[QUOTE=Welcometohel;33231444]I would be happy if ArmA 3 fixed 3 things.
1) Multiplayer Lag/Desync when people constantly leaving/connecting to the server
2) CQB and AI.
3) Bring engine up to standards. (SMOOTH ANIMATIONS, Physics doors, breakable windows, heat haze, RTT and other shaders.)[/QUOTE]
i think it's time You guys follow on the 1.60 preparations
[url]http://forums.bistudio.com/forumdisplay.php?f=82[/url]
atm. last build is 1.60.86277
(yes it's finally not compatible with 1.59, all the 1.60 MP features are active (some weren't enabled until major build increase)
also pay attention to the [url]http://community.bistudio.com/wiki/Special:RecentChanges[/url]
cause we are improving documentation, adding new info and so on ...
[editline]11th November 2011[/editline]
the patchnotes are (this is incomplete and remember this is w/o any data fixes listed, more fixes and additions can be seen here: [url]http://dev-heaven.net/projects/cis/roadmap[/url] )
[quote]
(current patch candidate)
[86271] Fixed: Locked MP role slots after BattlEye kick.
[86257] Fixed: MP: Countermeasures released automatically for a player commanded tank ([url]http://dev-heaven.net/issues/17458[/url]) Fixed: MP: Countermeasures released by AI were multipled by the number of other connected players.
[86233] Fixed: MP: Loosing gear due to water no longer multiplied for each player ([url]http://dev-heaven.net/issues/26162[/url])
[86217] Improved thermal imaging for models with no TI data ([url]http://dev-heaven.net/issues/16673[/url])
[86159] Fixed: Server response unreliable with long keys (e.g. mod lists) ([url]http://dev-heaven.net/issues/23389[/url])
[86128] Fixed: Soldier running instead of crawling through holes ([url]http://dev-heaven.net/issues/25348[/url])
[86122] Fixed: AI without weapon stuck when crouched ([url]http://dev-heaven.net/issues/16229[/url])
[86114] Prevent crouched AI from sprinting ([url]http://dev-heaven.net/issues/24405[/url])
[86060] New: A command line argument -par=filename can be specified to provide a parameter file ([url]http://dev-heaven.net/issues/26103[/url])
[86059] New: Window title includes player name when running windowed to make testing with multiple instances easier.
[86035] Fixed: Tanks were not damaged under water when fps was very high ([url]http://dev-heaven.net/issues/25835[/url])
[85998] Improved: Improved AI/autopilot landing abilities ([url]http://dev-heaven.net/issues/25419[/url])
[85882] Fixed: Trigger "Detected by" sometimes did not fire when unit was only known about indirectly, e.g. because of a kill ([url]http://dev-heaven.net/issues/25768[/url])
[85881] Fixed: AI sometimes has forgotten a recently seen kill ([url]http://dev-heaven.net/issues/25768[/url]) (result of [url]http://dev-heaven.net/issues/2067#note-12[/url])
[85871] New: Custom memory allocator support ([url]http://community.bistudio.com/wiki/ArmA_2:_Custom_Memory_Allocator[/url])
[85823] Fixed: Shadows were not cast on on-surface objects, like helipads.
[85747] Changed: attachTo with the same object no longer resets attached object orientation ([url]http://dev-heaven.net/issues/25272[/url])
[85746] Fixed: There was no debriefing after MP game ends after saving the game.
[85741] Fixed: MP: Bullet tracers of remote vehicles not reliable ([url]http://dev-heaven.net/issues/25601[/url]).
[85737] Fixed: SaveVar did not work in MP Campaign.
[85653] New: Scripting command reveal has a new variant, group reveal [target, accuracy]. To reveal target side use 1.5 (default reveal used accuracy=1).
[85595] Fixed: Crash or game corruption when loading a game with clients already connected ([url]http://dev-heaven.net/issues/24676[/url])
[85594] New: Server admin can check build numbers of clients using #userlist.
[85588] Fixed: magazinesTurret [-1] sometimes returning wrong list or even crashing.
[85533] Changed: MP: BLUFOR roles are now assigned before OPFOR by default.
[85529] Fixed: Reassign allowed clients to use a role reserved for a host.
[85520] Optimized: Faster preload in multiplayer ("Receiving" mission, switching from map).
[85497] Fixed: Remote units init event handle is no longer run before fully initialized ([url]http://dev-heaven.net/issues/25225[/url])
[85489] Changed: Init handlers executed immediately, not queued for later execution like other events.
