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Alt 01.11.2010, 18:54   #341 (permalink)
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Zitat von burns Beitrag anzeigen

Sind wohl der festen Überzeugung uns zeigen zu müssen wie man Prioritäten nicht richtig setzt

Musst das positiv sehen.

Man kann jetzt VoN mit dem ruhigen Gewissen nutzen, das wenn man die anderen Spieler nicht versteht oder die einen nicht, das wenigstens die Positionen im System richtig verwaltet werden.

Edit:
Mist, Smiley vergessen

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Alt 01.11.2010, 20:37   #342 (permalink)
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Und, schon getestet wie sich das VoN dann im Multiplayer beim Initalisieren verhält?
Zitat:

Hopefully it will not take too much long before we release a stable 1.55 to unite the MP community again.

Jop, sehr schön das wenigstens du deine Hoffnung nicht verloren hast.
Was eine Einstellung, das ist mir doch einen Facie wert:
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Alt 02.11.2010, 07:15   #343 (permalink)
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Was soll dieses VoN sein?
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Alt 02.11.2010, 07:47   #344 (permalink)
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Voice over Network
Eine Art eingebautes TS, was ganz nett sein könnte...
Nur hat es deutlich weniger (imho zu wenig) Konfigurationsmöglichkeiten und funktioniert nur während des Spiels.

Insofern kömmt man um ein normales TS eh nicht herum.
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Alt 02.11.2010, 09:21   #345 (permalink)
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Wenn man im "direkte kommunikations Chat" ist, kann man Soldaten anlabern die nicht mit einem im TS sind,wenn er neben einem steht.
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Alt 02.11.2010, 13:32   #346 (permalink)
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Zitat von Fogu Beitrag anzeigen

Wenn man im "direkte kommunikations Chat" ist, kann man Soldaten anlabern die nicht mit einem im TS sind,wenn er neben einem steht.

Wenn das dann mal zufriedenstellend funktionieren würde wäre es schon toll.
Tut es aber nicht immer, weil der ArmA Server bereits mit den anderen Berechnungen mehr als genug beschäftigt ist.

Irgendwann wenn der A2/OA Server mal mehr als 1 1/2 Cores nutzt... dann

Nichts gegen VoN, würde oftmals helfen auf public Servern. Wer kein VoN nutzt, fliegt (als Beispiel).

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Alt 02.11.2010, 15:53   #347 (permalink)
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Zitat von Clawhammer Beitrag anzeigen

Was soll dieses VoN sein?

Voll ohne Nutzen

TS für Arme
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Alt 04.11.2010, 21:35   #348 (permalink)
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Wir haben das Ganze schon mal genutzt und ich muss sagen, dass es eigentlich schon während Armed Assault 1 gut funktioniert hat. Die Spieler wurden auch nur an dem Ort gehört wo sie wirklich waren.
Nur der Server kam damit nicht unbedingt zurecht, weil dadurch Lags entstanden sind auch wenn nur 2 Leute geredet haben. Mit ArmA 2 war es letztendlich auch so, dass das System an sich funktioniert hat, nur die Server kommen damit nicht zu Recht.
So wie bei vielen Sachen von BI.

Also kommt man um TS leider nicht drumherum.
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Alt 05.11.2010, 00:46   #349 (permalink)
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Joa, und mit ACRE ist man doch alternativ bestens bedient
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Alt 06.11.2010, 11:58   #350 (permalink)
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Mit dem 74630 ist noch alles ok.
Mit dem 74858 hab ich grafikaufpoppen ohne Ende. Nach dem Motto: "Aus den Augen, aus dem Sinn" ist bei einer Blickrichtungsänderung die Grafik in der vormaligen Blickrichtung quasi "vergessen", schaut man dann wieder zurück, siehts aus als wenn alles neu geladen werden muss.
Gebäudedetails wie zB diese Brücken zwischen den Fabriktürmen in Tscherno werden bei 150 m freiwillig garnicht dargestellt, muss man lange in die Richtung schauen und sich bisschen nähern. Und es dauert elend lange, segmentweise werden die Stege dann aufgebaut.
Blickschwenks warten mit ständig zu erneuernden Häusertexturen auf, obwohl gerade eben erst hingeschaut. Dto mit Tatschikistan, und das in der Ödnis mit gerademal 3 Butzen und bissl Buschgedöns.
Noch wer solche Probs ?
WinXP32, 285 GTX, 290.99 Treiber
Benenne ich die beta um und lade die 74630 ist alles ok. (Auch Verbinden zu 1.54 Servern geht dann)
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Alt 09.11.2010, 11:08   #351 (permalink)
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Zitat von Crisis Beitrag anzeigen

