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View Full Version : Latest Beta Patch: 72018



Sethos
Jul 12 2010, 09:03
Just released for OA:

http://www.arma2.com/beta-patch.php

(current patch candidate)
[71976] Fixed: AI vision is now effected by light sources.

Last patch fixes
[71910] Fixed: Scripting command isFlatEmpty did not work with non-zero third coordinate. (http://dev-heaven.net/issues/11704)
[71896] Fixed: TI was red instead of B/W with some settings and graphics cards.
[71891] Fixed: Night vision simulation was not simulating color sensitivity and blue shift in dark scenes.
[71882] Fixed: Disabled debugging message "Added texture headers from file"
[71881] Fixed: Av8 unable to takeoff from Chernarus NE airstrip (http://dev-heaven.net/issues/3240) Fixed: Fog and sky colors did not match when dark. Fixed: Moon rotates when moving camera (http://dev-heaven.net/issues/8051) Fixed: Stars no longer visible through terrain with low view distance (http://dev-heaven.net/issues/8374) Fixed: Improved game stability with a small page file. Fixed: Gun recoil in ironsights view was missing kick-back (http://dev-heaven.net/issues/4401)
[71843] Fixed: possible crash after mouse click to Prev/Next button in DisplayConfigureAction
[71527] Fixed: C130 was crashing on takeoff.

CameronMcDonald
Jul 12 2010, 09:07
Will do some testing tonite-ah. :) Most excellent.

MadDogX
Jul 12 2010, 09:14
Wow. Just wow. :eek:

I honestly didn't expect this age-old bug to be fixed, and I literally gave a little yelp of joy when I read the changelog. Must test this when I get home.

If this works as advertised, huge thanks to BIS for finally getting around to sorting out one of my personal pet peeves with the game. :)

CameronMcDonald
Jul 12 2010, 09:23
This bug persists. :(

http://dev-heaven.net/issues/11694

On the good side, however, the LOD dropping I was getting with 71952 has gone. :) Will continue.

Fox '09
Jul 12 2010, 09:27
good news with the lod dropping, i got sick of that :(

Wildgoose
Jul 12 2010, 09:38
This bug is still here also...

http://dev-heaven.net/issues/11577

:(

richiespeed13
Jul 12 2010, 09:40
Give them time fellas, they can't fix every bug at once ^^

:)

Wildgoose
Jul 12 2010, 09:43
Give them time fellas, they can't fix every bug at once ^^

:)

Just reporting its still there! Or shouldnt we report in the beta testing thread?
Maybe we should start a new thread for beta testing reports?

Pauliesss
Jul 12 2010, 09:43
Thanks again BIS, downloading now. :)

WillaCHilla
Jul 12 2010, 10:15
Thx for resolving that issue, BIS!-Will test it after work.

Zorg_DK
Jul 12 2010, 10:20
Thanks BIS.

Richey79
Jul 12 2010, 11:00
Zargabad seems to run considerably smoother for me with this build. Good Morning T-Stan and Coltan Blues seem to have reduced the weird stutter they previously had on my system. Still not quite there, but better.

So, what ninja changes have been made?

- Experiencing some textures on buildings sticking at low resolution LOD when you go right up to them (don't care, if it means improved performance, though). Specifically, Zargabad temple main gateways on both sides.

- Still seeing 2D 'cardboard cutout' gun LODs. Not only in third person view, but sometimes on other units when viewed from first person (e.g. start of Coltan Blues, team member on LB).

stk2008
Jul 12 2010, 11:26
Hi all I still get like a lahhy feel to the game it realy is not running as smooth as ARMA2 did after patch 1.07.

Shame cus after that patch for ARMA2 it ran very fast.

I have a good pc

Q6700
4GB ram
8800gt not great but ran ARMA2 all high ish hehehe.

It does not feel like a GPU problem it feels like it lags a lot near villages.

Any way loving the new recoil.

mrcash2009
Jul 12 2010, 11:38
[71976] Fixed: AI vision is now effected by light sources.

Can this be elaborated on at all.

IE: I understand that = AI effected at night for viewing/spotting but "light sources" does that mean response to torch lights/under street lamps/car lights and those type of situations at night. Or is it simply view distance is impaired for enemy AI at night and low light situations without NV goggles? Is this the same for all AI including team AI?


It does not feel like a GPU problem it feels like it lags a lot near villages.

