sethos 2 Posted July 12, 2010 (edited) Just released for OA: http://www.arma2.com/beta-patch.php (current patch candidate) [71976] Fixed: AI vision is now effected by light sources. Last patch fixes [71910] Fixed: Scripting command isFlatEmpty did not work with non-zero third coordinate. (http://dev-heaven.net/issues/11704) [71896] Fixed: TI was red instead of B/W with some settings and graphics cards. [71891] Fixed: Night vision simulation was not simulating color sensitivity and blue shift in dark scenes. [71882] Fixed: Disabled debugging message "Added texture headers from file" [71881] Fixed: Av8 unable to takeoff from Chernarus NE airstrip (http://dev-heaven.net/issues/3240) Fixed: Fog and sky colors did not match when dark. Fixed: Moon rotates when moving camera (http://dev-heaven.net/issues/8051) Fixed: Stars no longer visible through terrain with low view distance (http://dev-heaven.net/issues/8374) Fixed: Improved game stability with a small page file. Fixed: Gun recoil in ironsights view was missing kick-back (http://dev-heaven.net/issues/4401) [71843] Fixed: possible crash after mouse click to Prev/Next button in DisplayConfigureAction [71527] Fixed: C130 was crashing on takeoff. Edited July 12, 2010 by Sethos Share this post Link to post Share on other sites
CameronMcDonald 146 Posted July 12, 2010 Will do some testing tonite-ah. :) Most excellent. Share this post Link to post Share on other sites
maddogx 13 Posted July 12, 2010 Wow. Just wow. :eek: I honestly didn't expect this age-old bug to be fixed, and I literally gave a little yelp of joy when I read the changelog. Must test this when I get home. If this works as advertised, huge thanks to BIS for finally getting around to sorting out one of my personal pet peeves with the game. :) Share this post Link to post Share on other sites
CameronMcDonald 146 Posted July 12, 2010 This bug persists. :( http://dev-heaven.net/issues/11694 On the good side, however, the LOD dropping I was getting with 71952 has gone. :) Will continue. Share this post Link to post Share on other sites
Fox '09 14 Posted July 12, 2010 good news with the lod dropping, i got sick of that :( Share this post Link to post Share on other sites
Wildgoose 1 Posted July 12, 2010 This bug is still here also... http://dev-heaven.net/issues/11577 :( Share this post Link to post Share on other sites
Guest Posted July 12, 2010 Give them time fellas, they can't fix every bug at once ^^ :) Share this post Link to post Share on other sites
Wildgoose 1 Posted July 12, 2010 Give them time fellas, they can't fix every bug at once ^^:) Just reporting its still there! Or shouldnt we report in the beta testing thread? Maybe we should start a new thread for beta testing reports? Share this post Link to post Share on other sites
pauliesss 2 Posted July 12, 2010 Thanks again BIS, downloading now. :) Share this post Link to post Share on other sites
WillaCHilla 10 Posted July 12, 2010 Thx for resolving that issue, BIS!-Will test it after work. Share this post Link to post Share on other sites
Richey79 10 Posted July 12, 2010 (edited) Zargabad seems to run considerably smoother for me with this build. Good Morning T-Stan and Coltan Blues seem to have reduced the weird stutter they previously had on my system. Still not quite there, but better. So, what ninja changes have been made? - Experiencing some textures on buildings sticking at low resolution LOD when you go right up to them (don't care, if it means improved performance, though). Specifically, Zargabad temple main gateways on both sides. - Still seeing 2D 'cardboard cutout' gun LODs. Not only in third person view, but sometimes on other units when viewed from first person (e.g. start of Coltan Blues, team member on LB). Edited July 12, 2010 by Richey79 Share this post Link to post Share on other sites
stk2008 14 Posted July 12, 2010 Hi all I still get like a lahhy feel to the game it realy is not running as smooth as ARMA2 did after patch 1.07. Shame cus after that patch for ARMA2 it ran very fast. I have a good pc Q6700 4GB ram 8800gt not great but ran ARMA2 all high ish hehehe. It does not feel like a GPU problem it feels like it lags a lot near villages. Any way loving the new recoil. Share this post Link to post Share on other sites
mrcash2009 0 Posted July 12, 2010 (edited) [71976] Fixed: AI vision is now effected by light sources. Can this be elaborated on at all. IE: I understand that = AI effected at night for viewing/spotting but "light sources" does that mean response to torch lights/under street lamps/car lights and those type of situations at night. Or is it simply view distance is impaired for enemy AI at night and low light situations without NV goggles? Is this the same for all AI including team AI? It does not feel like a GPU problem it feels like it lags a lot near villages. Not sure optimisation from patches deals with this direct, this has a lot to do with the enterable buildings/calculations. Also if you have missions using OA ambient civvies in towns that will hit it hard also. Edited July 12, 2010 by mrcash2009 Share this post Link to post Share on other sites
