humvee28 10 Posted October 27, 2011 (edited) http://www.arma2.com/beta-patch.php [85823] Fixed: Shadows were not cast on on-surface objects, like helipads. [85747] Changed: attachTo with the same object no longer resets attached object orientation (http://dev-heaven.net/issues/25272) [85746] Fixed: There was no debriefing after MP game ends after saving the game. [85741] Fixed: MP: Bullet tracers of remote vehicles not reliable (http://dev-heaven.net/issues/25601). [85737] Fixed: SaveVar did not work in MP Campaign. http://dev-heaven.net/issues/25751#change-114964 :rolleyes: :D + support for Custom Memory Allocators added, discuss/details: http://forums.bistudio.com/showthread.php?t=126493 Edited October 27, 2011 by Dwarden added the thread about custom memory allocators Share this post Link to post Share on other sites
metalcraze 290 Posted October 27, 2011 I just want to finally see 1.60 Or at least 1.60RC Share this post Link to post Share on other sites
Dwarden 1125 Posted October 27, 2011 I just want to finally see 1.60Or at least 1.60RC it's being worked on, patience Young padawan :cool: Share this post Link to post Share on other sites
Hud Dorph 22 Posted October 27, 2011 (edited) haha im on bingo patience :) Edited October 27, 2011 by [HUD]Dorph Share this post Link to post Share on other sites
kremator 1065 Posted October 27, 2011 All of these betas are 1.60RC :) Share this post Link to post Share on other sites
metalcraze 290 Posted October 27, 2011 They don't have content fixes. I wonder if "running-to-the-right-with-a-launcher" speed bug was fixed Share this post Link to post Share on other sites
On_Sabbatical 11 Posted October 27, 2011 This beta fixes CTDs we reported on 85680 ?? Share this post Link to post Share on other sites
buliwyf 4 Posted October 27, 2011 Humvee28: :rolleyes: <- you do know what that smiley means right? :D Share this post Link to post Share on other sites
DAP 619 Posted October 27, 2011 it's being worked on, patience Young padawan :cool: Because of this "patience, young padawan" was borned Darth Vader :D Share this post Link to post Share on other sites
maddogx 13 Posted October 27, 2011 Humvee28: :rolleyes: <- you do know what that smiley means right?:D I believe in this case it was satire. ;) Share this post Link to post Share on other sites
Dwarden 1125 Posted October 27, 2011 Because of this "patience, young padawan" was borned Darth Vader :D Darth Vader fears to even think about me ... :D Share this post Link to post Share on other sites
MavericK96 0 Posted October 27, 2011 Nice on the shadow fix...does that also fix the shadow "flickering" that seems to occur sometimes? Like depending on your view angle the shadows will appear and disappear. Share this post Link to post Share on other sites
humvee28 10 Posted October 27, 2011 I believe in this case it was satire. ;) surely it is.. :p Share this post Link to post Share on other sites
kabong 1 Posted October 27, 2011 They don't have content fixes. It would be *so* nice if this content fix could make it into the 1.60 build: http://dev-heaven.net/issues/12076 I actually do use the panel instruments for flying. Thx ;) Share this post Link to post Share on other sites
mr.g-c 6 Posted October 27, 2011 Wasn't there a topic or a Dev-Heaven ticket available which contains all the content fixes? If thats just a bad dream i had, then someone should write it ASAP. Share this post Link to post Share on other sites
inco9nito 10 Posted October 27, 2011 fix this BIS Zoom Optics in grass fps slowdown http://dev-heaven.net/issues/23794 Share this post Link to post Share on other sites
das attorney 858 Posted October 27, 2011 (edited) takeMagazine bug found and posted over on CIT with Repro mission. http://dev-heaven.net/issues/25927 Hoping they can take a look as this as work has ground to a halt on my mod :( Thanks :) Edited October 27, 2011 by Das Attorney Share this post Link to post Share on other sites
