Is it better to get this on Steam Arma2:OA or some other place? Or it's just down to personal preference?
The place doesn't matter, I have ArmA 2 from gmg combined with OA from Amazon (dowloadable version) and works like a charm, just go for the cheapest price
i've read that in order to install the beta patch you need the original version of Arma II as well. is that true?
I have legit version so don't know, however I can imagine this being true as the crack may not work with the new changes and a crack will not be released for each new beta version.
Logged out yesterday outside of Berezino. Logged in today in the middle of a vast expanse of hilly nothingness that stretches on for MILES. Was fully decked out, but only one water left (was going to refill today). Someone ought to hang for this buggy piece of shit. Yea, yea, it's alpha, whatever makes you feel better. The bottom line is, when they can't get something as simple as a saved coordinate system right (which is instrumental to the functioning of said mod), the mod should not be released at all, in any form, until it's sorted.
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
I'm on NY 20.. has GMT+8 so it's daytime. My name is J on the server. Press P to see player list you should see me there. My chat will be green, not blue.
edit: I spawned on coast and can see an island with a lighthouse on it in the distance. This is the west side of the city 'Electro.'
Pending Update 1.7.1 Details
Rough outline of what to expect in the pending update.
I will update this as more stuff is put in. Changelog will then follow it.
Performance and Optimization
- Reduction/elimination of the new server lag. This is caused by the ArmA2 server expecting immediate response from the central server. Vehicles are the main cause of this, as whenever they are damaged everything stops while the server ensures this is recorded in the database.
- Bugs fixed that were possibly causing very significant netcode overhead (will need mass-scale testing to verify this).
Infected Behavior
- Infected can no longer see/attack through walls.
- Entirely new mocap'd attack and running animations
Content
- Additional Idle Infected sounds
- Revised Attack sounds
- Many new action sounds, including IV, bandaging etc...
Notes
- This update will REQUIRE the beta patch, so it is worth installing this now and getting used to it.
- Read up at the BI Forums about the beta patch install. It's pretty easy.
Current Changelog
Developer's Note:
* Requires ArmA2 Beta.
Changelog:
Changelog:
* [FIXED] Wire Spools, Toolboxes, hedgehog (tank trap) kits not spawning
* [FIXED] Bodies still being deleted too quickly sometimes
* [FIXED] No backpacks or medical boxes spawning
* [FIXED] "No Speaker..." debug report spam
* [FIXED] Infected spawning too close to players (minimum 30m now)
* [FIXED] Infected not spawning inside buildings any more
* [NEW] Infected can't attack through walls
* [NEW] Infected can't see through objects any more
* [NEW] Infected visibility increased (but limited by LOS)
* [NEW] Infected attack range increased (but limited by LOS)
* [NEW] Infected can cause greater damage when they hit you
* [NEW] You can hide from an infected chasing you
* [NEW] Optimized server cleanup routine
* [NEW] Player body exists for five seconds after disconnect (UNCONFIRMED IF WORKING)
* [NEW] Infected see based on eye direction, not on body direction as before
* [NEW] 30Rnd_545x39_AK added to loot table
Changelog:
* [NEW] Infected can cause greater damage when they hit you
Can't wait for this new patch.
Damn, they can already kill you by farting in your general direction. More damage?
I think it's ridiculous how fast they move, especially in close. They zigzag back and forth so fast it's damn near impossible to shoot them. That's always been my experience at least
My biggest gripe is only slightly alleviated. I don't think 5 seconds disconnect time will suffice for a lot of PvP scenarios. Much better than instant disconnects though, for sure.
I don't think that will make a bit of difference UNLESS they slightly slow them down. Hiding from them will do fuckall if you can't pull away from them. As it is now, unless you take advantage of the engine and zig-zag up a steep hill at an angle, you can't pull away from them to even allow hiding.
The only time I could see this as helping is if some twit comes near you with zombies in tow and you can hopefully hide in/behind something before he lures them onto you.
They need to come up with a way to slow the zombies down. Either just slow them down totally so you can pull away from them. Or give you a way to make them slow down. Maybe you're carrying a few uncooked steaks or something that you could drop while running to distract them temporarily.
The recent patches immensely improved the situation for me, but connecting to servers still requires an insane amount of time (ask Besthijacker, his patience had no limits when we tried to play together ).
My terrible network speed surely contributes a lot, but overall it's still far from being ideal
I don't think that will make a bit of difference UNLESS they slightly slow them down. Hiding from them will do fuckall if you can't pull away from them. As it is now, unless you take advantage of the engine and zig-zag up a steep hill at an angle, you can't pull away from them to even allow hiding.
The only time I could see this as helping is if some twit comes near you with zombies in tow and you can hopefully hide in/behind something before he lures them onto you.
They need to come up with a way to slow the zombies down. Either just slow them down totally so you can pull away from them. Or give you a way to make them slow down. Maybe you're carrying a few uncooked steaks or something that you could drop while running to distract them temporarily.
Imho they should just make them slower (Romero'ish) but increase their numbers tremendously.
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