max power 21 Posted January 5, 2010 without Kju, we would be minus quite afew great addons... So does it really matter how he decides to finish up?Nope, let his work speak for itself.... IIRC, Kju was very much about open source stuff. In that case, he would be all for contributors creating new versions. Although, if I was him, I'd be annoyed I didn't get the help sooner. Share this post Link to post Share on other sites
Keshman 10 Posted January 5, 2010 [APS]Gnat, Kochleffel, Rexxenexx, Guys thank you for your help! Now I can play CAA1 + my MODS :bounce3: Share this post Link to post Share on other sites
grub 10 Posted January 7, 2010 +1So Q went out with a rant and a wish list, so what? Anyone who has so much as tried to make an addon or mod would have some idea of his frustration. And he should be able to vent a litlle without attracting so much repetitous flaming. At the end of the day Q has always been helpfull to others while bringing his own fantastic ideas to life. So a simple thank you would suffice. Good luck Q with whatever you do. Here here, When I came from OpF last year to ArmA 2 I was so chuffed to see this project existed as as its a brilliant idea. Q has put heaps of work into this. Imagine being someone who dedicates pretty much all his free time to modding a game to increase performance, make old missions and maps playable all for free and read stuff in threads like "why didn't you" or "you should have". People in this community are getting a little reliant on modders to perform on command like they owe it too us. I for one can understand why Q got a little peeved, what I find the best though is he has his rant, mentions that people need to take a step back and wake up and then he gets flamed for it, thus proving his point. Q thanks for all the hard work mate, you truly have talent and most of us really appreciate the work you do to make this already great game even better. Very sad news but good luck Regards' Grub Share this post Link to post Share on other sites
bascule42 10 Posted January 7, 2010 For what it's worth its worth, I've had a lot of fun with the maps of CAA1. Thanks for that. Share this post Link to post Share on other sites
xxbbcc 6 Posted January 8, 2010 (edited) 1. Q, thank you very much for all the stuff you did for us. ArmA and ArmA 2 wouldn't even be playable for me without many of the addons you made. I hope you reconsider and come back. 2. Can someone actually help out KaBoNG instead of bitching and whining?? He actually made something that would be useful. I'm one relatively new noob to modding that is doing something about the problem.Before kju threw in the towel I contacted him about several object problems on Sahrani (half buried transmission towers, floating fountains, water tanks half-buried in buildings, etc.) and offered to help fix them. He asked me to send him missions illustrating the problems I had found and he would attend to them. I produced about 30 such missions but before I got around to sending them, he pulled the plug. I have now figured out how to fix them and have made the fixes. I have two files to upload - caa1_p_buildings.pbo (approx. 398 mb) and caa1_p_misc.pbo (approx. 297 mb). I think it would be best if they could be rolled into the packages kju made (i.e downloadable with Yoma tools, etc.) but so far he has not responded to any of my emails (I have been emailing to his dev-heaven address). He has also blocked pm's on this forum. Anyone know how to reach him? ------edit------ Here are some screen shots illustrating some of the fixes: Before: After: Before: After: Edited January 12, 2010 by W0lle quoted images Share this post Link to post Share on other sites
Defunkt 431 Posted January 8, 2010 Can someone actually help out KaBoNG instead of bitching and whining?? Ironic much? Share this post Link to post Share on other sites
kabong 1 Posted January 8, 2010 (edited) Since I haven't posted in a while on trying to improve CAA1 Sara, here is an update. I've found a few other issues with object placement I have been able to fix (mainly objects stuck into each other/misplaced). I also think I've discovered why some people are complaining about the roads being broken for AI driving. I don't think it's the roads - I've been testing them quite a bit with AI and they seem to work fine. I think the main culprit is the bridge west of Corazol. The AI seems to happily drive over all of the other bridges except this one. Unfortunately, it's in a central location, so that pretty much anything you send from, say, the main air base to North Sahrani is going to go astray because the AI can't see an uninterrupted path via the roads. When this happens, people naturally think the roads are broken, not just one short bridge. I think you can probably work around it by ordering the AI to drive to the bridge (but not over it) then giving them another order to go around the bridge and then order them to their final destination. Try this and see if it helps. Now the problem is how to fix it. I have some ideas but have a few feelers out to get feedback. If I can't fix it any time soon (or at all), I'll just put out the fixes I have so far. I've decided I am not going to release the pbo's affected - they are too large and I don't have access to kju's repository - so I'll try and devise something small that will patch the affected pbo's, possibly Mikero's PatchPbo tool but I haven't gotten around to testing it yet. If you notice any other problems with objects that don't seem right, just drop me a pm and I'll try and have a look at it. Also, for the record, I have nothing but respect, admiration and gratitude for the great work kju did and don't want my work to be in anyway interpreted as a complaint or indication of disatisfaction with his work. I am only trying to make a great thing better. :D Edited January 8, 2010 by KaBoNG Share this post Link to post Share on other sites