Not sure optimisation from patches deals with this direct, this has a lot to do with the enterable buildings/calculations. Also if you have missions using OA ambient civvies in towns that will hit it hard also.

Suma
Jul 12 2010, 11:43
Zargabad seems to run considerably smoother for me with this build.

So, what ninja changes have been made?


There were no ninja changes done between 71952 and 72018. I have checked the repository history to be sure and I can see no rendering or core component were touched at all between those builds. Any significant performance improvement (or difference to worse) is absolutely unexplainable to me. It must be caused by some random factors outside of our control, but I have no idea what those factors could be.

---------- Post added at 13:43 ---------- Previous post was at 13:41 ----------


Can this be elaborated on at all.

IE: I understand that = AI effected at night for viewing/spotting

This means AI can now see things which are lit by light sources, like street lamps, or vehicle reflectors, or even torches. Before this fix the light sources were ignored and everything was like completely dark to AI.

Richey79
Jul 12 2010, 11:45
My imagination? Lol.

Defragged as usual... don't know.

Definitely seems smoother to me, but must be something at my end. I'll leave all my settings as they are!

Could be related to my recent reinstall of Windows. Probably best guess.

The lighting/AI changes sound good for stealth missions. Hope they work as well as they sound.

MadDogX
Jul 12 2010, 12:06
This means AI can now see things which are lit by light sources, like street lamps, or vehicle reflectors, or even torches. Before this fix the light sources were ignored and everything was like completely dark to AI.
Emphasis mine.

Finally, shooting out street lamps in stealth missions makes sense! :yay:

Sethos
Jul 12 2010, 12:07
My imagination? Lol.

Defragged as usual... don't know.

Definitely seems smoother to me, but must be something at my end. I'll leave all my settings as they are!

Could be related to my recent reinstall of Windows. Probably best guess.

The lighting/AI changes sound good for stealth missions. Hope they work as well as they sound.

I think it's called the placebo effect ;D

mrcash2009
Jul 12 2010, 12:08
Thanks Suma.

I had a quick test at a cross roads, had 1 man walk right past me and kept moving to light cone each time, then he finally knew my presence and it worked like a charm.

Will add more awareness on stealth missions when approaching with street lamps, taking cover more around those areas. I need to dive back into jackal scenario and have a try out :)


Finally, shooting out street lamps in stealth missions makes sense!

Yes indeed, plus power grid scripts have a stronger usage :)

Thanks again.

Deadfast
Jul 12 2010, 12:14
Finally, shooting out street lamps in stealth missions makes sense! :yay:

Oh, it always did. You don't want to tell me you could use NVG in Zargabad otherwise :D

Rommel
Jul 12 2010, 12:48
For The Unsure

Any unit in a light cone is now exposed to the enemy!!!
Now the fun part, it DOES apply to flashlights. But only units within the flashlights radius; ie, the person with the flashlight remains hidden, but anyone your shining... becomes spotlighted... very sneaky way to get someone on your team killed at the moment...

Love it BIS! :D

EDIT: Be careful where you aim it too, if you just happen to aim it at your feet when you run... well bye bye :P

stilpu
Jul 12 2010, 12:56
Especially considering how the light passes through solid walls :)

msy
Jul 12 2010, 12:58
I have a test like that
In dark night without any light, I with a Mk SD shoot one takistan squad who don't equiped with any NVGs 40m away. While I've got one or two headshot, the others easily find my place, and shot me constantly, even by RPK.
Then I set all the units playable, while I shot one or two men, I quickly switched to the enemy side. and I find the squad leader have marked my exact place and made the fire order. If I can't change my shelter asap, I will be 100% killed.
Is the experience above normal to the game environment, or it is still a bug to be solved? I can't see anything on the ground without light, even 10 meters away from me. But AI without NVG' or TWS can see me at least 70 meters away once they find they've lost people.
All the tests start under the condition that I face on all enemys' back.

richiespeed13
Jul 12 2010, 13:08
Wait, so if I find a power station/power line on OA, and blow it up, an actual, real power grid area, will lose power?

So before sabotaging an enemy base, I can dynamically, without any scripting, first shut down a power grid so the enemy is blind, and then move in?

If so...

EPIC.

Sethos
Jul 12 2010, 13:12
Wait, so if I find a power station/power line on OA, and blow it up, an actual, real power grid area, will lose power?

