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View Full Version : New ARMA2 OA Beta Patch 72291 Available!

AnimalMother92
Jul 26 2010, 17:04
Changelog:

[72203] Fixed: Sonic Cracks and Tracers not working in multiplayer

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

neokika
Jul 26 2010, 17:05
Changelog:
[72203] Fixed: Sonic Cracks and Tracers not working in multiplayer.

Fox '09
Jul 26 2010, 17:06
great, testing

OrdeaL
Jul 26 2010, 17:12
All this time and just one readable change for us. sigh

MavericK96
Jul 26 2010, 17:57
EDIT: Apparently this got moved over from the other thread and thus makes no sense now. :cool:

MavericK96
Jul 26 2010, 17:58
Not all changes are noted in the changelog.

OrdeaL
Jul 26 2010, 18:56
Think u should re-read my post Maverick :)

Like Dwarden said..If they fix bugs posted in devheaven they will post them in the changelog... Ill let ya count how many were fixed.. lol

Jul 26 2010, 18:59
Like Dwarden said..If they fix bugs posted in devheaven they will post them in the changelog... Ill let ya count how many were fixed.. lol
When did he say that? I can remember a number of betas that fixed issues from dev-heaven without noting them in the changelog.

OrdeaL
Jul 26 2010, 19:02
Sorry he might of said it on skype. Because me and Rommel check every beta that comes out with the same old bugs and then Dwarden said to us dont bother unless u see it in the changelog
e.g. [72101] Fixed: 3D editor - creating of logic center failed (http://dev-heaven.net/issues/11876)

metalcraze
Jul 26 2010, 19:07
- command cursor with wide deadzone still isn't fixed.
- stars (and some other lightsources) look like small dots in NVG

Jul 26 2010, 19:09
Sorry he might of said it on skype. Because me and Rommel check every beta that comes out with the same old bugs and then Dwarden said to us dont bother unless u see it in the changelog
e.g. [72101] Fixed: 3D editor - creating of logic center failed (http://dev-heaven.net/issues/11876)
Okay, good to know. :)

I was thinking about beta 71749, for example, where there were no new changes listed in the actual changelog, but TonyGrunt dug up several issues from dev-heaven that had been fixed. See here (http://forums.bistudio.com/showthread.php?t=100832) and compare with the 71749 changelog on the beta page here (ftp://downloads.bistudio.com/arma2.com/update/beta/ARMA2_Build_71749.log).

Jul 26 2010, 21:33
Hi,

maybe its just me, but since one of the latest beta patches tank driving seems to be much improved! Far from perfect still but MUCH better then before.

Can anyone verify this?

Cheers

Shataan
Jul 26 2010, 21:50
Well, Ill give this 1 a go, if LOD is still borked, back to 72107 for me. ;p

Thr0tt
Jul 26 2010, 21:52
Well, Ill give this 1 a go, if LOD is still borked, back to 72107 for me. ;p

Report back please as the LOD issue is a showstopper for me too.

Curry
Jul 26 2010, 21:52
All this time and just one readable change for us. sigh
You know, detecting a bug and fixing it is quite a difference. Sometimes fixes aren't easy...

Great to see the tracers and supersonic cracks again. Will install the latest beta patch of course. :D

Pauld
Jul 26 2010, 22:04
Well just gave the new beta a go and the tracers and cracks are indeed a great fix the cracks are brilliant and the tracers look fantastic at night

Hedo
Jul 26 2010, 22:22
I haven't tested this beta patch yet, but this (http://dev-heaven.net/issues/12210) should be fixed now. Will give it a try tommorow.

Pauld
Jul 26 2010, 22:24
im affraid to say ive died 4 times driving down a steep hill... why is this bug back again.

Shataan
Jul 26 2010, 22:38
Back to the 72107s again for me. LOD seems to be chugging in this 1 as well. But, they prolly have not worked on LOD optimizations.

PuFu
Jul 26 2010, 22:39
Confirm on LOD trashing..

BeerHunter
Jul 27 2010, 00:02
Might be a dumb question but what exactly is the LOD you are referring to?
Level of detail ; Load on Demand ; Large Organic Deposit :p ...???

Wondering..assuming it's Level of Detail..

