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mr_centipede

ARMA 2: OA beta build 78927

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...and some hidden fixes + tweaks? BIS changelogs don't reveal all of their work. ;)

Good thing is that the AI is still on BIS todo list unlike some other devs/publishers who think semi-active bots are good enough for games+players.

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Even MOAR betas!

Awesome. When Codemasters and BIS split after CWC, I'm pretty sure Maruk raided their store of consumer support while Ondrej distracted them with his hair.

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...and some hidden fixes + tweaks? BIS changelogs don't reveal all of their work. ;)

Yes, there is at least one. :D

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I can confirm the zoom fix, thanks a lot.

Yes, there is at least one. :D

If BIS really wants to know whether their betas work, it would be good to mention all the fixes so that they could be confirmed. If you change a random thing about the game without mentioning it, chances are that it's going to be noticed several versions later.

Edited by Celery

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Sneaky.... so what changed?

Version number? :D

-k

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test the new beta and did not notice any difference. still a huge gap in fps when you look at the optics of the trees.

Map takistan.

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No fps drop at all with scopes here. But is was also barely noticable before.

@ greez

With some hardware specs your post would have some sort of report character, without it's just a another rant.

I also noticed that DLC don't need the -mod= command anymore to work properly

Edited by Beagle

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test the new beta and did not notice any difference. still a huge gap in fps when you look at the optics of the trees.

Map takistan.

Same here - i got i7 930 , 4 gb ram and gtx285 :(

Maybe the fix work only on ATi cards

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No fps drop at all with scopes here. But is was also barely noticable before.

@ greez

With some hardware specs your post would have some sort of report character, without it's just a another rant.

I also noticed that DLC don't need the -mod= command anymore to work properly

fps counter in lower right corner. video 8800gtx, last nvidia drivers

before last beta build (beta 78183) no mods - fps 25 when zoomed actualy 25

5b5ccefd0648t.jpg a96fe7567739t.jpg

ingame settings. AtoC set to 0

7ff36608dba5t.jpg

last beta build 78927 - fps 28 when zoomed

6c76177415b9t.jpg 32db43017779t.jpg

Edited by Greez
Extracted fps from images for better clarity without mistakes in first images set. 25 not 23

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Thx for report greez..I'll take a few extra FPS on my scope anyday.. can't wait to try this beta now...

Cheers BIS! :D

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Anyone else having problems ALT-TAB with this one. Yesterday I used 78888 and ALT-TAB'ed fine back and forth but this version works one time then second time it kinda "hangs" and I have to quit all running apps including A2:OA using ALT-F4 to get back to the desktop.

Edit: Switched back to 78888 and it was the same so problem is most likely on my end, sorry I should have tested that first before opening my mouth :eek:

/KC

Edited by KeyCat

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http://dev-heaven.net/issues/16781 :-Several steps forward when going prone from crouched, gun lowered stance: Fixed in either 78888 or78927. Thank you!

--------------------------------------------------------------------------

Animation speeds seem ok, to be honest this has never really been a concern for me. All I notice is that prone speed is slightly quicker. Looks slightly odd but I'm sure it will be unnoticeable after playing with this build for a while.

Whilst I was testing to see if any of my personal grievances had been fixed I noticed an animation glitch that I thought had been introduced in this beta, however, upon testing with 1.57 it is still there. Anyway, what it is is this:

When you are prone as certain solider units and move forward or stop moving, your gun leaves your hands during the animation transition, it looks pretty goofy. Just thought I would mention it.

Examples of Affected

==================

USMC/Rifleman

USMC/SquadLeader

USMC/Officer

USMC/Corpsman

USMC/Engineer

examples of Unaffected

====================

USMC/Pilot

USMC/FireTeamLeader

----------------------------------------------------------------------

One final thing, Can I get an official statement on this? :

http://dev-heaven.net/issues/16782 :- having to raise gun after using map

If that is the way the game is supposed to be I guess I'll live with it, but I am convinced it is a bug or an oversight. If BIS intended it to be like this, I'll leave it alone and wont ask again.

Thanks

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One final thing, Can I get an official statement on this? :

http://dev-heaven.net/issues/16782 :- having to raise gun after using map

If that is the way the game is supposed to be I guess I'll live with it, but I am convinced it is a bug or an oversight. If BIS intended it to be like this, I'll leave it alone and wont ask again.

Thanks

10 bucks says that's a feature.

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On the map issue, I think it's been said before it's supposed to be like that due to a few factors of realism IRL.

