Jezuro 452 Posted October 18, 2011 Re: http://dev-heaven.net/issues/15536; http://dev-heaven.net/issues/16733 Unable to reproduce. I'll try to release the latest relevant data for you to confirm. Re: http://dev-heaven.net/issues/15537; http://dev-heaven.net/issues/13113; http://dev-heaven.net/issues/18503; http://dev-heaven.net/issues/18504 Fixed. Share this post Link to post Share on other sites
sickboy 13 Posted October 18, 2011 Great! Tickets updated accordingly. Share this post Link to post Share on other sites
Hanzu 10 Posted October 18, 2011 (edited) Re: http://dev-heaven.net/issues/15536; http://dev-heaven.net/issues/16733Unable to reproduce. I'll try to release the latest relevant data for you to confirm. Re: http://dev-heaven.net/issues/15537; http://dev-heaven.net/issues/13113; http://dev-heaven.net/issues/18503; http://dev-heaven.net/issues/18504 Fixed. I'm all amazed by Jezurminator exterminating bugs close to extinction! Thank you big time! I need to feed this hunger with some old fat bugs - never before reported. Great! Tickets updated accordingly. Splendid, thank you! Edited October 20, 2011 by Hanzu Sorry for typo Share this post Link to post Share on other sites
Hanzu 10 Posted October 18, 2011 (edited) Reported some more: Fast to fix bugs: http://dev-heaven.net/issues/25631 Dogs Of War mission Notes->Situation has typing error - Vybor airoprt should be Vybor airport http://dev-heaven.net/issues/25632 Dogs Of War mission Tasks Deal with Russians has error saying Russian base is at Krasnostav airport when it is at Vybor airport http://dev-heaven.net/issues/25626 Manhattan mission GPS COORDS 999153 marine platoon misplaced on sea at bottom left corner of map http://dev-heaven.net/issues/25628 Bitter Chill mission GPS COORDS 094065 Gorka truck parked unrealistically between 2 walls http://dev-heaven.net/issues/25630 Dogs Of War mission Major Begnov's head is partly inside wooden pillar http://dev-heaven.net/issues/25629 Dogs Of War mission GPS COORDS 075101 Chedaki POW killed by NAPA supply trucks http://dev-heaven.net/issues/25627 Badlands mission Michal Prvnak is missing weapon while holding hands like he had one http://dev-heaven.net/issues/25634 Bitter Chill mission GPS COORDS 081060 two NAPA scouts and NAPA fighters are sometimes killed at NAPA safehouse yard Not sure if these are fast or slow to fix: http://dev-heaven.net/issues/25636 Dogs Of War mission "Can't Reinforce. Gr" message is too short to be understandable Possibly hard to fix bugs: http://dev-heaven.net/issues/25637 First To Fight mission [Multiplayer] doors status is different for host and clients http://dev-heaven.net/issues/25633 First To Fight mission [Multiplayer] helicopter insertion kills human players 2, 3 and 4 (related to ARMA2 CIT - Bug #15621) http://dev-heaven.net/issues/25635 Bitter Chill mission GPS COORDS 093065 shadows floating in house wall (related to ARMA2 CIT - Bug #25635) Unfortunately reporting took all my time. So I ran out of time to trying to reproduce some of the previous ones which did not bug for you. Will look into it later. Edited October 19, 2011 by Hanzu Share this post Link to post Share on other sites
OMAC 254 Posted October 19, 2011 Re: http://dev-heaven.net/issues/15536; http://dev-heaven.net/issues/16733Unable to reproduce. I'll try to release the latest relevant data for you to confirm. Re: http://dev-heaven.net/issues/15537; http://dev-heaven.net/issues/13113; http://dev-heaven.net/issues/18503; http://dev-heaven.net/issues/18504 Fixed. Excellent! Thanks, Jezuro! Please don't forget about this one: http://dev-heaven.net/issues/18491 Share this post Link to post Share on other sites
Jezuro 452 Posted October 19, 2011 (edited) Re: http://dev-heaven.net/issues/18491 Fixed. Always a pleasure working on other people's missions :) Anyway, FF now starts at 3AM, ends at 6. Briefing marker links are fixed too. Re: http://dev-heaven.net/issues/25628 Most of these vehicles are generated by the Ambient Civilian Vehicles module and I'm afraid I can't do anything about it. Re: http://dev-heaven.net/issues/25627 http://dev-heaven.net/issues/25637 Unable to reproduce. Re: http://dev-heaven.net/issues/25631 http://dev-heaven.net/issues/25632 http://dev-heaven.net/issues/25629 http://dev-heaven.net/issues/25634 http://dev-heaven.net/issues/25633 *edit: http://dev-heaven.net/issues/11778 Fixed. Edited October 19, 2011 by Jezuro Share this post Link to post Share on other sites
