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SASrecon

New Beta build 70184 is up!

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I have experienced that flashing cockpit in air vehicles since very first version of ArmA 2.

Me too, I thought I had just got shot down as the transition between good and damaged is not the smoothest but not its a sort of flash and everything is fine. It did appear to happen when light was changing i.e. flying towards sun then turning.

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With all the 70000 beta builds I experience *heavy* stuttering after a while of gameplay (1h of warfare for ex). FPS suddenly drops from 30 to 5.

Win7 64bits and ati 4850.

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Am I doing something wrong here? The performance is just awful with 2-3 second delays for mouse input and the title screen stutters every frame as well as music. Do I need to tweak a config or add some parameter as it seems many people only have minor performance issues but this has been my case with every recent patch.

:(

It does sounds like somethings wrong on your end. Never saw such a big difference in the betas. Are you sure you start the beta's properly? I remember i had the same problem like you at some point in time and it was me starting it wrong. Do you start the "launch arma2 beta" shortcut? And do you have the startup parameter in that shortcut "-mod=beta"?

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the only problem im strugling with is the brown trees/bushes and grass...

when im playing a single player mission sometimes its realy good but when the armored vehicles come up, the trees and grass start looking like im 2000 mtrs away.

when they leave or are taken down the grass and trees start looking bether again.

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Still getting the same Pixel shading error with this supposedly fixed version of the beta. ("Error compiling pixel shader PSSpecularAlpha:0" I have not gotten this error with any other beta (and I've been on board for more than a dozen) except these last two, EVER. My init. line is as follows:

"D:\ArmA 2\beta\arma2.exe" -mod=beta

I am now getting this same error when trying to start the latest beta (did not have it with any of the previous ones). GeForce 8600 GT 512 MB, Win XP 32 bit, latest NVidia drivers. Shortcut the same unchanged one I've been using for ages; vanilla (no mods). What could be the problem?

Edit: here's my arma.rpt for the event:

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

== K:\games\Arma 2\beta\arma2.exe

== "K:\games\Arma 2\beta\arma2.exe" -nosplash -world=Chernarus

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

Exe timestamp: 2010/05/09 19:08:58

Current time: 2010/05/09 23:39:24

Cannot register unknown string STR_INCOMPATIBLE_LOAD_GAME_ATTEMPT

Error: 80004005 in D3DXCompileShader while compiling the PSSpecularAlpha:0 pixel shader (w:\c\poseidon\lib\d3d9\ShaderSources_3_0\PSBasic.hlsl)

error X3501: 'PSSpecularAlpha': entrypoint not found

ErrorMessage: Error compiling pixel shader PSSpecularAlpha:0

Regards,

Wolfrug

Edited by Wolfrug

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I am now getting this same error when trying to start the latest beta (did not have it with any of the previous ones). GeForce 8600 GT 512 MB, Win XP 32 bit, latest NVidia drivers. Shortcut the same unchanged one I've been using for ages; vanilla (no mods). What could be the problem?

Edit: here's my arma.rpt for the event:

Regards,

Wolfrug

Most likely your "start in" folder is not set correctly.

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Got following arma2.rpt lines:

Performance warning: Very large search for 376454 (>300 m)

Performance warning: Search for 35315000# 376454: sloup_vn.p3d was very large (390 m)

Action::Process - No target

Bad action name agonyCargo - not found in CargoActions

Unknown action Surrender

Unknown action GetOver

Error: cannot load sound 'ca\dubbing\global\radio\...

AI is still not able to break from contact and to move quickly to another place or get in a vehicle.

What about making the "Disengage" command more stricter for AI?

AI medics are still sadistic and let wounded die - even if they are within 0-5m close range.

What about getting the AI next to wounded units do cover them + medic?

In that way the AI medics could use a more direct way and heal wounded instead of going around them.

What about making the AI move faster:

if there are no enemys within a certain range

and

if enemys are retreating/running away?

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Im signing that and hope strongly this points get fixed BEFORE Arrowhead..!

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I got a single crash with this latest beta after some hours of gameplay in the campaign right after an autosave without showing any errors. It was like i "alt + tab" cause the game was still active in task manager, but not showing really.

