ARMA 2 [NR / 2008]
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chakdeindya
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Posts: 286

PostPosted: Fri, 26th Jun 2009 17:53    Post subject:
got an issue with the updated 1.02 patch. When I run it it goes from 0 to 100% in seconds and then says 1.02 was already applied. Ingame I noticed the AA setting is now enabled, without have to change in the cfg file.


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Vikerness




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PostPosted: Fri, 26th Jun 2009 18:00    Post subject:
And what exactly is the issue ?


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Teniak




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PostPosted: Fri, 26th Jun 2009 18:01    Post subject:
it's normal , update modify just minor things , AA in menu included
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JBeckman
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Location: Sweden
PostPosted: Fri, 26th Jun 2009 18:12    Post subject:
Probably just another EXE patch, similar to the 1.01 full from 1.01 beta, just check the version of the EXE and everything should match. Smile
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AntonVeen2
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Posts: 127

PostPosted: Fri, 26th Jun 2009 18:12    Post subject:
P.S.

I orded mine Arma 2 version (so DVD + manual etc not only cd-key) for only 26€ @ cdwow. So people who still want to order..
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Glottis
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Posts: 6313

PostPosted: Fri, 26th Jun 2009 18:13    Post subject:
Awesome, finally AA with working shadows (not that I waited long) Very Happy

BTW I can change languages in game just fine using iTWINS release and latest patch.


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officialcrunkjunt
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Posts: 33

PostPosted: Fri, 26th Jun 2009 18:15    Post subject:
FireMaster wrote:
I installed the itwins release and patched it 1.02 patch + yasu tool, works just fine everything in english
no need for legit Serial or anything, well except for Multiplayer but I'm not interested in that


Can you describe your steps a little better, which YASU version are you using? Do you mount the iTWINS image in daemon, run YASU and play?
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Teniak




Posts: 2602
Location: Tic Tac
PostPosted: Fri, 26th Jun 2009 18:23    Post subject:
AA on Veryhigh is very nice ! disable , low , normal ,high , veryhigh & 5,6,7,8 can be selected

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FireMaster




Posts: 13480
Location: I do not belong
PostPosted: Fri, 26th Jun 2009 18:24    Post subject:
officialcrunkjunt wrote:
FireMaster wrote:
I installed the itwins release and patched it 1.02 patch + yasu tool, works just fine everything in english
no need for legit Serial or anything, well except for Multiplayer but I'm not interested in that


Can you describe your steps a little better, which YASU version are you using? Do you mount the iTWINS image in daemon, run YASU and play?


Yasu version 1.6.9040

install itwins release
leave the ISO mounted in Daemon tools
run Yasu
click on cloak
run the game
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JBeckman
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Posts: 34974
Location: Sweden
PostPosted: Fri, 26th Jun 2009 18:26    Post subject:
Engine build changelog, lists all other changes instead of just the highlights (Some of these are from the previous 1.02 patch.)

Code:

VERSION 1.02.58134 HIGHLIGHTS
---------------------------------------------------
    * Improved AI driving skills
    * Lowered enemy AI skills for regular and recruit difficulty levels
    * Improved Micro AI tactics, attack in pairs, path limiting to avoid passing through walls.
    * Fixed multiplayer session NAT negotiation
    * Improved game stability (various crash opportunities fixed)
    * Multiple save slots supported
    * Improved terrain shape beyond map borders
    * Various campaign and localisation fixes and improvements
    * Modules (F7) support added in the Mission Editor
    * Antialiasing enabled in Video options
    * Different logic of fillrate optimizer: separate settings for 3D Resolution and UI Resolution implemented instead
   


