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suma

BI Developer
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Posts posted by suma


  1. I'm also still getting the AI binoculars bug as well. It's not as bad as in 85248 where the AI would just freeze up and not respond (only to stance change commands), I can order the affected AI to change stance and then they rejoin my formation but only after I pay special attention to that specific AI.

    What should I do to see this issue myself?


  2. Also AI using hangun over long distances should be fixed (http://dev-heaven.net/issues/12143)

    Changed: small tweak of AI weapons max ranges.

    AKS_74_pso, M4A3_RCO_GL_EP1 to 600m

    RPK_74 from 1000m to 800m

    G36_C_SD_eotech, m8_holo_sd, m8_tws_sd 150m

    UZI_EP1, revolver_EP1, glock17_EP1 to 50m

    UZI_SD_EP1 to 20m

    SCAR_H_LNG_Sniper_SD, SCAR_H_STD_TWS_SD to 350m

    M14_EP1, LeeEnfield to 300m

    Sa61_EP1 AI will use both modes


  3. Half your squad will take out its Binos once they notice the enemy. There is a good chance that some of them won´t join the fight but will remain with their Binos on their Eyes.

    Did not see this yet. Once two of my men briefly looked through binos, but soon they took weapons and fought as expected. Perhaps there is something missing? Some mods used? What are your difficulty settings?

    If the problem exists, I would like to check it and fix it, but for it I need to see it first, so that I can debug it and understand what is causing it.


  4. MinErrorToSendNear is used differently from MinErrorToSend. When computing the error for MinErrorToSend, the error is divided by (distance_in_m/20m)^2. Because of this, when MinErrorToSend is small enough so that distant units move smooth, the near units move "supersmooth" (the updates are sent even when the movement is so smooth it makes no gameplay difference). MinErrorToSendNear gives a way to give another absolute (not distance dependent) limit ("never send update smaller than 1 cm, even if MinErrorToSend would allow it to be sent").


  5. http://www.arma2.com/beta-patch.php

    [84874] Fixed: Slight cursor offset when selecting items in the listboxes (like mission selection).

    [84871] Improved: MP: Smoother motion of distant units (Default value of MinErrorToSend changed to 0.001, introduced new value MinErrorToSendNear with a default value of 0.01).

    [84977] Optimized: MP: Improved server performance in complex missions.

    [84957] Optimized: MP: Reduced number of messages send during JIP to complex missions.


  6. Could anyone be so kind and explain me what "turret tug" means and what it does? The translation "Turmschlepper" makes no sense to me.

    The author of the fix is currently not available, and the exact purpose of the fix is not clear to me, but the source code shows it is fixing something wrong which happened when turret stabilization was off for a while and then turned on again (which happened when crew turned in). What exactly the "wrong" was I have no idea.


  7. The beta performance is horrible for me, i told it on another thread, i got 9 fps in the ArmA II benchmark 2 with beta, and 13/14 with 1.59 (that its the prove that something change). And even if i put everything on low, i got 10 fps max in the beta, nothing change...

    When i host a lan game in 1.59, everything is fine, when i host a lan game in beta, the game is just unplayable

    But i dont know much how make a ticket for this...

    While I feel your pain, I have little idea what could I do to help you. If the issue can be only seen on your computer and not anywhere else, there is no way for me to debug or analyze it other than directly on your system, which is quite hard to organize. Unless there will be more people seeing the issue, I am afraid there is nothing I will do.


  8. BIS: please perform complete QA on all SP missions and campaigns before releasing 1.60! Looks like SP has major issues, as others above have noted.

    I am sorry, we are unable to dedicate any serious QA to A2/OA at this stage. We hope the community can help us with this. We will not release the 1.60 until the community agrees it is mature enough (i.e. especially it is free of any serious regressions compared to 1.59).

    The tickets http://dev-heaven.net/issues/24558 and http://dev-heaven.net/issues/24559 are a good start and I will definitely check them. The overview in http://forums.bistudio.com/showthread.php?t=124911 is also very valuable at this point. If you have any other issues, be sure to report them on CIT, or at least report them here with enough specific details so that somebody else can turn them into proper reports.