[85488] Changed: MP: Units are no longer moved to a new group when they timeout getin ([url]http://dev-heaven.net/issues/25095#note-75[/url])
[85448] Fixed: Scripting command "Reveal" left target side as unknown, requiring visual confirmation ([url]http://dev-heaven.net/issues/25266#note-8[/url])
[85440] Fixed: Bullets damage reduced too much over distance ([url]http://dev-heaven.net/issues/11479[/url])
[85429] Fixed: Global event handlers (including onPlayerDisconnected and onMapSingleClick) cleaned when MP debriefing starts ([url]http://dev-heaven.net/issues/16261[/url])
[85428] New: Window title includes Host or Admin status when running windowed to make testing with multiple instances easier.
[85424] Fixed: in config parameter initTurn in turrets work again
[85420] Improved: Direct damage is no longer artificaly reduced for lying soldiers ([url]http://dev-heaven.net/issues/20441[/url])
[85337] Optimized: Unknown targets no longer saved, significantly reducing savegame size.
[85330] Optimized: No longer saving "visionPars" and "magazineSlotsOpticsModes" when not used.
[85300] Fixed: Group names were not reused after deleteGroup ([url]http://dev-heaven.net/issues/11483[/url])
[85280] Improved: AI smarter in using binoculars.
[85244] Fixed: Objects close to bushes or trees sometimes ignored during visibility testing ([url]http://dev-heaven.net/issues/25230[/url])
[85199] Fixed: Order of init event handlers and init commands was reversed since 1.57 beta ([url]http://dev-heaven.net/issues/14766[/url])
[85032] Fixed: script command FOR (BASIC) can use capital characters in variable
[84977] Optimized: MP: Improved server performance in complex missions.
[84957] Optimized: MP: Reduced number of messages send during JIP to complex missions.
[84874] Fixed: Slight cursor offset when selecting items in the listboxes (like mission selection).
[84871] Improved: MP: Smoother motion of distant units (Default value of MinErrorToSend changed to 0.001, introduced new value MinErrorToSendNear with a default value of 0.01).
[84865] Fixed: MP game crashed after loading a save from a complex mission ([url]http://dev-heaven.net/issues/24676[/url])
[84692] Fixed: AI was often not watching unidentified targets (causing [url]http://dev-heaven.net/issues/24631[/url])
[84632] Fixed: turret tug after crew turn-in
[84478] Improved: loading of binarized bikb files now supported.
[84464] Improved: MP: Remote units should move a lot smoother.
[84453] Fixed: DisableSerialization breaks spawn script variables after Load.
[84388] New: New entry requiredBuild=xxxxx; in server.cfg preventing obsolete clients to connect. Not reliable until 1.60, clients are still able to connect.
[84374] Optimized: MP: Reduced bandwidth used by standing AI soldiers.
[84285] Fixed: MP: Remote units jumping back when stopping ([url]http://dev-heaven.net/issues/24034[/url])
[84271] Fixed: MP: Reduced bandwith usage in missions with many soldiers.
[84266] Improved: Better error message shown when memory allocation fails because of too small page file.
[84265] Improved: Abnormal program termination by an error message is now more robust, less likely to cause a bogus crash report or to miss the message box.
[84259] Fixed: Weapons on pylons changed positions after fireAtTarget ([url]http://dev-heaven.net/issues/24046[/url])
[84221] Fixed: Tanks sometimes braking too much or even reversing a bit when slowing down.
[84209] Fixed: AI subordinates sometimes slowing down too much when navigating around obstacles.
[84057] Fixed: Possible crash after calling joinSilent and deleteVehicle.
[83810] Fixed: Rare problem of AI fleeing when all enemies mounted vehicles.
[83759] Fixed: AI not engagign through glass and other penetrable surfaces ([url]http://dev-heaven.net/issues/4438[/url]).
[83726] Fixed: Lipsync for radio not working.
[83721] Fixed: AI no longer seeing through dense grass ([url]http://dev-heaven.net/issues/5785[/url])
[83597] Fixed: Attached objects no longer causing slow car movement.
[83544] Improved: AI skill settings in difficulty options easier to use.
[83530] Improved: Soldier movement more natural when doing "scan horizon".
[83496] Changed: Danger FSM event DCFire is now sent only when unit not in the combat mode yet ([url]http://dev-heaven.net/issues/23160[/url])
[83471] Fixed: AI units often not engaging close enemies ([url]http://dev-heaven.net/issues/18951[/url], [url]http://dev-heaven.net/issues/22935[/url])
[83400] New: scripting function "assignedTeam xxx" returns colored team to which a commander of given vehicle belongs to.
[83390] Fixed: Most units had maximum skill, ignoring values set in the mission ([url]http://dev-heaven.net/issues/4483[/url])
[83310] Fixed: More space for GameSpy QR2 signature key answer.
[83308] Fixed: low game fps causing innacurate AI weapon aiming (see also [url]http://dev-heaven.net/issues/22974[/url])
[83273] Changed: Temporarily abandoned vehicles are no longer considered neutral (AI continues engaging them).
