grub 10 Posted June 2, 2011 Good news: Duala v1.95 is complete since yesterday evening, including units. Big thanks to Wld427, Myke, NZDFCrash, zGuba, RKSL-Rock, Franzi and others for helping me out with the open issues. I didn't get the permission from Col.Klink (yet) to use A4 Skyhawks to improve the Afrenian attack capabilities, but Myke fixed Viggens so that they don't require Missilebox or any CBA/XEH stuff.Bad news is that I'm super busy with RL for the next two days, so I don't have time to pack everything up and do the final bug-check. I hope to have all ready by the weekend. You go and enjoy yours, you've worked hard. Thanks to all involved also. Looking forward to the release. Share this post Link to post Share on other sites
R0adki11 3949 Posted June 2, 2011 sounds great IceBreakr, love you addons. :) Wish i could find the same sort of time to do my own addons. :o Share this post Link to post Share on other sites
PSYCHOSIM 0 Posted June 2, 2011 Great news, can't wait to try the updates. Shame about the A4 permission issues. Share this post Link to post Share on other sites
Rovka 14 Posted June 2, 2011 Oh I can wait, no need to rush anything. I cannot agree more with Grub here. :) Especially when it's highly neccessary for you to enjoy a nice long weekend off the hook. But thanks for having continued on expanding Duala in the first place! Share this post Link to post Share on other sites
nobrainer 0 Posted June 2, 2011 w00t! Great news Ice!!! Looking forward to 1.95 for sure. Share this post Link to post Share on other sites
jedra 11 Posted June 4, 2011 Hi, I am in the middle (being optimistic) of writing a campaign on Isla Duala. In one section the player is required to ride in the back of a Pinzgauer 710M Police car. I have noticed that when they do the report file gets spammed with... Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' The campaign has a few mods loaded (including ACE & PRACS) so I tested again using Vanilla OA and just Isla Duala and its dependencies loaded. I have unpacked some of the BI files and that particular sound is there, so I don't think I am missing anything from my Arma2 install. Duala and it's dependencies are configured on my system by Six Updater. I have verified the files and they are current. OK, I can use a different vehicle, but the campaign is very much about Duala and it's inhabitants and I would like to keep it true to the back-story if possible! I have put the rpt file in spoiler tags below if its any help. This run was produced, by placing a police car on the map using the SP Editor and driving it in internal view for about 30 seconds in preview. This island is one of (if not the) best islands in Arma2 by the way - you have done an amazing job. ===================================================================== == E:\Games\steamapps\common\arma 2 operation arrowhead\arma2oa.exe == "E:\Games\steamapps\common\arma 2 operation arrowhead\arma2oa.exe" -cpuCount=4 -showScriptErrors -noSplash -noFilePatching -exThreads=7 "-mod=e:\games\steamapps\common\arma 2;Expansion;@CBA;@GLT_MissileBox;@brg_africa;@isla_duala" ===================================================================== Exe timestamp: 2011/04/02 09:09:22 Current time: 2011/06/04 12:51:44 Version 1.59.79384 Item str_disp_server_control listed twice Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02 Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02 SetFace error: class CfgFaces.Man.WBJ not found Error: Error during SetFace - class CfgFaces.Man.WBJ not found [114,27.166,0,"XEH: PreInit Started. v3.0.6"] [114,27.238,0,"MISSINIT","intro","Desert_E",false,true,false] [114,30.08,0,"XEH: PreInit Finished"] [114,30.218,0,"XEH: VehicleCrewInit: 14"] [307,31.668,0.1,"XEH: PostInit Started"] [307,31.723,0.1,"CBA_VERSIONING",["#CBA_HASH#",["cba"],[[[0,7,5,158],-1]],[[0,0,0],0]]] [307,31.733,0.1,"XEH: PostInit Finished; [true,false,false,true,false,true,true,true,true,false]"] 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 Old style material 204 used in ReportStack not available Old style material 