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Thread: ARMA 2: OA beta build 84554

  1. #1

  2. #2
    Then let´s see what we´ve got here.

    Thanks BIS!

  3. #3
    Nothing in the list = regression fixes only. Currently not a bad thing.

    If you want to find out what has been done, looking at Suma's Dev-Heaven activity is usually a good bet.
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  4. #4
    Chief Warrant Officer Beagle's Avatar
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    This is Suma's "logbook" for today:

    15:00 - ARMA2 Community Issue Tracker - Bug #24413 (Resolved): Structure orientation not transferred
    14:57 - ARMA2 Community Issue Tracker - Bug #24413: Structure orientation not transferred
    Should be fixed in 84554
    14:56 - ARMA2 Community Issue Tracker - Bug #24368 (Resolved): SetPos broken on dedicated servers
    Fixed in 84554

  5. #5
    Is there any improvement of memory usage?

  6. #6
    Staff Sergeant
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    Quote Originally Posted by mycatsaid View Post
    Is there any improvement of memory usage?
    I'm also interested in this...
    http://taw.net
    The Art of Warfare - join our ArmA2/OA team (Maturity, Microphone & Teamspeak 3 required)
    We now play ACE+ACRE too!

  7. #7
    Removed.
    Last edited by mycatsaid; Sep 13 2011 at 17:01.

  8. #8
    4093 installed, 3096 cached (aka 'free if needed'), that means your OS, services, apps, and arma server etc are together using 1 GB. Seems fine.
    More interesting is the usage of the arma2oaserver.exe process over at the Process tab
    A.C.E. Advanced Combat Environment

    Dev-Heaven.net Free Project Hosting | A2 Community Issue Tracker Help BIS, Help yourself!

  9. #9
    Quote Originally Posted by Sickboy View Post
    4093 installed, 3096 cached (aka 'free if needed'), that means your OS, services, apps, and arma server etc are together using 1 GB. Seems fine.
    More interesting is the usage of the arma2oaserver.exe process over at the Process tab
    That is using about 460,000k.

  10. #10
    A few observations with this path (tested in a "homogenous" client/server game, i.e. all latest beta):

    Player controlled cars which are controlled by another client drive strangely. They sometimes slide off the road going sideways and generally behaving like they are driving on ice.

    Secondly, AI that is not local exhibits similar sliding behavior. When they stop, they continue to slowly slide (no animation, just sliding toward their actual point). Might be the same as the thing with the cars.

    Finally, the enemies at longer distances are really bad again. They stand in one place for some time (showing the running animation), then suddenly disappearing and popping up several dozen meters away from their original position.

    Position and direction is correct now, but overall, this is a step back compared to yesterday's patch.
    Last edited by Varanon; Sep 13 2011 at 18:19.

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