.kju 3244 Posted August 23, 2014 @ Tonic-_- Thanks a lot! Will try to integrate it. However there might be issues/limitations as in the latest dev there are even more changes. Share this post Link to post Share on other sites
tonic-_- 53 Posted August 23, 2014 ;2759745']@ Tonic-_-Thanks a lot! Will try to integrate it. However there might be issues/limitations as in the latest dev there are even more changes. Realized that I put this in the wrong thread (So many AiA threads o.O) but I actually just tested the config changes and it seems to work fine. Don't know about the dev-build but should work on that as I don't think they're changing around the userActions on buildings but can't confirm that. Share this post Link to post Share on other sites
papy.rabbit.08 0 Posted August 25, 2014 Any idea when the complete version will be released on playwithsix? :P Share this post Link to post Share on other sites
Dorak 11 Posted August 25, 2014 I fail to see what could be the usage of lockable door if you can't breach them with charges, etc. That's probably outside the scope of this mod though, but maybe you could contact the AGM team about that, and do some kind of neat combo wombo. Share this post Link to post Share on other sites
.kju 3244 Posted August 25, 2014 @ papy.rabbit.08 Unfortunately not in the foreseeable future. Share this post Link to post Share on other sites
.kju 3244 Posted August 28, 2014 (edited) 2014-08-24 (yeah somewhat delayed..) Patch is out. Details in the first post and links in the wiki. Lite version will be available in PwS later today. Edited January 8, 2015 by .kju [PvPscene] Share this post Link to post Share on other sites
luigim 0 Posted August 28, 2014 Mega mirror doesn't work for me. Share this post Link to post Share on other sites
.kju 3244 Posted August 28, 2014 @ luigim Any particular? Please post the link and where you got it from. Share this post Link to post Share on other sites
luigim 0 Posted August 28, 2014 Link here: https://dev.withsix.com/projects/all-in-arma/wiki/All_in_Arma_Standalone_Install_guide https://mega.co.nz/#!kpJlSZRY!yvoUrISeduz_AgJmyjG-VCOHAtxgJ904Wv_s2FhO0gk ---------- Post added at 10:32 ---------- Previous post was at 09:49 ---------- Torrent is 0% since 1 hour, no download progress. Share this post Link to post Share on other sites
.kju 3244 Posted August 28, 2014 @ luigim Seems to be an issue on your side or your internet service provider. Please check the download of the FAQ in the first post for further advice. Share this post Link to post Share on other sites
Masaketsu 10 Posted August 28, 2014 ;2745564']Hey guys' date='[b']this project and my modding activities are at a crucial turning point and I'd like to get your thoughts and suggestions on that topic[/b]. Let me give you some context first, explain the current situation next and what may come after finally - to give you the transparency and information to make a good judgement. Vision --- As a follow-up to CAA1 and TKOH-Rearmed, A3 Rearmed/All in Arma was meant to allow seamless integration of content from previous titles to A3. Goals --- The main focus was on BI content (A1/A2/OA/TKOH) Yet also to make community-made content available This was meant to work with little to no changes on the existing content itself Of course certain features from A3 would not be supported out-of-the-box that way It was meant to be available with the alpha release of A3 or in stages thereafter So in summary to both make lots of content available early on in the lifetime of A3 and to make sure all the endless of amount of work by community people would transition over to the latest series quickly and on a very large scale. History and background --- Note: You can learn some more details on the following story from this post in the "Opening up Arma 3 to paid user-made content" - How? thread. The short version is that I planned to end my now almost ten years career in OFP-Arma modding with a new game mode for A3. The goal was to simulate warfare in a persistent 24/7/365 scenario with a mix of elements from Planetside, DayZ and CTI among others built upon gameplay, realism and community values, like open to mods, open source and cooperation. On a smaller scale this was already done by the German community back in OFP known since as realwar with various offsprings in the various Arma titles, yet focused on an organized community with weekly/monthly sessions - my vision was to bring this to the general public and to be able to play it at any moment. As a project of such scale is a lot of effort, basically I tried to get BI interested, failed and tried to cross-finance its development by working for BI and others. In this thread's context: As a result I worked on A3 Rearmed for some time, which later became All in Arma as community project when BI decided to change priorities. Situation --- Personal -- Unfortunately both time-taking and income wise the different attempts to finance the project have been underwhelming to say the least. One has to understand that making a complex game mode is easily 3-6 months full time work. I have been pushing this for way too long and justifiable. Working