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Dwarden

ARMA 2: OA beta build 73311

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No no, the need for the disembark order is not the issue. The helo shouldn't fly straight into the air at all. Normal behavior is for the helo to stay touched down until the team is finished unloading. But I already talked to Dwarden so it's all good.

Edited by AnimalMother92

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Will we get back sadarm and laser guided artillery shells, or are they gone for good? Or am I messing up somehow? The shells (i.e. ARTY_Sh_105_SADARM) is generated but BIS_ARTY_F_SadarmDeploy doesn't seem to do anything (returns "any" as well) creating a dumb shell.

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anyone have server or client crashes with this build ?

or running out of memory (got report about such server issue on w3k)

I played several hours today as client and absolutely stable for me.

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Yup, I'm working on it. Just a bit..

Repro:

http://rapidshare.com/files/419129330/transport_unload.Desert_E.7z

Youtube vid is uploading

---------- Post added at 12:00 AM ---------- Previous post was Yesterday at 10:51 PM ----------

0gdmuRD4tsU

dunno about this latest patch but it used to take off prematurely like that at times when there was detectable enemy units in the area, and most especially when those units were too close by for it's liking.

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actually this commands adds backpacks into vehicle cargo space ... :rolleyes:

And that's exactly what I've requested on devheaven. Thanks!!!

Now would it possible to have the ability to add additional ammo in those backpacks (ie for the m252 one) or in vehicleCargo?:sigh:

It works if I add it in static weapon and disassemble it but not if I directly add it to backpack.

Edited by 50.cal

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anyone have server or client crashes with this build ?

or running out of memory (got report about such server issue on w3k)

Whole problem is the server console does not produce error files as the server just appears to freeze up, but still shows as running with 0 cpu usage in process list!

On closing server console window the process is still showing as running in task manager and has to be closed in task manager.

I did send you the server.rpt spam messages with the out of memory report. but cant send any relevant mdmp or bdmp's as they are not produced at all.

Virtual memory total 2047 MB (2147352576 B)
Virtual memory free 1369 MB (1436061696 B)
Physical memory free 1074 MB (1126182912 B)
Page file free 7787 MB (8166293504 B)
Process working set 513 MB (538259456 B)
Process page file used 511 MB (536846336 B)
Runtime reserved 511 MB (536805376 B)
Runtime committed 499 MB (523268096 B)
Longest free VM region: 221773824 B
VM busy 711417856 B (reserved 136056832 B, committed 575361024 B, mapped 11558912 B), free 1435934720 B
Small mapped regions: 13, size 81920 B
Virtual memory total 2047 MB (2147352576 B)
Virtual memory free 1369 MB (1436061696 B)
Physical memory free 1074 MB (1126182912 B)
Page file free 7787 MB (8166293504 B)
Process working set 513 MB (538259456 B)
Process page file used 511 MB (536846336 B)
Runtime reserved 511 MB (536805376 B)
Runtime committed 499 MB (523268096 B)
Longest free VM region: 221773824 B
VM busy 711417856 B (reserved 136056832 B, committed 575361024 B, mapped 11558912 B), free 1435934720 B
Small mapped regions: 13, size 81920 B
ErrorMessage: Out of memory (requested 20 KB).
 footprint 520028160 KB.
 pages 16384 KB.

Edited by Wildgoose

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Yup, I'm working on it. Just a bit..

Repro:

http://rapidshare.com/files/419129330/transport_unload.Desert_E.7z

Youtube vid is uploading

---------- Post added at 12:00 AM ---------- Previous post was Yesterday at 10:51 PM ----------

0gdmuRD4tsU

Did you sync your "get out" and "unload" waypoints?

have a look at this : http://rapidshare.com/files/419281317/transport_unload_sync.Desert_E.zip

That's how I've made it work.

Edited by 50.cal

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Did you sync your "get out" and "unload" waypoints?

Why would I give myself a waypoint? I'm not AI :p

I'm quite aware that it works fine with that method, but the problem is that the usual way has worked since the release of Arma 2 and has only broken with this beta build.

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Why would I give myself a waypoint? I'm not AI :p

Well it just worked that way :)

Anyway I did more tests and as soon as there's incoming fire the chopper will go around without unloading the rest of the team.

Instead it should either go around straight away from the incoming fire and land somewhere safe or just land and unload "everybody".

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anyone have server or client crashes with this build ?

or running out of memory (got report about such server issue on w3k)

Yes I had such an issue. Wanted to make a repro mission before I reported it.

I am not 100% sure what caused it, but I *think* it's cargo, notably a script that fills up an ammo crate and adds too much stuff. At one point the crate spilled content, the client and server both started to stutter heavily to the point where we had to kill them.

There's a message repreated in the RPT file over and over (something with "Buffer to small on write" or similar).

Sorry, not very accurate, as I said, I was about to make a repro mission but didn't get around to it.

