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ARMA 2: OA beta build 103718 (1.62 MP compatible build, post 1.62 release)


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Dwarden
Dwarden

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#1

Posted 05 April 2013 - 11:57

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

+ [103718] Fixed: AI no longer fires on targets it does not see, only is reported by other group members.
+ more BattlEye server side filters http://forums.bistud...l=1#post2364961
+ fixed SSL issues with secureID http://forums.bistud...137#post2329137
[102678] Fixed: switchWeapon action broken (https://dev-heaven.net/issues/71136)
+ way more crash fixes both scripting and else
[102493] Fixed: execFSM/doFSM/commandFSM causes crash with non fsm file
[102469] Fixed: initAmbientLife causes a crash (https://dev-heaven.net/issues/71001)
[102440] Fixed: Smooth camera could sometimes jump very far briefly (caused crash https://dev-heaven.net/issues/32444)
+ more crash fixes including the MP fire+ground hit one
[102106] Fixed: Joystick state reset on start
[102082] Fixed: gearSlotData causes crash when no valid control is given (https://dev-heaven.net/issues/70912)
[101333] A new mission.sqm unit value forceHeadlessClient used to mark a role reserved for a HC (https://dev-heaven.net/issues/67648)
+ hotfixed crash from 101141 changes
[101141] Fixed: Scripting functions aimPos, eyePos, eyeDirection fixed for a crew (https://dev-heaven.n...6#change-152548)
[101032] New: Scripting function hasInterface to allow detecting a headless client or a dedicated server.
[100540] Fixed: Users connecting with blocked CD keys were sometimes shown "You are banned" message instead of "Bad CD Key".
+ SSL fix http://forums.bistud...l=1#post2273013
+ multiple crash cases resolved (thanks to all who reported)
[100296] Fixed: MP: Player head movement using numpad keys was not visible to other players.
[100257] Fixed: ballisticsComputer uses wrong velocity (https://dev-heaven.net/issues/6823)
+ some beta regressions fixed, shall hotfix some of the often crashes of client/server seen in past weeks
+ possible slight performance increase when using BE filters

the build contain quite some of crash fixes I mentioned last two weeks
Spoiler

(if you still get any crashes, it's very important for us to get server's mdmp,bidmp,rpt files
(compressed e.g. to my email (which is my BIForum nickname @ bistudio.com)with subject CRASH)
BattlEye compatibility: ... SUPPORTED, enjoy ! ...
note: also deployed on STEAM! (inside "test" branch, default beta is 103419)
+++
Data fixes and improvements by the Community Config Project (CCP)
Changelog: https://dev-heaven.net/versions/1391
More info: http://forums.bistud...-Project-(A2CCP)

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tonygrunt
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#2

Posted 05 April 2013 - 12:02

Don't see it on the beta site.

fraczek
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#3

Posted 05 April 2013 - 12:02

Fixed: AI no longer fires on targets it does not see, only is reported by other group members.


Good to see changes from A3 filter down to A2! Thumbs up, BIS!

NoRailgunner
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#4

Posted 05 April 2013 - 12:11

Hamsters@BIS are hungry = they nomnom'd this betabuild :D

-=seany=-
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#5

Posted 05 April 2013 - 15:33

Dwarden, please;

About the Fire Control System. Any word on what is happening with this? Is it possible we can get some compromise for the loss of it, even some thing as simple as increased manual zeroing range? And Zeroing for vehicles like the MGS Stryker that have none at the moment.

If the Developers decide it's not important, could I at least be given the decency of being told so? I obviously will stop asking if I am told that there is no intention of including a compromise for it. After all what else could I do?

I would ask and follow it up through the CCP channel, but I just get (purposely) ignored by KJU, for no reason. :(

Thanks

Edited by -=seany=-, 05 April 2013 - 15:37.

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-dead-
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#6

Posted 05 April 2013 - 15:37

Phew! for a second there...

Posted Image

Edited by -dead-, 05 April 2013 - 15:43.


thhamm
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#7

Posted 05 April 2013 - 16:04

Phew! for a second there...


:rofl:

^Th0mas^
^Th0mas^

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#8

Posted 05 April 2013 - 16:06

Always love the AI fixes. :)

On_Sabbatical
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#9

Posted 05 April 2013 - 18:47

Dwarden, please;

About the Fire Control System. Any word on what is happening with this? Is it possible we can get some compromise for the loss of it, even some thing as simple as increased manual zeroing range? And Zeroing for vehicles like the MGS Stryker that have none at the moment.

If the Developers decide it's not important, could I at least be given the decency of being told so? I obviously will stop asking if I am told that there is no intention of including a compromise for it. After all what else could I do?

