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Thread: ARMA 2: OA beta build 93616 (1.60 MP compatible build, post 1.60 release)

  1. #11
    Somehow, I get stuck @ loading now.

  2. #12
    Is this build BE supported yet? Thanks
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  3. #13

  4. #14
    LOD switching is definitely a lot more stable now, so huge thanks to Suma for that!

    However, I feel there could still be some improvements where the timing of the LOD switches is concerned. For example, when "zooming in or out" (increasing or decreasing FOV, whatever you want to call it), there seems to be a delay with the LOD switch, similar to what was previously noted (here) about the tree and bush LOD transitions. It would be great if LODs would switch during FOV changes instead of afterwards. On a related note, would you consider implementing the faster zoom/FOV change from Arma3 in Arma2? I personally like that much better, and I think it would be a lot better at masking LOD transitions.

    As for panning the camera, I love that there is no more LOD flickering, but when the LOD switches do occur, they are still very noticable here. This is a more difficult subject I guess, because there is no good way to mask them during slow panning, and I don't really have a suggestion in this regard.
    Last edited by MadDogX; Jun 8 2012 at 18:22.
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  5. #15
    First Lieutenant Kremator's Avatar
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    Ok so I'm not sure if this has been covered yet, and MAY be something to do with my server setup (I'm not totally convinced however) is the following.

    Consider a vehicle that is close to a wall and moving towards it. At speed, the vehicle would ordinarily knock the wall down, however it hasn't enough speed in this case, I see it moving through the wall (like it isn't there) then rubberbanding back to before the wall. I've watched several vehicles do this. Anyone else find this on a dedi server ?

  6.   Click here to go to the next Developer post in this thread.   #16

  7. #17
    Master Gunnery Sergeant rundll.exe's Avatar
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    Quote Originally Posted by Kremator View Post
    Ok so I'm not sure if this has been covered yet, and MAY be something to do with my server setup (I'm not totally convinced however) is the following.

    Consider a vehicle that is close to a wall and moving towards it. At speed, the vehicle would ordinarily knock the wall down, however it hasn't enough speed in this case, I see it moving through the wall (like it isn't there) then rubberbanding back to before the wall. I've watched several vehicles do this. Anyone else find this on a dedi server ?
    With some strain on the server this has been the case since OFP.

    From my OFP experience (old info):
    I believe there is some mismatch between the server and client regarding the collision state, and then you get weird results. Also sometimes buildings placed by a client script might not be "known" on the server, and AI (local to the server) walks right trough it.
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  8. #18
    First Lieutenant Kremator's Avatar
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    Ahhhh thanks rundll.exe Now here's the question then, what server values do I need to change to reduce the chance of this happening ?

    Thanks for the BE support Dwarden.

  9. #19
    Master Gunnery Sergeant ArmAriffic's Avatar
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    Yep, all problems from the previous beta seem fixed.
    Spoiler:

  10. #20
    Gunnery Sergeant armatech's Avatar
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    low client fps then normal being reported

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