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View Full Version : New Beta Build 71213 Up!

TonyGrunt
Jun 4 2010, 15:07
Beta patches flood, thank you BIS :yay::yay:

cm.
Jun 4 2010, 15:14
changelog? (I'm lazy)

[KH]Jman
Jun 4 2010, 15:16
ARMA2 Beta Patch 71213 Changelog:

[71143] Improved: -cpuCount=4 is now default on computers with more than four logical CPUs to prevent hyperthreading causing performance problems. If you want to use more CPUs, use -cpuCount=N to override this.
[71117] Optimized: Geometry loading in now optimized for multiple cores. Extra threading now enabled by default on computers with more that 2 CPUs. New possible -exThreads values: 5 (thread geometry loading only) and 7 (thread all)
[70817] Fixed: Crash while rendering some custom worlds, e.g Schmalfelden
[70793] Fixed: Character animation jerky after a unit disembarked a vehicle (http://dev-heaven.net/issues/3116)

Yapab
Jun 4 2010, 15:18
There is actually no change in the change log :)

The email that gets sent shows the last 4 lines in the change log becuase the change logs are not consistent and BIS often change the top lines or rmove lines, hard to keep track of what the new changes are without a lot of work storing the changes (and then BIS delete or change old lines)

Yapa

Dwarden
Jun 4 2010, 15:22
some of the non working missions should now work with this build ...

Punisher5555
Jun 4 2010, 15:27
some of the non working missions should now work with this build ...

I tried the official mission where Petrya is supposed to come in his car to get you for the finish of the mission this morning with the last beta and he never showed up. Ran around like a chicken waiting. Hope this fixes that.

SenChi
Jun 4 2010, 15:29
Problems with islands is fixed.So quickly. ^^
God bless BIS.

Maruk
Jun 4 2010, 15:37
I know it is confusing but newly introduced issues (like this crashing of user made addons, it was caused by un-binarized models with empy LODs only, btw) are not added to patches change logs. The same is fix of not working bootcamp missions.

There should be also one little but often very useful improvement that is not listed: in Windowed mode full path and command-line options are shown in the app title which did not make it to change-log.

Problems with islands is fixed.So quickly. ^^
God bless BIS.

todayskiller
Jun 4 2010, 15:52
if the -cpucount=4 is the default...wouldn't it show up on the properties/target?

Kridian
Jun 4 2010, 16:41
I get a CTD when I try to prop my m4 on a ledge (key=spacebar) using the current ACE mod. On Chernarus.

Anyone else getting this? Actually, just pressing the spacebar anytime will make it crash.

Yapab
Jun 4 2010, 17:23
Having problems installing this beta patch, error is:

"ArmA 2 is not installed on your computer or installation is corrupted".... well ArmA 2 is installed on the computer and it is not corrupted because I can play 1.05 and the 70xxx beta patch without issues.

I have deleted the beta folder and get the same message, very annoying :( I dont want to re-install the game as its fine.

EDIT: I'm running vanilla ARMA2, no addons ever.
Yapa

SASrecon
Jun 4 2010, 17:32
Having problems installing this beta patch, error is:

"ArmA 2 is not installed on your computer or installation is corrupted".... well ArmA 2 is installed on the computer and it is not corrupted because I can play 1.05 and the 70xxx beta patch without issues.

I have deleted the beta folder and get the same message, very annoying :( I dont want to re-install the game as its fine.

EDIT: I'm running vanilla ARMA2, no addons ever.
Yapa

Tried a restart?
That should definitely fix your problem

Yapab
Jun 4 2010, 17:40
Ok i fixed my issue, the last beta patch had problems installing but somehow i got it working.... it seems it created some problems though.

ARMA2 is installed to "D:\ARMA2" on my system, but the last patch created a "D:\ARMA2\Bohemia Interactive" folder on my system... it also altered all my registry entires to that folder.

I deleted that folder and this is why this new beta wouldnt install.

I manually changed all the registry entries (about 12 of them) and this beta patch installed without problems. It has not created a Bohemia Interactive folder within my ARMA2 folder this time, good.

Yapa

Xeno
Jun 4 2010, 18:10
Sorry to say, but the latest beta still crashes a lot (filepatching is still a problem, but beside that things that worked before cause an immediate CTD).

Not usable atm.

Xeno

Punisher5555
Jun 4 2010, 18:11
Minor issue, but I noticed the cows just walk thru each other.

Yapab
Jun 4 2010, 18:45
Some results from this beta:

Sys = Q9550 @<hidden> 3.8Ghz, 4GB DDR800, GTX275 SLI, Win7 64bit

-cpuCount=4

Average CPU usage is about 60 to 65% when running through Chernogorsk and fps is about 27 average.

Benchmark 1 CPU usage is about 65% average and 37fps average end result.

-cpuCount=4

Average CPU usage is about 58 to 60% when running through Chernogorsk and fps is about 25 average

Benchmark 1 CPU usage is about 65% average and 36fps average end result.

----------
Overall there is a slight fps increase and the game seems to run "smoother", there is also about 5% more cpu usage. I was hoping that it would be a bigger difference compared to using -exThreads=0.

Looking at buildings/towns still seems to kill performance. If I stand on the bridge west of Chernogorsk (my default spawn location) and look at the town my fps is about 26.. if I turn around and look at the road/tree's my fps is up to 45-50... and I notice my SLI bar going much higher and my GPU's start to warm up (have second monitor to monitor whole system).

It seems like the towns/buildings are being rendered by the CPU, would be nice if this could be offloaded onto the GPU as my GPU usage is below 30% when looking at town but about 70% when looking at trees... I guess its engine limitation that the CPU renders the towns/buildings?

EDIT: Also ARMA2 still uses only 1GB of memory (in editor, no units) and when looking at new buildings/towns running it stutters somtimes as it loads the assets, would be nice if it could pre-load way in advance into memory and use up to 2GB or more on 64Bit systems.

Yapa

---------- Post added at 04:45 AM ---------- Previous post was at 04:18 AM ----------

Also just tested the SP campaign on mission Manhattan.... no difference in fps from even version 1.03/4/5.... just after you get dropped of by the chopper standing and looking around i'm stuck at about 22-24fps.... this has been the same since the game has pretty much come out.

My CPU usage is at like 30% and GPU's are pretty much idling.... <30% usage (very high settings 1680x1050).

Something is really really wrong with the campaign. If it was all the units/scripting I would expect the CPU usage to be high... if it was the graphics the GPU's would be working and heating up... yet it seems the FPS is very low but the system is hardly used.

Now I normally get 60fps (vsync enabled) when looking up at the sky in the editor.... in this Manhattan mission I'm still stuck at 25fps even when looking at the sky, is there some kind of hard lock on the fps in the campaign? Anyone found a fix? (I've been away since patch 1.04 and only test beta's now until my friend is ready to get back into the campaign coop.)

Yapa

Maruk
Jun 4 2010, 18:51
Is it crashing with unpacked data only? Any particular files causing it?

Sorry to say, but the latest beta still crashes a lot (filepatching is still a problem, but beside that things that worked before cause an immediate CTD).

Not usable atm.

Xeno

langgis08
Jun 4 2010, 18:52
some results from my side

in game settings for BM City Run / Arma2 FPS Analyser:
all @<hidden> high except vd=3848, AA=high, 3dres=1280x1024 (100%)

71213@<hidden> does for my rig the best related to FPS (best average fps, fewest lower fps, most higher fps), so I can put into that simple formula ('>' means 'more fps than'):
------
71213@<hidden> > 70951@<hidden> > 71213@<hidden> > 71141@<hidden> > 71141@<hidden>
------
I'm glad that the newest build is actual the best for my old system, too and that 70951/71141 has been taken over by 71213 :)

mant3z
Jun 4 2010, 19:00
After 36min of play in Armory game made CTD
I've used no mods and command line:

"C:\Program Files\Bohemia Interactive\ArmA 2\beta\arma2.exe" -mod=beta -nosplash -cpuCount=4 -exThreads=5

My hardware specs are:
Asus M2N32-SLI Deluxe 4 | Phenom II 940 @<hidden> | OCZ 4Giga | PALIT HD4870SE

Xeno
Jun 4 2010, 19:06
Is it crashing with unpacked data only? Any particular files causing it?
Can't link to the ticket I made @<hidden>, currently down.

