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1.11 beta patch troubleshooting thread.

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I would like to know if anyone else noticed/ reproduced :

Quote[/b] ]One possible problem, I encountered is that in a self-made mission, my men wont board a boat anymore, unless it is positioned on land (where it can be boarded without going into the water.) This mission worked nicely, until I installed v1.11. I confirmed that it still works when starting Arma v1.08 using the old shortcut.

Could this be related to the changes in AI pathfinding for bridges?

Some more info:

I positioned the boat on the edge between Eh85 and Ei85 at the 0m altitude contour. I repositioned it several times, but the only positions the AI enters the boat, it is too far on land (e.g. it wont move anymore.)

I do not use any mods, scripts or whatsoever (I don't even know how to use those.... yet biggrin_o.gif )

I really like v1.11beta sofar, since (for me) it is completely stable (in contrast to v1.08), so I would really like to know if there is a way around it.

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Just installed patch 1.11. Getting no sound whatsoever when I boot the title. Sound worked fine in 1.08 before installing the patch and now the sound will only work when I turn Hardware Acceleration Off. Always had it on before now.

------------------

System Information

------------------

Time of this report: 3/28/2008, 19:35:28

      Machine name: BLAH

  Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.070227-2254)

          Language: English (Regional Setting: English)

System Manufacturer: System manufacturer

      System Model: System Product Name

              BIOS: Phoenix - AwardBIOS v6.00PG

         Processor: AMD Athlon™ 64 X2 Dual Core Processor 6000+,  MMX,  3DNow (2 CPUs), ~3.0GHz

            Memory: 2046MB RAM

         Page File: 599MB used, 3339MB available

       Windows Dir: C:\WINDOWS

   DirectX Version: DirectX 9.0c (4.09.0000.0904)

DX Setup Parameters: Not found

    DxDiag Version: 5.03.2600.2180 32bit Unicode

------------

DxDiag Notes

------------

 DirectX Files Tab: No problems found.

     Display Tab 1: No problems found.

       Sound Tab 1: No problems found.

       Sound Tab 2: No problems found.

         Music Tab: No problems found.

         Input Tab: No problems found.

       Network Tab: No problems found.

--------------------

DirectX Debug Levels

--------------------

Direct3D:    0/4 (n/a)

DirectDraw:  0/4 (retail)

DirectInput: 0/5 (n/a)

DirectMusic: 0/5 (n/a)

DirectPlay:  0/9 (retail)

DirectSound: 0/5 (retail)

DirectShow:  0/6 (retail)

-------------

Sound Devices

-------------

           Description: C-Media USB Headphone Set  

Default Sound Playback: Yes

Default Voice Playback: Yes

           Hardware ID: USB\Vid_0d8c&Pid_000c&Rev_0100&MI_00

       Manufacturer ID: 65535

            Product ID: 65535

                  Type: WDM

           Driver Name: usbaudio.sys

        Driver Version: 5.01.2600.2180 (English)

     Driver Attributes: Final Retail

           WHQL Logo'd: Yes

         Date and Size: 8/4/2004 00:07:56, 59264 bytes

           Other Files:

       Driver Provider: Microsoft

        HW Accel Level: Full

             Cap Flags: 0xF5F

   Min/Max Sample Rate: 100, 200000

Static/Strm HW Mix Bufs: 0, 0

Static/Strm HW 3D Bufs: 0, 0

             HW Memory: 0

      Voice Management: No

EAXâ„¢ 2.0 Listen/Src: No, No

  I3DL2™ Listen/Src: No, No

Sensauraâ„¢ ZoomFXâ„¢: No

              Registry: OK

     Sound Test Result: Not run

           Description: SB Audigy 4 [AC00]

Default Sound Playback: No

Default Voice Playback: No

           Hardware ID: PCI\VEN_1102&DEV_0008&SUBSYS_10211102&REV_00

       Manufacturer ID: 1

            Product ID: 100

                  Type: WDM

           Driver Name: ctaud2k.sys

        Driver Version: 5.12.0001.1196 (English)

     Driver Attributes: Final Retail

           WHQL Logo'd: Yes

         Date and Size: 8/11/2006 14:45:38, 499584 bytes

           Other Files:

