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suma

BI Developer
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Everything posted by suma

  1. The steering indicator appears only when you steer using a mouse (verify the mouse is mapped to "Car more left/right" control, not "Car left/right" in the Vehicle controls section) All steering methods other than mouse (probably including AI) are currently not working for boats. Will be fixed in the next beta.
  2. As I wrote, car controls did not change yet, only a visual indicator was added for them. Experimental new car controls will be present in the next beta. ---------- Post added at 18:44 ---------- Previous post was at 18:42 ---------- Good find, will be fixed.
  3. This depends on the community feedback. The initial beta builds will have only this "new" steering, but if the community will not like it, we shall see how to address that. Beside of making it optional, it might be also possible to improve it or to fix some particular issues it is causing. The version for cars (and motos and tanks as well hopefully) should be ready to be tested on monday.
  4. This is strange. I have checked the source code now and a manually guided missile control should be lost once the missile is out of the allowed range, or once the vehicle firing the is dead. Do you have a repro for this?
  5. Yes, subject to bandwidth limitations - understandably, you will never send more messages than the connection can transfer.
  6. The value is per client. Yes, it is sensible. That said, you will not see any effect in most circumstances, as the bandwidth estimation is very unlikely to estimated the bandwidth higher than the real available bandwidth. This heavily depends on a mission type and on mission activity. All position / object state updates are nonguaranteed. Guaranteed are publicVariable, boarding vehicle, killing the unit and similar. When there is no combat and no scripting, it is common that there are almost no guaranteed messages send. The purpose of the max message size is to reduce the latency. The minimum possible latency of the message is size/bandwidth (the time needed to send the message). A 1300 B message sent over 256 kbps connection has a minimal latency of 1300/(256000/8) sec ~= 40 ms. The latency is more important for non-guaranteed messages (position/state updates) in general. The ideal factor is: leave it at the default unless you really see something goes wrong. The built-in bandwidth estimation is built on a packet-pair probing QoS, which has shown to be very reliable on the internet as we know it today.
  7. suma

    Mana.log Report

    A significantly improved version will be available today, with some preprocessing done on logs, reducing the log size 10x.
  8. suma

    Mana.log Report

    Now the basic functionality is confirmed, there is no need to send any more logs from a game is working normally. If you ever encounter a situation where you suspect a memory leak, or find a surprisingly high memory usage, and you are able to create a mana.log of it, be sure to send it.
  9. suma

    Mana.log Report

    Functionality confirmed, I am able to analyze this fine.
  10. suma

    Mana.log Report

    Note: Mana.log is a binary file, and usually it is quite large. It contains no data which could be understood by a human, it needs to be processed at our side first, using the debugging information.
  11. This particular beta has -mod broken. Will be fixed in the upcoming beta.
  12. While I agree the change was in the right direction, in current state it has caused too many unwanted issues. As I do not have the time right now to fix those issues (e.g. https://dev-heaven.net/issues/27677 is most likely not a trivial fix), I have limited the change to be applied only in the most dramatic case only (player in the cargo, which was the major bug intended to be fixed), and I leave the "player as a driver" for later resolution, when I or somebody else has a time to fix it.
  13. I am not accepting the change, I am just letting the community to test it and provide a feedback, which is a purpose of the beta patches. I agree with you a change like this should not be done at this stage, as it is too dramatic and would require a lot more AI fixes and tuning to get the game into a reasonable and well playable state. The build 88215 reduces the "effective observer" fix to the situation of a player being in the vehicle cargo, and no longer applies to gunner or driver seats. That said, I would still recommend to report any AI issues on CIT which prevent you to play without commanding from a driver position, as I think such approach would be more in line with the long term product vision, and if such issues would ever be fixed, I would like to see the driver to be deprived of the commanding possibilities. With commanding and AI implemented properly, the player should rarely need to switch to the drivers seat anyway.
  14. Before I have the fix, it should be possible to work around the problem by rearranging the ModLauncherList contents in the Arma2OA.cfg file so that "beta" entries are listed last (when reordering them, do not forget to rename the Mod1...ModX names to match the new order).
  15. suma

    precisionEnemy in 1.60

    The precision never ever worked in the CfgSkills config. It was added there only because of a misunderstanding of the config coder. It has worked only in the user profile file.
  16. The main purpose of the FPS limiter is to allow testing scripts and AI in low fps conditions. We had such cheat available for a long time internally, we release it to public now so that community can test for such issues as well.
  17. I strongly advise against testing betas using the hotfix method. The changes in the beta are not tested at all, and are sometimes risky and can break the game. Having a stable version so that you can return to it seems wise to me.
  18. Build 82282 at http://www.arma2.com/beta-patch.php contains a feature which could help me to decide which of all the memory allocators works best. You can choose an allocator by provide a command line -malloc=N, where N is from 0 to 4. Please, choose the one which runs stable for you in the poll (no crashes, no Out of memory errors), and if there are multiple stable, choose the one which has the best performance for you. --- Edit: There is a new beta in the works now (82346). This beta will change the default from -malloc=0 to -malloc=3 and it will fix crashing with -malloc=4. Other than that, the allocators are untouched, but there are some more fixes included unrelated to them. Please, continue testing and post your feedback here.
  19. My bad, you are correct. I have forgotten about them as I have implemented them before 1.60, they were only merged now into the main version. Changelog is correct and this really could have observable effect on AI efficiency. I hope the effect should be the AI is more capable now, but without some measurable repro it is hard to be sure.
  20. The only change was really the doTarget and the AI tactics fixes listed in the changelog. There were no changes done in the accuracy / skill code. Can you provide some reproducible evidence of the AI being better now?
  21. Replacing allocator is not this easy. The allocator needs to be adapted to provide an interface required by the game, as shown by our sources. If the interface is not there, the Windows allocator will be used.
  22. The torrent for the 1.60 patch at GameUpdates Arma 2 OA Patch 1.60. Feel free to join the swarm once the torrent is visible. I am posting this in beta only until the file will be available and there will be enough seeders to provide a reasonable download rate for the community, once the file availability will increase, it will be advertised on more prominent locations.
  23. I am afraid -checksignatures is currently available in A2OA only, it was not merged back to plain A2 unfortunately. :(
  24. Great. Thanks for creating and maintaining this topic, it served as an excellent TODO overview for the 1.60 patch.
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