Jump to content
.kju

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

Recommended Posts

I downloaded Gameupdates.org torrent for AiA TP 2014 10 18 Patch (1.5 GB) and got the 270Mb patch instead?

TP and TP Lite torrent links are same - goes only to TP Lite...

Share this post


Link to post
Share on other sites

First post says:

IMPORTANT NOTE:

The new version is a full update. Delete the old @AllInArmaTerrainPack[Lite] modfolder first.

..which isn't true in case of current version.

Also thank you for working on this project :)

Share this post


Link to post
Share on other sites

Some of my mates get this error after updating. Anyone has the same problem.

They cant start arma3 with AIA TP.

" Addon `AIA_Buildings_config´requires addon AIA_Buildings_data

Circular addon dependency in ÃIA_Core´"

Srry they have loaded the rds island fix, no problem after deleting this.

Edited by Speedygonzales

Share this post


Link to post
Share on other sites

Possible dumb question incoming, but what happened to the ArmA 2 music tracks? Not a big deal by any means, but I'm pretty sure A3MP had it?

Share this post


Link to post
Share on other sites

Amazing pack. I just love Sahrani!

Just one gripe: There are currently no CfgPatches definitions which breaks Zeus completely*. Any chance of seeing this fixed?

Thank you so much for your hard work there, guys! In particular you, .kju; you've done so much for this series, it is almost frightening. ^^

*just tested MCC / Zeus with and without AiA: Any maps that contain a Zeus module only load with AiA disabled.

Share this post


Link to post
Share on other sites

MCC has Zeus built into it now, you don't need the ZGM module. Try removing it from the map in the editor then save and remove the Curator dependency from the mission.sqm if it is there.

Share this post


Link to post
Share on other sites

Any changelog for update? I downloaded it on PWS as well as you guys.... no clue what it does.. ? :confused:

Share this post


Link to post
Share on other sites
Any changelog for update? I downloaded it on PWS as well as you guys.... no clue what it does.. ? :confused:

First page is your friend.

Share this post


Link to post
Share on other sites

Is it the one from "2014-10-18" .... wtf

Confusing date system... that would have been 2 days ago... ??? :confused:

Doesnt look like European or american system to me... :confused:

Share this post


Link to post
Share on other sites

Just so we're all clear... :)

2014-10-18

----------

Added: Replace A1 buildings with improved SMD variants.

Added: A3 style grass to Chernarus.

Added: Chernarus summer version (WIP).

Added: Customized terrain lighting for desert type terrains.

Added: Make more community made terrains support custom lighting.

Added: Improved A2 Revised Lamps:

Added: Glow Materials to lamps and hide animation upon destruction of bulb.

Added: Hitpoints and Direction vertices to lamps.

Updated: Sidl type lamps and concrete power line lamp are now based on A3 lamps.

Added: Improved NAV Lighthouses:

Added: Lighthouse now emits light.

Added: Lighthouse has a visible flare.

Changed: Decreased rotation speed of lighthouse (was: 51deg/s~ | now: 18deg/s).

Changed: Lighthouse light would only work at certain periods, is now on for the entire duration of the spin.

Updated: Fire geometry was adjusted (materials and LOD).

Fixed: Red strobe light on top of lighthouse now emits light properly.

Added: Improved Stoplights:

Added: Animation and glow material for the blinking yellow light.

Fixed: Blinking yellow light is now visible again (increased intensity).

Added: A3 lighting to LHD.

Added: Set MapSize value for BI and community made terrains.

Changed: Improved AiA TP compatibility with IFA3SA (make sure to load AiA TP first!).

Changed: Revert Chernarus midDetailTexture back to the default A2 one.

Changed: Change surface water color back to default again and leave custom only for Chernarus.

Changed: Update Signs.pbo to use Signs2.pbo models whenever possible:

Updated: Replaced similar models with models from the updated Signs2.pbo.

Updated: New textures for Sign_Downhill, Sign_Uphill and Sign_Main_End.

Changed: Disable main menu intros for custom terrains.

Changed: Disable infinite terrain in Aliabad, Esbekistan, Hazar Kot, Tarin Kot for the time being to stop crashes.

Changed: Replace door icon with the A3 one.

Changed: Remove terrain listed in an alphabetic order as it causes issues when terrains are not present.

Fixed: AiA crashes when loading another terrain.

Fixed: A1 appartment building is flying.

Fixed: A1 red and white bar gate is rotated 90°.

Share this post


Link to post
Share on other sites
Newest Version AiA-TP > Opening Takistan in Editor > crash

http://nopaste.info/8871089a4d.html < RPT

That RPT still has the fuel tank issue logged, you sure that's the latest version of AiA. Actually not confirmed that was what they changed to stop the terrain change crash but I'm sure it is.

Share this post


Link to post
Share on other sites

Fault time: 2014/10/19 10:02:04

I know the patch says 18/10 but it was only available on the 20th forward I believe, I'd check the 1st page and get the 1.5gb update and try again.

Share this post


Link to post
Share on other sites
MCC has Zeus built into it now, you don't need the ZGM module. Try removing it from the map in the editor then save and remove the Curator dependency from the mission.sqm if it is there.

This might have been a misunderstanding. Somebody correct me if I'm wrong, but it would seem neither MCC (Add-on or mission version; there's no ZGM module within those) nor Zeus (the official Zeus missions) currently work with AiA TP.

Share this post


Link to post
Share on other sites

I've been using both just fine in TP. Addon version of MCC seems to work just fine, and the zues rights it gives me work too. Also works when I just place down a zues module in a blank mission.

I haven't tried saving anything though, so I can't report on that.

Share this post


Link to post
Share on other sites
I've been using both just fine in TP. Addon version of MCC seems to work just fine, and the zues rights it gives me work too. Also works when I just place down a zues module in a blank mission.

I haven't tried saving anything though, so I can't report on that.

Cool, thank you very much for the reply! It is most likely that I screwed up with the update then. I will have to sort it out. Cheers!

Edit: Hm, nope. My files are all good. Turns out the problem persists exclusively on a dedicated server. I can run Zeus just fine locally; when I use the exact same files on a dedicated server it won't load the mission or even crashes the server.

I very rarely get the following error message:

"No entry bin\config.bin/CfgPatches.aia_structures_data"

Addendum: It works on the dedicated server now that I use the "LITE" pack. I thought I'd be "smart" using the exact same files as the client for the server; turns out I am not smart.

NB: Use the "LITE" pack for dedicated servers.

Edited by The.D

Share this post


Link to post
Share on other sites
Is it the one from "2014-10-18" .... wtf

Confusing date system... that would have been 2 days ago... ??? :confused:

Doesnt look like European or american system to me... :confused:

It is indeed EU date format (or at least Swedish) but this I the reason I suggested using a simple version number like 1.xx instead since it's less confusing for the global audience ;)

BTW: This goes for all addons/mods/missions etc. not just AiA.

/KC

Share this post


Link to post
Share on other sites

Yeah , use version number... there isnt really any way to screw it up or anything, its pretty solid :cool:

Also i sent that date to my Danish freind.. he had no fucking clue why year was first lol.

Share this post


Link to post
Share on other sites

no offence Mike, but 2014-10-18 is pretty unambiguous.

If it had said 2020-10-10 now that might have left me puzzled... I'm not sure really what the fuss is here.

SJ

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×