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.kju

CAA1 public release

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LOL, i feel a bit dopey now. Thanks. Cant believe i didnt see that...

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@ TBuck

1) ArmA II engine issue - called Z fighting.

2) Non perfect texture replacement, I still like it a lot. You can use the standard vegetation this way.

3) I guess that it a problem with the custom object from OPX. Nothing we can do.

About your rpt:

a) Update CBA to 0.2.0.

b) Most message are warnings/for information. Nothing serious.

c) Most warnings by OPX cannot be sorted.

d) For CAA1 the warnings will be reduced as community tools become available to do so.

Thanks for your report.

In the future please create a ticket for each issue in

the CAA1 project space. Cheers!

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Hi, i just installed this mod and noticed that my Russian squads now speak in English... is there anyway i can have them speak in the default language without uninstalling the mod?

cheers

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As always in this case.

If you can tell me repro steps/send me a demo mission, I double check that.

Everyone with the problem so far failed to. Some reported after a complete reinstall

the problem was gone. So it is for you to choose what to try. :)

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Hello again Kju, your works are really nice and I really like also your newly clutter addon, some post ago I ask you one thing but you don't answer

I will... try again

I fly over South Saharani and I see a really nice street, from paraiso to ortego (great valley nice plants) and another one from arcadia to estrella that are missed in the complete version of Saharani and Saharani United

If you don't want to merge the south version with the saharani united one, tell me if is possible edit in someway the BIS island, I've no experience in these works and I just know by the names visitor and bulldozer newer tried

I "think" that not binarized version of BIS arma 1 islands are needed to modify the surface and the road network

( sorry for not perfect english )

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As always in this case.

If you can tell me repro steps/send me a demo mission, I double check that.

Everyone with the problem so far failed to. Some reported after a complete reinstall

the problem was gone. So it is for you to choose what to try. :)

Just put down one Russian squad on utes and on the opposite side of map put down one American squad as enemy... then be squad leader for Russians and give some random orders like formation change etc... you will hear the Russian men respond in the American voice... when i remove the mod they respond in Russian... :)

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@ Rubberkite

Yes. The problem is the permission to release modified BI worlds.

In my view it is not likely to achieve that.

---------- Post added at 18:49 ---------- Previous post was at 18:17 ----------

@ Cossack8559

Cannot reproduce.

For me as group leader the voices are still Russian.

The text chat is of course English (505 DVD version here).

Also talking to the Russian squad as separate unit is in Russian.

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@ Rubberkite

Yes. The problem is the permission to release modified BI worlds.

In my view it is not likely to achieve that.

---------- Post added at 18:49 ---------- Previous post was at 18:17 ----------

@ Cossack8559

Cannot reproduce.

For me as group leader the voices are still Russian.

The text chat is of course English (505 DVD version here).

Also talking to the Russian squad as separate unit is in Russian.

I have dvd version 505...

The guy you control (squad leader) will speak Russian... but the other soldiers all speak in the American voice...

i have many mods installed and the problem goes away if i remove CAA1 from my shortcut...

i will create a short video to demonstrate...

p.s i removed other mods such as SLX to make sure it happens when i use CAA1 and problem still remains :confused:

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Cossack8559 I dont doubt its related to CAA1 as every other day reports the problem.

Yet I was never to reproduce it and people sorted it themselves each time.

Here me as squad leader have Russian voices and the soldiers respond in Russian voice

as well. What is your player profile voice?

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I have male05.

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I have tested and I've tryed to use Editorupdate 102 with partial success :)

In the past I've build airport template for ArmA1 with runway at Rahamadi Antigua & Pita, for this I used some Object from Editorupdate 102 by lowfly

I try to use with CAA1, The frist problem is the version check that refer to 1.05 patch, I change to 1.04 and the addon start

The Addon works fine but some object doesn't works... the Lamp12 that i've used for runway lights generate an error

effects/ is not a class

and the mission doesn't load

I think there is a difference between ArmA1 lights effects and ArmA2, I've not good scripting expirience and I don't know how fix this, but for the other object works well.

For my Goal I've used Grass Cutter that remove Clutter and Grass from terrain surface And Runway pieces of texture..

The Runway papi lights works

The Runway (base) Light does'nt emit light I really appreciate if someone can tell me how to realize working light that can be viewed from far distance...

