Zipper5 74 Posted March 10, 2011 (edited) http://www.arma2.com/beta-patch.php Changelog: [78690] Fixed: Crash after UI navigation Options > Audio Options > Auto adjust > Cancel [78552] Improved: Quick commanding menu now allows to order multiple units to engage or fire at the same time. [78515] Fixed: regularCheck no longer done for players not fully ingame to prevent timeouts during the mission loading. I have a question, however: is this build for after the 1.58RC or should we revert to a previous version? This beta works with either 158RC or 157 (it in itself is 158...)Animation speeds were tweaked based on the RC feedback as well. Edited March 10, 2011 by Zipper5 Share this post Link to post Share on other sites
Muahaha 10 Posted March 10, 2011 anything on the animation speed as previously mentioned by Maruk? Share this post Link to post Share on other sites
Hanzu 10 Posted March 10, 2011 (edited) [78515] Fixed: regularCheck no longer done for players not fully ingame to prevent timeouts during the mission loading. Maybe a cure for old "Receiving..."-bugs? Edited March 10, 2011 by Hanzu Too many assumptions Share this post Link to post Share on other sites
.kju 3242 Posted March 10, 2011 (edited) arma2oa.exe: 1.58.78888 You can combine it with 1.57 and 1.58 RC. Anims appear to be tweaked ones based on 1.58 RC: Diff at CMB @ Hanzu regularCheck is related to Feedback on regularCheck use in latest OA/CO by server admins needed. Not to "receiving" - that one might be (also) due to: http://dev-heaven.net/issues/18007 Edited March 10, 2011 by .kju [PvPscene] Share this post Link to post Share on other sites
maruk 80 Posted March 10, 2011 This beta works with either 158RC or 157 (it in itself is 158...) Animation speeds were tweaked based on the RC feedback as well. Share this post Link to post Share on other sites
Zipper5 74 Posted March 10, 2011 (edited) Thanks Marek. Installing. :) Edit: is fixed! :D Edited March 10, 2011 by Zipper5 Share this post Link to post Share on other sites
cole 0 Posted March 10, 2011 (edited) I'm really liking the new animation speeds changes in this beta. Good work, guys! This really seems to be the ideal to make people who disliked 1.58RC speeds for being too fast and those who disliked 1.57 speeds for being too slow, satisfied. Edited March 10, 2011 by Cole Share this post Link to post Share on other sites
roberthammer 582 Posted March 10, 2011 Yay - finally new beta , heh nice to see grenade bug fixed btw are there some other "secret" fixes? Share this post Link to post Share on other sites
pauliesss 2 Posted March 10, 2011 Thank you BIS, downloading and testing asap. :) Share this post Link to post Share on other sites
Muahaha 10 Posted March 10, 2011 Thanks Maruk, seems like a win win situation to me. And nade fix makes the day even brighter... eventhough it's night here.. :D Share this post Link to post Share on other sites
metalcraze 290 Posted March 10, 2011 The animations are still way too fast. Still look like out of some Benny Hill episode Bring original speeds back, they were close to perfect Share this post Link to post Share on other sites
ginger mcale 11 Posted March 10, 2011 Thanks for the new beta. Hint for MP players: Not compatible to 1.57 servers, just tested Share this post Link to post Share on other sites
Hanzu 10 Posted March 10, 2011 Thanks for the new beta.Hint for MP players: Not compatible to 1.57 servers, just tested So if 1.58RC and this beta are installed there is no way going to 1.57 server unless someone wants to go there so badly that installins older beta that allows 1.57 server joining. BTW. Grenade bug was currently #4 in highest voted bugs, before it was fixed. So don't forget to vote for things that matter to you. Share this post Link to post Share on other sites
Colossus 2 Posted March 10, 2011 I too feel the animations are still a bit too fast. Close to 1.5x-2.0x in speed. But I guess I can meet halfway (this beta being halfway) if most of us think this is a good animation speed. If I want to get spesific it was mostly the "Stand to crouch" that annoyed the heck out of me, but in return I'd say the "Prone to stand" was fairly ok. Share this post Link to post Share on other sites
maruk 80 Posted March 10, 2011 Saying "the animations" is really not very informative. It is important to be specific. There are thousands of animations in the game, some are the same now as they were in 157, some are faster, some are slower... So the only real feedback here really is: * stand to crouch is too fast * prone to stand is ok (at least that is how I read your post). I too feel the animations are still a bit too fast. Close to 1.5x-2.0x in speed. But I guess I can meet halfway (this beta being halfway) if most of us think this is a good animation speed.If I want to get spesific it was mostly the "Stand to crouch" that annoyed the heck out of me, but in return I'd say the "Prone to stand" was fairly ok. Share this post Link to post Share on other sites
