Jump to content
Sign in to follow this  
Dwarden

ARMA 2: OA beta build 73968

Recommended Posts

Yes! Disable V-sync! This function has finally been released!

Thanks BIS!

Now my FPS goes over 120!!! Usually 75 max in Armoury, now its 165 max!!

Wooot!!

Testing benchmark now

Results:

Average 55 FPS

Edited by avengerzx

Share this post


Link to post
Share on other sites
I am noting a tendency for helos in Takistan to crash into terrain.

Their ability to cross valleys perpendicular has always been a massive problem. Once they clear the first crest they attempt to mold their flight to the terrain but aren't able to pull up in time with the valley on the other side.

Share this post


Link to post
Share on other sites
In non-beta the rounds land at the center of the aiming reticle even when moving. In beta the movement vector of the vehicle becomes a factor, making the weaponDirection command inaccurate and useless. If this isn't fixed, I have no idea how else to produce the intended effect of the script.

Subtract the velocity of the vehicle? Just an idea, have no idea if it does anything good...

Massive spam of type:

4:25:43 class HitPoints::HitEngine not found in C130J_US_EP1

Currently .rpt is growing at a rate of 3kb per second... Noooot good...

Edited by CarlGustaffa

Share this post


Link to post
Share on other sites

Any chances to have the v-sync option in video options?

Also when I've checked my arma2oa.cfg file I found that the render res was lower than my screen res.

Changing this did not make any noticeable visual or performance difference. I understand that 3d res and render res isn't the same thing but what's the difference?

Edited by 50.cal

Share this post


Link to post
Share on other sites

i have serious LOD issues, my character and some vehicles (humvee e.g.) never! change their lod and are locked at the lowest details.

Share this post


Link to post
Share on other sites
Subtract the velocity of the vehicle? Just an idea, have no idea if it does anything good...

Nope, doesn't do it.

---------- Post added at 13:20 ---------- Previous post was at 12:57 ----------

Now that I messed around more, it seems that executing the script with spawn instead of call fixes the problem. I'm 22 and what is this? :confused:

Share this post


Link to post
Share on other sites

Now it's a real pleasure to be a gunner/commander in a APC/tank, using the optics and see a (close to) flicker free "armaverse" shows this graphic engine in all it's glory!

Tried the same in a heli and it's close to picture perfect while the heli is hovering and you as gunner scans for targets using the DTV etc. but as soon you fire the cannon heavy Z-fighting/flickering is again very notable (this don't happen in APC/tanks). Below are some screen shots and hope it shows, if not DL and try the mission yourself.

Everything looks awesome with no/minimal Z-fight/flickering.

A2OA_B73968_ZF_AH64_01.jpg

until you fire the cannon :(

A2OA_B73968_ZF_AH64_02.jpg

Same situation but another house/object and "armaverse" looks great scanning.

A2OA_B73968_ZF_AH64_03.jpg

until firing the cannon again.

A2OA_B73968_ZF_AH64_04.jpg

Link to mission file:

http://keycat.no-ip.com/files/A2OA_B73968_ZF2.zip

Just ride along until heli stop and hovers. Go heads down and zoom in max on some buildings, then fire the M230 cannon and you will see it. I only tried with AH-64 so if someone tries with other helis please post result here.

/KC

Edited by KeyCat

Share this post


Link to post
Share on other sites

the graphics in arma could be so beautiful if this AND the texture streaming (popping) just would be fixed to a minimum... it takes the immerson and this is what the game makes. its so sad that the streaming of textures sucks so bad..the z fighting is a good step for improving the graphics for now def.

Share this post


Link to post
Share on other sites

Trying to stay positive here and since the Z-fighting is partly fixed in this beta BIS must be on the right track and maybe more importantly - it shows it is possible in current engine - so I'm pretty confident they will nail this one for good!

If they manage to get it working like it is now while using optics in a tank/APC at max zoom it would be a major success IMO!

At least lets hope and send some positive vibes along with our observations/reports ;)

/KC

Edited by KeyCat

Share this post


Link to post
Share on other sites
Any chances to have the v-sync option in video options?

Good idea

Very nice beta! :thumbsup:

Especially glad to see the fog fix.

Now that many of the nasty bugs are squashed, please take a look at some of the highest voted feature tickets, that would really help gameplay.

Bullet-in-chamber accounting

Realistic reload animation

Increase the atmoshpere of foul weather

Laser beam end to glow where it hits the ground

Holy i would even kill for a good and realistic reload animaiton ;)

Share this post


Link to post
Share on other sites

If I'm not mistaken, even VBS2 doesn't have proper reload animations for each weapon...

Share this post


Link to post
Share on other sites

in single(/scenario?)-mission E04 the enemys instantly know where i am when i detonate the bombs

is this supposed to happen? i cant imagine. dunno if it's an only-beta-patch error

Edited by fraghetti

Share this post


Link to post
Share on other sites
in single(/scenario?)-mission E04 the enemys instantly know where i am when i detonate the bombs

is this supposed to happen? i cant imagine. dunno if it's an only-beta-patch error

sounds like the reemergence of an old arma 1 bug in which AIs would reveal the trigger man when killed by an exploding satchel (or mine as well i think)

Share this post


Link to post
Share on other sites
If I'm not mistaken, even VBS2 doesn't have proper reload animations for each weapon...

