Whispy 10 Posted July 19, 2013 Just want to throw in that I extracted and installed it fine a few days ago. Windows 8, 64-bit. ARMA2: CO from Amazon.com. Used 7-Zip for the extraction and it was fine. Share this post Link to post Share on other sites
KeyCat 131 Posted July 19, 2013 1. need to know what OS the fails happen on2. are you on limited rights account? (non admin) 3. what game type you have ? OA, CO, RFT ? 4. what game distribution is it ? retail, steam, sprocket ? 1. XP Pro 2. No 3. A2(Retail)+OA(Retail)+BAF(Sprocket)+PMC(Sprocket) 4. See above. /KC Share this post Link to post Share on other sites
Bebul 0 Posted July 22, 2013 (edited) OK, just tried steps 1-3 with a freshly unzipped copy. Windows reports that"...ARMA2_OA_Build_107882.exe is not a valid Win32 application". Doesn't even try to start the install. We were able to reproduce the problem on the Windows XP. Work in progress... ---------- Post added at 12:41 ---------- Previous post was at 12:13 ---------- There is a fixed Patch.exe version of the latest OA Beta Patch. It is the ARMA2_OA_Build_108074.zip. Tell me, whether the installation issues are fixed, please. Thx. Edited July 22, 2013 by Bebul Share this post Link to post Share on other sites
Dwarden 1125 Posted July 22, 2013 ok, i edited the thread name so we can continue the discussion here ... let's forget 107882 ;) Share this post Link to post Share on other sites
crs24 33 Posted July 22, 2013 Just installed 108704,no installation problems that I can see. Share this post Link to post Share on other sites
KeyCat 131 Posted July 22, 2013 Installation worked for me, no time to play tho ;( /KC Share this post Link to post Share on other sites
OMAC 254 Posted July 23, 2013 Tonci87 asked me to post a link to this video: More info about the issue has been posted here: http://forums.bistudio.com/showthread.php?152275-Cold-War-Rearmed%C2%B2-Public-Beta&p=2445868&viewfull=1#post2445868 and in subsequent posts in that thread. The auto-detections of the unseen blufor sapper after his initial detection after a satchel explosion appear to be the most questionable issues. The first auto-detection after the explosion is fine, as it leads opfor to search the area around the explosion. Share this post Link to post Share on other sites
linkin93 5 Posted July 23, 2013 There's an issue since build 6400 where parajump scripts lock the player's direction to north after landing, trying to look around results in the view resetting rapidly, many times per second. I'd give a mission for repro but it's a private mission that isn't meant to be put anywhere public... Share this post Link to post Share on other sites
orcinus 121 Posted July 24, 2013 There's an issue since build 6400 where parajump scripts lock the player's direction to north after landing, trying to look around results in the view resetting rapidly, many times per second.I'd give a mission for repro but it's a private mission that isn't meant to be put anywhere public... Make a copy of your mission, edit it to remove all but the essential parts - player, plane/heli, trigger if any, player's waypoints, whatever scripts are essential for the parajump, etc. See if that behaves the same way. If so upload it as a repro, if not might be due to some other script, or maybe addon conflict. Share this post Link to post Share on other sites
OMAC 254 Posted July 25, 2013 (edited) This video pretty much proves that the opfor AI know about the location of the unseen blufor sapper after satchel detonation, and that they do NOT search the area of the detonation (bad) or the point at which the satchel was touched off (good): Was this issue supposed to have been fixed in earlier betas? Edited July 26, 2013 by OMAC Share this post Link to post Share on other sites
.kju 3245 Posted July 25, 2013 nice test setup there OMAC. a few comments 1) Supply the test mission please 2) Try without CWR 3) DevCon has more advanced AI debugging; would help to understand better whats going on My assumption is that the explosion gives OFPFOR knowsAbout 4 about the sapper (aka also position information). This would be wrong. They should only get to know about the explosion of the satchel, and of the tank from the sound. In addition the constant position updates of the sapper the OFPFOR seem to get are wrong. Finally the timeout until they stop search seems too long. Share this post Link to post Share on other sites
OMAC 254 Posted July 25, 2013 Thanks, kju. Behavior is same with no mods. I did use devcon during testing. Repro mission attached to ticket: https://dev-heaven.net/issues/72277 Share this post Link to post Share on other sites
Wiki 1558 Posted August 4, 2013 3 questions here: Will there be another patch / updates after 1.63? When can we expect 1.63 to be released? How much will 1.63 change all official/usermade missions and campaign? I mean for those who use beta patch, is it somehow game breaking? Share this post Link to post Share on other sites
Vipera 10 Posted August 8, 2013 How much will 1.63 change all official/usermade missions and campaign? I mean for those who use beta patch, is it somehow game breaking? The current Beta version already broke some game missions. As Dwarden said recently: "The current beta breaks our own scripts and modules too , they need to be updated". I hope this will be fixed. Share this post Link to post Share on other sites
