enad 11 Posted June 17, 2010 Is 1.7 gonna have updated African Foliage!? I really hope so! And ofcourse...the old grass. :) Share this post Link to post Share on other sites
ACPL Jon 68 Posted June 18, 2010 (edited) Can we haz smaller grass? You know... just so the AI don't **** us in the ass thru half-meter clutter half of the time... + can't wait + exact ETA? Edited June 18, 2010 by JonPL Share this post Link to post Share on other sites
[aps]gnat 28 Posted June 18, 2010 + exact ETA? For the amount of times this gets asked, I think Admins should add this one to the list of Permanent Ban offences ;) BTW, looking forward to the new release! Share this post Link to post Share on other sites
ACPL Jon 68 Posted June 18, 2010 Oh come on. My team is a bit late with it's addonpack update - which contained Duala 1.6 -.- The new version was about to get uploaded today, but because of the IceBreakr announcment we decided to delay it even more. The update is pretty critical, that's why I ask the "pain in the ass" question, k? + don't spam Share this post Link to post Share on other sites
eggbeast 3673 Posted June 18, 2010 he's on holiday for a week i rushed the units over at midnight before he left but he must have had other stuff to put in Share this post Link to post Share on other sites
[aps]gnat 28 Posted June 18, 2010 + don't spam Ha ha ha .... youre funny. And as an addon maker myself, I have some authority to comment on people who ask that question. Its done when its done Share this post Link to post Share on other sites
R0adki11 3949 Posted June 18, 2010 Gnat;1653265']For the amount of times this gets asked' date=' I think Admins should add this one to the list of Permanent Ban offences![/quote']I would agree with that, many of the older members of this forum must get sick of the question when its it going to be released. Anyway fantastic Island, i like that there are units included with the Island makes it much more worthy of downloading, also kind of reminds me of Tonal from OFP days :) Share this post Link to post Share on other sites
eggbeast 3673 Posted June 19, 2010 all you need now is the Dynamic Sound AI (RUG DSAI) mod - that means you can hear enemies sneezing and chatting over the wall in arabic http://www.armaholic.com/page.php?id=6092 I might need to revisit the molatian units to make surethey speak arabic with this mod. someofthem werespeakingspanish last night lol. cleared the whole of bolabongo with a silenced uzi from RH_smg... wicked fun.... (from behind wall) "cough... mutter" *leans and aims* brrrrrp brrrrppp... thud [REPEAT] awesome map Share this post Link to post Share on other sites
icebreakr 3157 Posted June 21, 2010 v1.7 is kinda done, but we're still doing final tests internally. It will be available later this day. Changelog: - upgraded and optimized ground clutter for jungle and also savannah - removed two bridges and replaced with crossings compatible with AI but can also be "jumped" across by boats - moved hangar at Molatian Intl Airport near taxiway so larger planes can now navigate it - fixed misplaced fuel bunker sandbags in NW Bolabongo - various terrain fixes - updated T55 config (tnx 2 Dimitri Harkov) - updated Afrenian & Molatian soldier classes (tnx 2 eggbeast) - Molatia opened up new Mangomak island for tourists (NorthEast) Share this post Link to post Share on other sites
eggbeast 3673 Posted June 21, 2010 New Target for Evolution: Mangomak. Embark, seek and engage... Share this post Link to post Share on other sites
-martin- 10 Posted June 21, 2010 Icebreakr, if its possible for the island to run on a lower game version could you change the required game version in the config to 1.0 please. I can't load the island because I don’t have the latest version and I don’t see a need to have the required game version so high if the island work on lover versions. Thanks I tried to unpbo the island my self and change the version but somehow it doesn’t load can't wait to buy a new arma 2 disk soon Share this post Link to post Share on other sites
sweguy96 10 Posted June 21, 2010 Ice, what planes should afreene air force have?? I've sent you an pm of a plane they could have Share this post Link to post Share on other sites
icebreakr 3157 Posted June 21, 2010 (edited) -Martin-: requiredVersion = 0.1; it should work? :) sweguy96: if you have Draken addon ready, I'm all up for it ;) Does anyone know how to get rid of these "default" errors - I'm using original objects and even have pbos as required (CAMisc, CABuildings, etc.)? ca\misc2\samsite\powgen_big.p3d: house, config class missing ca\data\library\roadbarrier_light.p3d: house, config class missing ca\misc\fort_envelopebig.p3d: house, config class missing ca\misc\fort_envelopesmall.p3d: house, config class missing ca\buildings\tents\fortress_01.p3d: house, config class missing ca\buildings\tents\fortress_02.p3d: house, config class missing ca\buildings\tents\camo_box.p3d: house, config class missing Everything else seems to be sorted out... and I have a suprise for you guys in v1.7, especially guys using the Afrenian army ;) Edited June 21, 2010 by IceBreakr Share this post Link to post Share on other sites
eggbeast 3673 Posted June 21, 2010 fingers crossed for a su24 Share this post Link to post Share on other sites
-martin- 10 Posted June 21, 2010 -Martin-: requiredVersion = 0.1; it should work? :) For some reason it doesn't work, none of your islands work in my game :biggrin: I'll try once I get a new copy of ArmA 2 Share this post Link to post Share on other sites
