abel 0 Posted November 9, 2010 http://www.arma2.com/beta-patch.php [75256] New: Video options VSync selection. [75230] Fixed: Character collisions with stones often resulted in flying or being stuck. (http://dev-heaven.net/issues/12043) [74952] Fixed: Subordinates would ignore their leaders' GetIn/GetOut commands in some MP situations. Share this post Link to post Share on other sites
santafee 10 Posted November 9, 2010 Nice to see major bugs getting fixed now! Didnt test the rocks yet. Hope to see the AI gettin stuck with Pistol Bug getting fixed[Chechz and German Forces] and for sure the chopper nicking bug. If those are done i will happily buy the PMC DLC:) Share this post Link to post Share on other sites
mosh 0 Posted November 9, 2010 Before anyone asks, it updates to 1.55 as the beta before this did. So don't use if you want to play on servers not using this beta. I'll continue to test this one though, last one didn't cause any problems as I rarely play MP anymore. Just remember to rename old beta folder in case you need to revert to older version (74630). Share this post Link to post Share on other sites
Ulanthorn 10 Posted November 9, 2010 How is performance and stability with this beta? I had very bad experience with last beta 74858 so I want to wait for some reports since the changelog does not mention anything. btw. We need a 1.55 compatible server to test multiplayer. Share this post Link to post Share on other sites
thr0tt 12 Posted November 9, 2010 Me too, last one I lost fps, benchmark lost 5-8 fps in final scores. Share this post Link to post Share on other sites
LondonLad 13 Posted November 9, 2010 Interested to hear the feedback of those of you who are public beta testing, in finding out about the 'rock' collision bug: [75230] Fixed: Character collisions with stones often resulted in flying or being stuck. (http://dev-heaven.net/issues/12043) That's been my #1 most annoying bug, and am happy to see that this could now be resolved :) Share this post Link to post Share on other sites
no use for a name 0 Posted November 9, 2010 Guys, the whole point of the public betas is to test for yourself. Every PC is different and in turn gives different results. Share this post Link to post Share on other sites
SaOk 112 Posted November 9, 2010 I am getting much vegetation blinking on Chernarus. Grass, bushes and trees change their lods (?) much and sometimes there is very small parts of vegetation missing for very small piece of second. There is also much more low quality models shown in small distances. Also I have more shuttering when zooming (in cutscene at least). My computer: Q6600 (3,4Ghz), 4Gb memory, HD4890, Vista 64bit (SP2), X-fi Audio. All with new drivers. Settings 1920x1200, 2006m visibility, textures medium, video high, AF high, AA off, terrain&objects normal, shadows high, HDR normal (havent seen that option before ingame :S), postprocess very low and vsync on. Share this post Link to post Share on other sites
Ulanthorn 10 Posted November 9, 2010 Guys, the whole point of the public betas is to test for yourself. Every PC is different and in turn gives different results.The performance drop in 74584 was very common regardless of system specs or OS. Share this post Link to post Share on other sites
TheCrusader 10 Posted November 9, 2010 (edited) Hi there, tested it shortly and first of all thx BIS, performance seems to be much better for me than in the last beta. That said I still managed to get myself stuck on the rocks in takistan pos. 080061. Nothing a quick tab ov V couldn't fix, but not sure about the AI navigating these rocks, but I will test this. Cheers Crusader EDIT: Just tested with AI, they seem to mostly circumvent the rocks, and if they step on them, they seem to not fully interact with them (sinking a bit into the rocks). Looks a bit weird, but as log as it does its job (which it seems to do), I'm more than happy! Edited November 9, 2010 by TheCrusader Share this post Link to post Share on other sites
