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Fireball

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Everything posted by Fireball

  1. http://dev-heaven.net/issues/24177 <- incomplete fix for 1.60 beta unfortunately hasn't improved for 1.60 RCs. Suma, do you know why there are still special cases of high to very high grass which is ignored?
  2. Go to your profile folder, right-click on it, Properties -> Security, modify it and add or edit Administrators group for Full permissions. Problem fixed.
  3. More evidence attached to the relevant CIT ticket: http://dev-heaven.net/issues/26783#note-23
  4. Fireball

    Insurgency

    Sorry, guys you talk utter bullshit. The NVG script was tested multiple times and works fine, but you need a current "genuine" Insurgency, not some spin-off. If east ratio = 0, then it means no human player can spawn as OPFOR, so screw it!
  5. Fireball

    Dead Battery?

    Radio in a friendly chopper colleague and tell him to bring long jumpstart cables. ;)
  6. So which well-known tool would that be? It's not that well known to the brave and honest fighters. CIT it please.
  7. Hmm, I got an error while installing the RC: Please be patient. This update may appear to take a long time to complete. It is updating and installing very large data. ARMA 2 OA ARMA 2 OA: Updating version 1.59 to version 1.60... Error found in file expansion\addons\languagemissions_e.pbo (c0a54b30!=2dad4060) ArmA 2: Updating version 1.10 to version 1.11... ArmA 2 patch 1.11 has been applied successfully. ArmA 2 patch 1.60 has been applied successfully. Verifying ArmA 2 BAF, version 1.03... ArmA 2 BAF patch 1.03 has been applied successfully. Verifying ArmA 2 PMC, version 1.02... ArmA 2 PMC patch 1.02 has been applied successfully. It offered me Abort/Retry/Ignore and I chose Ignore and it continued patching at least. Any idea what happened to this file now, since it seems to have the same date as of today (patch day), like any other file after patching: Checksums before patching (also with the same date as most other files in Expansion\Addons): EDIT: My OA is IDEA/Peter Games retail and previously never showed problems patching, including 1.59.
  8. Fireball

    ARMA 2 beta build 1.11.86734

    Some issues might remain unfixed and moved on to 1.61; I'm judging this also by the stability of the betas currently reached (apart from some TS3 vs OA performance issue reported by dslyecxi), which is favorable for a release.
  9. Fireball

    1.60 beta issues [only]

    Another amazing roadmap view (selection by Dwarden): http://dev-heaven.net/projects/cis/versions/1010 Recent changes make up a nice graph of issues fixed per criteria (e.g. category).
  10. Fireball

    Insurgency

    OPFOR has already NVG; by average every 4th has NVG on it.
  11. Fireball

    1.60 beta issues [only]

    I think things are changing so fast and kju seems currently unable to keep up with editing the topic, so I suggest you use my CIT filter link (also in OP) and look there. ---------- Post added at 04:11 PM ---------- Previous post was at 04:04 PM ---------- Additionally, Dwarden maintains also important bugs (not only caused by 1.60) using target version, made visible by this filter.
  12. Are you sure, this isn't just an "effective commander" issue? I.e. when you're not the commander of the vehicle, you cannot "order" to "turn out". ---------- Post added at 12:51 PM ---------- Previous post was at 12:38 PM ---------- Ref. objects affecting AI steering; ticket with repro or it didn't happen. It's probably not what he meant with "objects aside the road", but we have a ticket for that: http://dev-heaven.net/issues/3450
  13. Fireball

    ARMA 2 : OA beta build 85889

    Please don't take this ad absurdum. I think sometimes, the need of a second hit is fine and realistic, specially on anything else but the head. I've read papers which are given out to policemen aspirants, which indicate that, unless you have a very large caliber (.45, .50), you seldom have manstopping power on 1 hit (even though they wouldn't be running around happily ever after, like they do in A2/OA, but that's another story).
  14. Fireball