205 used in ReportStack not available Old style material 207 used in ReportStack not available Old style material 204 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 206 used in ReportStack not available Old style material 207 used in ReportStack not available Old style material 207 used in ReportStack not available Warnings in ibr\ibr_dtowns\vez_ropa.p3d:11000 Warnings in ibr\ibr_dtowns\vez_ropa.p3d:11000 Error loading control bin\config.bin/RscDisplayArcadeUnit/controls/CA_ValueFaction/ Error loading control bin\config.bin/RscDisplayArcadeUnit/controls/CA_ValueClass/ Error loading control bin\config.bin/RscDisplayArcadeUnit/controls/CA_ValueVehicle/ afr_pinz_police: HideGlass1 - unknown animation source glass1 afr_pinz_police: HideGlass2 - unknown animation source glass2 afr_pinz_police: HideGlass3 - unknown animation source glass3 afr_pinz_police: HideGlass4 - unknown animation source glass4 SetFace error: class CfgFaces.AfrFaces.WBJ not found Error: Error during SetFace - class CfgFaces.AfrFaces.WBJ not found [6208,65.998,0,"XEH: PreInit Started. v3.0.6"] [6208,66.035,0,"MISSINIT","","isladuala",false,true,false] [6208,67.424,0,"XEH: PreInit Finished"] [6208,67.45,0,"XEH: VehicleCrewInit: 1"] [6608,70.419,0,"XEH: PostInit Started"] [6608,70.453,0,"CBA_VERSIONING",["#CBA_HASH#",["cba"],[[[0,7,5,158],-1]],[[0,0,0],0]]] [6608,70.458,0,"XEH: PostInit Finished; [true,false,false,true,false,true,true,true,true,false]"] Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' . . Note, there are hundreds more of these lines - removed as you get the idea! . . Cannot load sound 'ca\sounds\vehicles\wheeled\noises\int\int-noise2.wss' SetFace error: class CfgFaces.Man.WBJ not found Error: Error during SetFace - class CfgFaces.Man.WBJ not found [11599,183.556,0,"XEH: PreInit Started. v3.0.6"] [11599,183.585,0,"MISSINIT","intro","isladuala",false,true,false] [11599,184.592,0,"XEH: PreInit Finished"] [11599,184.731,0,"XEH: VehicleCrewInit: 0"] [11601,185.153,0,"XEH: PostInit Started"] [11601,185.258,0,"CBA_VERSIONING",["#CBA_HASH#",["cba"],[[[0,7,5,158],-1]],[[0,0,0],0]]] [11601,185.274,0,"XEH: PostInit Finished; [true,false,false,true,false,true,true,true,true,false]"] Share this post Link to post Share on other sites
icebreakr 3159 Posted June 4, 2011 Hmm interesting... btw there is no int-noise2.wss in original BIS, only int-noise3.wss. So I will recheck my files before the release, ok? Share this post Link to post Share on other sites
jedra 11 Posted June 4, 2011 Hmm interesting... btw there is no int-noise2.wss in original BIS, only int-noise3.wss. So I will recheck my files before the release, ok? Great thanks. The file is referenced in your cfgvehicles.hpp file in afrenian__cars.pbo if that's any help. Cheers. Share this post Link to post Share on other sites
icebreakr 3159 Posted June 6, 2011 Jedra, tnx - fixed. Afrenian news reported yesterday that a peasant living near the border is claiming that he saw the Molatian helicopter flying down by the river, showcasing a nice set of weapons mounted on it. He sent the camera footage to Kinsella TV station that will publish it soon... Share this post Link to post Share on other sites
jedra 11 Posted June 6, 2011 (edited) Molation Helicopters - cool! I was borrowing Russian ones! Thanks for the fix Mr IceBreakr. My eyes will be glued to Kinsella TV for the rest of the day.... By the way, something I have been meaning to ask is how you pronounce Molatia (if you were a local). Is it... 1. Mo-la-tee-a or 2. Mo-lay-shia I will need to get it right for my voice-overs in the campaign. Cheers again. Edited June 6, 2011 by Jedra Share this post Link to post Share on other sites
Wastelander 10 Posted June 6, 2011 This has got to be close to release now ? Share this post Link to post Share on other sites
icebreakr 3159 Posted June 6, 2011 This week Wastelander. For sho =) Share this post Link to post Share on other sites
Wastelander 10 Posted June 6, 2011 (edited) YAY@@@ Edited June 9, 2011 by Foxhound Please do not spam smileys Share this post Link to post Share on other sites
