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Dwarden

ARMA 2: OA beta build 87646 (1.60 MP compatible build, post 1.60 release)

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

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[87646] Fixed: MP: Bullet hits of remote units not visible over large distance (http://dev-heaven.net/issues/12973)

[87645] Changed: Default memory allocator is now tbb4malloc_bi instead of tbb3malloc_bi

[87643] Fixed: Manually guided missiles lost control when reaching 1500 m distance (http://dev-heaven.net/issues/12101)

[87640] Improved: AI sometimes did not start firing at enemy which passed quickly just in front of it.

Fixed: AI unable to target crew in vehicles other than tracked ones (http://dev-heaven.net/issues/25847)

Improved: AI units now give more preference to close targets (http://dev-heaven.net/issues/25847)

+ some server crashfixes

HOTFIX file (primary for servers):

  Reveal hidden contents

remember beta installer DO NOT OVERWRITE anything in your full game so client can use the beta setup

Edited by Dwarden

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HOLY SHIT you guys are the bloody best

[87646] Fixed: MP: Bullet hits of remote units not visible over large distance (http://dev-heaven.net/issues/12973)

I have come over all tingley mainly cus u listened and fixed it.

You are the only company that actually listens to there fans thanks so so so so so much.

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I am speechless...there is really no other developer in the world that provides such a continuous support for its products even when they have the next one in advanced developing...thanks BIS, you are the best!

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Can we have the 7zip to rewrite over files, instead of the beta-style method?

EDIT: will MP servers like PR have to update with this?

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  Sinnister said:
Can we have the 7zip to rewrite over files, instead of the beta-style method?

EDIT: will MP servers like PR have to update with this?

Most installers, including these can simply be extracted with the 7zip utility.

Besides, once it's installed to expansion/beta you can copy it anywhere.

But I wouldn't know why you would want that. The expansion/beta modfolder way is fine as it is. And can be loaded with -mod= or the new -beta= startup parameter.

Re PR; you should probably ask on the PR forums.

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  Sinnister said:
Can we have the 7zip to rewrite over files, instead of the beta-style method?

EDIT: will MP servers like PR have to update with this?

done, 7z 'hotfix' style download available

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These are all important fixes, will they automatically be downloaded through steam for the masses?

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  Sickboy said:
Most installers, including these can simply be extracted with the 7zip utility.

Besides, once it's installed to expansion/beta you can copy it anywhere.

But I wouldn't know why you would want that. The expansion/beta modfolder way is fine as it is. And can be loaded with -mod= or the new -beta= startup parameter.

Re PR; you should probably ask on the PR forums.

What's this -beta= parameter and how to use it?

My target line for the expansion is "D:\Games\ArmA 2\Expansion\beta\arma2oa.exe" -mod=Expansion\beta;Expansion\beta\Expansion -nosplash, it's the automatically created shortcut in the A2 folder.

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This is one power-packed, awesome hotfix! Great job, peeps! :D

What are the ARMA2OA.EXE.#OA and ARMA2RFT.EXE.#RFT files?

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  Sinnister said:
These are all important fixes, will they automatically be downloaded through steam for the masses?
No, if you want to use a Beta patch, download and install it manually.

---------- Post added at 15:20 ---------- Previous post was at 15:19 ----------

  folgore_airborne said:
What's this -beta= parameter and how to use it?

My target line for the expansion is "D:\Games\ArmA 2\Expansion\beta\arma2oa.exe" -mod=Expansion\beta;Expansion\beta\Expansion -nosplash, it's the automatically created shortcut in the A2 folder.

"D:\Games\ArmA 2\Expansion\beta\arma2oa.exe" -mod=Expansion\beta;Expansion\beta\Expansion -nosplash

becomes:

"D:\Games\ArmA 2\Expansion\beta\arma2oa.exe" -beta=Expansion\beta;Expansion\beta\Expansion -nosplash

Now the ingame mod manager will work because you didn't specify -mod=

Of course you can still specify other mods through -mod=, but then the game's internal mod manager is disabled again.

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  OMAC said:
This is one power-packed, awesome hotfix! Great job, peeps! :D

What are the ARMA2OA.EXE.#OA and ARMA2RFT.EXE.#RFT files?

these who have ARMA 2: Reinforcements need to rename ARMA2RFT.EXE.#RFT to ARMA2RFT.EXE

that's why it's there ...

Edited by Dwarden

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  Dwarden said:
these who have ARMA 2: Reinforcements need to rename ARMA2RFT.EXE.#RFT to ARMA2RFT.EXE

that's why it's there ...

Thanks, Dwarden. Perhaps a readme file could be added explaining that those files should be renamed for standalone OA and RFT?

Edited by Dwarden

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I wonder why people are making things so overly complicated.

Just install and launch the beta as you always have, there's no need to make a mess by overwriting your original game files from an archive.

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  Sickboy said:
I wonder why people are making things so overly complicated.

Just install and launch the beta as you always have, there's no need to make a mess by overwriting your original game files from an archive.

the archive is meant for servers primary

---------- Post added at 16:26 ---------- Previous post was at 16:24 ----------

  OMAC said:
Thanks, Dwarden. Perhaps a readme file could be added explaining that those files should be renamed for standalone OA and RFT?

erm , unless You have server, You don't to bother about the 7z file ...

Edited by Dwarden

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Improved: AI sometimes did not start firing at enemy which passed quickly just in front of it.

http://dev-heaven.net/issues/26151 ticket to this bug. Must be "resolved"

Also it's nice to see TB4 as default memory allocator.

More fps and less stuttering for me and others.

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  Dwarden said:
the archive is meant for servers

erm , unless You have server, You don't to bother about the 7z file ...

Oh, okay. I'll clean up and go back to the beta method.

Edited by Dwarden

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Anyone else notice AI machinegunners fire up in the air? Make yourself leader and add some MG'ers in your squad, and watch them fight enemies.

They either like to sit or stand where the MG's will have too much kickback and send most of the bullets into space. Lot of waste goin on. :)

The AI MG soldiers need to be told hardcoded to lie down or being able to muscle the weapons better when sitting. And try to avoid standing and shooting with them.

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[87646] Fixed: MP: Bullet hits of remote units not visible over large distance (http://dev-heaven.net/issues/12973)

This along with the recently improved ghillie suit will make lots of virtual sniper teams happy, awesome!

And of course the AI fixes as well... downloading!

Thank you BIS!

/KC

Edited by KeyCat

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[87643] Fixed: Manually guided missiles lost control when reaching 1500 m distance (http://dev-heaven.net/issues/12101)

Flawless victory. Tried it out with bulletcam and it works. Thank you.

Perhaps sometime you could look into missile behaviour:

- motor burn time (e.g. http://dev-heaven.net/issues/2920),

- missile speed (I remember the AIM-9 used to be super fast. Don't know whether this was fixed.),

- behaviour after motor burn out (Right now it looks more like a torpedo that ran out of fuel - ignorant of gravity and suspended in a viscous fluid.)

- maneuverability (e.g.: Vikhr is able to perform sharper turns than Stinger or Igla. At least that's what I see in bulletcam.)

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what would happen if a client installed this, then hosted a game and then other clients connected, some on 1.60 others on this beta?

would the differences in build between the clients cause incompatibilities?

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