       Driver Provider: Creative

        HW Accel Level: Full

             Cap Flags: 0xF5F

   Min/Max Sample Rate: 4000, 192000

Static/Strm HW Mix Bufs: 64, 62

Static/Strm HW 3D Bufs: 64, 62

             HW Memory: 0

      Voice Management: Yes

EAXâ„¢ 2.0 Listen/Src: Yes, Yes

  I3DL2™ Listen/Src: No, No

Sensauraâ„¢ ZoomFXâ„¢: No

              Registry: OK

     Sound Test Result: Not run

---------------------

Sound Capture Devices

---------------------

           Description: SB Audigy 4 [AC00]

 Default Sound Capture: Yes

 Default Voice Capture: Yes

           Driver Name: ctaud2k.sys

        Driver Version: 5.12.0001.1196 (English)

     Driver Attributes: Final Retail

         Date and Size: 8/11/2006 14:45:38, 499584 bytes

             Cap Flags: 0x41

          Format Flags: 0xFFF

           Description: C-Media USB Headphone Set  

 Default Sound Capture: No

 Default Voice Capture: No

           Driver Name: usbaudio.sys

        Driver Version: 5.01.2600.2180 (English)

     Driver Attributes: Final Retail

         Date and Size: 8/4/2004 00:07:56, 59264 bytes

             Cap Flags: 0x41

          Format Flags: 0x440

--------------

System Devices

--------------

    Name: Creative SB Audigy 4 (WDM)

Device ID: PCI\VEN_1102&DEV_0008&SUBSYS_10211102&REV_00\4&2BE4B97F&0&4030

  Driver: n/a

WDM Streaming Mixer Devices:

Microsoft Kernel Wave Audio Mixer,0x00000000,0,0,,

BDA CP/CA Filters:

Decrypt/Tag,0x00600000,1,0,encdec.dll,6.05.2600.2180

Encrypt/Tag,0x00200000,0,0,encdec.dll,6.05.2600.2180

XDS Codec,0x00200000,0,0,encdec.dll,6.05.2600.2180

WDM Streaming Communication Transforms:

Tee/Sink-to-Sink Converter,0x00200000,1,1,,5.03.2600.2180

Audio Renderers:

C-Media USB Headphone Set  ,0x00200000,1,0,quartz.dll,6.05.2600.2749

Default DirectSound Device,0x00800000,1,0,quartz.dll,6.05.2600.2749

Default WaveOut Device,0x00200000,1,0,quartz.dll,6.05.2600.2749

DirectSound: C-Media USB Headphone Set  ,0x00200000,1,0,quartz.dll,6.05.2600.2749

DirectSound: SB Audigy 4 [AC00],0x00200000,1,0,quartz.dll,6.05.2600.2749

SB Audigy 4 [AC00],0x00200000,1,0,quartz.dll,6.05.2600.2749

WDM Streaming System Devices:

SB Audigy 4 DirectMusic Synthesizer [AC00],0x00200000,1,1,,5.03.2600.2180

SB Audigy 4 Sw Synth [AC00],0x00200000,1,1,,5.03.2600.2180

SB Audigy 4 Synth A [AC00],0x00200000,8,2,,5.03.2600.2180

SB Audigy 4 Synth B [AC00],0x00200000,1,1,,5.03.2600.2180

SB Audigy 4 [AC00],0x00200000,10,2,,5.03.2600.2180

USB Audio Device,0x00200000,4,2,,5.03.2600.2180

BDA Receiver Component:

BDA Slip De-Framer,0x00600000,1,1,,5.03.2600.2180

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I would like to know if anyone else noticed/ reproduced :
Quote[/b] ]One possible problem, I encountered is that in a self-made mission, my men wont board a boat anymore, unless it is positioned on land (where it can be boarded without going into the water.) This mission worked nicely, until I installed v1.11. I confirmed that it still works when starting Arma v1.08 using the old shortcut.

Could this be related to the changes in AI pathfinding for bridges?

Some more info:

I positioned the boat on the edge between Eh85 and Ei85 at the 0m altitude contour. I repositioned it several times, but the only positions the AI enters the boat, it is too far on land (e.g. it wont move anymore.)

I do not use any mods, scripts or whatsoever (I don't even know how to use those.... yet biggrin_o.gif )

I really like v1.11beta sofar, since (for me) it is completely stable (in contrast to v1.08), so I would really like to know if there is a way around it.

Damn, just noticed that too.

AI won't board a boat, you have to put it really on sand....

Was it alright before the patch 1.11 ?

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Quote[/b] ]Damn, just noticed that too.

AI won't board a boat, you have to put it really on sand....

Was it alright before the patch 1.11 ?

