Dwarden 1125 Posted January 9, 2013 http://www.arma2.com/beta-patch.php mirror : [100540] Fixed: Users connecting with blocked CD keys were sometimes shown "You are banned" message instead of "Bad CD Key". + SSL fix http://forums.bistudio.com/showthread.php?143091-Secure-ID-progress&p=2273013&viewfull=1#post2273013 + multiple crash cases resolved (thanks to all who reported) [100296] Fixed: MP: Player head movement using numpad keys was not visible to other players. [100257] Fixed: ballisticsComputer uses wrong velocity (https://dev-heaven.net/issues/6823) + some beta regressions fixed, shall hotfix some of the often crashes of client/server seen in past weeks + possible slight performance increase when using BE filters 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 BIForum nickname @ bistudio.com)with subject CRASH) BattlEye compatibility: ... SUPPORTED, enjoy ! ... note: also deployed on STEAM! (inside "test" branch, default beta is 100296) +++ 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) Share this post Link to post Share on other sites
MAVEN 1 Posted January 9, 2013 Didn't notice anything different with this release. Anyway, to report a small issue: When launched via Steam, A2 CO is both detected and functions properly specially in Expansions menu, however, if launched manually and with A2/A2 Free manually located in shortcut parameters, Expansions menu doesn't detect any mods and doesn't make mods switchable (Enable/Disable) Not a big deal, but any chances this gets fixed sometime soon? Share this post Link to post Share on other sites
Alwarren 2767 Posted January 9, 2013 When launched via Steam, A2 CO is both detected and functions properly specially in Expansions menu, however, if launched manually and with A2/A2 Free manually located in shortcut parameters, Expansions menu doesn't detect any mods and doesn't make mods switchable (Enable/Disable) Not a big deal, but any chances this gets fixed sometime soon? The Expansion menu doesn't do anything when you have a -mod line in your shortcut or launcher. Share this post Link to post Share on other sites
NoRailgunner 0 Posted January 9, 2013 (edited) Hmm... those flickering dead units are back (or not really gone). Most visible if many AI's/players are fighting in a certain place (Zargabad) - dead units are changing their killed stance into their last live position for a split of seconds. Plus AI (TL/SL) units still/again using their binoculars too often in battles/firefights - better option would be if AI only use binoculars when there is no battle or imminent threat close to them and their team/group. Edited January 9, 2013 by NoRailgunner :) Share this post Link to post Share on other sites
Tonci87 163 Posted January 9, 2013 Hmm... those flickering dead units are back (or not really gone). Most visible if many AI's/players are fighting in a certain place (Zargabad) - dead units are changing their killed stance into their last live position for a split of seconds. Plus AI (TL/SL) units still/again using their binoculars too often in battles/firefights - better option would be if AI only use binoculars when there is no battle or imminent threat close to them and their team/group. Noticed that too. They seem to check on unknown contacts and on reported enemys that appear at a new location. Ai Groups move super slow because of this. Share this post Link to post Share on other sites
Vipera 10 Posted January 9, 2013 Hmm... those flickering dead units are back (or not really gone). Most visible if many AI's/players are fighting in a certain place (Zargabad) - dead units are changing their killed stance into their last live position for a split of seconds. I saw this in Warfare MP game. Share this post Link to post Share on other sites
orcinus 121 Posted January 9, 2013 Hmm... those flickering dead units are back (or not really gone). Most visible if many AI's/players are fighting in a certain place (Zargabad) - dead units are changing their killed stance into their last live position for a split of seconds. Plus AI (TL/SL) units still/again using their binoculars too often in battles/firefights - better option would be if AI only use binoculars when there is no battle or imminent threat close to them and their team/group. Yep, saw both problems playing Flashpoint Podagorsk v1.23. Also, I made a heavy gunner drop his MG (via map->units->gear) preparatory to taking an AT launcher from a corpse (I didn't want the unit to swap the gear in case the corpse was deleted) - heavy gunner then took out his binos and when ordered to move to the corpse said "Roger" but would not move. Attempted to open his gear menu via map->units->gear but as soon as I clicked on the binos (to drop them) the gear menu closed. The tank blew us away before I could bet to the AT launcher... Bah! Share this post Link to post Share on other sites
On_Sabbatical 11 Posted January 9, 2013 Great work keeping betas coming ,but i think that a lot of people are waiting for better "headless client" support from BIS ... i mean more commands related to it ! give it some shape ! Share this post Link to post Share on other sites
Brainbug 10 Posted January 9, 2013 I got used to stripping generally any AI of pistols and binos. I rather try to avoid problems than keep running into them over and over... Share this post Link to post Share on other sites
Tonci87 163 Posted January 10, 2013 I got used to stripping generally any AI of pistols and binos. I rather try to avoid problems than keep running into them over and over... If only someone could write a mod to remove Binos/Rangefinders (except SOFLAM) from all AI Share this post Link to post Share on other sites