Hanzu 10 Posted October 19, 2011 Re: http://dev-heaven.net/issues/18491Fixed. Always a pleasure working on other people's missions :) Anyway, FF now starts at 3AM, ends at 6. Briefing marker links are fixed too. Thank you! OMAC is going to love this information! Since that was his first CIT ticket it means a lot to him especially when this is probably one of the hardest OFFICIAL MISSIONS. Re: http://dev-heaven.net/issues/25628 Most of these vehicles are generated by the Ambient Civilian Vehicles module and I'm afraid I can't do anything about it. Thanks, no big deal. That is very trivial and harmless bug anyway. Re: http://dev-heaven.net/issues/25627 http://dev-heaven.net/issues/25637 Unable to reproduce. I will try too at some point and if unable too, will set those expired. Re: http://dev-heaven.net/issues/25631 http://dev-heaven.net/issues/25632 http://dev-heaven.net/issues/25629 http://dev-heaven.net/issues/25634 http://dev-heaven.net/issues/25633 Fixed. Thank you very much! This http://dev-heaven.net/issues/25633 really got me puzzled since it was the first time I played Arma2 when I played that mission and had no clue what was going on. All fixed ones set to Resolved and Upcoming version. Share this post Link to post Share on other sites
OMAC 254 Posted October 19, 2011 (edited) Re: http://dev-heaven.net/issues/18491Fixed. Always a pleasure working on other people's missions :) Anyway, FF now starts at 3AM, ends at 6. Briefing marker links are fixed too. TOTALLY AWESOME!!!!!!!!!!! THANKS A MILLION, Jezuro!!!! Thanks also to you, Hanzu, for your persistence! Let me know if I can help you guys test anything. Obviously I will now have to play Harvest Red campaign again when the next patch comes out. It'll be good to return to Razor Team. And I can't wait to dive into FF again, although it nearly killed me the first time with those bugs. Edited October 19, 2011 by OMAC Share this post Link to post Share on other sites
Jezuro 452 Posted October 19, 2011 Looks like these fixes could make it into the next beta. Any feedback will be much appreciated. Share this post Link to post Share on other sites
Hanzu 10 Posted October 19, 2011 Looks like these fixes could make it into the next beta.Any feedback will be much appreciated. If so, my humbe wish would be to have CIT ticket links in beta changelog. I could even do the job for some developer to copypaste from here. Share this post Link to post Share on other sites
OMAC 254 Posted October 19, 2011 Do you mean an A2 beta (currently at 80665)? I have never tried an A2 beta. Or do the OA betas also include A2 content fixes? It would be great if you could add Hanzu's CIT tickets to the changelog, and perhaps even my one FF ticket. We would be very appreciative! Share this post Link to post Share on other sites
Hanzu 10 Posted October 19, 2011 (edited) Do you mean an A2 beta (currently at 80665)? I have never tried an A2 beta. Or do the OA betas also include A2 content fixes?It would be great if you could add Hanzu's CIT tickets to the changelog, and perhaps even my one FF ticket. We would be very appreciative! OMAC read: http://forums.bistudio.com/showpost.php?p=2039849&postcount=20 A2 betas are not made anymore like said in BIS wiki or somewhere where I saw it. Getting CIT ticket names and maybe links too to changelog would help beta testing when beta testers know details what they should confirm. Edited October 19, 2011 by Hanzu Share this post Link to post Share on other sites
OMAC 254 Posted October 19, 2011 Good. I will be very psyched if Jezuro manages to sneak the .pbo in there so we can test and test and test. Share this post Link to post Share on other sites
Jezuro 452 Posted October 19, 2011 Getting CIT ticket names and maybe links too to changelog would help beta testing when beta testers know details what they should confirm. Yup, the authorities have been informed :) Share this post Link to post Share on other sites
OMAC 254 Posted October 20, 2011 So are the new fixes in beta 85598? Share this post Link to post Share on other sites
.kju 3244 Posted October 20, 2011 neg a2 campaign most likely means a2 beta patch Share this post Link to post Share on other sites
Hanzu 10 Posted October 20, 2011 Let me know if I can help you guys test anything. You could test this http://dev-heaven.net/issues/20227 and see if you can reproduce it on OA side. Jezuro could not reproduce it there, but I'm pretty sure there is something wrong about it since but me (with 1.10+1.60 BETA multiplayer) and xALIENAx (with 1.09+1.59 singleplayer) can reproduce it. ---------- Post added at 10:15 AM ---------- Previous post was at 10:13 AM ---------- New http://dev-heaven.net/issues/25659 Into The Storm mission [Multiplayer] house is destroyed for host but not for clients http://dev-heaven.net/issues/25658 Manhattan mission GPS COORDS 107029 Dr. Sova lynching will happen with cut down trees http://dev-heaven.net/issues/25657 Manhattan mission GPS COORDS 122044 Nikolayev house ruins lack collision http://dev-heaven.net/issues/25656 Manhattan mission