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#3479309 - 12/22/11 11:19 AM 1.60 patch is out.
Punisher5555 Offline
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Registered: 04/02/07
Posts: 542
Loc: Cleveland, Ohio

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#3479355 - 12/22/11 12:25 PM Re: 1.60 patch is out. [Re: Punisher5555]
KeyCat Offline
Member

Registered: 06/28/02
Posts: 401
Loc: Sweden
Awesome patch! Now MP is much more enjoyable since all/most lag and warping AI is gone and loads of other fixes...

Quote:

VERSION 1.60 HIGHLIGHTS
-----------------------

* New features: FXAA Anti-Aliasing mode, user-definable memory allocators, new scripting commands, new commandline options
* Multiplayer is much smoother, no more warping, includes number of fixes, optimizations and improvements
* Netcode, VON and dedicated server fixes plus configuration additions in place
* Singleplayer received visual states smoothing and prediction (notable e.g. on distant units)
* AI is improved, especially (but not only) in combat, AI has received numerous bug fixes
* Aircraft & Helicopters simulation received slight improvements
* ARMA 2, ARMA 2: OA, ARMA 2: EW campaigns and stand-alone missions received special treatment to get rid of most from really annoying bugs
* official expansions & product combinations unified in way to allow easier operation of all distributions (separated installs/Steam/Desura) for build-in expansions manager
* Documentation to accompany these changes is available on our community wiki BIKI: http://community.bistudio.com/ and our BIForum http://forums.bistudio.com/
* ARMA 2: BAF and ARMA 2: PMC got their share of fixes too

