f2k sel 164 Posted October 22, 2011 I agree with all that Ruebe, I'm sure it would make Stealth and night missions far more interesting. Share this post Link to post Share on other sites
fabrizio_t 58 Posted October 22, 2011 Confirming some AI issues in build 85680, updated tickets: AI infantry does not react properly on being under fire from range http://dev-heaven.net/issues/25544 AI infantry units not moving into nearby cover when threatened. http://dev-heaven.net/issues/25543 Please take a look and vote, thank you. Share this post Link to post Share on other sites
Isola 10 Posted October 22, 2011 i get this error message from every beta patch,only with stable 1.59 everything goes flawlessly,any tips? Share this post Link to post Share on other sites
roberthammer 582 Posted October 22, 2011 (edited) i get this error message from every beta patch,only with stable 1.59 everything goes flawlessly,any tips? This bug is causing some addon mostly Edited October 22, 2011 by RobertHammer Share this post Link to post Share on other sites
Isola 10 Posted October 22, 2011 (edited) This bug is causing some addon mostly i'm gonna find out witch one...i hope. Should i exclude all your addons? :p Edited October 22, 2011 by Isola Share this post Link to post Share on other sites
msy 22 Posted October 22, 2011 (edited) I find a mission issue in beta patch. http://dev-heaven.net/issues/25768 Obs: At least in beta 85680, when you play the SP mission E04: Jackal, you can kill many patrols of the base and you can waste your bullets on them but the alarm doesn't work compareing with 1.59 full patch in which once you kill one or two patrols you will trigger the alarm. Exp: If you kill some one quickly and no others find it then the alarm should not be triggered, in stead the trigger will work. If you kill the soldier on the tower, he falls down, you will trigger the alarm. If you kill one of some and others see his down you will trigger the alarm. If one patrol finds a dead body he will trigger the alarm. If you hurt one soldier he will also trigger the alarm. If a soldier of the base is aware of you when you shoot at him, he will trigger the alarm. This is the video: http://www.youtube.com/watch?v=MqWkuf6izRo What's more, in this video, you can see at 1:42 that the soldier was shot but not down until 5 seconds later (1:47). I don't know if this bug has a CIT or I may build a new one for it. Well, I have built one. http://dev-heaven.net/issues/25770 Edited October 22, 2011 by msy Share this post Link to post Share on other sites
SaOk 112 Posted October 22, 2011 While playing SP mission (this time a different one than in my previous report), player was again threw out of his group while wounded with the advanced first aid module enabled. This time the flip happened while waiting for a medic wounded (last time when got healed) for quite long time (~1-2min). I havent got this issue in older versions, but now in these latest 2 betas. I delete empty groups every 80 seconds if thats connected to this somehow. Still it havent caused conflict before (I have used same methods over year). Have there been some changes for the first aid module lately? Share this post Link to post Share on other sites
fruity_rudy 16 Posted October 22, 2011 Sorry guys, i was off for a bit, tried this beta since a long time.. Did anybody already mention, that a player next to you , in mp, when he is moving a bit and stands still, he's like hovering a bit and then stops? I noticed that, sorry if it already has been reported. I can't read all the previous stuff, to be up to date. i would read the whole week :) Share this post Link to post Share on other sites
Isola 10 Posted October 22, 2011 any ideas? Exe timestamp: 2011/10/22 17:39:50Current time: 2011/10/22 19:31:46 Version 1.59.85680 Item str_disp_server_control listed twice Cannot register unknown string STR_VERY_LARGE Unsupported language Italian in stringtable Unsupported language Italian in stringtable Unsupported language Italian in stringtable Unsupported language Italian in stringtable Unsupported language Italian in stringtable Unsupported language Italian in stringtable Unsupported language Italian in stringtable Warning Message: No entry 'bin\config.bin/CfgDifficulties/Recruit.recoilCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Recruit.autoreload'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Recruit.animSpeedCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Regular.recoilCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Regular.autoreload'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Regular.animSpeedCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Veteran.recoilCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Veteran.autoreload'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Veteran.animSpeedCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Mercenary.recoilCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Mercenary.autoreload'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Mercenary.animSpeedCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/PaperCar.tracksSpeed'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Recruit.recoilCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