Yup, at least in v1.08 (Tested this by restarting ARMA with the old link not using the beta. I verified the version number it displays after startup (1.08.etc...) and AI does easily board the boat in the exact same mission.

This needs to be fixed, or all mission containing a boat for landing on the coast or escaping from it will become impossible.

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I just verified the boat thing.

Actually, AI boarding works until 1.09 beta, but not with 1.11.

And I did put the boats on sand beach. huh.gif

This has to be fixed.

Great to have detect this problem, Gildor wink_o.gif

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I'm having the same problem about "connection failed".

When i try to enter a non dedicated server i get blck screen and after some few seconds i get "connection failed".

I tried to host the game here and asked a friend to enter and he got the same problem, so he hosted the game and when i tried to enter, i got the same problem.

After this i created a dedicaded server. I can enter normally but other people keep getting the "connection failed".

Regards

=====================================================================

== C:\Program Files\Bohemia Interactive\ArmA\beta\arma.exe

=====================================================================

Exe version: Thu Mar 20 13:20:11 2008

build 1.11.5244

Item STR_LIB_HILUX listed twice

Updating base class ->Default, by ca\anims\characters\config.bin/CfgMovesBasic/DefaultDie/

Updating base class ->Default, by ca\anims\characters\config.bin/CfgMovesMaleSdr/States/Crew/

Updating base class ->MGunCore, by ca\weapons\config.bin/cfgWeapons/MGun/

Updating base class RscLoadingText->RscText, by DBE1\Models_DBE1\ui\config.bin/RscDisplayLoading/Variants/LoadingOne/controls/CA_TextLoad/

Updating base class RscLoadingText->RscText, by DBE1\Models_DBE1\ui\config.bin/RscDisplayLoadMission/controls/Title1/

Updating base class RscLoadingText->RscText, by DBE1\Models_DBE1\ui\config.bin/RscDisplayStart/controls/CA_Text/

Updating base class ->Extended_EventHandlers, by extended_eventhandlers\config.bin/CfgVehicles/Helicopter/EventHandlers/

Updating base class ->Extended_EventHandlers, by extended_eventhandlers\config.bin/CfgVehicles/Plane/EventHandlers/

Updating base class ->Extended_EventHandlers, by extended_eventhandlers\config.bin/CfgVehicles/ParachuteBase/EventHandlers/

Updating base class ->Extended_EventHandlers, by extended_eventhandlers\config.bin/CfgVehicles/AV8B/EventHandlers/

Warning: no idc entry inside class RscDisplayStart/controls/Progress2

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System Specs:

Sprocket version of Arma..

Windows XP Home..

It's a laptop, so pretty poor specs, but as i say.. it worked fine with the 1.09 beta patch.

--------------------------------

well, when i click on the shortcut I created for the 1.09 patch - (which should still be valid for this one, right?) - to start up the dedicated server..

it just says

'Armas gonna close - sorry about the inconvenience'

and closes...  doesnt even load up, but it worked fine with the 1.09 beta patch.  It doesnt generate an Arma.rpt or Arma_server.rpt  ...and as it doesnt get into the game, and only gives the generic-windows-crash  dialog...  i'm at a bit of a loss..

Also, i read through the topic as much as possible.. but i couldn't see anyone else referencing to this sort of problem.. if anyone knows a solution, or needs more information..

help would be appreciated, thx smile_o.gif

---

It says i can get more information about this error, so i click that and it gives me:

---

AppName: arma_server.exe AppVer: 1.11.0.5244 ModName: arma_server.exe

ModVer: 1.11.0.5244 Offset: 0019e6b8

---

It then says i can get 'technical information'  but ithought i'd spare you lot for the moment.. as its pages long. and just appears to turn into lots of random hexadecimal gobbledegook at the bottom :P

====================================

Several hours of trial and error... i eventually decide to post this...

Then 5 minutes later i think i worked out what the problem was.

Turned my min+max virtual-memory up to 2048... and voila.. it starts up without hassle...

Ignore this post please goodnight.gif

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Just an update on the dedicated server problem...

Dedicated server, Charter cable, Window XP, Linksys WRT54GS router

I unplugged my router and ran straight through modem to host (which I thought I did before, guess I didn't) and sure enough my friend was able to connect through in-game browser. Knowing nothing about NAT, I suppose it is a router thing. This is good I thought...

So I tried sharing a connection from host computer to my gaming computer (unfortunately I don't have two different internet connections). That didn't work. Connection failed for my friend. I could still connect though so the sharing part worked I suppose. Is there a way to do this without using NAT?

