WillaCHilla 10 Posted November 1, 2010 (edited) http://www.arma2.com/beta-patch.php [74856] Fixed: Tanks were jumping a lot when driving over stones far from a camera (http://dev-heaven.net/issues/1707). [74849] Optimized: Improved performance when wheeled or tracked vehicles are moving (related to ground trace maintenance). [74832] Fixed: Possible player desync after DeleteVehicle command when player is a gunner. [74765] Fixed: Audibility of the VoN direct channel and conversations are now based on the player camera position, instead of the unit position. [74690] Improved: Tree LOD blending is now smoother in many situations. alternative download-link: here Edited November 1, 2010 by WillaCHilla Share this post Link to post Share on other sites
xeno 234 Posted November 1, 2010 (edited) The main version number for this beta patch was updated to 1.55 (instead of 1.54). So you are not able to play on 1.54 servers with this patch anymore. Xeno Edited November 1, 2010 by Xeno Share this post Link to post Share on other sites
pauliesss 2 Posted November 1, 2010 (edited) Something is wrong with this beta version - stuttering, very slow texture loading and problems with LODs...:( Screen: http://i51.tinypic.com/10n9gnq.jpg Edit: Nevermind, it was caused by my horrible game settings - everything very high and 10,000 view distance. Sorry. :j: Edited November 1, 2010 by Pauliesss Share this post Link to post Share on other sites
santafee 10 Posted November 1, 2010 Mh, dont got this problem. Thx BIS, hope to see the AI Fixes in upcoming Betas! Share this post Link to post Share on other sites
TRexian 0 Posted November 1, 2010 Regarding Xeno's point about the beta having a different version number... I don't do much MP, but if I decide to, is it possible to just rename the current 1.54 beta folder as betaTemp or something, then install the new one, and just re-name them if I want to go online? TIA, T Share this post Link to post Share on other sites
seelix 10 Posted November 1, 2010 :ok: I like this logfile. Thanks alot. Share this post Link to post Share on other sites
thr0tt 12 Posted November 1, 2010 Regarding Xeno's point about the beta having a different version number... I don't do much MP, but if I decide to, is it possible to just rename the current 1.54 beta folder as betaTemp or something, then install the new one, and just re-name them if I want to go online?TIA, T Yes, Just rename the last beta folder to <beta.123456> then install the new one, that way if you need to revert just rename the latest and remove the .123456 for the one you wish to use (probably best to use the real beta release versions. I did have 10 in there but deleted them as I never reverted. Share this post Link to post Share on other sites
chiefredcloud 10 Posted November 1, 2010 Regarding Xeno's point about the beta having a different version number... I don't do much MP, but if I decide to, is it possible to just rename the current 1.54 beta folder as betaTemp or something, then install the new one, and just re-name them if I want to go online?TIA, T As far as I know, any BETA patch is established in a seperate folder from your actual OA exe. So you meerliy click on the REGULAR exe for normal play. and the BETA (in the Expansion folder) exe to test out the BETA. But in addition, since most of us DO play multiplayer on a regular basis (Xeno being one of our online heros) this is a BIG deal. Was this in the change log Xeno or did I just miss it? Share this post Link to post Share on other sites
TRexian 0 Posted November 1, 2010 Thanks, guys. The deal would be that I'd want to use the latest beta patch (I really truly love it) for online. :) Only test the new beta in SP. Share this post Link to post Share on other sites
pauliesss 2 Posted November 1, 2010 Nevermind, it was caused by my horrible game settings - everything very high and 10,000 view distance. Sorry. :j: Share this post Link to post Share on other sites
suma 8 Posted November 1, 2010 (edited) The main version number for this beta patch was updated to 1.55 (instead of 1.54).So you are not able to play on 1.54 servers with this patch anymore. This incompatibility is required because of following fix: Audibility of the VoN direct channel and conversations are now based on the player camera position, instead of the unit position. This fix causes old and new version using completely different mechanism how player position is transferred, therefore old and new clients/servers cannot be mixed together. Hopefully it will not take too much long before we release a stable 1.55 to unite the MP community again. Edited November 1, 2010 by Suma Typo Share this post Link to post Share on other sites
xeno 234 Posted November 1, 2010 This fix cause old and new version using completely different mechanism how player position is transferred, therefore old and new clients/servers cannot be mixed together. Hopefully it will not take too much long before we release a stable 1.55 to unite the MP community again. Thanks for the info Suma. Xeno Share this post Link to post Share on other sites
=kct=blackmamba 44 Posted November 1, 2010 i hope this bug is fixed now..?? http://dev-heaven.net/issues/14410 it is set to upcoming version.. beta version?? Share this post Link to post Share on other sites
santafee 10 Posted November 1, 2010 (edited) http://dev-heaven.net/issues/5183 Solved finally,-thx! http://dev-heaven.net/issues/3168 http://dev-heaven.net/issues/14410 Any chance we see those 3 fixed in the next betas Suma? Would be nice if those get sorted out after such a long time..they are bad gamebreakers! @BlackMamba Sadly its still not fixed... Edited November 1, 2010 by Himmelsfeuer Share this post Link to post Share on other sites
