Dwarden 1125 Posted December 15, 2011 Arma 2 CO/OA/RFT 1.60 Update RC3b is available now, it should be compatible with any previous version including RC1 and RC2 and RC3: RC3b fixes only the ARMA 2 update issue ftp://downloads.bistudio.com/arma2.com/update/ARMA2OA_Patch_160RC3b.zip Mirrors: http://www.multiupload.com/QXFZKRNK6R CRC32: B1B9540A MD5: 0B379CA8125090D71C66A1C7456785F4 SHA-1: 04C3FCB2E18A455C81F8E98BAD284977A8BF0FBD Thanks to everyone involved, we are getting close to final state. * all signature problems should be gone finally * the official expansions are handled better using registry based system now, should make the in game expansions manager more useful than before As our plan is to release final 1.60 prior Christmas please focus on regressions or installation problems only at this stage. Note: this RC contains ARMA 2: OA update 1.60 ARMA 2 update 1.11 ARMA 2: BAF update 1.03 ARMA 2: PMC update 1.02 RC3 thread: http://forums.bistudio.com/showthread.php?p=2072240#post2072240 RC2 thread: http://forums.bistudio.com/showthread.php?t=128560 RC1 thread: http://forums.bistudio.com/showthread.php?t=128298 Share this post Link to post Share on other sites
metalcraze 290 Posted December 15, 2011 Death camera (the one that overviews the killer top down) still lags horribly when watched unit is moving Also don't forget that strafing speed with AT needs fixing before 1.60 comes out seeing how it's just one step away and it still isn't fixed. Share this post Link to post Share on other sites
maruk 80 Posted December 15, 2011 Death camera sounds like regression, is it on cit anywhere? The other problem however does not and we do not plan any further new tweaks and fixes for 1.60 at this stage. Death camera (the one that overviews the killer top down) still lags horribly when watched unit is movingAlso don't forget that strafing speed with AT needs fixing before 1.60 comes out seeing how it's just one step away and it still isn't fixed. Share this post Link to post Share on other sites
metalcraze 290 Posted December 15, 2011 Ugh but the movement speed with AT to the right was broken since 1.58RC. Isn't fixing it a simple task? Death camera sounds like regression, is it on cit anywhere? Not sure. Will post it as an issue then. Need to make a good repro first. Share this post Link to post Share on other sites
jedra 11 Posted December 15, 2011 Cool - the '3b' patch now no longer tries to update A2 in the OA directory structure and as an added bonus updates the A2 install as well! I no longer needed to unpack the exe and apply the A2 fix manually. Share this post Link to post Share on other sites
neokika 62 Posted December 15, 2011 Death camera (the one that overviews the killer top down) still lags horribly when watched unit is moving This is due to the interpolation changes, needs using visiblePosition new command. Share this post Link to post Share on other sites
Tonci87 163 Posted December 16, 2011 (edited) @BIS Devs, could you please take a look at this: forums.bistudio.com/showthread.php?t=116308&page=33 Posts 323 to 331 It seems that something is wrong with BIS_fn_locations Can't make Ticket right now because I'm not on my PC. Could someone create one for me please? EDIT: Ticket http://dev-heaven.net/issues/27089 Edited December 16, 2011 by Tonci87 Share this post Link to post Share on other sites
maruk 80 Posted December 16, 2011 Death camera (the one that overviews the killer top down) still lags horribly when watched unit is moving Any repro, CIT to this issue? Share this post Link to post Share on other sites
kuIoodporny 45 Posted December 16, 2011 Any repro, CIT to this issue? http://dev-heaven.net/issues/27090 Share this post Link to post Share on other sites
humvee28 10 Posted December 16, 2011 Little Dev Question beside ongoing Business : Does alternative AA Modes always needed to be full implemented into the Engine? I only ask because injected AA (SMAA in this Case) doesn´t work properly with CO (morphing Textures, LOD trashing), and maybe there is another Way. Share this post Link to post Share on other sites
Dwarden 1125 Posted December 16, 2011 Little Dev Question beside ongoing Business :Does alternative AA Modes always needed to be full implemented into the Engine? I only ask because injected AA (SMAA in this Case) doesn´t work properly with CO (morphing Textures, LOD trashing), and maybe there is another Way. it's better and i have no such problems with SMAA on my CO :) Share this post Link to post Share on other sites