So I have another idea. Maybe running a third computer as a router with IPCop (linux firewall) on it? Or would I still have same NAT problems?

Or should I just give up... banghead.gif

Mosh

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Do you have uPNP enabled on your router? Its not enabled by default that i am aware of.

I have a few WRT54GS but they are all no longer Linksys firmware anymore.They are DDWRT

Have you updated your OEM Linksys firmware ?

I recall gamers having some problems and updated firmware fixed it

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UPnP enabled

firmware 1.52.5  3/03/2008  

I've been reading a lot of different forums about NAT related issues. I'm working on a few suggestions, will post if I have any luck tomorrow. For some strange reason I think I can fix this but... maybe it's beyond me. It would be reassuring to hear from someone with a similar router successfully running a dedicated server.

Thanks

Mosh

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I'm running a WRT54G using DD-WRT. uPnP Disabled. Forwarded ports 2302, 2303, and 2305. Ded Server is working fine. I wrote an artlicle on installing the DD-WRT software. It should be working fine with just those ports forwarded though.

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I'm having a weird problem with the sound.

It's not normal, but sometimes the sound starts to freeze and it affects the game performance.

Untill now it only happened when i was playing online.

After this happens i have to restart the game, or it gets worst and worst. If it was only the sound it would be ok, but the annoying problem is the game performance.

I already installed the last openal.

Regards

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Forwarded ports 2302, 2303, and 2305. Ded Server is working fine.

What IP your server has? Just curious if it really is behind NAT.

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Quote[/b] ]I'm running a WRT54G using DD-WRT

Thanks for the info on the DD-WRT firmware. I have the GS (V5) version so a little googling got me the right files. I like the interface a lot better than the linksys one too.

But, no luck. Will keep trying though.

I have been reading everything I can on NAT issues, from XBOX forums to program specific forums. A lot of other people did recommend DD-WRT also.

What about setting my ip outside the range of the router (ie router assigns 192.168.1.100-192.168.1.150, maybe setting host to 192.168.1.200)? Some have said they changed their MTU to 1370... Don't know, I guess I'll try those out.

Better yet, an official reply that they indeed know what the problem is and will have it fixed soon, that would be great. (I say this in a very polite tone, I really do understand how hard they work on this great game)

I can then just patiently wait it out...  whistle.gif

Thanks

Mosh

Edit - Sorry to keep bringing this up, I don't mean to spam replies about my simple server problems... I know the easy (but costly) solution is to just rent a real server if I want one so bad and just be done with it.

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Any news about NAT connection FIX by BIS ?

please tell us if u think to fix the connection issues for this beta patch.

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Because of the connection problems we are playing 1.09..

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Forwarded ports 2302, 2303, and 2305. Ded Server is working fine.

What IP your server has? Just curious if it really is behind NAT.

IP changes by ISP, but it's either "Test Server", "Mission Test Server", or "Rexxenexx" when its up. Comp->Router(port forwarding)->CModem so yea its behind a NATing router.

Mosh have you tried DMZing the server?

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IP changes by ISP, but it's either "Test Server", "Mission Test Server", or "Rexxenexx" when its up. Comp->Router(port forwarding)->CModem so yea its behind a NATing router.

Mosh have you tried DMZing the server?

And your server gets IP (and other network settings) from the router? If you check it with 'ipconfig' it shows something like 192.168.x.y or 10.0.x.y?

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IP changes by ISP, but it's either "Test Server", "Mission Test Server", or "Rexxenexx" when its up. Comp->Router(port forwarding)->CModem so yea its behind a NATing router.

Mosh have you tried DMZing the server?

And your server gets IP (and other network settings) from the router? If you check it with 'ipconfig' it shows something like 192.168.x.y or 10.0.x.y?

Yes.

I see what you guys are saying. I have the problem with one of my servers. My new Vista64 comp works, P4 Server(which I use all the time) works, dualPIII800 "Server creation failed:2302 ". I'm changing the IPs to match the server that I'm testing and I tried DMZing the dualPIII and that doesn't work. I think it has to do with copying the files to the server rather than installing and upgrading. BattleEye most likely is not there because thats where it stops and fails. I'll continue testing.

UPDATE: OK yea all three work! Just the BattleEye folder was missing on the PIII server. thumbs-up.gif

UPDATE2: I still have a "Connection Failed" client side on the PIII. crazy_o.gif

UPDATE3: I tried everything possible but you still can't connect to the PIII server. It only shows up as LAN and you can't connect to that.

