NoRailgunner 0 Posted May 3, 2010 Download & changelog click here: http://www.arma2.com/beta-patch.php Happy hunting! Share this post Link to post Share on other sites
xeno 234 Posted May 3, 2010 Script lag still not fixed... and back to 63826 :( Xeno Share this post Link to post Share on other sites
spangg 0 Posted May 3, 2010 As the changelog seems the exact same as before... Sry for the title, writing from my phone... Share this post Link to post Share on other sites
DokiDoki 10 Posted May 3, 2010 This new beta actually gives me an huge performance increase over 69645 which actually did nothing for me. I dont know how 69782 runs as I did not try that one, but Im really happy with the performance right now. Share this post Link to post Share on other sites
Dwarden 1125 Posted May 3, 2010 it's social experiment :) there might be (or not) some fixes inside ... truth will be revealed after end of this experiment ... in meanwhile keep reporting abnormal findings, crashes and bugs ... ;) Share this post Link to post Share on other sites
bensdale 0 Posted May 3, 2010 I hope this fix is include: Suma on CIT: Video memory is actually not a problem. The real problem is virtual address space. Hopefully fixed in 69887 Share this post Link to post Share on other sites
SaOk 112 Posted May 3, 2010 Script lag still not fixed... and back to 63826 :(Xeno Are you still having it? For me the issue was fixed in 69782. Share this post Link to post Share on other sites
xeno 234 Posted May 3, 2010 Are you still having it? For me the issue was fixed in 69782. http://dev-heaven.net/issues/10383 That was what I was talking about. And it causes me a lot of trouble as some things simply don't work as expected anymore. Xeno Share this post Link to post Share on other sites
RavoC 10 Posted May 3, 2010 I get this error message both with and without ace when I want to run this beta.. Does it have something to do with the fixes for HDR or something? Share this post Link to post Share on other sites
Zipper5 74 Posted May 3, 2010 Make sure your shortcut points both to the beta .exe, and has the beta mod folder loaded. One of those is missing, which causes that error. For me, my target line reads: "C:\Program Files\Bohemia Interactive\ArmA 2\beta\arma2.exe" -mod=beta Share this post Link to post Share on other sites
RavoC 10 Posted May 3, 2010 (edited) Make sure your shortcut points both to the beta .exe, and has the beta mod folder loaded. One of those is missing, which causes that error.For me, my target line reads: "C:\Program Files\Bohemia Interactive\ArmA 2\beta\arma2.exe" -mod=beta "C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -CPUcount=2 -winxp -maxmem=4096 -world=empty -noCB -nosplash -mod=beta;@ACE;@ACEX;@ACEX_SM;@ACEX_PLA;@CBA;@GL4;@Maps;@zcommon_ace;@veh;@m That is mine with mods.. "C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -mod=beta This doesn't work either way..:butbut: Woow, all exe's give error's now from beta..!! Edited May 3, 2010 by RavoC Share this post Link to post Share on other sites
Zipper5 74 Posted May 3, 2010 Notice this part: "C:\Program Files\Bohemia Interactive\ArmA 2\beta\arma2.exe" You're missing that. ;) Share this post Link to post Share on other sites
RavoC 10 Posted May 3, 2010 (edited) Ahh sorry, me dutch so me high!:rolleyes: Thanks man!:D Ps. Works perfectly thanks man.. Btw. Bohemia way to go! Can't wait for Arrowhead! Edited May 3, 2010 by RavoC Share this post Link to post Share on other sites
SaOk 112 Posted May 3, 2010 (edited) http://dev-heaven.net/issues/10383That was what I was talking about. And it causes me a lot of trouble as some things simply don't work as expected anymore. Xeno Okay, that seems to be a different bug. I had a lag that could delay commands in the scripts up to minute in first 1.06beta. But I dont know if I have that 1.5x - 2x delay (to trigger off the scripts?). At least the simple commands in scripts are working right for me - custom conversations (e.g. sidechats and say commands) work exactly like they should and I have much scripts and ACE2 mod running at background. Edit: Tested your Bench - I have that bug/issue too but its much less noticable when compareing heavy MOD load to vanilla game: ArmA2 1.5 with ACE2 gave 1.7sec average. ArmA2 1.5 gave 1.7sec average. ArmA2 1.6Beta with ACE2 gave 2.6sec average. ArmA2 1.6Beta gave 2.4sec average: Edited May 3, 2010 by SaOk Share this post Link to post Share on other sites
