Variable 322 Posted August 20, 2013 (edited) ...more likely it's related to the changes which now classify the undeclared variables also in spawn etc. ... breaks our own scripts and modules too , they need to be updated Dwarden, why would you guys make such a change so late in the game? On the Comrades in Arms server we have 453 missions that we still want to play and now a lot of them will be broken? Most of them will never get updated by their authors at this stage! this change might mean shortening the life of Arma 2 significantly. BIS, please, we urge you to reconsider. Edited August 20, 2013 by Variable Share this post Link to post Share on other sites
Alwarren 2767 Posted August 20, 2013 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 I am not sure why you introduce these changes so late. It will break a lot of missions, that might never get updated because the author moved on or moved to Arma 3. Why do you introduce new rules in what essentially might be the last patch ever for Arma 2? I don't get that. Share this post Link to post Share on other sites
Dwarden 1125 Posted August 20, 2013 (edited) hence why the stable beta is 103718 while anything beyond that is experimental (even on the OA STEAM branch)... this change simply neeeds us to do data fixes ... Alwarren if you prefer no changes then we can cease to do any updates ... optimal solution would be additional compatibility commandline parameter like: -ignoreUndeclaredVariables Edited August 20, 2013 by Dwarden Share this post Link to post Share on other sites
OMAC 254 Posted August 20, 2013 hence why the stable beta is 103718 while anything beyond that is experimental (even on the OA STEAM branch)... 103718? It says 103419 in the first post of this thread: note: also deployed on STEAM! (inside "test" branch, default beta is 103419) Which is it? Share this post Link to post Share on other sites
Alwarren 2767 Posted August 20, 2013 (edited) Alwarren if you prefer no changes then we can cease to do any updates ... That's beside the point, Dwarden. I am not talking about fixing things, I am talking about making changes that break a lot of stuff. The removal of things like the vehicleInit will break hundreds of missions that use UPS/UPSMON. There is little to no hope that all of these missions are going to be fixed. If these error messages are "cosmetic", then there is no issue, but to the best of my knowledge, the cancel the execution of the script, and that is indeed quite a big issue. EDIT: okay, I admit I am confused now. I was sure that the setVehicleInit and processInitCommands where removed from the OA betas, but they don't seem to be and the only thing is the undefined variables throwing an error (but the scripts continue to run) ? Edited August 20, 2013 by Alwarren Share this post Link to post Share on other sites
Dwarden 1125 Posted August 20, 2013 setVehicleInit / processInitCommands weren't removed from OA betas so why you even mention them (that's Arma 3 only issue) 103718 shall be the last stable beta before the undeclared variable after SPAWN was implemented ... the only issue is the undeclared variables after SPAWN change, causing RPT spam in default, popup spam if -showscripterrors enabled only crucial question remains if it's breaking the functionality (next to performance issues by the spam) Share this post Link to post Share on other sites
Alwarren 2767 Posted August 20, 2013 setVehicleInit / processInitCommands weren't removed from OA betas so why you even mention them (that's Arma 3 only issue) My fault, I don't know why I thought they where no longer available. only crucial question remains if it's breaking the functionality (next to performance issues by the spam) It seems to be fine. The undefined variable message does not stop the script, so the worst that can happen is RPT spam. Sorry for causing a commotion, I had really thought that the setVehcileInit was removed from the beta as well as Arma 3. Mea Culpa :) Share this post Link to post Share on other sites
Dwarden 1125 Posted August 20, 2013 (edited) ok, then what we need is -nologs for Arma 2: OA ... (unless someone has repro proving the post 103718 changes breaking scripts (ours or yours)) Edited August 20, 2013 by Dwarden Share this post Link to post Share on other sites
orcinus 121 Posted August 20, 2013 optimal solution would be additional compatibility commandline parameter like: -ignoreUndeclaredVariables Please don't stop the updates - they are deeply appreciated by the community in general :) The issue here is partly that of confusion about whether the undeclared variables issue means that scripts and missions will break, or not (& I'm still not clear on that, apologies if I'm being thick). If it is just a question of report spam then that command-line switch would be ideal :) Re my earlier comment about MP, never having run a server I didn't know whether the RPT was used to log matters like player IP addresses, hacking attempts etc. - in which case "-noLogs" would be a bad move. I now gather that this is done by Battle Eye and possibly other scripts running on the server, and uses separate logs. Pardon my ignorance. Thanks for the replies, Dwarden. Share this post Link to post Share on other sites
LondonLad 13 Posted August 20, 2013 ok, then what we need is -nologs for Arma 2: OA ... (unless someone has repo proving the post 103718 changes breaking scripts (ours or yours)) To my knowledge and the mods we've run (Custom + some of the well known ones, CBA, ACE, Jayarma2lib, ACRE, TPWCAS, ASR_AI & serveral others, we've not encountered any scripts breaking, but as mentioned, do notice the RPT 'spam'). Therefore for my personal greed, the '-nologs' (or some other) param is a high priority feature to add before the next official patch release (I know we've already typed about it offline to here) :) Share this post Link to post Share on other sites