Version 1.59-1.60 Changelog
---------------------------

* Improved: Expansions manager, registry controlled expansions
* Changed: Default maxPacketSize reduced from 1490 to 1400 to improve compatibility with exotic MTU settings (http://dev-heaven.net/issues/9719)
* Fixed: Player state transferred corrently even for distant players (http://dev-heaven.net/issues/27200)
* New: -malloc=system can be used to force using Windows allocator even when allocator dlls are present.
* Fixed: Missing reloading sound while reloading animation from another player in Multiplayer (http://dev-heaven.net/issues/18754)
* Fixed: Failed to load TextureHeaderManager from file on Linux servers
* Changed: AI airplane always using lights during landing, taxiing and takeoff.
* Fixed: Lens flares positioned badly when 3D resolution different from 2D resolution.
* Improved: Airborne airplanes now rendered in larger distances.
* Changed: AI airplane always using lights during landing, taxiing and takeoff.
* Fixed: Lens flares positioned badly when 3D resolution different from 2D resolution.
* New: Ground effect computed for airplanes (0-10% depending on height)
* New: Ground effect computed for helicopters (based on http://www.cybercom.net/~copters/aero/ground_effect.html)
* Fixed: Helicopter autohover was wobbling a lot (http://dev-heaven.net/issues/4478)
* New: Commandline -checkSignatures to provide thorough test of all signatures of all loaded banks at the start game. Output is in rpt file.
* New: -beta=xxxx as alternative to -mod=xxxx to allow using beta files without affecting mod handling.
* Changed: Mod list configured by ModLauncher is saved inside game config instead of user profile.
* Added: HitPart event now contains Ammo type name
* Fixed: CWR2 Camel was unable to takeoff (flew close to stall after take off, never recovering).
* New: Player name validation when editing a profile name.
* New: Scripting command visiblePosition to obtain object position as visible on screen (http://dev-heaven.net/issues/26591)
* Fixed: Helicopter slow after GET OUT waypoint when CYCLE was used as well.
* New: Editor: Visual indication of the selected target for CYCLE waypoint.
* Fixed: Vehicles attached on ships attached to objects sometimes destroyed (http://dev-heaven.net/issues/26668)
* Fixed: Cannot manipulate doors after game was aborted with doors in transit. (http://dev-heaven.net/issues/26702)
* New: Fast Approximate Anti-Aliasing (FXAA), http://community.bistudio.com/wiki/arma2oa.cfg
* Fixed: "Direct" chat sometimes not working (http://dev-heaven.net/issues/26422)
* Fixed: Dead body temperature was not saved (http://dev-heaven.net/issues/25466)
* MP: Fixed: When a player was JIP-ing, traffic for all other players was significantly reduced (http://dev-heaven.net/issues/26408#note-48)
* Fixed: Massive network traffic optimization during Join in Progress (http://dev-heaven.net/issues/26408#note-48)
* Fixed: Searchlight turning itself off for non-server clients (http://dev-heaven.net/issues/4449)
* Fixed: Action taking magazine from a backback has sometimes failed (http://dev-heaven.net/issues/25927)
* Fixed: Gamespy Server signature list contains often twice "bi" (http://dev-heaven.net/issues/23752)
* Improved: MP: Diary statistics not available in MP when NetStats is disabled (http://dev-heaven.net/issues/26435)
* Improved: Dedicated server console now supporting Unicode and long output (using Rich Edit Control).
* Fixed: Issues with v2 signatures - causing random check to fail (http://dev-heaven.net/issues/26323)
* Changed: AI gunner is no longer firing at friendly units when ordered to target them.
* Fixed: Locked MP role slots after BattlEye kick.
* Fixed: MP: Countermeasures released automatically for a player commanded tank (http://dev-heaven.net/issues/17458)
* Fixed: MP: Countermeasures released by AI were multipled by the number of other connected players.
* Fixed: MP: Loosing gear due to water no longer multiplied for each player (http://dev-heaven.net/issues/26162)
* Improved thermal imaging for models with no TI data (http://dev-heaven.net/issues/16673)
* Fixed: Server response unreliable with long keys (e.g. mod lists) (http://dev-heaven.net/issues/23389)
* Fixed: Soldier running instead of crawling through holes (http://dev-heaven.net/issues/25348)
* Fixed: AI without weapon stuck when crouched (http://dev-heaven.net/issues/16229)
* Prevent crouched AI from sprinting (http://dev-heaven.net/issues/24405)
* New: A command line argument -par=filename can be specified to provide a parameter file (http://dev-heaven.net/issues/26103)
* New: Window title includes player name when running windowed to make testing with multiple instances easier.
* Fixed: Tanks were not damaged under water when fps was very high (http://dev-heaven.net/issues/25835)
* Improved: Improved AI/autopilot landing abilities (http://dev-heaven.net/issues/25419)
* Fixed: Trigger "Detected by" sometimes did not fire when unit was only known about indirectly, e.g. because of a kill (http://dev-heaven.net/issues/25768)
* Fixed: AI sometimes has forgotten a recently seen kill (http://dev-heaven.net/issues/25768) (result of http://dev-heaven.net/issues/2067#note-12)
* New: Custom memory allocator support (http://community.bistudio.com/wiki/ArmA_2:_Custom_Memory_Allocator)
* Fixed: Shadows were not cast on on-surface objects, like helipads.
* Changed: attachTo with the same object no longer resets attached object orientation (http://dev-heaven.net/issues/25272)
* Fixed: There was no debriefing after MP game ends after saving the game.
* Fixed: MP: Bullet tracers of remote vehicles not reliable (http://dev-heaven.net/issues/25601).
* Fixed: SaveVar did not work in MP Campaign.
* New: Scripting command reveal has a new variant, group reveal [target, accuracy]. To reveal target side use 1.5 (default reveal used accuracy=1).
* Fixed: Crash or game corruption when loading a game with clients already connected (http://dev-heaven.net/issues/24676)
* New: Server admin can check build numbers of clients using #userlist.
* Fixed: magazinesTurret [-1] sometimes returning wrong list or even crashing.
* Changed: MP: BLUFOR roles are now assigned before OPFOR by default.
* Fixed: Reassign allowed clients to use a role reserved for a host.
* Optimized: Faster preload in multiplayer ("Receiving" mission, switching from map).
* Fixed: Remote units init event handle is no longer run before fully initialized (http://dev-heaven.net/issues/25225)
* Changed: Init handlers executed immediately, not queued for later execution like other events.
* Changed: MP: Units are no longer moved to a new group when they timeout getin (http://dev-heaven.net/issues/25095#note-75)
* Fixed: Scripting command "Reveal" left target side as unknown, requiring visual confirmation (http://dev-heaven.net/issues/25266#note-8)
* Fixed: Bullets damage reduced too much over distance (http://dev-heaven.net/issues/11479)
* Fixed: Global event handlers (including onPlayerDisconnected and onMapSingleClick) cleaned when MP debriefing starts (http://dev-heaven.net/issues/16261)
* New: Window title includes Host or Admin status when running windowed to make testing with multiple instances easier.
