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.kju

All in Arma Standalone (AiA SA) - A1/A2/OA content in A3

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Don't mean to sound like a broken record, but how close is PWS support to release? Would love to use this with my community but we use PWS. Hope all is going well. Thanks

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@ Res

Can you be more specific please. Some screenshots could help too.

@ Teipgas55

Did you look into AiA HQ yet?

@ MarcusCunningham

It didn't work out as planned .. currently my estimate would be the end of the month.

In short its basically AiA SA is 18 GB; server side we need to store it in two systems currently, thus 36 GB.

The mirrors don't have that capacity currently until we are able to drop the old rsync system.

In addition Sickboy did not have the time to build the support for AiA SA into PWS (it requires special handling after all),

and the conversion feature (to save users and us a lot of download traffic/time if someone already has A2/OA/CO data on his computer.

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I am confused about the upgrade project and the all in arma mod.

Tell me if I have understand correctly. Community Upgrade Project is a community that have established convention in file configs and file names to have compability with all the ports of Arma 1, 2, and Operation Arrowhead and DLC's of Arma 2 into Arma 3.

All in Arma is the first version of the ports of old Arma games into arma 3, but you need to have all the games installed in your computer to transport them into the game. And it have benn stopped in development.

All in Arma Standalone. Is the current version of the ports of the old Arma games into arma 3. And it don't need to have the old games installed into your computer. It is 18 GB of download, and an update of 900 MB, that can be downloaded with torrent.

All In Arma HQ Pack is a package of replacements of assets for the old games.

As the download is too huge 18 GB. I would like to have a clear view of the state of the mod and issues, because if it is not useable is better to wait for further realeses.

I know that the islands where working fine, that vehicles had some bugs, weapons dindt work properly and the infantry models where almost uncompatible with arma 3. Any upgrades about this?

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@ Esfumato

You got that quite right.

Two short additions:

1) AiA HQ needs AiA SA as a base

(old AiA also works to some degree as a base for it - at least if you copy over the AiA_*.pbos from the first AiA SA patch).

2) CUP is mostly about porting the old BI content to work in A3 - compatibility between those is one goal there,

but the focus is the porting (and sharing the source) - aside from the collaboration aspects.

Unless you have a traffic limit, 18 GB is just a matter of time.

Weapons should work for the most part (recoil and reload give issues, and no attachments support yet). These should be solved soon though.

For infantry you have AiA HQ - almost all factions have been replaced; only women and civilians remain basically.

In regards to vehicles - either you have to wait for the community to port all/most vehicles (lot of effort and thus takes time) - those available are integrated via AiA H, or BI finally fixes the backwards compatibility.

You can learn more here: A3 FT: Backwards compatibility task list

In the end its for you to decide if its worth it.

Unfortunately there is not much I personally can do next to what I have worked on and published over the last 15 months.

The ball is at BI doing engine fixes for the most part .. and as alternative community modelers porting the content themselves.

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Now that some tools from BI have been released why not port and redo the vehicles and weapons and infantry just with the Arma 3 standar?

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kju,

would you mind letting us know what's the status of the reload animation problem (the A2 animation being applied to ALL guns, including A3 ones)? Is there anything you can do about it? I'm asking cause you mentioned you'd look into this, and I was wondering if the problem is solvable at all.

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@ Esfumato

Let me highlight you the part again:

lot of effort and thus takes time

(plus not my area of expertise and we are still lacking tools to reasonably port vehicles and sounds)

@ GvsE

Unless I can't solve it, it will be part of the next update (out the coming days).

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thank you for the feedback. can't wait for the update: hope all goes well! :)

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Second patch is out. Check the first post for info and the download link (~1 GB torrent). Mirrors welcome.

Suggestions what to focus on for the next patch would be useful. Thanks :bounce3:

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Thank you for the update and for all the work you put into this! The changelog looks great :D

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;2691195']Second patch is out. Check the first post for info and the download link (~1 GB torrent). Mirrors welcome.

Suggestions what to focus on for the next patch would be useful. Thanks :bounce3:

Good stuff Kju, downloading now!

Just wondering with this new patch and ones coming out in the future, can we apply them to the old AiA? Reason being is I want to use TOH content in Arma 3.