[83258] Fixed: tugging tracks on tanks
[83156] Fixed: AI units no longer firing at empty enemy vehicles ([url]http://dev-heaven.net/issues/5183[/url])
[83137] Fixed: Walking no longer causes prone-style recoil to be used. ([url]http://dev-heaven.net/issues/22828[/url])
[83122] Fixed: AI no longer considering a car horn as a threat.
[83118] Fixed: AI no longer using AA against ground targets or guided missiles against soft targets unless desperate ([url]http://dev-heaven.net/issues/7578[/url])
[83100] Fixed: Enemy fire no longer reported by units which cannot be aware of it.
[83088] Fixed: Units equipped with NVG no longer turn on the flashlights on their own ([url]http://dev-heaven.net/issues/13041[/url])
[83085] Fixed: setMimic working, acceptable mimics are: "neutral", "dead", "danger", "hurt", "aware", "safe", "combat" ([url]http://dev-heaven.net/issues/6638[/url])
[83077] Improved: AI considering threats uphill from it a bit more when planning a path.
[83076] Fixed: Object variable space was not cleared reset between missions ([url]http://dev-heaven.net/issues/13620[/url])
[83062] Fixed: Sky sometimes changing abruptly ([url]http://dev-heaven.net/issues/8072[/url])
[82969] Improved: AI is less able to detect enemies in forests (improved estimation on "disappearing in a pattern" for forests).
[82939] Fixed: AI vehicles could spot previously known targets even out of their visual cone ([url]http://dev-heaven.net/issues/18846[/url])
[82928] Fixed: Occasional visual artifacts caused by rabbit animation interpolation since 79670 (thanks to Sniperwolf572 and F2k Sel for finding the repro).
[82899] Fixed: Signature checking of BAF/PMC addons.
[82874] New: Command line option -nosound to run the game without accessing audio devices.
[82699] Optimized: Some background file operations are faster, esp. with low fps (should fix [url]http://dev-heaven.net/issues/22227[/url])
[82654] Optimized: Visual state interpolation fully enabled. ([url]http://www.bistudio.com/index.php/english/company/developers-blog/230-experimental-betas-interpolating-the-future[/url])
[82621] Fixed: Weapons no leaving hands while turning when prone
[82590] Fixed: Message "Creating debriefing" no longer appearing in the rpt file.
[82484] Improved: AI helicopter attempt to land when hit during an attach run.
[82476] Fixed: Crash opportunity when camera object was deleted.
[82464] Improved: AI landing more reliable with broken back rotor.
[82451] New: AI FSMs can be disabled using unit disableAI "FSM".
[82342] Fixed: AI road vehicle avoidance improved.
[82295] Fixed: PMC videos flashing (since 80298).
[82265] Experimental: Memory allocator can be selected using -malloc=N with N=0..4.
[82163] Fixed: No longer display names of buildings hidden by accuracy ([url]http://dev-heaven.net/issues/20503[/url])
[82130] Fixed: Occasional fps drop when AI was getting in a vehicle.
[82117] Optimized: Much faster visibility testing when many units are around, esp. when they are not moving a lot.
[81995] Fixed: AI planes were climing/diving wildly during formation flying.
[81956] Improved: AI takeoff improved, L-39 or Su-34 can now lift from all Chernarus airfields.
[81286] Fixed: Airplane control surfaces position could reach impossible values with keyboard controls ([url]http://dev-heaven.net/issues/2314[/url])
[80336] Optimized: Reduced frame rate drops caused by texture loading ([url]http://dev-heaven.net/issues/14397[/url])
[79768] New: Mods can be configured using Windows Registry.
[79670] Fixed: AI warping at distance in singleplayer ([url]http://dev-heaven.net/issues/1915[/url])
[79645] New: parameter "angle" for reflectors
[79509] Fixed: Possible freeze after alt-tab in window mode.
[79500] New: Helipads can be placed on a carrier deck and AI helicopter can land on them.
[79462] Fixed: Airplane sometimes crashed after landing autopilot was activated.
[79441] Fixed: Crash when assembling GMG, L2A1 crew served weapons.
[79432] New: AI able to STOL on runways shorter than 500 m.
[79412] Impoved: Aircraft can be placed on carrier deck in the editor.
[/quote]
[QUOTE=Dwarden;33231638]i think it's time You guys follow on the 1.60 preparations
[url]http://forums.bistudio.com/forumdisplay.php?f=82[/url]
[79500] New: Helipads can be placed on a carrier deck and AI helicopter can land on them
[79412] Impoved: Aircraft can be placed on carrier deck in the editor.[/QUOTE]
Yes!
So, does anyone know how to help my problem?
Start up the game than create a new profile. Copy your ".ArmaProfile" and rename it. IDK if it let you delete the one with your computer name, i have the same thing.
