Mr. Charles 22 Posted July 19, 2011 Bullet impacts (dust, blood) are not displayed at all with the new beta :| Share this post Link to post Share on other sites
Berliner19 0 Posted July 19, 2011 (edited) Changelog:[82899] Fixed: Signature checking of BAF/PMC addons. [82874] New: Command line option -nosound to run the game without accessing audio devices. [82699] Optimized: Some background file operations are faster, esp. with low fps (should fix http://dev-heaven.net/issues/22227) [82654] Optimized: Visual state interpolation fully enabled. (http://www.bistudio.com/index.php/english/company/developers-blog/230-experimental-betas-interpolating-the-future) [82621] Improved: Weapons leaving hands while turning on ground Download: http://www.arma2.com/beta-patch.php Edited July 19, 2011 by Suma Fixed changelog URLs Share this post Link to post Share on other sites
alef 0 Posted July 19, 2011 (edited) [82654] Optimized: Visual state interpolation fully enabled The units at distance (~500m) don't jump position, they now slide from the previous position to the new in a couple of frames. The walking animation cycle is not well synced with the movement, and using MinErrorToSend=0.001 instead of default seems to resets the animation at every position update that happens just more frequently. Old discussion on this issue can be also found at dev-heaven. Edited July 19, 2011 by alef update Share this post Link to post Share on other sites
Zipper5 74 Posted July 19, 2011 Bullet impact effects (dust being kicked up, water being splashed, blood being gushed) are missing. :( Share this post Link to post Share on other sites
stk2008 14 Posted July 19, 2011 Hi all will we see a fix for bullet impact being broadcasted over network to all players. At the moment we do have this BUT if say I am a sniper and me mate is a spotter and I shoot he will see impact only if it aint further than 500m I think but any further it does not get broadcasted. Thanks Share this post Link to post Share on other sites
Mr. Charles 22 Posted July 19, 2011 Hi all will we see a fix for bullet impact being broadcasted over network to all players.At the moment we do have this BUT if say I am a sniper and me mate is a spotter and I shoot he will see impact only if it aint further than 500m I think but any further it does not get broadcasted. Thanks Bullet impact effects (dust being kicked up, water being splashed, blood being gushed) are missing. :( I think the situation is even worse Share this post Link to post Share on other sites
kremator 1065 Posted July 19, 2011 Problems with running a camera script on this beta on a client machine (running beta on its dedi). I can't move the camera! Share this post Link to post Share on other sites
suma 8 Posted July 19, 2011 Problems with running a camera script on this beta on a client machine (running beta on its dedi). I can't move the camera! Can you provide the camera script? I have seen (and fixed) a similar issue before the patch was published, but perhaps my script was different. Share this post Link to post Share on other sites
KeyCat 131 Posted July 19, 2011 Can confirm the bullet impact effects missing as well. /KC Share this post Link to post Share on other sites
NoRailgunner 0 Posted July 19, 2011 - no impact sfx. - AI's jitter. - random flashing appeared even in mission "E01:Hike in the Hills". - AI's are walking in tight circles and never get out - what about adding 2-3 more steps into a certain direction so they are able to break out and get back to the team/group? + Or give the player a feature to unstuck them. (in OFP a well placed shot in their legs did help) ;) Share this post Link to post Share on other sites
KeyCat 131 Posted July 19, 2011 (edited) - AI's jitter. Noticed that as well but wasn't sure if it was my imagination or not. - random flashing appeared even in mission "E01:Hike in the Hills". Been trying to keep my eyes open for that "flashing bug" mentioned since a few patches but have not experienced it on my rig. System: - Intel Core 2 Duo E6850 @ 3.40 GHz - 4 GB RAM @ 1066 MHz - nVidia GTX 260 896 MB (Driver: 191.07 WHQL) - Windows XP Pro SP2 Command line parameters: -mod=Expansion\beta;Expansion\beta\Expansion -nosplash -profiles=d:\games\ARMAII~1\ -maxmem=2047 -bepath=client1 -name=KeyCat In-game settings: Visibility: 3416 m Brightness: 1.0 Gamma: 1.0 Interface resolution: 1280x960 3D resolution: 1280x960 (100%) Texture details: Very high Video memory: Default Anisotropic filtering: Very high Antialiasing: High Terrain detail: Very high Objects detail: Very high Shadow detail: Very high Postprocessing effects: Very low Interface size: Small Aspect ratio: 4:3 - Normal Vsync: Enabled Using: A2(DVD)+OA(DVD)+BAF(Sprocket)+PMC(Sprocket) /KC Edited July 19, 2011 by KeyCat Share this post Link to post Share on other sites