part-time for Sickboy's company building Play withSIX for the last 6-9 months has allowed me to prolong this state for some more time, but it has come to a point where it is no longer feasible for me to continue like this. While BI has allow me to ask for donations for All in Arma, this has utterly failed. So far I have received for both AiA and IFA only 75€ (-5€ Paypal fees) in total by six individuals in the last 8 months. For context: That amount equals to 1-3 hours compensation for freelancer work of that kind in Germany.. or as another reference a regular job has 20-25€/hour pay. (A monthly salary is 3500-4000€ per month (before taxes) or 1.5 to 3 times as freelancer) Been occupied with those other jobs resulted in having only limited time to work on Arma modding. The time I had has gone mostly helping the Community Upgrade Project/people in general, helping the team to improve Iron Front in Arma 3 and to publish its updates - yet almost two and a half years later I was still not able to start the work on the game mode.. All in Arma -- Essentially there has been very little progress since the A3 alpha release 1.5 years ago for two main reasons: 1) Despite considerable support (top 30 in votes) BI was not willing or able to put resources into fixing the old vehicle simulation and some issues like ponds or infinite terrain, or extending their documentation efforts (more details). As such All in Arma and other A2/OA community-made content is of limited use for A3. To their credit they have released last fall the source data for A2+OA and thus allowing the community to port and upgrade the content with the new A3 features. Still it remains a lot of effort and not many people do it. Finally some weeks ago they have also released some of their internal development tools that help considerable in config work and tweaking PhysX for vehicles. This reduces effort a good deal at least. 2) Several people have joined the Community Upgrade Project, while a few others have shared their work with it. There is progress and some releases incoming. However you have to realize it is a lot of work to port content to A3 - especially vehicles; and A2+OA is a lot of content/ data to cover. As such it takes a long time. In addition it is only a small team of active people. As mentioned earlier this is where I have put most of my time by assisting their efforts; aside from the work on Iron Front in Arma 3 and AiA HQ. The All in Arma High Quality pack was meant as a bridge until content from CUP itself becomes available. Unfortunately as the replacements are somewhat complex, the used mods getting updated every once in a while and a large array of content to cover, it is also a lot of work - even with the content mapping assistance I am getting thankfully from Hannibal. There haven't been updates for a while as I simply wasn't able to make time/the time available was spent on the above, as well as to avoid double work with using CUP assets anyway and the overall effort for weapons and vehicles replacement being even higher. In general aside from merging into ported/upgraded assets from CUP or doing replacements there is simply not much I personally can do with my skill set to improve the overall playing experience and quality of the content. What is next --- Now there are basically three options: 1) Someone else takes over - I am open to that and have been asking around a bit already. However the complexity, scale and overall effort makes it not very likely to find someone up for the challenge. 2) Members from CUP have suggested to try to get the funding for the new game mode from community people that like my work at the site http://www.patreon.com, like dslyecxi has done successfully for his video projects. Personally I am doubtful after the crushing failure with donations, yet maybe its about presentation and promotion for the most part to get considerable more people to contribute. I'd love to hear your thoughts about this and if you were ever to consider providing support to modders in such way. 3) AiA goes into hibernation eventually going defunct by one of the next patches from BI (unless someone else makes a third party fix). Work list --- Here is a brief overview of the things I would still like to do for AiA/that would make sense: Standalone object pack for terrains to allow the download/use of single terrains (ie. just Chernarus) or a terrain only pack (a la A3MP) Potentially further separating the all-in-one package to sub modules (ie. infantry only, vehicles only, weapons only) Merge in all the improvements made by CUP once they become ready Merge in improvements provided by other community members Provide additional replacement configs for the AiA High Quality pack Make all BI SP missions from A2+OA working (the campaigns are for someone else) Make it possible to run OFP missions with AiA Closing --- For me All in Arma was one of the projects to help me finance the development of the new game mode, yet it didn't work out at all so far. For the community All in Arma could have had a huge impact even early on - sadly it didn't happen as explained above. That said it might