I would ask and follow it up through the CCP channel, but I just get (purposely) ignored by KJU, for no reason. :(

Thanks


Yes FCS is really important,but i think that BIS will not make some alternative to TAB ... the current situation is bad but,it's better ... we just need auto zeroing when you right click on a vehicle !

Heaney
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#10

Posted 05 April 2013 - 21:19

So the AI freezing issues of 103419 are fixed with this, yes?

Dwarden
Dwarden

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#11

Posted 05 April 2013 - 23:09

So the AI freezing issues of 103419 are fixed with this, yes?

if not I would really need very simple repro mission for verify

---------- Post added at 23:09 ---------- Previous post was at 23:07 ----------

Yes FCS is really important,but i think that BIS will not make some alternative to TAB ... the current situation is bad but,it's better ... we just need auto zeroing when you right click on a vehicle !

by default nothing has changed to what it was before ... only if you disable autoguideAT then things differ (e.g. canLock)

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kotov12345
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#12

Posted 05 April 2013 - 23:30

only if you disable autoguideAT then things differ (e.g. canLock)

is it already implemented with this beta ?

Vipera
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#13

Posted 05 April 2013 - 23:31

Yes FCS is really important,but i think that BIS will not make some alternative to TAB ... the current situation is bad but,it's better ... we just need auto zeroing when you right click on a vehicle !


I totally agree. We just need auto zeroing on right mouse click without even selecting the target.
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Dwarden
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#14

Posted 06 April 2013 - 01:00

is it already implemented with this beta ?


that's already this way for quite some time ... it was one of changes in CCP based on feedback

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-=seany=-
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#15

Posted 06 April 2013 - 01:58

So you are saying that there will be no compromise to the loss of BIS's FCS when AutoGuideAT=Disabled?

that's already this way for quite some time ... it was one of changes in CCP based on feedback


What feedback? It was implemented and if you didn't like the fact it broke another unrealted feature, tough luck, you where ignored.

The server I play on regularly has not started to play with AutoGuideAT=Enabled, just as I feared. Meaning I (and everyone else) have lost a lot of functionality in tanks and vehicles (MGS Stryker is useless now). All for a change that is not even related to the FCS. No server plays with AutoGuideAT=Enabled Coop, PVP or whatever game mode.

What is the problem with giving us even the most basic of compromises? It's like a dirty question or something to even mention it. I just don't understand the brick wall I face every time I bring up this perfectly legitimate request.

I feel the sad thing for the community is that if someone else, other than me, had of brought this to the attention of the CCP team first, it probably would have been addressed by now.
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Beagle
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#16

Posted 06 April 2013 - 04:11

So you are saying that there will be no compromise to the loss of BIS's FCS when AutoGuideAT=Disabled?



What feedback? It was implemented and if you didn't like the fact it broke another unrealted feature, tough luck, you where ignored.

The server I play on regularly has not started to play with AutoGuideAT=Enabled, just as I feared. Meaning I (and everyone else) have lost a lot of functionality in tanks and vehicles (MGS Stryker is useless now). All for a change that is not even related to the FCS. No server plays with AutoGuideAT=Enabled Coop, PVP or whatever game mode.

What is the problem with giving us even the most basic of compromises? It's like a dirty question or something to even mention it. I just don't understand the brick wall I face every time I bring up this perfectly legitimate request.

I feel the sad thing for the community is that if someone else, other than me, had of brought this to the attention of the CCP team first, it probably would have been addressed by now.

This is a test beta once the change is in a ful patch you will see servers with autoguide AT on. autoguide on in veteran mode does not autiguide simple RPGs, it just disablles autoguide for weponns that should not have it at all and tank tabbing. It's just a more difficult game mode that makes cumbersoem system like MANDO obsolete. If you want tabbing games you can set it as you like and always was once the full patch is out and all users and servers have the same settings

Edited by Beagle, 06 April 2013 - 04:16.


kotov12345
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#17

Posted 06 April 2013 - 09:13

[/COLOR]

that's already this way for quite some time ... it was one of changes in CCP based on feedback

Just tested it is not working.TAB still here what ever settings.At least in editor in sp mod.

Dwarden
Dwarden

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#18

Posted 06 April 2013 - 14:51

in default it's not changed to what it was before ...
that was based on feedback people like seany
(in short in default settings CCP is not changing anything related to locking/zeroing/targeting computer)

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Andersson-SWEC-
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#19

Posted 06 April 2013 - 16:53

BE still screw up on my end..
BattleEye init failed...
EVERY SINGLE SERVER

kotov12345
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#20

Posted 06 April 2013 - 18:41

in default it's not changed to what it was before ...
that was based on feedback people like seany
(in short in default settings CCP is not changing anything related to locking/zeroing/targeting computer)

what is the problem then ? sorry I missed point.You just said was implemented - but in next post you said is not.
I load game with latest beta ,go to setting, set autoguide off but tab still works.What it is about ?