Will do as soon as it is up again.

But what's happening is that I get an immediate CTD when hitting preview in the editor and filepatching is activated (it's patching the complete ACE dev folders).

Beside that, when starting without filepatching (-noFilepatching) features like ACE weaponrest cause a CTD too (the two helper models in there are binarized, invisiomodel.p3d might be the cause of the problem).

Xeno

zGuba
Jun 4 2010, 19:15
I know it is confusing but newly introduced issues (like this crashing of user made addons, it was caused by un-binarized models with empy LODs only, btw) are not added to patches change logs. The same is fix of not working bootcamp missions.

Worth adding: empty lods = lods without faces. That is the case with ace_sys_weaponrest CTDs. If model has some points in LOD but not a single face, the game will crash. Instead one can create invisible face (f.e. with empty texture and material, an example is present in ca\weapons), but BIS should fix the issue ASAP. Please think of objects one wants to be invisible!

whitedog
Jun 4 2010, 19:25
Isla Duala　crash):

stevedrumsdw
Jun 4 2010, 19:26
Ok so I am confused?

I have a quadcore so should I put cpu count to 4 in my arma launcher?

Maruk
Jun 4 2010, 19:28
No. Cpucount=4 is from this beta the default behaviour on quadcores now so no need to put it to command line.

Ok so I am confused?

I have a quadcore so should I put cpu count to 4 in my arma launcher?

stevedrumsdw
Jun 4 2010, 19:38
Isla Duala　crash):

Yep same here, Panthera seems to be fine.

langgis08
Jun 4 2010, 19:45
CTD while testing ingame playing SP (Harvest Red/Badlands) after about 1 hour of playing
parameters I've used here: -mod=beta -exThreads=3 -nosplash -world=empty -maxmem=2047

maybe maxmem's the cause ?

ingame settings while playing: vd=3848, 3dres 1280x1024 (100%), terrain low, shadows normal, aa normal, pp high, vidmem default, rest very high

zGuba
Jun 4 2010, 19:54
CTD while testing ingame playing SP (Harvest Red/Badlands) after about 1 hour of playing
parameters I've used here: -mod=beta -exThreads=3 -nosplash -world=empty -maxmem=2047

maybe maxmem's the cause ?

ingame settings while playing: vd=3848, 3dres 1280x1024 (100%), terrain low, shadows normal, aa normal, pp high, vidmem default, rest very high

stevedrumsdw
Jun 4 2010, 20:00
Jade Groove and Duala both crashing, all my other islands addons work.

Fox '09
Jun 4 2010, 20:11
yep same here
edit:
I'm crashing a lot with addons.. happens when i shoot AI.. I'm reverting.

MavericK96
Jun 4 2010, 20:25
I can confirm that the Boot Camp missions are fixed in this build.

Oleg-Russia
Jun 4 2010, 22:23
With last 2 beta patches i got higher fps finaly have around 23-25 what makes game playable without lags :) , but the mission loading is dramaticly slowed down for me . Before i was looking at the loading screen for around 1-2 minutes ,now i do around 12-15 minutes if i load mission for the first time!!!!!! Patch fixes some problems and addes new :(

Anyway good job BIS ,glad to see your working on Arma 2 , keep it up in this tempo :)

GossamerSolid
Jun 4 2010, 22:50
With last 2 beta patches i got higher fps finaly have around 23-25 what makes game playable without lags :) , but the mission loading is dramaticly slowed down for me . Before i was looking at the loading screen for around 1-2 minutes ,now i do around 12-15 minutes if i load mission for the first time!!!!!! Patch fixes some problems and addes new :(

Anyway good job BIS ,glad to see your working on Arma 2 , keep it up in this tempo :)

you are overreacting or your system has something seriously wrong if it is taking you 12-15 minutes to load a mission

Jun 4 2010, 22:54
Hasn't anyone played domination or any other intensive AI multiplayer missions recently? :D

MASSIVE FPS increases due to the dead AI no longer using as much processing power. :)

I think some of you guys need to get out of the benchmark missions.

Oleg-Russia
Jun 4 2010, 23:17
you are overreacting or your system has something seriously wrong if it is taking you 12-15 minutes to load a mission

Why would i overact? i say like it is ,first time mission is loading very slow ,with cpucount=4 loads abit better.
By the way long loading found place only after ive installed new beta.FPS is increased what makes me happy.

Jack
Jun 5 2010, 00:13
Hey Suma

Here are my crash dump files after I CTDed while playing Eagle Wing with beta 71213.

http://www.filefront.com/16650811/100604_Jack.zip

zGuba
Jun 5 2010, 00:26
Hasn't anyone played domination or any other intensive AI multiplayer missions recently? :D

MASSIVE FPS increases due to the dead AI no longer using as much processing power. :)

I think some of you guys need to get out of the benchmark missions.

Wonder if scripting engine was carried out with specialized thread. On my rig script scheduling is extremely easy to screw up just with putting in more than hundred of AIs and making them fight each other - all loops running in background become jammed completely. Even deleting those hundreds of units won't unscrew the engine then.

Oleg-Russia
Jun 5 2010, 00:53
Long loading of the mission solved , have just restarted the computer , after i installed the patch ive tried to run ded server wich was crashed for no reasons, probably server was still running somehere hidden in processes and used my cpu , wich caused the dramatical decrease in loading speed :)

Awesome patch BIS no complains ,KEEP IT UP ,looking forward for more fixes:)

P.S. my CPU is used only for 14%-20% all the time even with cpucount=4 and exThread=7 , how can i load it on 3/4th ?

Jun 5 2010, 01:28
Wonder if scripting engine was carried out with specialized thread. On my rig script scheduling is extremely easy to screw up just with putting in more than hundred of AIs and making them fight each other - all loops running in background become jammed completely. Even deleting those hundreds of units won't unscrew the engine then.

No idea. But, what have I have noted from other's observations is that the effects of AI processing seem to be less damaging on Intel processors and more so on AMD. Am I assuming correctly that you are using an AMD processor?

Now with beta patch things seem less 'stuttery' with AI than before and I'm very happy that FPS is restored when AIs are dead.

Stick_Hogue
Jun 5 2010, 01:49
For what it's worth, I've been getting CTDs loading my mission into the editor since beta 71141 on an installation that's been extremely stable. It's only with the last several betas that I've started getting these CTDs. Some kind of ATI graphics related error. These last betas are fundamentally broken somehow. I'm sticking with 70951 until I see that whatever was done has been fixed. (Meanwhile I'll look into driver updates, in case that's an issue.)

<update>
Updated my video driver: no effect.
The 71141 to 71213 betas seem to be arguing with some of my mods, but not all. A particular map definitely is not loading, using these mods: Bundeswehr, CBA, MP Compatible Fastrope, Desert Mercs & Black Ops units, Littlebirds, and Isla Duala. FWIW.

zGuba
Jun 5 2010, 01:51
Yeah, there's no argue about that. Just A2 scripting performance sucks overall, it's not something version related.

GiorgyGR
Jun 5 2010, 03:10
With the latest beta i got much CTD's and somewhat increased loading times :/

Yapab
Jun 5 2010, 05:07
Played for over 1 hour in editor custom mission with various paths/units and orders without crash, runs ok outside of towns!

stevedrumsdw
Jun 5 2010, 05:08
For what it's worth, I've been getting CTDs loading my mission into the editor since beta 71141 on an installation that's been extremely stable. It's only with the last several betas that I've started getting these CTDs. Some kind of ATI graphics related error. These last betas are fundamentally broken somehow. I'm sticking with 70951 until I see that whatever was done has been fixed. (Meanwhile I'll look into driver updates, in case that's an issue.)

<update>
Updated my video driver: no effect.
The 71141 to 71213 betas seem to be arguing with some of my mods, but not all. A particular map definitely is not loading, using these mods: Bundeswehr, CBA, MP Compatible Fastrope, Desert Mercs & Black Ops units, Littlebirds, and Isla Duala. FWIW.

I am back to 70951 as well never a CTD, these new betas have major problems. Getting CTDs galore, I am done happy playing.