still become a base to play non future era content and to make use of the community-made content for A2/OA. This largely depends if it will be continued to be maintained and merged with CUP releases. Otherwise it will probably fade away sooner or later. If I am gonna be part of that will largely depend on the success of people willing to help me fund my modding projects one way or another. Firstly, Allow me to thank you for the work done. It's critical that you maintain an honest rapport with the consumer/community. That said, I think the best direction is for individuals who specialize in specific area's to modularize this project. The entirely compartmentalized variant of this project is pivotal to the further development, a vision even I can foresee being difficult, but very, very rewarding if finished fully. Essentially, to manage a project like this some steps must be taken, and done so in a manner both timely and also patiently, these are my feedbacks on your word: -Begin with a template for each module. Complete one, fully working template, a good (great) example is a helicopter, fully ported with physical and code based aspects completed, this will become the framework for working in later data or if an SDK is released for this, mods to be ported, vital ones such as A2/OA mods. -Conduct the creation of the compartmentalized features one step at a time, if it is infantry, simply strip them of their gear for now, again, template and build an adequate set for each faction, gear and equipment can be rewritten later. -Be realistic, are we going to really play vanilla A2/OA missions? Probably not, a better way to view this is that player created content will make up this portion of the work and will save a considerable amount of time regarding mission build. -Terrains seem to be fine with the recent A3MP map + fixes, thus addressing a huge time span issue for development. So again, template one, fix the rest, at that point, write from that template, and compartmentalize projects so that a percentage of OA, A2, etc. is implemented successfully. However, I feel that I sense you're at a limit in your development days and exhausted from no funds. NOTE: This is normal, and after so long I think honestly bringing this project in a new, more streamlined, specific direction will save it from cancellation. I know one of the CUP developers, and if you deem necessary I can attempt to help, I've got big projects on my hands yet to be named, but may be of worth to you later on if and when I choose. However, I wish you luck in all these plans. Your work may yet be the most important, yet understated of ArmA legacy dev. Share this post Link to post Share on other sites
luigim 0 Posted August 28, 2014 Yes, here in Italy Telecom blocks mega.. now downloaded by torrent Share this post Link to post Share on other sites
.kju 3244 Posted August 29, 2014 (edited) Hotfix for game crashing when going to mission selection in SP/MP: AiA_MissionSelectionCrashingHotfix Extract to .\Arma 3\@AllInArmaStandalone[Lite]\addons and overwrite existing files. Background is this engine issue and the build script didn't build the correct type for the release and me not recognizing it earlier. Thanks to stlassen for the notification! ---------- Post added at 06:12 PM ---------- Previous post was at 05:42 PM ---------- @ Masaketsu Thank you. Wise words! That said you have misunderstood some parts or I didn't explain it in enough depth. Much what you suggest is what the Community Upgrade Project is for and has been done there/is in the process. My skillset and interest was always meant to do a basic port. The following hard part converting and porting the content itself is for others to realize. This is what CUP does. In CUP the progress is slow for many reasons; one being the limited leadership and lack of real organization, yet it is something I simply cannot provide as I don't have the time for it. It is a hobby project after all. For me AiA, aside from the benefits for the community, was always just a tool to be able to do the new game mode envisioned. Unfortunately due to the circumstances it didn't work well on both ends. That said there is progress with AiA (like the TP) and in CUP. Maybe the upcoming CUP releases will lead to a few more active and dedicated members to join the initiative by then. @ luigim Did you get it sorted now? Edited August 30, 2014 by .kju [PvPscene] Share this post Link to post Share on other sites
jcae2798 132 Posted August 29, 2014 Wow man big thanks. People like you make the community so awesome. Cant thank you enough for all the hard work. I'll donate what i can for the effort and making the game better and better by the day :) Share this post Link to post Share on other sites
stlassen 16 Posted August 30, 2014 ;2764386']Hotfix for game crashing when going to mission selection in SP/MP: It works. I can now play with AiA SA. :) I am seeing a strange thing' date=' though: https://www.dropbox.com/s/qhjm46s919hidgz/mission_list_bug.png?dl=0 It's like all he BIS missions and showcases are showing up in unnamed spots in the SP mission list. Cheers :) Share this post Link to post Share on other sites
