kheiro 10 Posted November 18, 2009 (edited) I could not download caa1 Is there a direct link? Edited June 27, 2010 by kheiro Share this post Link to post Share on other sites
GI-JoE 0 Posted November 18, 2009 Great work, thanks for all the work kju and CAA1 team :) Share this post Link to post Share on other sites
bushlurker 45 Posted November 18, 2009 @kju Your Town Names pbo seems to be working... civs spawned and wandered around Corazol no probs in my test... They seem to appear from closed buildings (occasionally from the walls of closed buildings, rather than the doors), but once out and about they stand around, chat, run for cover - all the usual stuff... Well done yet again Kju! B Share this post Link to post Share on other sites
Kristian 47 Posted November 18, 2009 Is there a direct link? or do I have to download a whole program to update just one addon? Share this post Link to post Share on other sites
jibemorel 10 Posted November 18, 2009 Use Yoma's Addon sync, then you should be able to download only files you don't have. Share this post Link to post Share on other sites
bushlurker 45 Posted November 18, 2009 @Kristian... Were you asking about the civs .pbo?? Kju posted it on the previous page - it was just a test I think, though it seems to be working OK and doubtless he'll add it officially soon... The Autumn trees/plants update is available already via Yoma's Sync... B Share this post Link to post Share on other sites
NoRailgunner 0 Posted November 18, 2009 Thanks for update! Just in case that some people can read: CAA1 FAQ @kju the link "PlantsClassic" wiki page gives a 404 Share this post Link to post Share on other sites
gign4ever 10 Posted November 18, 2009 CAA1 Yoma addon sync server is so slow !!! 15 hours for 1gb ... Share this post Link to post Share on other sites
.kju 3241 Posted November 18, 2009 Too many people downloading? You can try to organize a mirror - only 2 GB pack :D Share this post Link to post Share on other sites
Callsign 128 Posted November 18, 2009 hey kju, thanks for having a play with the module stuff, i'm now able with your pbo (in the CAA1 Addons folder) to get civ vehicles spawning, but for some reason no actual people, would this be anything to do with the fact that in your new pbo, it hasn't got a defined name such as "$STR_LOCATION_CHERNAGORSK" for the towns (see below). class Names { class city_Chernogorsk { name = "$STR_LOCATION_CHERNOGORSK"; position[] = {6731.21,2554.13}; type = "NameCityCapital"; speech[] = {"Chernogorsk"}; radiusA = 300; radiusB = 300; angle = 0; }; I think im right in saying that either the functions or actual module scripts look for _Location but as ive said before ive never really done anything like this before so I could be wrong. I'll have another play and let you know how I get on. @Bushlurker, how did you manage to get the civs to work? Share this post Link to post Share on other sites
NoRailgunner 0 Posted November 18, 2009 Just made a simple test - got low fps and those errors show up: Warning: looped for animation: ca\cti_buildings\data\rtm\nestmg_gunner.rtm differs (looped now 0)! MoveName: kia_nestmg_gunner Clutter ca\plants\clutter_grass_sevenbaeuty.p3d uses alpha blending in some LOD - use renderflag AlphaTest instead Clutter ca\plants\clutter_grass_yellow.p3d uses alpha blending in some LOD - use renderflag AlphaTest instead Strange convex component ca\plants\palm_01.p3d in component24:geometryView Strange convex component ca\plants\palm_01.p3d in component25:geometryView Strange convex component ca\plants\palm_04.p3d in component56:geometryView Strange convex component ca\plants\palm_04.p3d in component57:geometryView Strange convex component ca\plants\palm_04.p3d in component58:geometryView Strange convex component ca\plants\palm_04.p3d in component59:geometryView Strange convex component ca\plants\palm_04.p3d in component60:geometryView Strange convex component ca\plants\palm_04.p3d in component61:geometryView Strange convex component ca\plants\palm_04.p3d in component72:geometryView Strange convex component ca\plants\palm_04.p3d in component73:geometryView Strange convex component ca\plants\palm_04.p3d in component74:geometryView Strange convex component ca\plants\palm_04.p3d in component75:geometryView Strange convex component ca\plants\palm_04.p3d in component76:geometryView Strange convex component ca\plants\palm_04.p3d in component77:geometryView Strange convex component ca\plants\palm_03.p3d in component15:geometryView Strange convex component ca\plants\palm_03.p3d in component16:geometryView Strange convex component ca\plants\palm_03.p3d in component17:geometryView Strange convex component ca\plants\palm_03.p3d in component18:geometryView Strange convex component ca\plants\palm_03.p3d in component19:geometryView Strange convex component ca\plants\palm_03.p3d in component20:geometryView Strange convex component ca\plants\palm_02.p3d in component20:geometryView Strange convex component