Mit dem 74630 ist noch alles ok.
Mit dem 74858 hab ich grafikaufpoppen ohne Ende. Nach dem Motto: "Aus den Augen, aus dem Sinn" ist bei einer Blickrichtungsänderung die Grafik in der vormaligen Blickrichtung quasi "vergessen", schaut man dann wieder zurück, siehts aus als wenn alles neu geladen werden muss.
Gebäudedetails wie zB diese Brücken zwischen den Fabriktürmen in Tscherno werden bei 150 m freiwillig garnicht dargestellt, muss man lange in die Richtung schauen und sich bisschen nähern. Und es dauert elend lange, segmentweise werden die Stege dann aufgebaut.
Blickschwenks warten mit ständig zu erneuernden Häusertexturen auf, obwohl gerade eben erst hingeschaut. Dto mit Tatschikistan, und das in der Ödnis mit gerademal 3 Butzen und bissl Buschgedöns.
Noch wer solche Probs ?
WinXP32, 285 GTX, 290.99 Treiber
Benenne ich die beta um und lade die 74630 ist alles ok. (Auch Verbinden zu 1.54 Servern geht dann)

Yep bei mir genau das selbe !
Aber mit 74630 Betapatch.
Win764,GTX260,290.99 Treiber

Ich versuche Krampfhaft eine Einstellung zu finden in der es smoother läuft.Auf Takistan ist das nahezu unmöglich.Die Bäume sehen aus wie mit Wasserfarben gemalt und es dauert ewig bis sich das ändert. Wenn ich alles auf very high stelle gehts besser aber dann hab ich nur 12fps...
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Alt 09.11.2010, 15:24   #352 (permalink)
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Also ich habe mit dem Betapatch 74630 sogut wie keine Probleme!

Takistan usw habe ich bei einer Sichtweite von ca 4.000m konstante 30 - 48 FPS.
Und das im MP bei einer Domination, wo auch schon einige Spieler aktiv sind.

Meine Grafik-Einstellungen haben alle das Maximum!
(Keine lust ArmA2 jetzt zu starten, daher Einstellungen aus der Profil.txt)

Code:
language="German";
adapter=-1;
3D_Performance=93750;
Resolution_Bpp=32;
Windowed=0;
Resolution_W=1280;
Resolution_H=1024;
refresh=60;
winX=16;
winY=32;
winW=800;
winH=600;
winDefW=800;
winDefH=600;
Render_W=1600;
Render_H=1280;
FSAA=3;
postFX=5;
GPU_MaxFramesAhead=1000;
GPU_DetectedFramesAhead=3;
HDRPrecision=8;
lastDeviceId="";
localVRAM=1061134336;
nonlocalVRAM=2147483647;
vsync=1;

version=2;
blood=2;
singleVoice=0;
anisoFilter=4;
TexQuality=3;
TexMemory=3;
useWBuffer=0;
tripleHead=0;
shadingQuality=100;
shadowQuality=4;
maxSamplesPlayed=128;
showTitles=0;
showRadio=1;
customScheme=1;
trackIR=1;
freeTrack=1;
controller="Default";
sensitivity="Medium";
vibrations=1;
revMouse=0;
mouseSmoothing=100;
joystickSensitivity[]={0.5,0.5,0.5,0.5,0.5,0.5,1,1,0.5,0.5,0.5,0.5,0.5,0.5,1,1};
difficulty="veteran";
armoryPoints=20301;
mouseSensitivityX=2;
mouseSensitivityY=2;
floatingZoneArea=0;
headBob=0.1403922;
teamSwitchOffsetX=0;
teamSwitchOffsetY=0;
sceneComplexity=1000000;
viewDistance=3988.8188;
terrainGrid=3.125;
volumeCD=1.2738085;
volumeFX=2.1772959;
volumeSpeech=0.56392568;
volumeVoN=10;
vonRecThreshold=0.23562314;
gamma=0.96523869;
brightness=0.82398415;
fovTop=0.75;
fovLeft=0.9375;
uiTopLeftX=0.15000001;
uiTopLeftY=0.171875;
uiBottomRightX=0.85000002;
uiBottomRightY=0.828125;
IGUIScale=0.69999999;
Mein System:
CPU: Intel Core 2 Quad ~ 4 x 2.83GHz
Mainboard: Asus PQ5E
RAM: 4 x 2GB DDR2 RAM
Grafikkarte: Radeon HD 5870 ~ 1GB
Soundkarte: Crative Gamer X-Fi


