metalcraze 290 Posted July 9, 2011 This is not good. The problem with my CTDs is that I don't think they leave the full 3 dump files. Do you get them on CTD? No as the game itself doesn't crash. The best I'll get is like "D3DDEVICE LOST" or something like that in RPT. After FLUSH if you haven't OC'ed your videocard you can keep playing as normal. Strange thing is that I get same driver crashes in CWA 1.99 but didn't in OFP 1.96 For me, this beta seems stable, I have not had any more CTDs (ATOC=0), and performance is good. I had an out of memory CTD with this beta (well I got the message the game may have not enough memory and then 30 mins later it CTD'ed so that's the cause I assume). My first crash of OA in a year. Sent crashlogs to Dwarden of course. Share this post Link to post Share on other sites
OMAC 254 Posted July 9, 2011 AFAIK, I've never had an out of memory crash. Fingers crossed. My card is not OC'd, so I hope I can resume the game after flush next time. But with ATOC=0 I hardly ever get CTD. My first CTD in a very long time occurred today with this beta. Share this post Link to post Share on other sites
Spayker 10 Posted July 9, 2011 How to use it: [82451] New: AI FSMs can be disabled using unit disableAI "FSM". ingame? Share this post Link to post Share on other sites
maddogx 13 Posted July 9, 2011 How to use it:ingame? It says so right there? unit disableAI "FSM" Where "unit" is of course to be replaced by the name of the unit, or "this" if you put it in the init line. Share this post Link to post Share on other sites
OMAC 254 Posted July 9, 2011 (edited) I played A2/OA for several hours last night with AToC=7, in an attempt to get a CTD, and didn't get one, but I had AA disabled, so I guess AToC was thus also disabled. Edited July 9, 2011 by OMAC Share this post Link to post Share on other sites
Riffler 10 Posted July 9, 2011 this one ? http://community.bistudio.com/wiki/arma2.cfg#Languages Share this post Link to post Share on other sites
Black Russian 10 Posted July 9, 2011 I can confirm the issue with the brown triangles. They flash up usually for a tenth of a second while changing from zoom to standard view. I also own an AMD card, a 6950. Then there is a bug that if you have a TWS weapon and look through it and then change to for example the range finder you got yourself a TWS binocular. If you use the key n to change the view you can't activate it anymore. Anyway this might be a problem in multiplayer. Share this post Link to post Share on other sites
OMAC 254 Posted July 9, 2011 this one ?http://community.bistudio.com/wiki/arma2.cfg#Languages Well, I've got that one bookmarked, but I was thinking of a real forum post by Dwarden the man himself. Thanks anyway!!! All I needed to know was whether AToC would work with AA disabled, which apparently it will not. That's in the 1.59 changelog: [77289] Improved: Vegetation rendering using AToC (require antialiasing enabled) I'm now playing with AA at low and AToC=7, and I still haven't had a CTD... :) Share this post Link to post Share on other sites
DAP 619 Posted July 9, 2011 How exactly command disableAI "FSM" works? Especially with "danger" fsm. Because I tried this command and this have no effect on any behaviour. Unit just leave formation and stand at one place. But he is still in current behaviour. Example: Firefight. One unit got command disableAI "FSM". After that he got command moveTo. But his movement not changed. He is still moving slow and looks around like in "combat" behaviour. Share this post Link to post Share on other sites
jaynus 10 Posted July 9, 2011 How exactly command disableAI "FSM" works? Especially with "danger" fsm. Because I tried this command and this have no effect on any behaviour. Unit just leave formation and stand at one place. But he is still in current behaviour. Example: Firefight. One unit got command disableAI "FSM". After that he got command moveTo. But his movement not changed. He is still moving slow and looks around like in "combat" behaviour. It disables defined complex FSM execution and behavior on a unit. For example, some AI mods will execute additional FSM's on the unit, on top of what is defined in the CfgVehicles classes. This command will disable execution of everything but the basic engine behavior for the unit; thus reducing the amount of FSM execution going on at any given time on the server. Again though, like I said, the engine has basic behavior for any given AI unit outside of the purview of FSM's or scripts, and this behavior still executes. Share this post Link to post Share on other sites