ca\plants\palm_02.p3d in component21:geometryView Strange convex component ca\plants\palm_02.p3d in component22:geometryView Strange convex component ca\plants\palm_02.p3d in component23:geometryView Strange convex component ca\plants\palm_02.p3d in component24:geometryView Strange convex component ca\plants\palm_02.p3d in component25:geometryView ca\buildings\hut_old02_a1.p3d: house, config class missing Old style material 204 used in ReportStack not available Old style material 201 used in ReportStack not available Old style material 201 used in ReportStack not available Old style material 201 used in ReportStack not available Old style material 201 used in ReportStack not available Old style material 201 used in ReportStack not available Old style material 207 used in ReportStack not available Strange convex component ca\plants\palm_10.p3d in component12:geometryView Strange convex component ca\plants\palm_10.p3d in component13:geometryView Strange convex component ca\plants\palm_10.p3d in component14:geometryView Strange convex component ca\plants\palm_10.p3d in component15:geometryView Strange convex component ca\plants\palm_10.p3d in component16:geometryView Strange convex component ca\plants\palm_10.p3d in component17:geometryView Strange convex component ca\plants\palm_10.p3d in component28:geometryView Strange convex component ca\plants\palm_10.p3d in component29:geometryView Strange convex component ca\plants\palm_10.p3d in component30:geometryView Strange convex component ca\plants\palm_10.p3d in component31:geometryView Strange convex component ca\plants\palm_10.p3d in component32:geometryView Strange convex component ca\plants\palm_10.p3d in component33:geometryView Old style material 207 used in ReportStack not available ca\buildings\hut_old02_a1.p3d: house, config class missing Old style material 207 used in ReportStack not available Old style material 207 used in ReportStack not available Old style material 207 used in ReportStack not available ca\buildings\hut_old02_a1.p3d: house, config class missing Old style material 201 used in ReportStack not available Old style material 201 used in ReportStack not available Old style material 201 used in ReportStack not available Old style material 201 used in ReportStack not available ca\buildings\hut_old02_a1.p3d: house, config class missing Old style material 202 used in ReportStack not available Old style material 202 used in ReportStack not available Old style material 202 used in ReportStack not available Old style material 202 used in ReportStack not available ca\buildings\hut_old02_a1.p3d: house, config class missing Old style material 201 used in ReportStack not available Old style material 201 used in ReportStack not available Old style material 201 used in ReportStack not available ca\buildings\hut_old02_a1.p3d: house, config class missing ca\buildings\hut_old02_a1.p3d: house, config class missing Strange convex component ca\plants\banana_4.p3d in component04:geometryView Strange convex component ca\plants\banana_4.p3d in component05:geometryView Strange convex component ca\plants\banana_4.p3d in component21:geometryView Strange convex component ca\plants\banana_4.p3d in component22:geometryView Strange convex component ca\plants\banana_4.p3d in component23:geometryView Strange convex component ca\plants\banana_4.p3d in component24:geometryView Strange convex component ca\plants\banana_4.p3d in component25:geometryView Strange convex component ca\plants\banana_4.p3d in component31:geometryView Strange convex component ca\plants\banana_4.p3d in component33:geometryView Strange convex component ca\plants\banana_4.p3d in component34:geometryView Strange convex component ca\plants\banana_4.p3d in component35:geometryView Strange convex component ca\plants\banana_4.p3d in component36:geometryView Strange convex component ca\plants\banana_4.p3d in component38:geometryView Strange convex component ca\plants\banana_4.p3d in component39:geometryView Strange convex component ca\plants\banana_4.p3d in component40:geometryView Strange convex component ca\plants\banana_4.p3d in component47:geometryView Strange convex component ca\plants\banana_4.p3d in component49:geometryView Strange convex component ca\plants\banana_4.p3d in component51:geometryView Strange convex component ca\plants\banana_4.p3d in component52:geometryView Strange convex component ca\plants\banana_4.p3d in component53:geometryView Strange convex component ca\plants\banana_4.p3d in component54:geometryView Strange convex component ca\plants\banana_4.p3d in component58:geometryView Strange convex component ca\plants\banana_4.p3d in component127:geometryView Strange convex component ca\plants\banana_4.p3d in component138:geometryView Old style material 202 used in ReportStack not available Strange convex component ca\plants\banana_3.p3d in component07:geometryView Strange convex component ca\plants\banana_3.p3d in component08:geometryView Strange convex