Einzige Performence-Einbrüche habe ich komischer weise wieder bei Chernaruss!!!

Vor OA lief ArmA2 schon so schön, aber mittlerweile spackt die Chernarus Karte wieder voll rum!

Gebäude bauen sich sehr spät auf (vorwiegend an der Küste)
Und letztens habe ich mit dem RKSL-Eufi ein paar runden gedreht, und an der Küste ist mir öfter das Bild eingefroren, und nach ca 5 Sek ging es weiter, aber da war ich schon weit über dem Meer!!!
Beim Rückflug erneut, sobald sich die Hafenkräne aufbauen sollten, hielt das Bild an, Sound war ok, auf ein mal gings weiter, und da war ich nur noch eine Sekunde von einem Berg entfernt.... Boooom!!!

Auf Takistan keine Probleme!
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Geändert von GER_CJ-187 (09.11.2010 um 15:27 Uhr).
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Alt 09.11.2010, 19:24   #353 (permalink)
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Und ein neuer Beta Patch, 75445

Changelog:
Zitat:

[75256] New: Video options VSync selection.
[75230] Fixed: Character collisions with stones often resulted in flying or being stuck. (ArmA2 Community Issue Tracker - Bug #12043: [AO] Characters and vehicles stick to rocks - DH: (ArmA) Development Unraveled)
[74952] Fixed: Subordinates would ignore their leaders' GetIn/GetOut commands in some MP situations.

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Alt 09.11.2010, 19:25   #354 (permalink)
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Oh, gar nicht richtig gelesen eben, die Trampolin Felsen sind wohl gefixt

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Alt 09.11.2010, 19:52   #355 (permalink)
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aha, aber trotzdem kann man dann doch nicht mehr auf die Server joinen oder???

Gibts denn nun 1.55 Server???
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Alt 09.11.2010, 20:05   #356 (permalink)
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Zitat von GER_CJ-187 Beitrag anzeigen

aha, aber trotzdem kann man dann doch nicht mehr auf die Server joinen oder???

Gibts denn nun 1.55 Server???

Leider eigentlich keine.

Bescheidene Situation, so wird der 1.55 MP fast nicht getestet.
Und das mit dem nächsten Fullpatch fast direkt vor der Tür
Also mal auf MP Bugs einstellen.

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Alt 09.11.2010, 20:26   #357 (permalink)
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Zitat von GER_CJ-187

Gibts denn nun 1.55 Server???



Wir haben den #1er und #2er mit Patch 1.55 laufen ...

Gruß
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Alt 13.11.2010, 21:06   #358 (permalink)
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So, ich habe jetzt den 1.55 patch installiert, und danach den betapatch 75445 draufgezogen, damit ich nicht die DVD suchen muss.

Leider bekomme ich jetzt im Editor, SP und im MP zu jeder Waffe, bei jeder Mission, immer wenn ich an eine Kiste gehe Fehlermeldungen...

Die RPT wird vollgebombt damit:

Folgende Text ist aus der RPT nach löschen der RPT und einem Start von ArmA2!!!!

