Dwarden 1125 Posted November 29, 2012 (edited) http://www.arma2.com/beta-patch.php mirror : + some beta regressions fixed, shall hotfix some of the often crashes of client/server seen in past weeks suggested to be used for server hosting as it shall be noticeably stabler (if you still get any crashes, it's very important for us to get server's mdmp,bidmp,rpt files (compressed e.g. to my email (which is my nickname @ bistudio.com)with subject CRASH) BattlEye compatibility: ... SUPPORTED, enjoy ! ... note: also deployed on STEAM! +++ Data fixes and improvements by the Community Config Project (CCP) Changelog: https://dev-heaven.net/versions/1391 More info: http://forums.bistudio.com/showthread.php?141732-ARMA-2-Community-Configuration-Project-(A2CCP) Edited December 3, 2012 by Dwarden Share this post Link to post Share on other sites
sickboy 13 Posted November 29, 2012 Nice one. Does this build address the initialization issues of missions caused by the network object initialization changes? http://forums.bistudio.com/showthread.php?143093-ARMA-2-OA-beta-build-99445-(1-62-MP-compatible-build-post-1-62-release)&p=2258575&viewfull=1#post2258575 Share this post Link to post Share on other sites
sickboy 13 Posted November 29, 2012 ;2258879']yes it shouldNeat, thanks! Share this post Link to post Share on other sites
NoRailgunner 0 Posted November 29, 2012 Just curious what is so difficult to make AI AT units fire their AT on vehicles with turned out crew? Just place yourself in a AT team and let the opponent tanks drive around on "save"... Kinda silly if those AI AT units trying to kill a little target (heads/upper body of crew) with their rifles and only using their AT launchers if the vehicle crew is on "alert"/"danger" mode. Expected behaviour for AI equipped with AT launchers: open fire on armored vehicles with AT no matter if the vehicle crew is turned out or in. Plus - improved target selection within team/group = effective combat against multiple armored targets (no wasting two, three or more missiles on one enemy vehicle). Share this post Link to post Share on other sites
giorgygr 61 Posted November 29, 2012 Just curious what is so difficult to make AI AT units fire their AT on vehicles with turned out crew? Just place yourself in a AT team and let the opponent tanks drive around on "save"... Kinda silly if those AI AT units trying to kill a little target (heads/upper body of crew) with their rifles and only using their AT launchers if the vehicle crew is on "alert"/"danger" mode. Expected behaviour for AI equipped with AT launchers: open fire on armored vehicles with AT no matter if the vehicle crew is turned out or in. Plus - improved target selection within team/group = effective combat against multiple armored targets (no wasting two, three or more missiles on one enemy vehicle). Totally right^ Should we create "ticket"? Share this post Link to post Share on other sites
Beagle 684 Posted November 29, 2012 Just curious what is so difficult to make AI AT units fire their AT on vehicles with turned out crew? Just place yourself in a AT team and let the opponent tanks drive around on "save"... Kinda silly if those AI AT units trying to kill a little target (heads/upper body of crew) with their rifles and only using their AT launchers if the vehicle crew is on "alert"/"danger" mode. Expected behaviour for AI equipped with AT launchers: open fire on armored vehicles with AT no matter if the vehicle crew is turned out or in. Plus - improved target selection within team/group = effective combat against multiple armored targets (no wasting two, three or more missiles on one enemy vehicle).This is used ad nauseum in MP when using the M2A2, you're safe in it from A.I. because the "loader" is always turned out...and reloads the main gun by using magic. btw. the download does not work, the server is down. Share this post Link to post Share on other sites
kylania 568 Posted November 29, 2012 Awesome that the community config changes are making it into the betas this quickly. Great job with that BIS and kju! Share this post Link to post Share on other sites
valnwt 11 Posted November 29, 2012 Even though this might not be entirely related to the latest tickets/fixes i guess its worth mentioning. I get pretty nice preformance when using this beta, using 20-30 ich ai i get some 1 or two 2 seconds low fps now and then but between that its really smooth 60fps+. Never seen that smooth gameplay when using alot of ai before. Share this post Link to post Share on other sites