* Fixed: in config parameter initTurn in turrets work again
* Improved: Direct damage is no longer artificaly reduced for lying soldiers (http://dev-heaven.net/issues/20441)
* Optimized: Unknown targets no longer saved, significantly reducing savegame size.
* Optimized: No longer saving "visionPars" and "magazineSlotsOpticsModes" when not used.
* Fixed: Group names were not reused after deleteGroup (http://dev-heaven.net/issues/11483)
* Improved: AI smarter in using binoculars.
* Fixed: Objects close to bushes or trees sometimes ignored during visibility testing (http://dev-heaven.net/issues/25230)
* Fixed: Order of init event handlers and init commands was reversed since 1.57 beta (http://dev-heaven.net/issues/14766)
* Fixed: script command FOR (BASIC) can use capital characters in variable
* Optimized: MP: Improved server performance in complex missions.
* Optimized: MP: Reduced number of messages send during JIP to complex missions.
* Fixed: Slight cursor offset when selecting items in the listboxes (like mission selection).
* 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).
* Fixed: MP game crashed after loading a save from a complex mission (http://dev-heaven.net/issues/24676)
* Fixed: AI was often not watching unidentified targets (causing http://dev-heaven.net/issues/24631)
* Fixed: turret tug after crew turn-in
* Improved: loading of binarized bikb files now supported.
* Improved: MP: Remote units should move a lot smoother.
* Fixed: DisableSerialization breaks spawn script variables after Load.
* New: New entry requiredBuild=xxxxx; in server.cfg preventing obsolete clients to connect. Not reliable until 1.60, clients are still able to connect.
* Optimized: MP: Reduced bandwidth used by standing AI soldiers.
* Fixed: MP: Remote units jumping back when stopping (http://dev-heaven.net/issues/24034)
* Fixed: MP: Reduced bandwith usage in missions with many soldiers.
* Improved: Better error message shown when memory allocation fails because of too small page file.
* 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.
* Fixed: Weapons on pylons changed positions after fireAtTarget (http://dev-heaven.net/issues/24046)
* Fixed: Tanks sometimes braking too much or even reversing a bit when slowing down.
* Fixed: AI subordinates sometimes slowing down too much when navigating around obstacles.
* Fixed: Possible crash after calling joinSilent and deleteVehicle.
* Fixed: Rare problem of AI fleeing when all enemies mounted vehicles.
* Fixed: AI not engagign through glass and other penetrable surfaces (http://dev-heaven.net/issues/4438).
* Fixed: Lipsync for radio not working.
* Fixed: AI no longer seeing through dense grass (http://dev-heaven.net/issues/5785)
* Fixed: Attached objects no longer causing slow car movement.
* Improved: AI skill settings in difficulty options easier to use.
* Improved: Soldier movement more natural when doing "scan horizon".
* Changed: Danger FSM event DCFire is now sent only when unit not in the combat mode yet (http://dev-heaven.net/issues/23160)
* Fixed: AI units often not engaging close enemies (http://dev-heaven.net/issues/18951, http://dev-heaven.net/issues/22935)
* New: scripting function "assignedTeam xxx" returns colored team to which a commander of given vehicle belongs to.
* Fixed: Most units had maximum skill, ignoring values set in the mission (http://dev-heaven.net/issues/4483)
* Fixed: More space for GameSpy QR2 signature key answer.
* Fixed: low game fps causing innacurate AI weapon aiming (see also http://dev-heaven.net/issues/22974)
* Changed: Temporarily abandoned vehicles are no longer considered neutral (AI continues engaging them).
* Fixed: tugging tracks on tanks
* Fixed: AI units no longer firing at empty enemy vehicles (http://dev-heaven.net/issues/5183)
* Fixed: Walking no longer causes prone-style recoil to be used. (http://dev-heaven.net/issues/22828)
* Fixed: AI no longer considering a car horn as a threat.
* Fixed: AI no longer using AA against ground targets or guided missiles against soft targets unless desperate (http://dev-heaven.net/issues/7578)
* Fixed: Enemy fire no longer reported by units which cannot be aware of it.
* Fixed: Units equipped with NVG no longer turn on the flashlights on their own (http://dev-heaven.net/issues/13041)
* Fixed: setMimic working, acceptable mimics are: "neutral", "dead", "danger", "hurt", "aware", "safe", "combat" (http://dev-heaven.net/issues/6638)
* Improved: AI considering threats uphill from it a bit more when planning a path.
* Fixed: Object variable space was not cleared reset between missions (http://dev-heaven.net/issues/13620)
* Fixed: Sky sometimes changing abruptly (http://dev-heaven.net/issues/8072)
* Improved: AI is less able to detect enemies in forests (improved estimation on "disappearing in a pattern" for forests).
* Fixed: AI vehicles could spot previously known targets even out of their visual cone (http://dev-heaven.net/issues/18846)
* Fixed: Occasional visual artifacts caused by rabbit animation interpolation since 79670 (thanks to Sniperwolf572 and F2k Sel for finding the repro).
* Fixed: Signature checking of BAF/PMC addons.
* New: Command line option -nosound to run the game without accessing audio devices.
* Optimized: Some background file operations are faster, esp. with low fps (should fix http://dev-heaven.net/issues/22227)
* Optimized: Visual state interpolation fully enabled. (http://www.bistudio.com/index.php/englis...ting-the-future)
* Fixed: Weapons no leaving hands while turning when prone
* Fixed: Message "Creating debriefing" no longer appearing in the rpt file.
* Improved: AI helicopter attempt to land when hit during an attach run.
* Fixed: Crash opportunity when camera object was deleted.
* Improved: AI landing more reliable with broken back rotor.
* New: AI FSMs can be disabled using unit disableAI "FSM".
* Fixed: AI road vehicle avoidance improved.
* Fixed: PMC videos flashing (since 80298).
* Experimental: Memory allocator can be selected using -malloc=N with N=0..4.
* Fixed: No longer display names of buildings hidden by accuracy (http://dev-heaven.net/issues/20503)
* Fixed: Occasional fps drop when AI was getting in a vehicle.
* Optimized: Much faster visibility testing when many units are around, esp. when they are not moving a lot.
* Fixed: AI planes were climing/diving wildly during formation flying.
* Improved: AI takeoff improved, L-39 or Su-34 can now lift from all Chernarus airfields.
* Fixed: Airplane control surfaces position could reach impossible values with keyboard controls (http://dev-heaven.net/issues/2314)
* Optimized: Reduced frame rate drops caused by texture loading (http://dev-heaven.net/issues/14397)
* New: Mods can be configured using Windows Registry.
* Fixed: AI warping at distance in singleplayer (http://dev-heaven.net/issues/1915)
* New: parameter "angle" for reflectors
* Fixed: Possible freeze after alt-tab in window mode.
* New: Helipads can be placed on a carrier deck and AI helicopter can land on them.
* Fixed: Airplane sometimes crashed after landing autopilot was activated.
* Fixed: Crash when assembling GMG, L2A1 crew served weapons.
* New: AI able to STOL on runways shorter than 500 m.
* Impoved: Aircraft can be placed on carrier deck in the editor.