Ulanthorn 10 Posted November 9, 2010 thanks Crusader, I will give it a try. Share this post Link to post Share on other sites
Dwarden 1125 Posted November 9, 2010 ok i suggest everyone even these who claim they don't want to test ... to test and report what we need to know is if this build is stable (compared to previous beta) so let it run in background or play something or so ... Share this post Link to post Share on other sites
mrcash2009 0 Posted November 9, 2010 (edited) BIS : "Excuse me, could you test this for me?" USER: "Ok, is it stable?" BIS: "Well you need to test it for me to work on this" USER: "Well, if its not stable I wont install it" BIS: "Thanks" USER: "No Problem, Goodbye" BIS: "Bye" USER: "oooh, umm hello? Are you still there?" BIS: "Umm, yes" USER: "When's the next stable patch out?" ...... (distant facepalm) *goes blank, credits roll, Benny Hill theme plays* :) I will test this with some editing and try the alt-tab issue that I had, work this baby until it hurts. Edited November 9, 2010 by mrcash2009 Share this post Link to post Share on other sites
Baron von Beer 0 Posted November 9, 2010 btw. We need a 1.55 compatible server to test multiplayer. The beta includes a 1.55xxx server exe. ;) Share this post Link to post Share on other sites
VictorFarbau 0 Posted November 9, 2010 (edited) As of patch 75445 I am having an issue with our MP server. This is a dedicated server in my local LAN. Never had issues so far including all recent betas. Each time I run a mission now server and client load fine until the mission is about to begin (map mode). As soon as I click "Continue" I am being kicked from the server. I started a clean beta server like this: "C:\ArmA 2\Expansion\beta\arma2oaserver.exe" -config=sample.cfg -mod=Expansion\beta;Expansion\beta\Expansion This is the error log from arma2oaserver.RPT when I run "01: War Welcome" ===================================================================== == C:\ArmA 2\Expansion\beta\arma2oaserver.exe == "C:\ArmA 2\Expansion\beta\arma2oaserver.exe" -config=sample.cfg -mod=Expansion\beta;Expansion\beta\Expansion ===================================================================== Exe timestamp: 2010/11/09 23:12:09 Current time: 2010/11/10 00:07:48 Version 1.55.75446 Item str_disp_server_control listed twice Updating base class ->ReammoBox, by ca\weapons\config.bin/CfgVehicles/WeaponHolder/ 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 ca\missions\MPScenarios\MP_Deathmatch.chernarus: string @str_mpdeathmatch_subname cannot be localized client-side - move to global stringtable ca\missions\MPScenarios\MP_Deathmatch.chernarus: string @str_mpdeathmatch_subname cannot be localized client-side - move to global stringtable 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 Unit not created: Subgroup 0:0 not found Cannot create object 3:1 Received 82, expected bool Unexpected message data (message struct NetworkMessageWaypoint, item visible) Before (0x0000003e): 75 65 00 00 00 00 00 74 72 75 65 00 24 4e 4f 4e 45 24 00 00 00 00 24 4e 4f 4e 45 24 00 00 00 00 Current (0x0000005e): 52 Received 48, expected bool Unexpected message data (message struct NetworkMessageWaypoint, item visible) Before (0x0000007c): 75 65 00 00 00 00 00 74 72 75 65 00 24 4e 4f 4e 45 24 00 00 00 00 24 4e 4f 4e 45 24 00 00 00 00 Current (0x0000009c): 30 Received 58, expected bool Unexpected message data (message struct NetworkMessageWaypoint, item visible) Before (0x0000003e): 75 65 00 00 00 00 00 74 72 75 65 00 24 4e 4f 4e 45 24 00 00 00 00 24 4e 4f 4e 45 24 00 00 00 00 Current (0x0000005e): 3a Creation of object L 1-1-G:32 failed, state LOGGED IN Ref to nonnetwork object L 1-1-G:32 Creation of object L 1-1-G:33 failed, state LOGGED IN Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:33 Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:33 Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:32 Creation of object L 1-1-G:34 failed, state LOGGED IN Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:33 Ref to nonnetwork object L 