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Hanzu

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Everything posted by Hanzu

  1. Me and my gamebuddies just completed Harvest Red and Operation Arrowhead campaigns. Harvest Red was completed with patches between 1.54.72888-1.57.77819. Operation Arrowhead was completed with patches between 1.57.77819-1.58.78413. Harvest Red campaign still has "cooperative only"-bugs that will not appear if you play alone, but not so many as 2 years ago. I have reported most that still exist to CIT, but BIS has not reported to fix any of them. In missions First To Fight, Manhattan, Bitter Chill, Delaying The Bear and Badlands, I had to tell my friends to disconnect before I completed the last objective otherwise mission will not end or will end, but not unlock next mission. Reverting autosaves works much better now, but mission still fails if Razor Team member dies, but I do not see that as a problem since savegame and loadgame work well enough now. Operation Arrowhead campaign surpised me with beeing much more bug free in cooperative, but it was not so much fun as Harvest Red because every team member has different start location and often different objectives too. The thing I hated most in this campaign was player respawn, which killed immersion for me. I used a workaround to avoid it and loaded last save everytime one of us died. So it is all about taste, I liked Harvest Red all must survive style better. In my page you can see end screenshots of all those missions and patch number what was used when it was completed. You can also check my one and only cooperative walkthrough for Harvest Red (which is not fully complete but will provide help for toughest parts anyway - and I still update it every now and then). Remember to also vote for all the bugs in my signature, so you should have better campaign experience if they fix those bugs.
  2. Ok thanks PvPscene. I will not try to repro it anymore, but if someone else even manages to get that message with 1.58 or newer, reply here and tell me how many units approximately you got when it showed up. BTW. That window or whatever sees to have room for 20 characters only. See how many characters there are for those non-english languages. What were they thinking...
  3. I just tried to repro this. After I had bought over 300 Crewman to join Razor Team. I gave up and never saw that "Can't reinforce. Gro(up is at max size!)"-message. Could that max size depend on difficulty because I tried to repro it with Recruit difficulty (so no enemy would bother my repro test)? Or could it there is no limit how many infrantry units you have, but if you try to buy as many vehicles you will see that message? So OMAC also got this with 1.57 patch and I can't imagine BIS would have suddenly removed or increased the max size in the latest patches. BTW. With having 300+ intantry man lined in V formation behind you made the game really slow. I can't imagine anyone playing this mission with so many.
  4. I have never even launched this mission. But call me crazy if I ever buy another game like Arma2 where after playing anything for 1 hour will result a need to spend 2 hours of bug reporting, repro stepping and arranging screenshots (when I'm one of those who wants to report bug when encountering one). But anyway thanks for testing this mission PvPScene. So now we know Debfriefing works. I have one question however. Why is it showing "Duration: 2h, 54 min"? I can't believe it took than long with those cheats...
  5. In COOP 08 Armory failed Meta-Challenges give similar red X's and it will still complete successfully with Debriefing if point limit is reached before time limit. But then again it is totally different mission design and thus not very good for comparison. What triggers sunup in that mission? In Dogs Of War it is possible to delay day and night change by not going to Skalisky island where day will be switched to night. Have you tried to leave mission running and staying in some safe place? This would show what happens when 3 hours time limit is reached. I also have wanted to have original mission designers comments on lots of things, but never got one with somedody taking credit of beeing the designer for some mission. I guess they are just too busy, too ashamed or just fear it would result a flood of questions from everyone. Also if some mission is 2 years old and they have done lots of other work after that, we can expect that they have forgotten lots of stuff already. Could also be something like companys rules that they are not allowed to reveal themselves, just a guess. One thing I have now allowed myself when finding showstopper bugs in some missions, is to lower difficulty settings to minimum and make enemy AI as stupid as possible. This way doing some tests is a lot easier and faster.
