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sickboy

ARMA 2 : OA beta build 85889

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http://www.arma2.com/beta-patch.php

Please report issues with details and RPT/Crash Dump files where applicable; http://dev-heaven.net/projects/cis/wiki/CIT

BI is also looking for feedback about the various memory allocator options; http://forums.bistudio.com/showthread.php?t=126493

Changelog

[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)

Also fixed:

Edited by Sickboy

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I guess this beta will need some extensive testing with stealth type missions, to see how playability is affected. :)

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I can't play games until weekend, waiting for others feedback about stealth mission.

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You can mangage this over the Expansion/Beta/dll Folder also.

Simpy remove the unwanted Malloc, or both when you want to test with Windows Malloc, and start the Game. For testing with other malloc think the same Way. :)

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I guess this beta will need some extensive testing with stealth type missions, to see how playability is affected. :)

I will test The Jackal today (with tbb4 allocator :)) and report back.

--------------------------

Updated:

http://dev-heaven.net/issues/25768

More later....

Edited by OMAC

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It seems that the eniemes can't take many more bullets since this beta like it was in the past if they were lying or crouching.

Can anybody confirm this?

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Confirmed, already changed since 85478 I think.

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It seems that the eniemes can't take many more bullets since this beta like it was in the past if they were lying or crouching.

Can anybody confirm this?

Damage is no longer reduced when prone as of a few beta builds ago.

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In the last few betas I've been getting some sound corruption, this only seems to happen when a vehicle is empty or very low on fuel, it's also depends where you are and the type of vehicle.

If someone could confirm this or not, it only seems to have started in the last few betas although I also had a sound problem in early days of this game.

http://www.sendspace.com/file/50kclv

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No, it seemed fine in the last beta.
No. It was the same as now...no difference...placebo effect obviously.

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No. It was the same as now...no difference...placebo effect obviously.

Ok, my sentence was wrong.

Since this Beta the enemies can take more hits again like in the past. So it is possible to shoot somebody in the head with a 5.56 and even sometimes a 7.62 without killing them if they are prone or crouched.

This wasn't the case in the previous Beta.

I switched to 85876 because it is annoying as hell to have cyborgs on the field.

Edited by Black Russian

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Ok, my sentence was wrong.

Since this Beta the enemies can take more hits again like in the past. So it is possible to shoot somebody in the head with a 5.56 and even sometimes a 7.62 without killing them if they are prone or crouched.

This wasn't the case in the previous Beta.

I switched to 85876 because it is annoying as hell to have cyborgs on the field.

I just tested it and 7.62 is 1 hit wonder beyond 300m still... on prone target. 5.56 kills at 300m with headshot and it rarely needs 3 to drop a prone target. In no way comparable to like it was before the fix.

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Ok, my sentence was wrong.

Since this Beta the enemies can take more hits again like in the past. So it is possible to shoot somebody in the head with a 5.56 and even sometimes a 7.62 without killing them if they are prone or crouched.

This wasn't the case in the previous Beta.

I switched to 85876 because it is annoying as hell to have cyborgs on the field.

This fix is here since 85510 beta.

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This fix is here since 85510 beta.

I know and it is great but something has changed since this beta. Maybe not as bad as before but now people are bleeding like hell again if hit in the upper torso but needing often two bullets, even with 7.62.

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This one should also be solved by this beta, can anyone confirm?

Bug #25978 Huge FPS drop since latest beta http://dev-heaven.net/issues/25978

---------- Post added at 10:07 ---------- Previous post was at 10:05 ----------

I know and it is great but something has changed since this beta. Maybe not as bad as before but now people are bleeding like hell again if hit in the upper torso but needing often two bullets, even with 7.62.
Please provide details/repro; http://dev-heaven.net/issues/11479#note-25

---------- Post added at 11:31 ---------- Previous post was at 10:07 ----------

According to Suma there were no changes made re damage handling in the latest Beta.

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According to Suma there were no changes made re damage handling in the latest Beta.

I tried but I was unable too.

I was playing [bAF] Striking Angel and I often needed two shoots to kill someone although since this fix I needed in most cases only one if I hit the upper body.

Especially the guys behind the walls above the obstacle seem to take more than two hits to their upper body/head.

And in outpost some didn't die directly with a FAL but this might be subjective.

Since we played the day before (the same BAF mission) with the previous beta and didn't experienced this it was weird (although we took another path).

So I am not sure if it has something to do with the British weapons (the one of the AT specialist), the guys crouching behind the wall, the map or me (but one teammate was confirming it). That's why I have asked.

Sorry for the inconvenience Sickboy and Suma.

Edited by Black Russian

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This one should also be solved by this beta, can anyone confirm?

Bug #25978 Huge FPS drop since latest beta.

This is one of the best running betas for me. Using -malloc=tbb4malloc_bi

im finally back in the 30fps range in benchmark E08. with "default" very high setting but without AA and PP.

And finally A.I. shoots back in my simple "drop and play" missions in editor. I began to wonder why I could decimate a whole squad before this build at 400m.

Edited by Beagle

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How does M203 flares look for you guys? Flicker much? Or was it always this bad?
Flickerimng as I would exspect it...but I cant see flares on TI. It also seems as if the streetlamp light color is more blue now.

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