miller 49 Posted July 20, 2011 (edited) A new OA Beta is out. http://www.arma2.com/beta-patch.php [82939] Fixed: AI vehicles could spot previously known targets even out of their visual cone (http://dev-heaven.net/issues/18846) [82928] Fixed: Occasional visual artifacts caused by rabbit animation interpolation since 79670 (thanks to Sniperwolf572 and F2k Sel for finding the repro). Edited July 20, 2011 by Miller Share this post Link to post Share on other sites
celery 8 Posted July 20, 2011 Mutant rodeo rabbits gone? :eek: Share this post Link to post Share on other sites
kremator 1065 Posted July 20, 2011 Will have to check! Share this post Link to post Share on other sites
Dwarden 1125 Posted July 20, 2011 also these crashes were fixed too http://dev-heaven.net/issues/20419 , b82926 http://dev-heaven.net/issues/20420 , b82935 Share this post Link to post Share on other sites
MavericK96 0 Posted July 20, 2011 (edited) Did the bullet effects come back? EDIT: Nevermind, answered in previous thread: Fixed in 82910 Edited July 20, 2011 by MavericK96 Share this post Link to post Share on other sites
stk2008 14 Posted July 20, 2011 Hey you say there fixed but do they now get broadcasted over network to other players over a further distance?. Thanks Share this post Link to post Share on other sites
Alex72 1 Posted July 20, 2011 (edited) Bullet impact effect back as far as i can see (SP). Noticed another thing: AI seem twitchy at times. Noticed an eAI lying down and were twitching back and forth like there are missing movement animations when lying. Second animation problem was my own AI (BAF in this case) when looking at them looking around with their heads the animation looks "laggy". When turning their head it looks like the game is running at 10FPS although the FPS is very high and gameplay very smooth. EDIT: Forgot to mention the above is when the AI is in a vehicle. Outside the vehicle their heads turn fine without the laggy look. EDIT2: Seems trees being knocked down also has this laggy look. Before it could happen trees fell with laggy look, but to me atm all trees fall this way. Even up close. FPS for myself as mentioned looks very good so far. Edited July 20, 2011 by Alex72 Share this post Link to post Share on other sites
kremator 1065 Posted July 20, 2011 Still getting no movement in a camera. Happens every time. http://www.armaholic.com/page.php?id=11206&highlight=VTS MP. Enter as GameMaster slot, let it load, press T then click the camera button at the top. Normally WASD moves the camera position and mouselook works, but not in these last 2 betas. Thanks Suma for looking into it. Share this post Link to post Share on other sites
celery 8 Posted July 20, 2011 When you use a flashlight and turn it off, the light cone stays put: Share this post Link to post Share on other sites
maddogx 13 Posted July 20, 2011 When you use a flashlight and turn it off, the light cone stays put: Confirmed. Happens with NV lasers too. (The ones on the rifles.) Share this post Link to post Share on other sites
Alex72 1 Posted July 20, 2011 (edited) Noticing twitching animations on almost all movement of AI's. Ordering AI to go crouch/stand for example reveal some missing or twitchy animations. This has been reported in the previous beta so i guess this is known to you guys by now. EDIT: Think i notice the good ol' scope stutter re-appeared(?). Noticed it when scoping a unit - not building like before. Stuttered for a brief time and went smooth. Tested a few times with a new unit everytime. As a sidenote it also looked like TKOH CP also stuttered way more when running this beta, but im not sure if it's related. Edited July 20, 2011 by Alex72 Share this post Link to post Share on other sites
GhostFaceChiller 10 Posted July 20, 2011 I had a CTD with this beta, report sent to support@bistudio.com. I was flying (as pilot) somewhere near Feruz Abad, then I died. I don't know how I could die, I wasn't hit or something, I just died, a table with kills/deaths (I was playing online) appeared for maybe 1-2 seconds. Then there was a crash to desktop. Share this post Link to post Share on other sites
Dwarden 1125 Posted July 20, 2011 anyone plan to run servers with this build yet? Share this post Link to post Share on other sites
MJK-Ranger 0 Posted July 20, 2011 @Dwarden I updated my test server with this beta update, but i didn't update my client PC. I still get kicked "wrong signature for file pmc\addons\xxxxxxxxx.pbo Do I also need to update my client PC to run this beta to get ride of this wrong signature error? Share this post Link to post Share on other sites
Dwarden 1125 Posted July 20, 2011 yes you need the beta on client too, as it's client-side fix Share this post Link to post Share on other sites
MJK-Ranger 0 Posted July 20, 2011 yes you need the beta on client too, as it's client-side fix Thank you very much Dwarden :) Share this post Link to post Share on other sites
Alwarren 2767 Posted July 20, 2011 Can someone try the following: In a multiplayer game, on the client, give an AI unit a stinger and start the game. Check whether he has the actual launcher. Share this post Link to post Share on other sites
twirly 11 Posted July 21, 2011 (edited) Some triggers I am creating by code don't work anymore. They trigger as soon as they are created. If not using the beta the triggers work as expected. EDIT: Disregard this.... Not sure what the hell is going on.... need to give it a rest for now I think. Edited July 21, 2011 by twirly Share this post Link to post Share on other sites
maddogx 13 Posted July 21, 2011 As a sidenote it also looked like TKOH CP also stuttered way more when running this beta, but im not sure if it's related. What do the TakOH CP and this beta have to do with each other? They're two different executables with two different datasets. Share this post Link to post Share on other sites
spork 10 Posted July 21, 2011 where can i find the rpt file and other files to help diagnose crashes? I've got a reoccurring crash where it will stutter for a second or two then CTD Share this post Link to post Share on other sites
.kju 3245 Posted July 21, 2011 http://community.bistudio.com/wiki/arma.RPT Share this post Link to post Share on other sites
twisted 128 Posted July 21, 2011 ai movements seem jerky animations at all distances. other than that it seems pretty fine to me- this new way of interpolating characters sure seems to have loads of potential so i understand bis will have to owrk through and fine tune the bugs. Share this post Link to post Share on other sites
Alex72 1 Posted July 21, 2011 What do the TakOH CP and this beta have to do with each other?They're two different executables with two different datasets. I guess nothing - as i said. Share this post Link to post Share on other sites
Black Russian 10 Posted July 21, 2011 (edited) I have mentioned some time ago that the cpu usage seems to be concentrated mainly on one core in OA while it was spread fine fine in Arma Vanilla. After a short test with the current beta this doesn't happen anymore. But I had a funny bug in the intro to "The Battle Of Zargabad SP". The soldier was running away out of the door instead of going up the stairs while the camera was moving the usual way. Anyway thanks for the great improvements. Edited July 21, 2011 by Black Russian Share this post Link to post Share on other sites
maddogx 13 Posted July 21, 2011 I guess nothing - as i said. Okay, just wondering whether you had somehow mixed the executable from one with the data of the other, or something. Sounded a little weird. :D Btw. all in all, performance and visuals in this beta are excellent, except for the slightly jittery AI animations. Share this post Link to post Share on other sites