Yapab
Jun 5 2010, 05:15
Maybe the problem is with the mods because the beta's have changed some of the functions in ARMA2? I would look into the mods as the source of the problem, possibly rewrite / recreate them.

The beta's are here for testing and changing game mechanics, and should really only be tested on vanilla ARMA2. Mods are a separate issue and expected to be broken after a major change to the game engine.

Seaweed
Jun 5 2010, 05:18
I've been playing the main campaign and seem to crash very often.
When I use exthreads=3 the game becomes rock steady and doesn't crash at all.

langgis08
Jun 5 2010, 05:50
I can confirm that the Boot Camp missions are fixed in this build.
I can confirm that, too

referring to http://forums.bistudio.com/showpost.php?p=1642694&postcount=26
here's the link to the dump-files - hope these are the right ones ;)
http://rapidshare.com/files/395440605/CTDdumpfiles.zip.html

and here entries of my .rpt at time of ctd:

Version 1.05.71213
Fault address: 005B8D21 01:001B7D21 E:\Program Files\Bohemia Interactive\ArmA 2\beta\arma2.exe
world: chernarus
campaign: ca\missions\campaign
battle: Beginning
mission: C5
Prev. code bytes: B6 03 00 85 C0 7C 1D 8B 4D FC 8B 89 48 05 00 00
Fault code bytes: 8B 1C 81 85 DB 74 0D 8B 43 24 03 43 0C 35 B6 C8

Registers:
EAX:00000001 EBX:07A154F0
ECX:00000000 EDX:0000001D
ESI:2578D000 EDI:244A0E00
CS:EIP:001B:005B8D21
SS:ESP:0023:016FF470 EBP:016FF4A8
DS:0023 ES:0023 FS:003B GS:0000
Flags:00010202

KaBoNG
Jun 5 2010, 07:28
Just played the chopper mission in Boot Camp followed by 1 hour+ in the Harvest Red campaign in Manhattan and no CTDs for me. Just buttery smooth performance - I think it's making me horny. ;)

Specs: i7-930, Win 7 x64, 6 GB ram, GeForce GTX 285, TrackIR, default flags for cpuCount=, etc.

We're definitely going in the right direction, performance-wise. Thanks BIS!

p.s. Also using oktane's noblur mod, which might be helping my performance (c'mon BIS, let's have a setting in video options to disable blur, independent of other post processing effects, pleeeez).

bensdale
Jun 5 2010, 09:34
.. p.s. Also using oktane's noblur mod, which might be helping my performance (c'mon BIS, let's have a setting in video options to disable blur, independent of other post processing effects, pleeeez..

+1 nice idea!

Yes bootcamp missions are fixed

Richey79
Jun 5 2010, 10:27
No idea. But, what have I have noted from other's observations is that the effects of AI processing seem to be less damaging on Intel processors and more so on AMD. Am I assuming correctly that you are using an AMD processor?

Now with beta patch things seem less 'stuttery' with AI than before and I'm very happy that FPS is restored when AIs are dead.

I'm thinking there's probably something in this.

Getting a very different 'smooth' feeling from these last few betas, and they've been totally stable for me except for certain addon islands CTDing upon loading in the editor.

KeyCat
Jun 5 2010, 16:10
FWIW - Build 71213 seems to work a little bit better than 70951 for me when it comes to texture loading/LOD switching/image quality, again all this is very subjective.

Also want to mention that the "sound cutting out issue" is greatly improved but still there in certain situations. I noticed it again in MP when a Mi-8 helicopter was attacking with a barrage of rockets and also when large explosions wen't off in the distance.

Command line: arma2.exe -nosplash -mod=beta -profiles=d:\games\ARMAII~1\ -bepath=client1 -name=KeyCat -showScriptErrors -exThreads=0

/KC

Humvee28
Jun 5 2010, 17:31
I get a CTD when I try to prop my m4 on a ledge (key=spacebar) using the current ACE mod. On Chernarus.

Anyone else getting this? Actually, just pressing the spacebar anytime will make it crash.

same problem here.. :(

Jun 5 2010, 17:43
same problem here.. :(

For me too.

Sickboy
Jun 5 2010, 17:53
We'll address that in our announced v1.2.0 RC1 release this monday (http://forums.bistudio.com/showthread.php?p=1643429#post1643429), it would however be nice if BIS would fix the crash opportunity in any case :)

stevedrumsdw
Jun 5 2010, 18:47
This beta did not test well performance wise on my system, got some slower fps here and there. If I am using the arma2 launcher should I just leave the cpu count on 1?

Also, would I benift from another 9800 gt in sli with this game? I have an I7 920 running at 4.o ghz. I am not sure about making another purchaase because I have heard this game is CPU driven more than gpu. I have been playing this game for a while, just never looked in to getting the best performance out of my setup. I love island pathera just can't run it becase it eats my frames up. I get about 23 or 22 fps in some treed areas and sometimes 31 to 33 in clearer spots. But with a scope on in heavy foilage and a few AI I get down around 10 fps to 6 yikes. This is with my screen res on 1920 by 1080 and 3d res on 88 percent. At duala my fps is great, sometimes 62 fps.

systme specs: I7 920 4.0, 9800gt 512, 6GB ddr3, 900wt ps

KeyCat
Jun 5 2010, 20:19
Is it just my imagination or do the AI act a bit more cautious (i.e not rushing towards instant death and use terrain/flanking more) in this 71213 build? Also like how your teams MG's (M249) surpresses the enemie.

/KC

JW Custom
Jun 5 2010, 20:29
Also, would I benift from another 9800 gt in sli with this game?

No you would benefit much more if you got yourself a GTX260+, as far as i can tell by reading the forum SLI and ArmA 2 is not a success(correct me if i'm wrong SLI people)!

BangTail
Jun 5 2010, 22:09
Lots of crashing for me as well :(

otreblA_SNAKE_[ITA]
Jun 5 2010, 22:15
I've tried this patch only with -exThreads=7. I didn't play the game but I've only run benchmarks

Excellent job: performance was excellent (the game was very fluid) even if I had some stuttering...do you think you'll be able to "remove" it?

However: *applause*

HulkingUnicorn
Jun 5 2010, 23:48
Trying to load Isla Duala 1.6 with the beta patch causes instant CTD. It works fine with vanilla. Chernarus, Utes and Podagorsk loads without issues.

Windows error message:
Problem signature:
Problem Event Name: APPCRASH
Application Name: arma2.exe
Application Version: 1.5.71.213
Application Timestamp: 4c091130
Fault Module Name: arma2.exe
Fault Module Version: 1.5.71.213
Fault Module Timestamp: 4c091130
Exception Code: c0000005
Exception Offset: 001c6b48
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 1044
Additional Information 1: 0a9e
Additional Information 3: 0a9e

Rpt:
=====================================================================
== C:\Games\ArmA2\beta\arma2.exe
== "C:\Games\ArmA2\beta\arma2.exe" -noSplash -noFilePatching -mod=beta;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden> -exThreads=7
=====================================================================
Exe timestamp: 2010/06/05 23:27:12
Current time: 2010/06/06 01:20:23

