nodunit 397 Posted September 22, 2010 Improved: Animation interpolation no longer shortening hands is a bit deeper change in the animation system.2MCVSsI0P0M Very very nice, I've seen this problem a few times with more than just running, it's a very nice surprise to see it fixed. Share this post Link to post Share on other sites
rundll.exe 12 Posted September 22, 2010 [73339] Improved: Improved helicopter AI formation flying and collision avoidance.Actually I think it's 2 points that have been improved on. iirc helos would often lag behind their group leader which made the leader do all sorts of weird moves to try and keep formation. Dunno if it's changed, haven't tested. Thnx for the beta :) You might be right indeed. Tbh I havent seen choppers in formation for a long time, but they used to crash into eachother quite some time ago. If the collision avoidance means the terrain, then that is the best change in this beta :) Share this post Link to post Share on other sites
dmarkwick 261 Posted September 22, 2010 You might be right indeed. Tbh I havent seen choppers in formation for a long time, but they used to crash into eachother quite some time ago.If the collision avoidance means the terrain, then that is the best change in this beta :) More specifically, if it means the trees then it's good :) Podagorsk in particular was very troublesome. Eventually every AI helo in any mission would collide with a tree. Share this post Link to post Share on other sites
Dwarden 1125 Posted September 22, 2010 ...c'mon. you guys already know it that there is no .bidmp,.mdmp nor .rpt report,when its CTD/switchingTD while still running in the taskmanager.:j: you said CTD which mean crash to desktop :) not freezed process in background :D bare with me ... not reading every single word Share this post Link to post Share on other sites
seelix 10 Posted September 22, 2010 No problem. You know,i luv ya! Share this post Link to post Share on other sites
BlackLord 0 Posted September 22, 2010 Improved: Animation interpolation no longer shortening hands is a bit deeper change in the animation system. This is really nice! Are you planning to tweak the animation system further? Share this post Link to post Share on other sites
mrcash2009 0 Posted September 22, 2010 (edited) Ok tested the patch with vanilla ... and the warfare module seems to work, IE units spawn from barracks and things spawn as they should Previously the no spawning would happen at all, so that "seems" to work (this was just from the editor) ... it was hilarious because when the AI commander was selected and started building things, the voice saying "headquarters deployed" and "barracks constructed was a female in "insert eastern European country's language here." Weird.I can confirm that dropping the high command module on a map and sync to my men (I am US side) and opposing enemy as normal in simple warfare set-up the voices as mentioned in quote are always middle eastern.To test it use this mission (its what I used for this example): http://www.armaholic.com/page.php?id=9465 I have CO/BAF. Edited September 22, 2010 by mrcash2009 Share this post Link to post Share on other sites
AZCoder 922 Posted September 22, 2010 Has anyone tested AT weapons against tanks? I am seeing 0 damage results on a few of them with this beta running. I loaded the same test back and forth with and without the beta, and the 1.54 version works as expected. Also noted the setIdentity bug which is new to this patch. In my case, the AI's name is correct, but the face is random! Share this post Link to post Share on other sites
Muahaha 10 Posted September 23, 2010 Has anyone tested AT weapons against tanks? I am seeing 0 damage results on a few of them with this beta running. I loaded the same test back and forth with and without the beta, and the 1.54 version works as expected.Also noted the setIdentity bug which is new to this patch. In my case, the AI's name is correct, but the face is random! I blew up a few T72 without any problem with the Javelin. What AT weapon you used or tank you are trying to destroy? Share this post Link to post Share on other sites
tpw 2315 Posted September 23, 2010 Has anyone else noticed a quirk with "receiving" when starting or restarting missions when using ACE. Let's say you're in the editor and press preview. After a few seconds of ACE credits and "receiving" you're in Armaland. After another second or two you're dumped back to the "receiving" screen again for 5-10 seconds before eventually entering the game again. Not a deal breaker but it is a bit jarring. Please don't scream about me reporting an ACE related issue. The issue only arose after installing the latest beta, I did not touch ACE. Has there been a slight change with the way the beta handles CBA or ACE? Share this post Link to post Share on other sites
AZCoder 922 Posted September 23, 2010 The more I've tested, I'm not really seeing a problem with the launchers, but only with scripted bombs (created on the fly). For example if I do this: _bomb = createVehicle ["Bo_Mk82", [_px,_py,_pz], [], 0, "NONE"]; it won't destroy any vehicles. An ATV will take 4 to 5% damage, even if I change NONE to CAN_COLLIDE and spawn the bomb in the same space as the ATV, nice big explosion with a perfectly usable ATV remaining. Tried with all sorts of vehicles and aircraft. As far as setIdentity, I am finding that in most cases I need to put a timed delay in front of the command (sleep 2), otherwise it won't work consistently. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted September 23, 2010 Please don't scream about me reporting an ACE related issue. The issue only arose after installing the latest beta, I did not touch ACE. Has there been a slight change with the way the beta handles CBA or ACE? When I press preview in the editor, the delay until I'm in the mission is now quite a bit longer than it was before this beta. So it's probably doing a lot more initializations internally now. Share this post Link to post Share on other sites
gabe_ruckus 5 Posted September 23, 2010 I thought I was going crazy, but I've noticed that it takes a LOT of ordnance to take out any armor with the latest beta and Mando Missiles. Even the A-10 cannon is taking a lot more hits to disable a vehicle. Something with the eventhandlers changed and broke some stuff, I think. Chammy's sound mod only works with % preceding the folder in my -mod line, but the rest of my mods (ACE, MMA, GL4, Zeus) break with the %, and only work without. Missions load slower using mods, and I often get a completely frozen screen for 10 seconds or so, after which it resumes normally with no errors. Also, certain custom keys don't initialize until a minute or so after a missions starts, like the action key for the ACE mod. Share this post Link to post Share on other sites