NoRailgunner 0 Posted January 10, 2013 Seems that AI have some troubles to aim with AT at targets which are closer than 200-300m - they often just fire and hit the ground 10-50m in front of themselves. Or is it a new AI movement/animation/fsm issue in general? Share this post Link to post Share on other sites
sickboy 13 Posted January 10, 2013 Plus AI (TL/SL) units still/again using their binoculars too often in battles/firefights - better option would be if AI only use binoculars when there is no battle or imminent threat close to them and their team/group.Is that in vanilla or with mods? Can you repro it with vanilla? BI needs a repro mission to look further into the issue, as so far they cannot reproduce it AFAIK. If only someone could write a mod to remove Binos/Rangefinders (except SOFLAM) from all AI Something along these lines? class CfgPatches { class IND_Disable_Stuff { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"CBA_XEH"}; }; }; class Extended_Init_EventHandlers { class CAManBase { init = "(_this select 0) removeWeapon 'Binocular';"; }; }; Share this post Link to post Share on other sites
NoRailgunner 0 Posted January 10, 2013 @Sickboy: All issues seen in vanilla A2OA - just place 3 or more AI groups and teams against each other (simple move/S&D waypoints) and watch how often the default TL/SL AI units use their binoculars (initial distance to each other ~500m). Perhaps BIS can make and include an gearmenu option to quick-remove all kind of binoculars/pistols from AI until these issues are fully fixed? Its annoying if mission makers and players still have to use "dirty" workarounds for such issues.... Share this post Link to post Share on other sites
sickboy 13 Posted January 10, 2013 (edited) @Sickboy: All issues seen in vanilla A2OA - just place 3 or more AI groups and teams against each other (simple move/S&D waypoints) and watch how often the default TL/SL AI units use their binoculars (initial distance to each other ~500m). Perhaps BIS can make and include an gearmenu option to quick-remove all kind of binoculars/pistols from AI until these issues are fully fixed? Its annoying if mission makers and players still have to use "dirty" workarounds for such issues....If you want BI to look at it anytime soon, you should make said mission, confirm that you can reproduce the behavior in that exact mission, document the steps and behavior and send that to BI, preferably on the Issue Tracker. Not sure how often that needs to be repeated.These are from related bugs resolved: https://dev-heaven.net/issues/25266 https://dev-heaven.net/issues/27297 This is still an open ticket about the issue, not sure if you are describing the same issue/repro: https://dev-heaven.net/issues/33133 Edited January 10, 2013 by Sickboy Share this post Link to post Share on other sites
Tonci87 163 Posted January 10, 2013 If you want BI to look at it anytime soon, you should make said mission, confirm that you can reproduce the behavior in that exact mission, document the steps and behavior and send that to BI, preferably on the Issue Tracker. Not sure how often that needs to be repeated.These are from related bugs resolved: https://dev-heaven.net/issues/25266 https://dev-heaven.net/issues/27297 This is still an open ticket about the issue, not sure if you are describing the same issue/repro: https://dev-heaven.net/issues/33133 Those Tickets perfectly describe what is going on https://dev-heaven.net/issues/27297 https://dev-heaven.net/issues/33133 It happens in Vanilla, but it will be even more obvious if you use mods that extend the AI engagement/spotting range (ACE ASR_AI) A good way to see this is to download Bardosys Chesty Puller Campaign and play the beginning of the last mission. Activate High command and send your Squads into Zelenogorsk. Examine the behaviour of the teamleader. it will be something like this: Move Take out Vector Rangefinder stare through it move 3 meters Take out Vector move 3 meters take out vector ..... Thank you very much for that little script Sickboy, I will add Vector Rangefinders to that Share this post Link to post Share on other sites
sickboy 13 Posted January 10, 2013 Those Tickets perfectly describe what is going onhttps://dev-heaven.net/issues/27297 https://dev-heaven.net/issues/33133 Interesting, that would indicate there are regressions, not new bugs?Are you sure those repro's are 100% again reproducable today with latest betas and no mods? It happens in Vanilla, but it will be even more obvious if you use mods that extend the AI engagement/spotting range (ACE ASR_AI)The problem with mods is that they might need reconfiguring to work properly with the changes that were introduced a year ago re binoculars and spotting. Or there's chance of bugs in the mods that expose the problem.Still, maybe it helps BI narrow it down. A good way to see this is to download Bardosys Chesty Puller Campaign and play the beginning of the last mission. Activate High command and send your Squads into Zelenogorsk. Examine the behaviour of the teamleader. it will be something like this: Move Take out Vector Rangefinder stare through it move 3 meters Take out Vector move 3 meters take out vector I see, thanks.. I guess :)I'm not sure why you are describing that to me / BIF, I'm not the one who can solve it for you ;-) Thank you very much for that little script Sickboy, I will add Vector Rangefinders to thatSure, NP! Share this post Link to post Share on other sites