Item str_disp_server_control listed twice
File nim_weather\config.cpp, line 558: '/CfgVehicles/ThunderLight.scope': Missing ';' at the end of line
File nim_weather\config.cpp, line 568: '/CfgVehicles/ThunderLight.cost': Missing ';' at the end of line
File nim_weather\config.cpp, line 569: '/CfgVehicles/ThunderLight.armor': Missing ';' at the end of line
File nim_weather\config.cpp, line 585: '/CfgVehicles/ThunderLight/Smoke.initT': Missing ';' at the end of line
File nim_weather\config.cpp, line 586: '/CfgVehicles/ThunderLight/Smoke.deltaT': Missing ';' at the end of line
File nim_weather\config.cpp, line 591: '/CfgVehicles/ThunderLight/Smoke/Table/T1.maxT': Missing ';' at the end of line
File nim_weather\config.cpp, line 596: '/CfgVehicles/ThunderLight/Smoke/Table/T2.maxT': Missing ';' at the end of line
File nim_weather\config.cpp, line 601: '/CfgVehicles/ThunderLight/Smoke/Table/T3.maxT': Missing ';' at the end of line
Conflicting addon Klurs_Land in 'klurs_land\sound\', previous definition in 'klurs_land\'
Conflicting addon A_Crane_02 in 'ca\buildings2\a_crane_02\', previous definition in 'cata_world\ca\buildings2\a_crane_02\'
Conflicting addon CAHouseBlock_D in 'ca\buildings2\houseblocks\houseblock_d\', previous definition in 'cata_world\ca\buildings2\houseblocks\houseblock_d\'
Conflicting addon Misc_PowerStation in 'ca\buildings2\misc_powerstation\', previous definition in 'cata_world\ca\buildings2\misc_powerstation\'
Conflicting addon Ind_Shed_02 in 'ca\buildings2\ind_shed_02\', previous definition in 'cata_world\ca\buildings2\ind_shed_02\'
Conflicting addon Church_01 in 'ca\buildings2\church_01\', previous definition in 'cata_world\ca\buildings2\church_01\'
Conflicting addon Ind_Tank in 'ca\buildings2\ind_tank\', previous definition in 'cata_world\ca\buildings2\ind_tank\'
Conflicting addon Shed_small in 'ca\buildings2\shed_small\', previous definition in 'cata_world\ca\buildings2\shed_small\'
Conflicting addon A_statue in 'ca\buildings2\a_statue\', previous definition in 'cata_world\ca\buildings2\a_statue\'
Conflicting addon Rail_House_01 in 'ca\buildings2\rail_house_01\', previous definition in 'cata_world\ca\buildings2\rail_house_01\'
Conflicting addon CAHouseBlock_C in 'ca\buildings2\houseblocks\houseblock_c\', previous definition in 'cata_world\ca\buildings2\houseblocks\houseblock_c\'
Conflicting addon Ind_Garage01 in 'ca\buildings2\ind_garage01\', previous definition in 'cata_world\ca\buildings2\ind_garage01\'
Conflicting addon Barn_Metal in 'ca\buildings2\barn_metal\', previous definition in 'cata_world\ca\buildings2\barn_metal\'
Conflicting addon CAHouseBlock_B in 'ca\buildings2\houseblocks\houseblock_b\', previous definition in 'cata_world\ca\buildings2\houseblocks\houseblock_b\'
Conflicting addon HouseRuins in 'ca\buildings2\houseruins\', previous definition in 'cata_world\ca\buildings2\houseruins\'
Conflicting addon CABuildingParts_Signs in 'ca\buildings2\buildingparts\signs\', previous definition in 'cata_world\ca\buildings2\buildingparts\signs\'
Conflicting addon Ind_Shed_01 in 'ca\buildings2\ind_shed_01\', previous definition in 'cata_world\ca\buildings2\ind_shed_01\'
Conflicting addon Farm_Cowshed in 'ca\buildings2\farm_cowshed\', previous definition in 'cata_world\ca\buildings2\farm_cowshed\'
Conflicting addon CAHouseBlock_A in 'ca\buildings2\houseblocks\houseblock_a\', previous definition in 'cata_world\ca\buildings2\houseblocks\houseblock_a\'
Conflicting addon CABuildings2_Misc_Cargo in 'ca\buildings2\misc_cargo\', previous definition in 'cata_world\ca\buildings2\misc_cargo\'
Conflicting addon Shed_wooden in 'ca\buildings2\shed_wooden\', previous definition in 'cata_world\ca\buildings2\shed_wooden\'
Conflicting addon CABuildings2 in 'ca\buildings2\', previous definition in 'cata_world\ca\buildings2\'
Conflicting addon CABuildingParts in 'ca\buildings2\buildingparts\', previous definition in 'cata_world\ca\buildings2\buildingparts\'
Conflicting addon IndPipe2 in 'ca\buildings2\ind_pipeline\indpipe2\', previous definition in 'cata_world\ca\buildings2\ind_pipeline\indpipe2\'
Conflicting addon Misc_WaterStation in 'ca\buildings2\misc_waterstation\', previous definition in 'cata_world\ca\buildings2\misc_waterstation\'
Conflicting addon CABuildings2_A_Pub in 'ca\buildings2\a_pub\', previous definition in 'cata_world\ca\buildings2\a_pub\'
Conflicting addon CATEC in 'ca\buildings2\buildingparts\signs\tec\', previous definition in 'cata_world\ca\buildings2\buildingparts\signs\tec\'
Conflicting addon CAStructures_IndPipe1_todo_delete in 'ca\buildings2\ind_pipeline\indpipe1\', previous definition in 'cata_world\ca\buildings2\ind_pipeline\indpipe1\'
Conflicting addon A_GeneralStore_01 in 'ca\buildings2\a_generalstore_01\', previous definition in 'cata_world\ca\buildings2\a_generalstore_01\'
Conflicting addon Farm_WTower in 'ca\buildings2\farm_wtower\', previous definition in 'cata_world\ca\buildings2\farm_wtower\'
Conflicting addon Ind_Workshop01 in 'ca\buildings2\ind_workshop01\', previous definition in 'cata_world\ca\buildings2\ind_workshop01\'
Conflicting addon CAData in 'ca\', previous definition in 'cata_world\ca\'
Conflicting addon CAData_ParticleEffects in 'ca\data\particleeffects\', previous definition in 'cata_world\ca\data\particleeffects\'
Updating base class ->Wreck, by ca\config.bin/CfgVehicles/PlaneWreck/
Updating base class ->Man, by x\acexpla\addons\c_fromz_core\config.bin/CfgVehicles/CAManBase/
Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
Updating base class ->Default, by ca\characters\config.bin/CfgFaces/Man/
Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/
Updating base class ->SoldierEB, by ca\characters2\config.bin/CfgVehicles/Ins_Soldier_Base/
Updating base class ->Ins_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/Ins_Commander/
Updating base class Soldier->CDF_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/CDF_Soldier_Light/
Updating base class NonStrategic->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
Updating base class Turrets->Turrets, by x\acex_sm\addons\c_sound_veh_armor\config.bin/CfgVehicles/BMP2_Base/Turrets/
Updating base class MainTurret->MainTurret, by x\acex_sm\addons\c_sound_veh_armor\config.bin/CfgVehicles/BMP2_Base/Turrets/MainTurret/
Updating base class Turrets->Turrets, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BMP2_Base/Turrets/MainTurret/Turrets/
Updating base class MainTurret->MainTurret, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/AAV/Turrets/MainTurret/
warfxpe\particleeffects\config.cpp/WeaponFireGun.size: Cannot update non array from array
warfxpe\particleeffects\config.cpp/WeaponCloudsGun.size: Cannot update non array from array
Exe version: 1.05.71213
[32.238,0,"XEH: PreInit Started"]
[44.933,0,"XEH: PreInit Finished"]
0:00:45.300 (0:00:00.035) [x\cba\addons\common\init.sqf:4] MISSINIT: missionName=nointro, worldName=utes, isMultiplayer=false, isServer=true
[45.334,0.035,"XEH: PostInit Started"]
[47.79,0.035,"XEH: PostInit Finished"]
0:00:47.937 (0:00:00.035) [x\cba\addons\versioning\versioning.sqf:5] : cba_versioning_versions=["#CBA_HASH#",["cba","ace","acex","acexpla"],[[[0,4,1,101],-1],[[1,2,0,364],-1],[[1,2,0,243],-1],[[1,1,1,19],-1]],[[0,0,0],0]]