    ARMA 2: OA beta build 85680

    What I got just now is more alerting: I had AI ignoring me completely. I don't know how I made this, but I was playing on my linux server and I could run in front of them or whatever and they just would ignore me, no matter if I shoot next or at them. I'm a bit at loss on how to repro it except for Insurgency; I'll write up a ticket anyway. EDIT: http://dev-heaven.net/issues/25847
  15. Well, maybe, but it's not supposed to do it. I transferred the current's beta data to the server, so if it's that, then it's doing something wrong. ---------- Post added at 11:40 PM ---------- Previous post was at 10:57 PM ---------- Another thing: Does anyone also experience http://dev-heaven.net/issues/24104?
  16. Fireball

    ARMA 2: OA beta build 85680

    Unrelated comment removed from ticket.
  17. Fireball

    ARMA 2: OA beta build 85680

    Just remove your mobile phone from the vicinity of the computer! ;) No, for real, for me it was really like this, when I had my mobile just next to the cable/volume rulers of my headset I had sounds which I couldn't directly associate to my mobile phone first, but it was a tsik tsik sound, which ceased when I moved my mobile to the other side of my desk. :D
  18. While starting, I noticed this in the logs: Failed to load TextureHeaderManager from file "ca\animals_e\texheaders.bin" - failed to open the file. (many iterations) Full log here: But the server runs fine so far, will update on other issues later.
  19. Two thumbs up! Will try it out in a bit.
  20. Fireball

    Insurgency

    I agree basically with you, hence I fell sort of into a phase of apathy, not really doing anything anymore. But I also see that other players and fans of Insurgency have great ideas which surpass my current imagination, hence I invite those who want to help with the project happily (under some conditions). I am aware, that some modifications from 0.81a on forward may be controvert to some extent (realism vs. fun), but I'm willing to take the risk, knowing that 0.81a will always be there for all the die-hard basic Insurgency fans to play, and if you want so, I could have called it 1.0. Sometimes a mission has to evolve, so it won't become a bore, people want new stuff, new toys (kit, vehicles), some like more action (e.g. air attacks), some like it spartan (hunting few insurgents with an M9 within houses). All that said, with a few exceptions, most will still remain configurable through params.
  21. Fireball

    ARMA 2: OA beta build 85478

    Who told you that? There is absolutely no simulation of body armor in ArmA2/OA.
  22. Fireball

    Insurgency

    It's not only the SMAW but also the projected changes on adding USMC units, which will require CO too. IMO, since A2 was released for free in A2Free, anyone can make Combined Ops light with it. But if too many are against integration of CO, we'll reconsider this.
  23. Well, Suma is fixing all (or most) of the stuff here, in this phase, but he didn't do all the "breakage" or misfeatures himself (or if, then maybe over a decade ago). So he might as surprised to hear about some stuff, you wouldn't expect. Plus, he's fixing the issues, but we are the QA team now and by the collective we are, probably the best one A2/OA ever faced. :p So repro or death (thanks for your contributions so far, btw.)! Tbh, we (including some other BI members) probably underestimated the fixing/coding skills of Suma many times before - so if there be a reasonably easy fix to pathfinding around all the fences, walls and pipes, it's him who can do it or initiate it and I'll be happy to stand corrected toward my previous statement.
  24. Without being the dev you hope for, I think the main issue is, that it was never thought of during map and AI pathfinding design. Without a advanced pathfinding AI which calculates possible ways out in a complicated manner or even "learns" the environment by neuronal nets, it would require that every "hotspot" (e.g. hole in the fence, gap in the wall, etc.) be marked on the map with appropriate waypoints for AI to get around them, indicating even the required stance, at times. If this was planned throughout the map design to begin with and the AI pathfinding was fit with the necessary intelligence, it could work, but now, you can imagine how unlikely such a re-implementation seems. Again, you never know, what happens for A3 - complex AI pathfinding could be easily directed towards multiple CPU cores (e.g. in a round-robin manner for each AI unit), so nowadays CPUs could handle it.
  25. It would require a new path finding engine, one, like it was licensed for VBS2. But mind you, one license costs there the tenfold as one for A2+OA together, so hold your horses. Maybe we *might* see some improvement in A3 - you never know! ;)
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