Dwarden 1125 Posted March 11, 2013 http://www.arma2.com/beta-patch.php mirror : + fixed SSL issues with secureID http://forums.bistudio.com/showthread.php?143091-Secure-ID-progress&p=2329137#post2329137 [102678] Fixed: switchWeapon action broken (https://dev-heaven.net/issues/71136) + way more crash fixes both scripting and else [102493] Fixed: execFSM/doFSM/commandFSM causes crash with non fsm file [102469] Fixed: initAmbientLife causes a crash (https://dev-heaven.net/issues/71001) [102440] Fixed: Smooth camera could sometimes jump very far briefly (caused crash https://dev-heaven.net/issues/32444) + more crash fixes including the MP fire+ground hit one [102106] Fixed: Joystick state reset on start [102082] Fixed: gearSlotData causes crash when no valid control is given (https://dev-heaven.net/issues/70912) [101333] A new mission.sqm unit value forceHeadlessClient used to mark a role reserved for a HC (https://dev-heaven.net/issues/67648) + hotfixed crash from 101141 changes [101141] Fixed: Scripting functions aimPos, eyePos, eyeDirection fixed for a crew (https://dev-heaven.net/issues/38606#change-152548) [101032] New: Scripting function hasInterface to allow detecting a headless client or a dedicated server. [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 the build contain quite some of crash fixes I mentioned last two 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 BIForum nickname @ bistudio.com)with subject CRASH) BattlEye compatibility: ... SUPPORTED, enjoy ! ... note: also deployed on STEAM! (inside "test" branch, default beta is 102678) +++ 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
-=seany=- 5 Posted March 11, 2013 Thanks for the new beta. I was using the Bradley recently and I was curious as to what changed with the Bradley Bushmaster cannon? AP rounds now seem to go way further than before, you don't even seem to need zeroing, EG I can hit targets 1km away with 100m zeroing with virtually no arcing of the gun sight required. HE seem about the same as before. Is this documented anywhere? I don't see anything in the change log or on Dev heaven. I think the change occurred with 102678. I'm not complaining about the change (it seems quite nice), I just like to know about changes like this so I can test them/see what they are like etc. ... wait for next beta please ... Also, any further info on the AutoGuide AT /FCS, ballistic computer problem, Dwarden? ( I am trying to be patient, hard when you have no idea what is going on) :/ Thanks Share this post Link to post Share on other sites
Vipera 10 Posted March 11, 2013 Something needs to be done against scripts which kill all people on server during MP game or destroy all vehicles on the map, etc. It is starting to be annoying. Share this post Link to post Share on other sites
Beagle 684 Posted March 12, 2013 Thanks for the new beta.I was using the Bradley recently and I was curious as to what changed with the Bradley Bushmaster cannon? AP rounds now seem to go way further than before, you don't even seem to need zeroing, EG I can hit targets 1km away with 100m zeroing with virtually no arcing of the gun sight required. HE seem about the same as before. Is this documented anywhere? I don't see anything in the change log or on Dev heaven. I think the change occurred with 102678. I'm not complaining about the change (it seems quite nice), I just like to know about changes like this so I can test them/see what they are like etc. Also, any further info on the AutoGuide AT /FCS, ballistic computer problem, Dwarden? ( I am trying to be patient, hard when you have no idea what is going on) :/ Thanks There was a CIT ticket about that...the Bushmaster AP had only half the range and penetration it should have. RL the AP and HE behavse extremely different with HE having high arc and much shorter range while AP is a DU-APFSDS as the Marines use it. Share this post Link to post Share on other sites
-=seany=- 5 Posted March 12, 2013 Ok thanks. Searched for a while but could not see anything relating to "bushmaster", "AP", "22mm" etc. Share this post Link to post Share on other sites
Guess Who 10 Posted March 12, 2013 Ok thanks. Searched for a while but could not see anything relating to "bushmaster", "AP", "22mm" etc. The Bushmaster update is handled via A2CCP. Look at the CCP project at devheaven. Share this post Link to post Share on other sites
OMAC 254 Posted March 13, 2013 Here it is, I think: https://dev-heaven.net/issues/65291 The thing is, the ticket says resolved, but also that the fix is destined for "next full patch" which obviously hasn't been released yet. So is the fix in the current beta or not? It sure seems like it to me. Share this post Link to post Share on other sites