CHANGELOG:
----------

Engine
------

   * .58134 Fixed localVRAM detection on Vista x64 systems with 8 GB RAM and more
   * .58134 Enabled MSAA in Video options
   * .58134 Fixed  possible crash in Radio target reporting for NULL target
   * .58134 Fixed DOF always enabled on game start.
   * .58134 Added safeguard againg frequent reset into RequestFlushMemory as well.
   * .58134 Improved Cannot create surface Rpt messages.
   * .58134 Relaxed reset recovery conditions to that "profylactic" reset happens less often.
   * .58134 HC command - enabled page selection
   * .58134 Commandline parameter -netlog available in retail version again
   * .58134 Editor fix: modules info serialization Fixed
   * .58134 Fix: weapon fire effects in MP
    * Multiple savegame positions allowed.
    * Configuration fixes in radio protocol (including faster reaction to crew-related orders in vehicles).
    * Multiplayer server browser enlarged.
    * Improved steering for car.
    * Improved mobile artillery simulation.
    * Improved terrain shape beyond map borders.
    * Improved Micro AI tactics, attack in pairs, path limiting to avoid passing through walls.
    * Added UAV camera stabilization.
    * Indication of player connection status in list of players (Diary).
    * Possible to connect to server with template-based MP scenario.
    * Repeated weapon change command fixed in radio protocol.
    * Game no longer crashes when copying a linked trigger in the Mission Editor.
    * Different radio notification of multiple units attacking.
    * NAT negotiation issue removed (different negative sign cookie on client and server).
    * Fixed possible crash after or during Get In in multiplayer.
    * Improved transfer of building destruction in multiplayer.
    * Fine surface information are now properly used for surface properties.
    * Destroyed targets are no more massively reported after player has left the vehicle.
    * Proper update of AI pathfinding when new building is created in the landscape (new objects were ignored).
    * VON no longer crashes the game in certain circumstances.
    * AI sprinting on the spot removed if route was planned across the roof.
    * Server shown as passworded in Server Browser when passworded or locked.
    * Improved functionality of Get In command if player is vehicle commander.
    * Swimming soldiers no longer drop inventory items.
    * Swimming players cannot use Gear dialog.
    * New scripting function "GetPlayerId unit" available to help server admins better recognize teamKillers etc.
    * Fillrate optimization in Video Options is now defined via combo box.
    * Improved light count optimization (should help performance when many distant lights are present).
    * Low-frequency effect (subwoofer) improved.

Scenarios
---------
    * Added or fixed markers in pre-mission briefings in various scenarios.
    * "Eye for Eye" singleplayer scenario: Hostiles balanced and loadouts of playable units fixed.
    * "Counterattack" singleplayer scenario: Flow fix, player's group now properly advance from the harbour if strong enough to continue.
    * "Trial by Fire" script error fixed.
    * Campaign: Time flow screen added to scenario intros.
    * Campaign: "Murder" mission ends are now triggered also when firing from a vehicle.
    * Campaign: Multiplayer info for all campaign scenarios added.
    * Campaign: Scene-specific sound entities are deleted after end of a scene.
    * "First to Fight" campaign scenario:
          * Shooting range bug fixed.
          * Officer's speech has titles added.
    * "First to Fight" campaign scenario: O'Hara animation speed fixed.
    * "Into the Storm" campaign scenario: Conditions of interaction with civilians improved.
    * "Razor Two" campaign scenario:
          * Mission-failed end now performs correctly.
          * Razor members cannot use UAV during conversations.
    * "One Week Later" campaign interlude: Conversation more logical.
    * "Manhattan" campaign scenario:
          * Animations of ambient people improved.
          * Task waypoint for main task positioned better.
          * Insurgent animations after death disabled in scene.
          * Civilian woman stuck near transport prevented.
          * Reinforcements navigation fixed.
    * "Bitter Chill" campaign scenario:
          * Conversations and broken mission flow fixed.
          * Accidental death of Cpt. Shaftoe after a scene prevented.
          * Improved positions of several killed unit.
          * Radio chatter disabled where disturbing.
    * "Badlands" campaign scenario:
          * Ending and conversation flow fixes.
          * Scene of talking to locals improved.
    * "Dogs of War" campaign scenario:
          * Insurgent leader presence now logical.
          * Several story-related vehicles are now properly usable.
          * Initial conversation work in multiplayer.
    * "War That Never Was" campaign outro: Amount of units decreased, behaviour improved.
    * AI grouping prevented in team deathmatch and deathmatch scenarios.
    * Module for limiting area of operation script fixes.
    * Recomposed fortifications and minor fixes in Warfare.
    * First-aid module performance improvements.
    * Language and gameplay fixes in multiplayer and singleplayer templates.

Art/Environment
---------------
    * Changed lighting values for early morning and dusk.
    * Improved wheeled vehicles turning definitions.
    * Utes: Improved carrier deck collision shape and F-35B geometry.
    * Gas stations on map can now refuel nearby vehicles.
    * Minor object fixes on Chernarus map (traffic signs tweaks, small objects).
    * Added small signs to Chernarus map.
    * Less frequent occurence of thunderbolts.
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officialcrunkjunt
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Posts: 33

PostPosted: Fri, 26th Jun 2009 18:26    Post subject:
FireMaster wrote:
officialcrunkjunt wrote:
FireMaster wrote:
I installed the itwins release and patched it 1.02 patch + yasu tool, works just fine everything in english
no need for legit Serial or anything, well except for Multiplayer but I'm not interested in that


Can you describe your steps a little better, which YASU version are you using? Do you mount the iTWINS image in daemon, run YASU and play?