True, and for that to be really meaningful, it would actually make sense to establish an entire additional layer in the ammunition category, which would allow customizing each individual bullet per magazine, like its type, so you could define tracer sequences for example, or also the amount, like intentionally keeping a mag below max capacity to reduce misfires. Individual surplus rounds could be kept in a container magazine slot. or you could even create packaged ammopacks, which could hold more rounds per slot, but could not be directly loaded into magazines.

This would be a small personal dream of mine, but still, I would so much prefer if the following EXISTING ISSUES would be fixed, before adding any NEW gameplay system on top of what we have, right now.

I can't stress out enough how important it is for adversarial PvP multiplayer to get as many of the problems above corrected. People that are not into PvP, or which simply prefer offline or coop might not care about these issues so much, but for people who enjoy a good, fair and balanced PvP match, the above is ESSENTIEL. Sorry to repeat myself, but I have been waiting long enough for this and my clan is currently debating whether to drop playing ArmA2 once more (last time we stopped playing OFP because of similar issues), since there is so little progress from the gameplay side with the patches. Another big part here is the in my opinion naiivity of BIS to not support Combined Ops, gameplay-wise, and bringing both old an new OA units in line (stats, TI, etc), even though the majority of the populated multiplayer servers are already hosting CO.

To say the least, it's getting really frustrating. Of course it's great to see all the technical improvements, esp. in regard to rendering and AI, but please don't forget game balance!

Edited by Nyles

Share this post


Link to post
Share on other sites

Im curious that nobody mentioned the hilarious range of unguides AT warheads with practically no drop over range. MAWWS and to some degree the RPG-7 can fight tanks effecticly up to 1500m in game...in reality a PG-7VR has a maximum effective range of 200m on a stationary target.

MAWWS and SMAW should also be limited to 500-600 meters with a more balistic and arching flight profile.

The OG-7V in ArmA tend to have such range and accuracy that I often use them as Primary weapon with 6 Grenades against snipers or whole groups and a Revover for close quarter combat

Edited by Ulanthorn

Share this post


Link to post
Share on other sites

A very good point! I missed looking for that ticket when compiling my list.

I checked through the issue tracker briefly, but couldn't find anything directly related to this. The only thing roughly related to this would be:

FuseDistance not working for missiles

Share this post


Link to post
Share on other sites
A very good point! I missed looking for that ticket when compiling my list.

I checked through the issue tracker briefly, but couldn't find anything directly related to this. The only thing roughly related to this would be:

FuseDistance not working for missiles

That not hitting the point in this case. Seems we need a new ticket...anyone with a login account here?

Share this post


Link to post
Share on other sites

Tried the same in a heli and it's close to picture perfect while the heli is hovering and you as gunner scans for targets using the DTV etc. but as soon you fire the cannon heavy Z-fighting/flickering is again very notable (this don't happen in APC/tanks). Below are some screen shots and hope it shows, if not DL and try the mission yourself.

Pure speculation on my part, but I guess the problem is the range of Z values (or W values depending on what technique is used). If you have a clear view of distant geometry, it is possible to adjust the range of Z values used sufficiently so that inaccuracies in the Z buffer do not cause flickering. If you fire, you essentially expand the relevant range since the projectiles need to be rendered too; the result is a larger Z range and hence more z flickering. Could also explain the flicker in prone position since the ground/grass becomes visible

But as I said this is pure speculation on my part.

Share this post


Link to post
Share on other sites

I predict that if everybody uses these threads to just complain about their own personal peeve rather than provide feedback on those alterations particular to the posted beta we will very quickly lose the level of engagement we currently enjoy with the developer's.

Share this post


Link to post
Share on other sites
I predict that if everybody uses these threads to just complain about their own personal peeve rather than provide feedback on those alterations particular to the posted beta we will quite simply lose the level of engagement we currently enjoy with the developer's.
Well...Players may also loose their level of engament when even after 5 months such unreal weapons behavior's like that of the AT weapons and AK recoils is still not fixed...it was at least bearable in ArmA II now it's going Doom more and more...I exspect the introduction of rockets jumps next.

The new recoils (with the AKs going fubar) where introduced also in a beta, so why not discuss this in a beta thread???

If there will ever be the already overdue overhaul of AT Launchers with the reintroduction of ballistic flight profiles and not the straight Arcade one like now, it would be in a beta for sure also.

And not every User has a DeHeaven account.

Share this post


Link to post
Share on other sites
I wanna do what I wanna do...

Go ahead bud but you'll achieve nothing at all other than to ruin it for everybody else.

Share this post


Link to post
Share on other sites
I predict that if everybody uses these threads to just complain about their own personal peeve rather than provide feedback on those alterations particular to the posted beta we will very quickly lose the level of engagement we currently enjoy with the developer's.

Amen to that sir.

I thought "ooh new beta lets check the progress", and then read the latter part of this thread and its sort of morphed into a "wants & fixes please" thread, we could flood this with hundreds, but that's not about "THIS" beta.

Anyway, nice to see some more updates coming, need to test this out soon especially Z fighting issues, life has gotten in the way recently to crank this baby up :(:).

Share this post


Link to post
Share on other sites

I think this patch broke the D-30's...I have played several of my missions where they are crucial to OPFOR to stop BLUFOR from advancing and they refuse to fire now.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×