So before sabotaging an enemy base, I can dynamically, without any scripting, first shut down a power grid so the enemy is blind, and then move in?

If so...

EPIC.

Erm, no?

Heatseeker
Jul 12 2010, 13:15
[71976] Fixed: AI vision is now effected by light sources.

This is the only change in this beta over 71952?

RobertHammer
Jul 12 2010, 13:19
[71976] Fixed: AI vision is now effected by light sources.

This is the only change in this beta over 71952?

Yea , what do you expect 500 fixes in one beta patch ? :p

stk2008
Jul 12 2010, 13:24
So is every one getting this laggy feeling I said about?.

P.S

All so I am amazed that the AI are now entering the buildings more its sweet.

Heatseeker
Jul 12 2010, 14:02
Yea , what do you expect 500 fixes in one beta patch ? :p

Ofcourse not, its a nice new feature but to apretiate this and all the neat new features i would like it if OA would run.. stable.

connos
Jul 12 2010, 14:24
For The Unsure

Any unit in a light cone is now exposed to the enemy!!!
Now the fun part, it DOES apply to flashlights. But only units within the flashlights radius; ie, the person with the flashlight remains hidden, but anyone your shining... becomes spotlighted... very sneaky way to get someone on your team killed at the moment...

Love it BIS! :D

EDIT: Be careful where you aim it too, if you just happen to aim it at your feet when you run... well bye bye :P

Lol if the above is true.

CarlGustaffa
Jul 12 2010, 14:44
Ehh, wait, does "AI vision is now effected by light sources." also include flares, the #lightpoint object, searchlights, burning wrecks, burning camp fires, and lights from lighthouses?

mrcash2009
Jul 12 2010, 15:19
Wait, so if I find a power station/power line on OA, and blow it up, an actual, real power grid area, will lose power?

So before sabotaging an enemy base, I can dynamically, without any scripting, first shut down a power grid so the enemy is blind, and then move in?

If so...

EPIC.

Is this in direct response to my comment about power grids? If so, no im referring purely to the power grid scripts nothing In OA .. just an example, not even sure they have been put into OA maps yet either, but as the future awaits its another reason to use that script.

---------- Post added at 02:19 PM ---------- Previous post was at 02:17 PM ----------


Ehh, wait, does "AI vision is now effected by light sources." also include flares, the #lightpoint object, searchlights, burning wrecks, burning camp fires, and lights from lighthouses?

Suma:

This means AI can now see things which are lit by light sources, like street lamps, or vehicle reflectors, or even torches. Before this fix the light sources were ignored and everything was like completely dark to AI.


So im guessing anything that actually "lightens" or creates a light cone out of dark.

mr.g-c
Jul 12 2010, 15:36
Will AI React to flashlight-signals?
IE when im hidden far away and give morse-code to another frined far way, when AI sees the light, will they react to it?

Or when a unknown vehicle appears at night from distance towards them, will they go at least into some sort of "awareness" mode, like any human on planet earth would do in RL too?

sbsmac
Jul 12 2010, 16:40
http://dev-heaven.net/issues/11650 looks like it is now fixed! :)

Unfortunately http://dev-heaven.net/issues/11688 is still in effect, meaning that flag-based MP games are a bit pointless :(

jpinard
Jul 12 2010, 16:51
Specifally for this beta series: What directory do we put mods in (I'm checking out Islands) so they show up in the "expansions" tab? I've tried 5 locations and none of them worked.

CarlGustaffa
Jul 12 2010, 17:22
Hmm... Not convinced "everything" work:
1. Desert, set hours to 0 (no moon, pitch dark, see nothing without NVGs).
2. US Grenadier vs Takistani rifleman. 100 meters apart. Place an ammo crate for yourself.
3. Start, replace all M203 HE with M203 flares. Sneak up on enemy unit, with or without flares.
4. Even if I shoot flares 4 meters from him (and I remain prone), he cannot identify me. Just like in the sabotage SP mission, he is "interested" in me, but flares are not enough to cause a positive ID that I am in fact an enemy.

Hinting knowsAbout yields only 1.4, shooting (not even a firedNear EH?) flares from 4 meters away (face to face), but I'm not fully detected as an enemy. Expert difficulty with maximized skill setting. Skill of unit 0.6. Now, as I start throwing a smoke grenade, he will kill me. Throwing smoke is less stealthy than shooting flares with M203? :p

A campfire on the other hand, will make him spot me, but direction seems to make a difference (or chance).

