_rail_station_big in ca\structures\rail\rail_station_big\

CAStructures in ca\structures\, Warfare2 in ca\warfare2\

CAWheeled_D_BAF in ca\wheeled_d_baf\

CAStructures_E_HouseA_A_Office01 in ca\structures_e\housea\a_office01\

CAWeapons_E_ksvk in ca\weapons_e\ksvk\, CAWeapons_E_G36 in ca\weapons_e\g36\

CAStructures_E_Ind_Ind_Shed in ca\structures_e\ind\ind_shed\

Farm_Cowshed in ca\buildings2\farm_cowshed\, CAMisc_E_WF in ca\misc_e\wf\

CAWeapons_E_MAAWS in ca\weapons_e\maaws\

CA_Modules_E_Jukebox in ca\modules_e\jukebox\

CATracked_E_M113 in ca\tracked_e\m113\

CAStructuresHouse_HouseV2 in ca\structures\house\housev2\

CAWater2_seafox in ca\water2\seafox\, CAWheeled2_MTVR in ca\wheeled2\mtvr\

CAWheeled2_HMMWV_BASE in ca\wheeled2\hmmwv\

CAWeapons_E_M2StaticMG in ca\weapons_e\m2\

CAWeapons_E_M9 in ca\weapons_e\m9_beretta\

CAStructures_E_Misc_Misc_Interier in ca\structures_e\misc\misc_interier\

CAUI in ca\ui\, CA_Missions_E_Armory2 in ca\missions_e\armory\

CAStructures_E_Misc_Misc_Well in ca\structures_e\misc\misc_well\

CALanguage in ca\language\, CAStructures_E in ca\structures_e\

CAAir_E_AH6J in ca\air_e\ah6j\, CAMisc2 in ca\misc2\, missions_ew in ca\missions_ew\

CATracked in ca\tracked\, CAWeapons_AmmoBoxes in ca\weapons\ammoboxes\

CAAir_BAF_CH_47F in ca\air_d_baf\ch47\, CAAir_E_An2 in ca\air_e\an2\

CAStructures_E_Misc_Misc_Construction in ca\structures_e\misc\misc_construction\

CABuildingParts in ca\buildings2\buildingparts\, CA_Anims_E in ca\anims_e\

CATracked_E_us_m270mlrs in ca\tracked_e\us_m270mlrs\

CAStructures_E_HouseA_A_Mosque_big in ca\structures_e\housea\a_mosque_big\

CAWheeled_E_HMMWV in ca\wheeled_e\hmmwv\, CAWheeled_E_BTR60 in ca\wheeled_e\btr60\

CAAir_E_A10 in ca\air_e\a10\, CAWeapons_E_Metis in ca\weapons_e\metis_at_13\

CAWheeled_E in ca\wheeled_e\, CAAir_E in ca\air_e\, CAMisc3 in ca\misc3\

CA_Modules_Silvie in ca\modules\silvie\, CAWater2_Fregata in ca\water2\fregata\

CAWheeled_Offroad in ca\wheeled\hilux_armed\, CA_Sounds_Baf in ca\sounds_baf\

CAStructures_E_Misc_Misc_Market in ca\structures_e\misc\misc_market\

Ind_Pec in ca\buildings2\ind_cementworks\ind_pec\

CAStructures_E_Misc_Misc_Water in ca\structures_e\misc\misc_water\

CAWheeled_E_ATV in ca\wheeled_e\atv\

CA_Modules_Functions in ca\modules\functions\, CAMusic in ca\music\

CATracked2_AAV in ca\tracked2\aav\, CAWeapons_M1014 in ca\weapons\m1014\

CA_Modules_E_DynO in ca\modules_e\dyno\

CA_Animals2_Dogs_Pastor in ca\animals2\dogs\pastor\, Arma2_Ka52 in ca\air2\ka52\

CATracked_E_ZSU in ca\tracked_e\zsu\, CAWheeled_E_M1030 in ca\wheeled_e\m1030\

CA_Missions_AlternativeInjurySimulation in ca\modules\ais\

CAStructures_Nav_pier in ca\structures\nav_pier\

CAStructuresHouse_HouseV in ca\structures\house\housev\

CAWeapons_Warfare_weapons in ca\weapons\static\

CAWheeled2_BTR90 in ca\wheeled2\btr90\, CA_Missions_BAF in ca\missions_baf\

CA_Anims_E_Wmn in ca\anims_e\config\wmn\, A_Crane_02 in ca\buildings2\a_crane_02\

