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Arma 2 1.06 Patch Suggestions

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make game stop crashing and frezing, and make new sound engine, so i know where is tank coming from etc., and many other bugs you already know

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Heres a good list of some bugs and problems I ran into during the last week of playing (good 12 hours)

When allowed to quick "edit" a mission through like the multiplayer interface (the one that restricts you by points), make it so we can zoom in CLOSER!

Why put this restriction, it makes placing ammo crates and weapon enplacements IMPOSSIBLE.

I think the points should be increased or should be unlimited as well, I dont get the point of these credits.

Theres a nasty sound bug when you place a T-72 down and give it no fuel, you will constantly hear the AI turn off and on the engine really fast even though theres no fuel.

Parallax mapping should NOT be rendered when in Airplanes, this is what I think causes alot of micro stuttering especially when moving at high speed, same should occur with Grass unless at very close distance to the ground say 20 feet or so.

In the editor, when placing down static weapons, it should illestrate better where the tip of the barrel is, and what the field of view is for the gunner.

Some icons in the editor are not to scale with the ingame objects and some of the icons dont represent the given object which can make for hard positioning and placement (trivial request)

When swimming give the option to drop gear, dont have the game do it automatically (even after swimming for only a few seconds my character will drop all of his gear). Armed forces in the US, must be able to swim with their gear on as part of basic training, so this doesnt accurately depict real world soldiers.

Terrain detail should only increase polycount of terrain etc not also determine the grass drawdistance as stated multiple times, we need a seperate "grass detail" option, because if you dont want grass currently the terrain in the distance will be shorter and less poly than on high/very high

gunning in the BTR 90 in first person is the most pointless thing, why make the nice interior for the vehicle yet you cant see out the windows and in third person theres no crosshairs? Its a guessing game where your bullets will hit Vehicle is broken.

I would suggest adding a tree draw distance option as well, to help people with weaker systems, Chernarus is spending everyones resources on drawing all these trees and its impossible currently for someone to have a decent viewdistance like 4km without having 100' and 100's of trees to render, making for low FPS no matter what settings. I think it would be fair if you only wanted trees to be drawn in a relatively close diameter of the player like 1km or you could take out more trees from the forest and all those pointless bushes. Chernarus makes it so alot of people cant even play through the main campaign. This should be seriously look into by BIS.

When shot enough, from loss of blood unless treated with field dressings or seen by a medic the player should die.

The player should be able to limp slowly instead of being forced to crawl after taking a shot to the leg, this is very irritating.

Vehicles that blow up over and over BUG should be fixed soon, once the fire has stopped burning theres nothing left to cause an explosion....

AI in safe mode when shot at should react instantly to the danger, from my testing I was able to get 3 shots off from my m24 before the AI even went prone or did anything for that matter.

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I have an idea on how to simulate grass ability to conceal the player from AI sight and vice versa to conceal AI soldiers from player sight.

Since grass is not rendered at longer distance perhpas it could be made that at longer distance those who crawl or kneel being sighted as partially(or even fully) dipped into the ground for both the AI and the player. The longer the distance the more dipped a target is into the ground hence hindering sight altogether(for the hiding party and the observing party). This is to simulate grass ability to fully conceal and partially conceal soldiers both AI and player controlled.

Movement while prone or crouching would make concealment less effective.

So the degree of dipping into the ground to simulate grass concealment are dependent on three things: 1 distance, 2 camo(snipers are harder to spot in grass) and movement.

Of course the player point of view will never actually dip into the ground but he's already hindered by the grass anyway.

Edited by Michael Withstand

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Since grass is not rendered at longer distance perhpas it could be made that at longer distance those who crawl or kneel being sighted as partially(or even fully) dipped into the ground for both the AI and the player. The longer the distance the more dipped a target is into the ground hence hindering sight altogether(for the hiding party and the observing party). This is to simulate grass ability to fully conceal and partially conceal soldiers both AI and player controlled.

Ummm....... If you owned Arma 2 and got patch 1.05 you would know this is already in the game....... :j:

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I would like to see the engine as optimized as possible so i could run it smoothly on my old system. (P4 @ 3Ghz, 2G ram ddr 400, Sapphire Ati 1950pro 512mb)

I know, i know.. crappy system for this awesome game, but is impossible to acquire a new system. Thats why i would like to be able to play it good in mine. Its all i ask atm.

