Vipera
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Everything posted by Vipera
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Arma 3 (STABLE) 1.48.131785+ stress-test MP (MultiPlayer)
Vipera replied to Dwarden's topic in ARMA 3 - MULTIPLAYER
As I remember such VON lag/stutter happened in Arma2 after VON internet traffic(thread) was combined with the game data traffic. After that update players started to notice VON lag. Maybe this information will give you an idea where to search. -
ARMA 2: OA Beta build 125548 - Steam Mp Lobby (1.63 build, Steam only)
Vipera replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Original CTI missions are still broken. Try to start MP game with CTI mission. After player death he cannot respawn again. -
List of regressions between 1.62 and 1.63 betas
Vipera replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Can someone test it, please? In Editor put Apache controlled by the player as a pilot. Put some T-72s in a distance for the targets. Play mission. Highlight the target. Try to hit target by Hellfire missile commanding to your AI gunner. In my case missiles fly straight forward as unguided missiles. Now, switch to manual fire mode and try to hit the target by yourself. In manual fire mode Hellfire missile is guided and hits the target.- 23 replies
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List of regressions between 1.62 and 1.63 betas
Vipera replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Original CTI missions do not work. Game is broken in MP with the latest beta (not sure from which beta exactly). I start MP by LAN, Utes map, War welcome scenario on my first computer. Then I join to this server from my second computer and start the game. The problem is that the player on the host computer cannot respawn after death. The player from joined computer can respawn fine. If I disable beta on both computers then everything works good. ---------- Post added at 06:00 PM ---------- Previous post was at 05:58 PM ---------- One of the latest updates (before 1.63) breaks guided missiles controlled by AI gunner. Can someone test it please? In Editor put Apache controlled by the player as a pilot. Put some T-72s in a distance for the targets. Play mission. Highlight the target. Try to hit target by Hellfire missile commanding to your AI gunner. In my case missiles fly straight forward as unguided missiles. Now switch to manual fire mode and try to hit the target by yourself. In manual fire mode Hellfire missile is guided and hits the target. ---------- Post added at 06:01 PM ---------- Previous post was at 06:00 PM ---------- There is no missile warning sounds on aircraft.- 23 replies
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ARMA 2: OA beta build 112555 (1.63 build release, not backward compatible)
Vipera replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
One of the latest updates (before 1.63) breaks guided missiles controlled by AI gunner. Can someone test it please? In Editor put Apache controlled by the player as a pilot. Put some T-72s in a distance for the targets. Play mission. Highlight the target. Try to hit target by Hellfire missile commanding to your AI gunner. In my case missiles fly straight forward as unguided missiles. Now switch to manual fire mode and try to hit the target by yourself. In manual fire mode Hellfire missile is guided and hits the target. I don't want to create a ticket yet because I am not sure if this is a bug or I make something wrong. -
ARMA 2: OA beta build 112555 (1.63 build release, not backward compatible)
Vipera replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
I want Arma 2 content done on Arma 3 engine. AiA mod could be good but this is just a mod. -
This is "Black & White" game idea but I cannot see a reason to implement such game into Arma universe.
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ARMA 2: OA beta build 108074 MP compatible build, post 1.62 release)
Vipera replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Could you check the game CTI mission with the latest beta, please? I cannot play it. I start MP by LAN, Utes map, 'War welcome' scenario on my first computer. Then I join to this server from my second computer and start the game. The problem is that the player on the host computer cannot spawn after death. The player from joined computer can spawn fine. If I disable beta on both computers then everything works good. -
ARMA 2: OA beta build 108074 MP compatible build, post 1.62 release)
Vipera replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
The current Beta version already broke some game missions. As Dwarden said recently: "The current beta breaks our own scripts and modules too , they need to be updated". I hope this will be fixed. -
ARMA 2: OA beta build 108074 MP compatible build, post 1.62 release)
Vipera replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Game is broken in MP with the latest beta (not sure from which beta exactly). I start MP by LAN, Utes map, War welcome scenario on my first computer. Then I join to this server from my second computer and start the game. The problem is that the player on the host computer cannot respawn after death. The player from joined computer can respawn fine. If I disable beta on both computers then everything works good. -
ARMA 2: OA beta build 106400 (1.62 MP compatible build, post 1.62 release)
Vipera replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
I see radar ghosting with the last two-three betas. My AI start to attack empty space. I also notice some duplicated markers on the map. For example, I saw three friendly MHQ markers in the different parts of map at the same time. -
ARMA 2: OA beta build 104648 (1.62 MP compatible build, post 1.62 release)
Vipera replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
" ..gunners were able to see potential targets out to 4,000 meters or more..". It confirms that in real life people are able to see targets 4km away. They only have problem to identify targets. In game we cannot see targets on big distance at all. This is the problem. -
Another issue what cause LOD switching is HDD fragmentation. Since you have an SSD I'm not sure disk defragmentation will help you. But you can try.
