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mattxr

ARMA II Beta Builds Released: Latest version/build: 1.04.6xxxx

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This is awesome, is the beta patch release nightly or weekly?

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I did some testing today and want to confirm my previously expressed impression that textures are loading faster than in 1.03.

I do not have this slow texture loading problem with trees or bushes but mainly with buildings where the textures seem to be "popping up" in layers (being no IT specialist, I dont know exactly how it works so this is how it looks). It would seem that the actual size of the village / city makes no difference (= it happens both in small villages and large cities with the same intensity).

With some buildings, first thing I can see is a mere grey "cube" that suddenly gets shaped and coverd with textures. This happens with only some of the buildings and objects (fences, mail boxes...). This is however an extreme case (happens with ca 1 / 20 buildings)

On the other hand, I am sure in confirming an increase in FPS that is, by all means, significant.

Also, I am not sure wheather this improvement in loading time is due to the latest beta patch or ATI 9.8 as I installed both the driver and patch at the same time...I guess this is for BIS to find out:o) Good luck!

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I have the latest beta patch and here are some problems I noticed:

- after I controlled the UAV, the visuals remain with that grainy filter from the UAV camera

- the saves still sometimes crash with "cannot commit" error

- the sounds of the radio or tv broadcast in villages follow me around

-sounds is still cracking but it's better than 1.03 (where sound fading when firing was the worst problem)

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- after I controlled the UAV, the visuals remain with that grainy filter from the UAV camera

lol sounds like a cool effect, im gonna try that out.

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Chambered bullet is sooo anecdotic/unimportant in the grand scheme of things... It only ever adds one more bullet at most. That'd be pretty low in my priority list if I were BIS, given the scope of other problems they face. If everything else was flawless/perfect, why not, the more the merrier, but now...

if (currentRoundCount>0 && reload=1)

{

currentRoundCount=magValue+1;

}

I dont know why everyone thinks that because this is a simulator, everything needs to be simulated. This little snippet of code would fix this problem. Unimportant, yes. Incredibly easy fix, YES, so yea they should do it.

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if (currentRoundCount>0 && reload=1)

{

currentRoundCount=magValue+1;

}

I dont know why everyone thinks that because this is a simulator, everything needs to be simulated. This little snippet of code would fix this problem. Unimportant, yes. Incredibly easy fix, YES, so yea they should do it.

Hehe, I find it hilarious when novice programmers whip out "easy fixes" to create new game features, without taking into account the millions of lines of code that already exist in the game.

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Hehe, I find it hilarious when novice programmers whip out "easy fixes" to create new game features, without taking into account the millions of lines of code that already exist in the game.

O noz, someone has made a constructive criticism about an easily fixable gameplay element. He must be a novice, no hes a TROLL. quick everyone, jump on the flame-wagon and lets run him out of town!

I do this for a living, hardly a novice. Anyways, its not like this is meant to replace everything they have written, just added to it. Call me silly, but I'd expect BIS already has some code to reset the bullet count when you reload, this just shows that they could simply modify it. yeesh!:rolleyes:

Edited by Eugefunk84

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if (currentRoundCount>0 && reload=1)

{

currentRoundCount=magValue+1;

}

I dont know why everyone thinks that because this is a simulator, everything needs to be simulated. This little snippet of code would fix this problem. Unimportant, yes. Incredibly easy fix, YES, so yea they should do it.

If there were as many "if"s as this, the game would slow to a crawl... if every tiny calculation had to pass through a "if"... oh my god!

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If there were as many "if"s as this, the game would slow to a crawl... if every tiny calculation had to pass through a "if"... oh my god!

agreed. there are better ways to do it, just pointing out its not as difficult as most ppl think

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Hi,

Just letting everyone know a new beta has been released! You can get it here:

http://www.arma2.com/beta-patch.php

I made a little script which informs me when new beta versions come out via email, me and my friends use it.

I've made a quick front end so anyone can use it, please feel free to sing up for the updates.

http://www.qbasix.com/ARMA2

It sends you an email when a new beta gets released.

Its 2 am here in Australia, gotta work morning but will test beta tomorrow!

Thanks BIS for the beta releases :)

Yapa

Edited by Yapab

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Yapab we already have a beta patches thread which you can use (this one). Please refrain from starting new threads while there are already exisiting ones.

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I would like to know one thing.

Recently, I have been reporting here that since ATI 9.8 and these beta patches I am experiencing better FPS and faster texture loading.

However, the changelog does not mention any performance related issues to be fixed or improved in this area. So is it some kind of a "placebo" effect impacting me or is the ATI drivers or what...?:o)

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Hello community.

I dont want to sound noobish.... but can someone explain this line

From beta patch Build58879:

(current patch candidate)

[58872] Mouse filtering strenght adjustable using mouseSmoothing=NNNN in user config.

How can i edit this?

in the previous beta build 58834 it was perfect:-)

thanx for any help.

BIS is doing a great job, i love this game :-)

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I would like to know one thing.

Recently, I have been reporting here that since ATI 9.8 and these beta patches I am experiencing better FPS and faster texture loading.

However, the changelog does not mention any performance related issues to be fixed or improved in this area. So is it some kind of a "placebo" effect impacting me or is the ATI drivers or what...?:o)

yeah its not a # they bring up, but if you look at the build #(58879) and see missing #s under that, i would assume they are the lil advancements that will get a true #/line in the 1.04 notes...?

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What a shame - the beta site seems to be down at my GMT post time.

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yeah its not a # they bring up, but if you look at the build #(58879) and see missing #s under that, i would assume they are the lil advancements that will get a true #/line in the 1.04 notes...?

Maybe you are right. Nevertheless, I installed the todays beta patch a have to say the texture loading issues seems to be back again:o( In Elektrozavodsk (or what is it called), textutes were loading so slow for me I could have made myself a cup of tea meanwhile...:o(((

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What are min and max values for mousesmoothing ?

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What a shame - the beta site seems to be down at my GMT post time.

Maybe they are uploading a new build as you search.. Hopeful thoughts.

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using mouseSmoothing=NNNN in user config.

How can i edit this?

Use text editor and add this text in your player profile file found in documents folder. Default value is mouseSmoothing=30; The values can be from 0 to aprox 200. The higher value the more filtering in higher mouse speeds.

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Maybe they are uploading a new build as you search.. Hopeful thoughts.

So soon after this one? :eek::D

Downloading now. Thanks BIS. You rock!

I would never have noticed if it wasn't for the moved thread! Has anyone used it yet?

Does it just tweak the mouse smoothing?

Edited by BoxiouS

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I was using it and may of seen a small boost in preformance, but other than that yeah it pretty much just deals with the mouse. It will be great if we get another release so soon.

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I notice the shortcut created in the ArmA 2 folder when installing the beta patch does not load the beta modfolder. It needs "-mod=beta" added to the target line.

Unless the beta exe was coded to use it automatically.

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I notice the shortcut created in the ArmA 2 folder when installing the beta patch does not load the beta modfolder. It needs "-mod=beta" added to the target line.

Unless the beta exe was coded to use it automatically.

It must because my ingame version has the right number and I didn't add the -mod part.

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