snkman 351 Posted September 23, 2010 When I press preview in the editor, the delay until I'm in the mission is now quite a bit longer than it was before this beta. So it's probably doing a lot more initializations internally now. This is becouse of any random what ever... which may happends from time to time. Restart ArmA 2 and see if it still need that long. Restarting ArmA 2 always sloved this problem for me. ;) Share this post Link to post Share on other sites
Whitebishop 10 Posted September 23, 2010 Are OA betas also supposed to "fix" the original A2 game if one has the Combined Ops package? Or should I use the A2-only betas and initialize the game as standalone? Share this post Link to post Share on other sites
mr_centipede 31 Posted September 23, 2010 OA betas are for OA and CO games Share this post Link to post Share on other sites
gabe_ruckus 5 Posted September 23, 2010 This is becouse of any random what ever... which may happends from time to time.Restart ArmA 2 and see if it still need that long. Restarting ArmA 2 always sloved this problem for me. ;) I've restarted Arma2 as well, but it doesn't fix it. It's something that's only started with the new beta patch. Share this post Link to post Share on other sites
das attorney 858 Posted September 23, 2010 (edited) I thought I was going crazy, but I've noticed that it takes a LOT of ordnance to take out any armor with the latest beta and Mando Missiles. Even the A-10 cannon is taking a lot more hits to disable a vehicle.Something with the eventhandlers changed and broke some stuff, I think. Chammy's sound mod only works with % preceding the folder in my -mod line, but the rest of my mods (ACE, MMA, GL4, Zeus) break with the %, and only work without. Missions load slower using mods, and I often get a completely frozen screen for 10 seconds or so, after which it resumes normally with no errors. Also, certain custom keys don't initialize until a minute or so after a missions starts, like the action key for the ACE mod. Yes, I've noticed that too - Mando Javelin fired three times at a BTR-90HQ barely scratched it. I presume this is because it's a scripted missile. At the time I couldn't be sure what was causing it, (classic mistake of installing new beta, new mando version, and new graphics drivers - too many variables to nail down). I'm glad someone else can see this too though. I'm pretty sure standard weapons are nerfed too though. I tried UGL about 10 times from the rear and 3 rounds from an RPG and they only blew the wheels off. I'm not running any other mods so I can't really blame it on them, plus I've had a few wierd things happening with scripts. Nothing I can pin down yet though. EDIT: I'm not sure but the beta seems to have affected how description.ext is read. I'll do some more testing but it would explain why things like Mando are affected. It's just a hunch, but I also had some units cam-creamed up (ooh err) and they now no longer show the cam-cream on them. (Defined in decription.ext too). Edited September 23, 2010 by Das Attorney Share this post Link to post Share on other sites
neokika 62 Posted September 23, 2010 I've noticed it too, Artillery for example, you can have 15 Laser strikes on a Tank, and its the Tank continues fully working. _neo_ Share this post Link to post Share on other sites
Ulanthorn 10 Posted September 23, 2010 I've noticed it too, Artillery for example, you can have 15 Laser strikes on a Tank, and its the Tank continues fully working._neo_ Betas should be tested without mods, that was writen here long ago. It's the mod makers task to fix their work to make it working again.So why don't you post it in the mando thread. At the first reading I thought this was a vanilla beta problem, not a mod induced one. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted September 23, 2010 (edited) Ok, what is up with kb identities in this beta? I'm using logics to speak kb sentences (see how it works in Domination); two of them now speak Taki, and one of them speak BAF. WTF? Is this some kind of crazy experiment or something? I tested in vanilla 1.54, and there it works as expected. And when I last tested in previous beta, it worked there too. Edit: Uhhh..... Restarting with new patch. Now one is back to US voice, and the other has no voice at all. What might be going on here? Edited September 23, 2010 by CarlGustaffa Share this post Link to post Share on other sites
neokika 62 Posted September 23, 2010 Betas should be tested without mods, that was writen here long ago. It's the mod makers task to fix their work to make it working again.So why don't you post it in the mando thread. At the first reading I thought this was a vanilla beta problem, not a mod induced one. Sorry but, where did you see that I used a mod? Im using Arma 2: CO + Beta.... With BIS Artillery. _neo_ Share this post Link to post Share on other sites
Dwarden 1125 Posted September 23, 2010 The more I've tested, I'm not really seeing a problem with the launchers, but only with scripted bombs (created on the fly). For example if I do this: _bomb = createVehicle ["Bo_Mk82", [_px,_py,_pz], [], 0, "NONE"]; it won't destroy any vehicles. An ATV will take 4 to 5% damage, even if I change NONE to CAN_COLLIDE and spawn the bomb in the same space as the ATV, nice big explosion with a perfectly usable ATV remaining. Tried with all sorts of vehicles and aircraft. As far as setIdentity, I am finding that in most cases I need to put a timed delay in front of the command (sleep 2), otherwise it won't work consistently. the createVehicle bug is fixed internally and setIdentity shall be too ... ... wait for next beta Share this post Link to post Share on other sites
st!gar 3 Posted September 23, 2010 Just tried the new version. Suddenly the faces and arms of some of the characters are completely, bright white. Like they have no textures at all. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted September 23, 2010 Noticed this myself. Probably part of the setIdentity thing that Dwarden mentioned above, and probably also the root of my voice problems for logic identities. Tested mission in MP (both server and client updated to current beta), and there it didn't seem to be a problem. Share this post Link to post Share on other sites