The reason you don't have ArmA 2 other profiles folder is because you don't have ArmA 2 ????
[QUOTE=Welcometohel;33236052]The reason you don't have ArmA 2 other profiles folder is because you don't have ArmA 2 ????[/QUOTE]
[QUOTE=Trooper0315;33227998]I got Combined Ops retail.[/QUOTE]
And CO has Arma 2 and Arma 2 OA.
EDIT: Okay, what the hell. The first time I tried to change my name I simply re-named my old file, so it created a second file in the main folder named the new name while keeping my old name in another profile, making me think that there was only one folder since it didn't create the 'Other Profiles' folder. I think I'm just going to use a different profile to play with you guys, this is a pain in the ass.
So instead of working on my Namalsk mission I played Skyrim until three. Go, 2nd47, go.
We up for a game tonight, then?
Yes please
So I bought ArmA2:CO when it was on sale on steam and I guess this is a game where you can only truly appreciate it by playing online.
The singleplayer AI is...horrendous and frustrating. But despite it's serious drawbacks which makes me quickload often, I keep coming back for more. Pretty fun game though I have to say.
[QUOTE=HellSoldier;33245996]So instead of working on my Namalsk mission I played Skyrim until three. Go, 2nd47, go.[/QUOTE]
fagola
hes still playing skyrim
I have just realized what ArmA needs.
CAMEL SPIDERS
[video=youtube;_k5j6IuHGxA]http://www.youtube.com/watch?v=_k5j6IuHGxA[/video]
Any plans to have the new version of VBS2 at ITAR next year dwarden?
How long until 1.60! I am starving for some ArmA2.
Seriously, are they still patching this game? Then they have just as good support as Tripwire, and I love thoose guys. I might buy ArmA 2 the next time steam has it on sale, but right now I at least have to finish skyrim. Is ArmA 2 still worth getting if you don't have any friends that are into realism shooters?
[QUOTE=Bonde;33283473]Seriously, are they still patching this game? Then they have just as good support as Tripwire, and I love thoose guys. I might buy ArmA 2 the next time steam has it on sale, but right now I at least have to finish skyrim. Is ArmA 2 still worth getting if you don't have any friends that are into realism shooters?[/QUOTE]
You're going to have to buy Combined Operations instead of just ArmA2, nobody plays vanilla anymore. I think some people in this thread do weekly games or something.
[QUOTE=doonbugie2;33283635]You're going to have to buy Combined Operations instead of just ArmA2, nobody plays vanilla anymore. I think some people in this thread do weekly games or something.[/QUOTE]
Well, people do play reg. ARMA 2, but they are dicks and will kick you if you don't know how to play.
Sorry, I meant OA, I know not a lot of guys play vanilla anymore, but I wondered if it was still worth getting OA.
[QUOTE=Bonde;33285680]Sorry, I meant OA, I know not a lot of guys play vanilla anymore, but I wondered if it was still worth getting OA.[/QUOTE]
Very.
[QUOTE=Bonde;33285680]Sorry, I meant OA, I know not a lot of guys play vanilla anymore, but I wondered if it was still worth getting OA.[/QUOTE]
Get CO.
[QUOTE=doonbugie2;33287674]Get CO.[/QUOTE]
He just said not alot of people play ARMA2 vanilla anymore, aka he already has arma2.
Get OA
[QUOTE=Profanwolf;33291091]He just said not alot of people play ARMA2 vanilla anymore, aka he already has arma2.
Get OA[/QUOTE]
He hasn't told us, he said he knows as in maybe he heard it somewhere. He has yet to respond, or wait do you know this guy?
Got Combined Operations today! Can't wait to play. Any tips?
[QUOTE=aliendrone123;33306386]Got Combined Operations today! Can't wait to play. Any tips?[/QUOTE]
Learn how to play via the ingame tutorials. Then take on multiplayer with friends.
[QUOTE=doonbugie2;33307576]Learn how to play via the ingame tutorials. Then take on multiplayer with friends.[/QUOTE]
Learn the controls via in-game tutorials. Learn how to play on multiplayer with friends.
[QUOTE=Mbbird;33309330]Learn the controls via in-game tutorials. Learn how to play on multiplayer with friends.[/QUOTE]
Isn't that what the campaign is for.
[QUOTE=doonbugie2;33309386]Isn't that what the campaign is for.[/QUOTE]
You mean debug mode right?
:v:
[QUOTE=doonbugie2;33309386]Isn't that what the campaign is for.[/QUOTE]
ahahahaha
Are we going to have a game any time soon?
Oh god helicopters feel so weird. I'm so used to the BF2 helicopter handling.
[QUOTE=aliendrone123;33310269]Oh god helicopters feel so weird. I'm so used to the BF2 helicopter handling.[/QUOTE]
How many times have you crashed :V
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