Recruit.autoreload'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Recruit.animSpeedCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Regular.recoilCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Regular.autoreload'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Regular.animSpeedCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Veteran.recoilCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Veteran.autoreload'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Veteran.animSpeedCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Mercenary.recoilCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Mercenary.autoreload'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgDifficulties/Mercenary.animSpeedCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/Offroad_SPG9_Gue.tracksSpeed'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/HMMWV_Ambulance.tracksSpeed'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/HMMWV_Avenger.tracksSpeed'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/M1030.tracksSpeed'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/MTVR.tracksSpeed'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/MtvrReammo.tracksSpeed'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/MtvrRefuel.tracksSpeed'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/MtvrRepair.tracksSpeed'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/Ikarus.tracksSpeed'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/T34.turnCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/M1A1.turnCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/M1A2_TUSK_MG.turnCoef'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/MLRS.turnCoef'. Warning Message: '/' is not a value Share this post Link to post Share on other sites
fruity_rudy 16 Posted October 22, 2011 Ah, ok it's the beta..i was afk for such a long time, i thought it's about my addons..i can confirm that Share this post Link to post Share on other sites
On_Sabbatical 11 Posted October 22, 2011 i get this error message from every beta patch,only with stable 1.59 everything goes flawlessly,any tips? That bug happens when the .exe files dont have same version as files maybe ... Try reinstalling the game or try verifying cache intergity if you use steam. Share this post Link to post Share on other sites
Robalo 465 Posted October 22, 2011 any ideas? Your RPT is missing important info, the lines before all that that show what mods are loaded, like this for example: ===================================================================== == C:\Steam\steamapps\common\arma 2 operation arrowhead\Expansion\beta\arma2oa.exe == "C:\Steam\steamapps\common\arma 2 operation arrowhead\Expansion\beta\arma2oa.exe" -noSplash -noFilePatching -skipIntro -cpuCount=4 -showscripterrors "-name=Robalo" "-mod=expansion\beta;expansion\beta\expansion;@RH_HK416;@RH_MGS;@ACEX_SM;@CBA;@sthud;@RH_Pistol;@UKF_UKweps;@RH_M4;@RH_MK18;@ACE;@ACEX;@ACEX_USNavy;@ACEX_RU;@test" ===================================================================== Share this post Link to post Share on other sites
Isola 10 Posted October 22, 2011 Your RPT is missing important info, the lines before all that that show what mods are loaded, like this for example: ===================================================================== == C:\Steam\steamapps\common\arma 2 operation arrowhead\Expansion\beta\arma2oa.exe == "C:\Steam\steamapps\common\arma 2 operation arrowhead\Expansion\beta\arma2oa.exe" -noSplash -noFilePatching -skipIntro -cpuCount=4 -showscripterrors "-name=Robalo" "-mod=expansion\beta;expansion\beta\expansion;@RH_HK416;@RH_MGS;@ACEX_SM;@CBA;@sthud;@RH_Pistol;@UKF_UKweps;@RH_M4;@RH_MK18;@ACE;@ACEX;@ACEX_USNavy;@ACEX_RU;@test" ===================================================================== this problem happens only with the beta patches,no matter how many mods running. I tried with only baf-beta-beta-expansion-pmc enabled.....same...:( Share this post Link to post Share on other sites
Fireball 16 Posted October 22, 2011 Hey guys.....you won`t believe what i found out yesterday... [bug #16421] Changing gear in briefing screen is not working reliable in MP Unrelated comment removed from ticket. Share this post Link to post Share on other sites
nobrainer 0 Posted October 22, 2011 @Isola: Sure you got A2:CO loaded right when you use the beta? Share this post Link to post Share on other sites
Robalo 465 Posted October 22, 2011 this problem happens only with the beta patches,no matter how many mods running.I tried with only baf-beta-beta-expansion-pmc enabled.....same...:( If you post your startup line as requested we might be able to figure it out. Share this post Link to post Share on other sites
Isola 10 Posted October 22, 2011 (edited) @Isola: Sure you got A2:CO loaded right when you use the beta? yes sir!Plus BAF and PMC ---------- Post added at 07:30 PM ---------- Previous post was at 07:26 PM ---------- If you post your startup line as requested we might be able to figure it out. here you are,no addons loaded. UPDATE Solved! I'm using Arma Launcher and the "addon" called "expansion/beta" should be put in higher priority than "expansion". sorry!! Edited October 22, 2011 by Isola Share this post Link to post Share on other sites
