fruity_rudy 16 Posted April 20, 2011 So I'm not the only one getting those errors! Phew! Hoping for a fix soon! I used Wolffy's fixed civ-module and it works fine with traffic, animals and civs, but only cherna stuff, not takistani vehicles and civillians.. Share this post Link to post Share on other sites
RSF TheCapulet 59 Posted April 20, 2011 This is more of an issue with the entire modding community, since your mod follows the same format of being cryptic as possible in regards to requirements, but I need to ask: "- ArmA2 ver. 1.7 or later / ArmA2 Combined Operations 1.52 or later" Which is it? And if just one or the other, do you have any insight on why I get an error saying: "Addon fallujah_v1_0 requires version 1.1 of application"? Downloaded the mod via armaholic and using the latest patch for Arma2 only. Share this post Link to post Share on other sites
kremator 1065 Posted April 20, 2011 ^^ / means OR in this case. Share this post Link to post Share on other sites
shezan74 11 Posted April 21, 2011 ^^ / means OR in this case. +1 :p ---------- Post added at 03:09 PM ---------- Previous post was at 03:05 PM ---------- So I'm not the only one getting those errors! Phew! Hoping for a fix soon! Civilian are a little bit shame. There is the possibility to update the fallujah_hou to set takistan civilians spawn points (and also plain A2 spawn points). The main problem is related to the extremely high number of houses on the map. If 10% of those houses will be enabled to sprawl citizens there will be a potential problem with the extremely high number of peoples walking on the streets. I'm watching for a solution for this issue, that could be creating a special kind of object able to be used as people spawn point, and place a "right" number of those objects. ---------- Post added at 03:21 PM ---------- Previous post was at 03:09 PM ---------- Hi shezan,Is it possible to change the street system, so that this is not such a common thing in the next update? Sorry guys i was busy for work in the latest weeks :) About the road issue this is a problem with models. There is not any way to make junctions between roads with angles different from 90°. The only way to make those junctions is to place one road above the other one. The order of roads is unknown and likely random. Sometimes in bulldozer the roads looks fine (inserting road is below the straight main road) but the game result may differ. In some cases the appearance is perfect. I'm really unable to determine how this works (i've had some results with 12,5 meters road pieces that seems to be placed below 25 meter road pieces, but this worked on bulldozer and not everywhere on the arma2 game itself). I'm collecting bugfixes and i will release a new version when the amount of changes will worth the waste of download bandwidth for servers that kindly hosts my files for free for the whole community :) Sorry, it's my small contribution for their fair use ;) Share this post Link to post Share on other sites
RSF TheCapulet 59 Posted April 27, 2011 Not to be rude, or rush you or anything. From what I've seen in screenshots, this map looks incredible. Just want to play it! :) http://dev-heaven.net/issues/19086 Share this post Link to post Share on other sites
CameronMcDonald 146 Posted April 27, 2011 The only way to make those junctions is to place one road above the other one. The order of roads is unknown and likely random. Sometimes in bulldozer the roads looks fine (inserting road is below the straight main road) but the game result may differ. In some cases the appearance is perfect. I reckon in the case shown above you'd be better off having a small gap between the roads, if the AI can handle it, rather than one over the other. This said, I've never attempted map making, so I may well be talking out of my arse. Share this post Link to post Share on other sites
shezan74 11 Posted April 27, 2011 Not to be rude, or rush you or anything. From what I've seen in screenshots, this map looks incredible. Just want to play it! :) http://dev-heaven.net/issues/19086 you true, my fault :) i'll do latest things asap! (this week, i promise :) ) Share this post Link to post Share on other sites
Laqueesha 474 Posted April 27, 2011 We'll all be looking forward to it. They said a giant city couldn't be done in ArmA II, that'll it'll melt even a CERN supercomputer. They were wrong. ;) P.S. Not trying to sound nit-picky, but could you possible remove the version number from the island display name in the menus? Just want to keep the user interface less cluttered. Cheers, mate! :D Share this post Link to post Share on other sites
