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.kju

All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3

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Hey, if you want error free namalsk, there is lite version of it on pws (@namalsk_lite). And then if you use my A2 fix config with it - http://forums.bistudio.com/showthread.php?182032-ASCZ-A2-Map-Fixes-%28for-A3MP-AIA%29 it will fix most of other issues. ;)

Cannot download namalsk_lite (my SIX client, Armarize, does not like me these days), but with the files I mentioned plus your fix it all works fine. Thanks for your maps fixing project!

Edited by tortuosit

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Is there any chance we can continue to get patches for each update, or will we have to update/download it all? For folks who update from sources other than PwS, the individual patch downloads were fantastic.

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I deplted my stuff first, then DLed new one thru pws, my friend just patched his old stuff thru pws...

No problems on either end we played mp, no problems

Tldr: you can patch without it breaking, don't see anything to the contrary

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can somone respon please ?! :)

i haven't see the arma 3 grass style in this update is this normal ?

Come on, don't bump a thread after a few hours. Give them some time to respond.

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;2775852']

@ gatordev

Not sure where you got this error from:

> bin\config.bin/CfgVehicles/MH60S

You have to disable your mods one by one to find out.

Yeah' date=' this one is kicking my butt. Not sure where it's coming from, but I'll figure it out...along with a "Hellskitchen_billboard" that I can't find.

Plus get the A3 version of @fata.

It's already in there, just not labeled "correctly." Works like a charm (and one of my favorite maps).

Make sure to disable @chernomist and @RDS_A2_IslandFixes.

That seemed to fix the issue. Thank you for taking the time to look.

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i get this error downloading with six, only with this mod

Type: Six.Core.Domain.Sync.Repositories.Internals.ChecksumException

Message:

See log for details

Source: withSIX-Play

TargetSite: Void (., Boolean, System.Linq.IOrderedEnumerable`1[Â.])

Data: [smartStackFrames=System.Collections.Generic.LinkedList`1[system.Object]]

StackTrace:

at €..( , Boolean , IOrderedEnumerable`1 )

at €..( , Boolean )

at ..()

at System.Threading.Tasks.Task.InnerInvoke()

at System.Threading.Tasks.Task.Execute()

--- End of stack trace from previous location where exception was thrown ---

at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)

at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)

at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd(Task task)

at Â...()

--- End of stack trace from previous location where exception was thrown ---

at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)

at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)

at Â...()

--- End of stack trace from previous location where exception was thrown ---

at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)

at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)

at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd(Task task)

at Â...()

--- End of stack trace from previous location where exception was thrown ---

at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)

at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)

at —..–.()

--- End of stack trace from previous location where exception was thrown ---

at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)

at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)

at Six.Core.Domain.Games.Legacy.RepoActionHandler..()

--- End of stack trace from previous location where exception was thrown ---

at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)

at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)

at Six.Core.Domain.Games.Legacy.RepoActionHandler..()

--- End of stack trace from previous location where exception was thrown ---

at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)

at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)

at —..Â.()

--- End of stack trace from previous location where exception was thrown ---

at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)

at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)

at —..Â.()

--- End of stack trace from previous location where exception was thrown ---

at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)

at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)

at —..Š.()

--- End of stack trace from previous location where exception was thrown ---

at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)

at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)

at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd(Task task)

at —..‰.()

--- End of stack trace from previous location where exception was thrown ---

at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)

at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)

at Six.Core.Domain.Games.Legacy.RepoActionHandler..()

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Yeah, this one is kicking my butt. Not sure where it's coming from, but I'll figure it out...along with a "Hellskitchen_billboard" that I can't find.

It's already in there, just not labeled "correctly." Works like a charm (and one of my favorite maps).

That seemed to fix the issue. Thank you for taking the time to look.

The "hellskitchen" stuff is related to the Sangin Map I believe.

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@ il_padrino

I see. :)

@ tortuosit

> "factions: [bin\config.bin/CfgFactionClasses/CIV]"

Thanks - fixed in the next update.

> error free Namalsk

Please upload the rpt log file.

> @gdsn_islandlightingfixes

Is not an option as its a crude workaround to get the A2 state back,

but loosing the new features of A3 along the way.

More docu from BI is needed for the new system. :mad:

@ sofianebilal

I have asked Fabio to assist you. :)

@ Phantomsmedia

As mentioned this time a patch did make sense as 90% of the pbos were changed.