For one, you're not holding your rifle up and standing in a fighting stance when you open your map to see your area, second you'll need both your hands to work the map (Since the compass + Watch + GPS are present when you open the map) and need both to properly use said instruments.

IRL you usually are in a cover position with your weapon out of your hands to hold the map down from the wind/other messes and using the compass to get your current direction. Also IRL your buddies would be giving you cover and provide security while you work on the map so your rifle isn't needed.

Personally the only areas I can see this causing problems in is PvP combat, in other areas (Co-Op involving other players or AI such as Domi/Warfare/Etc) you can use cover and have your team give you cover.

So personally from what I gather it is intentional and not a bug, but a small kick to say 'Team work is how you win not going rambo' lol

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It's the same with Launcher weapons...PvP players want to be able to insta-switch weapons for not beeign forced to rely on teammates to cover them when preparing, using and stowing a Laucher system.

That's the call that let's us all end up now with faster animations. I don't like the direction this is going since weapons handling was already much to fast.

Edited by Beagle

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If you are in danger in real life, you will just drop the map and such stuff, and take cover.

Rambo has nothing to do with being stuck in a long animation cycle due to the limits of the engine.

It is also a false presumption the PvP players want quake like animations or such.

Repeating that wrong statement again and again won't make it any better.

They want good playability. If realism adds to it, even better.

People would be perfectly fine with longer preparation and reload times for launchers, if you

could interrupt these actions like you can do in reality too.

Edited by .kju [PvPscene]

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Im not sure and just because you use the nick PVPscene does'nt make you the voice of all online players. And as you can see there is a direction where this is going to and that's not making anything more lifelike. I personally try to avoid the term "realism" in conjuction with game mechanics.

In fact I really dotn care that uch as you might think because I simply think of popular ArmA II online missions like "Warfare" etc. as highly arcade style anyway where wrong and non lifelike tactics lead to the greatest success.

Edited by Beagle

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Assuming aloud that pvp players want instantaneous weapon switching and arcadelike gameplay is strawmanific and disrespectful. It's the realism that makes people want to play pvp in Arma 2 in the first place, but the rather rigid animation system often proves to be an obstacle. I'm fairly sure that if the AI behaved like players do, more people would notice that unnecessarily slow and immobilizing yet uninterruptible animations can be a major cause of unintended death.

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Assuming aloud that pvp players want instantaneous weapon switching and arcadelike gameplay is strawmanific and disrespectful. It's the realism that makes people want to play pvp in Arma 2 in the first place, but the rather rigid animation system often proves to be an obstacle. I'm fairly sure that if the AI behaved like players do, more people would notice that unnecessarily slow and immobilizing yet uninterruptible animations can be a major cause of unintended death.
Well sorry but what is see in multiplayer is strictly arcade in my eyes. I see respawn all over the map with full gear (works better as rearm and lets you beam all over the map) Fast travel with vehicles via Star Trek transporter to avoid beeing caught at the move, superfast running all the time with heavy launchers like Javelin all over the map, practuically no preparation time to fire a guides missile, nearly every player fully packed with sniper rifles and launchers, airquake with 360° radars eben on aircraft that have no radar or detection sytems at all, nice real time map actualization of all enemy units in the vincinity and last but not least detection and lock on through dense forrest...

I don't see where this is not going to be arcade, but hey, arcade can still be fun as long as you consider it to be arcade.

I really can't see any point where this game series is moving away from beeing arcade, no, in fact it is moving towards, but still the better game to play besides the very few "by the book" study combat simulations like DCS or Steels Beasts.

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It is also a false presumption the PvP players want quake like animations or such.

Repeating that wrong statement again and again won't make it any better.

They want good playability. If realism adds to it, even better.

People would be perfectly fine with longer preparation and reload times for launchers, if you

could interrupt these actions like you can do in reality too.

/sign

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Interruptable actions are, of course, ideal.

But trying to make up for non-interruptable actions by doubling their speed is far worse.

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It's the same with Launcher weapons...PvP players want to be able to insta-switch weapons for not beeign forced to rely on teammates to cover them when preparing, using and stowing a Laucher system.

That's the call that let's us all end up now with faster animations. I don't like the direction this is going since weapons handling was already much to fast.

agree.

reckon bis knows what made arma2 great isn't trying to be fun like unreal or counter strike. need smoother anims not sped up anims. battlefield 3 is coming that'll be pretty damn fast paced but i'd still prefer to play arma2.

Edited by twisted

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