CAStructures_E_Mil in ca\structures_e\mil\

CAStructures_Proxy_Ruins in ca\structures\proxy_ruins\

CAStructures_Misc_Powerlines in ca\structures\misc_powerlines\

CAweapons_m107 in ca\weapons\m107\, CA_Dubbing_Baf in ca\dubbing_baf\

CA_Anims_E_Sdr in ca\anims_e\config\sdr\

Ind_Dopravnik in ca\buildings2\ind_cementworks\ind_dopravnik\

CA_SoundsMissions_E in ca\soundmissions_e\

CA_Animals2_Sheep in ca\animals2\sheep\, Chernarus in ca\chernarus\

CA_Modules_Animals in ca\modules\animals\

CAStructuresLand_Ind_Stack_Big in ca\structures\ind\

CALanguage_Baf in ca\language_baf\, Ind_Tank in ca\buildings2\ind_tank\

CAAir_E_C130J in ca\air_e\c130j\, CAAir2_MV22 in ca\air2\mv22\

CATracked_E_T34 in ca\tracked_e\t34\, HouseRuins in ca\buildings2\houseruins\

CAWeapons_ZU23 in ca\weapons\zu23\, CAWeapons_DMR in ca\weapons\dmr\

CAWheeled2_GAZ39371 in ca\wheeled2\gaz39371\

CACharacters_W_BAF in ca\characters_w_baf\, CATracked_BAF in ca\tracked_d_baf\

CAStructures_E_Ind_Ind_FuelStation in ca\structures_e\ind\ind_fuelstation\

CASigns_E in ca\signs_e\, CA_AIR2_Su25 in ca\air2\su25\

CAWheeled_E_Old_moto in ca\wheeled_e\old_moto\, CA_E_hotfix in ca\ca_e\hotfix\

CA_Anims in ca\anims\, CAWheeled_E_Ural in ca\wheeled_e\ural\

CA_Editor in ca\editor\, CAMisc in ca\misc\, CA_Missions in ca\missions\

CAStructuresShed_Small in ca\structures\shed\shed_small\

CAStructures_Rail in ca\structures\rail\

CAStructures_Castle in ca\structures\castle\

CAWeapons_Saiga12K in ca\weapons\saiga12k\, CA_Dubbing_E in ca\dubbing_e\

CA_DubbingRadio_E in ca\dubbingradio_e\, CAWheeled_E_BRDM2 in ca\wheeled_e\brdm2\

CAWeapons_E_AmmoBoxes in ca\weapons_e\ammoboxes\, Desert_E in ca\desert_e\

CA_Support in ca\modules_e\ssm\

CAWeapons_E_M252_81mm_Mortar in ca\weapons_e\m252_81mm_mortar\

Ind_MalyKomin in ca\buildings2\ind_cementworks\ind_malykomin\

Ind_Vysypka in ca\buildings2\ind_cementworks\ind_vysypka\, CARocks2 in ca\rocks2\

CAWeapons2_RPG18 in ca\weapons2\rpg18\

CAWheeled2_M998A2_Avenger in ca\wheeled2\hmmwv\m998a2_avenger\

Shapur_BAF in ca\shapur_baf\, CAWeapons_E_RPG7 in ca\weapons_e\rpg7\

CAWeapons_E_Mk19_MiniTriPod in ca\weapons_e\mk19_minitripod\

CATEC in ca\buildings2\buildingparts\signs\tec\

CALanguage_missions_e in ca\languagemissions_e\

CAWeapons_E_Stinger in ca\weapons_e\stinger\

CAWater2_smallboat_1 in ca\water2\small_boat\, CAWeapons_SPG9 in ca\weapons\spg9\