suma 8 Posted July 12, 2010 Zargabad seems to run considerably smoother for me with this build.So, what ninja changes have been made? There were no ninja changes done between 71952 and 72018. I have checked the repository history to be sure and I can see no rendering or core component were touched at all between those builds. Any significant performance improvement (or difference to worse) is absolutely unexplainable to me. It must be caused by some random factors outside of our control, but I have no idea what those factors could be. ---------- Post added at 13:43 ---------- Previous post was at 13:41 ---------- Can this be elaborated on at all.IE: I understand that = AI effected at night for viewing/spotting This means AI can now see things which are lit by light sources, like street lamps, or vehicle reflectors, or even torches. Before this fix the light sources were ignored and everything was like completely dark to AI. Share this post Link to post Share on other sites
Richey79 10 Posted July 12, 2010 My imagination? Lol. Defragged as usual... don't know. Definitely seems smoother to me, but must be something at my end. I'll leave all my settings as they are! Could be related to my recent reinstall of Windows. Probably best guess. The lighting/AI changes sound good for stealth missions. Hope they work as well as they sound. Share this post Link to post Share on other sites
maddogx 13 Posted July 12, 2010 This means AI can now see things which are lit by light sources, like street lamps, or vehicle reflectors, or even torches. Before this fix the light sources were ignored and everything was like completely dark to AI. Emphasis mine. Finally, shooting out street lamps in stealth missions makes sense! Share this post Link to post Share on other sites
sethos 2 Posted July 12, 2010 My imagination? Lol.Defragged as usual... don't know. Definitely seems smoother to me, but must be something at my end. I'll leave all my settings as they are! Could be related to my recent reinstall of Windows. Probably best guess. The lighting/AI changes sound good for stealth missions. Hope they work as well as they sound. I think it's called the placebo effect ;D Share this post Link to post Share on other sites
mrcash2009 0 Posted July 12, 2010 Thanks Suma. I had a quick test at a cross roads, had 1 man walk right past me and kept moving to light cone each time, then he finally knew my presence and it worked like a charm. Will add more awareness on stealth missions when approaching with street lamps, taking cover more around those areas. I need to dive back into jackal scenario and have a try out :) Finally, shooting out street lamps in stealth missions makes sense! Yes indeed, plus power grid scripts have a stronger usage :) Thanks again. Share this post Link to post Share on other sites
Deadfast 43 Posted July 12, 2010 Finally, shooting out street lamps in stealth missions makes sense! Oh, it always did. You don't want to tell me you could use NVG in Zargabad otherwise :D Share this post Link to post Share on other sites
Rommel 2 Posted July 12, 2010 (edited) For The Unsure Any unit in a light cone is now exposed to the enemy!!! Now the fun part, it DOES apply to flashlights. But only units within the flashlights radius; ie, the person with the flashlight remains hidden, but anyone your shining... becomes spotlighted... very sneaky way to get someone on your team killed at the moment... Love it BIS! :D EDIT: Be careful where you aim it too, if you just happen to aim it at your feet when you run... well bye bye :P Edited July 12, 2010 by Rommel Share this post Link to post Share on other sites
stilpu 0 Posted July 12, 2010 Especially considering how the light passes through solid walls :) Share this post Link to post Share on other sites
msy 22 Posted July 12, 2010 (edited) I have a test like that In dark night without any light, I with a Mk SD shoot one takistan squad who don't equiped with any NVGs 40m away. While I've got one or two headshot, the others easily find my place, and shot me constantly, even by RPK. Then I set all the units playable, while I shot one or two men, I quickly switched to the enemy side. and I find the squad leader have marked my exact place and made the fire order. If I can't change my shelter asap, I will be 100% killed. Is the experience above normal to the game environment, or it is still a bug to be solved? I can't see anything on the ground without light, even 10 meters away from me. But AI without NVG' or TWS can see me at least 70 meters away once they find they've lost people. All the tests start under the condition that I face on all enemys' back. Edited July 12, 2010 by msy Share this post Link to post Share on other sites
Guest Posted July 12, 2010 Wait, so if I find a power station/power line on OA, and blow it up, an actual, real power grid area, will lose power? So before sabotaging an enemy base, I can dynamically, without any scripting, first shut down a power grid so the enemy is blind, and then move in? If so... EPIC. Share this post Link to post Share on other sites
sethos 2 Posted July 12, 2010 Wait, so if I find a power station/power line on OA, and blow it up, an actual, real power grid area, will lose power?So before sabotaging an enemy base, I can dynamically, without any scripting, first shut down a power grid so the enemy is blind, and then move in? If so... EPIC. Erm, no? Share this post Link to post Share on other sites