nobrainer 0 Posted July 19, 2011 please change topic name to correct beate build..... Share this post Link to post Share on other sites
bluesteel 0 Posted July 19, 2011 I'm still only getting around 8-10fps in Benchmark 2, no noticable change from previous builds. Does "[82654] Optimized: Visual state interpolation fully enabled." only mean that the interpolation part is enabled, but not yet the separation of renderer and simulation? With a full separation of the simulation process I would expect significantly higher frame rates. Share this post Link to post Share on other sites
DomZ 15 Posted July 19, 2011 This interpolation stuff in Arma2 should be faster eventually, and anything else similar for that matter. Its a big change. Team switching via the teamswitch macro seems to allow switching to a dead unit (with no user input control afterwards). Its bound to have initial problems, but will be worth it inn the end. The more parallel the better and faster! Share this post Link to post Share on other sites
Brainbug 10 Posted July 20, 2011 (edited) Like Blue Steel, I'm also getting around 8-10 fps with this beta und a few before (not sure since which one exactly it started) in situations where I usually have 25-35 fps. But not in the benchmark (didn't try) but while playing warfare online. Usually I'm playing on the XR server (http://arma2.swec.se/server/data/172003) with a set of soundmods (http://46.4.89.112/ArmA%20II/Addons/SOUND%20MODS/@XRSMv4.rar), so that might sound like I haven't eliminated all other possible reasons for the fps drop. But when I leave the server and come back with the same mods in the same game, just without beta (or with an earlier beta like 79600), it works fine. I'm not getting any crash from that, otherwise I'd gladly post a dump. That's my starting line: "E:\ArmA 2\Expansion\beta\arma2oa.exe" -nosplash -world=empty -exthreads=7 -skipintro -mod=Expansion\beta;Expansion\beta\Expansion;BAF;PMC;@XRSMv4 (I know exthreads is not needed anymore, but can't be wrong actually, can it?) Anyone else having similar issues? Edited July 20, 2011 by Brainbug Share this post Link to post Share on other sites
focher 15 Posted July 20, 2011 [82899] Fixed: Signature checking of BAF/PMC addons. I confirmed that this fixes the problem for us. It appears to be a client-side only requirement. Running the 1.59 server with the client at beta 82901 allows the use of v2 signatures when the client has BAF/PMC installed. Share this post Link to post Share on other sites
VictorFarbau 0 Posted July 20, 2011 Came around to play our MP missions since a long while with this new beta. My observations: 1. Bullet impacts missing - confirmed. 2. Performance - very good, no glitches no FPS hiccups. 3. No crashes at all, neither clients nor server 3. Bug: If you get into an M2 HMMWV as driver or gunner the outside view is way too close so you're looking into the chassis. Funny thing: this only happens in MP mode. In SP it's all fine. And I wonder: [82654] Optimized: Visual state interpolation fully enabled. Would a sniper still be able to hit a unit moving alongside an interpolated path? Or is the movement just eye candy and not always linked to the real position? So that bullets would cut through a ghost image at times? Thank you, VictorFarbau Share this post Link to post Share on other sites
LeadCommando65 10 Posted July 20, 2011 Is there a way we'll see some "real" bugs fixed in the near future? I'm just asking cause I have the feeling since a few months there are only small engine improvements, tiny AI optimizations which cause other bugs that are fixed with the next beta patch. I'm missing some fixes for the real gamebreaking bugs/AI misbehaviours still existing in this game. Just look the signature of some people (or for example my own). I stopped playing A2 because of this bug http://dev-heaven.net/issues/18846. It's no fun to play infantry vs. vehicles, if you know that the AI is overpowered because of a bug. I don't want to complain about the bug fixing priority BI chose (if you could call memory allocation improvement as bug fixing). But if I know that these major bugs won't get fixed soon, I can save me the time and disappointment coming here and check for new fixes which would make the game better. Share this post Link to post Share on other sites