-=seany=- 5 Posted March 13, 2013 Ahh yes I did see that one but thought it wasn't related. I didn't notice that the rounds did more damage, just that they seemed to have a higher muzzle velocity/range. Maybe I will notice the increased damage more now I know about it. :) ty Share this post Link to post Share on other sites
Beagle 684 Posted March 13, 2013 (edited) Regarding LAV25 family and A2CCP...something is wrong with LAV25 config now...the wheels are closse to indestructable...anything short of a RPG7V fails to destroy the wheels. Edited March 13, 2013 by Beagle Share this post Link to post Share on other sites
ast65 10 Posted March 14, 2013 this build has quite good performance, especially in dayz (might be placebo, though :P) Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted March 16, 2013 This beta crashes on my system, instant on startup. I dubbleclick start icon, it begins and then instant crash. Specs: Wind Vista32 Updated AMD Phenom X4 9500 old but i have played and do play clean ArmA2OA and A2. 4gb Ram @ 334 (668) ASUStek NARRA3 (Sock AM2) GeForce GTX550Ti 1024mb graphics Arma2OA Clean version 1.62 95248 says so in Lower Righthand corner at startupscreen. Startup Line A2OA Clean: "C:\Program Files\Bohemia Interactive\ArmA 2\arma2oa.exe" -nomap -nosplash Share this post Link to post Share on other sites
Dwarden 1125 Posted March 16, 2013 ;2340800']This beta crashes on my system' date=' instant on startup.I dubbleclick start icon, it begins and then instant crash. Specs: Wind Vista32 Updated AMD Phenom X4 9500 old but i have played and do play clean ArmA2OA and A2. 4gb Ram @ 334 (668) ASUStek NARRA3 (Sock AM2) GeForce GTX550Ti 1024mb graphics Arma2OA Clean version 1.62 95248 says so in Lower Righthand corner at startupscreen. Startup Line A2OA Clean: "C:\Program Files\Bohemia Interactive\ArmA 2\arma2oa.exe" -nomap -nosplash[/quote'] can you send me to email (myforumnickname at bistudio ,d,o,t, com) these files ? arma2oa.mdmp , arma2oa.bidmp , arma2oa.rpt ? ofcourse compress into archive Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted March 16, 2013 (edited) How do i find them? Hm...Now it works, but the splash screan is A2 not OA And i get: Picture ca\ui\data\logo_arma2pmc_ca.paa not found More info: If i try to run A2OA clean no beta i get No Entry bin\config.bin/CfgInGameUI/MPTable.shadow And after i get Error compiling pixel shader PSSpecularAlpha:0 I removed all betafiles and now i cant run the game at all. Edited March 16, 2013 by Andersson[SWEC] Share this post Link to post Share on other sites
Beagle 684 Posted March 16, 2013 this build has quite good performance, especially in dayz (might be placebo, though :P)Not a placebo, Benchmak 08 gives me an average of 3 fps more compared to 1003xxx and less microstutter. Share this post Link to post Share on other sites
ast65 10 Posted March 16, 2013 (edited) ;2341021']How do i find them?Hm...Now it works' date=' but the splash screan is A2 not OA And i get: Picture ca\ui\data\logo_arma2pmc_ca.paa not found More info: If i try to run A2OA clean no beta i get No Entry bin\config.bin/CfgInGameUI/MPTable.shadow And after i get Error compiling pixel shader PSSpecularAlpha:0 I removed all betafiles and now i cant run the game at all.[/quote'] seems you f...d up your shortcuts somehow... try exe in ArmA2 main folder or install beta patch new and use the shortcut that comes with it. you can find your RPT etc under user\name\appdata\local\ArmA2 (it´s a hidden folder, you need admin rights to access it) Edited March 16, 2013 by @ST Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted March 16, 2013 @Dwarden, files sent.. Hope you can figure out what mess i made and how to fix it. Share this post Link to post Share on other sites
NoRailgunner 0 Posted March 17, 2013 AI can't hit moving vehicles with AT weapons/launchers anymore. Even observed that AI fires their AT grenades/rockets into the sky. Just simply place a AT Group (AI) vs tank group (AI) within range and observe how effective and useful the AI with AT launchers are. :( Share this post Link to post Share on other sites