No entry 'bin\config.bin/CfgVehicles/GUE_Soldier_Base/HitPoints/Hithead.name'. onscreen message Hoping for developer comment: http://dev-heaven.net/issues/25635 Bitter Chill mission GPS COORDS 093065 shadows floating in house wall http://dev-heaven.net/issues/25630 Dogs Of War mission Major Begnov's head is partly inside wooden pillar http://dev-heaven.net/issues/25636 Dogs Of War mission "Can't Reinforce. Gr" message is too short to be understandable http://dev-heaven.net/issues/18354 My Missions not working fully with Utes, Proving Grounds, Shapur or Desert maps http://dev-heaven.net/issues/24572 [PMC] PMC08: Preparation mission Ka-60 helicopter cargo is full - can't load other weapons even though ordered to do so Share this post Link to post Share on other sites
Jezuro 452 Posted October 20, 2011 You could test this http://dev-heaven.net/issues/20227 and see if you can reproduce it on OA side. Jezuro could not reproduce it there, but I'm pretty sure there is something wrong about it since but me (with 1.10+1.60 BETA multiplayer) and xALIENAx (with 1.09+1.59 singleplayer) can reproduce it. Not neccessary: Another let-you-know, I've finally identified and isolated those skipped debriefing screens and decisions forgotten between campaign missions. Both are MP-only and programmers have been informed. Share this post Link to post Share on other sites
Hanzu 10 Posted October 20, 2011 Not neccessary: Oh sorry. I totally missed the bold part because I was so excited about reading about isolation of skipping multiplayer debriefing screens. :bounce3: Someone please inform me if programmers succeed to fix multiplayer decisions forgotten between campaign missions. So I can set these two as resolved: http://dev-heaven.net/issues/20227 Manhattan mission [Multiplayer] letting Father Fyodor keep weapons results Bitter Chill NAPA Alesh Vokurka saying "...you took those weapons from Father Fyodor..." http://dev-heaven.net/issues/15016 Manhattan mission [Multiplayer] does not recognize choices made by host in Singleplayer The only question that remains is how xALIENAx was able to experience same bug in singleplayer when he said he has never touched multiplayer. So maybe we just should assume he just got confused what Weapons cache decision he actually made in Manhattan. Share this post Link to post Share on other sites
Hanzu 10 Posted October 20, 2011 New: http://dev-heaven.net/issues/25676 Bitter Chill mission GPS COORDS 115040 FOB Manhattan car tyre keeps moving forever after attack Share this post Link to post Share on other sites
Jezuro 452 Posted October 26, 2011 I've finally identified and isolated those skipped debriefing screens and decisions forgotten between campaign missions. Both are MP-only and programmers have been informed. Fixed in 85746 and 85737 respectively. Share this post Link to post Share on other sites
Hanzu 10 Posted October 26, 2011 (edited) Fixed in 85746 and 85737 respectively. Awesome! Big thank to you and to MP programmers! Will start testing as soon as new beta is out. Funny thing is that I have never seen myself what happens when NAPA fighters escort me to the red hatchback, because all 3 times when I have completed manhattan mission have been played in multiplayer where the issue was. Have read about it though. Edited October 26, 2011 by Hanzu Share this post Link to post Share on other sites
Hanzu 10 Posted October 27, 2011 (edited) ARMA2_OA_Build_85876.zip changelog.txt [85737] Fixed: SaveVar did not work in MP Campaign. Tested and confirmed fixed. Good work BIS! Closed: http://dev-heaven.net/issues/15016 Closed: http://dev-heaven.net/issues/20227 Edited October 29, 2011 by Hanzu Biki link for SaveVar Share this post Link to post Share on other sites
Hanzu 10 Posted October 30, 2011 (edited) ARMA2_OA_Build_85876.zip changelog.txt [85746] Fixed: There was no debriefing after MP game ends after saving the game. Tested and confirmed fixed. Good work BIS! Closed: http://dev-heaven.net/issues/18146 Closed: http://dev-heaven.net/issues/18349 Closed: http://dev-heaven.net/issues/18172 Closed: http://dev-heaven.net/issues/18173 Closed: http://dev-heaven.net/issues/18005 Edited November 1, 2011 by Hanzu Share this post Link to post Share on other sites
Hanzu 10 Posted November 1, 2011 ftp://downloads.bistudio.com/arma2.com/update/beta/ARMA2_OA_Build_85889.log [85882] Fixed: Trigger "Detected by" sometimes did not fire when unit was only known about indirectly, e.g. because of a kill (http://dev-heaven.net/issues/25768) [85881] Fixed: AI sometimes has forgotten a recently seen kill (http://dev-heaven.net/issues/25768) (result of http://dev-heaven.net/issues/2067#note-12) Closed: http://dev-heaven.net/issues/25768 Share this post Link to post Share on other sites