W0lle 1052 Posted May 3, 2010 All nonconstructive spam removed. Would it be possible that we reduce the spamming in the beta patches feedback threads to an absolute minimum? Thanks. Share this post Link to post Share on other sites
Zipper5 74 Posted May 3, 2010 I wondered what happened to all those posts, W0lle. Ninja mod! :p I just tested the two benchmarks, as well as played through Trial by Fire, and my FPS has indeed increased, but I did notice some slower texture loading in TbF, mainly in the town. At points the buildings would be white until the LODs corrected themselves. I also noticed that the issues with the faction markers has been fixed, so kudos for that. But what is this "social experiment" aspect of this patch? By "social" I guess it's to do with MP, but what exactly? Mumble support or something? This seems like a step in the right direction after one drunk step and one falling down. Keep it up, BIS. PS. I like the new AI messages for throwing grenades and reloading. ;) Share this post Link to post Share on other sites
bensdale 0 Posted May 3, 2010 (edited) there are interesting changes (written on the CIT): 70054¶ •Related tickets: #10342 Error: Device freed •Related tickets: #10443 Out of memory •Related tickets: #9693 Can't connect to hostnames that have "-" •Related tickets: #10067 Too long modline crashes the game at startup Edited May 3, 2010 by bensdale Share this post Link to post Share on other sites
teaboy 11 Posted May 3, 2010 Anyone know if this patch has been posted up on an external link? I know its early and lots are probably downloading it from here, but seriously 15kbs a second! Thats 25-30mins to download the new patch. :rolleyes: Share this post Link to post Share on other sites
darthmuller_cro 10 Posted May 3, 2010 (edited) This is like dreams come true new beta... little more fluid expirience it seems Edited May 3, 2010 by darthmuller_cro Share this post Link to post Share on other sites
PogMoThoin 10 Posted May 3, 2010 First impressions are good, feels alot smoother, although I've not tried it for long Share this post Link to post Share on other sites
=kct=blackmamba 44 Posted May 3, 2010 Ãt feels allot smoother indeed, no texture popups on buildings while looking back or forth fast.. only certain tree's sometimes still look bad when im close to them. but this beta build is a huge step in the good direction... Share this post Link to post Share on other sites
S-M 10 Posted May 3, 2010 The patch that had "changes under the hood" was a marked improvement for me from 1.05, apart from the missing ground bug. The next patch was the same as the previous one, just with the ground fixed. This new one, feels no different, cant notice anything different, and running the benchmarks gives me the same result for the second test, and an extra 1fps for the first test. The jokes are supposed to be played at the beginning of april, not the beginning of may. Share this post Link to post Share on other sites
SaOk 112 Posted May 3, 2010 (edited) I noticed that fps can be lost with spawning and deleting units: 1. When I am alone on map the fps is 44 2. Fps drop to 29 when I have added about 10 groups of soldiers (from editor) 3. Fps rise only to 34 when I deletevehicle them all (and their groups) via trigger (4.) Deleting groups after deleting units have no effect on fps (5.) Killing the alive units before deleting have no effect on fps Is that a bug, or do I need to delete something else to make the fps comeback? Or is there even a command to delete all the massive computing a AI group brings? This issue sure have a big effect on mission creating if I am not missing something. Edit: It seems that the units you spawn from scripts dont cost any fps, but the ones you place in editor bring only 1/3 of the fps back when deleted. Very strange - is the number of units in mission.sqm making the mission laggy? FPS can also get worse when loading savegames so is the fps drop coming from over sized text document (sqm) files? Edited May 4, 2010 by SaOk Share this post Link to post Share on other sites
alef 0 Posted May 3, 2010 I am convinced that even if we made no fixes at all, just released a patch with a new version number, there would still be people who would get worse (or better) performance from it. it's social experiment :) there might be (or not) some fixes inside ...truth will be revealed after end of this experiment ... It would be (or not) funny at least ... Share this post Link to post Share on other sites
darthmuller_cro 10 Posted May 4, 2010 Im sorry if i cause that... Share this post Link to post Share on other sites