component ca\plants\banana_3.p3d in component09:geometryView Strange convex component ca\plants\banana_3.p3d in component10:geometryView Strange convex component ca\plants\banana_3.p3d in component11:geometryView Strange convex component ca\plants\banana_3.p3d in component12:geometryView Strange convex component ca\plants\banana_3.p3d in component13:geometryView Strange convex component ca\plants\banana_3.p3d in component14:geometryView Strange convex component ca\plants\banana_3.p3d in component38:geometryView Strange convex component ca\plants\banana_2.p3d in component10:geometryView Strange convex component ca\plants\banana_2.p3d in component11:geometryView Strange convex component ca\plants\banana_2.p3d in component12:geometryView Strange convex component ca\plants\banana_2.p3d in component14:geometryView Strange convex component ca\plants\banana_2.p3d in component15:geometryView ca\buildings\hut_old02_a1.p3d: house, config class missing Old style material 207 used in ReportStack not available ca\buildings\hut_old02_a1.p3d: house, config class missing ca\buildings\hut_old02_a1.p3d: house, config class missing Old style material 206 used in ReportStack not available Old style material 207 used in ReportStack not available Old style material 206 used in ReportStack not available Old style material 207 used in ReportStack not available Old style material 201 used in ReportStack not available ca\buildings\hut_old02_a1.p3d: house, config class missing ca\buildings\hut_old02_a1.p3d: house, config class missing Old style material 202 used in ReportStack not available Would be nice if you can create factions "SLA", "RACS", "ArmA Civies" and replace units, objects etc into the right selections. So nothing is going to mix or mess up. Just wonder if an unit/vehicle/static/weapon replacement files exist in kju's magic CAA1 box? Share this post Link to post Share on other sites
.kju 3241 Posted November 18, 2009 (edited) @ NoRailgunner There are all warnings. Some cannot be fixed as it would require the MLODs by BI. Some are due to a2 and will be fixed in time. The large majority is due to BI and it would require a lot of effort to sort them. Normally a binarize addon no longer shows the warnings, for some unknown reason they still do for a1 content in a2. Factions are defined and the units are assigned from what I recall: class CfgFactionClasses { class USArmy { displayName = "US Army"; priority = 1; side = 1; }; class SLA { displayName = "SLA"; priority = 2; side = 2; }; class RACS { displayName = "RACS"; priority = 3; side = 3; }; }; @ Callsign Pretty sure you are not correct. The class names are important. It may not work perfect, as from what I recall, invisible doors must be present for ALICE to work completely. Not sure if these are separate models or proxys of the a2 buildings or part of the buildings models itself. I assume people may not travel between towns as the neighbors array is empty. After all Bushlurker said a few posts above you, that it seems to work for him. So seems something on your end. Edited November 18, 2009 by kju Share this post Link to post Share on other sites
Callsign 128 Posted November 18, 2009 Sorry im not sure I made myself clear, I agree the class names are important, what I mean is yours are missing the "$STR_LOCATION_CHERNOGORSK" bit and wondered whether this made a difference? Share this post Link to post Share on other sites
bushlurker 45 Posted November 18, 2009 (edited) the $STR_LOCATION bit is indeed a name - it refers to a stringtable where all the names of chernarus towns are stored... Here's all I did... Placed Kju's caa1_c_town_names.pbo in my usual otherwise empty @TestStuff/Addons modfolder and launched standard arma, with CBA, CAA1 and OAC - usual working CAA1 setup, with @TestStuff on the end Placed myself in the centre of Corazol in the editor. Placed an "Ambient Civs" Module (no sync or anything - just dump it anywhere on the map) Hit Preview... After a minute or two you'll see a civ or two standing, walking or running around in the usual way... I haven't tried the Civ Driving on Sahrani yet though... In other words - I didn't do anything special... You see the civs appear from CLOSED buildings only - sometimes you need to wander about till you find a few closed buildings and lurk around the area... I'll post a pic shortly... ----edit---- here we go.... Player placed on map plus ambient civ module Hit Preview and, after a minute or two... This old dear appears - she's happy to chat (aren't they always) and, though she knows nothing about neighbouring towns (that bits not in the config yet), she tells me she's seen some Civs and some Civ Cars... That bit is interesting - cause as you can see from pic #1 - I didn't place an Ambient Civ Vehicles module.... Guess that must have been the JTD Ambient Traffic kicking in - though I didn't actually SEE any... Then this guy appears from another building in the same street... He's happy to