CAAir_BAF in ca\air_d_baf\, CAWeapons_E_STATIC in ca\weapons_e\static\

CAMusic_E in ca\music_e\, CAStructures_E_HouseA in ca\structures_e\housea\

CAWheeled_E_LADA in ca\wheeled_e\lada\

CA_Anims_Wmn in ca\anims\characters\config\wmn\, Takistan in ca\takistan\

CA_Animals2_Dogs in ca\animals2\dogs\

CAStructures_E_HouseA_A_Mosque_small in ca\structures_e\housea\a_mosque_small\

Ind_Expedice in ca\buildings2\ind_cementworks\ind_expedice\

CA_Dubbing_Counterattack in ca\dubbing\counterattack\

CA_Missions_Templates_SecOps in ca\missions\templates\secops.west\

CAStructuresLand_A_MunicipalOffice in ca\structures\a_municipaloffice\

CAStructuresHouse_a_stationhouse in ca\structures\house\a_stationhouse\

CAweapons_ksvk in ca\weapons\ksvk\, CA_Modules_E_UAV in ca\modules_e\uav\

CA_Missions_E_Templates_SecOps in ca\missions_e\templates\secops.west\

CATracked_E_T55 in ca\tracked_e\t55\

CAWeapons_E_Searchlight in ca\weapons_e\searchlight\

CA_Missions_E in ca\missions_e\, CAweapons_E_m107 in ca\weapons_e\m107\

CA_Anims_Sdr in ca\anims\characters\config\sdr\

CAWeapons_E_M110 in ca\weapons_e\m110\

CAWeapons_E_FIM92_static in ca\weapons_e\fim92_static\

CAStructures_A_CraneCon in ca\structures\a_cranecon\

CAWeapons_E_Podnos_2b14_82mm in ca\weapons_e\podnos_2b14_82mm\

CAWeapons_E_D30 in ca\weapons_e\d30\, CAAir_E_MI8 in ca\air_e\mi17\

CAStructures_E_HouseA_a_stationhouse in ca\structures_e\housea\a_stationhouse\

CATracked_E_T72 in ca\tracked_e\t72\

CAStructures_E_HouseC in ca\structures_e\housec\

CAStructures_E_Ind_Oil_Mine in ca\structures_e\ind\ind_oil_mine\

CAStructures_E_HouseA_A_CityGate1 in ca\structures_e\housea\a_citygate1\

IndPipe2 in ca\buildings2\ind_pipeline\indpipe2\

CAAir_E_UH1H_EP1 in ca\air_e\uh1h\

CAWeapons_E_GrenadeLauncher in ca\weapons_e\grenadelauncher\

CAAir2_MQ9PredatorB in ca\air2\mq9predatorb\, CAAir_E_Mi24 in ca\air_e\mi35\

CA_Modules_Marta in ca\modules\marta\

CAStructuresLand_Nav_Boathouse in ca\structures\nav_boathouse\

CAStructuresInd_Quarry in ca\structures\ind_quarry\

CAWater2_LHD in ca\water2\lhd\, CAWeapons_Kord in ca\weapons\kord\

CAStructures_IndPipe1_todo_delete in ca\buildings2\ind_pipeline\indpipe1\

CAStructures_E_Misc in ca\structures_e\misc\, CALanguage_e in ca\language_e\

CACharacters_E_Head in ca\characters_e\heads\

Farm_WTower in ca\buildings2\farm_wtower\, CAMisc_E in ca\misc_e\

CA_Modules_E_Weather in ca\modules_e\weather\, HALO_Test in ca\air2\halo\

A_GeneralStore_01 in ca\buildings2\a_generalstore_01\

CAWeapons_E_AGS in ca\weapons_e\ags30\

CABuildingParts_Signs in ca\buildings2\buildingparts\signs\

CAStructures_E_Ind_IndPipes in ca\structures_e\ind\ind_pipes\

A_statue in ca\buildings2\a_statue\

CAWeapons_E_Colt1911 in ca\weapons_e\colt1911\

CAWeapons_E_Makarov in ca\weapons_e\makarov\, CABuildings in ca\buildings\

CASounds_Missions in ca\soundmissions\, CAWater in ca\water\

CAWheeled_E_SUV in ca\wheeled_e\suv\

CABuildings2_Misc_Cargo in ca\buildings2\misc_cargo\, CA_Animals2 in ca\animals2\

CABuildings2_A_Pub in ca\buildings2\a_pub\

Ind_Shed_01 in ca\buildings2\ind_shed_01\, CACharacters in ca\characters\

CASounds in ca\sounds\

CAStructuresHouse_Church_05R in ca\structures\house\church_05r\

CAWeapons_Metis_AT_13 in ca\weapons\metis_at_13\, CAWheeled in ca\wheeled\

CAWheeled2 in ca\wheeled2\, CAWheeled2_MMT in ca\wheeled2\mmt\

CAWheeled3_TT650 in ca\wheeled3\tt650\

Mods: ca;expansion;baf;C:\Program Files\Bohemia Interactive\ArmA 2\Expansion\beta;C:\Program Files\Bohemia Interactive\ArmA 2\Expansion\beta\Expansion