Yasu version 1.6.9040

install itwins release
leave the ISO mounted in Daemon tools
run Yasu
click on cloak
run the game


where in that sequence do u install the patch?

peace
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Glottis
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Posts: 6313

PostPosted: Fri, 26th Jun 2009 18:38    Post subject:
AA makes a big difference and almost no hit on performance (~3 fps less).



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Teniak




Posts: 2602
Location: Tic Tac
PostPosted: Fri, 26th Jun 2009 18:42    Post subject:
wtf trees look a bit crap Glottis ?
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FireMaster




Posts: 13480
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PostPosted: Fri, 26th Jun 2009 18:44    Post subject:
officialcrunkjunt wrote:
FireMaster wrote:
officialcrunkjunt wrote:


Can you describe your steps a little better, which YASU version are you using? Do you mount the iTWINS image in daemon, run YASU and play?


Yasu version 1.6.9040

install itwins release
leave the ISO mounted in Daemon tools
run Yasu
click on cloak
run the game


where in that sequence do u install the patch?

peace

right after you install the game
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Glottis
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Posts: 6313

PostPosted: Fri, 26th Jun 2009 18:44    Post subject:
Teniak wrote:
wtf trees look a bit crap Glottis ?

Well I have all settings on max


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officialcrunkjunt
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Posts: 33

PostPosted: Fri, 26th Jun 2009 18:45    Post subject:
FireMaster wrote:
officialcrunkjunt wrote:
FireMaster wrote:
I installed the itwins release and patched it 1.02 patch + yasu tool, works just fine everything in english
no need for legit Serial or anything, well except for Multiplayer but I'm not interested in that


Can you describe your steps a little better, which YASU version are you using? Do you mount the iTWINS image in daemon, run YASU and play?


Yasu version 1.6.9040

install itwins release
leave the ISO mounted in Daemon tools
run Yasu
click on cloak
run the game


This is not working for me. Did as you said, applying the 1.2 patch but I still get the "conflict with emulation software" error message.I am running vista x64.
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Teniak




Posts: 2602
Location: Tic Tac
PostPosted: Fri, 26th Jun 2009 18:50    Post subject:
Glottis wrote:
Teniak wrote:
wtf trees look a bit crap Glottis ?

Well I have all settings on max


Seriously ? strange , i don't know color , vegetation look a bit poor ..
edit : if you have location(town) of the last screenshot i will take one too to compare ! maybe i'm drunk ( uh well , i am but whatever )
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xExtreme




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PostPosted: Fri, 26th Jun 2009 19:18    Post subject:
it's pos to run the game in dt lite with yasu ? :S

btw what's with this chick ? Laughing

Teniak wrote:
AA on Veryhigh is very nice ! disable , low , normal ,high , veryhigh & 5,6,7,8 can be selected

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Glottis
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Posts: 6313

PostPosted: Fri, 26th Jun 2009 19:21    Post subject:
Teniak wrote:
Glottis wrote:
Teniak wrote:
wtf trees look a bit crap Glottis ?

Well I have all settings on max


Seriously ? strange , i don't know color , vegetation look a bit poor ..
edit : if you have location(town) of the last screenshot i will take one too to compare ! maybe i'm drunk ( uh well , i am but whatever )

Well vegetation and trees look different in different places. This was from first scenario near the first village after the chopper drops you off.


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tnisa8




Posts: 113
Location: ASEXUALLY REPRODUCTIVE ORGANISM
PostPosted: Fri, 26th Jun 2009 19:22    Post subject:
Glottis wrote:
Teniak wrote:
wtf trees look a bit crap Glottis ?

Well I have all settings on max

Blame LOD for this... its like a XBox360 game


SINGLE-CELLED ASEXUALLY REPRODUCTIVE ORGANISMS RULE.
I agree. It's no big deal. Animal, mineral or vegetable; I'll DO anything TO anything.
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Teniak




Posts: 2602
Location: Tic Tac
PostPosted: Fri, 26th Jun 2009 19:26    Post subject:
ok thank you Glottis ! i'll compare that after my big $$$ tourrney (poker) , oh and yeah you're right about different places;.. maybe i'm just drunk and maybe rich soon Very Happy
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moosenoodles




Posts: 18411

PostPosted: Fri, 26th Jun 2009 19:36    Post subject:
AA on Veryhigh is very nice ! disable , low , normal ,high , veryhigh & 5,6,7,8 can be selected

^^ all i see is low normal high very high.

probably install over 1.02 did this ?

christ why isnt everything the same with this game lol

right must be an ati driver use thing. either way nothing is working right now with AA, 60 fps on utes put on normal AA get 30fps hit Sad

wtf is going on.