Beagle 684 Posted March 17, 2013 (edited) AI can't hit moving vehicles with AT weapons/launchers anymore. Even observed that AI fires their AT grenades/rockets into the sky. Just simply place a AT Group (AI) vs tank group (AI) within range and observe how effective and useful the AI with AT launchers are. :(That's because unguided AT launchers like SMAW, MAWWS etc have drop and ballistic arc now...using it on moving vehicles beyond 200m is futile...as it should be. Big improvement. You need to use Guided AT now for long range. That fix took quite a long time. People are already used to wrong mechanics with unguided AT flying straight to 1500m. Armor has an edge now against low tech AT infantry beyond 300m. In addition METIS and Dragon have to be guided manuylly now even by A.I....when that A.I. has a low skill it will miss....no more autolock and autoguide. If you don't like it that way you can now activate autoguide in veteran mode and all is "arcade" again as it was before. Using this build in MP brings you of course in an extreme disadvantage currently until this is in the official patch for everyone. AT fligght speed is also decreased and hitting a stationary tank with unguided AT at more than 500m is a challenge now. Edited March 17, 2013 by Beagle Share this post Link to post Share on other sites
NoRailgunner 0 Posted March 17, 2013 Beagle next time read more carefully and perhaps just watch AI (AT group) vs AI (tank) battle within AT range! What a "big improvement" is it if the AI is just shooting their AT's into the sky or ~100m around targets? Thought I didn't test if AI still wasting Javelin/Metis on non-armoured/light-armoured vehicles instead firing at armoured vehicles directly behind or around them..... sorry but changing stuff without care or little care will mess + screw things up. Share this post Link to post Share on other sites
OMAC 254 Posted March 17, 2013 (edited) AI can't hit moving vehicles with AT weapons/launchers anymore. Even observed that AI fires their AT grenades/rockets into the sky. Just simply place a AT Group (AI) vs tank group (AI) within range and observe how effective and useful the AI with AT launchers are. :( We discovered this yesterday. It took us hours to track down what the hell is going on. This is a major problem which breaks many older missions that involve AI AT gunners hitting moving AI armor targets, such as in CWR2 which is set in 1985 and has no user-guided AT weapons. https://dev-heaven.net/issues/32115#note-47 Which A2CCP tickets are related to such AT changes? I guess this is one of them: https://dev-heaven.net/issues/59747 I have not yet been able to find a way to bring back the "arcade" AT behavior on which the missions were built using the difficulty settings. Could such changes be made toggleable in the GUI? Edited March 17, 2013 by OMAC Share this post Link to post Share on other sites
W0lle 1052 Posted March 17, 2013 The changes made recently in the A2CCP are causing indeed a lot of trouble for us @ CWR². Just today while testing a mission the AI fired six(1) LAWs and Carl-Gustav rockets at a lonely BMP-1. Not one of them hit it, not even close. "This is a CWR² problem" you may say. Wrong. OMAC and me were testing it before with vanilla ArmA2 and seen SMAWs flying in the sky, hitting rocks 20+ meters away from the BMP or AI destroying buildings (and themselves) rather than hitting the BMP. It seems that the AI is drilled to fire much quicker at targets (which is a good thing) but they seem to forget about lead angle and thus fire at a position the target was at the time the AI pulled the trigger. Works with a stopped vehicle. But a vehicle moving at normal or high speed then is never hit. Share this post Link to post Share on other sites
OMAC 254 Posted March 17, 2013 Would it be possible to revert or tweak just the AT-related changes that are causing this problem? If not, we will be forced to remove the ccp pbo and go ahead without it.... It would be WAY TOO MUCH TROUBLE to tweak all the CWR2 missions which are affected! Share this post Link to post Share on other sites
kuIoodporny 45 Posted March 17, 2013 The AT problem is my fault. I left maxControlRange set to non-zero values, thus AI thought it was firing guided missiles. I've restored this in CCP, now AI shouldn't do this kind of crazy stuff anymore. Share this post Link to post Share on other sites
Dwarden 1125 Posted March 17, 2013 The AT problem is my fault. I left maxControlRange set to non-zero values, thus AI thought it was firing guided missiles. I've restored this in CCP, now AI shouldn't do this kind of crazy stuff anymore. gj, ty for responding to it and fixing it so fast :) Share this post Link to post Share on other sites
OMAC 254 Posted March 17, 2013 The AT problem is my fault. I left maxControlRange set to non-zero values, thus AI thought it was firing guided missiles. I've restored this in CCP, now AI shouldn't do this kind of crazy stuff anymore. GREAT! Many thanks, zGuba. Will your tweaks be available in the next beta? Share this post Link to post Share on other sites