metalcraze 290 Posted December 16, 2011 Have no problems with SMAA either. And I love it. Include it! Include it! Share this post Link to post Share on other sites
humvee28 10 Posted December 16, 2011 (edited) Wierd. Then i have to take another look on it. :) EDIT : Yes, Overlays are bad. I´ve forgotten to kick out True Mods GUI Changes and ST Hud. :rolleyes: Edited December 16, 2011 by Humvee28 Share this post Link to post Share on other sites
MavericK96 0 Posted December 16, 2011 it's better and i have no such problems with SMAA on my CO :) I like it too...although it does warp the UI text in a weird way. Still readable, though. Share this post Link to post Share on other sites
xeno 234 Posted December 17, 2011 Too busy with RL currently so no test case, sorry... A small interpolation change regression... If one player spectates another player who has picked up a CTF flag (setFlagOwner, etc.) via spectating/camera script the flag position stutters. The player moves smooth (visiblePosition) but the flag itself does not. Xeno Share this post Link to post Share on other sites
maruk 80 Posted December 17, 2011 Too busy with RL currently so no test case, sorry...A small interpolation change regression... If one player spectates another player who has picked up a CTF flag (setFlagOwner, etc.) via spectating/camera script the flag position stutters. The player moves smooth (visiblePosition) but the flag itself does not. Xeno Is this part of some official mp scenario?Any more info how to reproduce this? Share this post Link to post Share on other sites
metalcraze 290 Posted December 17, 2011 I like it too...although it does warp the UI text in a weird way. Still readable, though. It's because it postprocesses the whole frame. Integrated SMAA will smooth only 3D. Just like ArmA2 FXAA does now. Is this part of some official mp scenario?Any more info how to reproduce this? It's the same bug as with death camera. Share this post Link to post Share on other sites
das attorney 858 Posted December 17, 2011 it's better and i have no such problems with SMAA on my CO :) Yes same here. I switch off ATOC, FXAA and FSAA and use SMAA 1.2 with "ultra" settings. The game runs smooth and looks good. Combined with SSAO, it looks beautiful. :) Share this post Link to post Share on other sites
Dwarden 1125 Posted December 17, 2011 Yes same here. I switch off ATOC, FXAA and FSAA and use SMAA 1.2 with "ultra" settings. The game runs smooth and looks good.Combined with SSAO, it looks beautiful. :) actually i think AToC+SMAA might produce better result so unless AToC is high fps hit for You it should be best keep it enabled Share this post Link to post Share on other sites
das attorney 858 Posted December 17, 2011 I just tried that in game, but for ATOC to do anything, there needs to be some FSAA, which makes the small dots appear around all the Utes/Chernarus trees :( Share this post Link to post Share on other sites
humvee28 10 Posted December 17, 2011 I have created a Feature Request on Dev-Heaven for SMAA. Feel free to Vote. :) http://dev-heaven.net/issues/27125 Share this post Link to post Share on other sites
twirly 11 Posted December 17, 2011 Seems that things get a bit sluggish when using any weapon on full zoom! Place any man on any Island and fully zoom the weapon and look around. Mouse feels very different...and panning/looking around is jittery. Share this post Link to post Share on other sites
humvee28 10 Posted December 17, 2011 It has to be implemented in the Engine properly first. Just saying. :) Share this post Link to post Share on other sites
MavericK96 0 Posted December 18, 2011 I have created a Feature Request on Dev-Heaven for SMAA. Feel free to Vote. :)http://dev-heaven.net/issues/27125 Agreed. Kinda funny how BIS just now implemented FXAA and now this newer and better method is out...lol. :D Share this post Link to post Share on other sites
NeuroFunker 11 Posted December 18, 2011 yeah, with my ATI 6970, FXAA sutters even on lowest settings, with standard FSAA, it kills alot FPS, but at least, game doesn't stutter anymore. I hope SMAA works better. Share this post Link to post Share on other sites