buliwyf 4 Posted September 13, 2011 http://www.arma2.com/beta-patch.php ...no changelog... :rolleyes: Share this post Link to post Share on other sites
humvee28 10 Posted September 13, 2011 Then let´s see what we´ve got here. :) Thanks BIS! Share this post Link to post Share on other sites
maddogx 13 Posted September 13, 2011 Nothing in the list = regression fixes only. Currently not a bad thing. :) If you want to find out what has been done, looking at Suma's Dev-Heaven activity is usually a good bet. Share this post Link to post Share on other sites
Beagle 684 Posted September 13, 2011 This is Suma's "logbook" for today: 15:00 - ARMA2 Community Issue Tracker - Bug #24413 (Resolved): Structure orientation not transferred 14:57 - ARMA2 Community Issue Tracker - Bug #24413: Structure orientation not transferred Should be fixed in 84554 14:56 - ARMA2 Community Issue Tracker - Bug #24368 (Resolved): SetPos broken on dedicated servers Fixed in 84554 Share this post Link to post Share on other sites
mycatsaid 13 Posted September 13, 2011 Is there any improvement of memory usage? Share this post Link to post Share on other sites
dukenukem. 12 Posted September 13, 2011 Is there any improvement of memory usage? I'm also interested in this... ;) Share this post Link to post Share on other sites
mycatsaid 13 Posted September 13, 2011 (edited) Removed. Edited September 13, 2011 by mycatsaid Share this post Link to post Share on other sites
sickboy 13 Posted September 13, 2011 4093 installed, 3096 cached (aka 'free if needed'), that means your OS, services, apps, and arma server etc are together using 1 GB. Seems fine. More interesting is the usage of the arma2oaserver.exe process over at the Process tab :) Share this post Link to post Share on other sites
mycatsaid 13 Posted September 13, 2011 4093 installed, 3096 cached (aka 'free if needed'), that means your OS, services, apps, and arma server etc are together using 1 GB. Seems fine.More interesting is the usage of the arma2oaserver.exe process over at the Process tab :) That is using about 460,000k. Share this post Link to post Share on other sites
Varanon 892 Posted September 13, 2011 (edited) A few observations with this path (tested in a "homogenous" client/server game, i.e. all latest beta): Player controlled cars which are controlled by another client drive strangely. They sometimes slide off the road going sideways and generally behaving like they are driving on ice. Secondly, AI that is not local exhibits similar sliding behavior. When they stop, they continue to slowly slide (no animation, just sliding toward their actual point). Might be the same as the thing with the cars. Finally, the enemies at longer distances are really bad again. They stand in one place for some time (showing the running animation), then suddenly disappearing and popping up several dozen meters away from their original position. Position and direction is correct now, but overall, this is a step back compared to yesterday's patch. Edited September 13, 2011 by Varanon Share this post Link to post Share on other sites
MavericK96 0 Posted September 13, 2011 :rolleyes: Why do you put that in all your beta thread posts? You're not grateful for new betas regularly or something? :confused: Share this post Link to post Share on other sites
c0nse-0n3r 19 Posted September 13, 2011 A few observations with this path (tested in a "homogenous" client/server game, i.e. all latest beta):Player controlled cars which are controlled by another client drive strangely. They sometimes slide off the road going sideways and generally behaving like they are driving on ice. Secondly, AI that is not local exhibits similar sliding behavior. When they stop, they continue to slowly slide (no animation, just sliding toward their actual point). Might be the same as the thing with the cars. Finally, the enemies at longer distances are really bad again. They stand in one place for some time (showing the running animation), then suddenly disappearing and popping up several dozen meters away from their original position. Position and direction is correct now, but overall, this is a step back compared to yesterday's patch. :butbut: i'll test too but I hope not...the warping was hugely reduced for me w/ 84467 it wasnt perfect & certain fixed wings seem to warp more than others.. but i noticed a huge difference on plyr/AI infantry and most vehicles Share this post Link to post Share on other sites
On_Sabbatical 11 Posted September 13, 2011 setDir is always broken .... Share this post Link to post Share on other sites
Brainbug 10 Posted September 13, 2011 Qazdar, the statics and walls were rotated properly again today (yesterday already). What are you referring to exactly? Share this post Link to post Share on other sites
Reezo 45 Posted September 14, 2011 Test 2: AI Warping test on "Hike on the Hills" FqPYOSiEB3o Test 1: LOD switching loop for a tree (might be an isolated case) UpVbPfPJT9M Share this post Link to post Share on other sites
Fireball 16 Posted September 14, 2011 I don't want to rain on everyones parade and also do love MP improvements, but I am seriously concerned about the recent changes in netcode. Looks like base netcode components are now rewritten from scratch or something - honestly I'm a bit confused. We seem needing to piece together all possible combinations how setDir and setPos need to transfer information anew right now. I'm mostly worried that there are other undiscovered bugs sleeping in MP code in the same style, that this is only the tip of the iceberg. Does every script command in the game, which has remote and local influence at the same time now need to be re-verified? Shouldn't BI have a test suite for such? Suma, what are other potential commands which could be affected? (MP) Eventhandlers? moveIn*/moveOut orders? MP framework? I just wish to have more insight as to why the myriad of issues with setPos and setDir. Can the code be somehow whitebox analyzed for other breakages in this fashion, so we don't have to rely on trial-and-error only? ---------- Post added at 08:01 AM ---------- Previous post was at 07:58 AM ---------- Oh yeah - just as a heads up and reminder to self: Crow is also broken: - dead player isn't transferred into crow immediately but sees the crow from above for about 30 seconds - crow is going offset in MP Repro: One client hosts, a second joins (simple two player MP editor mission), player two shoots player on host. Host player flies around in crow and after a short moment the crow is at a different position on the host than on the remote client. I'll create a ticket tonight, ASAP, gotta jet now. Share this post Link to post Share on other sites
suma 8 Posted September 14, 2011 Looks like base netcode components are now rewritten from scratch or something It is "or something". It is only position/orientation/speed part of the incoming packets which now gets different handling. Actually there are very little netcode component changes (this can be evidenced by the fact most improvements are client side only). Does every script command in the game, which has remote and local influence at the same time now need to be re-verified? Shouldn't BI have a test suite for such? Anything not directly related to position should not be affected at all. Share this post Link to post Share on other sites
On_Sabbatical 11 Posted September 14, 2011 @Brainbug, I tested only on the warfare server,maybe i should create a DS with last beta on it and check.i wanted to show you what i'm talking about but my ticket got removed. Share this post Link to post Share on other sites
Fireball 16 Posted September 14, 2011 @Brainbug,I tested only on the warfare server,maybe i should create a DS with last beta on it and check.i wanted to show you what i'm talking about but my ticket got removed. This is not true, the ticket was set to duplicate and thus closed. You should have gotten an e-mail about this, there is always a link. Or you can check in Activities and find my change there. Or you can click on the filter on the right, to only display tickets of yourself. Etc. Share this post Link to post Share on other sites
Fireball 16 Posted September 15, 2011 Btw. thanks for your reply Suma, this clears up a lot to me and makes me look forward, once the issues are done for. Share this post Link to post Share on other sites