Dwarden 1125 Posted January 27, 2012 http://www.arma2.com/beta-patch.php [88726] Fixed: Frequent client/server crashes in MP (when merging multipacket messages) + FXAAsharpen is now disabled for TI/NV views step closer to stability :cool: Share this post Link to post Share on other sites
armatech 8 Posted January 27, 2012 as soon as BE supports ill give it ago mate Share this post Link to post Share on other sites
metalcraze 290 Posted January 27, 2012 Hmm almost 500 builds and that's it? Share this post Link to post Share on other sites
NoRailgunner 0 Posted January 27, 2012 Just curious if its impossible to improve AI trigger discipline using light/heavy machineguns? Still they keep on firing when turning around or moving away which results often in friendly kills. If skill/accuracy is set higher they use single shots... Weapon bug or AI issue or both? Imo default AI MG/LMG fire mode should be a longer burst on target and definitely stop if AI moves/turns around. Share this post Link to post Share on other sites
no use for a name 0 Posted January 27, 2012 Hmm almost 500 builds and that's it? Hmmm, over 2,000 posts and that's it? Seems you'd have more constructive things to say but every time I see one of your posts it's pointless and demeaning. Share this post Link to post Share on other sites
metalcraze 290 Posted January 27, 2012 If me asking what else is there but one fix in the log is pointless and demeaning why are you getting upset? Share this post Link to post Share on other sites
twirly 11 Posted January 27, 2012 Just noticed that when in the airport tower on Utes and looking through the glass... no smoke or explosions are visible. Just checked some other buildings and the same result....no smoke, fire or explosions visible when looking through window glass. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted January 28, 2012 Just curious if its impossible to improve AI trigger discipline using light/heavy machineguns? Still they keep on firing when turning around or moving away which results often in friendly kills. If skill/accuracy is set higher they use single shots... Weapon bug or AI issue or both?Imo default AI MG/LMG fire mode should be a longer burst on target and definitely stop if AI moves/turns around. It's a problem caused by the burst mode implementation. Bursts can be interrupted by animations (try it yourself - the burst will complete when the interrupting animation is complete), and AI will similarly complete their bursts (which are hidden from the player, and are often > 3 rounds to simulate MG burst fire) after the target has been neutralised. This means that your AI might be halfway through a 10-round burst when it kills or loses sight of the enemy. "Great," thinks the AI, "Imma just gonna turn around and move to cover." Needless to say, you aren't happy when the remaining 5 or so rounds of the burst issue forth in your general direction. Share this post Link to post Share on other sites
maddogx 13 Posted January 28, 2012 Good stuff. :) EDIT: Never mind. Was mistaken. The beta builds have been around much longer than I remembered. Share this post Link to post Share on other sites
Muahaha 10 Posted January 28, 2012 It's a problem caused by the burst mode implementation. Bursts can be interrupted by animations (try it yourself - the burst will complete when the interrupting animation is complete), and AI will similarly complete their bursts (which are hidden from the player, and are often > 3 rounds to simulate MG burst fire) after the target has been neutralised.This means that your AI might be halfway through a 10-round burst when it kills or loses sight of the enemy. "Great," thinks the AI, "Imma just gonna turn around and move to cover." Needless to say, you aren't happy when the remaining 5 or so rounds of the burst issue forth in your general direction. If long burst causes the issue, changing the number of ai burst round will minimize the occurance of it and might also improve their accuracy as well right? Share this post Link to post Share on other sites
mr_centipede 31 Posted January 28, 2012 Just noticed that when in the airport tower on Utes and looking through the glass... no smoke or explosions are visible. Just checked some other buildings and the same result....no smoke, fire or explosions visible when looking through window glass. I can confirm that... Share this post Link to post Share on other sites
MavericK96 0 Posted January 28, 2012 Hmm almost 500 builds and that's it? Could have been worded better, but interesting question...very large jump in build number. Share this post Link to post Share on other sites
OMAC 254 Posted January 28, 2012 (edited) Just noticed that when in the airport tower on Utes and looking through the glass... no smoke or explosions are visible. Just checked some other buildings and the same result....no smoke, fire or explosions visible when looking through window glass. Looking through the glass in the control tower at the Loy Manara airport in Takistan, I can see smoke and explosions. At Utes and Chernarus airports, no smoke or explosions visible. https://dev-heaven.net/issues/1903 Edited January 28, 2012 by OMAC Share this post Link to post Share on other sites
