Dwarden 1125 Posted June 8, 2012 (edited) http://www.arma2.com/beta-patch.php [93598] New: Scripting functions eyePos object and aimPos object + LOD issues introduced in last beta should be fixed BE support: SUPPORTED, enjoy! Edited June 8, 2012 by Dwarden Share this post Link to post Share on other sites
CameronMcDonald 146 Posted June 8, 2012 Goooooooooooood. :) Share this post Link to post Share on other sites
neokika 62 Posted June 8, 2012 erh... What do these functions do? Share this post Link to post Share on other sites
gammadust 12 Posted June 8, 2012 erh...What do these functions do? they were described by Suma as: (..) Moreover, 93598 brings new commands eyePos and aimPos, which can be used to provide often needed endpoints for intersection functions. I assume they are returning an [x,y,z] array > a world position. That is what makes sense to me, but haven't tested yet, only assuming. Share this post Link to post Share on other sites
SaOk 112 Posted June 8, 2012 I updated the example thread with the new eyePos command and included an example mission: http://forums.bistudio.com/showthread.php?135252-Line-Of-Sight-(Example-Thread) Share this post Link to post Share on other sites
DrGreenfield 1 Posted June 8, 2012 I am getting kicked out of every server i try to join by BattleEye saying that i have the incorrect game version? This did not happen with the previous beta versions Share this post Link to post Share on other sites
gammadust 12 Posted June 8, 2012 I am getting kicked out of every server i try to join by BattleEye saying that i have the incorrect game version? This did not happen with the previous beta versions Not yet... It is a common issue, we must wait. BE support: PENDING ... ! Share this post Link to post Share on other sites
orcinus 121 Posted June 8, 2012 @DrGreenfield: this is normal with a new beta (see the n other beta threads :) ) - it takes time to update BattleEye to recognise the new release. Edit: Damn! Ninja'd by GammaDust! Share this post Link to post Share on other sites
kremator 1065 Posted June 8, 2012 Nice work BIS .... testing this baby out now :) Share this post Link to post Share on other sites
KeyCat 131 Posted June 8, 2012 Looks like they topped it off with AA on shadows :) /KC Share this post Link to post Share on other sites
nik21 1 Posted June 8, 2012 Somehow, I get stuck @ loading now. :( Share this post Link to post Share on other sites
Tavish 41 Posted June 8, 2012 Is this build BE supported yet? Thanks Share this post Link to post Share on other sites
maddogx 13 Posted June 8, 2012 (edited) LOD switching is definitely a lot more stable now, so huge thanks to Suma for that! :D However, I feel there could still be some improvements where the timing of the LOD switches is concerned. For example, when "zooming in or out" (increasing or decreasing FOV, whatever you want to call it), there seems to be a delay with the LOD switch, similar to what was previously noted (here) about the tree and bush LOD transitions. It would be great if LODs would switch during FOV changes instead of afterwards. On a related note, would you consider implementing the faster zoom/FOV change from Arma3 in Arma2? I personally like that much better, and I think it would be a lot better at masking LOD transitions. As for panning the camera, I love that there is no more LOD flickering, but when the LOD switches do occur, they are still very noticable here. This is a more difficult subject I guess, because there is no good way to mask them during slow panning, and I don't really have a suggestion in this regard. Edited June 8, 2012 by MadDogX Share this post Link to post Share on other sites
kremator 1065 Posted June 8, 2012 Ok so I'm not sure if this has been covered yet, and MAY be something to do with my server setup (I'm not totally convinced however) is the following. Consider a vehicle that is close to a wall and moving towards it. At speed, the vehicle would ordinarily knock the wall down, however it hasn't enough speed in this case, I see it moving through the wall (like it isn't there) then rubberbanding back to before the wall. I've watched several vehicles do this. Anyone else find this on a dedi server ? Share this post Link to post Share on other sites
rundll.exe 12 Posted June 8, 2012 Ok so I'm not sure if this has been covered yet, and MAY be something to do with my server setup (I'm not totally convinced however) is the following.Consider a vehicle that is close to a wall and moving towards it. At speed, the vehicle would ordinarily knock the wall down, however it hasn't enough speed in this case, I see it moving through the wall (like it isn't there) then rubberbanding back to before the wall. I've watched several vehicles do this. Anyone else find this on a dedi server ? With some strain on the server this has been the case since OFP. From my OFP experience (old info): I believe there is some mismatch between the server and client regarding the collision state, and then you get weird results. Also sometimes buildings placed by a client script might not be "known" on the server, and AI (local to the server) walks right trough it. Share this post Link to post Share on other sites
kremator 1065 Posted June 8, 2012 Ahhhh thanks rundll.exe Now here's the question then, what server values do I need to change to reduce the chance of this happening ? Thanks for the BE support Dwarden. Share this post Link to post Share on other sites
ArmAriffic 10 Posted June 8, 2012 Yep, all problems from the previous beta seem fixed. Share this post Link to post Share on other sites
armatech 8 Posted June 8, 2012 low client fps then normal being reported Share this post Link to post Share on other sites
ceeeb 147 Posted June 9, 2012 (edited) Nice work Dwarden and team! There are a few other new commands in this beta too (since last time I checked): u:aimPos OBJECT u:deactivateKey STRING u:eyePos OBJECT u:setEyeAdaptMax SCALAR u:setEyeAdaptMin SCALAR u:setEyeAdaptMinMaxDefault SCALAR u:setToneMapping STRING b:STRING setToneMappingParams ARRAY u:groupFromNetId STRING u:netId GROUP/OBJECT n:productVersion u:sendAUMessage ARRAY Edited June 9, 2012 by ceeeb disable smilies :P Share this post Link to post Share on other sites
wolffy.au 9 Posted June 9, 2012 Any chance we can get this fixed? Feature #5080 - Lazy evaluation in function engine https://dev-heaven.net/issues/5080 See here also about the same issue: http://community.bistudio.com/wiki/Code_Optimisation#Conditions Share this post Link to post Share on other sites
On_Sabbatical 11 Posted June 9, 2012 Javelin has problems locking far targets,if someone else is facing the same problem let us know ! Share this post Link to post Share on other sites
Lokyi 10 Posted June 9, 2012 Posted its own thread, but what's the go with Squad XMLs not working properly? Get "Cannot load texture \." on entering missions. However, it works fine in Iron Front. Share this post Link to post Share on other sites
Guest Posted June 9, 2012 @Lokyi Crossposting is not appreciate. Posting the same question in 3 different topics to get an answer quicker is not allowed. Please read the forum rules again: http://forums.bistudio.com/misc.php?do=showrules (all other posts deleted) Share this post Link to post Share on other sites