Thank you BIS!

/KC

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#3479679 - 12/22/11 10:37 PM Re: 1.60 patch is out. [Re: Punisher5555]
Vertigo1 Offline
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Registered: 02/09/01
Posts: 9601
Loc: VT, USA
Is this meant to close out Arma 2 as they move on to Arma 3?
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#3479732 - 12/23/11 01:18 AM Re: 1.60 patch is out. [Re: Punisher5555]
Meatsheild Online   content
Member

Registered: 03/31/08
Posts: 609
Loc: Peoples Republic of Yorkshire
i reckon not, prolly wont get such a big one again but they were still patching arma1 till bout a year after arma2 came out!

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#3479776 - 12/23/11 04:18 AM Re: 1.60 patch is out. [Re: Vertigo1]
KeyCat Offline
Member

Registered: 06/28/02
Posts: 401
Loc: Sweden
Originally Posted By: Vertigo1
Is this meant to close out Arma 2 as they move on to Arma 3?


Next patch (1.61) for A2:OA is already in the pipeline - no ETA tho but expect to see new public betas after the holiday season. Just keep an eye on this URL and download when it pop's up, no special NDA's/procedures/status required, everyone can participate in the testings if they want to...

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

Another thing worth mention is the "Community Issue Tracker" that is maintained by a few community members (kju, Sickboy and probably a couple more) and the dev's use this heavily to collect user feedback. In short, if you find a bug/issue and can make it reproducible in a simple mission chances are high that the dev's will look into it if you describe the problem and upload your repro there.

http://dev-heaven.net/projects/cis/wiki/CIT

Other option is to use the following section of their forum to give feedback directly to the dev's on beta patches (betas install alongside original game so you can have both installed without issues, can't say if this applies also for the STEAM version since I do not use STEAM)...

http://forums.bistudio.com/forumdisplay.php?f=82

BIS rules when it comes to aftermarket support for their products and no other company even comes close to it, heck a while back they released a patch for original OFP - 10 years after initial release!