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I got a single crash with this latest beta after some hours of gameplay in the campaign right after an autosave without showing any errors. It was like i "alt + tab" cause the game was still active in task manager, but not showing really.

If you can still hear audio in the game, doing the ctrl+shift+ -NUM and type Flush.

It "sometimes" gives you your screen back.

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I am now getting this same error when trying to start the latest beta (did not have it with any of the previous ones). GeForce 8600 GT 512 MB, Win XP 32 bit, latest NVidia drivers. Shortcut the same unchanged one I've been using for ages; vanilla (no mods). What could be the problem?

You're missing the -mod=beta from your shortcut.

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You're missing the -mod=beta from your shortcut.

D'oh! :D Yeah, that fixed it. I don't know when or how I removed that, actually, stupid me. Starts now. Never mind!

Regards,

Wolfrug

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Is safe mode (setBehaviour) acting "weird" for any of you guys? In safe, my guys (in my squad) run walk and run around like maniacs, like their trying to find their formation point but never get there. SetFormation doesn't seem to do anything either.

Can be a change in the system to show how safe they feel compared to aware mode, but at the airport at Utes, I'm getting a lot of these errors in my rpt:

Out of path-planning region for B 1-1-A:2 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:5 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:4 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:4 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:4 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:4 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:5 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:5 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:5 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:5 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:5 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:5 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:5 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:5 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:5 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:5 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:5 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:5 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:2 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:5 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3878.8,3600.0, node type

Out of path-planning region for B 1-1-A:5 at 3880.0,3600.0, node type

Out of path-planning region for B 1-1-A:3 at 3880.0,3600.0, node type

It may take a while for the rpt to start filling up. Was running @CBA at the time though.

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Formations don't apply in Safe/Careless mode, they always move in column formation. Has been that way since forever.

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Question - AI vision affected by light sources.

Can someone explain this with a simple example? "If you do X, Y will happen" - somethin like that.

Thanks in advance!

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Question - AI vision affected by light sources.

Can someone explain this with a simple example? "If you do X, Y will happen" - somethin like that.

Thanks in advance!

If you stand under a lit street lamp at night, a nearby AI can see you.

This wasn't the case before.

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I wonder if there's a way to measure the amount of light now, and have a Splinter Cell type device? :)

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If you create a #lightpoint object, AIs vision will be affected. If you create a flare, AIs vision does not appear to be affected.

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If you stand under a lit street lamp at night, a nearby AI can see you.

This wasn't the case before.

Roger , thanks.

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I wonder if there's a way to measure the amount of light now, and have a Splinter Cell type device? :)

That would be a pretty cool command. Call it illumination or something and pass a 3D coordinate, like this:

_lightVal = illumination [x,y,z]

Return value should be a float number from 0 to 1, where 0 is completely dark and 1 is fully lit. I guess during the day it would always return 1, unless it could somehow take shadows into account. (doubtful)

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I was having Out of Memory and CTD problems on Multi-player games. I was instructed by BI in another thread to install the latest beta build which was ARMA2_OA_Build_72418. This fixed the Memory and CTD problem but now I am having a problem with the game freezing for about one second every 3 or 4 seconds. It will run for about 3 or 4 seconds and then just freeze for about 1 second over and over. I tried installing the latest ARMA2_OA_Build_72716 but I still have the same problem.. fps during the 3 or 4 seconds of run time is 50/60 fps and during the freeze it drops to 29/30 fps.

Game installed --->ARMA II OA - CO

My Rig

Alienware Aurora

CPU: Intel® Core i7 CPU 975 @ 3.33GHz

Video: NVIDIA GeForce GTX 260

Video_AdapterRAM: 1792MB

12 GB Ram - DDR3 (533 MHz) 1068MHz

Win 7 (64)

25 meg cable internet (just tested at 27 meg)

When I run the game without the beta build, it runs very smooth but of course I have the Memory and CTD issue.

Any Ideas??

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maybe u can try the new beta 72716

LOG:

[72701] New: getWeaponCargo, getMagazineCargo, getBackpackCargo script commands

[72698] Experimental: TCMalloc used as a memory allocator.

maybe this solves your stuttering ?

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I tried installing the latest ARMA2_OA_Build_72716 but I still have the same problem..?

I already tried that.

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