  9. The question is, when we're shooting directly at a fast moving object, are we only shooting at an "echo" of what that object looked like a fraction of a second ago? Should we start leading our targets a little more now to compensate for the interpolation?

    You are shooting just as you would without an interpolation. The "echos" are completely internal and invisible to you. You as a player do not have to care about them, both in SP and MP.

    ---------- Post added at 15:19 ---------- Previous post was at 15:16 ----------

    whatever ... may already be be in a new position

    The "living in the future" aspect is better understand with a different wording: "it may be known to be in a new position in the future" (it is known it is not there yet). WYSIWYH - What you see is what you hit. :)


  10. Looks like base netcode components are now rewritten from scratch or something

    It is "or something". It is only position/orientation/speed part of the incoming packets which now gets different handling. Actually there are very little netcode component changes (this can be evidenced by the fact most improvements are client side only).

    Does every script command in the game, which has remote and local influence at the same time now need to be re-verified? Shouldn't BI have a test suite for such?

    Anything not directly related to position should not be affected at all.


  11. Good news

    The good news is we have made very promising progress with multiplayer interpolation, which looks like it could have a huge impact on solving jerkiness and jumping of remote units in multiplayer. The progress was so good we are now inclined to include this in the 1.60 version, as it looks we will be able to finish this a lot faster than we expected a week ago.

    Bad news

    The bad news is this is likely to delay the 1.60 patch a few weeks - you are already seeing this on the state of the beta patch. While the interpolation is not enabled in it still, it contains some preparation steps which are not well tested yet, and are causing crashes, funny footsteps, visual jerkiness issue.

    Please, consider the patches 84391 and newer "highly experimental" again until the situations stabilizes a bit, which we hope should be within a week.

    We apologize to those who already expected the 1.60 to be released "anytime" now, we think the improvement we are likely to make within the weeks to come will make the update worth waiting for.


  12. Just a gentle reminder of this bug which started in the betas and could break a lot of old missions. unit engineon false is not working on choppers anymore.

    http://dev-heaven.net/issues/22360

    You say:

    started in the betas

    The ticket says:

    Tested with various helicopters on 1.59.79384 stable with no mods

    I think it was always (or for very long) behaving this way, and I think there is some subtle reason for it, but I do not remember what it was (I could try to dig it up if necessary).

    ---------- Post added at 09:15 ---------- Previous post was at 09:13 ----------

    Looks like the AI got back their "spider sense" so impossible to sneak up on them. Can't say if this is new to this specific build but I know it was possible before.

    Simple testmission, one single AI soldier is on the other side of the building with his back against you. Try to slow crawl around the building and he magically senses you at ~15 m (you will hear a trigger sound when you are detected).

    http://keycat.dyndns.org/files/A2OA_B84290_AI_Spider_sense.zip

    Would you be able to specify the affected range of versions a bit (which build is known to work fine, which is known to be broken)?


  13. I've noticed that AI vehicle units still do not engage each other fully.

    For example - I was playing when diplomacy fails on LAN, where near the start of the game, two LAV's and 1 BMP circled each other for about 4 minutes before one of the LAV's finally fired on the BMP but then failed to fire on the bailing out crew members. Infrantry Units seem to engage each other ok though.

    I am sorry, but I am unable to debug examples or implement fixes based on them (the same goes for videos and screenshots). Unless you or anyone else can provide a repro for this, nothing will be done.


  14. Yes, I had something similar. I ordered my squad to hold fire, and the AI just stayed where they are stating "Ready to fire" all the time. I had to move them individually to get them to follow.

    Thanks for reporting. Debugging has shown I was wrong in http://forums.bistudio.com/showthread.php?p=2006113#post2006113, and the DCCanFire was sent to units holding fire as well (not to units with no ammo, though). Fixed in 84253, see also http://dev-heaven.net/issues/23303.

    ---------- Post added at 14:34 ---------- Previous post was at 14:32 ----------

    If you move a group of enemy units into a vehicle as cargo the opposing force won't open fire even though they can clearly see the AI in the vehicle.

    They only open fire when a driver is present.

    This only started in the betas and didn't happen in 1.59

    http://www.sendspace.com/file/k0vita

    Thanks for attaching the repro mission, it really makes my work a lot easier. Fixed in 84249.

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