suma 8 Posted July 20, 2011 - no impact sfx. - AI's jitter. - AI's are walking in tight circles and never get out - what about adding 2-3 more steps into a certain direction so they are able to break out and get back to the team/group? Could you add repro for those two problems? Share this post Link to post Share on other sites
metalcraze 290 Posted July 20, 2011 Try placing an AI squad under your command and then ordering all to scan horizon. In my case I get AIs trembling a lot while they turn. Share this post Link to post Share on other sites
kremator 1065 Posted July 20, 2011 I don't want to complain about the bug fixing priority BI chose (if you could call memory allocation improvement as bug fixing). But if I know that these major bugs won't get fixed soon, I can save me the time and disappointment coming here and check for new fixes which would make the game better. You know that you DON'T have to use the beta ? Share this post Link to post Share on other sites
suma 8 Posted July 20, 2011 Is there a way we'll see some "real" bugs fixed in the near future? I'm just asking cause I have the feeling since a few months there are only small engine improvements, tiny AI optimizations which cause other bugs that are fixed with the next beta patch. I'm missing some fixes for the real gamebreaking bugs/AI misbehaviours still existing in this game. Just look the signature of some people (or for example my own). I stopped playing A2 because of this bug http://dev-heaven.net/issues/18846. It's no fun to play infantry vs. vehicles, if you know that the AI is overpowered because of a bug. I attempt following bugs to get fixed: - serious performance or stability issues (game not running) - most demanded by community (vote count on the CIT is the major factor here) - bugs which get me interested somehow, or which I personally consider to be fundamental If you think some issue deserves more attention, feel free to convince more people to vote for it. As "AI warping - especially at distance" is by far the most voted issue, we have dedicated a significant effort to solve it by means of introducing interpolation, hoping besides of fixing the issue it will bring some performance gain as well. Regarding the issue about 360 field of vision for vehicles, I was not aware of it, mostly because it was not upvoted enough - now that I am aware of it, I will look at it, because "I personally consider it to be fundamental" Share this post Link to post Share on other sites
stk2008 14 Posted July 20, 2011 Yeah I cant wait for warping units to be fixed in COOP/MP games to that will be sweet then I may have a chance at sniping them :P. Deffo not lag as this even happens over LAN with zero ping etc. Any ways great work BIS thanks for the commitment Share this post Link to post Share on other sites
GROM64 10 Posted July 20, 2011 ... now that I am aware of it, I will look at it, because "I personally consider it to be fundamental" awesome !!! :rolleyes: Share this post Link to post Share on other sites
NoRailgunner 0 Posted July 20, 2011 Is it possible to override default AI internal behaviour by players command? Would be great if the player can order his soldier (inferior) to use a certain weapon (pistol/launcher...) or feature and the AI won't switch it until told otherwise. Advantage is that the AI won't fool around with their weapons + stuff and be ready by call. Setting up an (AT) ambush with AI ingame is like playing Russian roulette. Another plus is that the player can strictly order his AI team to use CQB weapons (or PDWs/pistols) to clear rooms, compounds and other narrow places without beeing afraid that the AI will switch to whatever (non-CQB) weapon. If its too difficult, stressing and time consuming to implement proper behaviour - let the player be fully responsible for his own orders/actions. As team or group leader its expected that you know what you are doing anyway. :) Share this post Link to post Share on other sites