Vixente
Jul 27 2010, 00:26
Might be a dumb question but what exactly is the LOD you are referring to?
Level of detail ; Load on Demand ; Large Organic Deposit :p ...???

Wondering..assuming it's Level of Detail..

Yes, it's that. And it applies to textures too. (low quality textures when you are near an object makes us players cry) :butbut:

http://en.wikipedia.org/wiki/Level_of_detail

b101_uk
Jul 27 2010, 01:10
im affraid to say ive died 4 times driving down a steep hill... why is this bug back again.

Perhaps you should drive down a steep slope at a realistic speed so you can avoid hitting things like in real life! ;)

In the real world “death” as a result of driving to fast down a steep hill and hitting something is a reality especially as things get heavier (ground shear) or speeds rise, it takes 16 times longer to stop at 10mph than it dose at 2.5mph on the same given level dry tarmac surface, if your adhesion factor is half that due to being on compacted earth and you are doing 10mph it effectively takes 32 times the stopping distance as it did for 2.5mph on level dry tarmac, if you add a 45deg downhill slope into the mix then your e.g. 10000kg vehicle effectively has an additional 50% of its weight trying to pull it down hill due to the affects of gravity, so the 16 times longer to stop & the 32 times the stopping distance above become 24 times and 48 times respectively (for each 1deg of slope gravity is in effect taking 1.11111111% of the mass and using it as a force trying to pull downhill).

So really in ArmA # people don’t get killed or injured often enough in vehicles on steep hills vs. the real world :rolleyes:

Trust me in real life I drive things off-road for a living traversing steep slopes and difficult terrain, and yes its fun! :)

Nephris1
Jul 27 2010, 01:44
Confirm on LOD trashing either.
I have the impression it was much better 2 patches b4.
Didnt chekced out the fixes yet, as the lod trash poped direclty into my eyes.

Still great work with the beta patches.
Big thumbs ups for BIS here!

Pauld
Jul 27 2010, 01:47
go look at the previous beta discussion and changlog then your understand what my post meant.

KeyCat
Jul 27 2010, 01:55
- stars (and some other lightsources) look like small dots in NVG

I think that is intentional, lots of ppl complained pre-OA about the stars and now BIS fixed it. IMHO - current stars looks better than pre-OA but thats just me ;)

Only got a brief MP test tonight with this one, will test more later...

/KC

CarlGustaffa
Jul 27 2010, 02:32
Uhm, mine are still discs, discs that can even be zoomed bigger. Not good per se, but at least it doesn't influence NVGs HDR calculations anymore which was a big problem before. Zoomable? It's a visual small annoyance way waaaay down the line of high priority issues :p

metalcraze
Jul 27 2010, 06:07
I think that is intentional, lots of ppl complained pre-OA about the stars and now BIS fixed it.

Bah - they looked waaay better preOA. Don't even small light sources like mobile phone screen show up like big discs in NVG?

And can anyone tell me who plays in MP with new beta servers - were duplicating rucksacks and buggy BIS wounding system fixed online?

Spork
Jul 27 2010, 06:45
In this beta and the last beta, when i order an ai to get in a vehicle, it instead gives the order for him to watch it. and when i give the order for him to move somewhere, it crashes the game.

BlackLord
Jul 27 2010, 09:32
I don't know how LODs work but the game seem to load LODs inconsistently like it doesn't calculate which objects are near the player so most of the time far objects look better than the ones right in front of me. This issue doesn't apply to betas only, for me it was common before the 1.07 patch came out which seemed to fix it but now it's back in OA.

mr.g-c
Jul 27 2010, 09:33
In this beta and the last beta, when i order an ai to get in a vehicle, it instead gives the order for him to watch it. and when i give the order for him to move somewhere, it crashes the game.
You should strongly file a bug-report at the CIT Bugtracker then! :eek:

Frederf
Jul 27 2010, 10:00
Bah - they looked waaay better preOA. Don't even small light sources like mobile phone screen show up like big discs in NVG?

Not really. Take a look for yourself. Venus-bright stuff might be disky but the vast majority of stars are simply a tiny bit more bold than otherwise. The old A2 "attack of the marshmallows from outer space" was hardly the pinnacle of realism.

Smiley_ie
Jul 27 2010, 10:17
My textures where all lowres and looked blurry with this patch ? running latest nvidia's went back to 72197.