roberthammer 582 Posted November 1, 2010 This incompatibility is required because of following fix:This fix causes old and new version using completely different mechanism how player position is transferred, therefore old and new clients/servers cannot be mixed together. Hopefully it will not take too much long before we release a stable 1.55 to unite the MP community again. So Suma you should add that fix on that stable 1.55 and not before :-/ - anyway thx Share this post Link to post Share on other sites
=kct=blackmamba 44 Posted November 1, 2010 http://dev-heaven.net/issues/5183http://dev-heaven.net/issues/3168 http://dev-heaven.net/issues/14410 Any chance we see those 3 fixed in the next betas Suma? Would be nice if those get sorted out after such a long time..they are bad gamebreakers! @BlackMamba Sadly its still not fixed... hmm thats bad news.. Share this post Link to post Share on other sites
roberthammer 582 Posted November 1, 2010 Himmelsfeuer - are you sure? http://dev-heaven.net/issues/5183 - should be fixed in this new beta Share this post Link to post Share on other sites
nkenny 1057 Posted November 1, 2010 AI tuneups or placebo? I have a test map I tend I tend to run a few times with each beta upgrade (which pits eight Force Recon soldiers against a Russian Infantry squad) Three times in a row the Force Recon troop has won-- which usually doesn't happen. Please. No one burst my bubble :P -k Share this post Link to post Share on other sites
KeyCat 131 Posted November 1, 2010 (edited) Just had a quick test and noticed the following which I haven't seen before (I usually don't play in 3rd perspective view) so don't know if this (minor) animation anomaly is new to this beta.. While prone and start to crawl forward the weapon swings out besides the body, see screenshots... another one with standard A2 unit Also an old issue (now with pics and repro mission). This damn "auto stand feature" while crawling besides low walls have gotten me killed many times so a gentle reminder so it's not forgotten ;) Now crawl forward 1 m and you will automaticly stand up!? Link to repro mission: A2OA_B74858_Auto_stand-up.zip Only had limited time but tree LOD's seems nicer, the Z-fight issue reported in Beta 74630 (and prev.) is about the same but on the other hand it's not mentioned in the changelog either. Also sent dumpfiles to Dwarden since I got a crash while exiting. /KC Edited November 1, 2010 by KeyCat Share this post Link to post Share on other sites
santafee 10 Posted November 1, 2010 (edited) Himmelsfeuer - are you sure?http://dev-heaven.net/issues/5183 - should be fixed in this new beta Thx. I just saw the update on DevHeaven. Tested it with my example mission and looks like solved! Still there is the red target symbol for you as player over 1 of the disabled HMV´s, but the AI doesnt get stuck now, or engaging the vehicle or dead crew. Hope its the same for static defenses, il test it now. @KeyCat I can confirm this one also, happened for me since last beta. LOD Switching/texture loading is very slow now for me. Just noticed something with the Teamleader of my US Firesquad. This time not a bug. He stops sometimes with the group, using his binoculairs scouting the WP location, then advancing again. Pretty cool! Edited November 1, 2010 by Himmelsfeuer Share this post Link to post Share on other sites
Demolition man 10 Posted November 1, 2010 Thanks for the beta patch Bohemia Interactive. Share this post Link to post Share on other sites
bensdale 0 Posted November 1, 2010 (edited) @KeyCat relating Z-fighting look here: http://dev-heaven.net/projects/cis/roadmap 74858¶ •[74856] Fixed: Tanks were jumping a lot when driving over stones far from a camera (#1707). •[74849] Optimized: Improved performance when wheeled or tracked vehicles are moving (related to ground trace maintenance). •[74832] Fixed: Possible player desync after DeleteVehicle command when player is a gunner. •[74765] Fixed: Audibility of the VoN direct channel and conversations are now based on the player camera position, instead of the unit position. •[74690] Improved: Tree LOD blending is now smoother in many situations. •#14276: Z-fighting reappears when player is close to objects http://dev-heaven.net/issues/14276 edit: It looks not 100% fixed Edited November 1, 2010 by bensdale Share this post Link to post Share on other sites
dmarkwick 261 Posted November 1, 2010 So Suma you should add that fix on that stable 1.55 and not before :-/ - anyway thx Without proper testing? :) this is a beta for just this purpose :) Anyway, it sounds to me like player warping might be improved (or should that be "decreased") if there's a new mechanism for it. Can only be a good thing. Share this post Link to post Share on other sites
KeyCat 131 Posted November 1, 2010 (edited) @KeyCatrelating Z-fighting look here: http://dev-heaven.net/projects/cis/roadmap Thanks for the pointer bensdale. Wonder what system kju is using? Recently posted by kju @ Dev-heaven It is still visible when close to objects or laying on the ground. However it is very much reduced to be almost not noticeable. After reading kju's comment above I start to wonder if it it something with my system since I only noticed very minor (if at all!?) improvements comparing to Beta 74630 when I tested at same locations as before!? Will test again later... Could it be related to different GPU drivers and/or HW or even in-game settings maybe? /KC Edited November 1, 2010 by KeyCat Share this post Link to post Share on other sites