/KC

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#3479841 - 12/23/11 06:02 AM Re: 1.60 patch is out. [Re: Punisher5555]
Punisher5555 Offline
Member

Registered: 04/02/07
Posts: 542
Loc: Cleveland, Ohio
Arma 2 is now their "test bed" as they ramp up to number 3. Remember 3 is the same engine.

What better way to test/fix all those issue's that have been around since OFP? The OFP/ArmA/Arma2 community does a great job of reporting bugs. And I think BIS really wants to release a highly polished Arma3 and not get the usual poo-poo'ing from the critics/reviewers.

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#3479845 - 12/23/11 06:06 AM Re: 1.60 patch is out. [Re: Punisher5555]
JAMF Online   tunes
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Registered: 05/29/10
Posts: 2779
Loc: The Netherlands
Coming down the pipe now on Steam.

ArmA2 195.9MB
ArmA2 OA 2413.5MB
ArmA2 BF 380.2MB

Sum Total: 2989.6MB

PCGamer article as posted in the Steam news section.

Originally Posted By: PCGamer
Realistic military sim ARMA 2 has been updated to version 1.60 by developers Bohemia. The patch covers Operation Arrowhead, the British Armed Forces and Private Military Contractors DLC, the original Arma 2 and Arma 2: Free. Among the whopping 158 changes are a new anti-aliasing mode, new scripting commands, smoother multiplayer, netcode fixes and improved AI. More important fixes include, “AI no longer considering a car horn as a threat,” and “Dead body temperature was not saved.”

The Bohemians have also created a Christmas message for all their fans, which is so incredibly festive we’re about to explode in a shower of tinsel and fake snow.

Changelog highlights after the break.

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#3479868 - 12/23/11 06:32 AM Re: 1.60 patch is out. [Re: Punisher5555]
Magnum Offline
Land & Armor Combat Editor
XBL: Magnum SimHQ
Lifer

Registered: 01/27/03
Posts: 23287
Loc: Naples, Florida
Thx for the info... Steam is updating now for me.

BTW folks... please be patched, up and running by the new year... and we will get the server updated... The new year should bring in a little more ArmA2 action.

Before then, if you can load a few missions, check them out... make sure nothing got busted.

BIS works to support there games long after release, so we should repay them with gaming dedication. wink
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#3479873 - 12/23/11 06:40 AM Re: 1.60 patch is out. [Re: Punisher5555]
PanzerMeyer Offline
Albatros pilot for the Kaiser
King Crimson - SimHQ's Top Poster

Registered: 04/04/01
Posts: 72154
Loc: Miami, FL USA
Fully patched up via Steam since last night. Looking forward to returning to Military Monday on Jan 2nd.

I just read through the readme file and there are indeed some very nice improvements,

New features: FXAA Anti-Aliasing mode, user-definable memory allocators, new scripting commands, new commandline options
* Multiplayer is much smoother, no more warping, includes number of fixes, optimizations and improvements
* Netcode, VON and dedicated server fixes plus configuration additions in place
* Singleplayer received visual states smoothing and prediction (notable e.g. on distant units)
* AI is improved, especially (but not only) in combat, AI has received numerous bug fixes
* Aircraft & Helicopters simulation received slight improvements
* ARMA 2, ARMA 2: OA, ARMA 2: EW campaigns and stand-alone missions received special treatment to get rid of most from really annoying bugs


Edited by PanzerMeyer (12/23/11 06:42 AM)
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#3479881 - 12/23/11 06:50 AM Re: 1.60 patch is out. [Re: Punisher5555]
Magnum Offline
Land & Armor Combat Editor
XBL: Magnum SimHQ
Lifer

Registered: 01/27/03
Posts: 23287
Loc: Naples, Florida
guess, a handful of us should get together, whenever, to try out the campaigns again. wink
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#3479940 - 12/23/11 07:59 AM Re: 1.60 patch is out. [Re: Punisher5555]
Magnum Offline
Land & Armor Combat Editor
XBL: Magnum SimHQ
Lifer

Registered: 01/27/03
Posts: 23287
Loc: Naples, Florida
OK, I'm not complaining... well really I am, lol...