Distribution: 1486

Version 1.54.73112

Fault address: 00546FAE 01:00145FAE C:\Program Files\Bohemia Interactive\ArmA 2\Expansion\beta\arma2oa.exe

file: test%20choppers

world: utes

Prev. code bytes: 76 6A F3 0F 10 45 08 0F 2F 05 60 FB B0 00 76 5C

Fault code bytes: 8B 06 8D 4D F4 51 8B CE FF 90 84 09 00 00 F3 0F

Registers:

EAX:12319800 EBX:18255B00

ECX:3CF29621 EDX:12054300

ESI:00000000 EDI:11CB9B40

CS:EIP:001B:00546FAE

SS:ESP:0023:0180F788 EBP:0180F820

DS:0023 ES:0023 FS:003B GS:0000

Flags:00010202

=======================================================

note: Minidump has been generated into the file C:\Documents and Settings\###\Local Settings\Application Data\ArmA 2 OA\arma2oa.mdmp

.

Edited by vasmkd
added info update

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Fixed: Shadows sometimes disappeared, esp. when sun was behind a player

I wanted this... Testing as soon as I get home. Please all test without using any mods so feedback will be accurate.

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Ran into major problem with this one

As i was just going to check manual fire in ka-52 chopper.

If i get in as pilot it's fine but still no manual fire

So i just jumped into the gunners seat and the game crashed to desktop

Tried it 3 more times and same result, u cannot get into a ka-52 chopper without the game crashing. Run in vanilla mode with combined.

I can partially confirm this issue with current beta. While I'm still able to switch to manual fire from the pilot's seat, I can not get in Ka-52 as gunner - the game crashes.

Checked on clean A2:CO (beta).

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I can not confirm any problems with Kamovs and manual fire, works as always. Also I see a big improvement in Tanks path finding in safe mode and normal speed...almost flawless on the roads in a nice colum without stops.

The lighting in dusk and dawn is much improved, sun does not shine throu terrain anymore lighting up objects in the terrain shadow.

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[73115] Fixed: crash in Ka52 while player as gunner

new beta out, hotfixed ...

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The following are problems introduced in 1.54 that persist in 73115:

1. When turning out from commander view in armored vehicles, the viewpoint gets stuck on a fixed-position, zoomable view with the current sensor (daylight/nvs/thermal) applied. You can cycle through vision modes and a rangefinding reading is displayed. You can only get out of this stuck view by switching to external view and back (Or by pressing optics key on numpad if external views are turned off).Tested with Warrior and M1A2 Tusk.

2. Selecting 1800m zero on the Jackal GMGs returns the zero to 100m.

3. Tripod-mounted GMGs don't have an option to select zero, as with the Jackal-mounted GMGs.

4. Vehicle- and tripod-mounted L111A1 (M2HB) and M621 (Lynx 20mm) are using the M240 firing sound. L7A2 GPMG mini-tripod is using 7.62 Russian ammo/tracers and PK firing sound.

5. I seem to have lost (or can barely hear) all automatic cannon explosion sounds (tested Wildcat 20mm, Warrior CTWS, Bradley 25mm, and Apache 30mm).

Partially reported here: http://dev-heaven.net/issues/13362

6. Switching firing mode (single/full) on the L85A2 AWS also switches optics mode, but only after the first time you switch from NV to thermal mode. The Qioptiq Kite depicted on the rifle is an image intensification sight and should have night and day-filtered modes, not night and thermal modes.

7. Laser rangefinder reading displayed in open air gunner view of Stryker MC.

8. L85A2 AWS 800m zero is way off (to the high side).

9. L110a1 (British M249 SAW) has strange recoil behavior and is not in line with identical US Army SAW. Recoil behavior should be same as US Army M249 SAW.