CameronMcDonald 146 Posted January 28, 2012 If long burst causes the issue, changing the number of ai burst round will minimize the occurance of it and might also improve their accuracy as well right? Double-edged sword. The invisible bursts were introduced to give AI SAW/MG gunners an impression of realism (i.e. using discrete bursts of fire, rather than the old single-shot blamblamblamblam at-a-rate-slower-than-cyclic-but-faster-than-the-human-trigger-finger problem). Share this post Link to post Share on other sites
roberthammer 582 Posted January 28, 2012 (edited) Does anybody have some animation problems with recent betas? mean like in mission Tforce when one guy enters the vehicle to the cargo ,but second player sees that guy still outside of vehicle and there is also other issue - in Tforce mission player is stuck in dead animation , he can play ,but second player see him as moving dead body - which is very weird I have no idea how to repro these issues , so it will be nice if someone can repro it Edited January 28, 2012 by RobertHammer Share this post Link to post Share on other sites
Muahaha 10 Posted January 28, 2012 (edited) Double-edged sword. The invisible bursts were introduced to give AI SAW/MG gunners an impression of realism (i.e. using discrete bursts of fire, rather than the old single-shot blamblamblamblam at-a-rate-slower-than-cyclic-but-faster-than-the-human-trigger-finger problem). difficult to strike a balance, probably something in between then. -deleted- Edited January 28, 2012 by Muahaha Share this post Link to post Share on other sites
xeno 234 Posted January 28, 2012 Does anybody have some animation problems with recent betas? I have seen them too while playing online (specially the dead animation problem). But the weirdest one was the crew of a Stryker sitting outside the vehicle on the right side facing the Stryker (forgot to make a screenshot). I have no idea how to repro these issues Me neither currently. Xeno Share this post Link to post Share on other sites
KeyCat 131 Posted January 28, 2012 These are minor issues and don't know if this is related to the FXAAsharpen fix but noticed that faces/hands on some units is dark on FLIR... Did not try all units I just bumped into these ones testing a script... AI US/Team Leader AI Taki Army/Rifleman Related... at far LOD bicycles shows up hot, must been a hell of a ride :) ...but OK if movÃng a bit closer... Wonder if anyone else seeing this? /KC Share this post Link to post Share on other sites
Dwarden 1125 Posted January 28, 2012 KeyCat simple ... check older build ... preSharpen or preFXAA and do compare shots Share this post Link to post Share on other sites
KeyCat 131 Posted January 28, 2012 (edited) Just checked with build before FXAA sharp filter was added (i.e 88027) and it's the same so not related to the FXAA fix. I did notice that the problem lies with black soldiers skin (pics below from 88027)... As I said these are minor things so I do not know if they "deserves" a ticket or not? /KC Edited January 28, 2012 by KeyCat Share this post Link to post Share on other sites
Dwarden 1125 Posted January 28, 2012 well if it's the A2 content then that don't have the detailed TI textures for skin like OA content ... so take it in mind Share this post Link to post Share on other sites
Beagle 684 Posted January 28, 2012 I did notice that the problem lies with black soldiers skinCool exploit I keep that in mind, changing face now. Share this post Link to post Share on other sites
OMAC 254 Posted January 28, 2012 Looking through the glass in the control tower at the Loy Manara airport in Takistan, I can see smoke and explosions.At Utes and Chernarus airports, no smoke or explosions visible. Updated ticket: https://dev-heaven.net/issues/1903 Share this post Link to post Share on other sites
fleepee 10 Posted January 28, 2012 It seems that I don't have any more CTD with this beta patch... Share this post Link to post Share on other sites
=kct=blackmamba 44 Posted January 29, 2012 Does anybody have some animation problems with recent betas? mean like in mission Tforce when one guy enters the vehicle to the cargo ,but second player sees that guy still outside of vehicle and there is also other issue - in Tforce mission player is stuck in dead animation , he can play ,but second player see him as moving dead body - which is very weird I have no idea how to repro these issues , so it will be nice if someone can repro it yes atleast two of your given examples happened to me with beta 88279. first time my team m8 was healing me and i was allready scanning my 6, while he tought i was still down [horrible when u move on and got shot a second time]. second i was pilot and waited for a player to enter the chopper while he was hangin outside the chopper for me, he said he was in. a repro would be hard it doesnt happen that often would be one hell of a video. Share this post Link to post Share on other sites