Kann mir da jemand helfen?, ist ja voll ätzend!
Code:
==================================================================
== D:\Spiele\Bohemia Interactive\Armed Assault 2\Expansion\beta\arma2oa.exe
== "D:\Spiele\Bohemia Interactive\Armed Assault 2\Expansion\beta\arma2oa.exe" -mod=Expansion\beta;Expansion\beta\Expansion;CBA060;@533\IronTaurus;@BW\AMT;@BW\BWmod;@JSRS;@ACRE;@JayArma2Lib -skipintro -nosplash -showScriptErrors
=====================================================================
Exe timestamp: 2010/11/13 17:58:40
Current time:  2010/11/13 22:17:22

Version 1.55.75445
Item str_disp_server_control listed twice
Conflicting addon JSRS_Mi17 in 'jsrs_mi17_c\', previous definition in 'jsrs_ka50_c\'
Conflicting addon JSRS_AH64E in 'jsrs_mi24_c\', previous definition in 'jsrs_ah64e_c\'
Conflicting addon JSRS_CAWeapons_E in 'jsrs_sa61_c\', previous definition in 'jsrs_m4a3_c\'
Conflicting addon JSRS_Sonic_Cracks in 'jsrs_sonic_cracks_c\', previous definition in 'jsrs_explosions_c\'
Item STR_BWMod_CoopEvent_Objective listed twice
Item STR_BWMod_CoopEvent_Objective_Short listed twice
Item STR_BWMod_CoopEvent_Objective_Desc listed twice
Item STR_BWMod_CoopEvent_BetaMission listed twice
Item STR_BWMod_CoopEvent_BetaMission_Desc listed twice
Item STR_BWMod_CoopEvent_Respawn listed twice
Item STR_BWMod_CoopEvent_Respawn_Desc listed twice
Item STR_BWMod_CoopEvent_Vehicles listed twice
Item STR_BWMod_CoopEvent_Vehicles_Desc listed twice
Item STR_BWMod_CoopEvent_WeaponsAndAmmo listed twice
Item STR_BWMod_CoopEvent_WeaponsAndAmmo_Desc listed twice
Item STR_BWMod_CoopEvent_Credits_Desc listed twice
Item STR_BWMod_CoopEvent_BetaMission listed twice
Item STR_BWMod_CoopEvent_BetaMission_Desc listed twice
Item STR_BWMod_CoopEvent_Respawn listed twice
Item STR_BWMod_CoopEvent_Respawn_Desc listed twice
Item STR_BWMod_CoopEvent_Vehicles listed twice
Item STR_BWMod_CoopEvent_Vehicles_Desc listed twice
Item STR_BWMod_CoopEvent_Credits listed twice
Item STR_BWMod_CoopEvent_Credits_Desc listed twice
Item STR_BWMod_CoopEvent_Radar listed twice
Item STR_BWMod_CoopEvent_Radar_Short listed twice
Item STR_BWMod_CoopEvent_Radar_Desc listed twice
Item STR_BWMod_CoopEvent_BetaMission listed twice
Item STR_BWMod_CoopEvent_BetaMission_Desc listed twice
Item STR_BWMod_CoopEvent_Respawn listed twice
Item STR_BWMod_CoopEvent_Respawn_Desc listed twice
Item STR_BWMod_CoopEvent_Vehicles listed twice
Item STR_BWMod_CoopEvent_Vehicles_Desc listed twice
Item STR_BWMod_CoopEvent_Credits listed twice
Item STR_BWMod_CoopEvent_Credits_Desc listed twice
Conflicting addon CA_Dubbing in 'ca\dubbing\', previous definition in 'jsrs_radio_chatter_c\'
Updating base class ->ReammoBox, by ca\weapons\config.bin/CfgVehicles/WeaponHolder/
Updating base class manual->Mode_FullAuto, by jsrs_mk48_c\config.bin/CfgWeapons/Mk_48/manual/
Updating base class B_9x18_Ball->BulletBase, by jsrs_sonic_cracks_c\config.bin/CfgAmmo/B_9x19_Ball/
Updating base class MGun->Mode_FullAuto, by jsrs_m240coax_c\config.bin/CfgWeapons/M240_veh/manual/
Updating base class Mode_SemiAuto->SCAR_H_Single, by jsrs_scar_h_c\config.bin/CfgWeapons/SCAR_H_LNG_Sniper_SD/SCAR_H_SD_Single/
Updating base class Mode_FullAuto->SCAR_H_FullAuto, by jsrs_scar_h_c\config.bin/CfgWeapons/SCAR_H_LNG_Sniper_SD/SCAR_H_SD_FullAuto/
Updating base class Sounds->, by jsrs_abrams_c\config.bin/CfgVehicles/M1A1/Sounds/
Updating base class Engine->, by jsrs_abrams_c\config.bin/CfgVehicles/M1A1/Sounds/Engine/
Updating base class RscPictureKeepAspect->RscPicture, by bwmod\config.bin/RscDisplayLoadMission/controlsBackground/LoadingPic/
Updating base class RscPictureKeepAspect->RscPicture, by bwmod\config.bin/RscDisplayStart/controls/LoadingPic/
Updating base class ->ACRE_BaseRadio, by x\acre\addons\sys_prc119\config.bin/CfgAcreRadios/ACRE_PRC119/
Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02
Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02
[806,57.625,0,"XEH: PreInit Started"]
[806,57.772,0,"MISSINIT","","Desert_E",false,true,false]
[806,62.572,0,"XEH: PreInit Finished"]
[808,63.023,0,"XEH: PostInit Started"]
[964,64.368,0,"CBA_VERSIONING",["#CBA_HASH#",["cba"],[[[0,6,0,116],-1]],[[0,0,0],0]]]
[969,64.912,0,"XEH: PostInit Finished; [true,false,false,true,false,true,true,true,true,0]"]
Invalid path (only relative paths supported): '\\.\pipe\acre_comm_pipe'
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
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Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script NVGoggles not found
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Warning Message: Script ItemMap not found
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Warning Message: Script ItemWatch not found
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Warning Message: Script ItemRadio not found
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Warning Message: Script ItemRadio not found
Warning Message: Script SCAR_L_STD_HOLO not found
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Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
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Warning Message: Script NVGoggles not found
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Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
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Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
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Warning Message: Script SCAR_L_STD_HOLO not found
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Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
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Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script NVGoggles not found
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Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
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Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
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Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
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Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script NVGoggles not found
Warning Message: Script NVGoggles not found
Warning Message: Script NVGoggles not found
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Warning Message: Script NVGoggles not found
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Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script SCAR_L_STD_HOLO not found
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Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script NVGoggles not found
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Warning Message: Script NVGoggles not found
Warning Message: Script NVGoggles not found
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Warning Message: Script NVGoggles not found
Warning Message: Script NVGoggles not found
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Warning Message: Script NVGoggles not found
Warning Message: Script NVGoggles not found
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Warning Message: Script ItemMap not found
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Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
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Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script SCAR_L_STD_HOLO not found
Warning Message: Script NVGoggles not found
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Warning Message: Script NVGoggles not found
Warning Message: Script NVGoggles not found
Warning Message: Script NVGoggles not found
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Warning Message: Script ItemCompass not found
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Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
Warning Message: Script ACRE_PRC148_ID_1 not found
__________________