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Try to change Video Memory to Default instead of Very High. This helped me a lot to kill LOD switching.
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ARMA 2: OA beta build 104648 (1.62 MP compatible build, post 1.62 release)
Vipera replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
I think VON started to be jerky after it was moved to another port. [95654] Improved: VoN now uses the same port as the game traffic, should make VoN more reliable (less NAT issues). I guess when server is heavy loaded it cause VON malfunction too. -
I do not like idea of adding more bureaucracy to the game play. I don't like now when commander sets the income for all teammates to 0 and starts to arrange money manually and people start constantly ask for money and suffer from money income delay. What is a benefit for good players if you want to remove $$$ from the game play? Also I don't want constantly ask for supplies or money from one stupid kid who takes commander sit and provides money for planes and helicopters only to his friends who plays with him on the server and ignores other players requests. ---------- Post added at 09:08 AM ---------- Previous post was at 08:53 AM ---------- We also need auto kick from server system for team kills or friendly building destruction. We need to make it as it is done in Battlefield game. If I was killed by friendly player I want to see a menu: Punish or Forgive. If player receives 3 punishments within 5 mins then he will be auto kicked from the server for 15 mins. Interval between punishments should be at least 5 sec to prevent situation when one pilot crashed a helicopter with many players on board and all of them will select Punish pilot. In this case pilot will receive only one punishment for multiple friendly kills.
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I don't like idea of stealing supplies. Destroy - yes, steal - no. If there is a munition as supply then Blufor cannot use the same rounds and tank supplies for their vehicles what Opfor uses. They can use the same fuel, though.
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[SP] The Maykop Brigade-ACE and Non-ACE versions (RWO)
Vipera replied to texkaz's topic in ARMA 2 & OA - USER MISSIONS
With East Weapon pack ACE version works fine now. -
[SP] The Maykop Brigade-ACE and Non-ACE versions (RWO)
Vipera replied to texkaz's topic in ARMA 2 & OA - USER MISSIONS
East Weapons Pack was missed in first post yesterday. -
[SP] The Maykop Brigade-ACE and Non-ACE versions (RWO)
Vipera replied to texkaz's topic in ARMA 2 & OA - USER MISSIONS
I have the same problem. I cannot start the mission because of this error message. Non-ACE version doesn't work because of missing content vilas_rw_forces_co -
ARMA 2: OA beta build 103718 (1.62 MP compatible build, post 1.62 release)
Vipera replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
I see ghosts sometimes (killed/dead units do still reincarnate as ghosts over their last position). I play only MP CTI maps Benny edition. I'm not sure when exactly I start to see them but they are probably more noticeable when server is very loaded, like after few hours of game play with many AI units on map and many players at the same time. I don't know how to reproduce it for confirmation. -
If we want to keep ability to buy weapon in town bunkers then there must be punishment for that. I have a proposal. If someone buys weapon in town bunker then town supply outcome decreases. The more powerful weapon was bought, the more supply outcome decreased. For example, town has outcome 60/60 (fully captured town). If someone buy AT in town bunker then town outcome decreases on 20 to 40/60 (partially captured town). If outcome reaches 0/60 then you cannot buy any weapon in bunker until it will be increased again with time. And another side effect that 0/60 town is easy to be captured by enemy. In this case player will not be able to sit in town constantly buying AT weapon.
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Would be nice to remove reloading in bunkers feature completely. This feature destroys the gameplay. One human player in town can stay against town siege for the long time. Constantly reloading at the bunker he can destroy incoming enemy vehicles and helicopters. He can buy AI infantry in town main camp and reload them in town bunkers forever until he has money. I would like to see better use of ammo boxes and ammo trucks instead or limit bunker reload capacity.
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ARMA 2: OA beta build 103718 (1.62 MP compatible build, post 1.62 release)
Vipera replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
I totally agree. We just need auto zeroing on right mouse click without even selecting the target. -
ARMA 2: OA beta build 103419 (1.62 MP compatible build, post 1.62 release)
Vipera replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
What was updated?