nkenny 1057 Posted January 4, 2011 (edited) http://www.arma2.com/beta-patch.php Quote [77007] Fixed: Improved airplane terrain avoidance when attacking. (http://dev-heaven.net/issues/16219) [77004] Fixed: Possible ServerCommand abuse by non-admin attackers. [76997] Fixed: lip-sync in EW campaign and in MP while client using VON. New beta. -k Edited January 4, 2011 by Dwarden fixed formating Share this post Link to post Share on other sites
Zipper5 74 Posted January 4, 2011 That was... Fast. :eek: Community Awards announcement and another beta patch, all in the same day. Suddenly going back to school after the Christmas holidays for the first time today doesn't seem so bad. :D Share this post Link to post Share on other sites
AnimalMother92 10 Posted January 4, 2011 Cool, thanks BIS! Share this post Link to post Share on other sites
vasmkd 12 Posted January 4, 2011 Wow, BIS are the only company working hard at this time of the year :) Share this post Link to post Share on other sites
pauliesss 2 Posted January 4, 2011 Wow, thanks BIS! :bounce3: Share this post Link to post Share on other sites
gossamersolid 155 Posted January 4, 2011 So this one doesn't change the version # does it? I'd love to throw this on my server for the serverCommand fix. Share this post Link to post Share on other sites
Mr. Charles 22 Posted January 4, 2011 The Simple support module does still not work on a dedicated server, does it? Share this post Link to post Share on other sites
ericfr 0 Posted January 4, 2011 Bad NonLocalVram ? XP32 2Gb Ram ATI 1Gb Vram localVRAM=1073741824; correct 1Gb nonlocalVRAM=123076608; 117 Mb ??? This Beta or 1.57 same values (i delete Arma2OA.cfg before test) Share this post Link to post Share on other sites
metalcraze 290 Posted January 4, 2011 (edited) Quote [77007] Fixed: Improved airplane terrain avoidance when attacking. (http://dev-heaven.net/issues/16219) Can't wait to try it out. If it's fixed that means I can finally finish my mission Edit: yes yes, planes now drop bombs without diving and quite spot on too. However the fix may have introduced another problem. Now I need to test this more but to me it looks like if there are too many enemy vehicles in the area the plane will either ignore the marker or do too many passes before actually dropping the bomb. Before the fix the bombing run was a top priority for the plane. Confirmed: plane spends too much time now avoiding fire, doesn't even attack those vehicles which it did previously. Edited January 5, 2011 by metalcraze Share this post Link to post Share on other sites
smiley_ie 7 Posted January 5, 2011 Have to say havent enjoyed QA since release and this beta seems to run very well, very little loading seemed to hang around at 50 - 60 fps with VS on. Nice job guys. Share this post Link to post Share on other sites
carlostex 38 Posted January 5, 2011 This BETA looks very promising!!! Keep on fixing stuff BIS!!!! Share this post Link to post Share on other sites
Hanzu 10 Posted January 5, 2011 (edited) [76997] Fixed: lip-sync in EW campaign and in MP while client using VON. MP lip-sync looks nice. Great! Thanks! With this build Harvest Red campaign Dogs Of War mission seems to be pretty much impossible to be played in multiplayer. If I start mission and play it alone, everything is fine, but as soon as someone joins, the Razor Team character he takes in control starts to bug and the host will see that Razor Team face icon belonging to that character will disappear from bottom left corner. We also tried with just 2 players and could not get it to work. Since there is no character icon for the host, the game also ends in about 5-10 seconds because the game thinks one of Razor Team members is dead, so there is only few seconds to bughunt and see write a proper report what is really going on. Also the human players report in voice to be in totally different place where the host sees them. When all this happens. The game also reports guerrillas breaking alliance with BLUEFOR, which in my opinion is a result of the game confusing teams when human players joins. Normally there are no situations in Harvest Red campaign that any of the Razor Team faceicons will disappear not even when they die and the game is about to be end failed, so this is not normal at all. I am not using any mods and same goes to those friends who tried to play Dogs Of War with me. I also want to add that even though when you have reverted and restarted the mission totally you have pretty 50% chance that Dogs Of War mission starts without the start dialog where you are located in front of CDF commander and listen who lets you to decide if you want to take Commander role or not. So you will sometimes insted just start in the fields of that base and this is not loaded from gamesave, I have reverted and restarted all the way from Harvest Red mission selection list several times. With this very same build we played and completed four separate COOP missions, one mission from Operation Arrowhead campaign and one mission from Operation Black Gauntlet campaign, so these problems seem to affect only Harvest Red and maybe only Dogs Of War mission. The problem seems to be related to these bugs: http://dev-heaven.net/issues/14766 http://dev-heaven.net/issues/16169 Edited January 5, 2011 by Hanzu Share this post Link to post Share on other sites
nkenny 1057 Posted January 5, 2011 Beta is running blazingly fast. :) Had my first crash today. \ said: Cannot use magazine HandGrenade_East in muzzle SmokeShellMuzzleCannot use magazine 1Rnd_HE_M203 in muzzle HandGrenade_Stone etc No mods, self produced mission (which has worked frequently in MP or SP before), never seen that before. *shrug* Might be unrelated. -k Share this post Link to post Share on other sites
seelix 10 Posted January 5, 2011 Quote [76997] Fixed: lip-sync in EW campaign and in MP while client using VON. Finally Share this post Link to post Share on other sites
twisted 128 Posted January 5, 2011 incredible turn around! one thing, i find my AI now have much more of a mind of their own and often wonder off to spots around 50m away. this is on danger setting and before enemy contact, also often keep low command 1 or 2 AI will stay standing. other than that mostly major improvements. thanks Share this post Link to post Share on other sites