Kremator
Jul 27 2010, 11:56
Stars are just fine. MUCH better now.

alef
Jul 27 2010, 12:38
Since dedi 72235, it should be possible to have default parameters set in a dedicated server. Useful for huge parameter list in missions like Domi or BEWarfare.
I will test it with my clan in the future, but if anyone can check whether this works or not, please let us know also here.

CarlGustaffa
Jul 27 2010, 17:11
Nice to know, thanks. Lol @<hidden> secretary age in example :p
Tested on our own server. Seems to work fine, Domination defaults changed without needing to change the mission itself. Allows us to have on config for public games, and one for locked games.

VERY USEFUL! Thanks :)

Spike 21
Jul 27 2010, 22:50
When using AI command "move there",game crashes...

KeyCat
Jul 27 2010, 23:54
Just finished 180+ min MP using 72291 without a single CTD so +1 on that one!

/KC

Rautapalli
Jul 27 2010, 23:57
Commanding AI to move to certain locations works fine for me, no crashes.

BeerHunter
Jul 28 2010, 03:22
Commanding AI to move to certain locations works fine for me, no crashes.

Same here.

CarlGustaffa
Jul 28 2010, 03:24
9 hours straight solo on Domination :D Not a hitch.

@<hidden> 21: Could you try to include less information. That was just too much...

Jul 28 2010, 10:01
Since dedi 72235, it should be possible to have default parameters set in a dedicated server. Useful for huge parameter list in missions like Domi or BEWarfare.
I will test it with my clan in the future, but if anyone can check whether this works or not, please let us know also here.

Yes it work, but only for missions read in missions cycle and only when 'autostarted' from server.
If You try to select the same 'autostarted' missions (#vote missions), parameter are switched back to mission default (not assigned from server.cfg).

There are some other way to assign parameter to a missions?

mazza
Jul 28 2010, 11:31
I used this last night and got that big NAPALM flaming effect. Anyone else experience this?

MavericK96
Jul 28 2010, 17:49
I used this last night and got that big NAPALM flaming effect. Anyone else experience this?

I got that as well. Have seen it before in the past but not for quite some time.

Fox '09
Jul 28 2010, 18:36
the lod switching issue has been somewhat fixed for me. Sometimes soldiers will switch to their last lods though, but then back.. and only for a frame or two. it's weird.

BlackLord
Jul 28 2010, 19:00
I used this last night and got that big NAPALM flaming effect. Anyone else experience this?

It shows up sometimes in OA even without the betas and I remember seeing this in ArmA2 before but not lately.

MavericK96
Jul 28 2010, 20:18
I haven't actually noticed any LOD switching issues in the last few betas other than the norm. (when zooming in far the LODs take a split second to switch)

Shataan
Jul 28 2010, 22:54
Ya know why zooming in 72107 is better? At least for me? Cause the LOD switch happens AFTER you are zoomed in. In the last 2 beta patches, it switches AS you are zooming = chug!!!!

ruebe
Jul 29 2010, 01:15
While testing a singleplayer mission (latest beta patch) in the editor that offer a teamswitch respawn, the following bug occured:
http://non.sense.ch/shared/teamSwitchBug.png
bloody hell! :eek::D

I was stuck with the red death screen after the second death/teamswitch. Switching to yet another unit (which still worked) didn't solve this, still stuck, just with another unit. Also it's probably worth to mention, that I was _not_ running the First Aid module or anything like that. So this is not the "unconscious" stuff I was stuck in. Also there were no errors mentioned in the rpt file.

Happend the first time after uncountable test-sessions with this mission I'm working on, so I'm not sure if this is reproducable at all.

xy20032004
Jul 29 2010, 02:59
Too many stutters in city, back to 72197.

CarlGustaffa
Jul 29 2010, 03:56
@<hidden>: Yeah I had that too. Putting on NVGs helped, but not an option during daylight :p So it is some color correction effect that stays on after switching, since you can't have color corrections while wearing NVGs. Did you try a different onKilled.sqs script?

Spork
Jul 29 2010, 08:14
I've also got the bug where commanding an ai to go somewhere crashes the game. also if you look at a vehicle and tell it to get in it, i instead give him the order "watch that"

wamingo
Jul 29 2010, 10:06

ruebe
Jul 29 2010, 10:55
@<hidden>: Yeah I had that too. Putting on NVGs helped, but not an option during daylight :p So it is some color correction effect that stays on after switching, since you can't have color corrections while wearing NVGs.

