Jump to content

Fireball

Member
  • Content Count

    341
  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by Fireball


  1. Units in my group don't want to follow orders they just look through their binocs most of the time or just sit there and not move. They will not re-join formation. It seems like something is terribly wrong with the players AI group members. Very frustrating indeed.

    Can you create a little repro mission on Desert, with clear and simple repro steps?

    Even better, can you create a CIT ticket listing Observed, Expected, Repro Steps and attach this mission?


  2. So has anyone worked out what other changes where made since 85032 that would effect AI behaviour?

    Possibly changed FSM priorities might cause this.

    Maybe the FSM doing the binoc move needs to be revised - this might already be in place but we might not be getting it with betas, since data fixes are only rolled out with full patches.


  3. If anyone still uses this, it doesn't work anymore.. :( The place it was hosted got shut down and it has to go somewhere else.. it's a pain to find a place to support it because it can't be on normal hosters like GoDaddy.. it needs to do an outgoing ftp connection to BIS's beta depot, and most hosters don't allow that.

    I can help with that, I got my own FreeBSD host. Get to me per PM.


  4. Ah, for those who only want to review non-resolved 1.60 BETA issues, use this =status_id&op[status_id]=%3D&v[status_id][]=1&v[status_id][]=2&v[status_id][]=10&v[status_id][]=4&f[]=cf_32&op[cf_32]=%3D&v[cf_32][]=1.60+BETA&f[]=&c[]=tracker&c[]=status&c[]=priority&c[]=subject&c[]=author&c[]=assigned_to&c[]=updated_on&c[]=category&c[]=fixed_version&c[]=votes_value&group_by="]filter link for the CIT.

    ---------- Post added at 06:40 PM ---------- Previous post was at 06:13 PM ----------

    I recommend releasing a beta with the overdub fixes very soon. Currently my SP beta-testing falls flat because of that.


  5. Btw. a very handy function on the Community Issue Tracker is now the "First affected ArmA II version".

    I've created a filter link, which lists =status_id&op[status_id]=o&v[status_id][]=1&f[]=cf_32&op[cf_32]=%3D&v[cf_32][]=1.60+BETA&f[]=&c[]=tracker&c[]=status&c[]=priority&c[]=subject&c[]=author&c[]=assigned_to&c[]=updated_on&c[]=category&c[]=fixed_version&c[]=votes_value&group_by="]all bugs caused by 1.60 BETA.

    This filter can then be saved, by clicking on "Save" below filter options, then enter a name for the Filter (e.g. "Caused by 1.60 BETA") and click save again. You will find the shortcut on the right side above the pre-defined filters in Redmine.


  6. @Brainbug,

    I tested only on the warfare server,maybe i should create a DS with last beta on it and check.i wanted to show you what i'm talking about but my ticket got removed.

    This is not true, the ticket was set to duplicate and thus closed. You should have gotten an e-mail about this, there is always a link. Or you can check in Activities and find my change there. Or you can click on the filter on the right, to only display tickets of yourself. Etc.


  7. I don't want to rain on everyones parade and also do love MP improvements, but I am seriously concerned about the recent changes in netcode.

    Looks like base netcode components are now rewritten from scratch or something - honestly I'm a bit confused. We seem needing to piece together all possible combinations how setDir and setPos need to transfer information anew right now.

    I'm mostly worried that there are other undiscovered bugs sleeping in MP code in the same style, that this is only the tip of the iceberg. 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?

    Suma, what are other potential commands which could be affected? (MP) Eventhandlers? moveIn*/moveOut orders? MP framework?

    I just wish to have more insight as to why the myriad of issues with setPos and setDir.

    Can the code be somehow whitebox analyzed for other breakages in this fashion, so we don't have to rely on trial-and-error only?

    ---------- Post added at 08:01 AM ---------- Previous post was at 07:58 AM ----------

    Oh yeah - just as a heads up and reminder to self:

    Crow is also broken:

    - dead player isn't transferred into crow immediately but sees the crow from above for about 30 seconds

    - crow is going offset in MP

    Repro: One client hosts, a second joins (simple two player MP editor mission), player two shoots player on host. Host player flies around in crow and after a short moment the crow is at a different position on the host than on the remote client.

    I'll create a ticket tonight, ASAP, gotta jet now.


  8. I would assume that all information is welcome, even if you are not able to express yourself as a programmer with intimate knowledge of the engine and scripting concepts. If this is not the case, I shall refrain from reporting on the betas in the future.

    Well, Suma/we do need quality tickets and full custom missions like Warfare are so complex that they're not useful for debugging per se, specially if the person debugging is not familiar with them and they're big and take a long time to load.

    I'd say of course it's welcome that you report bugs, but sometimes writing less is more. One issue, one repro case.

    And only thanks to your ticket, I got to see the issue and created a repro mission for it which Suma could use, so keep up the good work.