I have to be somewhere in 20min. so I can't beatup on this any longer today. Here is what I know. NAT is working on the P4 server running XP -latest updates-, avast AV, and Sunbelt FW. Doesn't work on PIII XP -latest updates-, MS firewall disabled, no AV, nothing! Even DMZ'd. The router is working fine so something is wrong with the Ded Server period. I tried DMZing, UPnP, and of course port forwarding (always worked before 1.11) and nothing works for that server.

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Quote[/b] ]Mosh have you tried DMZing the server?

Yes. I even tried another router I have (updated the firmware, etc), DI-524, and no luck.

I checked http://canyouseeme.org and http://whatsmyip.org to check open ports. With DMZ enabled I was able to see utorrent port open (used as a reference, it's only other software installed on host besides ArmA & OS), DMZ disabled it wasn't open. DMZ enabled I could not see port 2302, 2303, 2305. DMZ disabled obviously nothing as well. So DMZ was occuring (utorrent port opened) but it wasn't seeing arma's ports.

I am able to open up utorrent port on either router without DMZ using port forwarding, so I know I am doing that part right. I also tried arma port forwarding with both UDP & TCP (UDP is how I had it before). Each individual port is forwarded btw (not just one range, although I tried that too).

So far, the only way I can set up a server is to just run it straight through to the modem with no router.  Not really an option unless I get a second internet connection... And 1.08 is not an option either, 1.11 runs too well to turn back now.

I am even more confused now than before... why would ports 2302-2305 not open in DMZ? I should have checked open ports with host running straight to modem without router (I will after I post this I guess). Common sense would tell me all the ports would be open, but none of this really makes sense to me...

Mosh

With the server running, and host connected straight through to internet, ports 2302,2303, & 2305 were NOT visible (while utorrent port was) according to sites I mentioned above. Windows firewall is disabled, nothing else running...  

But my friends could connect this way.

I give up. banghead.gif

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The engine power on the aircraft was too low, now the power and speed that can develop aircraft is ridiculous. At Camel him it is almost impossible to take off, the A10 looks like a bus with wings. The other aircraft not tried, but assured that the same thing happens. These parameters deviate much from reality.

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The engine power on the aircraft was too low, now the power and speed that can develop aircraft is ridiculous. At Camel him it is almost impossible to take off, the A10 looks like a bus with wings. The other aircraft not tried, but assured that the same thing happens. These parameters deviate much from reality.

I'm sure BIS cares about your opinions, and I'm not trying to play moderator, but this is a thread for troubleshooting. That means it's reserved for people who are having problems getting the 1.11 beta patch or 1.11 features/updates to work properly or work as intended.

Any feedback you have for the devs should be posted in the appropriate feedback thread.

Now, on an on-topic matter, while not solved, my situation with the no sky bug seems to have somewhat improved. While the sky is still monotone and apparently textureless, the lighting at least seems correct now. Previously, the issue also screwed with the lighting, but that part seems to be fixed in fullscreen all of a sudden and I can't explain why.

I haven't made any hardware or software changes at all, and the only thing I can remember doing was running ArmA windowed in several instances. However, seemingly related, I've noticed a bit of an FPS drop. In fact, the performance for me is seemingly worse than that of pre-1.09 builds. I am aware that since last running 1.08 I have changed my resolution, but it still seems too choppy to be normal for my specs.

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Connections problems maybe identified.

That looks to my like wrong implementation of IP gamespy reporting or equal.

There is problem with connection to servers, which are running on private ip adress (=no public ip adress).

That can be, when you have server behind router (nat router included), and public IP is on your router and private IP is on your server. That problems occurs even you have your private IP adress as DMZ host on your router, or you have forwarded necessary TCP or UDP ports from your router (public IP) to the private IP on your server (=virtual server=port mapping=port forwardint ...).

That all looks, like the server send local server IP adress to the gamespy server list, and when you have only private IP adress on your server, nobody can't connect to your server thru in-game server list from gamespy.

Only one solution is there, you can connect direct to the IP (bypassing gamespy server list), you must start game with necessary parameters:

arma.exe -mod=beta -connect=<ipadressofserver> -port=<port>

To our server would be that:

arma.exe -mod=beta -connect=88.212.6.233 -port=2302

I was not investigating that to the deep, this is only first shot, because i dont have enought time right now.

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KyleSarnik thanks. ArmABug is down and i not find other way for report bug, go post in you link.

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