PLEEEEAAAAAAASSE make the flares more useful. I've done some magic reveal stuff in the past, but "magic" describes it only too well, doesn't feel realistic at all.

Edit: Sneaking up on same enemy unit, but now I'm using a turned on flashlight, I crawl up to him and knowsAbout only goes to 0.28, although he seems to find me interesting to keep a watch on. Must be the US Army Cologne I guess.

grant977
Jul 12 2010, 17:30
Will this patch work with Combined Ops? If not is there a patch that does the same thing for combined ops? I am tired if getting the memory error after and hour or to of gameplay.

MadDogX
Jul 12 2010, 17:35
Will this patch work with Combined Ops? If not is there a patch that does the same thing for combined ops? I am tired if getting the memory error after and hour or to of gameplay.
Yes, it does. Just install the beta, then look for the "Launch Arma2 OA beta patch" shortcut in the game directory.

jpinard
Jul 12 2010, 18:10
Will this patch work with Combined Ops? If not is there a patch that does the same thing for combined ops? I am tired if getting the memory error after and hour or to of gameplay.

Grant - this IS for Combined Operations. Can you please post your specs? It makes no sense you're getting out of memory errors. I've never gotten one in all my time playing ArmA2 and OF.

---------- Post added at 02:10 PM ---------- Previous post was at 01:35 PM ----------


http://dev-heaven.net/issues/11650 looks like it is now fixed! :)
(

SMBAC - I don't know about you, but the game feels more reponsive and less laggy than before (in-game as well as the menu being fixed). I think the mouse issue was affecting the game. I could be wrong, but I'd guess they disabled hardware mouse acceleration.

grant977
Jul 12 2010, 18:18
Here are my specs.

[Display]
Processor: AMD Phenom(tm) II X4 965 Processor (3400 MHz)
Operating System: Windows 7 Ultimate, 64-bit
DirectX version: 11.0
GPU processor: GeForce GTX 295x2
Driver version: 197.45
CUDA Cores: 240
Core clock: 576 MHz
Shader clock: 1242 MHz
Memory clock: 1008 MHz (2016 MHz data rate)
Memory interface: 448-bit
Total available graphics memory: 4095 MB
Dedicated video memory: 896 MB
System video memory: 0 MB
Shared system memory: 3199 MB
Video BIOS version: 62.00.6C.00.01
IRQ: 16
Bus: PCI Express x8 Gen

jpinard
Jul 12 2010, 18:22
As much as I giggled at Sarka's meltdown in the other beta thread I do have to say I agree with him a bit with some of the weapons. Particulalry the M16 EGLM Holo. It is very, VERY difficult (even when doing one shot at a time) to use the zoom sight and shoot with any kind of accuracy. It is actually much easier to put bullets on target when you're not using the sight and doing single shots. I don't shoot guns so maybe this is the way it's supposed to be in real life, but in the game I'm much worse at shooting with it.

---------- Post added at 02:22 PM ---------- Previous post was at 02:19 PM ----------


Here are my specs.


You didn't post how much physical RAM you have. Also, what is your swap file set to? If it's at zero < 2 Gig that's why you're getting out of memory errors. Also, try using "default" as the in-game video memory option instead og "high" or very high". If you're using it already, then switch it to "very high" to see if that changes it.

Xeno
Jul 12 2010, 18:39
This bug is still here also...

http://dev-heaven.net/issues/11577

fen has added a very good repro mission.
It freezes OA immediately when you open the gear dialog at the ammo crate (dedi server that is).

Xeno

grant977
Jul 12 2010, 18:42
You didn't post how much physical RAM you have. Also, what is your swap file set to? If it's at zero < 2 Gig that's why you're getting out of memory errors. Also, try using "default" as the in-game video memory option instead og "high" or very high". If you're using it already, then switch it to "very high" to see if that changes it.[/QUOTE]

8 gigs of RAM

msy
Jul 12 2010, 18:44
I find that using Mk17 CCO SD seems to be more exposed than MK16 CCO SD.
I test them to shoot the same man of the unit in the same place each time, either crouch or prone. I will be easier found and get a accurate volley from the enemy units when I use the MK17 SD.
I try to test the muzzle flash by choosing cloudy dark night without moon light and street lamps, and the contact distance to enemies is less than 50m.
Further more, I find that the more skill value an AI has, the easier to mark your position and kill you at night.