10. CRV7-HEDP has little to no area effect. It seems to only have effect with a direct hit (or possibly 1-2m miss) to a vehicle/object, and only on that target. HEDP warhead should have a blast radius of 10m with potential lethality from fragments to 55m. It is the same warhead and should have the same effect as the US Hydra rockets in the game. CRV7-PG seems to have same performance. On the other hand, CRV7-FAT has a fairly wide "splash damage" area and is effective against infantry in the open, which is also wrong. FAT is Flechette Anti-Tank and contains 5 solid penetrator flechettes. It should not be an effective area weapon against soft targets due to low density of projectiles. Perhaps the effects are simply switched, or perhaps the devs actually intended FAT to be GPF (General Purpose Flechette) rounds, which contain 80 flechettes and are very effective against area soft targets. Regardless, HEDP is broken.

11. Gunner/pilot command and targeting systems on the Wildcat are all screwed up and impossible to use effectively. For starters, pilot can magically self-designate and guide the CRV7-PG rockets all on his own, leaving the gunner just along for the ride. If gunner is also commander, controlling pilot engagement is a nightmare. Whenever the LD is active and acquired, pilot will fire rockets continuously, but will also move about wildly, causing the LD to swing off targets and rockets to spray all over the place. Control of the PG munitions needs to be taken away from the pilot and given to the gunner. Pilot should have unguided control of rockets when switching to manual fire. Pilot should always have control of cannon and should move to engage with cannon if given a target. Gunner should be able to laser designate any point, fire a single rocket and have it guide to target on the LD point actively controlled by the gunner. Ideally, LD point would also lock camera to that spot on the ground so targets can be engaged while the helicopter is moving.

Related: http://dev-heaven.net/issues/13380

12. CRV7 rockets have barely audible firing sound on the Apache AH1 (Wildcat is normal).

Reported here: http://dev-heaven.net/issues/13363

13. AS50 and AS50 TWS have both semi-automatic and full-automatic modes. The AS50 is a semi-automatic rifle and should not have a full auto option.

I cannot create tickets for these at CIT, as I cannot login and cannot reset password. I have asked in several places here for help, but have received nothing. Not good that BIS directs people to CIT, but CIT is not supported.

Edited by akd42

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Well...new beta out before I could even get the crashlog from the Kamov gunner bug in 73112. ;)

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The following are problems introduced in 1.54 that persist in 73115:

I cannot create tickets for these at CIT, as I cannot login and cannot reset password. I have asked in several places here for help, but have received nothing. Not good that BIS directs people to CIT, but CIT is not supported.

akd42 we have some prototype of fixes for point 1) in work

in case someone want to take part bug in test checking it just contact me on irc or skype (preferably irc)

other issues will be looked into

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akd42 we have some prototype of fixes for point 1) in work

in case someone want to take part bug in test checking it just contact me on irc or skype (preferably irc)

other issues will be looked into

Thanks Dwarden. I updated a few points above for clarity.

I just tried again to reset my password at CIT to no avail. Can you point me to a contact for help logging in at CIT? I would be happy to create tickets for the above but cannot do so.

Also a small request regarding the mini-tripod L7A2. Currently this breaks down into a tripod and a L7A2 bag. Would it be possible to have this break down into a tripod and a usable L7A2 (perhaps "L7A2 scope"), then assemble in reverse (i.e. a player carrying the L7A2 that approaches a tripod on the ground can assemble an L7A2 mini-tripod?

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Tracers are great now... The problem with static emplacement not engaging still there, still WIP I suppose... Havent check with the tanks...

Night fights are much more interesting now :D

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[73044] Fixed: Client with bad CD key is kicked off from server instead of being politely asked to disconnect.

Best bug fix I've ever seen... :D

I love you BIS, I do really love you...

Regards,

TB

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[73116] Fixed: crash on server when loading ban.txt

and one more to please hearts of server admins

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Dwarden... you don't get tired do you?.... haha. Having difficulties to catch up with the rate of you coming out with the Beta here....

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I was hoping one of these betas would fix the commanding mode cursor bug. Ever since OA the cursor has been locked to the center of the screen even if the player as some degree of aiming deadzone enabled in the options, which makes it extremely awkward to use the cursor when trying to command any of your units. In ArmA2 the cursor would move just like your crosshair, but now it is not the case.

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Ever since OA the cursor has been locked to the center of the screen even if the player as some degree of aiming deadzone enabled in the options

I agree. Please vote #11694 if you want, so the issue may get the proper BI attention.

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