Specialist 10 Posted June 21, 2010 v1.7 is kinda done, but we're still doing final tests internally. It will be available later this day.Changelog: - upgraded and optimized ground clutter for jungle and also savannah - removed two bridges and replaced with crossings compatible with AI but can also be "jumped" across by boats - moved hangar at Molatian Intl Airport near taxiway so larger planes can now navigate it - fixed misplaced fuel bunker sandbags in NW Bolabongo - various terrain fixes - updated T55 config (tnx 2 Dimitri Harkov) - updated Afrenian & Molatian soldier classes (tnx 2 eggbeast) - Molatia opened up new Mangomak island for tourists (NorthEast) Great news! Duala is one of my favorite maps Share this post Link to post Share on other sites
Mark Starkiller 10 Posted June 21, 2010 For some reason it doesn't work, none of your islands work in my game :biggrin: I'll try once I get a new copy of ArmA 2 Well, they work for me and Charlie foxtrot campaign 4 is on Island Duala 1.6. Share this post Link to post Share on other sites
icebreakr 3157 Posted June 22, 2010 I'm awaiting beta feedback, then releasing v1.7. I also need advice what to do with ibr_plants.pbo that is shared by Panthera island - should I leave the old key, I didn't change the content anyway? Share this post Link to post Share on other sites
eggbeast 3673 Posted June 22, 2010 we run duala and panthera in the same folder called @islands/addons this way the conjoined files are run together all the time... using arma 2 launcher we have 3 profiles:cherno, sahrani and islands. (although each ofthese has another profile +mods or -mods - so 6 profiles in all) namalsk and thirsk are also in @islands this way the mods are loaded (or not) along with the appropriate island. having duala and panthera loaded makes no difference to performance as far as we can see. Share this post Link to post Share on other sites
killswitch 19 Posted June 22, 2010 I'm awaiting beta feedback, then releasing v1.7.I also need advice what to do with ibr_plants.pbo that is shared by Panthera island - should I leave the old key, I didn't change the content anyway? If the file didn't change at all (same checksum as before), then you could keep the old ibr.bisign/bikey for that file. (The v1.7 isladuala.pbo file though ought to use a new key/sign file that correlates to the version, as suggested earlier in this thread)Many thanks for Isla Duala and all the other islands you've made! Share this post Link to post Share on other sites
eggbeast 3673 Posted June 22, 2010 tested it over the last 4 hours and it's running very smoothly. no issues with the units. haven't seen a T55 yet - we might capture one eventually - but the pinzgauers are all working fine. The new usland is indeed there offthe NE coast, will fly over and have a look later. the guys are in our server atm testing the mission update Evo Duala Afro v4 - I've amped up the reinforcements and we're using RH_SMG pack plus dunebuggies, landrovers, hinds and F4's to kick some butt. I'll be back on 10pm GMT and we'll test it further... so far I'd say it seems smoother for sure. Share this post Link to post Share on other sites
icebreakr 3157 Posted June 23, 2010 Tnx eggbeast. I found couple of errors and fixed them yesterday. I've spent couple of hours to improve the terrain and added couple of suprises ;) everything is ready except one thing: someone mentioned enemy cannot enter buildings in Kinsella(?) due to height differences (AI paths burried in ground). Can someone post shots which buildings are needed to fix? I'm releasing the addon today. Also tell me if you're missing a civilian module in one of the smaller villages - I just need the name and I'll add it in. New size is around 280MB 7zipped. So I'll post a separate pack "island only" in case someone doesn't need all the new units. Share this post Link to post Share on other sites
galzohar 31 Posted June 23, 2010 (edited) http://rapidshare.com/files/401960272/kinsella.rar.html This mission has a game logic on top of each building that the AI cannot path into (in order to add them to an array of buildings that I make UPSMON ignore). Note that the units already placed on top of the building can path fine inside the building, they just can't get in if they start outside. Of course, I only checked Kinsella, other towns might have similar issues. Edited June 23, 2010 by galzohar Share this post Link to post Share on other sites
enad 11 Posted June 23, 2010 (edited) Yeah guys, the new update is awesome! Watch out! Icebreakr, I'm not ingame atm, so does the Ambient Civilian Module work yet? I've spent couple of hours to improve the terrain and added couple of suprises ;) Awesome, I love surprises! :D 1.7 is almost perfect! One thing I wish...is that there was one area, that used Sand similar to the sand in Sahrani, on the southern part of the Southern Island...and then a big oasis with some nice palms(berghoffs new foliage pack), obviously will a small pond in the middle. That would be so cool. :P What about replacing some of those palms with Berghoffs new palms? I think his new ones look 100X better than the old ones.(I'm not sure if the old palms are his or Optetyx's) Edited June 23, 2010 by Enad Share this post Link to post Share on other sites
icebreakr 3157 Posted June 23, 2010 Enad: there is an oasis already. I'm not using Berghoff new plants on Duala until they are complete and fully optimized. galzohar: I've fixed Kinsella (hopefully). Expect release soon. Share this post Link to post Share on other sites