I WANT CARD AA not menu game driven shit, ill bet its drivers though nothing working yet for arma and ati.. gay.


http://www.speedtest.net/result/4302967033.png


Last edited by moosenoodles on Fri, 26th Jun 2009 19:39; edited 1 time in total
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Teniak




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Location: Tic Tac
PostPosted: Fri, 26th Jun 2009 19:38    Post subject:
Yeah maybe moose !
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moosenoodles




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PostPosted: Fri, 26th Jun 2009 19:41    Post subject:
still its depressing, fucking bis nvidia fanbois Very Happy
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Snowski




Posts: 35

PostPosted: Fri, 26th Jun 2009 19:44    Post subject:
Hi all,

I was using the Genesis (german) release.

All worked (english mod too) except I got "illegal copys may degrade" message now n then (after 30 mins or so)

So now I tried the iTwins release and all seems fine again but I haven't got into the campaign yet which is where the message started occuring.

The iTwins was a lot easier to install, here goes:

- Install with provided serial
- Patch to latest version
- Install Daemon Tools Lite and mount the mini image from GCW
- Install Yasu in Daemon dir and run, then cloack and CTRL+ALT+DEL end task yasu in services panel
- Run the game

This works in Windows 7 x64 b7229

And above all, this version runs faster then the Genesis release but that might be due to a reinstall with latest patch

Good luck n have fun with the game, I'm buying my MP key soon.

Update: Just installed updated 1.02 patch and all is still good, no serial issues or AA issues. I'm still going to play without AA though since I need every frame I can get (8800GT)


Last edited by Snowski on Fri, 26th Jun 2009 19:52; edited 1 time in total
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FireMaster




Posts: 13480
Location: I do not belong
PostPosted: Fri, 26th Jun 2009 19:47    Post subject:
officialcrunkjunt wrote:

This is not working for me. Did as you said, applying the 1.2 patch but I still get the "conflict with emulation software" error message.I am running vista x64.


running on Vista x64 as well, I don't know why it wouldn't work, perhaps you need to update daemon tools? also click on cloak twice
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JBeckman
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Posts: 34974
Location: Sweden
PostPosted: Fri, 26th Jun 2009 20:08    Post subject:
Regarding AA I'm pretty certain those numerical values after high / v.high are part of NVIDIA's AA methods (Q and all that.) as low equals 2x samples, normal equals 4x samples and high equals 8x samples, v.high is NV specific and for their 16x sampling method. (Some ATI cards can do this but only with Crossfire.)

AA also seems to work well along with Adaptive AA (There's a similar method for NV as well along with gamma correct AA.) and the ATI filters (Edge Detect and so on, NV also uses a few of these.)

Framerate goes from 60 to 45 with AA set to medium which for me is 4xAA which activates Edge Detect filtering (Roughly equal to 12x samples) and I'm also using Adaptive AA (Though it might not make much of a difference.) so it's fully tolerable though some heavier scenes might see a larger impact on performance.

EDIT: Ah I kinda expect that, forested areas on the main Chernarus island prove way to much to handle with all that foliage when using both Adaptive AA and Edge Detect filtering, looked good though, hehe.
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Glottis
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PostPosted: Fri, 26th Jun 2009 20:21    Post subject:
60 fps? Damn I'm struggling with 30 here when game is maxed out (except draw distance which is at 3600).


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JBeckman
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Posts: 34974
Location: Sweden
PostPosted: Fri, 26th Jun 2009 20:34    Post subject:
It's pretty funny actually how the -winxp parameter enables Crossfire/SLI and even doubles framerate, 30 is what I would get without it and if I remember correctly you use a GTX 260 (216 core?) which is very equal in performance to the 4870 model which is basically what this card is albeit there's two of them on one PCB. Smile

I took some screens as well to demonstrate this effect on another forum.
(Not truly 60/30 here due to vegetation and location but very close, should have explained that better.)



Large battles and a lot of AI troops and similar will push performance down of course as work shifts more to the CPU side but it has remained pretty high even in some larger scenes though from what I've heard even larger battles await further into the campaign.

For settings I use this, albeit now with the addition of low (2x) AA samples.
(EDIT: Older image before I used that switch, sorry for the framerate, I can redo it if needed with a better comparison.)



EDIT: Ok'ish image.


Last edited by JBeckman on Fri, 26th Jun 2009 20:57; edited 1 time in total
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Teniak




Posts: 2602
Location: Tic Tac
PostPosted: Fri, 26th Jun 2009 20:37    Post subject:
OK Glottis , got the place , so it's maybe juste more blur/AA here , that's why !
Me vs You :
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