Old style material 207 used in ReportStack not available
Old style material 207 used in ReportStack not available
Old style material 207 used in ReportStack not available
Old style material 204 used in ReportStack not available
Old style material 205 used in ReportStack not available
Old style material 207 used in ReportStack not available
SW keep height animation used for brg_africa\brg_deadstuff1.p3d
Old style material 204 used in ReportStack not available
Old style material 206 used in ReportStack not available
Old style material 207 used in ReportStack not available
Old style material 206 used in ReportStack not available
Old style material 207 used in ReportStack not available
Old style material 207 used in ReportStack not available
SW keep height animation used for brg_africa\brg_elegrass_1.p3d
=======================================================
-------------------------------------------------------
Exception code: C0000005 ACCESS_VIOLATION at 005C6B48
graphics: D3D9, Device: ATI Radeon HD 4800 Series , Driver:atiu9pag.dll 8.14.1.6099
resolution: 1920x1200x32
Ind_Vysypka in ca\buildings2\ind_cementworks\ind_vysypka\
Farm_WTower in cata_world\ca\buildings2\farm_wtower\
CASounds_Missions in ca\soundmissions\, CASounds in ca\sounds\
pond_test in ca\structures\pond\, CAAir2_Pchela1T in ca\air2\pchela1t\
ace_c_ai_skill in x\ace\addons\c_ai_skill\, CAMusic in ca\music\
CAStructuresHouse_Church_05R in ca\structures\house\church_05r\
CA_Missions_GarbageCollector in ca\modules\garbage_collector\
ace_c_wep_m16a4 in x\ace\addons\c_weapon\, gsc_units_stalker_patch in gsc_stalker\
ace_mission in x\ace\addons\missions\, Arma2_Ka52 in ca\air2\ka52\
ace_sys_map in x\ace\addons\sys_map\, CA_Modules_Marta in ca\modules\marta\
CAFonts in ca\uifonts\, CAWeapons_Saiga12K in ca\weapons\saiga12k\
CAWeapons_M1014 in ca\weapons\m1014\, CAWheeled3_TT650 in ca\wheeled3\tt650\
acex_t_men_usmc in x\acex\addons\t_men_usmc\, CA_HighCommand in ca\modules\hc\
CABuildings2 in cata_world\ca\buildings2\
Misc_PowerStation in cata_world\ca\buildings2\misc_powerstation\
CAStructures_IndPipe1_todo_delete in cata_world\ca\buildings2\ind_pipeline\indpipe1\
CAWheeled2_BTR90 in ca\wheeled2\btr90\, acex_m_veh_m2 in x\acex\addons\m_veh_m2\
acex_sm_s_veh_armor in x\acex_sm\addons\s_veh_armor\, CA_Editor in ca\editor\
CA_Dubbing_Counterattack in ca\dubbing\counterattack\
acex_s_wep_launcher in x\acex\addons\s_wep_launcher\, CATracked in ca\tracked\
CALanguage_missions in ca\languagemissions\
ace_sys_irstrobe in x\ace\addons\sys_irstrobe\, Klurs_Land in klurs_land\
ace_sys_vehicle in x\ace\addons\sys_vehicle\, CAAir2_C130J in ca\air2\c130j\
CAStructures_Nav_pier in ca\structures\nav_pier\
CAWeapons_ZU23 in ca\weapons\zu23\
Ind_MalyKomin in ca\buildings2\ind_cementworks\ind_malykomin\
CAStructuresLand_Nav_Boathouse in ca\structures\nav_boathouse\
CAWeapons in ca\weapons\, an2 in an2\, acex_m_veh_bmd1 in x\acex\addons\m_veh_bmd1\
CAStructures_IndPipe1 in ca\structures\ind_pipeline\indpipe1\
A_Crane_02 in cata_world\ca\buildings2\a_crane_02\
CA_Anims_Wmn in ca\anims\characters\config\wmn\
CAStructuresInd_Quarry in ca\structures\ind_quarry\
CAWeapons_AK in ca\weapons\ak\
CAWeapons2_HuntingRifle in ca\weapons2\huntingrifle\
ace_sys_muzzleblast in x\ace\addons\sys_muzzleblast\, armatsbwf in armatsbwf\
ibr_panthera2 in ibr\panthera2\
Afrenian_Cars in ibr\afrenian__cars\, acex_m_wep_m16 in x\acex\addons\m_wep_m16\
CABuildingParts_Signs in cata_world\ca\buildings2\buildingparts\signs\
Warfare2 in ca\warfare2\, CAAnimals in ca\animals\
CAStructuresHouse in ca\structures\house\, CAWater2_Fregata in ca\water2\fregata\
CAWater2 in ca\water2\, acex_m_veh_air_wep in x\acex\addons\m_veh_air_wep\
CAStructures_Rail in ca\structures\rail\
ace_settings_no_intro in x\ace\addons\settings\no_intro\, ibr_product in ibr_t55\
norrn_dbo_fastrope in norrn_dbo_fastrope\
acex_m_wep_rh_ak in x\acex\addons\m_wep_rh_ak\, CAAir2_MV22 in ca\air2\mv22\
CAStructuresHouse_HouseV2 in ca\structures\house\housev2\
MAP_EU in map_eu\, CA_Animals2_Rabbit in ca\animals2\rabbit\
CA_Modules_Coin in ca\modules\coin\, CA_Missions_FirstAidSystem in ca\modules\fa\
CAStructures_Nav in ca\structures\nav\
Shed_small in cata_world\ca\buildings2\shed_small\
Ind_Pec in ca\buildings2\ind_cementworks\ind_pec\
WarFXWeps in warfxweps\
acex_c_wep_m16 in x\acex\addons\c_wep_m16\, CABuildings in ca\buildings\
CAWeapons_VSS_vintorez in ca\weapons\vss_vintorez\
CA_Modules_Silvie in ca\modules\silvie\
CAStructuresLand_A_MunicipalOffice in ca\structures\a_municipaloffice\
CAStructuresHouse_HouseBT in ca\structures\house\housebt\
CAStructures_Castle in ca\structures\castle\, CAWeapons2_SMAW in ca\weapons2\smaw\
CAWeapons2 in ca\weapons2\, CA_Animals2_WildBoar in ca\animals2\wildboar\
CAWheeled3_M1030 in ca\wheeled3\m1030\
Ind_Mlyn in ca\buildings2\ind_cementworks\ind_mlyn\
acex_veh_mi17 in x\acex\addons\c_veh_mi17\, CSJ_GyroAC in csj_gyroac\
ace_sys_nuke in x\ace\addons\sys_nuke\, CA_Anims in ca\anims\
acex_sm_c_sound_men in x\acex_sm\addons\c_sound_men\, HALO_Test in ca\air2\halo\
CAWheeled2_M1114_Armored in ca\wheeled2\hmmwv\m1114_armored\
CA_Modules_ZoRA in ca\modules\zora\, CAData in cata_world\ca\
ace_sys_aitalk in x\ace\addons\sys_aitalk\, CA_Animals2_Dogs in ca\animals2\dogs\
CATracked2_2S6M_Tunguska in ca\tracked2\2s6m_tunguska\, Utes in ca\utes\
CAWater in ca\water\, CAWeapons_M252_81mm_Mortar in ca\weapons\m252_81mm_mortar\
CAWheeled in ca\wheeled\, CAWheeled2_GAZ39371 in ca\wheeled2\gaz39371\
ibr_civilian_patch in ibr_acivilians\
CAStructuresHouse_a_stationhouse in ca\structures\house\a_stationhouse\
CATracked2_AAV in ca\tracked2\aav\, acex_c_men_gear in x\acex\addons\c_men_gear\
CA_Animals2_Dogs_Pastor in ca\animals2\dogs\pastor\
Ind_Tank in cata_world\ca\buildings2\ind_tank\
CA_Anims_Sdr in ca\anims\characters\config\sdr\
CAWeapons_Metis_AT_13 in ca\weapons\metis_at_13\
CAWeapons2_RPG18 in ca\weapons2\rpg18\, CAWheeled2_VWGolf in ca\wheeled2\vwgolf\
HouseRuins in cata_world\ca\buildings2\houseruins\
Barn_Metal in cata_world\ca\buildings2\barn_metal\
CAStructuresHouse_HouseV in ca\structures\house\housev\
CA_Dubbing in ca\dubbing\, acex_c_men_usmc in x\acex\addons\c_men_usmc\
CAStructuresHouse_Shed_Ind in ca\structures\shed_ind\
CA_Missions_SecOps in ca\missions\som\, ace_sys_dagr in x\ace\addons\sys_dagr\
Molatian_Army in molatian__army\, acex_t_veh_ural in x\acex\addons\t_veh_ural\
CAWeapons_Kord in ca\weapons\kord\, CA_Anims_Char in ca\anims\characters\config\
CA_Animals2_Chicken in ca\animals2\birds\chicken\, BI_SRRS in ca\modules\srrs\
CA_Missions_AlternativeInjurySimulation in ca\modules\ais\
Ind_Dopravnik in ca\buildings2\ind_cementworks\ind_dopravnik\
Ind_Workshop01 in cata_world\ca\buildings2\ind_workshop01\
acex_t_wep_launcher in x\acex\addons\t_wep_launcher\, cata in cata\
acex_s_veh_m2 in x\acex\addons\s_veh_m2\, CA_Animals2_Goat in ca\animals2\goat\
CA_CruiseMissile in ca\air2\cruisemissile\
ace_anims_weaponsway in x\ace\addons\anims\weaponsway\, ibr_rn in ibr\ibr_rn\