-=seany=- 5 Posted October 23, 2011 (edited) Don't know if its worth posting this but, just wanted to say that having used the beta for a couple of weeks with the teleporting / interpolation fixes, this is how things are for me. AI Infantry - seem about the same, may be slightly less warping. AI Tracked Vehicles- just as bad except now instead of jumping backwards they "reverse"/slide backwards when they teleport. Some times they also stop moving and begin rising nose first into the air, then warp backwards. AI Wheeled Vehicles- Same as Pre-beta AI Helos- Same as pre-beta Human helos- Slightly better, probably the best of all. I admit my tests come from a Domination mission with large numbers of AI, maybe such servers will always lag like a bugger with 35 + people on. But still, I don't want any one to say when the patch is released; "No one said". I have to say that all of the above are better up to a certain point, eg fewer players on the server. But is it the server failing when more people join or is it the network code of the game? It's easy to say it is the server but I have to wonder to be honest. Edited October 23, 2011 by -=seany=- Share this post Link to post Share on other sites
.kju 3244 Posted October 23, 2011 Server is latest beta too? Does it use custom minErrorToSend values? Share this post Link to post Share on other sites
Beagle 684 Posted October 23, 2011 Server is latest beta too? Does it use custom minErrorToSend values?For some people today posting nothing for a prolonged time equals nonexistance. Share this post Link to post Share on other sites
-=seany=- 5 Posted October 23, 2011 (edited) Server is latest beta too? Does it use custom minErrorToSend values? I don't run the server so I have no idea. I was under the impression that the server did not have to run the beta for the client to see improvements in this area? There is a difference for sure, so just the client running the beta does have an effect on what you see online, with regards warping. For some people today posting nothing for a prolonged time equals nonexistance. Monty Python much? Edited October 23, 2011 by -=seany=- Share this post Link to post Share on other sites
.kju 3244 Posted October 23, 2011 New beta server is very important. To understand it better consider the different kind of changes part of the latest beta now: Interpolation is basically a local visual tweak - otherwise it would not be compatible to 1.59 Netcode changes are not always incompatible to earlier versions, but mostly. The beta contains a few netcode optimizations, but these are mostly about JIP, large player count scenarios (as far as I can remember). The server changes is "just" a different default value. It makes the server sends up to ten times as much information to client. Hence less warping. This is mostly about distance units. However it introduces a new parameter to tweak close units separately. So also more options for better configuration. The network parameter matters much. Interpolation too. Only in the combination you get the best result. So bottom line is: Client only use of beta patch certainly helps, different network configuration for server even helps with 1.59 alone, yet in the end only both server and client with latest beta and a good network configuration get you the best results. Share this post Link to post Share on other sites
tarabas 10 Posted October 23, 2011 performance is like 10 fps less compare to the 84xxx beta patches Share this post Link to post Share on other sites
Dwarden 1125 Posted October 23, 2011 performance is like 10 fps less compare to the 84xxx beta patches measured how, where ... Share this post Link to post Share on other sites
OMAC 254 Posted October 24, 2011 I find a mission issue in beta patch.http://dev-heaven.net/issues/25768 Obs: At least in beta 85680, when you play the SP mission E04: Jackal, you can kill many patrols of the base and you can waste your bullets on them but the alarm doesn't work compareing with 1.59 full patch in which once you kill one or two patrols you will trigger the alarm. Exp: If you kill some one quickly and no others find it then the alarm should not be triggered, in stead the trigger will work. If you kill the soldier on the tower, he falls down, you will trigger the alarm. If you kill one of some and others see his down you will trigger the alarm. If one patrol finds a dead body he will trigger the alarm. If you hurt one soldier he will also trigger the alarm. If a soldier of the base is aware of you when you shoot at him, he will trigger the alarm. This is the video: http://www.youtube.com/watch?v=MqWkuf6izRo What's more, in this video, you can see at 1:42 that the soldier was shot but not down until 5 seconds later (1:47). I don't know if this bug has a CIT or I may build a new one for it. Well, I have built one. http://dev-heaven.net/issues/25770 I have confirmed both of the above. The second issue has been around for quite a while; I noticed it playing the Jackal in 1.58 or 1.59. The first issue is particularly worrisome. I made some notes on the ticket for #25768. Share this post Link to post Share on other sites