Tomorrow I'll post some screen to help people understend my problems.

here is the code that could generate the lights problem with Editorupdate 102

class AAStreetObjectLamp: AAStreetObject{

simulation = "fire";

effects = "AALampLigth";

icon = "\EditorUpdate_v102\icons\lightpole.paa";

class EventHandlers {

init = "[(_this select 0),""Auto""] exec ""EditorUpdate_v102\scripts\switchlight.sqs""";

};

};

class AAStreetObjectLamp2: AAStreetObjectLamp{effects = "AALampLigth2";};

class AAStreetObjectLamp3: AAStreetObjectLamp{effects = "AALampLigth3";};

class AAStreetObjectLamp4: AAStreetObjectLamp{effects = "AALampLigth4";};

class AAStreetObjectLamp5: AAStreetObjectLamp{effects = "AALampLigth5";};

class AAStreetObjectLamp6: AAStreetObjectLamp{effects = "AALampLigth6";};

class AAStreetObjectLamp7: AAStreetObjectLamp{effects = "AALampLigth7";};

class AAStreetObjectLamp8: AAStreetObjectLamp{effects = "AALampLigth8";};

class AAStreetObjectLamp9: AAStreetObjectLamp{effects = "AALampLigth9";};

class AAStreetObjectLamp10: AAStreetObjectLamp{effects = "AALampLigth10";};

class AAStreetObjectLamp11: AAStreetObjectLamp{effects = "AALampLigth11";};

class AAStreetObjectLamp12: AAStreetObjectLamp{effects = "AALampLigth12";animated = true;};

class AAStreetObjectLamp13: AAStreetObjectLamp{effects = "AALampLigth13";};

class AAStreetObjectLamp14: AAStreetObjectLamp{effects = "AALampLigth14";};

class AAStreetObjectLamp15: AAStreetObjectLamp{effects = "AALampLigth15";};

class AAStreetObjectLamp16: AAStreetObjectLamp{effects = "AALampLigth16";};

class AAStreetObjectLamp17: AAStreetObjectLamp{effects = "AALampLigth17";};

for CAA1 I also have some bug to report

when you're inside m113 m163 doesn't matter witch side, the window are grey... ( tomorrow screen of this issues) I need to push 0 numpad key to see outside the vehicles

the T72 report a bug in rpt like this:

Type T72, model ca\tracked\t72.p3d - structure of turrets in config does not match the skeleton

see you tomorrow :eek:

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> Type T72, model ca\tracked\t72.p3d - structure of turrets in config does not match the skeleton

Should not affect anything.

> M113

BI engine limitation.

> Editorupdate from a1

First the one from OFP all in one editorupdate is available here:

http://dev-heaven.net/projects/list_files/oac

No one ported the one from a1. Try to send Lester a PM. I heard he is/was working

on a port.

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> Type T72, model ca\tracked\t72.p3d - structure of turrets in config does not match the skeleton

Should not affect anything.

> M113

BI engine limitation.

> Editorupdate from a1

First the one from OFP all in one editorupdate is available here:

http://dev-heaven.net/projects/list_files/oac

No one ported the one from a1. Try to send Lester a PM. I heard he is/was working

on a port.

Thank you for answer

for M113 and Vulcan I hope you'll find a solution in future, because I like the CAA1 physic for these veichles. After some test I prefer your setting instead of vanilla ArmA 1 PhysX

I've looking around the forum and I found Lester work ! and Airport with working runway light so now I can build my Template to Saharani United ;)

here are the link if someone are intrerested in these stuff

http://www.armaholic.com/page.php?id=6194

http://forums.bistudio.com/showthread.php?t=88975

any news about Striker ?

:yay: Drin Drin Drin Drin Drin Banana Phone :)

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The Stryker will be part in CAA1 in one of the next updates.

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Nice to hear, I look also the GI-JOE link...

I hope to find integrated on CAA1 :)

:cool:

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I get Saharani with brown trees but I would like it with the default green vegetation. What addon should I remove to revert the island to its original green trees?

Thanks.

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I get Saharani with brown trees but I would like it with the default green vegetation. What addon should I remove to revert the island to its original green trees?

Thanks.

here you are :

The caa1_p_plants.pbo active by default is using the Autumn plants by Przemek_kondor:

http://www.armaholic.com/page.php?id=2965

If you want to play with the standard ArmA vegetation textures,

you can use the caa1_p_plantsClassic.pbo instead.

HowTo

-----

1) Move the caa1_p_plantsClassic.pbo and bisign files to:

.\arma2\x\caa1\addons

2) Move the caa1_p_plants.pbo and bisignfile to:

.\arma2\x\caa1\addons\#PlantsClassic

3) Launch CAA1 as always.

=============

- Important -

=============

If you use Yoma Addon Sync to update CAA1, make sure to both all files back

into the original position. Otherwise the file will be downloaded again.

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Thanks guys, it's nice to be able to chose between the two vegetations. Have the green one the Durg's feature (you can hide in bushes or AI cant see through bushes), or only the new brown has it?

Edited by VaiHalen

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Both have these features.

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It is back again very soon.

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