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@ Modder

Try it - should still work fine.

I was hoping to re-add TKOH support much quicker, but..

On the positive note with the Helo DLC for A3, it will make much more sense too.

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;2691251']@ Modder

Try it - should still work fine.

I was hoping to re-add TKOH support much quicker' date=' but..

On the positive note with the Helo DLC for A3, it will make much more sense too.[/quote']

Would be great if you do!

Im figuring out how to get the Hind DLC to load in with AiA on A3, it doesnt seem to want to play nice... Those superhinds are just so damn awesome to have in A3 if possible.

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I have just tried it out, and there's somthing strange going on with lighting: we have lost night in Chernarus. It never gets dark at night, as if the sun does not set properly. Night has become perpetual dusk. Any chance there's a singly pbo from the old version we might copy/paste to temporarly fix the problem? On other islands I have tested (Bystrica, Utes, Shapur) nighttime is nice and dark.

Reload animations for A3 weapons work as they should, though! Thanks a ton for this fix! :)

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So, question with the license for AiA since I want to double-check: would I be able to modify (new textures and crew, maybe modified models) and use things ported in AiA with my mod as long as it's attributed and released under the same license (APL-SA) by asking first or am I misunderstanding it and will not be able to? Or would it require AiA as a requirement?

There's some ported stuff in here that I wanted to use but porting them myself hasn't worked out (every time I do it I end up breaking it and having my game crash on me) so I thought I might ask around.

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I have just tried it out, and there's somthing strange going on with lighting: we have lost night in Chernarus. It never gets dark at night, as if the sun does not set properly. Night has become perpetual dusk. Any chance there's a singly pbo from the old version we might copy/paste to temporarly fix the problem? On other islands I have tested (Bystrica, Utes, Shapur) nighttime is nice and dark.

Reload animations for A3 weapons work as they should, though! Thanks a ton for this fix! :)

unfortunately it seems there is an error in the implementation fo the new lighting, now chernarus looks like a finish midsummernight.... enjoy while it lasts, we are investigating and it will be fixed asap!

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Thanks for the quick response Fabio!

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So I put all the AiA_xxx.pbo's from the new update into my old AiA folder, ran it and first thing I noticed was the main menu's UI is kinda stuffed up. It works OK but has A2's menu overlays behind and over A3's default. Also editor UI is messed up too and looks confusing. Any clues as to whats causing this Kju?

edit:

replaced the UI.pbo with old one and fixed the problem!

however Im now encountering problems when loading a mission I made before the 2 patches. After pasting in the files from the new patch, starting the mission - it goes through loading screen fine, gets into the game for a second then back to the loading screen again. It then stays loading forever, seems like its crashed.

Attached is my RPT (running AiA HQ + all the required mods, MCC and TPW mods) just in case.

https://drive.google.com/file/d/0B0brXnkugds_VVNKaG5aUFNEazQ/edit?usp=sharing

edit edit:

With the problem above, turning AiA HQ off brings everything back to normal. So it seems like there is a compatibility problem with old AiA patched to patch 2 + AiA HQ.

edit edit edit:

Apologies for the many edits, but after doing some more testing I think I figured out that the problem was with some script incompatibilities and not with AiA mod. However Im now getting CTD exiting from mission editor.

New RPT: https://drive.google.com/file/d/0B0brXnkugds_Tm1nMXhkdHNKejA/edit?usp=sharing

Edited by Modder

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Third patch is out. Check the first post for info and the download link (38 MB). Mirrors welcome.

Suggestions what to focus on for the next patch would be useful. Thanks :bounce3:

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Important notice:

It seems like BI changed something in the engine that broke their format for compressed missions.

I will ask others for assistance and see what can be done.

Unless BI will hotfix it (unlikely), there will be a hotfix for AiA in the coming days.

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;2702519']Important notice:

It seems like BI changed something in the engine that broke their format for compressed missions.

I will ask others for assistance and see what can be done.

Unless BI will hotfix it (unlikely)' date=' there will be a hotfix for AiA in the coming days.[/quote']

Does it have something to do with new DLC .ebo compression?

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I don't think so.

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