Dwarden 1125 Posted August 20, 2013 @londlonLad, thanks i feared the worst (broken scripts) Share this post Link to post Share on other sites
Alwarren 2767 Posted August 20, 2013 ok, then what we need is -nologs for Arma 2: OA ... (unless someone has repro proving the post 103718 changes breaking scripts (ours or yours)) -nologs would be great! Share this post Link to post Share on other sites
Vipera 10 Posted August 20, 2013 To my knowledge and the mods we've run (Custom + some of the well known ones, CBA, ACE, Jayarma2lib, ACRE, TPWCAS, ASR_AI & serveral others, we've not encountered any scripts breaking, but as mentioned, do notice the RPT 'spam'). Could you check the game CTI mission with the latest beta, please? I cannot play it. I start MP by LAN, Utes map, 'War welcome' scenario on my first computer. Then I join to this server from my second computer and start the game. The problem is that the player on the host computer cannot spawn after death. The player from joined computer can spawn fine. If I disable beta on both computers then everything works good. Share this post Link to post Share on other sites
aviatormoser 6 Posted August 20, 2013 @londlonLad, thanks i feared the worst (broken scripts) Yes, scripts work for the most part. Just massive .RPT spamming and desync ;) Thanks for keeping in touch with us over this issue. Share this post Link to post Share on other sites
On_Sabbatical 11 Posted August 26, 2013 Hello, I hope you guys are looking into this seriously : https://dev-heaven.net/issues/27001 Our server is suffering so hard from this,we get this issue in most of the games ! Share this post Link to post Share on other sites
[frl]myke 14 Posted August 28, 2013 Serious bug introduced by CCP still in: https://dev-heaven.net/issues/72604 Please fix immediately or remove CCP from patch, moving it to a standalone mod. Share this post Link to post Share on other sites
MadM0nkey 1 Posted September 1, 2013 (edited) @massive .RPT spamming & an added tag (toggle switch) -nologs would be great! ..agreed + please no editor mission testing autosaves -noeditsave, I'm tired of seeing annoying popup errors when leaving the editor "soinso.sqf" not found. Edited September 1, 2013 by MadM0nkey Share this post Link to post Share on other sites
OMAC 254 Posted September 14, 2013 Now that A3 has been released, will there be a new push to get 1.63 and an ACR patch out? Hope springs eternal..... Share this post Link to post Share on other sites
ricardocch 1 Posted September 18, 2013 Now that A3 has been released, will there be a new push to get 1.63 and an ACR patch out? Hope springs eternal..... Any news about this ? I guess if you wont patch A2OA no more you could release the latest patch as 1.63. Share this post Link to post Share on other sites
domokun 515 Posted September 18, 2013 If you do, please at give us a command line parameter to remove the spamming of the RPT, e.g. -nologs Don't get me wrong, I love the fact that the deeper reporting allows us to better scrutinise the errors from mods but the fact is that most mod makers have moved onto A3 and their motivation, sadly, is rarely sufficient. Share this post Link to post Share on other sites
Beagle 684 Posted September 20, 2013 Is ArmA II now stuck into the eternal beta stage? Woukd be a shame because ArmA II is at least a full game and has exeactly the content I want it to have...(ArmA III is the contrary) Share this post Link to post Share on other sites
langgis08 10 Posted September 21, 2013 (edited) ArmA II is at least a full game and has exeactly the content I want it to have...(ArmA III is the contrary) True. But I guess it's the priorities why we're left with this beta-state for A2OA atm. Hmm, so it's a little like "unfinished", anyway. For me too Arma 3 is no option, right now. Edited September 21, 2013 by langgis08 Share this post Link to post Share on other sites
maturin 12 Posted September 22, 2013 What's beta about it? If the beta patches are stable, it's as good as an official patch, except for those afflicted by OCD, unable to tolerate the string of numbers. I think we're all aware that no ArmA game can ever be finished or made entirely bug-free, and that BI will eventually release a final patch, be it years down the road (as it was with OFP). Share this post Link to post Share on other sites
MavericK96 0 Posted October 9, 2013 Well, it would make sense to roll it up into a 1.63 patch if it's stable enough now...there hasn't been a new beta release in months, so it's hard to say how frequently there will even be more patches in the future. Getting it to a stable 1.63 seems like a decent idea, for the time being. It doesn't have to be the final patch ever. Also, last time I checked there were no real content patches in the betas, so all of that work is as yet unreleased if there has been any done since 1.62. Share this post Link to post Share on other sites
ricardocch 1 Posted October 11, 2013 What's beta about it? If the beta patches are stable, it's as good as an official patch, except for those afflicted by OCD, unable to tolerate the string of numbers. You do realize that if you are playing campaign, every patch renders the saved games useless. So if you begin a campaign, lets say, today, and then tomorrow they release a new patch, you have to start all over again. Just release a stable 1.63 as it is now. Although i really think that BI as left the building months ago !!! Share this post Link to post Share on other sites