Punisher5555 0 Posted August 27, 2008 Opteryx, Can you release a 1.2 version with this fixed for us simple folk? I love hard work you have done but this is a show stopper. Share this post Link to post Share on other sites
opteryx 1562 Posted August 27, 2008 Opteryx,Can you release a 1.2 version with this fixed for us simple folk? I love hard work you have done but this is a show stopper. Yeah it's annoying, I'll release a new version as soon as possible. I'm sorry, but I don't want to waste time compiling and uploading new versions just for one fix, I promise I will upload a new version the minute I'm done with the next build. -edit- Matt Rochelle will upload a temporary fix for now. Thanks Matt. Share this post Link to post Share on other sites
mattxr 9 Posted August 27, 2008 Avgani v1.1 [Fixed Config] .pbo http://www.gol-clan.net/downloads/avganifixed.rar Have fun  p.s Its not all the addons just the fixed main pbo. Share this post Link to post Share on other sites
Jinef 2 Posted August 27, 2008 For those you can't wait: http://ofp-zeus.com/download/avganihotfix.zip Weighs in at 0.6 kB for those who are watching their bandwidth. Happy Killing. Edit: lol, 5 seconds too late. Share this post Link to post Share on other sites
lee_h._oswald 0 Posted August 27, 2008 Thanks for the fixes! MfG Lee Share this post Link to post Share on other sites
Jinef 2 Posted August 27, 2008 Another error: opxmisc.pbo <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class buildings { opxbuildings.pbo <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class buildings { These shouldn't be the same ideally. May I suggest that you name the CfgPatches class after the addon name. Otherwise it will create an entry in the ArmA.rpt file on servers etc. Share this post Link to post Share on other sites
opteryx 1562 Posted September 5, 2008 I'm close to releasing the next build, if there's any bugs or flaws not mentioned in this thread I would like to hear them now. Share this post Link to post Share on other sites
oldbear 390 Posted September 5, 2008 I am wondering if gravity = 1g on Avgani, because due to an explosion a truck can fly hundreds of meters, and slugs are having tendency to rebound. That explains perhaps why the fuel tank is hovering above the ground in the junkyard in CG 20. What is the more annoying for me is the tendency of some walls, especially, those lining terraces, at police station 1st floor for instance to be permeable to bullets. What is surprising is that in the same house, some walls are and other aren't. But what's more, you can be killed by an AI, flat on his belly on the terrace, viewing and firing you through the wall. For one house, I have also found on the same wall a mix of permeable/impermeable parts as well as a bullet resistant window.Here I am firing with my Famas at this window : I like the map, it is a very interesting battlefield for PvP games as well as for Coops and I am playing it very often with my friends of the @ADO Team. I have already done MP missions for it and I will like very much to see it improved. I believe that all this map and models making is a great improvement for us, gamers thank you again ! Share this post Link to post Share on other sites
killswitch 19 Posted September 6, 2008 I'm close to releasing the next build, if there's any bugs or flaws not mentioned in this thread I would like to hear them now. Mentioned before, but clarified: <ul>[*] opxbuildings.pbo CfgPatches class ought to be opxbuildings instead of buildings. [*] opxmisc.pbo: CfgPatches class ought to be opxmisc instead of "buildings". Not mentioned before: avgani.pbo Bug: it has an incomplete addon dependency list. Assuming the two above addons are fixed, the list would be <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">requiredAddons[] = { { Â Â "CAData", Â Â "CABuildings", Â Â "CAMisc", Â Â "CAPlants", Â Â "CARoads", Â Â "CARocks", Â Â "opxbuildings", Â Â "opxmisc" }; Doing it this way, people will get sensible error messages if either the "opxbuildings" or "opxmisc" addons are missing when they try to start ArmA with avgani.pbo. Share this post Link to post Share on other sites
pauliesss 2 Posted September 6, 2008 What about this ? Quote[/b] ]Small bug on police station:http://i36.tinypic.com/qyecgm.jpg You can walk through this wall.... Share this post Link to post Share on other sites
gunterlund 0 Posted September 6, 2008 Also get this series of alerts in the arma.rpt file on startup Strange convex component opxbuildings\4str.p3d in component10:geometry Strange convex component opxbuildings\4str.p3d in component12:geometry Strange convex component opxbuildings\4str.p3d in component14:geometry Strange convex component opxbuildings\4str.p3d in component10:geometryFire Strange convex component opxbuildings\4str.p3d in component12:geometryFire Strange convex component opxbuildings\4str.p3d in component14:geometryFire Strange convex component opxbuildings\4str.p3d in component10:geometryView Strange convex component opxbuildings\4str.p3d in component12:geometryView Strange convex component opxbuildings\4str.p3d in component14:geometryView Strange convex component opxmisc\guardtower.p3d in component33:geometry Strange convex component opxmisc\guardtower.p3d in component34:geometry Strange convex component opxmisc\guardtower.p3d in component35:geometry Strange convex component opxmisc\guardtower.p3d in component40:geometry Strange convex component opxmisc\guardtower.p3d in component41:geometry