metalcraze 290 Posted October 27, 2011 It would be *so* nice if this content fix could make it into the 1.60 build:http://dev-heaven.net/issues/12076 I actually do use the panel instruments for flying. Thx ;) Don't forget about two official BAF MP missions that didn't make it into BAF by mistake (but the manual talks about them) Share this post Link to post Share on other sites
Hanzu 10 Posted October 27, 2011 Updated changelog.txt [85746] Fixed: There was no debriefing after MP game ends after saving the game. http://dev-heaven.net/issues/18146, http://dev-heaven.net/issues/18349, http://dev-heaven.net/issues/18172 & http://dev-heaven.net/issues/18173 [85737] Fixed: SaveVar did not work in MP Campaign. http://dev-heaven.net/issues/15016 & http://dev-heaven.net/issues/15016 Awesome work BIS! Big thank you! Share this post Link to post Share on other sites
Varanon 892 Posted October 27, 2011 Just noticed that my debug trigger (camera.sqs) didn't work anymore. camera.sqs seems to be gone ? Maybe it's related to this message in the rpt file: Global "scripts" folder no longer supported, 'initJIPcompatible.sqf' ignored This popped up with the current beta. What's the impact/meaning of this ? Share this post Link to post Share on other sites
twirly 11 Posted October 28, 2011 (edited) My Single Player respawn script instantly stopped working with this patch. Went back to Build_85680 and no problems there... it works like it always has. That means a whole lot of stuff that used to work for me.... no longer works. A huge amount of work now seems to be a big waste of time and energy! What the hell can be causing this?!! EDIT: I have been using onPlayerKilled.sqf for my respawns and this no longer works. I am trying to script the same stuff I had in there before in .sqs and not having any luck. If I'm the only one impacted then I guess I'll have to learn .sqs all over again... but why was this changed? It worked as an .sqf... so why not leave the friggin' thing alone! Why not make them all work as .sqf's????? EDIT2: Onced I stopped fuming... lol!... I realised problem is easily(?) fixed by calling an .sqf from the .sqs. So once I change all my onPlayerkilled.sqf's to .sqs's and add another script... I'll be in good shape. The thing is...more functionality must be better than less functionality... so the change makes absolutely no sense to me! Edited October 28, 2011 by twirly Share this post Link to post Share on other sites
CarlGustaffa 4 Posted October 28, 2011 onPlayerKilled.sqs: 0 = execVM "onPlayerKilled.sqf" Edit: Oh, you got that already, my bad :) Share this post Link to post Share on other sites
Dwarden 1125 Posted October 28, 2011 My Single Player respawn script instantly stopped working with this patch. Went back to Build_85680 and no problems there... it works like it always has.That means a whole lot of stuff that used to work for me.... no longer works. A huge amount of work now seems to be a big waste of time and energy! What the hell can be causing this?!! EDIT: I have been using onPlayerKilled.sqf for my respawns and this no longer works. I am trying to script the same stuff I had in there before in .sqs and not having any luck. If I'm the only one impacted then I guess I'll have to learn .sqs all over again... but why was this changed? It worked as an .sqf... so why not leave the friggin' thing alone! Why not make them all work as .sqf's????? EDIT2: Onced I stopped fuming... lol!... I realised problem is easily(?) fixed by calling an .sqf from the .sqs. So once I change all my onPlayerkilled.sqf's to .sqs's and add another script... I'll be in good shape. The thing is...more functionality must be better than less functionality... so the change makes absolutely no sense to me! where is your script loacated if i may ask ? Share this post Link to post Share on other sites
twirly 11 Posted October 28, 2011 where is your script loacated if i may ask ? Hi Dwarden.... in the mission folder. I don't have a scripts folder! Share this post Link to post Share on other sites
sickboy 13 Posted October 28, 2011 Side effect of a fix, probably unintented, reported to the authority ;) Share this post Link to post Share on other sites