Search the Community
Showing results for tags 'Beta'.
Found 69 results
-
Taken from this post by Warmbrak: http://forums.bistudio.com/showthread.php?155675-Game-Update-0-58-Movement-mode-resets-between-crosshair-amp-iron-sights This thread was closed because the issue is apparently resolved in the feedbacktracker. It has also been confirmed a week ago on the forums that this would be fixed in the next dev update, but after a week the bug is still not fixed on the devbranch. I think this bug is very annoying and I hope BI did not forget about this one :-)
-
Hi, tracker yesterday (sorry, MadDogX, brain wasn't on), I hope it is ok to post this in here. after I half-sleepingly wrongly posted this to the feedback My thoughts on how to improve the overall driving experience in ArmA III. Feel free to comment, review or to add your own thoughts. I will insert them, provided I remember to look here. :D Most thoughts refer to on-road driving with cars. Some could be/are duplicates. Improve sound. Sound specifically needs some work on those sections: Sound of quad at top speed is buggy: Constantly repeating accelerate noise. Braking sound is really bad and also quite general. (I actually think I have already heard the sound somewhere) The braking sound also occurs in certain cases when "drifting" at high speeds on the road. This sounds very strange. Add unterground-dependent sound. (asphalt, concrete, gravel, (rain), etc) Engine sound should have some random noise. (misfire etc) Currently it's always the same sound. Improve general handling and driving athmosphere. Driving over a bush does makes it "fall" (don't know the right word), but does not cause any damage. Because of that, you often don't even try to avoid them because you know they don't mean anything. Making them cause a scratching noise (causing the driver to notice it and think "oh shit, I have damaged the car") and some damage will do the job. Signs are too small, not really frequent and/or complete and too late and too difficult to read when driving fast. All this makes driving without looking at the map all the time or having a copilot. My suggestion: At crossings (or T-junctions), optionally have one early sign indicating that a crossing is coming and then signs for all possible ways. Generally, make the font size bigger. Fonts of real signs aren't that thin. Properly implement handbrake: A vehicle standing on a slope will roll if handbrake is not applied. Upon activation, handbrake stays activated. Upon deactivation, handbrake stays deactivated. Add wipers (Hugely improves atmosphere if graphics are done right) Some aquaplaning. (Really unimportant) Driving offroad should make the screen shake, create dust etc When driving slow-medium speed (e.g. 20 km/h), the engine makes a "accelerate" noise and the speed is almost constant, even driving on a gravel road. Add more friction and play the "roll out" noise, not the "accelerate" noise! It is not possible to brake without starting the engine, i.e. if you roll (w/o engine) and press S then the engine starts. Improve graphics. (Some details, most of it looks fine) Make streets more plastic. (especially gravel roads) Add some random noise to the roads. Hoping I've done it right Scogol PS: Indentation is a bit broken.
-
i want to set damage of the vehicle that i'm driving to zero how can i do that? for example "player" is the name of the player now what is the name of his vehicle? ---------- Post added at 18:33 ---------- Previous post was at 17:17 ---------- i got my answer:D use this command and it will give you the object of vehicle you drive vehicle player
-
Beta patch rev. 97057 released (1.05 / 1.06 required!) Changelog: This beta patch is fully aimed at solving the failed registration issue.
-
Beta patch rev. 91893 released (1.05 required!) Changelog: This beta patch only targets the disappearing cockpit issue, so no other areas / data are different since the previous version. The issue has been fixed on our in-house hardware, but we'd like to know if that applies to you as well.
-
Beta patch rev. 91543 released (1.05 required!) Changelog: This is the first beta patch containing Take On Helicopters: Rearmed. Unfortunately one of its main features, automatic and smooth merging, does not apply yet. It does allow testing of the 'merging' add-ons, which will solve the compatibility issues as much as possible. Check the community Wiki for a quick guide on how to run Rearmed. Many thanks go to PvPscene and OMAC for their work on this! :ok: Also included are improvements to head-tracking and tweaks of the Medium flight model.
-
Revision 88888 uploaded Changelog:
-
Idea for terrain appearance beyond object view distance
OMAC posted a topic in TAKE ON HELICOPTERS - SUGGESTIONS
In Seattle, there is much visual contrast between terrain on which objects are rendered (<= object view distance) and terrain with no rendered objects (> object view distance and <= visibility distance). Generally, objects (especially trees) make terrain look much darker than distant terrain with no objects. Reduction of such visible contrast would improve appearance of distant views by making them more seamless with closer terrain having objects. Two ideas to reduce contrast: 1) Darken distant terrain beyond object view distance so that overall histograms (brightness/contrast) match those of terrain with objects. 2) Have a reduced-resolution map (like distant raised grass layer in A2OA, but in this case derived from map of terrain with objects) display in areas beyond object view distance. -
Check whether (human controlled) unit is lying on ground?
