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CAA1 public release

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Just run CAA1 and the map, it takes some time to load, but works perfectly fine.

If you binarize the terrain then it won't take so long to load.

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Gnat;1581508']If you binarize the terrain then it won't take so long to load.

Interesting, thanks.

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I'm a completed stupid idiot !!

I need a step by step guide on how to get Sakakah to run using Caa1.

Mine is still CTD after D'loading Caa1.

Do I put all of the files in one mod folder, including the island; or what do I do ?

I followed the directions on the DEV-Heavon page and it still doesnt work for me.

I am at a loss...:mad::aa::smash:

Sorry for the stupid question.

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Use one folder for CAA1 and another for the map, Sakakah is too cool.

259040400d2b4a0cf152ca6495e06ca76g.jpg

d748e965af081d0c5c17c728bba7cf946g.jpg

b7e4ac8752af5fe39b486c5e57565ed16g.jpg

3f42553c5da854e4e518663a812fec6a6g.jpg

3882db39043352a38166aa474a7591396g.jpg

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Gnat;1581508']If you binarize the terrain then it won't take so long to load.

The file is in pbo format. I can not binarize it with binpbo.exe nor unpbo it. How did you do that? It takes ages to load in the original form 1.0 which I used on ArmA. Can you help me please? :o

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Need some help fixing the road for afghan & avgani map.

I did the following steps but still seems to have error while running BinPBO, any help is much appreciated.

I have BIStools installed with P partition readied.

1. Unpacked out all pbo related to afghan and avgani, which includes opxroads,opxmisc,opxbuildings,opxplants using ExtractPBO.exe with DePBO.dll in system32

2. Cut and pasted all unpacked files and put it into a folder called "Project" in P:\

3. converted the original WRP files from afghan and avgani unpacked folder to 8WVR WRP format, and deleted the old WRP files.

4. Unpacked all CAA1 related worlds and objects and placed it into "Project" folder together with the afghan and avgani folders.

5. Re-binarize using BinPBO supplied from BISTool2.

The problem is I am still having error from the binarizing process and the map is not picked up in CAA1 ingame. Did I did it wrongly?

The logs shows missing p3d files, is this ignorable or it's map breaking? Thanks

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Use one folder for CAA1 and another for the map, Sakakah is too cool.

259040400d2b4a0cf152ca6495e06ca76g.jpg

d748e965af081d0c5c17c728bba7cf946g.jpg

b7e4ac8752af5fe39b486c5e57565ed16g.jpg

3f42553c5da854e4e518663a812fec6a6g.jpg

3882db39043352a38166aa474a7591396g.jpg

Was looking for this map, download link has been removed though = (.

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Anyone got ENSK working in ArmA2 without error massages that pop up on some places saying something is missing ?

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I would find it very helpfully if someone give a hint for running the current CAA1 project.

I know i have to download the 1.9 Gig main client, but i remember that there was many stuff to update with yoma tools. I didnt know what you need and what is optional.

Is there a full version of CAA1 now, which is updated and running without problems on Arma 1.5 ?Thanks

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Does anyone know if Sakakah loads in normal time with the latest CAA1 version, i have the original download but dont want to download 2gig again for not much change...

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Sakakah took forever with normal ArmA 1. It's gonna take roughly the same amount of time with CAA1 i assume. so 3-10 minutes.

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2 - 3 mins is ok, but it takes 10 - 15 for me?

I wish someone could make these large style desert maps for arma2...

Razani works fine though :)

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It's because the autumn plants replacement pack is enabled. Just remove the files from CAA1 (something like caa1_p_plantsAutumn.pbo and caa1_p_plantsAutumn.pbo.caa1.bisign) and put instead caa1_p_plantsClassic.pbo and caa1_p_plantsClassic.pbo, they must be in CAA1\Classic or something like that.

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MAGIC TORRENT:eek:

Am i totally stupid now?

I just linked the Torrent in my Download Manager, 3000 DSL, it took 2 minutes to change some "local data", thats what it said, and then i had my DL ready in 3 min, a full 2 GIG Folder with CAA1, huuuuuuuh?

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did it copy files from your arma 1 directory? that would do it

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It's because the autumn plants replacement pack is enabled. Just remove the files from CAA1 (something like caa1_p_plantsAutumn.pbo and caa1_p_plantsAutumn.pbo.caa1.bisign) and put instead caa1_p_plantsClassic.pbo and caa1_p_plantsClassic.pbo, they must be in CAA1\Classic or something like that.

ok, thank's

Edited by Minimalaco

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This is the error I keep getting when starting up the game. Any help with it is greatly appreciated.

CAA1_ERROR.jpg

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Some possible answers to your question about Avgani & Afghan Village installation : http://forums.bistudio.com/showthread.php?t=91808

Ah Thanks but I already got the map working just trying to see whether the AI is able to use the road properly by rebinarizing it.

Seems like there are alot of missing objects not available or my lack of skills ... ah well...

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It's because the autumn plants replacement pack is enabled. Just remove the files from CAA1 (something like caa1_p_plantsAutumn.pbo and caa1_p_plantsAutumn.pbo.caa1.bisign) and put instead caa1_p_plantsClassic.pbo and caa1_p_plantsClassic.pbo, they must be in CAA1\Classic or something like that.

Never mind...

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