Tonci87 163 Posted January 10, 2013 Interesting, that would indicate there are regressions, not new bugs?Are you sure those repro's are 100% again reproducable today with latest betas and no mods? The problem with mods is that they might need reconfiguring to work properly with the changes that were introduced a year ago re binoculars and spotting. Or there's chance of bugs in the mods that expose the problem. Still, maybe it helps BI narrow it down. I see, thanks.. I guess :) I'm not sure why you are describing that to me / BIF, I'm not the one who can solve it for you ;-) Sure, NP! Well I guess this is the Beta Thread after all^^ I will open a new ticket when I get home from work. Maybe I´ll make a small video showcasing the issue too. Share this post Link to post Share on other sites
sickboy 13 Posted January 10, 2013 Well I guess this is the Beta Thread after all^^I will open a new ticket when I get home from work. Maybe I´ll make a small video showcasing the issue too. Hehe, nice one! I hope you will find a good reliable repro so Suma can finally nail it for good! Share this post Link to post Share on other sites
Brainbug 10 Posted January 10, 2013 @Sickboy: All issues seen in vanilla A2OA - just place 3 or more AI groups and teams against each other (simple move/S&D waypoints) and watch how often the default TL/SL AI units use their binoculars (initial distance to each other ~500m). I just slapped together a similar scenario in the editor, but didn't experience excessive bino use. The teamleader took it out once when they made contact, but neither before nor after. So it's obviously not that easy to repro. Share this post Link to post Share on other sites
Tonci87 163 Posted January 10, 2013 Repro will have to wait until tomorrow. http://browser.six-projects.net/ is down and I need the classlist to test something. Share this post Link to post Share on other sites
sickboy 13 Posted January 10, 2013 Repro will have to wait until tomorrow.http://browser.six-projects.net/ is down and I need the classlist to test something. Awww ;-)I will fire her up again in a sec, had to perform several migrations and the old git's a bit loaded current :) ---------- Post added at 19:27 ---------- Previous post was at 19:23 ---------- I just slapped together a similar scenario in the editor, but didn't experience excessive bino use. The teamleader took it out once when they made contact, but neither before nor after. So it's obviously not that easy to repro.If you could please send that repro (e.g to the tracker), and hopefully NoRailgunner could do as well, then the repro's can be compared and also interexchanged to see if they react equal for each observer.---------- Post added at 20:16 ---------- Previous post was at 19:27 ---------- SixConfigBrowser back up :) Share this post Link to post Share on other sites
ceeeb 147 Posted January 10, 2013 (edited) Those Tickets perfectly describe what is going onhttps://dev-heaven.net/issues/27297 This one still appears to be resolved - I see no regression? This is still an open ticket about the issue, not sure if you are describing the same issue/repro:https://dev-heaven.net/issues/33133 This behaviour hasn't changed since I opened the ticket. It shows excessive use of binoculars while AI are moving, and there is an distant enemy target. At the time I did not try to reproduce excessive binocular use while in combat, but I have just retested with some enemy infantry around. While the friendly AI know about the nearby enemy infantry, they use their binoculars far less while moving. A different repro is required to show excessive binocular usage while in combat. Also: New beta 100679 is out :) Edited January 10, 2013 by ceeeb Share this post Link to post Share on other sites
Jastreb 69 Posted January 11, 2013 (edited) Something along these lines? class CfgPatches { class IND_Disable_Stuff { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"CBA_XEH"}; }; }; class Extended_Init_EventHandlers { class CAManBase { init = "(_this select 0) removeWeapon 'Binocular';"; }; }; Or just add this in units init line this removeWeapon "Binocular"; this removeWeapon "Binocular_Vector"; this removeWeapon "ACE_Rangefinder_OD" And no need for CBA. Sure if using ACE then it doesn't matter anyway. But is there a way to execute this on AI only in a mission? I know how to do isPlayer check but how do I do this on AI only? Obviously Im trying to do it via scripting or addon, so I just load it and mentioned weapons gets removed only from AI but not players. Edited January 11, 2013 by _MaSSive Share this post Link to post Share on other sites
inlesco 233 Posted January 11, 2013 (edited) Or just add this in units init line this removeWeapon "Binocular"; this removeWeapon "Binocular_Vector"; this removeWeapon "ACE_Rangefinder_OD" And no need for CBA. Sure if using ACE then it doesn't matter anyway. But is there a way to execute this on AI only in a mission? I know how to do isPlayer check but how do I do this on AI only? Obviously Im trying to do it via scripting or addon, so I just load it and mentioned weapons gets removed only from AI but not players. {_x removeWeapon "Binocular"; _x removeWeapon "Binocular_Vector"; _x removeWeapon "ACE_Rangefinder_OD";} forEach (allUnits - playableUnits) Didn't test, but in theory, this should work for MP. In SP mode, playableUnits always return an empty array. Edited January 11, 2013 by Inlesco Elaboration Share this post Link to post Share on other sites
Jastreb 69 Posted January 11, 2013 {_x removeWeapon "Binocular"; _x removeWeapon "Binocular_Vector"; _x removeWeapon "ACE_Rangefinder_OD";} forEach (allUnits - playableUnits) Didn't test, but in theory, this should work for MP. In SP mode, playableUnits always return an empty array. Im talking about non-playable AI units and this would do the oposite? Return a list of playable units (occupied by both AI or players) in a multiplayer game. http://community.bistudio.com/wiki/playableUnits Sorry for OT. Share this post Link to post Share on other sites