nobrainer 0 Posted December 15, 2010 (edited) http://www.arma2.com/beta-patch.php Patch 76711 seems to de brooken. I get an error when unzipping it with WinRAR [76709] Fixed: Groups were missing units after group changes on JIP clients. [76693] Fixed: LOD switching with -exThreads=0 [76690] Fixed: Despite irTarget = 0 units/objects could be locked with TAB. [76664] Fixed: SetCaptive doesn't stop AI shooting at a unit/player [76649] New: allMissionObjects script command [76646] New: Script command setPlayerRespawnTime [76630] New: new AllDead command EDIT: Maybe I was too fast, now it seems ok. Edited December 15, 2010 by Dwarden Share this post Link to post Share on other sites
maddogx 13 Posted December 15, 2010 AllDead? :confused: Share this post Link to post Share on other sites
Dwarden 1125 Posted December 15, 2010 AllDead? :confused: related to : http://dev-heaven.net/issues/10315#change-78247 Share this post Link to post Share on other sites
pauliesss 2 Posted December 15, 2010 Thanks BIS. :) Share this post Link to post Share on other sites
HateDread 13 Posted December 15, 2010 It asks if I want to update to OA 1.57? Does this beta force a change in the main patch classification, so we can't go online with it, again? Share this post Link to post Share on other sites
Zipper5 74 Posted December 15, 2010 The last beta patch already did that, you know. Share this post Link to post Share on other sites
PuFu 4600 Posted December 15, 2010 Cheers for it. will test as soon as i get a chance. It asks if I want to update to OA 1.57? Does this beta force a change in the main patch classification, so we can't go online with it, again? From patch 76550: * Patch: Fixed: Locality issues of objects in MP (mainly updates from nonowner errors). Version raised to 1.57 due to MP incompability. Since 76711 includes 76550 fix as well, your answer is yes. You can connect to servers running the beta patch though (not that many these days), or you could test it localy, and connect without it for MP games. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted December 15, 2010 [76664] Fixed: SetCaptive doesn't stop AI shooting at a unit/player Does that mean surrendered units also loose their targeted status? [76646] New: Script command setPlayerRespawnTime Wow, just... Wow! :p So, want to use this in an evaluative way. Can this be set dynamically, and can it set during respawn? Also if I use a spawn to set it, it will fail the spawned snippet for clients (locality on this one btw is local to player?) not updated to beta. Will global spawn time kick in? Any better way, like some sort of versioning we can use? Share this post Link to post Share on other sites
SaOk 112 Posted December 15, 2010 Seems to work great and perfomance is as good as in the previous beta. And nice buntch of fixes. Bad grass blinking and AI flying skills are still there. Share this post Link to post Share on other sites
Dwarden 1125 Posted December 15, 2010 [76664] Fixed: SetCaptive doesn't stop AI shooting at a unit/playerDoes that mean surrendered units also loose their targeted status? http://dev-heaven.net/issues/14193#note-14 improved AI in build 76733 - when unit is setCaptive then unit's target is set to NULL hopefully that answers Your question Share this post Link to post Share on other sites
columdrum 11 Posted December 15, 2010 WoW, nice changelog, seems that BIS is finally solving all those serius bugs and implemented the most requested script comands :). With 2 or 3 patches like the last ones the game would be perfect in no time :rolleyes: Share this post Link to post Share on other sites
ast65 10 Posted December 15, 2010 Too bad we can´t use it online, I´d love to... plz release official 1.57 asap :) Share this post Link to post Share on other sites
Scrub 0 Posted December 15, 2010 As usual, Thank you BIS. I think you have the most engrossing-personal skill building-attention demanding-open ended-thinking mans game on the planet. Share this post Link to post Share on other sites
nyles 11 Posted December 15, 2010 [76690] Fixed: Despite irTarget = 0 units/objects could be locked with TAB. Gamebalance-relevant bugfixes? :eek: That's friggin' awesome BIS! Share this post Link to post Share on other sites
xeno 234 Posted December 15, 2010 and can it set during respawn? You can set a new time interval while the respawn time is already counting down. Xeno Share this post Link to post Share on other sites
sick1 13 Posted December 15, 2010 Thanks BIS! All i need now is command Dofire to be fixed in order to resolve all the issues with my campaigns. Share this post Link to post Share on other sites
AnimalMother92 10 Posted December 16, 2010 Thanks BIS! All i need now is command Dofire to be fixed in order to resolve all the issues with my campaigns. Yes! I'd like to see this fixed asap as well. Broke a few things in my missions too.. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted December 16, 2010 @Xeno: Yippi :) Share this post Link to post Share on other sites
Thats_Life 2.0 10 Posted December 16, 2010 I broke my flying waypoints in my mission. Heli don't fly straight. Oja also since 1.55 he's bounching. But that's fixed in the beta right? Share this post Link to post Share on other sites
sickboy 13 Posted December 16, 2010 (edited) Too bad we can´t use it online, I´d love to...plz release official 1.57 asap :) What's the problem with using it online? Install the patch on the server, update the startup parameters incl. mod-line, and there you go; play online. Releasing a final version would be foolish, especially if nobody is testing it online, and instead are awaiting the final version.... that would be reliving 1.55. Edited December 16, 2010 by Sickboy Share this post Link to post Share on other sites
whisper 0 Posted December 16, 2010 What's the problem with using it online?Install the patch on the server, update the startup parameters incl. mod-line, and there you go; play online. Releasing a final version would be foolish, especially if nobody is testing it online, and instead are awaiting the final version.... that would be reliving 1.55. Linux server? :) Share this post Link to post Share on other sites
sickboy 13 Posted December 16, 2010 Linux server? :) Ah yea, there is that :-) Time for the linux server beta pipeline? Share this post Link to post Share on other sites
Dwarden 1125 Posted December 16, 2010 Thanks BIS! All i need now is command Dofire to be fixed in order to resolve all the issues with my campaigns. anyway doFire gets fix: http://dev-heaven.net/issues/15082#note-13 :cool: Share this post Link to post Share on other sites
roberthammer 582 Posted December 16, 2010 (edited) Dwarden - nice , what about those AI heli pilots? they flying like on boat or drunk - can you pls fix it? > http://dev-heaven.net/issues/14410 Edited December 16, 2010 by RobertHammer Share this post Link to post Share on other sites
mosh 0 Posted December 16, 2010 (edited) anyway doFire gets fix: http://dev-heaven.net/issues/15082#note-13 :cool: Great to hear! I was hoping that would get fixed soon. :) EDIT - nothing major to report about beta... server runs fine as well as client, no crashes from either Edited December 16, 2010 by Mosh stuff Share this post Link to post Share on other sites