shezan74 11 Posted April 28, 2011 We'll all be looking forward to it. They said a giant city couldn't be done in ArmA II, that'll it'll melt even a CERN supercomputer. They were wrong. ;)P.S. Not trying to sound nit-picky, but could you possible remove the version number from the island display name in the menus? Just want to keep the user interface less cluttered. Cheers, mate! :D Well, buildings quality is not comparable with OA buildings. This is the reason for the good map smoothness. Map version number is very useful imho, since a lot of peoples (me too) sometimes doesn't remember the actual map version number of any island, and this could help user support in troubleshooting. c'mon, a 1.3 is not a big clutter on your A2 console :) Share this post Link to post Share on other sites
jedra 11 Posted April 28, 2011 Well, buildings quality is not comparable with OA buildings. This is the reason for the good map smoothness. Map version number is very useful imho, since a lot of peoples (me too) sometimes doesn't remember the actual map version number of any island, and this could help user support in troubleshooting.c'mon, a 1.3 is not a big clutter on your A2 console :) I agree - I wish all mapmakers would put the version number in the display name - it makes it much easier to know if you have the right one. Keep up the good work - love this map. Share this post Link to post Share on other sites
xsthr 10 Posted April 28, 2011 I have got Arma 1.09.When i launch the game, i get an error:"Addon Fallujah_v1_0 requires version 1.1 of application". Haw can i launch game with this island? Share this post Link to post Share on other sites
shezan74 11 Posted April 29, 2011 I have got Arma 1.09.When i launch the game, i get an error:"Addon Fallujah_v1_0 requires version 1.1 of application".Haw can i launch game with this island? Next release will fix this epic fail (my epic fail :D) Will be fixed very soon Share this post Link to post Share on other sites
eggbeast 3673 Posted May 7, 2011 you have to make sure the folder name is exactly this: @fallujah1_1/addons/ Share this post Link to post Share on other sites
rikjuuh 10 Posted May 7, 2011 shezan can you say when the next version is released? like this month, next month or don't you know? and do you have some screenshots? I would like 1 from the map and a few of the city :) Share this post Link to post Share on other sites
xsthr 10 Posted May 8, 2011 Yes. Wheeeeeeeeeeeeeeeeeen? Share this post Link to post Share on other sites
DeclaredEvol 10 Posted May 10, 2011 Warfare on Fallujah is practically the hardest one to do. You start off island hopping, and most of the time... when you get to the bridge... the AA guns will just shoot you down. If you don't have artillery and AC-130 support, your ass is grass... GREAT BUILD KEEP IT UP! Share this post Link to post Share on other sites
shezan74 11 Posted May 11, 2011 Calm down guys :) i'm finally been able to reproduce the bridge hopping bug! I'll work tonite and if everything works i will release tomorrow. IF EVERYTHING works... it's not useful to release known bugged maps. By the way now fallujah works on my A2 vanilla edition. Share this post Link to post Share on other sites
stubs 10 Posted May 12, 2011 (edited) Is there any chance of seeing opx buildings in this fallujah map in some future version. Thanks, Stubs. edit: Sorry, i didn't read the earlier thread until now. Edited May 13, 2011 by stubs Share this post Link to post Share on other sites
Hakello 10 Posted May 13, 2011 (edited) Just like to say that this map is totally awesome! ...ok, and I also have a request :rolleyes: I was making a mission when I noticed that blowing up the bridges doesn't have much effect, as the bridge collapses to midair (aka the pillars go up while the iron goes down, but the road stays). Is there any possibility on (properly) destructable bridges or will that totally mess up everything again? This screen is from the Old Bridge (the ai refuses to cross this unless they're on foot) Edited May 14, 2011 by Hakello Share this post Link to post Share on other sites
Laqueesha 474 Posted May 13, 2011 Is there any chance of seeing opx buildings in this fallujah map in some future version. This. ^ Share this post Link to post Share on other sites
Max255 59 Posted May 13, 2011 -1 OPX buildings are bugged, they need major fixes. But if/when fixed +1 from me. Share this post Link to post Share on other sites
supergruntsb78 67 Posted May 16, 2011 tnx for the new 1.2 release Share this post Link to post Share on other sites
Guest Posted May 16, 2011 Version 1.2 released, continue here: http://forums.bistudio.com/showthread.php?t=119037 Share this post Link to post Share on other sites