Wildgoose
Jul 12 2010, 18:44
fen has added a very good repro mission.
It freezes OA immediately when you open the gear dialog at the ammo crate (dedi server that is).

Xeno

Really happens randomly with all missions that have ammocrates on dediservers.
Sometimes immediately, sometimes not.

Not just domination xeno

Xeno
Jul 12 2010, 18:46
Not just domination xeno
I know. But with this mission it happens allways, should make it easier for BIS to finally find a solution as the mission reliably freezes the client.

Xeno

msy
Jul 12 2010, 18:49
Hmm... Not convinced "everything" work:
1. Desert, set hours to 0 (no moon, pitch dark, see nothing without NVGs).
2. US Grenadier vs Takistani rifleman. 100 meters apart. Place an ammo crate for yourself.
3. Start, replace all M203 HE with M203 flares. Sneak up on enemy unit, with or without flares.
4. Even if I shoot flares 4 meters from him (and I remain prone), he cannot identify me. Just like in the sabotage SP mission, he is "interested" in me, but flares are not enough to cause a positive ID that I am in fact an enemy.

Hinting knowsAbout yields only 1.4, shooting (not even a firedNear EH?) flares from 4 meters away (face to face), but I'm not fully detected as an enemy. Expert difficulty with maximized skill setting. Skill of unit 0.6. Now, as I start throwing a smoke grenade, he will kill me. Throwing smoke is less stealthy than shooting flares with M203? :p

A campfire on the other hand, will make him spot me, but direction seems to make a difference (or chance).

PLEEEEAAAAAAASSE make the flares more useful. I've done some magic reveal stuff in the past, but "magic" describes it only too well, doesn't feel realistic at all.

Edit: Sneaking up on same enemy unit, but now I'm using a turned on flashlight, I crawl up to him and knowsAbout only goes to 0.28, although he seems to find me interesting to keep a watch on. Must be the US Army Cologne I guess.

I agree with you that it seem that AI is insensitive to flare grenade.
And I think AI is more sensitive to MK17 CCO SD than MK16 CCO SD.

Wildgoose
Jul 12 2010, 18:54
reliably freezes the client.

Im trying not to laugh at the reliably bit

sbsmac
Jul 12 2010, 19:02
More good news - this server hang (http://forums.bistudio.com/showthread.php?t=98938) seems to be fixed with 72018.

Xeno
Jul 12 2010, 19:05
Im trying not to laugh at the reliably bit
Just have some faith ;)

Xeno

MavericK96
Jul 12 2010, 19:55
Yea , what do you expect 500 fixes in one beta patch ? :p

Actually, no. BIS often fixes other issues and tweaks things that are not listed in the changelog.

sbsmac
Jul 12 2010, 20:04
If you are trying to run missions using A2 content on the latest server, you may have some issues. I've found that missions can take several attempts to get started properly.

Issue reported at http://dev-heaven.net/issues/11909

Celery
Jul 12 2010, 21:02
I find that using Mk17 CCO SD seems to be more exposed than MK16 CCO SD.

Unless I'm mistaken, a 7.62 caliber rifle can't be suppressed nearly as well as 5.56.

Beagle
Jul 12 2010, 21:18
It coem to my ind reading the lates post all over the Board that more and more of the new ArmA layer dont like the way the games tries to the more and more things the right way. Where do they all come from?

ArmA is the realism unit in MilSim games, what else do you exspect.

Zipper5
Jul 12 2010, 22:08
I take it what you actually mean is the people not liking it when the game is improved to be more realistic?

There is a fine line between fun-and-less-realistic and uber-realistic-but-no-fun. Arma 2 is a commercial game, therefore it needs to have slight archaic elements to keep it fun. If you want total realism then you should be buying VBS2 instead. That's not to say realism improvements aren't welcome (I love all the new stuff in OA to bits), they just have to tread lightly and try to keep it realistic and fun at the same time.

In my personal opinion that's why I don't really like ACE2, for example. I appreciate the amazing amount of features it has, but the uber-realism makes it no fun for me. But there are still many others who find uber-realism still fun, and ACE2 grants them that, which is all I could ask for. :)

Beagle
Jul 12 2010, 22:15
The slight improvement in realism emulaton in the current betas is in no way comparable what ACE does...I don't like the ACE kind of complication either.
But is is very nice to see soem of the ACE features introduce in a soft manner now in unmodded OA.