Strange convex component opxmisc\guardtower.p3d in component42:geometry Strange convex component opxmisc\guardtower.p3d in component43:geometry Strange convex component opxmisc\guardtower.p3d in component33:geometryFire Strange convex component opxmisc\guardtower.p3d in component34:geometryFire Strange convex component opxmisc\guardtower.p3d in component35:geometryFire Strange convex component opxmisc\guardtower.p3d in component40:geometryFire Strange convex component opxmisc\guardtower.p3d in component41:geometryFire Strange convex component opxmisc\guardtower.p3d in component42:geometryFire Strange convex component opxmisc\guardtower.p3d in component43:geometryFire Strange convex component opxmisc\guardtower.p3d in component33:geometryView Strange convex component opxmisc\guardtower.p3d in component34:geometryView Strange convex component opxmisc\guardtower.p3d in component35:geometryView Strange convex component opxmisc\guardtower.p3d in component40:geometryView Strange convex component opxmisc\guardtower.p3d in component41:geometryView Strange convex component opxmisc\guardtower.p3d in component42:geometryView Strange convex component opxmisc\guardtower.p3d in component43:geometryView ca\cti_buildings\cti_factory_light.p3d: house, config class missing ca\cti_buildings\cti_hesco_5x.p3d: house, config class missing ca\cti_buildings\cti_heliport.p3d: house, config class missing ca\cti_buildings\cti_bunker.p3d: house, config class missing ca\cti_buildings\cti_hesco_5x.p3d: house, config class missing ca\cti_buildings\cti_hesco_5x.p3d: house, config class missing ca\cti_buildings\cti_hesco_5x.p3d: house, config class missing ca\cti_buildings\cti_hesco_5x.p3d: house, config class missing ca\cti_buildings\cti_hesco_10x.p3d: house, config class missing ca\cti_buildings\cti_hesco_10x.p3d: house, config class missing ca\cti_buildings\cti_hesco_10x.p3d: house, config class missing ca\cti_buildings\cti_hesco_5x.p3d: house, config class missing ca\cti_buildings\cti_hesco_5x.p3d: house, config class missing ca\cti_buildings\cti_hesco_10x.p3d: house, config class missing ca\cti_buildings\cti_hesco_10x.p3d: house, config class missing ca\cti_buildings\cti_sandbags_site.p3d: house, config class missing ca\cti_buildings\cti_sandbags_site.p3d: house, config class missing ca\cti_buildings\cti_barracks.p3d: house, config class missing ca\cti_buildings\cti_hesco_10x.p3d: house, config class missing ca\cti_buildings\cti_hesco_10x.p3d: house, config class missing Share this post Link to post Share on other sites
SD_BOB 10 Posted September 10, 2008 Hey, just a thought, if ure still improving this map, any chance you could take a closer look at the road system? especially objects placed next to roads and junctions. Thinks like electric pylons, some fences big sign posts and just buildings in general. The only thing i can see that is really letting this map down atm is the AI's inability to navigate the road system, because of objects. Just a thought like i said, cheers. Share this post Link to post Share on other sites
wipman 1 Posted September 11, 2008 Hi, there're some buildings that when get destroyed don't let any ruins too, there're a few ones; for example the cops station, that don't let any ruin after be destroyed. And that weird thing of the kind of base at the NW of the city that when you look at the S, from it's center... it makes a CTS; which is really sad because for me this is the best island made for the ArmA. Let's C ya Share this post Link to post Share on other sites
opteryx 1562 Posted September 11, 2008 Quote[/b] ] And that weird thing of thekind of base at the NW of the city that when you look at the S, from it's center... it makes a CTS; I don't understand, could you elaborate? Share this post Link to post Share on other sites
SD_BOB 10 Posted September 11, 2008 Another quick question lol, are the electricity pylons destroyable?? I cant seem to destroy them, i'm using the nearestobject with the object id, it works fine for other objects, but the pylons just wont go down. The reason i ask is that im trying to destroy a couple of pylons to allow vehicles better access around corners without getting stuck. Cheers. Share this post Link to post Share on other sites
opteryx 1562 Posted September 11, 2008 Another quick question lol, Â are the electricity pylons destroyable??I cant seem to destroy them, i'm using the nearestobject with the object id, it works fine for other objects, but the pylons just wont go down. Â The reason i ask is that im trying to destroy a couple of pylons to allow vehicles better access around corners without getting stuck. Cheers. No, they're intentionally indestructible because there's no way to make them collapse in a realistic manner, perhaps with RTM's... but that's not my thing... Share this post Link to post Share on other sites
laggy 0 Posted September 13, 2008 Hello, I have found that almost no buildings can be targeted, not even the ArmA original ones. If you are a tank commander, the only buildings you can target are the ones with ladders and then you actually target the ladder, not the building itself. I think this is something that needs attention, since it is crucial for typical "seeking out insurgents" missions, where you want to destroy a building rather than risk your own life entering it. Otherwise... awesome work, realistic, beautiful and atmospheric. Better looking than the original islands. Laggy Share this post Link to post Share on other sites