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Is the setMimic bug being worked on? At the moment, soldier faces in Arma2 are locked in neutral. What's more, blinking doesn't seem to work properly either. If you zoom into a mans face, you can see his eyes twitching slightly, but he doesn't actually blink. :(

7uFFp13oz38

Edited by MadDogX

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Why would I give myself a waypoint? I'm not AI :p

I'm quite aware that it works fine with that method, but the problem is that the usual way has worked since the release of Arma 2 and has only broken with this beta build.

I set waypoints all the time, to give me a bearing to an objective without have to constantly peek at the map ( bad idea when flying ) or having the mini-GPS up, which you cannot always use anyway.

Using them on a team or vehicle channel also useful - less clutter on the map compared to leaving "go-here" breadcrumbs when navigating for the pilot so you can weave through enemy AA.

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I also wish to see that setMimic working again. It would be very important for mission making.

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I also wish to see that setMimic working again. It would be very important for mission making.

+1

Me,myself and I would like to see mouth movements back again too.

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I set waypoints all the time, to give me a bearing to an objective without have to constantly peek at the map ( bad idea when flying ) or having the mini-GPS up, which you cannot always use anyway.

Using them on a team or vehicle channel also useful - less clutter on the map compared to leaving "go-here" breadcrumbs when navigating for the pilot so you can weave through enemy AA.

I just use setSimpleTaskDestination. Waypoints are messy for human players imho :p

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Bah, give them a grid ref, at best a marker. :D That'll teach them a little bit of navigation - which I still think is considered a key military skill.

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Would be great and useful if default AI could give proper priority on contacts/targets and if the AI would use weapons accordingly.

Still AI's firing their heavy AT weapons on non-armored vehicles even if there are armored vehicles in close proximity and still AI's using AA manpads against vehicles instead of using them mainly against aircrafts. Still the AI's are wasting AT ammo on a single soldier... :eek:

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Gave a try to this BETA with OA + BAF DLC.

So installed both freshly.

Started a new BAF campaign with no addons, game stated version 1.54.73311.

Messy.

Here are some problems:

Campaign:

  • During the 2nd mission "Lancers" i got this error popping up many times:
    Error in expression <or = [_R,_G,_B,_intensity];
    _ppEffect ppEffectAdjust [
    1,
    1,
    -0.002- _daytime >
     Error position: <ppEffectAdjust [
    1,
    1,
    -0.002- _daytime >
     Error 6 elements provided, 1 expected
    Incorrect number of post effect params


  • i saved once manually within the same mission, but whenever i try to load that save ArmA2 crashes to the desktop with error.
  • when i switched many times between 1st and 3rd person while being inside a Jackal my visual got locked (cound look no more to left or right). Had to disembark and embark again.

Missions:

[*] E03: One shot one kill: "spider's" helicopter kept flying in circles around and did not land. Is that intended?

AI improvements?:

I see some AI enhancements within beta, but let me remind some core things that are still not fixed:

There's the annoyong problem with AI units refusing to enter many building positions when commanded to. That's just nonsense, with all these enterable buildings around and the lack of other kind of cover.

Then there's still the big old-aged problem with slow AI reactions in CQB. AI units still take ages to recognize and attack nearby threats.

All in all AI CQB performance is very bad, units still overrun blindly building corners and totally fail in taking advantage from building cover positions ...

Edited by fabrizioT

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(...) AI units still take ages to recognize and attack nearby threats.

All in all AI CQB performance is very bad, units still overrun blindly building corners and totally fail in taking advantage from building cover positions ...

Must be quite annoying for the programmers to read something like that.

1. AI are SOMETIMES slow in reacting to immediate thread, that's true. But in real life that's quite the same. Don't want no "perfect" AIs, want a real life simulation.

2. They do take cover behind buildings and even bushes etc. ... or am I running another game? (recent Beta).

I am very happy with this great BIS games since 2001. Thanx so much for your continuing (unpaid) efforts, BIS!

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... or am I running another game?

Different computers, different experiences. If you have a faster CPU, that means the AI get more processing power to make their decisions, which means they will react faster and perhaps even more intelligently.

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Does this patch work with those like me having OA via steam?

Thanks in advance.

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Does this patch work with those like me having OA via steam?

Thanks in advance.

It does, yes

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Different computers, different experiences. If you have a faster CPU, that means the AI get more processing power to make their decisions, which means they will react faster and perhaps even more intelligently.

Really? That would render the whole concept of repros useless

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Really? That would render the whole concept of repros useless

Where the AI is concerned, repros are often very difficult, yes. But there is a distinction between them simply being slow on the one hand, and doing stupid things on the other, like firing assault rifles at main battle tanks. The latter is usually quite reproducable, the former less so.

Maybe my comment on them reacting "more intelligently" was worded badly. I meant they appear to react more intelligently, which is mainly because they are faster. It's very unlikely that they will start doing stupid things (like the example mentioned above) simply because there is less CPU time available for them.

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