agamennone 0 Posted June 6, 2011 GO GO GO! so sick1 can relase his new ST6 campaign! Share this post Link to post Share on other sites
Wastelander 10 Posted June 9, 2011 (edited) Hi, Are we their yet? :j: Edited June 9, 2011 by Foxhound Please do not spam smileys Share this post Link to post Share on other sites
R0adki11 3949 Posted June 9, 2011 @Wastelander there was no need to post again, you asked on 06-06-2011 so why ask again? :confused: Icebreakr wil post update when he has updates. Addon makers make addons for free, we have this thing called real life which does get in the way sometimes. Share this post Link to post Share on other sites
slatts 1978 Posted June 9, 2011 Addon makers make addons for free, we have this thing called real life which does get in the way sometimes. that said i think arma3 should change its, survive/adapt/win to when/its/done Share this post Link to post Share on other sites
Funkman 10 Posted June 9, 2011 Can someone help me install this? I just have Arma 2 1.09, not OA. I have extracted the folders to my root Arma 2 directory, but they are not showing up in game. What else do I need to do? Share this post Link to post Share on other sites
hellfire257 3 Posted June 9, 2011 Did you read the readme? Share this post Link to post Share on other sites
icebreakr 3159 Posted June 9, 2011 (edited) If you don't have OA you need to add a parameter to the .exe you're launching: -mod=@duala ... or as Hellfire suggested, RTFM :) Don't worry guys, polishing it a bit... release is this week as promised. Edited June 9, 2011 by IceBreakr Share this post Link to post Share on other sites
Funkman 10 Posted June 9, 2011 Yes I read the readme, and sorry to be a pain, but I still dont understand what to do... I have created a shortcut of the Arma 2 exe file. Now exactly where do I add the code "-mod=duala"? I suspect I go to properties on the shortcut and then I add it in either "Target" or "Start In", but I am not sure exactly how to write it. Share this post Link to post Share on other sites
jedra 11 Posted June 9, 2011 Yes I read the readme, and sorry to be a pain, but I still dont understand what to do...I have created a shortcut of the Arma 2 exe file. Now exactly where do I add the code "-mod=duala"? I suspect I go to properties on the shortcut and then I add it in either "Target" or "Start In", but I am not sure exactly how to write it. This should help you... Launching Mods The main thing is, that in the Target section of the shortcut, you need to add; -mod=@Duala Hope this helps? Share this post Link to post Share on other sites
Funkman 10 Posted June 9, 2011 THanks that helps alot. Only one problem, I now have the folders @cba, @duala and @glt_missilebox in my Arma 2 directory. I now also have a shortcut called "Duala" which has the correct code in the target section. This launches the game fine. But the duala map is nowhere to be seen when I go into the editor..... Any ideas what I am doing wrong? ---------- Post added at 03:33 PM ---------- Previous post was at 03:31 PM ---------- On the link you have given me, I notice that it says NOTE6: Since Operation Arrowhead you can install the modfolders in My Documents\ArmA 2 directory. Does that mean that for non OA Arma, I have to put them in the addons directory? ---------- Post added at 03:42 PM ---------- Previous post was at 03:33 PM ---------- To be honest, I would love the extra Island, but I really just want the alien units that come with this island (I have been told). Can I just grab the Zetaborn.pbo file and put it in addons? Is that the right unit? I tried it but when I start it tells me "zetaborn requires v1.5 of application". I am running 1.9! Share this post Link to post Share on other sites
jedra 11 Posted June 9, 2011 CBA and GLT_Missilebox are dependencies (I have a feeling you will also need brg_africa too). If you have them, just add them to you mod line... -mod=@CBA;@GLT_MISSILEBOX;@DUALA;@BRG_AFRICA try that. I am not sure if the aliens can be used without the other stuff. Share this post Link to post Share on other sites