Ha, that didn't occur to me. Playing as US I sure had some nv goggles with me. :o

Did you try a different onKilled.sqs script?
Nope. Nothing fancy like that. And since I've met this bug only once up to here, I can't say anything about it. Maybe its one of these heavy-load/computer bugs out bugs, with a pinch of timing problems similar to race conditions or something... hardly reproducable, I guess.

WildBill
Jul 29 2010, 15:22
I've also got the bug where commanding an ai to go somewhere crashes the game. also if you look at a vehicle and tell it to get in it, i instead give him the order "watch that"

Bump...I have that same issue (the ordering troops into vehicle part at least) for the last 2-3 beta releases.

KeyCat
Jul 29 2010, 19:57
First CTD with this 72291 build but it wasn't while playing like previous ones. This I had when closing down A2:OA after a ~120+ min MP session.

Just before we had tried to vote new admin/restart/etc. via the "Server Control" button in lobby (I have no idea if it's related or not, just mention it).

http://keycat.no-ip.com/files/A2OA_B72291_CrashDump01.zip

/KC

MavericK96
Jul 30 2010, 00:53
So far this beta has been incredibly stable for me, and performance seems decent as well. No crashes for quite some time now. :cool:

Darkhorse 1-6
Jul 30 2010, 02:01
I haven't had any crashes yet either. I do feel that they need to lighten up on the recoil effect. It goes overboard right now.

themaster303
Jul 30 2010, 04:57
did had run a 13 hour mission, with switching (can count how many times i) switched to desktop for break. and arma didnt even crash one time.
after 13 hours there went all terible stuttery, and crashed but thats quite long befor the first problems :D 13 hours !!!

so BIS did a great job in this patches. also arma oa filled up 2,1 GB memory and the server, running on the same maschine did have 650 MB.

so server and game went that long with domination, and the server is still running.

really great, thanks BIS its wonderful to play that game when is arma3 out ??? :D:D:D

ruebe
Jul 30 2010, 17:14
I get lot's of these lately:

DBGB
Jul 30 2010, 17:25
did had run a 13 hour mission, with switching

.... also arma oa filled up 2,1 GB memory and the server, running on the same maschine did have 650 MB.

so server and game went that long with domination, and the server is still running.

I want to the above too!!!!

Just wondering Í have a dual cpu machine (2quad Opties 8384) and tried to run dedi server with affinity set to cpu 1 and client affinity set to cpu 2.

The dedi server always 'halts' while "reading mission" (Mem use for server tops at 130 MB - client at app 400 to 600 MB at this point) and the client shows a 'waiting for host' message when setting up a mission connecting to localhost.

Both Beta and normal combined OA shows this, should I change the server port from default 2302?

In the lan lobby I can see two 'servers' with my servername one ping 0 another pin 1 to 4 ms... this doesn't happen when I do a 'remote' to local host...

EDIT: It works now... server config was the culprit somehow...tried running dedi + client without server config

Rooks80
Jul 30 2010, 23:19
Just got a weird bug with this beta: when throwing an IR strobe in SP-laser show, the strobe acts like a massive flare (blinding daylight) even without NVG. I can reproduce this I my machine, wondering if anyone else has gotten this?

KeyCat
Jul 30 2010, 23:59
Same circumstances as yesterdays CTD.

No CTD's while playing but when closing down A2:OA (after trying to vote mission restart).

http://keycat.no-ip.com/files/A2OA_B...rashDump02.zip

/KC

Mudkip
Jul 31 2010, 03:54
Just got a weird bug with this beta: when throwing an IR strobe in SP-laser show, the strobe acts like a massive flare (blinding daylight) even without NVG. I can reproduce this I my machine, wondering if anyone else has gotten this?

