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ARMA 2: OA beta build 103419 (1.62 MP compatible build, post 1.62 release)

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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)

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For one thing, it looks like zGuba fixed the CCP issue regarding AI AT aim. I tested it with several repro missions, and their aim is again rock solid. Big thumbs-up so far.

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BattleEYE init failed..

EVERY server i try to join..And they are ALL yellow...

Is there any way of updating BattleEYE manually?

Edited by Andersson[SWEC]
more questions

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New bug: AI is freezing in motion (but still able to talk) after certain time. Observed it also with mission "Hike in the Hills" (using default A2OA): after all tasks are done and while the US team was driving away Takistani civilians were frozen and couldn't walk anymore. Also found this is arma2oa.rpt

Warnings in ca\communityconfigurationproject_e\gameplay_fixedat1model\p3d\ccp_at1.p3d:shadow(1000)

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Google Chrome notifies me that the file may be harmfull and refuses to save it.

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Ummm, Was the AI affected with this one..

Running Vanilla + This beta and the CTI mission

(stock version) NO ai was shooting unless it was

a Controled by HighCommand..And Enemy AI´s

wasnt shooting at all....

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After automatic update on steam, I notice the AI gets stuck in strange locations. Mission: Dogs of War. Played this mission about a 100 times, never happened so far (never finished it, as before some beta patch I had the 'AI hopelessly-roaming-around-the-map-after-fast-travel-bug').

Strange location includes :

- sandbagged positions at "small warfare camps" (not the "buildings"). They get inside (i.e, behind the sandbags, under the camo netting, not clipping inside objects or anything), the exits are about 2 meters wide but they simply can't get out

- west of the big square in Chernogorsk (street just leading to the tank statue) : they get stuck to the left side about some building, keeping 1 meter away from the wall without clipping into anything (but the 2 AI that got stuck were definitly clipping into each other)

When they get to that locations, they simply can't get out. Given a MOVE order, they reply (not so quickly) with a NEGATIVE/NO CAN DO etc.

Inside the entrenched area, the move fine inside the sandbagged perimeter, but even given an order to move 1/2/3 meters away from their current position, but outside they just stare at the location, and reply a NEGATIVE a variable amount of seconds later.

Repro hint : try getting close to sandbagged perimeters or walls in FILE or DIAMOND formations.

First experienced with ASR AI and CO SLX wounds (so slx_findcover.pbo is activated). Never happened before with those mods, and seems to happen without mods as well. but I'll have to test further and give repro hints and videos, so this post is just a heads up before a more formal bug report, just in case it triggers a "oh sh** we forgot that" moment ;)

PS: Is it me or AI CQB reflexes are just nerfed after this patch (map chernarus, still) ? They engage perfectly at long range but will stare at me for ages without doing anything when I'm standing 2 meters in front of them. Happens a lot when PC/AI is close to a wall. Again I'll have to try with vanilla, but it's pretty weird, it's as if there were some invisible geometry preventing them from moving/viewing anything close to objects, as if every object was 1 more meter bigger on each side than its visible size...

Edited by Earion
details

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something definetly has happened to the AI. i've been working on a project for almost 3 months now and the AI were extremely lethal before this update. with this update they seem to take MUCH MUCH longer to decide what they are going to do - run away, shoot, take cover, whatever. also seems to be a bit of a performace loss in my situation. maybe because the AI is over thinking/processing/confused so much more.. ? maybe :)

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Something is delaying or stopping AI action + movement. Observed an AI vehicle gunner of an HMMWV not reacting on bullet impacts on his vehicle and only following orders by his AI teamleader with a long delay.

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Well. Theres definatly something wrong with BattleEye. I tried with this beta, no joy BE init failed. Then i rewerted back to stable release and it all worked fine.

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;2359290']Well. Theres definatly something wrong with BattleEye. I tried with this beta' date=' no joy BE init failed. Then i rewerted back to stable release and it all worked fine.[/quote']

I think it´s just not supported by BE yet.

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Time to work on the Hellfire missile in the next beta? which could be :icon_dj:

https://dev-heaven.net/issues/70439

- needs better flight profile, better targeting and more HE damage...

@Targeting maybe add this permanently to the Apache: this addWeapon "laserdesignator_mounted"; this addMagazine "Laserbatteries"

Edited by Rubber Grunt.dk

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...
any chance for simple repro mission to showcase that AI stuck problem ?

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@Dwarden:

Do you have any information about BE not working..

I have tried to log into servers that are

allready in play AND with lots of players on

them, but no joy. And its like that with

ALL the servers i find...ALL

And i use A2OA with this beta ONLY..

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Time to work on the Hellfire missile in the next beta? which could be :icon_dj:

- needs better flight profile, better targeting and more HE damage...

Isn't this what mods are for? Just play ACE mod, all that is already done.

A2 is right at the end of its cycle, and they're just trying to finish things up, squash the bugs, and push 1.63.

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Isn't this what mods are for? Just play ACE mod, all that is already done.

A2 is right at the end of its cycle, and they're just trying to finish things up, squash the bugs, and push 1.63.

"Single player" player detected !! :D

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BIS, I miss work on the AI driving and path finding. It`s been long since I last read something about tweaking this issue.

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There is a problem with those CCP changes ... on T90/BMP3/BTR90 the arkan/Konkurs/Reflekts need a long time to reload even before the first ammo is shot which doesn't make any sense !

Concerning the launchers ,i like those new flight paths,but the RPG ones need to be reviewed as well ... PG7VL flies in a direct line for more than 400 m and faster than MAAWS/SMAW that falls like a rock after 100 m

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I'm not quite sure what you mean ^.

I have noticed that when I now get into some vehicles, like the Bradley, that I have reload the TOW and Bushmaster before I can use them, even though the vehicle has not been used yet. Is this the same thing you are describing? I'm not sure what was causing that behavior.

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Yes,you got it :D

Now imagine for long reloadtime weapons like konkurs ... you have to wait before your weapon is ready to be used !

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"Single player" player detected !! :D

Nope, I play exclusively multiplayer (ACE + ACRE).

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Nope, I play exclusively multiplayer (ACE + ACRE).
Nice for you but can't you imagine that a lot of us just want more tactical and technical realism out of the box without cumbersome mods? Arcade weapon modeling does not make this game any more fun, especially in MP when you find yourself on the receiving side of arcade weapon spam. I see no problem in a final patch that makes parts of ACE redundant.

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