    A repro mission should be on Desert or Utes (they load quickly) and should only contain units/code to present the one very issue.

    I've created now a second ticket about the setDir issue, maybe it IS fixed by the setPos fix, maybe not. If it's the same issue, the new ticket is quickly closed or set as a dupe.

    http://dev-heaven.net/issues/24413


  9. Already covered by my CIT ticket.

    I'm sorry, your ticket was very voluminous and presented three extremely heavy missions and confused more than it helped.

    I reduced it to the setPos case, but also added in setDir (which was working on my tests).

    So it is NOT a simple setDir, which is not working, not even on a DS.

    We need a different ticket for the orientation of buildings not transmitting and a different repro mission.


  10. But in the ticket that Sickboy posted above Suma says that he has fixed the issue already. So I'll keep my fingers crossed that these problems are gone with the next beta.

    Not sure, there is no setDir issue I could reproduce.

    So you say in the same game, someone with a later beta saw all buildings oriented towards north, while you saw it correctly? :eek:

    That would mean structure orientation would not be transmitted in latest beta. :butbut:


  11. setDir and setPos are broken right now, that's why the funny stuff happens.

    I made a repro mission which uses setDir with hardcoded values in

    http://dev-heaven.net/issues/24368

    but setDir works there.

    The buildings in Warfare BE might point north because you did not turn them before placement. :P

    No, joke aside, you're comparing two pre-built infrastructures and I doubt you built a full base twice in different game versions to show that setDir isn't working, so this must be savegame related.

    This means the direction of buildings isn't saved or loaded anymore.

    Furthermore it could also mean that the savegame isn't compatible to the later beta anymore.

    ---------- Post added at 01:05 AM ---------- Previous post was at 12:53 AM ----------

    a lot of dead unit were still on their foot, inanimate. they disappear like corps after a while. critical bug

    repro is not so easy. because i was playing warfar benny 2.0.70

    I think that happens when you mix different beta builds server- and client-side or even a server with 1.59 final and beta clients.


  12. Good to hear that BIS don't give up and move with flankspeed to A3. :)

    You should expect, that all these engine fixes (or repro cases) will flow into A3, where applicable.

    I understand PhysX will make things a lot different, but the basic netcode and AI will probably be ported and adapted, so it does make sense to refine those in a final product like A2/OA, opposed to a pre-alpha stage product.


  13. On this version of the server began to throw out with such message

    2:48:59 Player [K'n'D]comrade EZHOff: Signature check timed out

    2:48:59 Player [K'n'D]comrade EZHOff disconnected.

    2:48:59 Admin [K'n'D]comrade EZHOff logged out.

    Seems to be the regularCheck issue I experience.

    http://dev-heaven.net/issues/24104

    But it was already in last build, the issue. Does anyone know if the build shortly after 1.59 release had the issue (I had regularcheck off, until recently, to test)?


  14. The only problem with the latest betas in MP is the visual state interpolation causing units to rubberband worse than usual. If that's a deal breaker for you, don't use it. :)

    Yeah, I hope it gets fixed before 1.60, else there is no "don't use it" possibility anymore, seeing all the nice improvements done to AI and general stability so far.

    I hope for an RC soon or betas which break MP compat (along a new linux server beta build) to get the MP issues ironed out.


  15. Hotfixed:

    - "Pull Out Injured" is not displayed on every infantry unit anymore and working properly on choppers

    Known Issues:

    - You have to get fairly close to the center of Merlin to show the action

    - I had to increase the action display condition by 1m - this is a compromise to enable the Battlefield Clearance script to work with the UH-1Y and Merlin, but in turn you are able to pull out/load into already when you're 1m away from a jeep now.

    Current version: 0.81a

    - Fireball

    --------

    Project Details

    Mission available at

    http://dev-heaven.net/projects/insurgency/files

    For improvements and fixes, please see the roadmap at:

    http://dev-heaven.net/projects/insurgency/roadmap

    Please feel free to post your suggestions here or, better even, file a ticket on DevHeaven in the project issue tracker.


  16. Hello everyone!

    I finally got around to release Insurgency 0.81!

    This is a bugfix release, but I couldn't do without sneaking some features in, which make upgrading your servers worthwhile!

    Most notable of those is respawning OPFOR AI vehicle patrols.

    Further additions include:

    - Parameter to lock MHQ in place

    - Removal time parameter for BLUFOR bodies

    - You can now pull injured players out of any vehicle (also the chopper)

    Enjoy!

    Further features and fixes are seen in the Roadmap.

    Current version: 0.81

    - Fireball

    --------

    Project Details

    Mission available at

    http://dev-heaven.net/projects/insurgency/files

    For improvements and fixes, please see the roadmap at:

    http://dev-heaven.net/projects/insurgency/roadmap

    Please feel free to post your suggestions here or, better even, file a ticket on DevHeaven in the project issue tracker.

×