1-1-G:34 Ref to nonnetwork object L 1-1-G:34 Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:34 Ref to nonnetwork object L 1-1-G:34 Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:32 Creation of object L 1-1-K failed, state LOGGED IN Creation of object L 1-1-K:<Empty main subgroup> failed, state LOGGED IN Client: Nonnetwork object f960090. Client: Nonnetwork object 11485100. Ref to nonnetwork object <No group>:0 Creation of object L 1-1-K:1 failed, state LOGGED IN Client: Nonnetwork object 11485100. Creation of object L 1-1-L failed, state LOGGED IN Creation of object L 1-1-L:<Empty main subgroup> failed, state LOGGED IN Client: Nonnetwork object fec60c0. Client: Nonnetwork object 11485700. Ref to nonnetwork object <No group>:0 Creation of object L 1-1-L:1 failed, state LOGGED IN Client: Nonnetwork object 11485700. Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:32 Ref to nonnetwork object L 1-1-G:32 There's a second file in that folder called "mpStatistics.log". I am just adding this here, no idea if this is a cumulative log of all games or just the recent one: AddInitAndRemoveOverridden statistics ... total messages = 2640 243 ... Type_10 573 ... Type_46 130 ... Type_142 110 ... Type_213 129 ... Type_214 1413 ... Type_231 33 ... Type_233 9 ... Type_234 AddInitAndRemoveOverridden statistics ... total messages = 147 42 ... Type_10 2 ... Type_46 95 ... Type_142 2 ... Type_213 2 ... Type_214 4 ... Type_231 AddInitAndRemoveOverridden statistics ... total messages = 3227 242 ... Type_10 2 ... Type_40 2 ... Type_41 7 ... Type_42 15 ... Type_45 689 ... Type_46 211 ... Type_142 5 ... Type_204 140 ... Type_213 167 ... Type_214 1686 ... Type_231 52 ... Type_233 9 ... Type_234 AddInitAndRemoveOverridden statistics ... total messages = 3157 250 ... Type_10 665 ... Type_46 274 ... Type_142 3 ... Type_204 123 ... Type_213 146 ... Type_214 1595 ... Type_231 71 ... Type_233 30 ... Type_234 AddInitAndRemoveOverridden statistics ... total messages = 1309 228 ... Type_10 104 ... Type_46 105 ... Type_142 870 ... Type_231 2 ... Type_233 AddInitAndRemoveOverridden statistics ... total messages = 1 1 ... Type_10 AddInitAndRemoveOverridden statistics ... total messages = 2641 244 ... Type_10 8 ... Type_40 16 ... Type_42 401 ... Type_46 165 ... Type_142 2 ... Type_204 62 ... Type_213 72 ... Type_214 1645 ... Type_231 21 ... Type_233 5 ... Type_234 AddInitAndRemoveOverridden statistics ... total messages = 60 42 ... Type_10 12 ... Type_46 6 ... Type_231 AddInitAndRemoveOverridden statistics ... total messages = 1 1 ... Type_231 AddInitAndRemoveOverridden statistics ... total messages = 3382 239 ... Type_10 294 ... Type_46 137 ... Type_142 1 ... Type_204 1 ... Type_213 1 ... Type_214 2702 ... Type_231 7 ... Type_233 AddInitAndRemoveOverridden statistics ... total messages = 2206 240 ... Type_10 214 ... Type_46 162 ... Type_142 1 ... Type_213 1 ... Type_214 1573 ... Type_231 11 ... Type_233 4 ... Type_234 AddInitAndRemoveOverridden statistics ... total messages = 3516 242 ... Type_10 1 ... Type_40 476 ... Type_46 332 ... Type_142 2 ... Type_204 53 ... Type_213 63 ... Type_214 2294 ... Type_231 47 ... Type_233 6 ... Type_234 AddInitAndRemoveOverridden statistics ... total messages = 3271 239 ... Type_10 3 ... Type_40 1 ... Type_41 9 ... Type_42 11 ... Type_45 463 ... Type_46 203 ... Type_142 3 ... Type_204 97 ... Type_213 115 ... Type_214 2095 ... Type_231 24 ... Type_233 8 ... Type_234 AddInitAndRemoveOverridden statistics ... total messages = 84 40 ... Type_10 40 ... Type_142 4 ... Type_231 AddInitAndRemoveOverridden statistics ... total messages = 3020 244 ... Type_10 1 ... Type_40 484 ... Type_46 257 ... Type_142 2 ... Type_204 79 ... Type_213 95 ... Type_214 1792 ... Type_231 45 ... Type_233 21 ... Type_234 AddInitAndRemoveOverridden statistics ... total messages = 819 56 ... Type_10 21 ... Type_46 742 ... Type_231 AddInitAndRemoveOverridden statistics ... total messages = 3781 246 ... Type_10 1 ... Type_40 681 ... Type_46 268 ... Type_142 1 ... Type_204 161 ... Type_213 193 ... Type_214 2183 ... Type_231 38 ... Type_233 9 ... Type_234 AddInitAndRemoveOverridden statistics ... total messages = 52 42 ... Type_10 1 ... Type_46 9 ... Type_231 AddInitAndRemoveOverridden statistics ... total messages = 2672 240 ... Type_10 2 ... Type_40 1 ... Type_41 7 ... Type_42 7 ... Type_45 453 ... Type_46 240 ... Type_142 1 ... Type_204 78 ... Type_213 90 ... Type_214 1512 ... Type_231 29 ... Type_233 12 ... Type_234 AddInitAndRemoveOverridden statistics ... total messages = 2373 247 ... Type_10 4 ... Type_40 1 ... Type_41 13 ... Type_42 7 ... Type_45 467 ... Type_46 223 ... Type_142 43 ... Type_213 51 ... Type_214 1279 ... Type_231 29 ... Type_233 9 ... Type_234 AddInitAndRemoveOverridden statistics ... total messages = 43 40 ... Type_10 3 ... Type_231 AddInitAndRemoveOverridden statistics ... total messages = 4 4 ... Type_10 AddInitAndRemoveOverridden statistics ... total messages = 3211 238 ... Type_10 8 ... Type_40 4 ... Type_41 34 ... Type_42 28 ... Type_45 512 ... Type_46 274 ... Type_142 43 ... Type_213 50 ... Type_214 1976 ... Type_231 29 ... Type_233 15 ... Type_234 AddInitAndRemoveOverridden statistics ... total messages = 819 56 ... Type_10 21 ... Type_46 742 ... Type_231 AddInitAndRemoveOverridden statistics ... total messages = 85 10 ... Type_10 21 ... Type_46 54 ... Type_231 AddInitAndRemoveOverridden statistics ... total messages = 96 10 ... Type_10 21 ... Type_46 65 ... Type_231 AddInitAndRemoveOverridden statistics ... total messages = 716 86 ... Type_10 18 ... Type_46 1 ... Type_215 529 ... Type_231 82 ... Type_235 AddInitAndRemoveOverridden statistics ... total messages = 819 56 ... Type_10 21 ... Type_46 742 ... Type_231 I have tried with and without my addons galore; logged in as user or admin; tried different missions - always being kicked back to the MP server screen right after mission start. Hmm... Cheers, VictorFarbau Edited November 9, 2010 by VictorFarbau Share this post Link to post Share on other sites
mrcash2009 0 Posted November 9, 2010 (edited) Just tested, FPS isnt seeming different but need to test further (IE same is good). ALT-Tab is back to normal, no more crash on every other alt-tab like last beta, settings in graphics is now not causing odd CTD like last patch. I tried a mission using a lot of modules in chernarus that im working on to give it a through test, I did get 1 PC lockup (no rpt could be written too had to reset/cold boot PC) ... I cant say this is the beta at the moment will test more. Although the most obvious thing right away was the tree LOD loading on Chernarus (via OA CO) ... I have been making a mission on Chernarus and have been on that map for some hours over the past few evenings, and so I noticed it right away. The LOD for trees are "flickering" rapidly and randomly in the distance as if they are not sure what LOD level to load a flicks through stages very fast, its very odd too look at. I quickly knocked up this fraps grab, Im not talking about LOD loading as that can be as usual, notice all the trees around that "quickly flicker", this stood out like a saw thumb on chernarus as I tested this via the beta: wMuFXi6V2B4 EDIT: 0.33 in watch the clump of trees on the far right, 3 or so of them (for example) (when I reach the sunny area as brightness isn't great at first.. check the fast flicking trees that's what im referring too). You may have to study it a few times, its all around and small bushes too, basicly whole sections of trees will flicker, not the usual "switch" LOD I expect. GTX260 OC 216 896MB ... 260.99 NVIDIA driver. Again, this quick flicker of trees is not in previous betas, never so obvious. Edited November 10, 2010 by mrcash2009 Share this post Link to post Share on other sites
Heatseeker 0 Posted November 10, 2010 Seems stable so far, first beta i try since 1.54 final came out. Share this post Link to post Share on other sites
mosh 0 Posted November 10, 2010 Been playing off and on since this beta was released, haven't shut client down nor have I noticed anything different. If I get it to crash I'll send a report. Share this post Link to post Share on other sites
