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.kju

CAA1 public release

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I could not download caa1 Is there a direct link?

Edited by kheiro

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@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

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Is there a direct link? or do I have to download a whole program to update just one addon?

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Use Yoma's Addon sync, then you should be able to download only files you don't have.

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@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

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Thanks, fixed.

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Too many people downloading? You can try to organize a mirror - only 2 GB pack :D

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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?

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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? :xmas:

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@ 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 by kju

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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?

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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

editor-1.jpg

Hit Preview and, after a minute or two...

olddear.jpg

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...

polis.jpg

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 by Bushlurker

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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!

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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?

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@ 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.

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Ok, thank you!

Imho the green summer trees should be default and the autumn should be a choice, but thats me.

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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 :)

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My probably stupid question :scratchchin: : I can use Addons from Arma1 (plane) in this map? its work? :icon_rolleyes:

(sorry for bad english)

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Did you read the FAQ yet?

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Need mirrors please if any1 could post links, I'm not downloading from Yoma Addon Sync.

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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.

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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.

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