Fox '09
Jul 12 2010, 22:16
am I the only person getting out of memory crashes with this new beta?

Nomadd
Jul 12 2010, 22:24
Anyone else getting a bunch or errors with this beta patch?
I got them with the last beta patch and this one. I went back to 71900 and everything seems fine.

The errors are a bunch of

....no entry 'bin\configbin/.....

I didn't record all the different errors but their were at least a half dozen that popped up.


Nomadd

Nephris1
Jul 12 2010, 22:38
Same here.
Windows 7 64bit
ArmaOA + ArmA2
Beta Patch 72018

Here the RPT entries
=====================================================================
== D:\ArmedAssault2\Expansion\beta\arma2oa.exe
== D:\ArmedAssault2\Expansion\beta\arma2oa.exe -mod=Expansion -showscripterrors -nosplash
=====================================================================
Exe timestamp: 2010/07/13 00:30:48
Current time: 2010/07/13 00:34:24

Item str_disp_server_control listed twice
Cannot register unknown string STR_DISP_LEFT
Updating base class ->RscText, by ca\ui\config.bin/RscSplashText/
Warning Message: No entry 'bin\config.bin/CfgInGameUI/Cursor.iconRepairVehicle'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/All.artilleryTarget'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/All.artilleryScanner'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/All.engineer'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Static.artilleryTarget'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Static.artilleryScanner'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Static.engineer'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Building.artilleryTarget'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Building.artilleryScanner'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Building.engineer'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Strategic.artilleryTarget'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Strategic.artilleryScanner'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Strategic.engineer'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/NonStrategic.artilleryTarget'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/NonStrategic.artilleryScanner'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/NonStrategic.engineer'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/AllVehicles.artilleryTarget'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/AllVehicles.artilleryScanner'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/AllVehicles.engineer'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Air.artilleryTarget'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Air.artilleryScanner'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Air.engineer'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgAmmo/Default.artilleryDispersion'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgAmmo/Default.artilleryLock'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgAmmo/BulletCore.artilleryDispersion'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgAmmo/BulletCore.artilleryLock'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgAmmo/FakeAmmo.artilleryDispersion'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgAmmo/FakeAmmo.artilleryLock'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Plane.artilleryTarget'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Plane.artilleryScanner'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Plane.engineer'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Ship.artilleryTarget'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Ship.artilleryScanner'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Ship.engineer'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/BigShip.artilleryTarget'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/BigShip.artilleryScanner'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/BigShip.engineer'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Land.artilleryTarget'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Land.artilleryScanner'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/Land.engineer'.
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I had to cut the RPT, as the max. letters number is exeeded by far.
I updated from 71900.

Sethos
Jul 12 2010, 22:47
Use the newly created shortcut in the root folder, they way the parameters are set up have changed.

jpinard
Jul 13 2010, 04:12
I just wanted to confirm this is no placebo effect. I made two changes.

#1 - Memory went from "Very High " to default
#2 - Latest beta update.

The previous hardware accelerated mouse was causing problems not just in menus, but in the game as well. Funny, CLiffki ran into this exact same issue with "Gratuitous Space Battles". Menus were laggy and hard to control, and mousing through the game felt "mushy". He removed the special mouse control cursors and the game became quick and snappy. Some kind of Directinput or XInput doesn't always play well all the time with the OS & DX.
http://en.wikipedia.org/wiki/DirectInput

msy
Jul 13 2010, 05:03
Unless I'm mistaken, a 7.62 caliber rifle can't be suppressed nearly as well as 5.56.

I find the reason is that the sound of MK17 CCO SD is wrong. It's just the same as MK17 CCO and it is defferent between MK17 CCO SD and MK17 TWS SD.

CarlGustaffa
Jul 13 2010, 06:28
#lightpoint definitely makes my enemy spot me, which is excellent. That means we have to attach #lightpoint objects to every flare that is shot. Not sure about locality, I guess #lightpoint will have to be created on server as well - messy...

In some ways better, since we can control brightness (especially mortar and artillery "flares" are extremely weak) better, but using #lightpoint isn't optimal for "long range lighting effects" since it will cut off sharply.

Negative values can also be used to "suck out the light" in dark places such as building interiors, but will only look fairly convincing if artificial lighting (moon and sun will create shadows, so these are not a problem) is kept at a constant level.