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Ummm....... If you owned Arma 2 and got patch 1.05 you would know this is already in the game....... :j:

It is?(I own Arma 2 and patched it to 1.05 and play with ACE2 mostly online)

But the enemy still have no problem spotting me in grass it seems :D

But I do sometimes see the enemy dipped into the ground from the distance.

But does that effect is reciprocal too that the enemy would not see me in the distance while prone or crouching in grass?

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It is?(I own Arma 2 and patched it to 1.05 and play with ACE2 mostly online)

But the enemy still have no problem spotting me in grass it seems :D

But I do sometimes see the enemy dipped into the ground from the distance.

But does that effect is reciprocal too that the enemy would not see me in the distance while prone or crouching in grass?

I dont know if it truely effects AI aswell, but the feature is called the "Grass layer" it was one of the main features in 1.05.

Standing/crouching/proning and the person looks like they are partially sunken into the ground, thats to simulate grass at the distance.

No game engine to date can render in real time grass at such large view distance thats why the grass layer came about.

hope this helps.

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Never experienced that... Is that the "receiving bug" ?

If that's what you're referring to, I made a ticket for it at the CIT. Vote it up if you have this problem and post your .RPT and dumps please. :)

http://dev-heaven.net/issues/10716

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I posted this in the wrong thread.

@Suma from the changelist

Optimization: Grass is not rendered when flying "fast" and "high"

Can parallax maps also not be rendered unless the player is almost at ground level 10 feet?

Unless im just seeing stuff, yesterday when I was flying around Utes I could still see the parallax effect even at relatively high altitude, obviously this could help alot in terms of performance and take some pressure off from the renderer.

Thanks.

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I dont know if it truely effects AI aswell, but the feature is called the "Grass layer" it was one of the main features in 1.05.

Standing/crouching/proning and the person looks like they are partially sunken into the ground, thats to simulate grass at the distance.

No game engine to date can render in real time grass at such large view distance thats why the grass layer came about.

hope this helps.

Thanks for the explanation :)

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I'd like to give a feedback that the AI seems to be running too often even when the situation has calmed down. :rolleyes:

It just seems to distract from the immersion

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When you switch from your ironsights to your binocular and you switch back, the ironsights are all the way zoomed in but the ironsights should stay in that zoom mode before you switched to the binos. These little things add to the jerkiness of the ArmA animations.

Also sometimes when I want to go prone my soldier just walks 6 yards before he goes prone...

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... comfort those of us who play Multi-User Warfare with AI opponents only. We need AI Artillery and AI aircraft.

Thanks.

mm.

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The A.I drives me absolutely insane at times, the main thing that bothers me is the reaction. Just now I had to deal with a tank and I brought an entire squad full of all types of specialists and I told the AT specialists to engage the tank and I even had everyone set to engage at will. They got run over by the tank and then shot by what I expect was another player on foot and didn't even bother reacting.

I know this isn't just me because it keeps happening every single time and I think we need some kind of spot mechanic or just a general upgrade to the A.I's intelligence because I'm sick of trying to use some actual tactics with squad combat and end up getting blown out of the water by one freaking tank in the middle of an urban zone even after I've already told them to engage the damn thing.

There are times when the A.I is horribly slow when it comes to gunning in the APCs for some reason at times it is better in the tank but there really is something just god awful wrong with how their targeting works and the reaction times. I'm not expecting lightning fast reflexes but when the enemy is right in their face I do expect them to at least care for their lives a little. The same type of thing happens when there is a freaking tree in front of them or an obstacle, chances are they'll spend several minutes bashing into the tree or building or rock before finally realizing it is there or I'll just get frustrated and either quit or get in the driver's seat and do it myself.

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Yeah, I know how you feel. In my current SP mission I'm messing with, the idea is to get silently into position and use the element of surprise to wipe out all enemy units swiftly. However, when we get to that position in line, stealth, and forced down position, after a short while the formation turns around to face away from the enemy. I was using a combatpatrol script to simulate "halts" etc while getting there to slow things down, and I've been trying to fix this bug in my script.

But... Even when I now exit the script before it has a chance to "do any damage", it even happens then. Why the hell does this keep happening? When all hell breaks out, we are the ones getting pounded since we are not in a good position. I have one 10 man squad of which I play the #2 guy, and two 4 man light AT teams covering our flanks, and all 3 squads flips around to face the wrong direction.