  6. My quess is: red X in objective means it failed, but not badly enough to end mission grey \ in objective means it was cancelled by HQ grey circle in objective means it was not completed green circle in objective means it is completed It shouldn't matter, but I've seen some badly designed missions where completing objectives will result no Debriefing which in this case means failed mission. Some examples: COOP 18 Mountain Dew COOP 05 Tank Hunters Yes there seems to be only a few information about this scenario. I only found these outside these forums: http://www.tacticalgamer.com/armed-assault/142561-sp-freedom-fighters-scenario.html http://www.youtube.com/watch?v=Xtwb6j674Y0 nothing really useful in those either.
  7. @gambla and OMAC both of you may want to add -showScriptErrors to the shortcut what you use to launch the game: For example: Target: "C:\Program Files\Bohemia Interactive\ArmA 2\arma2oa.exe" -noSplash -skipIntro -showScriptErrors It will give small black-green text box to left center part of the screen when script error happens. I have those show up most commonly when you have just loaded savegame and I assume it is because script is often confused in that situation.
  8. I have experienced something similar in area north and northwest of Electro. There could be something wrong with the map/world combined to heavy script looping and/or memory leaking. Will drain down FPS down just because of extreme CPU load. Even if above assumptions are just imagination fact is Electro is biggest town in that map and looking from north down to town and sea is bit of a FPS killer if all video settings are maxed. Remember also that destroyed enemy vehicles and enemy corpses may also consume considerable amount hardware power with high video settings. So after heavy enemy respawn game will slow down. Back in my old hardware setup I have seen game to speed up when I chose Hide Body for enemy corpses. That was because I kept on very high detail which made those corpses to load CPU heavily, atleast with my old rig. Your hardware setup has some similarity to my new rig. Atleast with that Phantom and SSD. With all that power we could assume there has to be something wrong when game can squeeze FPS down to 1 or 2.
  9. I think "Debriefing = 1" is not there either when mission fully works, because I have not seen it in missions I know that are working. So I assume missions are defaulted to "Debriefing = 1" by engine or something. So basically that command has meaning only when mission wants to make a silly mission without debriefing "Debriefing = 0" My undestanding for scripting is poor. So I really can't debug any of those. I tried to use Squint to find bugs in those COOP missions, but I soon saw it will give all kinds of false alarms and gave up, putting all my hopes on BI developers to find what is causing the bug. But believe me I above all know how irritating it is when mission will not end correctly. To me they are the worst bugs of all - even worse than any crash or performance issues. In your case it can also be a bad trigger. Meaning there was a situation where mission should have ended but scripting and triggers just didn't work and it is past that point now. I have seen such things for example in COOP 08 Payback. If you kill all enemies, but have not triggered one task/objective before it, it will not trigger anymore when there is no enemies around that the task required. If you still play it, copy your savegames somewhere every now and then to have more to choose if you need to go back few steps.
  10. In that case feel free to join my server later tonight if you have enough intrest on COOP game style play with Expert difficulty. We are not using any mods (since we want to make sure if when there are bugs, they are not because of mods). I can host 4-10 players depending on the mission were in.
  11. Do you mean just dedicated servers? If non-dedicated server is ok for testing, I'm going to host some official COOP missions with 1.59 RC + this beta tonight.
  12. In this game ULB is remote controlled helicopter and UAV is remote controlled plane. In my opinion ULB is even better than UAV, because it can hover when UAV has to move circles all the time to stay in air. So I didn't really undestand what is the problem here. Please explain a little more and maybe I understand better. :)
  13. Without any knowledge about that mission, I say with 60% probability it is bugged in the end. If that mission is really that hard and unbalanced, I suspect not so many have played it and provided enough feedback straight to the developers leaving the end part unfinished. Just like in these COOP missions: http://forums.bistudio.com/showthread.php?t=114818 Try playing from your last save and recording video about it with Fraps or similar program. Then put video on pause mode and try to locate the part where mission fades away to after mission screen. If you find a slide with Debfriefing showing and then disappearing in the next slide, then yes it is same problem.
