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Patch 69645 - changes under the hood

How the patch 69645 works for you compared to previous versions?  

132 members have voted

  1. 1. How the patch 69645 works for you compared to previous versions?

    • Stunning - performance a lot better, a lot more stable
      7
    • Great - performance is a lot better, no new crashes or stability issues
      10
    • Good - performance is a little bit better, no new crashes or stability issues
      30
    • Mixed - performance better, but unstable (sometimes crashing)
      16
    • Stable - performance same or not improved much, but a lot more stable
      1
    • Same - it seems the same, I cannot see any significant difference
      29
    • Slower - it runs a little bit slower, no new crashes or stability issues
      17
    • Bad - it runs slower, it is somewhat unstable
      10
    • Terrible - it runs a a lot slower, or it is very unstable (crashes a lot)
      12


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Just remove the grass and everything is fine, to be honest BIS should force the grass off for everyone. The grass is evil and makes NOBODY happy! Anyway good job BIS for fixing the bug :yay:

You speak for yourself please with the grass comment.

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You speak for yourself please with the grass comment.

Name one good reason for having the grass on versus AI except for that it may look nice!

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Everyone wanted grass to be added after OFP. There's your reason.

Be rational please. Removing grass instead of allowing people to enable/disable it as they please simply pisses off those who like to have it enabled, like myself.

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True Zipper, but I am one of those unlucky people who are once in awhile playing with people who force grass on others, shame on them :(

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Well, then, it's simply a matter of finding a different/better server. ;)

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Same ground glitch bug the further i go into the game.

rolled back to last beta. Though several domi tasks are problematic, older beta 'seemed' to run smoother for me.

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Just remove the grass and everything is fine, to be honest BIS should force the grass off for everyone. The grass is evil and makes NOBODY happy! Anyway good job BIS for fixing the bug :yay:

Lets just agree to disagree! Personally I can't to play without grass but each to his own!

Name one good reason for having the grass on versus AI except for that it may look nice!

You just need to go outside and look around at the nature and there you have your answer.

/KC

Edited by KeyCat

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The first time I ran the beta I had good impressions in general.

This is playing my own mission, that I know like the back of my hand.

I loaded the (same mission), the following day and boom!!! Missing ground textures...

I loaded a BIS single player mission, no missing textures.

I went back to "my mission" and the missing textures problem was still present.

This is all on Chernarus, btw, in and around Pusta..

Shut down the game... Restarted, loaded up "my mission" and everything was in order once again.

Has not happened since...

8800gt, latest drivers, Windows XP sp3, 3go ram.

All settings on normal, except shadows high and PP on low, VD set at 3058:eek:

I have not altered my settings in anyway.

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Resolved in 69686, hoping we'll get a new update pretty soon.

thx @CarlGustaffa for that info and thx @BIS for resolving

:)

btw. having moved my yesterday's post here about AI-Trouble (AI walking ghostlike through fences etc. instead of crawling underneath or climbing over) into a relevant bug-thread :o sorry for that, folks

Edited by langgis08

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Unless I f#cked up somehow with the install, the patch outright kills my Arma2. Taking away all mods and erasing and reinstalling the Beta twice, it locks my FPS somewhere in the low 2's, and every option from the loading screen on freezes the screen for up to 2 minutes.

Sorry buts its totally unplayable for me.

E8500

8 gigs ram

4870 512

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Ok... Even though my system is completely messed up atm since i installed the new gear over an OS with all the old drivers for the old gear on it. Stupid i know, but i couldnt use the DVD player so i just tested to fire up my old HDD with windows on it, and so i also tested ARMA on this messed up system.

i7 930

P6X58D Premium

GTX275

Old crappy 7200rpm

How did this beta play on this? F-ing superb! Where i had weird stutter with the old system its completelly gone now, and this is on a messed up - not correctly installed system.

Tomorrow i will have ARMA2 on a new faster and better HDD as well as chunk up some of it into RAMDRIVE. Will return then and report how the beta runs. I have a sneaky suspision its gonna be great though. :)

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It's overally playing really nicely for me this beta, after quite a lot more hours of testing now. However I do experience very slow perfomance in scripts to and from. Like if the engine very strictly limits the amount of CPU cycles to use per frame for script processing. It goes slower as the round progresses. I even ended with Norrin's revive script taking 10 seconds to reduce the 'time left to be revived' with one second after a couple of hours, although it worked like a charm early on.

Afraid I don't have any repro steps at the moment, but I'll be keeping an eye on it.

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i like some of the new features. but, below are my results from the benchmark test. they are running the same graphical settings.

1.05 : avg 21 fps

1.0569645 : avg 19 fps

nothing major though on my end. i enjoy it.

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I've had an "Out of memory (requested 11935564KB) footprint 0 KB." error a couple of times while playing the campaign with this beta, never had this problem with prior versions.

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[62888] Fixed: Improved helicopter aiming with unguided rockets.

Big thanks for this one!

It's a great improvement.

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However I do experience very slow perfomance in scripts to and from. Like if the engine very strictly limits the amount of CPU cycles to use per frame for script processing. It goes slower as the round progresses. I even ended with Norrin's revive script taking 10 seconds to reduce the 'time left to be revived' with one second after a couple of hours, although it worked like a charm early on.

I've noticed this with the command action in mission flashpoint Chernarus by thomsonb. It takes 15s. to make the menu appear. I feel like scripts are now in low priority.

I'm not a script specialist but it seems to be the same problem with the sniper range table when running ace2. It fails to respond in less than 10-20sec when seeked.

Besides, rendering is much smoother with this beta and I didn't encounter missing texture for the moment. No noticeable increase in fps except in high altitude crusing (test 5 of ARMA II mark : +200%). We're on a good course. :bounce3:

I5 750/hd5850/catalyst 10.4 beta/4g ram/win 7 64

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While doing a very brief test with a fast-looping setvelocity script, I can confirm that script performance has degraded a lot, with unacceptable results (the objects move very choppy now)

It wouldn't be too hard to make a repro if needed I think.

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I've had an "Out of memory (requested 11935564KB) footprint 0 KB." error a couple of times while playing the campaign with this beta, never had this problem with prior versions.

I have had that too, but when exiting the game. Instead the older one, which has been bugging me for a long time, seems to be gone. I'm not sure if the memory leak is still there, but at least it's a bit more stable

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I don´t think we´re "on a good course" with this one:

My performance dropped by 30%, i get lots of artifacts (little white dots and bigger white "flashes") and it introduced the "memory leak"- bug for me first time ever.

All in all this is unplayable for me, already reverted to 63826.

Win 7 64, i7 920, ATI 5850

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It would be great if hideObject worked on all objects, i.e. ones with no classnames such as trees, bushes and walls. deleteCollection was infinitely useful because it could remove any map object and I'd like to have that ability back.

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Noticed 2 crashes AFTER exit. And i think i played MP both times. So when i hit exit and it looks like ARMA closes perfectly the background stays black (some of it and i can see the desktop in a corner) with a "send error report to MS". I took it as a fluke the first time but it happened a second time. Think i saved the RPT, but will test it tonight and see.

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New beta is here, peeps. Finally, a separate volume slider for VoN! :eek:

Let's see if the disappearing ground bug has really been fixed. :D

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@Suma:

Hint: please check out the "killed" event Handler.

It looks it's being called multiple times for same unit.

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Double killed EH problem is probably because of setDammage 1 usage inside handleDamage eventhandler (In this situation, the killed eh seems triggered twice :D).

We have/had the issue too in our Wounding system :)

Even setHit["body",1] inside a handledamage EH triggers the killed EH twice.

Edited by Sickboy

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