Sure it was only the first mission in the scenario list... but the exact same things happened with the AI as it did when I played it at first release... so exactly HOW is the AI smarter? wink

They walk into houses and get stuck in areas.
They go down fast and easy.
Then others arrive to "first aid" without clearing the area.
As usual, most of your squad ends up on the ground screaming for a medic...

Mission killers...still... lol



But it sure looks and plays alot smoother. wink
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#3479950 - 12/23/11 08:07 AM Re: 1.60 patch is out. [Re: Magnum]
PanzerMeyer Offline
Albatros pilot for the Kaiser
King Crimson - SimHQ's Top Poster

Registered: 04/04/01
Posts: 72154
Loc: Miami, FL USA
Originally Posted By: Magnum
But it sure looks and plays alot smoother. wink


I barely play ArmA solo anymore so that isn't so much of a concern for me but you noticed a significant performance improvement with your frame rate? Now THAT I care about. I'll run the benchmark missions tonight to see what kind of FPS numbers I get.
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#3479954 - 12/23/11 08:09 AM Re: 1.60 patch is out. [Re: Punisher5555]
Magnum Offline
Land & Armor Combat Editor
XBL: Magnum SimHQ
Lifer

Registered: 01/27/03
Posts: 23287
Loc: Naples, Florida
well in fairness, i have a new system... so I'm not sure if it's smooth because of the patch or my new system. wink
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#3479974 - 12/23/11 08:54 AM Re: 1.60 patch is out. [Re: PanzerMeyer]
KeyCat Offline
Member

Registered: 06/28/02
Posts: 401
Loc: Sweden
Originally Posted By: PanzerMeyer

I barely play ArmA solo anymore so that isn't so much of a concern for me but you noticed a significant performance improvement with your frame rate? Now THAT I care about. I'll run the benchmark missions tonight to see what kind of FPS numbers I get.


I estimate that I gained +10% FPS with 1.60 compared to 1.59 on this old rig. Not much but every bit helps...

I'm surprised my 4+ year old rig can handle A2:OA as good as it can. I run most settings high/very high and VD of 3400 m with acceptable performance, can get a bit low on Chernarus but still playable...

/KC
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#3479975 - 12/23/11 08:55 AM Re: 1.60 patch is out. [Re: Magnum]
adlabs6 Offline
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ArmA2 Player!
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Registered: 11/11/04
Posts: 13540
Loc: Texas, USA
Originally Posted By: Magnum
guess, a handful of us should get together, whenever, to try out the campaigns again. wink


Hey Mag, are the campaigns now MP compatible? I remember last time we tried to play them through, we ran into issues.

If they do work in MP, I'd be glad to join you for another play session.
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#3479981 - 12/23/11 09:03 AM Re: 1.60 patch is out. [Re: Punisher5555]
Magnum Offline
Land & Armor Combat Editor
XBL: Magnum SimHQ
Lifer

Registered: 01/27/03
Posts: 23287
Loc: Naples, Florida
Supposedly that issue was fixed long ago... no one ever tried or reported on it. wink
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#3479983 - 12/23/11 09:05 AM Re: 1.60 patch is out. [Re: adlabs6]
PanzerMeyer Offline
Albatros pilot for the Kaiser
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Registered: 04/04/01
Posts: 72154
Loc: Miami, FL USA
Originally Posted By: adlabs6
Hey Mag, are the campaigns now MP compatible? I remember last time we tried to play them through, we ran into issues.

I don't remember the mission but Jedi Master and I tried to play through the Arma2 campaign in Coop mode and we ran into some serious issues where key events and objectives would fail to trigger.
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#3479994 - 12/23/11 09:24 AM Re: 1.60 patch is out. [Re: Punisher5555]
Magnum Offline
Land & Armor Combat Editor
XBL: Magnum SimHQ
Lifer

Registered: 01/27/03
Posts: 23287
Loc: Naples, Florida
yes, so did adlabs and I...but since that time... a patch long ago was suppose to fix the co-op campaigns issues... not sure if that ever happened.
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#3480004 - 12/23/11 09:32 AM Re: 1.60 patch is out. [Re: Magnum]
PanzerMeyer Offline
Albatros pilot for the Kaiser
King Crimson - SimHQ's Top Poster

Registered: 04/04/01
Posts: 72154
Loc: Miami, FL USA
Originally Posted By: Magnum
yes, so did adlabs and I...but since that time... a patch long ago was suppose to fix the co-op campaigns issues... not sure if that ever happened.