orcinus 121 Posted August 8, 2013 As Seba informed me elsewhere, addon, mod & mission makers will have to fix their own scripts, at least as far as the "undeclared variable" errors are concerned. Share this post Link to post Share on other sites
LondonLad 13 Posted August 9, 2013 As Seba informed me elsewhere, addon, mod & mission makers will have to fix their own scripts, at least as far as the "undeclared variable" errors are concerned. I've been doing my best to report whether via a 'tracker, thread post and/or PM' the 'undefined variables' errors I've seen in our servers logs to the various mod makers (CBA/ACE/Jayarma2lib/ASR_AI/TPWCAS and others). Some are better than others at even responding, let alone fixing. Here's hoping they all get around to removing the 'undefined variables' as for our systems the entries can take our log files into the double-digit GB figures (and we notice performance issues). Dwarden is aware of my request to bring in the '-nologs' switch that is available with A3 but its whether they have time, and can port is back to A2 (here's hoping) Share this post Link to post Share on other sites
Dwarden 1125 Posted August 9, 2013 -nologs can't fix the issue of need to declare variables on SPAWN etc. that needs to be fixed in our scripts/functions/modules and become part of 'data' update ... (be it in newbeta or RC) Share this post Link to post Share on other sites
orcinus 121 Posted August 9, 2013 @Dwarden: sorry if I'm being dumb, however I'm somewhat confused. Will the eventual fix eliminate the need for every addon & mod maker (& possibly some mission makers as well) to revise their scripts to ensure all variables have been declared? TIA Orc Share this post Link to post Share on other sites
Dwarden 1125 Posted August 9, 2013 @Dwarden: sorry if I'm being dumb, however I'm somewhat confused. Will the eventual fix eliminate the need for every addon & mod maker (& possibly some mission makers as well) to revise their scripts to ensure all variables have been declared?TIA Orc yes, all scripts needs to be fixed to adhere the new rules ... this does apply also to any script being used in Arma 3 via e.g. All in Arma Share this post Link to post Share on other sites
orcinus 121 Posted August 10, 2013 Ok, thank you. Bit of a nightmare where authors have left the forum without donating their content, though... Share this post Link to post Share on other sites
orcinus 121 Posted August 10, 2013 Bug: the latest beta contains a broken CCCP: Warning Message: Script ca\communityconfigurationproject_e\ai_madetankgunnersuseatandheammo\muzzle\init.sqf not found I checked and that script is not anywhere in the PBO. There's nothing in the "muzzles" folder except a config.bin: #define _ARMA_ //Class config.bin{ //DeRap: Entries expected DeRap: Entries expected CCCP issues ticket created (is anyone actually looking at those? The BI Forum thread looks moribund at best). Share this post Link to post Share on other sites
aviatormoser 6 Posted August 18, 2013 Ok, thank you. Bit of a nightmare where authors have left the forum without donating their content, though... Sadly, yes. I still use a lot of older mods that work perfectly with 1.62. However, the 1.63 beta and it's undefined variable expressions are killing my server. I would hate to ditch many great mods despite them working so well for so long now. Sigh... Just my two cents. BIS has to do what they have to do. Share this post Link to post Share on other sites
orcinus 121 Posted August 19, 2013 Just my two cents. BIS has to do what they have to do. True. At least for SP, I hope there will be a "-noLogs" option as proposed for A3, but that could be a no-no for MP. Share this post Link to post Share on other sites
Dwarden 1125 Posted August 20, 2013 -nologs only stops logging not fixing the errors ... also i don' get why you think it can't be used for MP... it's the client/server decision if he wants to log into rpt/log files or not ... plus i never promised -nologs for OA, only as less like maybe Share this post Link to post Share on other sites
LondonLad 13 Posted August 20, 2013 (edited) -nologs only stops logging not fixing the errors ... also i don' get why you think it can't be used for MP... it's the client/server decision if he wants to log into rpt/log files or not ... plus i never promised -nologs for OA, only as less like maybe I personally realise that this doesn't 'fix' the errors but it certainly stops the RPT file from being 'spammed' and constantly written too (using A3 as an example), thus the RPT file increasing in size at a rapid rate (in some situations) - Those with slower HDD's can feel the impact of this in terms of performance issues. In my situation with 60+ gamers, running various mods (and using the latest Beta), the logs can grow into double-digit GB figures because of 'undefined variables' being written to the RPT file. This does impact on performance and desync is noticed. Therefore we have to revert back to the last known Beta that doesn't log 'undefined variables' (103718 I believe). Again, I'm aware that it's something the 'mods' developers should resolve within their mods (undefined variables), which some mod developers have been very good at doing; but there are other mod developers who are no longer supporting their A2 mods (for whatever reason), have gone silent, or have left the scene. Thus the problem will always exist :( Edited August 20, 2013 by LondonLad Share this post Link to post Share on other sites