CPU: Intel Core i7-3770K ~ 4 x 3.5GHz // Mainboard: Asus P8P67 LE // RAM: 2 x 8GB DDR3-1333 RAM
Grafikkarte: Nvidia GTX 680 ~ 2GB // Soundkarte: Creative Gamer X-Fi

GER_CJ-187 ist offline   Mit Zitat antworten
Alt 13.11.2010, 22:50   #359 (permalink)
500 Beiträge1000 Beiträge2.500 Beiträge
 
Benutzerbild von Cyborg11
 
Registriert seit: 26.03.2008
Beiträge: 2.822
Standard

Bist ja auch selber Schuld, da der 1.55 Patch aktueller als der Beta ist.
Cyborg11 ist offline   Mit Zitat antworten
Alt 13.11.2010, 23:53   #360 (permalink)
50 Beiträge100 Beiträge
 
Registriert seit: 20.09.2006
Beiträge: 179
Icon10 Tipp

@GER_CJ-187

Kleiner Tipp von mir :

Nimm die "arma2oa.exe" vom letzen Betapatch, kopier sie in das reguläre Arma2-Verzeichnis. (Sicherung der orginalen arma2oa.exe nicht vergessen)
Schon brauchst Du keine CD mehr.

Funktioniert 100%tig ! Habs selbst getestet !

Gruß (ST6)Predator

Geändert von ST6_Predator (13.11.2010 um 23:55 Uhr).
ST6_Predator ist offline   Mit Zitat antworten
Antwort

Stichworte
bis rox :d, neuester Βήτα-patch, patch chaos, patch fail, schon wieder einer


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