  14. Hanzu's mirror Should be fast if not too many are dowloading simultaneously. Might be slower for those not located in the old continent. --- As I said I accept animations as they are even though I'm realism fanatic too and only play on Expert difficulty, but I remember all the years we played original Ghost Recon. You could listen enemy to shoot, stay ducked down and attack when enemy stopped firing and started to reload. You actually saw them doing those reload animations (handling ammo clips). So it should not be too hard technically to implement realistic reload time which would give new tactical element in both PvE and PvP. Ghost Recon did it already more than 10 years ago. So maybe this could be added to Arma2 as future feature. In Ghost Recons switching from primary weapon to AT was too fast too, but it took quite a long time before reticule stopped moving and allowed you to shoot.
  15. I managed to complete COOP 08 Payback alone and here is what I found out: There is a NLAW tube missing bug. http://www.dev-heaven.net/issues/18344 It seems to be important to go close to UN vehicles before killing too many enemies to complete "Locate UN property"-task and to get "Defend UN vehicles"-task. Not 100% sure if it is required, but it sure seems to give higher chance that mission will complete. Everytime we played by first clearing all enemies and then going to UN vehicles, "Locate UN propterty" did not trigger anymore. Once "Defend UN vehicles"-task is assigned, mission should end when all enemy soldiers are eliminated inside and at close perimeter of the camp where UN vehicles are (red rectangle in map). Please note that you need to check all buildings and vehicles. New enemies will not spawn, but they will move there from other parts of the map. Mostly from openings in the fence. Empty and damaged abandoned enemy vehicles do not have to be destroyed. I had some of the inside the camp. There is a stationary grenade launcher in south of the camp with enemy sitting and operating it. GPS COORDS 013007. That enemy has to be eliminated and you can disassemble and reassemble that grenade launcher for example to the road in front of the main gate. It is a good idea to check UN Ural and UAZ vehicles with Engineer. Go behind them and if Engineer finds someting to repair in them, then repair it. There is a 50% chance this is required for mission to complete. After there is no enemies in above mentioned perimeter mission will complete in 5-10 seconds after eliminating last enemy there. If new enemy walks to perimeter, mission will go on. When mission ended for me. I had taken out helicopter, some tanks, some APCs and some UAZ and 60 infantry. There were still lots of enemies in North part of the map. So as a 100% sure conclusion not all enemies have to be eliminated. Even though mission completed I was sent to Multiplayer Setup without Debriefing screen, so yes there is a bug that needs fixing: http://www.dev-heaven.net/issues/18349 If you want more tactical tips to this mission, let me know. Right now I'm too angry about that bug for further writing. :mad:
  16. We have been playing COOP 08 Payback with Expert difficulty every now and then since september 2010 and it begins to look like it is not working so well. This mission comes with BAF (Lite) and BAF DLC. We have only tested with BAF (Lite) so far, but I've preordered Arma2: Reinforcements which includes full version of BAF, so there is a little hope this mission would work there. Not only once we have noticed after eliminating all enemies and destroying their vehicles mission will just not end. There are only a 2 tasks=objectives in this mission so it should not be too complicated design to work no matter in what order you play. These forums have 0 posts about this mission (until now). Youtube has 0 videos about this mission. Google finds nothing useful about this mission. Please share here your experiences on this mission. Especially if you have BAF DLC or Arma2: Reinforcements.
  17. Sorry for that assumption. Original post is now edited. Hopefully those bugs got your attention. After all none of the 20 bugs I have CIT reported have proven to be false alarms. Finally I can give some support by buying Arma2: Reinforcements DVD, since I don't like bying DLCs. Keep up the good work! ---------- Post added at 11:32 AM ---------- Previous post was at 11:16 AM ---------- Just tested and satchel charge worked ok for me in COOP 08 Payback. Make sure you are not using any mods and try again.
  18. Just downloaded, installed, tried and accepted animations as they are, but pardon me for beeing disappointed because I didn't find these bugs beeing fixed even though most of them are for BAF which will be re-released soon with Arma2: Reinforcements: http://dev-heaven.net/issues/18005 http://dev-heaven.net/issues/18146 http://dev-heaven.net/issues/18172 http://dev-heaven.net/issues/18173 http://dev-heaven.net/issues/18344 http://dev-heaven.net/issues/18349 "Language fixes for BAF and PMC"... well at least we got some even more minor fixes for those. Anyway your overall patch support is just worldchampion class, thank you! Oh one more thing. If you have some mission going on and have save(s) for it, it is a good idea to finish it before intalling this, since this one makes all your old saves incompatible as full patches always do. EDIT: Dwarden kindly told us Arma2: Reinforcements will include 1.58 patch, so it was too late to add fixes for those bugs and get it to DVD, which is probably alredy in manufacturing process.
  19. Hanzu

