sickboy 13 Posted November 8, 2011 (edited) 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 Improvements; Bug #26256 [86162] Ai are senseless crawling under trees and near small objects Bug #25348 Soldier walking/running instead of crawling through holes Gamespy improvements: http://dev-heaven.net/issues/23389#change-116280 Edited November 8, 2011 by Sickboy Share this post Link to post Share on other sites
SnR 1 Posted November 8, 2011 Salute to all involved. Share this post Link to post Share on other sites
OMAC 254 Posted November 8, 2011 This beta is a masterpiece. See my note http://dev-heaven.net/issues/25348#change-116336 Great job, BIS!!!! :) Share this post Link to post Share on other sites
buliwyf 4 Posted November 8, 2011 This beta is a masterpiece. See my note http://dev-heaven.net/issues/25348#change-116336 Great job, BIS!!!! :) Sweet fix! Share this post Link to post Share on other sites
NeMeSiS 11 Posted November 8, 2011 [*]Bug #25348 Soldier walking/running instead of crawling through holes It has been so long that i have trouble believing this. Share this post Link to post Share on other sites
PeterBitt 10 Posted November 8, 2011 (edited) for me my AI mates with pistols or no weapons play the binocular animation very often while they dont even have a binocular. havent tried the betas for a long time so i dont know scince which version this happens but it not happens with 1.59. edit: looks like they use their NVG as binoculars Edited November 8, 2011 by PeterBitt Share this post Link to post Share on other sites
f2k sel 164 Posted November 9, 2011 (edited) On the subject of Binoculars and Laser Marker some of the odd effects seem to be reduced but it could be better. Shouldn't both the Binocular and Laser Marker actions be the same? As they are now when Binoculars are raised it prevents 3rd person view from working, not the case with Laser Marker raised. Also I think I mentioned it before and don't know if it's possible but once the riffle has been moved to the shoulder it should remain there until the Binoculars or Laser Marker has been removed from the units hand. It looks really silly watching the riffle jump to the front and back over and over. Other animations that are still wrong. Running animation looks like a unit has an injured leg. Unit going prone half way through reload animation has units head and weapon going into the ground. Parachute landing where the unit jumps 2meters into the air. Units exiting trucks from the wrong position and higher than they should do ,the only truck that looks correct seems to be the CDF open URAL. Also for some reason you can't put units into the rear of the US Support truck even though it has seats, not even moveincargo works. Edited November 9, 2011 by F2k Sel Share this post Link to post Share on other sites
themaster303 22 Posted November 9, 2011 On the subject of Binoculars and Laser Marker some of the odd effects seem to be reduced but it could be better.Shouldn't both the Binocular and Laser Marker actions be the same? As they are now when Binoculars are raised it prevents 3rd person view from working, not the case with Laser Marker raised. Also I think I mentioned it before and don't know if it's possible but once the riffle has been moved to the shoulder it should remain there until the Binoculars or Laser Marker has been removed from the units hand. It looks really silly watching the riffle jump to the front and back over and over. Other animations that are still wrong. Running animation looks like a unit has an injured leg. Unit going prone half way through reload animation has units head and weapon going into the ground. Parachute landing where the unit jumps 2meters into the air. Units exiting trucks from the wrong position and higher than they should do ,the only truck that looks correct seems to be the CDF open URAL. Also for some reason you can't put units into the rear of the US Support truck even though it has seats, not even moveincargo works. 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 Share this post Link to post Share on other sites
froggyluv 2136 Posted November 9, 2011 It has been so long that i have trouble believing this. I just placed 2 enemy squads at opposite ends of the Factory in Chernarus at 114-079 in which I've spent many times getting frustrated with the wall passing at the south gate - they both went prone whenever by the hole now and didn't ghost run thru once -I'm astonished!! Man I didn't even think this was fixable but holy potatoes this is a great fix! Does this mean stances can be fixed for indoor as well? Good stuff here. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted November 9, 2011 Farking a-some. :) Share this post Link to post Share on other sites
carlostex 38 Posted November 9, 2011 I've tried one of the repro's from #25348 (chernarus repro) and my experience was that 2 of the guys crawled through the hole and the other 2 walked through. With ACE mod they all stop at the fence and move no more. Share this post Link to post Share on other sites
sickboy 13 Posted November 9, 2011 I've tried one of the repro's from #25348 (chernarus repro) and my experience was that 2 of the guys crawled through the hole and the other 2 walked through. With ACE mod they all stop at the fence and move no more.Bug in ACE is already solved - fix is attached http://dev-heaven.net/issues/26255#note-12Awaits (your) confirmation :) Share this post Link to post Share on other sites
metalcraze 290 Posted November 9, 2011 Fix works, I've checked. Would be nice if you release an update for ACE this week instead of the next since it's quite a gamebreaking bug. Share this post Link to post Share on other sites
sickboy 13 Posted November 9, 2011 Fix works, I've checked.Would be nice if you release an update for ACE this week instead of the next since it's quite a gamebreaking bug. Sure, ok, pushed for hotfix on SU, run "Verify and Repair" to grab.Friday = Skyrim :) Share this post Link to post Share on other sites
carlostex 38 Posted November 9, 2011 Thanks Sickboy, Will that fix work with my current ACE build? Mine is build 515. I don't want to update right now because everybody else that plays with me will need as well. Anyway you have it fixed and confirmed by someone else. Share this post Link to post Share on other sites
sickboy 13 Posted November 9, 2011 Thanks Sickboy,Will that fix work with my current ACE build? Mine is build 515. I don't want to update right now because everybody else that plays with me will need as well. Anyway you have it fixed and confirmed by someone else. No idea. Always play the latest build, with Six Updater at your side that's rather effortless and few seconds jobs. Share this post Link to post Share on other sites