Ulanthorn 10 Posted November 10, 2010 (edited) Version is stable performance is good again. I noticed that most cars don't have destructable glass anymore. It is impossible to shoot out a window on most cars with small arms or even MGs, especially unarmored HMMWV. The windows also dont show any damage textures until shot with HE rounds. Checked with last 1.54 patch and it's the same there. Checked back with ArmA II 1.07 and all vehicles have Windows destructible by small arms, takes a mag of 5.56 there. This is a step back like with the since OA missing blast effect on tanks. I remeber that before 1.54 patch vehicle windows could be destroyed before the car began to burn in OA. Edited November 10, 2010 by Ulanthorn Share this post Link to post Share on other sites
Alex72 1 Posted November 10, 2010 (edited) Thanks to introduction of VSYNC in options i managed to optimize performance easier and found new playable higher settings thanks to it. Thanks a lot for that BIS. Didnt notice much LOD swapping during my rather brief tests, but i did notice weird behaviour from the AI when leading them. Might been a fluke so will have to get back on that. They followed me badly even circling around instead of staying still in formation. Big improvement was VSYNC and whatever else was done in the background as the performance seems great. Fiddling with VSYNC and Mouse Smooth while upping settings can get you to a nice feeling of boosted FPS. BTW: Does the line in ARMA2OA.CFG "3D_Performance=93750;" have any meaning? With previous patch activated it's 100000 on my machine. And the patch before that it was lower. Seems this changes up and down from patch to patch, but if it has any significant meaning i dont know. Edited November 10, 2010 by Alex72 Share this post Link to post Share on other sites
vohk 10 Posted November 10, 2010 BTW: Does the line in ARMA2OA.CFG "3D_Performance=93750;" have any meaning? Apparently no. From the BI wiki: "3D_Performance=93750 - written by engine each start, changing it manually has no effect!" Bumped into that while fixing a related start-up error message. Share this post Link to post Share on other sites
no use for a name 0 Posted November 10, 2010 Version is stable performance is good again.I noticed that most cars don't have destructable glass anymore. It is impossible to shoot out a window on most cars with small arms or even MGs, especially unarmored HMMWV. The windows also dont show any damage textures until shot with HE rounds. Checked with last 1.54 patch and it's the same there. Checked back with ArmA II 1.07 and all vehicles have Windows destructible by small arms, takes a mag of 5.56 there. This is a step back like with the since OA missing blast effect on tanks. I remeber that before 1.54 patch vehicle windows could be destroyed before the car began to burn in OA. Maybe it's a step towards bullet-proof glass for all those pilots; I know they've been wanting this for a while ;) Probably needs some tweaking. Beta seems stable so far; although only tested a little. Will mess around some more and give feedback Share this post Link to post Share on other sites
grillob3 11 Posted November 10, 2010 My old savegames dont work with this patch!Is there a way to fix that? Share this post Link to post Share on other sites
Dwarden 1125 Posted November 10, 2010 thanks for the feeedback everyone, keep it coming ... we considering it release candidate for 1.55 and thus it would be welcome if someone report any crashes etc., in case you get crashes ... to my email which is myforumnickname at bistudio.com , i would need the arma2oa.bidmp arma2oa.mdmp arma2oa.rpt, thanks in advance Share this post Link to post Share on other sites
AnimalMother92 10 Posted November 10, 2010 Stability seems good for me so far, but the issue with the choppers bouncing up and down is still present. Share this post Link to post Share on other sites