    New patches crash

    Q9505 default clock is 2.83GHz and you have overclocked it to 3.6GHz which might explain instability. Even if some other game is stable with that overclock it does not mean Arma2 is since it is very heavy game and with high settings it can stress hardware. So before trying again with new patches make sure nothing is overclocked. Those newer patches change or add new technical features like AToC and improved memory handling. So it might explain why those older patches work and new ones do not. You might also want to try 1.58 RC. Also they should release 1.59 anytime soon. I believe there is some solution to your problem so hang on and you get your money worth and Arma2 enjoyment.
  20. Hanzu

    Dogs of War strategy [SPOILERS]

    Yes USMC will return from the sea to that town but only if you have collected enough evidence of warcrimes in the previous missions. If I remember I collected all but 2 of the evidences of the whole campaign and what they sent me was 3 helicopters, 3 amhibious-APCs and some infantry and I read somewhere what they send to you depends on amount of evidence too. So if TUSK tanks come, I guess they would require more evidence than I ever got. Somebody wrote he got TUSKs to assist clearing Insurgent Main Camp in Manhattan mission too, but I never got those either even though I completed all possible objectives of that mission.
  21. Just making sure everybody who previously had that problem know this bug was fixed in 1.58.78473 RC Other discussions about same issue: http://forums.bistudio.com/showthread.php?t=108312 http://forums.bistudio.com/showthread.php?t=115406
  22. Hanzu

    Dogs of War strategy [SPOILERS]

    I would try to start like this and see how it works: Wait until you have enough money to buy two T-55 and put Razor Team in them. Drive to Electrozavosk and conquer it to get USMC back (if you have collected enough evidence in previous missions). Go to Msta and crush Chedaki HQ and all other buildings from the distance there with your tanks and USMC. From northwest I think you will have best line of sight. If you manage to wipe out Chedaki in the start. No more of them should spawn making rest of the mission quite easy in theory. --- If you really want to go to attack Russians and do not care that they nuke you after you "win". I think the main problem there is those russian T-90 tanks. You wound need a multiple T-55 CDF tanks with crew and maybe bunch of Mi-24D CDF helicopers with would help a little in case they are not shot down immediately.
  23. Heh :) Yea, we had problems with First to Fight too. Always when I (as a host) entered helicopter. 1-2 other players automatically got killed. We never saw what happened because it screen faded away at this point, but what I assumed happened was that those players were taken over by AI which tried to move them to other side of the chopper to Get In and those characters either glitched to tail rotor or dropped off the deck to sea and eventually died. Weirdly it worked when I told other players to disconnect and played that part alone. Probably AI controlled Razor Team positioned themselves to better place before me getting in. Again my basic rule in Red Harvest campaign coop. If something does not work. Try playing that part alone and after you get past it, tell others to join back.
  24. Hanzu

    Multiplayer Coop bugs?

    iie :rolleyes: It works too, but I used another method which is actually easier (and faster if game is installed to fast drive). When you see "Saving Game. Please Wait" (autosave) just exit game and resume back to create new suspend. I had to use this method because I play Expert difficulty where there is only one manual save. So this way the newest suspend save is always newer than newest autosave. It is also good idea to backup your savegame folder every now and then during mission. In case something that is wrong is written to latest save. Just keep a shortcut of your savegame folder in desktop ALT+TAB there and copy your savegame or whole profile folder to some other place. Do not spend too much time on desktop to avoid possible problems ALT+TAB may create.
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