I'll test it with Jedi on Sunday and will let you know what we find.
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#3480337 - 12/23/11 05:01 PM Re: 1.60 patch is out. [Re: Magnum]
gatordev Offline
Member

Registered: 09/30/06
Posts: 261
Originally Posted By: Magnum
OK, I'm not complaining... well really I am, lol...

Sure it was only the first mission in the scenario list... but the exact same things happened with the AI as it did when I played it at first release... so exactly HOW is the AI smarter? wink

They walk into houses and get stuck in areas.
They go down fast and easy.
Then others arrive to "first aid" without clearing the area.
As usual, most of your squad ends up on the ground screaming for a medic...

Mission killers...still... lol

But it sure looks and plays alot smoother. wink


Magnum, I know you like to keep your Arma install fairly clean with only SimHQ approved addons, but if you give ASR AI a try, it's a very different game. You definitely have to keep your head down and the AI, while not always smarter, do their best to keep you guessing.

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#3480467 - 12/23/11 11:28 PM Re: 1.60 patch is out. [Re: Punisher5555]
adlabs6 Offline
Contributing Editor
ArmA2 Player!
Veteran

Registered: 11/11/04
Posts: 13540
Loc: Texas, USA
Well a bit of testing. I never run with AA, but I do use maxed AF. Testing the FXAA at full power (17) I see a notably smoother image, with only minimal performance tradeoff in my few tests. I did have a crash while testing, something that never happens in ArmA for me. No idea what caused the crash.
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#3482407 - 12/27/11 06:21 PM Re: 1.60 patch is out. [Re: Punisher5555]
kludger Offline
Senior Member

Registered: 02/25/07
Posts: 2969
Loc: Seattle,USA
Where do you guys see the FXAA option show up? Is it in the normal video advanced options menu?

All I see for antialiasing are the usual "off low normal high" options but nothing new FXAA related.

For some reason Arma and Arma2 has always ran crappy for me, even with the decent system I have now I run mostly normal settings including normal AA and get 70fps and it comes down to 50fps when I zoom in on targets.

This is much better than a few upgrades ago but I guess maybe it doesn't like ATI video cards? anyhow I was hoping FXAA would perform better than the normal AA but don't even see the option, though I confirmd the version is 1.60, any clues where the FXAA option is?
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#3482426 - 12/27/11 07:17 PM Re: 1.60 patch is out. [Re: Punisher5555]
adlabs6 Offline
Contributing Editor
ArmA2 Player!
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Registered: 11/11/04
Posts: 13540
Loc: Texas, USA
Yep. Even on my low spec card I can run with FXAA maxed with little impact. I compared it to regular AA, and some cases the FXAA is better looking than even "Normal" regular AA (which makes my card crawl).
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#3482541 - 12/27/11 11:42 PM Re: 1.60 patch is out. [Re: adlabs6]
Meatsheild Online   content
Member

Registered: 03/31/08
Posts: 609
Loc: Peoples Republic of Yorkshire
yup i got a huge boost in performance with it, also fixed the annoying bug i had where the sky was always a glowing grey (whatever the cloud coverage) until i changed the memory setting to default then back to low again at the start of every mission.

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#3482563 - 12/28/11 12:45 AM Re: 1.60 patch is out. [Re: Punisher5555]
kludger Offline
Senior Member

Registered: 02/25/07
Posts: 2969
Loc: Seattle,USA
Awesome, the steam update didn't mention it and I hadn't had time to go looking at the BI forum, but will give this a try tomorrow, thanks much appreciated.
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i5-2500k@4.8ghz, Asus P8Z68-V Pro/Gen3, 8GB G.Skill@1600, Noctua D14, X-Fi TitaniumHD
MSI 560Ti/448OC 1280MB@900/1800/2250, 3 x P2310H monitors, HAF932, Corsair TX850, Win7x64Pro
TrackIR4, Saitek X52Pro + Pro Rudders + Cessna Trim Wheel (sim flying)
Fanatec GT2 + G27 pedals (sim racing)
PSN/XBL/Steam/EA/ProjectCARS: Kludger
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#3482636 - 12/28/11 05:08 AM Re: 1.60 patch is out. [Re: Punisher5555]
Jedi Master Offline
Entil'zha
Big Kahuna

Registered: 02/15/00
Posts: 33095
Loc: Space Coast, USA
I'll have to check my settings out before next MM!