Spork
Jul 13 2010, 06:38
this beta, and previous betas, have made me crash after maybe 30mins of play. The game is still running in the background, i can hear all in-game noises and sometimes still able to shoot, but it's as if it's just alt-tabbed, and i can't alt tab back in.

sbsmac
Jul 13 2010, 07:34
If you are trying to run missions using A2 content on the latest server, you may have some issues. I've found that missions can take several attempts to get started properly.

Issue reported at http://dev-heaven.net/issues/11909

Now resolved :) - you need to use "-mod=Expansion\beta;Expansion\beta\Expansion" in the server shortcut.

Richey79
Jul 13 2010, 10:13
Wait, so if I find a power station/power line on OA, and blow it up, an actual, real power grid area, will lose power?

So before sabotaging an enemy base, I can dynamically, without any scripting, first shut down a power grid so the enemy is blind, and then move in?

If so...

EPIC.

This will be a reality if someone is currently porting http://www.armaholic.com/page.php?id=10676&highlight=CHERNARUS+GRID.

jpinard
Jul 13 2010, 11:39
I'm sorry to ask again. But what directory do I put mods in --- when running these betas --- so they will show up in the "Expansions Tab"?

I've tried 10 different locations now and none of them work. I know I can just add the -mod extensions, but I'd like to use the in-game configurator to make sure everything is working OK.

Deadfast
Jul 13 2010, 13:52
I find the reason is that the sound of MK17 CCO SD is wrong. It's just the same as MK17 CCO and it is defferent between MK17 CCO SD and MK17 TWS SD.

Will be fixed: http://dev-heaven.net/issues/11551

Mosh
Jul 13 2010, 14:01
you need to use "-mod=Expansion\beta;Expansion\beta\Expansion" in the server shortcut.

Thanks for posting that. :)

LtFransky-TPF-
Jul 13 2010, 15:46
Use the newly created shortcut in the root folder, they way the parameters are set up have changed.

Correct.

If you are using ArmA Launcher you need to point to the beta and then add "-mod=Expansion\beta;Expansion\beta\Expansion" under Additional Parameters

And make sure you uninstall the previous beta before installing the new one.

rundll.exe
Jul 13 2010, 15:50
And make sure you uninstall the previous beta before installing the new one.


Thats actually more dangerous (with the potential broken uninstallers around) then doing good.
I never deleted or uninstalled the beta before installing the new one, and never ever had a problem with them.

sbsmac
Jul 13 2010, 16:48
Agreed, just delete or rename the old beta directory. Uninstalling is a waste of time and error-prone.

Sethos
Jul 13 2010, 17:30
I just install on top of the old betas, never had any problems whatsoever.

langgis08
Jul 13 2010, 20:06
old beta deleting, that's my method, too ... and works fine since I have A2 (purchased it shortly before 1.05 final came out, so this was just before last christmas, I remember)

another way I was used to was via six-updater - which is in fact the same as deleting old beta and installing the new one, of course.
btw, actual there's only the latest A2-beta available via six-updater, not the OA-betas, right ?

karl76
Jul 14 2010, 00:17
This patch certainly made the Jackal mission a lot harder than it was before (playing on Veteran). Before I could complete it fine as long as I didnt open fire at anyone and stayed prone all the time and kept my distance from soldiers.

Now with the new patch I have some problems especially dealing with the gas station but also staying alive for more than 2 seconds after detonating the bombs although I'm at the very edge of the detonation distance.

1. test: Placed my final bomb about 1m away from the gas station (about 4m-6m from the soldiers), after it was placed they turned around and I was shot (slow prone was used at all time). <--- This approach worked fine in the previous beta patch.

2. test: Placed my final bomb about 2m away from the gas station, not detected.

3. test: shot out lamp near the gas station, apparently that caused one of the two soldier to cover the east side while the other stayed at the west, which basically made it impossible to plant the final bomb, two dead soldiers later I was killed off a few seconds later.

4. test: placed all bombs, went prone on top of the first hill south of the gas station (about 100m) detonating the bombs only to be found and killed only 1 or 2 seconds after enjoying the fireworks. <--- This approach worked fine in the previous beta patch.