scimitar 221 Posted August 30, 2014 ;2764386']Hotfix for game crashing when going to mission selection in SP/MP:AiA_MissionSelectionCrashingHotfix Extract to .\Arma 3\@AllInArmaStandalone[Lite]\addons and overwrite existing files. Thanks for the quick update. Does this also fix the same issue when going to campaign selection in SP? Share this post Link to post Share on other sites
.kju 3244 Posted August 30, 2014 @ JCae2798 You are welcome. :) @ stlassen It is a limitation. BI no longer supports subfolder naming of their own previous mission structure.. Similar problems exists in the campaign selection. Unfortunately they don't seem to care about their old content or user made content, and have crippled the UI without keeping others in mind. I will look into alternatives once more. @ Scimitar Yes. I have tested all SP options/menus and MP mission hosting. All should be fine again. Share this post Link to post Share on other sites
stlassen 16 Posted August 30, 2014 ;2764703']@ stlassen It is a limitation. BI no longer supports subfolder naming of their own previous mission structure.. Similar problems exists in the campaign selection. Unfortunately they don't seem to care about their old content or user made content' date=' and have crippled the UI without keeping others in mind. I will look into alternatives once more. [/quote'] That's sad! :/ Oh well, it is not a game breaker. ;) It's an amazing pack you have put together and I can live with that. Cheers Share this post Link to post Share on other sites
papy.rabbit.08 0 Posted August 31, 2014 I finally manage to download the 13.1 GB of the SA! However when lauchning, I got this message: "Addon 'AiA_CA_Config_Data_ParticleEffects' requires addon 'CAData'" Any idea why? This problem blocks me when trying to use other things ingame, such as mission or so... I tried to add the ca.pbo from A2, but it didn't help... Share this post Link to post Share on other sites
.kju 3244 Posted August 31, 2014 @ papy.rabbit.08 Don't use the dev branch. BI changed this on request recently. The next AiA update will align with that. Share this post Link to post Share on other sites
patrix87 15 Posted August 31, 2014 HI, I read the whole description of your "map pack" and I find it unclear what mod is integrated with it. I would suggest that you add the following to your description on Armaholic and on this thread ; -A list of the maps included in the pack -A list of fully integrated mods *(as an Example, Does Landtex is fully integrated or does it work only for cheranus. Do I need to download it again for it to work with arma 3 maps ???)(same thing for the lightfix) -A list of compatible and not compatible mods *(does A3MP is compatible with your pack)(I tried it and it seems that your map overwrite them)(BUT does A3MP-AP works with AiA SA ? since it's a pack of fixes for your maps but also other maps not included with your pack) Thanks Share this post Link to post Share on other sites
.kju 3244 Posted August 31, 2014 (edited) @ Patrix87 Fair points in general. However did you check the first post yet? * Lists all terrains in the pack * Has a FAQ at the end * All mentioned mods are fully integrated. Will add that to the FAQ and list the integrated mods there. * A3MP is obsolete with AiA TP. AiA TP is obsolete with AiA SA. Also explained in the FAQ. * AiA TP / AiA SA is compatible to any other mod. Just some are obsolete. * A3MP-AP can be used with AiA TP - however it basically only adds the terrain selection images anyway (and set an outdated lighting to the mentioned terrains - which is not recommended). Does that answer all your questions? Edit: Just realized this is the AiA SA thread.. my bad. Will add the terrain list also in here. Edited August 31, 2014 by .kju [PvPscene] Share this post Link to post Share on other sites
StarMox 10 Posted August 31, 2014 Congrats .kyu on wonderful project development and coordination! We definitely need a centralised and consolidated Arma 2 (1) content for Arma 3. I have just one question. Can the old campaigns from A2 A2OA and DLCs be played in A3 with this SA pack? thx in advance Mox Share this post Link to post Share on other sites
acekiler45 11 Posted September 1, 2014 hey is it me or did bi break the mod because the scar and the us vehicles are back in black again. Share this post Link to post Share on other sites
.kju 3244 Posted September 1, 2014 @ StarMox You are welcome. :) Some community made campaigns work fine, some do less, some not at all. Check out this post by Scimitar: http://forums.bistudio.com/showthread.php?174016-All-in-Arma-Standalone-(AiA-SA)-A1-A2-OA-content-in-A3&p=2739838&viewfull=1#post2739838 Edit: Also http://forums.bistudio.com/showthread.php?174016-All-in-Arma-Standalone-(AiA-SA)-A1-A2-OA-content-in-A3&p=2707857&viewfull=1#post2707857 The BI campaigns are pretty much broken altogether due to scripting changes, different AI behavior (too rigidly designed) and animations that need to be ported. @ Acekiler45 I have no idea what you are talking about. :) Please provide more info - screenshots and the arma3.rpt. Share this post Link to post Share on other sites