In the future it will be (smaller) patches again.

@ gatordev

Good to hear. :)

@ AngelWingGamingJacob

Contact PWS support.

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@ TheCapulet

So far not. The technology didn't exist back then.

We have consulted some modders with knowledge on this and will see if we can add some.

However it might be difficult for community made terrains.

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Hi, kju!

I have the same trouble with A3-style grass on Cherno.

I think me and sofianebilal have the same problems with it.

A3 dev and AiA TP only.

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Looks like someone left some groups configs in again or something, hence the reference of some takistan I factions tuff

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...although I personally feel this particular mod goes a bit too far in terms of trimming the grass and reducing variety.

I agree with you so I made my own "lower grass version" that IMO keeps much of the organic feeling.

Feel free to give it a try...

http://keycat.no-ip.net/files/KEY_Grass.zip

Also PM'ed the config to kju so he/they can use it in AiA if/as they see fit.

/KC

Edited by KeyCat

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@ djotacon

As it says its a mission specific marker.

However I will see that AiA TP includes all of them.

@ MikeTim

Where do you see a reference to a faction here? It is a marker as it shows.

@ KeyCat

Thanks forwarded to Ace. He will provided a new clutter/grass setup for Chernarus. :)

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@ .kju [PvPscene] @MikeTim

"As it says its a mission specific marker.

However I will see that AiA TP includes all of them."

Is a direct try to run a mission based on A3MP on your new pack and I found this error.

Yes is a conflict related to a Marker create with CAF_AG1.5 (classname Faction_TKM_EP1 - marker related to a faction inside the mod -).

I make a redone of the mission to avoid this errors. Thanks for your comments.

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Noticed a few new problems with building on Sahrani http://imgur.com/a/ZbKfK

Mabey due to SMD buildings the smaller versions also do not have doors will post more soon

-----Noticed somon else reported sorry for repost

Edited by jones140
REPOST

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Jones i posted the same apartment building floating thing too, yeah it's definitely an issue

Also @kju sorry of misinforming, I just glanced at it this morning, but since you actually know what it is unlike me, hopefully it gets sorted out :D

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The "hellskitchen" stuff is related to the Sangin Map I believe.

Yeah, I know, but I couldn't the damn file until last night. Problem solved. For the record, it was "billboards.pbo".

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Regarding this:

Added: A3 style grass to Chernarus.

What A3 style grass was added and where exactly? I had high hopes in this after seeing the picture with the new grass, but I was trying different locations in Cherna and could reproduce the picture at all. If there's any new grass, it seems really hard to find.

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Yup I saw no indication of any new grass style either.

Also no offense but did you guys play test this stuff, we have buildings floating 30 feet from the ground in every major city in Sahrani :)

As a programmer who has done cooperative projects I understand how hard it is to merge work (be it code or content) but maybe take an extra week before next release to make sure it doesn't explode the game or invert gravity :)

Also still have no idea what "added: integrate SMD buildings" means..... Doesn't really make sense sorry:(

Good work on fixing those lights though, I thought I saw in pansyfausts screens he made some type of working street lamp, like what was that and are you guys gonna use it? I think working street lamps (sorry I mean traffic lights derp) would be really cool

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Yup I saw no indication of any new grass style either.

Also no offense but... maybe take an extra week before next release...I think working street lamps (sorry I mean traffic lights derp) would be really cool

do you want some whipped cream on top of that? :D

but in all honesty, i guess kju is reliant on all of us as testers, thats a bit asked too much to look through 8 trillion km² of map content before each release and in the end of the day, there is no other mod that i know of so far that receives as frequent and as comprehensive updates as AiA. I think thats a way to look at it too...

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Yeah I know, my biggest issue was just the floating apartment building, like ok, if grass doesn't work nothing lost, but if you have a floating building obviously it really isn't usable when your playing or something. (Psst, I really like the building model it's my favorite from ofp :) )

For instance if I add 1 new building to the game I think I would check it, but it's nothing to argue or procrastinate about obviously now we just have to find the bugs and fix them, ( as you said, frequent updates and nobody can disagree with that, they are doing a good job of active support )

I'm sure next release will sort the issues out.

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@Fabio_Chavez If you are gonna quote someone's question, the least you can do is say something about it. There's been reports of the new A3 grass not showing up since the release, and nobody has said anything about it. Now you quoted the question, but made no further reference to it?

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