CATracked2_BMP3 in ca\tracked2\bmp3\, CAweapons_ksvk in ca\weapons\ksvk\
CAWheeled2 in ca\wheeled2\
CA_HC_Sounds in ca\missions\data\sounds\
acex_t_wep_smg_us in x\acex\addons\t_wep_smg_us\, CAWheeled3 in ca\wheeled3\
CAAir2 in ca\air2\, ace_sys_vehicledamage in x\ace\addons\sys_vehicledamage\
missions_ew in ca\missions_ew\, acex_m_veh_brdm in x\acex\addons\m_veh_brdm\
CABuildings2_Misc_Cargo in cata_world\ca\buildings2\misc_cargo\
NIM_Clouds in nim_weather\
CAStructuresHouse_A_FuelStation in ca\structures\house\a_fuelstation\
CAStructures_A_CraneCon in ca\structures\a_cranecon\
acex_t_wep_shotgun in x\acex\addons\t_wep_shotgun\, CAAir3 in ca\air3\
CA_Modules_UAV in ca\modules\uav\
Farm_Cowshed in cata_world\ca\buildings2\farm_cowshed\
A_statue in cata_world\ca\buildings2\a_statue\
CAStructuresShed_Small in ca\structures\shed\shed_small\, CARocks2 in ca\rocks2\
CA_Missions_Templates_SecOps in ca\missions\templates\secops.west\
CAWater2_LHD in ca\water2\lhd\, ace_main in x\ace\addons\main\
CAWheeled2_V3S in ca\wheeled2\v3s\
acex_m_veh_5ton in x\acex\addons\m_veh_5ton\, WarfxPE in warfxpe\particleeffects\
ace_sys_afterburner in x\ace\addons\sys_afterburner\, WarFXVeh in warfxveh\
CAStructures_Proxy_Ruins in ca\structures\proxy_ruins\
CAStructures_Ruins in ca\structures\ruins\
CATracked2_us_m270mlrs in ca\tracked2\us_m270mlrs\
CAWeapons_bizon in ca\weapons\bizon\, acex_m_veh_mah6 in x\acex\addons\m_veh_mah6\
Church_01 in cata_world\ca\buildings2\church_01\
acex_m_veh_su27 in x\acex\addons\m_veh_su27\, CA_Missions in ca\missions\
CAStructures_Railway in ca\structures\rail\railway\
Shed_wooden in cata_world\ca\buildings2\shed_wooden\
CA_Modules_DynO in ca\modules\dyno\, Afrenian_Army in ibr\afrenian__army\
CA_Modules_Alice in ca\modules\alice\, acex_wep_m16 in x\acex\addons\c_wep_m16\
Ind_Expedice in ca\buildings2\ind_cementworks\ind_expedice\
CAAir2_MQ9PredatorB in ca\air2\mq9predatorb\
Ind_SawMill in ca\structures\ind_sawmill\, CAWheeled2_MMT in ca\wheeled2\mmt\
CA_Animals2_Dogs_Fin in ca\animals2\dogs\fin\
ace_sys_combatdeaf in x\ace\addons\sys_combatdeaf\, tf86_t_seals in tf86_t_seals\
CA_AIR2_Su25 in ca\air2\su25\, acex_veh_gmv in x\acex\addons\c_veh_gmv\
CATEC in cata_world\ca\buildings2\buildingparts\signs\tec\
CABuildings2_A_Pub in cata_world\ca\buildings2\a_pub\
CAStructuresHouse_A_Office01 in ca\structures\house\a_office01\
CA_Animals2_Cow in ca\animals2\cow\
Ind_SiloVelke in ca\buildings2\ind_cementworks\ind_silovelke\
CAStructuresHouse_A_Office02 in ca\structures\house\a_office02\
acex_c_veh_m113 in x\acex\addons\c_veh_m113\, CACharacters2 in ca\characters2\
CABuildingParts in cata_world\ca\buildings2\buildingparts\
Ind_Shed_01 in cata_world\ca\buildings2\ind_shed_01\
CAWater2_fishing_boat in ca\water2\fishing_boat\
Ind_Shed_02 in cata_world\ca\buildings2\ind_shed_02\
CA_Missions_BattlefieldClearance in ca\modules\bc\
WarfareBuildings in ca\misc3\wf\, ace_sys_repair in x\ace\addons\sys_repair\
CAWater2_smallboat_1 in ca\water2\small_boat\, CAAir2_UH1Y in ca\air2\uh1y\
ind_silomale in ca\buildings2\ind_cementworks\ind_silomale\
CA_Modules_clouds in ca\modules\clouds\, ibr_plants in ibr\ibr_plants\
cba_strings in x\cba\addons\strings\, WarFXPE in warfxpe\
CA_Modules_ARTY in ca\modules\arty\
CAStructures_A_BuildingWIP in ca\structures\a_buildingwip\
CAWater2_Destroyer in ca\water2\destroyer\
CA_Missions_Armory2 in ca\missions\armory\
CAWheeled_Pickup in ca\wheeled\datsun_armed\, CAWheeled2_MTVR in ca\wheeled2\mtvr\
CAWheeled2_Kamaz in ca\wheeled2\kamaz\
CA_Missions_AmbientCombat in ca\modules\ambient_combat\
acex_t_men_usarmy in x\acex\addons\t_men_usarmy\, tf86_m_seals in tf86_m_seals\
CA_Modules_Animals in ca\modules\animals\
CAStructuresHouse_Church_02 in ca\structures\house\church_02\
CATracked2 in ca\tracked2\, CAWeapons_SPG9 in ca\weapons\spg9\
CA_Animals2_Sheep in ca\animals2\sheep\, ibr_dtowns in ibr\ibr_dtowns\
CAStructuresHouse_Church_03 in ca\structures\house\church_03\
CA_Modules_StratLayer in ca\modules\strat_layer\
CAStructuresHouse_A_Hospital in ca\structures\house\a_hospital\
CAWheeled2_M998A2_Avenger in ca\wheeled2\hmmwv\m998a2_avenger\, CAAir in ca\air\
CA_Modules in ca\modules\, acex_veh_su27 in x\acex\addons\c_veh_su27\
CAStructuresLand_Ind_Stack_Big in ca\structures\ind\
Ind_Garage01 in cata_world\ca\buildings2\ind_garage01\
A_TVTower in ca\structures\a_tvtower\, acex_c_wep_mg in x\acex\addons\c_wep_mg\
razoreniya in razoreniya\razoreniya\, acex_c_veh_m1 in x\acex\addons\c_veh_m1\
CAWheeled2_Ikarus in ca\wheeled2\ikarus\, ace_sys_easa in x\ace\addons\sys_easa\
CAAir2_ChukarTarget in ca\air2\chukar\
CA_Modules_Functions in ca\modules\functions\
CAStructuresBarn_W in ca\structures\barn_w\
CAWheeled2_HMMWV_Ambulance in ca\wheeled2\hmmwv\m997a2_ambulance\
IndPipe2 in cata_world\ca\buildings2\ind_pipeline\indpipe2\
CAStructuresHouse_rail_station_big in ca\structures\rail\rail_station_big\
CAStructures_Proxy_BuildingParts in ca\structures\proxy_buildingparts\
CAWeapons_2b14_82mm_Mortar in ca\weapons\podnos_2b14_82mm\
Misc_WaterStation in cata_world\ca\buildings2\misc_waterstation\
A_GeneralStore_01 in cata_world\ca\buildings2\a_generalstore_01\
CATracked2_T34 in ca\tracked2\t34\, CAWeapons_Colt1911 in ca\weapons\colt1911\
Extended_EventHandlers in extended_eventhandlers\
CAHouseBlock_A in cata_world\ca\buildings2\houseblocks\houseblock_a\
CAAir3_Su34 in ca\air3\su34\
CAStructures_Wall in ca\structures\wall\, CAWeapons_DMR in ca\weapons\dmr\
CAWheeled2_LAV25 in ca\wheeled2\lav25\
ace_sys_ruck in x\ace\addons\sys_ruck\, HotFix in ca\HotFix\
CAHouseBlock_B in cata_world\ca\buildings2\houseblocks\houseblock_b\
ace_c_ui_background in x\ace\addons\c_ui_background\, CA_Animals2 in ca\animals2\
CAStructures in ca\structures\, CAWheeled_Offroad in ca\wheeled\hilux_armed\
CAWheeled2_HMMWV_BASE in ca\wheeled2\hmmwv\
Rail_House_01 in cata_world\ca\buildings2\rail_house_01\
FDF_Isle1_a in ca\fdf_isle1_a_c\
CAHouseBlock_C in cata_world\ca\buildings2\houseblocks\houseblock_c\
CAStructures_Misc_Powerlines in ca\structures\misc_powerlines\
CAHouseBlock_D in cata_world\ca\buildings2\houseblocks\houseblock_d\
ace_sys_wounds in x\ace\addons\sys_wounds\, CAMisc2 in ca\misc2\
Chernarus in ca\chernarus\, CAMisc in ca\misc\
CAStructures_Mil in ca\structures\mil\, CATracked2_T90 in ca\tracked2\t90\
CAWeapons_Warfare_weapons in ca\weapons\static\
CAWheeled2_TowingTractor in ca\wheeled2\towingtractor\, CASigns2 in ca\signs2\
CA_Animals2_Anim_Config in ca\animals2\animconfig\, CAUI in ca\ui\
CALanguage in ca\language\, brg_africa in brg_africa\, CAMisc3 in ca\misc3\
cata_world in cata_world\tut_samplemap\, acex_veh_t72 in x\acex\addons\c_veh_t72\
acex_t_veh_t72 in x\acex\addons\t_veh_t72\, CACharacters in ca\characters\
CAweapons_m107 in ca\weapons\m107\, CAWeapons_AmmoBoxes in ca\weapons\ammoboxes\
Mods: CA;beta;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>
Distribution: 1465
Version 1.05.71213
Fault address: 005C6B48 01:001C5B48 C:\Games\ArmA2\beta\arma2.exe
file:
Prev. code bytes: 11 40 4C C3 53 55 56 8B 74 24 10 0F BF 06 8B D9
Fault code bytes: 8B 6B 04 57 8D 44 45 02 50 E8 45 FF FF FF 0F BF

