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carlostex

ARMA 2: OA beta build 82346

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Strange. With -malloc=0 I really get the flashing as well, but I do not get it with 82346 and no -malloc, which makes sense as with 82346 -malloc=3 IS the default (I have double checked it now, both in sources and in the debugger). Still, it is worth checking, it should not be flashing with any allocator.

Darn. I'll test again with no allocator.

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Testing with no allocator:

Several of the "complex" cutscenes ran perfectly (second-to-last one, #3). I aborted out of them while playing. Then I played cutscene #1, and it flickered. After that, all of the complex cutscenes flickered.

Quit, started A2/CO again.

Even cutscene #1 played fine. Aborted out of it, played cutscene #3. It flickered.

It seems that aborting out of a cutscene causes instability. I didn't see this when malloc=3 was in the command line, but that requires more testing to confirm.

Edited by OMAC

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Since the new beta is out do you want more testing with this mem allocation?

EDIT: Eh noticed now the command works in this beta too. :o Will test these on this beta.

PS. The beta (without the command) works pretty good. Had some weird texture blobbing at one point where all textures close by went very low and tree leafs blobbed together. Even the ground texture was very low. It went away as i moved out of the scene.

It seems often when some objects are close to you textures all around even further away drops from high to low, but when watching from another angle all the textures are back at high. This has been around for a while though. So i have to check if this was the beta or normal behaviour.

Edited by Alex72

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just in case, anyone using / updating old betas, always make sure you wipe the content of beta folder prior the install ...

this applies especially for these who had installed older betas than last week builds ...

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Strange. With -malloc=0 I really get the flashing as well, but I do not get it with 82346 and no -malloc, which makes sense as with 82346 -malloc=3 IS the default (I have double checked it now, both in sources and in the debugger). Still, it is worth checking, it should not be flashing with any allocator, I will check it with -malloc=0 and hopefully fix it, but probably not today.

There was a race condition between decoding thread and texture updating. Resolved in 82442

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