Alex72 1 Posted January 5, 2011 Time to test when i get home. Seems the performance is kept from previous beta. :) Also time to ticket something at DH when i get home (unless already ticketed which i presume it might be) that lying down with weapons that have bipods shouldnt so violently kick upwards. Have a hard time with those MG's nowadays. Share this post Link to post Share on other sites
mosh 0 Posted January 5, 2011 [76997] Fixed: lip-sync in EW campaign and in MP while client using VON. Works great! Thanks BIS! Share this post Link to post Share on other sites
Dwarden 1125 Posted January 5, 2011 Hanzu said: With this build Harvest Red campaign Dogs Of War mission seems to be pretty much impossible to be played in multiplayer. If I start mission and play it alone, everything is fine, but as soon as someone joins, the Razor Team character he takes in control starts to bug and the host will see that Razor Team face icon belonging to that character will disappear from bottom left corner. We also tried with just 2 players and could not get it to work. Since there is no character icon for the host, the game also ends in about 5-10 seconds because the game thinks one of Razor Team members is dead, so there is only few seconds to bughunt and see write a proper report what is really going on. Also the human players report in voice to be in totally different place where the host sees them. When all this happens. The game also reports guerrillas breaking alliance with BLUEFOR, which in my opinion is a result of the game confusing teams when human players joins. Normally there are no situations in Harvest Red campaign that any of the Razor Team faceicons will disappear not even when they die and the game is about to be end failed, so this is not normal at all. I am not using any mods and same goes to those friends who tried to play Dogs Of War with me. I also want to add that even though when you have reverted and restarted the mission totally you have pretty 50% chance that Dogs Of War mission starts without the start dialog where you are located in front of CDF commander and listen who lets you to decide if you want to take Commander role or not. So you will sometimes insted just start in the fields of that base and this is not loaded from gamesave, I have reverted and restarted all the way from Harvest Red mission selection list several times. With this very same build we played and completed four separate COOP missions, one mission from Operation Arrowhead campaign and one mission from Operation Black Gauntlet campaign, so these problems seem to affect only Harvest Red and maybe only Dogs Of War mission. The problem seems to be related to these bugs: http://dev-heaven.net/issues/14766 http://dev-heaven.net/issues/16169 hanzu can You get me fresh log with the errors ? ideally create new CIT ticket and include it maybe also include save - if it's usable ? Share this post Link to post Share on other sites
jumpinghubert 49 Posted January 5, 2011 I have lodswitching: lowres grass at near distance in towns like Chernogorsk. Never had this before. Share this post Link to post Share on other sites
maddogx 13 Posted January 5, 2011 JumpingHubert said: I have lodswitching: lowres grass at near distance in towns like Chernogorsk. Never had this before. Can you post up the content of your Arma2OA.cfg file? (It's in My Documents\Arma 2) Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 5, 2011 (edited) Quote [77007] Fixed: Improved airplane terrain avoidance when attacking. (http://dev-heaven.net/issues/16219) This would be a dream fix for me ...... but I'm finding very little is changed. Can we get some technical detail of what was tweaked please. Similar to metalcraze comments, the AI pilots don't seem to be doing anything differently, except; - They tend to do a lot more "dry runs". ie An attack run, but no bomb drop or missile launch. - They now at times do a huge grab for air / pitch up, then almost straight away do a steep dive. Seems to happen around actual ammo launch. The main problem is all AI pilots nose-down to attack their target, even if the weapon doesn't require nose down. They then keep this nose down all the way to the target and very rarely disengage before a target is destroyed. Worse still, virtually no script commands can break them from the suicide attack :( Only manually aimed weapons (guns and FAR rockets etc) should trigger an AI to drop altitude / nose down at the target. All other weapons should keep level flight. On the wish list would also be some way to stop aircraft slowing down speed to a crawl / adjust speed, as they do these attack runs. Edited January 5, 2011 by [APS]Gnat Share this post Link to post Share on other sites
PogMoThoin 10 Posted January 5, 2011 With this beta I get the following in my Arma2AO.cfg localVRAM=2127601664; nonlocalVRAM=2147483647; which is completely wrong With 1.57 I get Quote localVRAM=403894272;nonlocalVRAM=403894272; Which is wrong also I got a 4870x2, which has 1Gb on each card, should be 1Gb Quote localVRAM=1073741824;nonlocalVRAM=2147483647; Like it always was in my Arma2.cfg Please help Share this post Link to post Share on other sites
carlostex 38 Posted January 5, 2011 I was playing Trial by Fire mission and noticed tha chopper AI wobbling. Wasn't this fixed already?? Share this post Link to post Share on other sites
Alex72 1 Posted January 5, 2011 (edited) Also getting "nonlocalVRAM=2147483647" and have got that for a very long time. Back in ArmA (1) i think it was properly shown. However the game runs fine for me so i cant say if its bad or good. If you have less VRAM it might be good with that set properly though(?). I have 6GB pagefile if i remember correctly. Its not 2GB that much i know. EDIT: Tested this latest beta and noticed a little flickering at the first LOD in trees (OA). As i approach trees iand they change from 2nd to 1st LOD the white pixels appear and then a fast (and brief) flickering before settling. Seems on my machine the previous beta worked slightly better in this regard. Also tested Chernarus and didnt see the white pixeling in vegetation there. Seems its in OA veg only(?). As so often with this game you cant be competelly sure until extensive testing. This is a brief test so far. Will go back and test some more. Edited January 5, 2011 by Alex72 Share this post Link to post Share on other sites