chat too - he's also seen Civs and Traffic... I believe him, coz he's got a Hat - but I still ain't seen any... That was it... a literally 3 minute test... The civs seem to appear, see you and run away back indoors quite a lot - maybe I'm frightening... :D but they're spawning OK as far as I can see... I don't think by any means we've figured out all of how the Civs work... they seem more, I dunno... active on Chernarus, etc - on my usermade test island and on Sahrani they seem to just stand there quite a lot - though occasionally they walk or run around and they do seem to talk to each other if they "meet"... Certain parts of the "conversation code" seem to work OK - I was able to ask about targets and the weather... for them to know about other nearby towns I think the "neighbors" line in the config would need to be present... There's other "name/classification/thingies" which are present in abundance in the Chernarus config... "VegetationBroadLeaf"-named zones for example... merely marking forests?? or are these keypoint areas somehow used by the ambient animals module in some way?? (boars in woods, etc?). Similarly, theres "FlatAreaCity" and "Strongpoint" keypoint "zones" aplenty - what they're for I have no idea as yet... if they're all tied up with the modules maybe that area designation means something to the ACM module?? I dunno as yet... more experimentation required... Something like this for the Caa1 town names config should work... class Sara_Ortego_CC { name = ""; position[] = { 12355.6, 7095.83 }; type = "CityCenter"; radiusA = 200; radiusB = 200; neighbors[] = {"Sara_Cayo_CC","Sara_Ambergris_CC","Sara_Iguana_CC"}; demography[] = {"CIV",1,"CIV_RU",0}; angle = 0; }; That should get the Ortegans a bit more talkative about their neighbours and possibly travelling between towns... (PS - I just used random other towns for this example - it would need to be the actual proper neighbouring towns - if any - inserted for each city)... I'll post further if I discover anything else interesting on breaks from the endless "point - click - curse - point - click - swear" roadlaying that I suspect is gonna dominate my free time for the next two months :( B Edited November 19, 2009 by Bushlurker Share this post Link to post Share on other sites
andersson 285 Posted November 19, 2009 I guess the 'plantsclassic' also has durgs fix in it? :) And thank you kju, you gave me too much credit. You gave me the answer and when I failed you fixed it! Share this post Link to post Share on other sites
kabong 1 Posted November 19, 2009 kju, I found some ladders not working and the elevation of a few objects broken while exploring United Sahrani tonight (after updating CAA1 with latest Yoma tools). Are you aware that there are some issues? If so, are you planning to fix them? Should I report what ever I find? If so, at devheaven or here? Share this post Link to post Share on other sites
.kju 3241 Posted November 19, 2009 @ Bushlurker Thanks for the detailed explanation! Do you consider to make the neighbor definitions? @ andersson Yes. The other three changes are in there (AI view fix, ability to hide inside bushes, tanks rolling over trees). @ KaBoNG Yes, I did fix these in the past. Mainly by replacing it with an a1 model, instead of using the a2. Please post a new ticket for each here: http://dev-heaven.net/projects/cbp-caa1/issues Position and screenshot, or mission standing in front of the object. Thanks. Share this post Link to post Share on other sites
andersson 285 Posted November 19, 2009 Ok, thank you! Imho the green summer trees should be default and the autumn should be a choice, but thats me. Share this post Link to post Share on other sites
mr_centipede 31 Posted November 19, 2009 Ok, thank you!Imho the green summer trees should be default and the autumn should be a choice, but thats me. And for me too :) Share this post Link to post Share on other sites
Keshman 10 Posted November 19, 2009 My probably stupid question : I can use Addons from Arma1 (plane) in this map? its work? :icon_rolleyes: (sorry for bad english) Share this post Link to post Share on other sites
.kju 3241 Posted November 19, 2009 Did you read the FAQ yet? Share this post Link to post Share on other sites
Drew 10 Posted November 19, 2009 Need mirrors please if any1 could post links, I'm not downloading from Yoma Addon Sync. Share this post Link to post Share on other sites
Robalo 465 Posted November 19, 2009 Ok, thank you!Imho the green summer trees should be default and the autumn should be a choice, but thats me. +1. Porto looks kinda weird with the new colored trees. Share this post Link to post Share on other sites
Simon C 0 Posted November 19, 2009 Need mirrors please if any1 could post links, I'm not downloading from Yoma Addon Sync. It's on the 'How to download releases' page, you just have to read down it until you find the http single file download section. Share this post Link to post Share on other sites