roguetrooper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How can you check whether a human controlled infantry unit is lying on the ground? -
Arma 2: OA: Beta Build 82282 - Memory allocator test
suma posted a topic in ARMA 2 & OA - BETA PATCH TESTING
Build 82282 at http://www.arma2.com/beta-patch.php contains a feature which could help me to decide which of all the memory allocators works best. You can choose an allocator by provide a command line -malloc=N, where N is from 0 to 4. Please, choose the one which runs stable for you in the poll (no crashes, no Out of memory errors), and if there are multiple stable, choose the one which has the best performance for you. --- Edit: There is a new beta in the works now (82346). This beta will change the default from -malloc=0 to -malloc=3 and it will fix crashing with -malloc=4. Other than that, the allocators are untouched, but there are some more fixes included unrelated to them. Please, continue testing and post your feedback here. -
ARMA 2: Operation Arrowhead 1.60 RC #3b (Release Candidate)
Dwarden posted a topic in ARMA 2 & OA - BETA PATCH TESTING
Arma 2 CO/OA/RFT 1.60 Update RC3b is available now, it should be compatible with any previous version including RC1 and RC2 and RC3: RC3b fixes only the ARMA 2 update issue ftp://downloads.bistudio.com/arma2.com/update/ARMA2OA_Patch_160RC3b.zip Mirrors: http://www.multiupload.com/QXFZKRNK6R Thanks to everyone involved, we are getting close to final state. * all signature problems should be gone finally * the official expansions are handled better using registry based system now, should make the in game expansions manager more useful than before As our plan is to release final 1.60 prior Christmas please focus on regressions or installation problems only at this stage. Note: this RC contains ARMA 2: OA update 1.60 ARMA 2 update 1.11 ARMA 2: BAF update 1.03 ARMA 2: PMC update 1.02 -
Today we present you with a Release Candidate of our second Patch (1.03 Bainbridge) :xmas_o: Please help us test it before we release the final patch into the wild. This RC is not compatible with Steam versions WARNING :eek: This update will modify your existing game installation. Rollback to previous version is not possible. Upgrading to the final 1.03 patch also may not be possible. It is recommended to back up your full installation folder and profile folder first (you can restore those before applying the final patch). As always, use at your own risk. Thanks a lot for your support! Highlights: Reduced Ground Effect strength - engine-based improvements Small flight model tweaks - based on community / internal feedback Heliport character animations – mission briefings include new animations Czech language support – more languages to be added asap Benchmark added - challenge your hardware! Picture-in-Picture quality setting - select the quality of PiP (performance) Direct download from bistudio.com (142 MB ZIP) Multiupload mirrors: http://www.multiupload.com/EWH8SW61FK MD5: 2674bde3e0ec21ba1bc9cbcd7075a967 ReadMe:
-
This is a first for me. After the last 2 betas I'm having CTDs randomly. There's no error message, except the windows "ArmA 2 isn't working" error. The crash seems to happen randomly but it also seems to happen after the debriefing upon mission completion and I just had it crash when opening the editor after selecting the island I want to use.(First time that happened) I haven't CTDs in years but now they seem to be popping up a lot since the most recent betas. It happens when I'm using ACE2 and when I just try vanilla A2CO, so I don't think it has anything to do with mods. I'm pretty sure it's a video problem. Here's my system: i7 2.93Ghz Win 7 64 4Gb Ram ATI 5870 1Gb And here's what I get in my .rpt: Exception code: C0000005 ACCESS_VIOLATION at 00677FCC graphics: D3D9, Device: ATI Radeon HD 5700 Series, Driver:aticfx32.dll 8.17.10.1083 resolution: 1995x1255x32 Version 1.59.82128 Fault address: 00677FCC 01:00276FCC C:\Program Files\Bohemia Interactive\ArmA 2\Expansion\beta\arma2oa.exe file: @Mission_4 world: Zargabad Prev. code bytes: D2 34 8B 80 54 02 00 00 8B 54 1A 14 6B C0 48 41 Fault code bytes: C6 44 02 01 00 3B 4E 1C 7C CB 8D 4E 18 E8 DA 98 Registers: EAX:FFFFFFB8 EBX:1D602A00 ECX:000000A5 EDX:55570000 ESI:29128730 EDI:00000000 CS:EIP:0023:00677FCC SS:ESP:002B:0184EE4C EBP:0184EE5C DS:002B ES:002B FS:0053 GS:002B Flags:00010206 ======================================================= note: Minidump has been generated into the file C:\Users\Dan\AppData\Local\ArmA 2 OA\arma2oa.mdmp I'm pretty sure it has to do with the recent betas cause I've never had an ounce of trouble playing the game on pretty much full settings. I've even toned down the setting but it still crashes. Am I right in thinking this is caused by the betas or is there something else I can try? I have all the recent drivers too. ---------- Post added at 08:40 AM ---------- Previous post was at 07:56 AM ---------- Nevermind. It seems it's being addressed in the newest beta.
-
As part of the latest public beta patch (http://forums.bistudio.com/showthread.php?t=109339), we have included a beta version of a new multiplayer game mode: Multiplayer Armory :) The Multiplayer Armory consists of two main components. You'll start at ARMEX: a military exhibition displaying a large random selection of equipment. You can look at information signs for descriptions and statistics, but you're also free to use anything and do with it what you like. Secondly there is Operation: a series of procedural challenges created based on the items you select at ARMEX. Please use this thread for all of your feedback, bug reports and suggestions. More info on this mode and its features will be released over the coming weeks. Enjoy!
-
I'm trying to set up a med evac in Editor, but is there a specific code? I have the medevac helicopter at the position, and i have the support module, but i can't call it in. Do i need to do something specific and is it complicated, or am i just missing something? Thanks,
-
70256-70313 - which gives you best performance?
suma posted a topic in ARMA 2 & OA - BETA PATCH TESTING
There is a command line option in 70256 which should allow you to check if some experimental optimizations help performance on your system. Please, post your feedback here. This should help us to decide which optimizations should be included in the "stable" patch as default. I have updated the poll. I am sorry to have invalidated the votes of those users (they were two) who have already voted, but getting Dual/Quad core information separately can help a lot. ---- Note: this topic may be severely moderated by me to keep only the information which seems useful to me. If you are not happy with this, post your ideas in another topic. -
How would you force a player unit to follow another unit, allowing the player to only look around?
-
70054-70184 stability and performance feedback, compared to 1.05
suma posted a topic in ARMA 2 & OA - BETA PATCH TESTING
How would you describe 70054 stability and performance compared to 1.05 version? -
How the patch 69645 works for you compared to previous versions (meaning 63826 or older)?