celery 8 Posted March 10, 2011 (edited) The non-sprint run is a bit too fast (19.8 km/h). I found that the 17.8 km/h run in the RC was quite good because there was more difference between that and sprint (23.2 km/h). A slower regular run combined with less stamina loss would be perfect. The stance transitions are spot on because now it's just as fast as the alternative way of tapping forward and changing stance during the first step, although I do find the stand-crouch foley sounds pointless because they never matched what the legs did in the first place, and the alternative method is silent when done correctly. The throwing animations need the most work. All stances with all weapons should take the same time to throw a grenade. The 1.58 RC standing with rifle throwing time was good. Instead of disabling running throw altogether, I'd rather see it fixed. Edited March 10, 2011 by Celery Share this post Link to post Share on other sites
Beagle 684 Posted March 10, 2011 (edited) Switching to lauchers still looks and plays out a bit off considering that the "avatar" handles 9kg of a MAAWS or the 16kg of a Javelin like it's just paper moch up models of the weapon. And reload is ridicoulous fast for rpgs and lauchers, but that for sure not a animation issue. Edited March 10, 2011 by Beagle Share this post Link to post Share on other sites
ffur2007slx2_5 11 Posted March 10, 2011 Start testing! Share this post Link to post Share on other sites
Zipper5 74 Posted March 10, 2011 The launcher-related speeds appear to be back to how they were before the 1.58RC, Beagle. If they're too fast for you, well, then they've always been too fast. :p Share this post Link to post Share on other sites
PeterBitt 10 Posted March 10, 2011 i also think that the animation for equipping launchers are way too fast, are you sure they are same as in 1.57 Zipper5? the jogging speed is a little too fast now, it was perfect in 1.58rc. iam very happy with the other animations, they look and feel good. Share this post Link to post Share on other sites
cm. 10 Posted March 10, 2011 agreed with launcher animations. Although I always thought they were too fast to begin with... Share this post Link to post Share on other sites
Colossus 2 Posted March 10, 2011 (edited) So the only real feedback here really is: * stand to crouch is too fast * prone to stand is ok (at least that is how I read your post). You are correct. My apologies for being so vague, I'll post a bit more detailed information the next time I got time to test the beta and remember to post. ;) Do you have any information about what type of animations that has or hasn't been touched in this beta? Wouldn't make much sense to start giving opinions about the speed of animations that hasn't been changed at all. Edited March 10, 2011 by colossus Share this post Link to post Share on other sites
.kju 3242 Posted March 10, 2011 The fast launcher anims are a workaround of not being able to interrupt the anims. Share this post Link to post Share on other sites
Beagle 684 Posted March 10, 2011 (edited) I noticed that the ladder climbing is god now...no spider crawling anymore. ---------- Post added at 04:29 PM ---------- Previous post was at 04:24 PM ---------- The fast launcher anims are a workaround of not being able to interrupt the anims.With a hughe impact on tactical advantage level shifting towards Infantry. As it was saif before...preparing Lauhcher takes time, you dotn do this whiel shit at anyway and since you will need both hands your rifle will be away from you anyway, no way to grab it in a secodn and fire back...you need buddies to cover you when you're using Laucher weapons. This a too much of one man army thinking IMHO. Just a little exampla...typical time of preparing Panzerfaust "Lanze" (very similar to RPG7) in training conditions for next shot is like 30seconds with help of a assistant Gunner.Thats of course with all safety measures. You have to assemble the two parts of warhead and launch charge, put both into tube, prepare primer cartridge. Just have a look here at page 40. http://www.scribd.com/doc/38137018/ZDv-3-16-Die-Leichte-Panzerfaust During all this handling the rifle is practically out of reach, it is often just given to the assitant since you cant use it anyway. the RPG is your primary and only weapon if you want to shoot it. Reloading CG is even more cumbersom as it need a second man to do it practically. Edited March 10, 2011 by Beagle Share this post Link to post Share on other sites
maruk 80 Posted March 10, 2011 I do not want to pinpoint any specific animations at this time. It is not only about getting it the same as it was in 157, it is about getting it better, more realistic and also more fun to play. You are correct. My apologies for being so vague, I'll post a bit more detailed information the next time I got time to test the beta and remember to post. ;) Do you have any information about what type of animations that has or hasn't been touched in this beta? Wouldn't make much sense to start giving opinions about the speed of animations that hasn't been changed at all. Share this post Link to post Share on other sites