Beagle 684 Posted July 10, 2011 All I can say so far is that I experience the fact that thr higher the build number the more frequent the crashes happen. I tried all -malloc=X settings including deleting the parameter BSOD or forced reboot will always happen after at least 30-40 minutes and it does not matter if its a heavily crowded MP mission or just a simple Editor scenario with very few units. No of such problem with 1.59.79600 so far. Share this post Link to post Share on other sites
MavericK96 0 Posted July 10, 2011 Played for several hours, no crashes or issues at all. Using malloc=3. Share this post Link to post Share on other sites
kremator 1065 Posted July 10, 2011 -malloc=3 , tons of addons with ZERO crashes....... good job on this one ! Share this post Link to post Share on other sites
Muahaha 10 Posted July 10, 2011 Confirming the above as well. malloc =3. Share this post Link to post Share on other sites
mrcash2009 0 Posted July 10, 2011 (edited) I played a mission using allot of scripts / ACE2 based, patrols, heli scipts, Modules / High command on chernarus and a few times it freaked out on me in the past, I played 3 hours solid yesterday evening with no freeze/crashes. malloc =3Since the beta that introduced it, isnt the ones after it incl this already default to =3? Im sure I read a suma post or one BIS member mention it. Edited July 10, 2011 by mrcash2009 Share this post Link to post Share on other sites
manzilla 1 Posted July 10, 2011 Since the beta that introduced it, isnt the ones after it incl this already default to =3? Im sure I read a suma post or one BIS member mention it. Yes. Last I read =3 is default now. Share this post Link to post Share on other sites
Rough Knight 9 Posted July 10, 2011 All I can say so far is that I experience the fact that thr higher the build number the more frequent the crashes happen.I tried all -malloc=X settings including deleting the parameter BSOD or forced reboot will always happen after at least 30-40 minutes and it does not matter if its a heavily crowded MP mission or just a simple Editor scenario with very few units. No of such problem with 1.59.79600 so far. You sure you are uninstalling the previous betas properly? You seem to manually have to do this in the "expansions" folder. Definitely getting more stable as we go for me. Share this post Link to post Share on other sites
Beagle 684 Posted July 10, 2011 You sure you are uninstalling the previous betas properly? You seem to manually have to do this in the "expansions" folder. Definitely getting more stable as we go for me.Yes im aware of the beta uninstaller not working. Share this post Link to post Share on other sites
OMAC 254 Posted July 10, 2011 (edited) You sure you are uninstalling the previous betas properly? You seem to manually have to do this in the "expansions" folder. Definitely getting more stable as we go for me. Yes, I think we're getting fairly close to 1.60. Except that the laser/crosshair offset MUST BE FIXED! That is a complete show-stopper in my book. ----------------------- Never mind. I think Suma has fixed it: Updated by Suma 2 days ago Status changed from Assigned to Resolved Strange. What I have seen was even a lot worse misalignment - the laser dot was projected right beneath my feet, making it absolutely unusable. This is fixed in 82503 and I see no misalignment now. I hope this fixes your problem as well. Awesome. :bounce3: Edited July 10, 2011 by OMAC Share this post Link to post Share on other sites
focher 15 Posted July 11, 2011 (edited) Running this server beta gives the error on the client that some files are not signed by a key accepted by this server. The problem is experienced under 1.59, but the client never popped up this error before trying the beta server. NOTE: Nevermind. Some how the bi2.bikey file was gone from the server. Edited July 11, 2011 by Focher Share this post Link to post Share on other sites
kylania 568 Posted July 11, 2011 It disables defined complex FSM execution and behavior on a unit. For example, some AI mods will execute additional FSM's on the unit, on top of what is defined in the CfgVehicles classes.This command will disable execution of everything but the basic engine behavior for the unit; thus reducing the amount of FSM execution going on at any given time on the server. Again though, like I said, the engine has basic behavior for any given AI unit outside of the purview of FSM's or scripts, and this behavior still executes. Would this make it possible to now give animals waypoints? Or are we still not able to disable the "wander randomly and never do what you're told" AI behind animals? Share this post Link to post Share on other sites