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Thread: ARMA 2: Operation Arrowhead / Combined Operations / Reinforcements update 1.62

  1. #381
    Quote Originally Posted by Alan_HR View Post
    If you look only bullet mass than yes. But you need to remember one thing. 5.45x39 is hollow point round. One hit can make more damage to the body then 2 or 3 5.56x45 hits.

    Whole point is that all weapon damage configs, vehicle armor and similar should have been done in MOD itself. I am part of large Arma II PvP tournament Arma Wargames and our dev. team makes our own MOD with all weapon & vehicle configs. This should have been done by DayZ MOD team not BI.
    old comment but I'll bite and make a reply. ahmen please pass the rolls.

    I admit to being a Day Z player. Invested in Arma (1) and didn't much like it at the time for the crazy camera control but things have much improved in Arma ][ which I wasn't even aware was released until I heard of Day Z. As someone who's done his time around the block in various other mod communities from HL to UDK that's a shortcoming I've noticed with a few mods that suffer sudden change to base code. lots of problems in development could be avoided if [mod] developers treated base code like it was protected with a child safety lock. things like weapon tables or world damage (object health) get tweeked all the time by engine devs and then coders have to fix it when every destructible object disintegrates when a map loads. thankfully most worth while mods A) have tact to not scream bloody murder at the people who made their engine and B) plan for this kind of contingency now a days. When I worked on mods though I talked with a few coders and its one of the bigger frustrations when the producer/team lead said "make it work" by skipping on a few details like this.

    for my fellow Day Z players if you don't like the change then suggest to Rocket that he get his own weapon tables written up that aren't dependent on the BIS code base. I'll agree that the small arms category of PDWs, pistols and shotguns have been nerfed but that can be fixed if Rocket tweaks their table data or just rolls back the whole file to the previous state instead of explicitly linking to it. Don't complain about a game that is 75% free. About the only thing that is required to play the mod is AO and the rest of the content is borrowed from Arma Free and 2 [light] DLCs. we'll probably see a lot of performance boost out of the game anyway once he makes it so we don't need any of those code/asset libraries. if he could get it to a point where all we need is Arma Free then mission accomplished its actually a stand alone though I wonder if BIS would let hims sell it at that point.

    Guys [BIS]? Opinions?

  2. #382
    Quote Originally Posted by Ryokukitsune View Post
    for my fellow Day Z players if you don't like the change then suggest to Rocket that he get his own weapon tables written up that aren't dependent on the BIS code base.
    Well, you're getting your own game now so be happy about that I guess. Would have been nice to have Rocket working on ArmA3 but Zombies and all that.

  3. #383
    Quote Originally Posted by Dwarden View Post
    please move all the nix discussion into it's respective thread and stop cluttering multiple threads with the same commentary
    Erm, please stop treating *nix users like second-class customers and release client AND server patches simultaneously and the clutter you complain about will be a non-issue in the first place.

  4. #384
    New user here:..

    Have just installed ARMA II COMBINED OPERATIONS...(ARMA II AND OPERATION ARROWHEAD) DVD version.

    How do I know which patch to download? DO I need a patch for ARMA II AND a separate one for OA?

    The .exe for ARMA 2 says its version 1.10 and the .exe for OA says version 1.59 if that helps...

    Thank you

  5. #385
    Welcome to ArmA anthony!

    You'll want the first three updates on this page.

    First: ARMA 2: Combined Operations / Operation Arrowhead / Reinforcements Patch 1.60
    Second: ARMA 2: Combined Operations / Operation Arrowhead / Reinforcements Patch 1.62
    Third: A2:CO compatibility MP patch ( ACR lite )

    First will update ArmA2 and OA to 1.60. Second file will update you to 1.62 which is the latest version. Third is technically optional, but includes the low rez units and maps for the new ACR DLC.

    The 1.60/1.62 patches also include the low rez units and maps from BAF and PMC DLCs as well.

    You'll use OA exe to run the game and "load" ArmA2 as a mod via the in game Expansions menu. That way when you start OA you'll be running CO.

  6. #386
    Quote Originally Posted by Ryokukitsune View Post
    old comment but I'll bite and make a reply. ahmen please pass the rolls.

    I admit to being a Day Z player. ...

    ...

    Guys [BIS]? Opinions?
    Sorry, but your statement sound like an alcoholics anonymous declaration! If it can be of any support I'm a DayZ player too!

    To get back in topic I already expressed my opinion in other threads about the duality between DayZ and ArmAx: for short, DayZ should draw the same resources of the main game and should be as an official expansion such as British Armed Forces or a similar one.
    Spoiler:

  7. #387
    Staff Sergeant langgis08's Avatar
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    i've downloaded official patch 1.62 on July, 25th
    now I read this at BIS' game updates site:
    ------------
    Uploaded:
    24.07.12
    Modified:
    30.07.12
    [...]
    Version:
    1.62
    ------------
    what does "modified" in this case mean ? has install .exe / patch 1.62 been modified between 24.7. and 30.7. ?
    We're adults. When did that happen? And how do we make it stop? - Meredith Grey


    open spoiler for my specs ...
    Spoiler:

  8. #388
    Yep, that is what I want to know too!
    All the mirrors on arma2.com under the headline "Uploaded:24.07.12 / Modified:30.07.12 / File Size:52 MB / Downloads:25861 / Version1.62" contain the "ARMA2OA_Update_162.exe" dated 2012-07-23 17:22 (and not 2012-07-30 ) . After installed this patch on my 1.60 Version with the "@okt_noBlur" patch, I can start via "arma2.exe" and the vanilla version is updated to version 1.11 and runs without problems. Starting via "arma2oa.exe" gives me the error "Error creating Direct3D 9 Graphical engine", which I already got with 1.60 update, the reason for installing the "@okt_noBlur" folder. This error occurs with and without the "@okt_noBlur" folder. Any solution for that? Or do I have to delete and reinstall the whole ARMA 2 stuff again??
    Anyway,
    regards
    marcomio

  9. #389
    Hey, its me again. Have reinstalled ARMA2 with all addon content and patched this clean new installation uo to actual version 1.62. Like many others, I encounter a recognizable loss in framerates, especially after playing a while. All suggestions like turning all extras off, turn down details, set video memory to default etc. pp. dont work (as told before). Before I patched up to 1.62, the version 1.60 runs fine, also when you had to add the "@otk-noblur" folder to run the game. This patch (1.62) surely has some nice improvements to offer, but you cant enjoy this benefits, if the framerate goes down till the game starts stuttering. Maybe, there is a workaround by manually change/set/delete some values in the config? Never encountered thus behavior before.

  10. #390
    I've never used the otk noblur, i just turn down PP effects, but I'm not getting anything like stuttering frame rates or anything with 1.62. Are you sure you have your video drivers updated?

    According to this ticket that D3D thing might be fixed in a current beta. Have you tried running beta instead?

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