Registers:
EAX:00000003 EBX:0000000C
ECX:0000000C EDX:00002000
ESI:0F801000 EDI:00000000
CS:EIP:0023:005C6B48
SS:ESP:002B:016FE47C EBP:016FE810
DS:002B ES:002B FS:0053 GS:002B
Flags:00010206
=======================================================
note: Minidump has been generated into the file <folder>

arma2.mdmp (http://www.mediafire.com/?zqaknjjt5mn)
arma2.bidmp (http://www.mediafire.com/?nyny0jmndgm)

Specs:

Win 7 Ultimate 64 Bit
Intel i7 920
ATI Radeon HD 4800 Series (HIS 4890)
Corsair Dominator GT DDR3 1600 6144MB RAM
Western Digital VelociRaptor 300 GB

jpinard
Jun 6 2010, 03:34
I'm wondering, were people supposed to be reporting crashes/problems with mods, or are some so ubiquitous it's OK?

BI, I'd like to apologize as I still haven't gotten caught up to provide some hard data for you, hopefully I'll get in gear and will finish my massive spreadsheet. But I do have request:

Can you please increase the distance at which we can see full models? When a fully armed Helo is coming in at you it looks like it's out of weapons until a short distance from you then *POP!* - you suddenly see the winglets and unspent missiles show up... and by that time it's too late to adjust your strategy. Many of us have computers that are plenty powerful and can handle higher detail models at much greater distances. Can you give us a slider or an option to adjust this?

mchide
Jun 6 2010, 07:07
Guys why do you test beta patches with custom mods. Tests should be on vanila A2. For sure there is something wrong than with that addon if it crashes

Fireball
Jun 6 2010, 07:53
Guys why do you test beta patches with custom mods. Tests should be on vanila A2. For sure there is something wrong than with that addon if it crashes

Well, for one it's sure we should check core game aspects and basic performance only without mods, but since ArmA II lives from the modding/mission making community, it's imperative that BIS does not break stuff for them.

There is also the script performance cutting in - missions like Warfare BE with or without ACE2 e.g. make great use of scripting. Just because scripting performance is not optimal (specially in long missions) the solution is not telling people to play vanilla ArmA II instead.

sbsmac
Jun 6 2010, 08:09
The game shouldn't CTD under any circumstances so reporting issues with mods is useful information. It's even more useful if people identify the last working combination of mod and beta that worked correctly so that BIS can more easily narrow down changes which might be causing or triggering the issue.

Yapab
Jun 6 2010, 08:38
I think you guys have it the wrong way around.... the mods are made to SUIT the GAME, not the game to suit the mods.

If a patch breaks the mods then the mod authoers have to work around it.... this is often the case simply because things need to be changed to improve the engine/game, and some mod should never stand in the way.

It goes like this
Game > mod.

MavericK96
Jun 6 2010, 09:06
I think you guys have it the wrong way around.... the mods are made to SUIT the GAME, not the game to suit the mods.

If a patch breaks the mods then the mod authoers have to work around it.... this is often the case simply because things need to be changed to improve the engine/game, and some mod should never stand in the way.

It goes like this
Game > mod.

Agreed, except if the bug is something in the game that could break in an "official" mission or something as well.

Though, it would be nice if the devs divulged what they changed that broke a bunch of the mods this last beta.

twisted
Jun 6 2010, 09:28
Is it just my imagination or do the AI act a bit more cautious (i.e not rushing towards instant death and use terrain/flanking more) in this 71213 build? Also like how your teams MG's (M249) surpresses the enemie.

/KC

hmm. that's great observation. hope to see similar when i test as thats a good thing to find.

Meanstreak
Jun 6 2010, 09:34
This is the first Beta I've used that has made my vanilla game freeze.
The colours went all weird and the game froze, I didn't have a CTD though.

Jun 6 2010, 09:42
I get a CTD when I try to prop my m4 on a ledge (key=spacebar) using the current ACE mod. On Chernarus.

Anyone else getting this? Actually, just pressing the spacebar anytime will make it crash.

I got the same issue with 71141, 71195 and 71213. The last working for me was 70951.

twisted
Jun 6 2010, 10:48
I got the same issue with 71141, 71195 and 71213. The last working for me was 70951.

previous betas before 71195 were fine for me but i confirm now the crash.

KeyCat
Jun 6 2010, 12:23
hmm. that's great observation. hope to see similar when i test as thats a good thing to find.

Did a few more tests yesterday and it sure feels like they acting a bit different, even had a group of enemies retreat midway after trying out an frontal attack.

It may not nescessary be the latest build that changed this since it was a while ago I payed attention to the AI behavior - again all this is very subjective so it could also be placebo :)

Looking forward to hear what you other guys observe while testing...

/KC

mrcash2009
Jun 6 2010, 12:50
Agreed, except if the bug is something in the game that could break in an "official" mission or something as well.

Then play vanilla, if it does break a official mission then report it.

Though, it would be nice if the devs divulged what they changed that broke a bunch of the mods this last beta.

They change what they place in the change-log, and again as been said its up to modders to re work "around" the game. If devs tried to work on the engine/game and had to pussy foot around the numerous mods we wouldn't get a patch.

The fact that we are here testing betas as we go = this is for people and modders to try out and work out the issues before the final patch is released. 1) so we can report issues (vanilla) .. and 2) it gives modders the luxury of time to check changes and see what they need to fix before release (which doesn't get reported to devs as its mod related). We should be thankful we get included in beta tests let alone anything else.

Modding is supported, IE we can modify the engine, buts its not priority over the vanilla game/engine when its being updated/optimised and fixed.

JW Custom
Jun 6 2010, 13:41
I can see it from both sides, BIS should not adjust ArmA to work with all the different mods but on the other side the beta patch needs to be tested in different environment and not just benchmarks missions.