Confirmed.

jemand84
Jul 31 2010, 17:39
Unable to connect to a server when using this beta. When usually the loading screen fades away, it stops at the black loading screen and the harddrive keeps going like mad. (<-- Never had any problems with betas from the very first one of arma 2)

metalcraze
Jul 31 2010, 17:44
Units still walk through walls, vehicles
Units still get stuck in one place for no apparent reason
Units still get stuck holding a pistol (even if they still have lots of ammo for the rifle) and lying on the floor

psyclum
Aug 1 2010, 03:11
this patch seems to either have a memory leak or uses more memory. :confused: was gaming fine before this patch, but after this patch, i would crash out with memory issues.

jgaz-uk
Aug 1 2010, 11:37
Problems with beta ARMA2_OA_Build_72291 for many users The new included beta arma2OA.exe seems bugged.

The posted target line suggestions and the beta arma2OA.exe wont work properly.:(

With -nosplash in target line it seems to work but when you do a quick check with the strobe it burns brighter than the sun & can be seen without NV & in daylight which is obviously bugged and other changes don't work either.

without -nosplash in target line you then get various missing file errors before and during game, (weird or what!)

The only thing that seems to work is: to use the original default arma2oa.exe in main folder & have (see below) in your start icon target line, it shows old build version number but beta changes seems to work ok. (Obviously edit "@<hidden>" to match your own.)

"C:\Program Files\Bohemia Interactive\ArmA 2\arma2oa.exe" -nosplash -mod=Expansion\beta\Expansion\beta\Expansion;@<hidden>

metalcraze
Aug 1 2010, 12:52
Confirmed that IR strobe shines like flare.

Edit: Also the UAV training is broken now. When I come close to one of the UAVs message says that I need to press Space to launch training exercise - but when I press it the cursor appears together with the soldier menu as in usual cases and nothing happens.

Fireball
Aug 1 2010, 14:11
Bah - they looked waaay better preOA. Don't even small light sources like mobile phone screen show up like big discs in NVG?

Yes, the mobile phone screen might light up brightly, but stars dont:

cqdemal
Aug 1 2010, 23:25
With this beta patch, ARMA2's sixth campaign mission ("One Week Later") ends prematurely during the final dialog sequence and does not present the option to continue on to the seventh mission.

NoRailgunner
Aug 2 2010, 20:03
The infinite land doesnt work with AI and waypoints.
Placed on Takistan 2 Apaches on the plain infinite land with two waypoints - they stopped flying at the border and didnt made it into the real Takistan. Is there an invisible wall around OA maps that prevent AI to move on? :confused:

Orders "Disengage" and "Follow my stance" dont work for AI.
Suggestion:
"Disengage" = AI should immediately ignore/drop all current targets and follow next order(s) with highest priority.

Cross
Aug 3 2010, 07:47
the strobe acts like a massive flare (blinding daylight) even without NVG.
Confirmed..
Created ticket...plz go there and vote if you have this issue. Repro steps added. If you don't have this issue, plz post there and give gfx card & driver info.

http://dev-heaven.net/issues/12630

CarlGustaffa
Aug 3 2010, 08:01
Confirmed and voted. But isn't there something really wacky going on with #lightpoint object in general? Try lighting up the C130_Static in the tutorial mission for a night jump. For best (or, worst rather) results, try putting the C130_Static really high (edit the mission to suit), and then try to illuminate the interior with a low yield lightsource.

Am I just unlucky with my tests or can anyone confirm some general wackiness with the #lightpoint object?

dmitri
Aug 3 2010, 09:38
The infinite land doesnt work with AI and waypoints.
Placed on Takistan 2 Apaches on the plain infinite land with two waypoints - they stopped flying at the border and didnt made it into the real Takistan. Is there an invisible wall around OA maps that prevent AI to move on? :confused:

Orders "Disengage" and "Follow my stance" dont work for AI.
Suggestion:
"Disengage" = AI should immediately ignore/drop all current targets and follow next order(s) with highest priority.

I experienced this exact same issue over the weekend.

Fixed wing aircraft move only to final waypoint (ignoring all other waypoints in a series), helicopters don't move at all.

Rooks80
Aug 3 2010, 11:23
Confirmed..
Created ticket...plz go there and vote if you have this issue. Repro steps added. If you don't have this issue, plz post there and give gfx card & driver info.

http://dev-heaven.net/issues/12630

thanks I didn't know how to create a ticket :D

pchaxor
Aug 5 2010, 12:07
Dedi server version is crashing silently. No dumps to report.
Seems to crash more often with -mod=ca, but have duplicated the issue without.
Others reporting the same issue; anyone else?

- dedi 72291 is stable.