Jastreb 69 Posted November 30, 2012 Might of been just me but Im getting this while testing some things in editor, after I shut down the game. Popup window with Warning Message: No entry 'ca\modules_e\Weather\data\fsms\postprocess.fsm.FSM'. And in rpt this Warning Message: No entry 'ca\modules_e\Weather\data\fsms\postprocess.fsm.FSM'. Warning Message: No entry '.fsmName'. Warning Message: '/' is not a value Warning Message: No entry '.States'. Warning Message: No entry '.initState'. Warning Message: '/' is not a value Wrong init state Warning Message: No entry '.finalStates'. Warning Message: Size: '/' not an array Warning Message: No entry 'ca\modules_e\Weather\data\fsms\particle.fsm.FSM'. Warning Message: No entry '.fsmName'. Warning Message: '/' is not a value Warning Message: No entry '.States'. Warning Message: No entry '.initState'. Warning Message: '/' is not a value Wrong init state Warning Message: No entry '.finalStates'. Warning Message: Size: '/' not an array Not scripted in mission, its a simple random preview so I don't know how to repro in other way but this. Could be a typo somewhere? Just realised there is wrong init state there, yet Im not using anything in init line of vehicles, and especially not anything related to weather? Share this post Link to post Share on other sites
.kju 3245 Posted November 30, 2012 Sounds like related to the weather module. Try again please and upload a simple test mission if you can repro it. Thanks Share this post Link to post Share on other sites
On_Sabbatical 11 Posted December 1, 2012 can someone do a small tutorial on how to implement HC in a mission properly ? i tried with Warfare BE (adding HCname = stuff; to the initJiPcompatible) but when the HC joins it resets players money to 0 $ and many EH are removed from vehicles and players ! I know it sounds like a Warfare BE specific thing,but i really would like to know how to implement HC properly,and whether or not it should stay on server or disconnect to free one more slot ?? Share this post Link to post Share on other sites
.kju 3245 Posted December 2, 2012 Best to start a new thread about it Share this post Link to post Share on other sites
maturin 12 Posted December 2, 2012 Check the bugtracker thread, I think someone posted some hints. Share this post Link to post Share on other sites
On_Sabbatical 11 Posted December 2, 2012 Yes,i did it's just that it's not about making the HC work ,it's how to implement it correctly in missions ! maybe,we need a new thread for this now as kju said :D Share this post Link to post Share on other sites
rhyswilliams999 10 Posted December 2, 2012 (edited) Not sure why, game is crashing while playing MSO on Taviana this evening, rolling back a patch (to 99477) and seeing if that sorts it. Update: Nope still crashes to desktop Seems like several of us have crashed while running a beta client on Taviana MSO, yet when hosted from my own Beta Seerver, ran just fine, the one person in the squad who hasn't crashed was our clan leader, he was running just the standard non beta. had a look at the RPT, some 4000 lines entered since last crash, game lasted a bit longer this time. i'll search through and try to find anything that stands out. Exception code: C0000005 ACCESS_VIOLATION at 0052BDD5 Allocator: C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\Expansion\beta\dll\tbb4malloc_bi.dll graphics: D3D9, Device: ATI Radeon HD 5900 Series, Driver:aticfx32.dll 8.17.10.1169 resolution: 1920x1080x32 Mods: @taviana Distribution: 1491 Version 1.62.99477 Fault address: 0052BDD5 01:0012ADD5 C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\Expansion\beta\arma2oa.exe file: mso_32 (__CUR_MP) world: tavi Prev. code bytes: C4 00 E8 CC F6 51 00 59 59 33 C0 C3 8B 4C 24 04 Fault code bytes: 8B 09 33 C0 85 C9 78 04 03 C9 EB 07 F7 D9 03 C9 Registers: EAX:00000000 EBX:2CA7B010 ECX:00000034 EDX:0008E3C8 ESI:2D09DD00 EDI:2D7C3940 CS:EIP:0023:0052BDD5 SS:ESP:002B:018CEFEC EBP:018CF028 DS:002B ES:002B FS:0053 GS:002B Flags:00010246 ======================================================= (of course we are using mods and that could be the issue, but it was just fine when the same mods and clients where running off my beta server) Edited December 3, 2012 by rhyswilliams999 Update Share this post Link to post Share on other sites