I think testing the beta patch in demanding missions like Domination is a good thing, but almost every Domination server is using ACE so thats needed. Also if people have used the same mod setup through several patches without problems and suddently with a new patch it CTD's everybody it could be a problem that needed to be fixed BIS side aswell as mission maker/mod makers side.

sbsmac
Jun 6 2010, 13:41
Then play vanilla, if it does break a official mission then report it.

I think we can assume that BIS would generally prefer their game not to CTD when presented with malformed data either from an external mod or an internal mission. There isn't anything 'magic' about mods - the same bugs that will be triggered my mods could be triggered by current or yet-to-be-developed 'official' content. In fact this quote from Maruk backs this up...

"this crashing of user made addons ... was caused by un-binarized models with empy LODs only, btw). The same is fix of not working bootcamp missions."

They change what they place in the change-log,.

No actually, the change-log is not a complete list of changes. This has been stated officially by BIS several times. Even in this very thread... http://forums.bistudio.com/showpost.php?p=1642525&postcount=8

as been said its up to modders to re work "around" the game

For minor issues to do with things like AI behaviour and config changes I completely agree. However, when you are seeing CTD's and gross breakages then I think you'd be doing BIS a disservice by not reporting them. Clearly a report that says that says that "smoke in mod X seems to be degrading FPS" is useless, but a report that says that "a CTD is triggered immediately when loading mod Y with beta B but previous beta A worked perfectly" is useful.

Protegimus
Jun 6 2010, 13:51
Agreed, except if the bug is something in the game that could break in an "official" mission or something as well.

Though, it would be nice if the devs divulged what they changed that broke a bunch of the mods this last beta.

I think they already did, here (http://forums.bistudio.com/showpost.php?p=1642525&postcount=8).

Protegimus

Ringhejm
Jun 6 2010, 19:48
edit.... sorry. my bad... can be deletet.

Killg0re
Jun 6 2010, 20:05
I play with Charlie foxtrot alot.
Normally am able to play 3 hours straight

today i crashed 2 times.
Ingame time was night time. but the crashing occasions where random

quicksilver67
Jun 6 2010, 22:48
I am more worried about the beta patches crashing on custom maps rather than mods. Mods can be tailored to the game engine, can be tinkered to work, or dropped in favor of something that does. Maps, on the other hand, represent a solid base; an investment of time and energy, which is, at the very least considerable, and with the better maps, extreme. I feel that the game should be tailored to suit as wide a range of maps as possible. It is in the interest of the community that compatibility be maintained as much as possible. It is the 3rd party content, especially the maps, that makes the game enjoyable and sustainable. Without the ability to add content, Arma 2 is just another war game, and not the best one out there.

With that in mind, I wish to report that the newer betas do not work with Isla Duala. CTD with all thread modes tested. Map worked fine with 1.05.

stevedrumsdw
Jun 6 2010, 23:37
I am more worried about the beta patches crashing on custom maps rather than mods. Mods can be tailored to the game engine, can be tinkered to work, or dropped in favor of something that does. Maps, on the other hand, represent a solid base; an investment of time and energy, which is, at the very least considerable, and with the better maps, extreme. I feel that the game should be tailored to suit as wide a range of maps as possible. It is in the interest of the community that compatibility be maintained as much as possible. It is the 3rd party content, especially the maps, that makes the game enjoyable and sustainable. Without the ability to add content, Arma 2 is just another war game, and not the best one out there.

With that in mind, I wish to report that the newer betas do not work with Isla Duala. CTD with all thread modes tested. Map worked fine with 1.05.

Agreed, maps are a huge investment.

InFireBaptize
Jun 7 2010, 00:32
Hi,
This is the first time ever i CTD since i bought Arma2:yay: i don't know i'm just happy :D

Faulting application name: arma2.exe, version: 1.5.71.213, time stamp: 0x4c091130
Faulting module name: arma2.exe, version: 1.5.71.213, time stamp: 0x4c091130
Exception code: 0xc0000005
Fault offset: 0x007a4778
Faulting process id: 0xe9c
Faulting application start time: 0x01cb05b1c61ecdf9
Faulting application path: F:\Bohemia Interactive\ArmA 2\beta\arma2.exe
Faulting module path: F:\Bohemia Interactive\ArmA 2\beta\arma2.exe
Report Id: 619531c2-71a9-11df-844e-002215a3dc29

dump files:

crash#1
http://www.filefront.com/16671581/Desktop.7z

Crash#2
http://www.filefront.com/16672321/Desktop.7z

Hope it helps.

Jun 7 2010, 02:26
I'm getting crashes too, quite frequently but not game-breaking. I've noticed this usually happens to me when just after receiving data on MP missions. Next time it happens I'll be sure to post the files and more info. :)

AnimalMother92
Jun 7 2010, 07:30
Performance has gone up nicely for me, these eXthreads commands seem to be helping a lot. However urban performance is still not so great.

For reference:

Intel Xeon 2.8ghz quad core
EVGA GTX 285
Intel X25-M G2 SSD
Windows 7 x64

NoRailgunner
Jun 7 2010, 09:34
With 1.05.71213 I get even more texture swapping and sometimes single-colored blocks.
AI issues+bugs are still there. :(

mant3z
Jun 7 2010, 10:09
After 36min of play in Armory game made CTD
I've used no mods and command line:

"C:\Program Files\Bohemia Interactive\ArmA 2\beta\arma2.exe" -mod=beta -nosplash -cpuCount=4 -exThreads=5

My hardware specs are:
Asus M2N32-SLI Deluxe 4 | Phenom II 940 @<hidden> | OCZ 4Giga | PALIT HD4870SE

After few days of play without mods with different -exThreads values nothing change for me... I've got random CTD, sometimes after 30min, sometimes after 2h of play. It doesn't matter is it MP or SP game.

Performances are way better then in 1.05 but this beta is just not stable.

Maruk
Jun 7 2010, 10:18
Fix for Isla Duala will be available soon and new beta is on its way (It may fix more problems with other user made addons as well but we did not test it yet)

If anyone is getting crashes in vanilla version, it would be very helpful to know more (e.g. crash dumps etc.).

mant3z
Jun 7 2010, 10:23
How to make crash dump?
I've got CTD without any information.

MavericK96
Jun 7 2010, 10:30
How to make crash dump?
I've got CTD without any information.

You should have those files in your ArmA2 AppData folder after a crash, including your ArmA2.rpt file, and potentially ArmA2.bidmp and ArmA2.mdmp dump files.

mant3z
Jun 7 2010, 10:34
You should have those files in your ArmA2 AppData folder after a crash, including your ArmA2.rpt file, and potentially ArmA2.bidmp and ArmA2.mdmp dump files.

OK thank you mate, I know where it is.
I'll get some files for You Maruk when I back from work.

IceBreakr
Jun 7 2010, 11:09
Fix for Isla Duala will be available soon and new beta is on its way (It may fix more problems with other user made addons as well but we did not test it yet) If anyone is getting crashes in vanilla version, it would be very helpful to know more (e.g. crash dumps etc.).

Wow, thats a nice gesture I didn't expect. I've already checked dump and report files people are sending over, but unable to find what is causing that. Thank you, that proves BIS relation to its community is the best in the world :)

KeyCat
Jun 7 2010, 12:15
Had one freeze while exiting quickly to the desktop after 1+ hours MP play, got a grey/dark screen and had to reset.

Crash dump is here:

http://keycat.no-ip.com/files/A2_B71213_CrashDump.zip

/KC

stevedrumsdw
Jun 8 2010, 03:25
Wow, thats a nice gesture I didn't expect. I've already checked dump and report files people are sending over, but unable to find what is causing that. Thank you, that proves BIS relation to its community is the best in the world :)

Yeah that is cool, and by the way IceBrekr your maps are the best in the world as well!!

oktane
Jun 8 2010, 04:38
There is actually no change in the change log :)

The email that gets sent shows the last 4 lines in the change log becuase the change logs are not consistent and BIS often change the top lines or rmove lines, hard to keep track of what the new changes are without a lot of work storing the changes (and then BIS delete or change old lines)

Yapa

There's this too, if you do RSS. My code greps the differences and tries to determine if it is the same. Works like 95% of the time :D