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ARMA 2: Operation Arrowhead 1.60 RC #3b (Release Candidate)

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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

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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.

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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 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.

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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.

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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.

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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.

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@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 by Tonci87

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Death camera (the one that overviews the killer top down) still lags horribly when watched unit is moving

Any repro, CIT to this issue?

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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.

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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 :)

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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 by Humvee28

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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.

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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

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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?

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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.

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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. :)

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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

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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 :(

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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.

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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.

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