This probably ends up with "yet another abandoned mission due to not being able to fight the bugs in the system".

Here is how it looks in the editor, all good, no?

Here is what is looks like after a while in the game, completely messed up :(

Sorry, flickr decided it was a good idea to resave the image at a higher setting than I already saved it with, messing up my idea of having it less than the 100kb rule so I could show it directly.

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CG even with beta builds?

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Yes that is with latest beta. I have sometimes reverted back to a previous beta, but I have never played without them :) Addons used: @CBA, stra_debug2.pbo, zeu_c_anims_weaponsway.pbo and (probably) st_hud (disabled now). Not the kind of addons I would expect these sorts of problems from.

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One bug I often experienced in editor single player missions:

I placed some tanks in the editor, defending a position into a certain direction.

At first the turrets faced to the front.

After some time the tankgunners turned around the turrets, watching west, despite the tanks where facing to the south, and the enemy is attacking form there. When a tank discovered an enemy the gunner turned around, fired at it, but then the gunner turned around to west again. So it took a long time to shoot a the target... This happens with all types of vehicles.

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I get this "AI turning around turrets" issue too.

Sometimes placed groups have another formation if you preview them - even if you place them with a preselected formation and behaviour. Editor-Preview bug?? :confused:

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Should not be hindered? How do you figure that?

A HE or HEAT rounds will detonate upon impact so even branches or trees will set it off but Sabot(APFSDST) round is not high explosive. It's more like a long thin nail or slug that works by sheer velocity to penetrate a tank armor and most often than not it could penetrate through a tank armor and hit the tank next to it(Happened in Iraq)

The damage is brought about by the sharpnel(fiery burst of fragmented target tank's armor firing inward killing the enemy tank's crews and heavily damaging the tank systems rendering it disabled ). If lucky it could set a fire that could detonate the HE rounds inside the target tank setting it to explode and ripping off the turret which send it flying high into the air.

So no, a wall(even reinforced concrete) or even houses or buildings aside from steel beams(assuming it's thick enough) would not hinder a sabot round. So will not tree branches and even sand berm up to certain thickness and depending on range.

Perhaps a tree trunk would decrease the velocity of sabot round but not stop it outright.

All I'm saying make sabot round to pass through everything maybe except the target(armors or tanks) at least under 2 km range.

While at it tanks should also be able to move past through houses demolishing the building in effect.

Edited by Michael Withstand

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Please alter the 1.05 bug that seems to stop AI squadmates coming out of danger mode, preferably before the next patch if possible as just a hotfix, its really frustrating now :(

Definitely agree! This is a game killing issue. A big +1 for me, and +6 more for the guys I play with who don't use the forums!

---------- Post added at 09:37 AM ---------- Previous post was at 09:21 AM ----------

Tried the beta patches? They're quite good...

Have the beta patches addressed the issue with AI squadmates never going out of combat mode and stopping the ridiculously slow bounding overwatch? As it stands now, the squad never keeps up with the squad leader or just MOVES where they are told after contact with the enemy has been made.

If this issue is fixed, many people I know will be downloading it tonight, and ARMA 2 will be truly amazing again. :)

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The player as team or groupleader should be 100% responsible for his orders and his team!

I would like to see at least a option which forces the AI to follow orders directly, without overriding them (slowing down/getting stucked in the "danger-loop") and perhaps even add some commands like "use <weapon>/<secondary weapon>/<Laserdesignator>

As long as the AI dont have military/strategic/tactic knowledge and doesnt use human cognition - direct control over AI is still needed. Its a long way until the AI is able to imitate human beeing.

Its always good to have a choice of direct orders! :)

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The player as team or groupleader should be 100% responsible for his orders and his team!

I would like to see at least a option which forces the AI to follow orders directly, without overriding them (slowing down/getting stucked in the "danger-loop") and perhaps even add some commands like "use <weapon>/<secondary weapon>/<Laserdesignator>

As long as the AI dont have military/strategic/tactic knowledge and doesnt use human cognition - direct control over AI is still needed. Its a long way until the AI is able to imitate human beeing.

Its always good to have a choice of direct orders! :)

Agree! When tell them to move somewhere or to regroup, they need to MOVE, not take their sweet time, danger loop or not!

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