5. test: placed all bombs, walked in low stance to the detonation distance (about 200m from gas station), again killed after 2 seconds of detonation.

jpinard
Jul 14 2010, 05:16
Might need to amend my previous statement. Hopefully sbmac can confirm. Twitchy/jumpy mouse is evident after dying and trying to revert to a savegame. But not experiencing it anywhere else.

metalcraze
Jul 14 2010, 06:15
Did BIS fix their wounding system?
In its current state it's unplayable online - soldiers just get wounded and there is a huge chance that you won't even get an option to heal them (or drag them, or carry them) or after getting healed they can just get stuck in the middle of wounded animation or continue to bleed without another chance to heal them.

This is really awful.

sbsmac
Jul 14 2010, 06:41
Might need to amend my previous statement. Hopefully sbmac can confirm. Twitchy/jumpy mouse is evident after dying and trying to revert to a savegame. But not experiencing it anywhere else.

I _thought_ I saw it in the multiplayer server browser last night but it's possible I accidentally clicked on the old 1.52 shortcut rather than the beta. I'll be keeping a lookout for this though.

Taxman
Jul 14 2010, 07:15
Might need to amend my previous statement. Hopefully sbmac can confirm. Twitchy/jumpy mouse is evident after dying and trying to revert to a savegame. But not experiencing it anywhere else.

I used to get this a lot in Arma2, fecking annoying,, normally I could sort it by tabbing out, and then back in.... havent had it in OA so its looking up :)

jpinard
Jul 14 2010, 07:38
2 videos to show bugs:
Video #1
_LrgzA7gED4&hd=1 shows the mouse and how it's practically uncontrollable. Before it was all the menus, and this past patch relegated the problem to just reverting to a save game after being killed. Please watch in hi-def to see the mouse in all its wiggly splendor! :D

Video #2
7kqxXffbaFQ&hd=1
A small "Take Zargabad mission I created involved ~70 units. By this point in the game there are only 20 units left. Finally get to the main base and these texture LODs refused to load. Watch hi-def in full-screen to see. This S the same as what sometimes happens with the bushes and trees.

I made these video private so people need the exact link to see them.

MavericK96
Jul 14 2010, 09:56
2 videos to show bugs:
Video #1
_LrgzA7gED4&hd=1 shows the mouse and how it's practically uncontrollable. Before it was all the menus, and this past patch relegated the problem to just reverting to a save game after being killed. Please watch in hi-def to see the mouse in all its wiggly splendor! :D


Yeah, I noticed this problem as well in stock OA. Beta, I haven't noticed it yet, but like you said it seems to happen under a specific set of circumstances now which I may not have noticed yet.

Haven't had the 2nd issue (Low LOD) but I've had slow-changing LODs before...Just something I've learned to accept in ArmA2, lol. :rolleyes: :cool:

Alwarren
Jul 14 2010, 19:11
Finally get to the main base and these texture LODs refused to load.

I keep seeing a low-LOD version of the Mk48 Mod 0, and it happens in both AO Beta and stock Arma II 1.07. Haven't played stock AO enough to ever notice it there.

Is that a known issue?

Das Attorney
Jul 14 2010, 19:29
A small "Take Zargabad mission I created involved ~70 units. By this point in the game there are only 20 units left. Finally get to the main base and these texture LODs refused to load. Watch hi-def in full-screen to see. This S the same as what sometimes happens with the bushes and trees.

I got exactly the same issue as well when playing around in the editor. I only had a few groups running around and the big blue building (mosque?) had that blurry texture. Generally there's no texture popping on my computer, it just refused to load a more detailed LOD. I haven't seen it since though.

KeyCat
Jul 14 2010, 21:19
Here you go away for a short vacation to enjoy the hot summer and meanwhile BIS are in full swing dropping new betas like there was no tomorrow!

Don't forget to hydrate guys, we need you alive since there are no other game/sim developer matching this ;)



This means AI can now see things which are lit by light sources, like street lamps, or vehicle reflectors, or even torches. Before this fix the light sources were ignored and everything was like completely dark to AI.

Awesome news, been hoping for this for quite some time. Will test shortly!

/KC

Wolfstriked
Jul 14 2010, 22:46
Yes,its pretty kool how the game seems to be in constant development and the devs chat with the fans.

MavericK96
Jul 15 2010, 00:10
Yes, BIS' commitment to the community is utterly unmatched in the gaming world. Great work, guys. :D

viper0311
Jul 15 2010, 07:20
One thing i noticed is that the F-35B tends to be constantly pulling upward even when my mouse isn't moving. Im not sure if this is a beta patch thing or just OA thing though

Fox '09
Jul 15 2010, 07:28
I also have the second problem.