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#3482745 - 12/28/11 08:58 AM Re: 1.60 patch is out. [Re: Punisher5555]
kludger Offline
Senior Member

Registered: 02/25/07
Posts: 2969
Loc: Seattle,USA
Wow using that FXAA instead of AA really worked well, I am getting much better performance and can now play on high detail, very cool and bodes well for Arma3 which I had been excited about but was expecting to run like dog crap on my system as Arma and Arma2 had unless I left AA off (ouch my eyes).

Thanks for the help.
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i5-2500k@4.8ghz, Asus P8Z68-V Pro/Gen3, 8GB G.Skill@1600, Noctua D14, X-Fi TitaniumHD
MSI 560Ti/448OC 1280MB@900/1800/2250, 3 x P2310H monitors, HAF932, Corsair TX850, Win7x64Pro
TrackIR4, Saitek X52Pro + Pro Rudders + Cessna Trim Wheel (sim flying)
Fanatec GT2 + G27 pedals (sim racing)
PSN/XBL/Steam/EA/ProjectCARS: Kludger
iRacing/rFactor2: Joao Silva

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#3482795 - 12/28/11 10:08 AM Re: 1.60 patch is out. [Re: Punisher5555]
Taosenai Offline
ArmA Mission Maker/Tactical Thursday
Member

Registered: 03/29/11
Posts: 616
Loc: U.S.A.
Yes it's nice to be able to run FXAA without the blurry text now. I have it at the max (FXAA=32 I think?) with maybe 2-3 FPS loss.
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#3482915 - 12/28/11 12:53 PM Re: 1.60 patch is out. [Re: Punisher5555]
Jedi Master Offline
Entil'zha
Big Kahuna

Registered: 02/15/00
Posts: 33095
Loc: Space Coast, USA
Yeah, the FXAA mod I was constantly turning on and off depending on if I was in the menu/map or not.



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#3483881 - 12/29/11 06:58 PM Re: 1.60 patch is out. [Re: Punisher5555]
Dwarden Offline
Junior Member

Registered: 12/30/10
Posts: 25
Loc: Czech Republic, Brno
don't forget to check post 1.60 betas , e.g. 1.60.87646 http://forums.bistudio.com/showthread.php?t=129378
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#3484215 - 12/30/11 07:06 AM Re: 1.60 patch is out. [Re: Punisher5555]
Jedi Master Offline
Entil'zha
Big Kahuna

Registered: 02/15/00
Posts: 33095
Loc: Space Coast, USA
Actually, the FXAA DOES make text a bit blurry still. Not as much as the mod did, and it works better than the mod on the rest, but it's still noticeable.



The Jedi Master
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#3484302 - 12/30/11 09:20 AM Re: 1.60 patch is out. [Re: Dwarden]
Vertigo1 Offline
Hotshot

Registered: 02/09/01
Posts: 9601
Loc: VT, USA
Originally Posted By: Dwarden
don't forget to check post 1.60 betas , e.g. 1.60.87646 http://forums.bistudio.com/showthread.php?t=129378


Thanks Dwarden. We really appreciate your presence.
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#3484446 - 12/30/11 02:44 PM Re: 1.60 patch is out. [Re: Punisher5555]
Smithcorp Offline
Member

Registered: 08/24/00
Posts: 1021
Loc: Oz
Chaps - if a fellow wanted to use FXAA now in 1.60, what would he set the FSAA to in the normal menu please?

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#3484449 - 12/30/11 02:57 PM Re: 1.60 patch is out. [Re: Smithcorp]
Meatsheild Online   content
Member

Registered: 03/31/08
Posts: 609
Loc: Peoples Republic of Yorkshire
ya just turn it off smile

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#3484450 - 12/30/11 03:00 PM Re: 1.60 patch is out. [Re: Punisher5555]
JAMF Online   tunes
Frugalite & P-38 fan
Senior Member

Registered: 05/29/10
Posts: 2779
Loc: The Netherlands
Or when editing the cfg file, set "FSAA=" to 0?

Code:
FSAA=0;
FXAA=17;

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#3484500 - 12/30/11 04:01 PM Re: 1.60 patch is out. [Re: Punisher5555]
Smithcorp Offline
Member

Registered: 08/24/00
Posts: 1021
Loc: Oz
Thankee.

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