Banderas 0 Posted January 8, 2010 @KaBoNG I have other problems with the main northern route in South Sahrani. When I give an order for the driver to go to Paraiso, it drives for some of the way, then it decides to cut the road down, and starting to go across the hills. when I gave him the order to drive to the "intersection", and into the city after it, it used the road correctly. You can observe it in one of the menu intros for Sahrani; we see the mountains from the northern main road, a T-72 is parked next to the road, a convoy is moving westwards on the road (BMPs, a T-72, some Urals) and suppose to pass before the camera. Whats happening at me, they are leaving the road and head for the "shortcut" up the hills. Also can you please check the bridge south of Obregan? Because it was very hard for me to "convince" AI to drive through it. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted January 8, 2010 Be sure to let AI drive in safe or carless mode. If they are in combat mode they drive like hell, no matter which island you're using. Share this post Link to post Share on other sites
Banderas 0 Posted January 8, 2010 Forgot: Of course AI was driving in safe/careless mode Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted January 8, 2010 Great :D Ok so there is a greater problem :D But I thought this issue was already fixed in caa1? Share this post Link to post Share on other sites
Herr_kalashnikov 10 Posted January 8, 2010 (edited) The AI driving on bridges is always been a bit tedious. Then again u will have the same problems with vanilla ArmA1. Been busy converting campaign missions and did check their original counterparts. For example the Doleres mission (where u have to blow up the bridge, flash,flash,flash) has some serious issues in ArmA1 to. The convoy gets stuck in front of the bridge clugging up the rest of the vehicles or even fall of the bridge :) BTW great initiative Kabong, i suggest u use the dev-heaven for bugtracking and suggestions etc (http://dev-heaven.net/projects/show/cbp-caa1). So all who are willing to make efforts in CAA1 can read up on issues and progress etc. Edited January 8, 2010 by Herr_kalashnikov Share this post Link to post Share on other sites
Banderas 0 Posted January 8, 2010 Well I played through ArmA campaign 2 or 3 times, but I don't remember AI having such problems in the Dolores mission, the tanks and the BMPs maybe a bit slowly, but crossed the bridge without serious problem for me. Also there was a side mission, where you had to go to Obregan with two Humvees (one with Mk19, one with M2) to take out some trucks filled with infantry, and I left the AI drive there, they passed the bridge normally. One glitch with the bridges such as in Dolores (the easternmost in particular) is that my car passed through too fast and collided with the building on the other side. Maybe if I set a waypoint with speed limited it'll be more succesfull crossing it, will try it out. Share this post Link to post Share on other sites
kabong 1 Posted January 8, 2010 mikero has just released a new depbo.dll (v2.72). I'm going to have a go at reconverting Sara from Arma to Arma 2/CAA1 (using anderrson/kju's method) to see if it improves anything. I've got to do a reinstall of the Arma 2 tools and set up my build environment again (plus some other housekeeping) so it won't be right away. Share this post Link to post Share on other sites
zombo 10 Posted January 8, 2010 can someone give a link of a good ARMA 1 snow map ? :) Share this post Link to post Share on other sites
dragonbaron 10 Posted January 12, 2010 (edited) There is a small issue in the final release version of CAA1. The doors of the large halls can't be opened. For example, in the military camp south of Bagango. In one of my self-made missions my tanks are standing in these halls. Does anyone else have this problem? Does anybody have a solution? Edited January 24, 2010 by DragonBaron Share this post Link to post Share on other sites
icebreakr 3157 Posted January 12, 2010 A well placed satchel? :) Share this post Link to post Share on other sites
dragonbaron 10 Posted January 12, 2010 A well placed satchel? :) LOL. :D Nice idea IceBreakr, but not really a good solution. Share this post Link to post Share on other sites
Banderas 0 Posted January 12, 2010 (edited) Another strange happening I discovered today: with CAA1 (or OAC) BMP 2s don't have any Konkurs missiles. Edit: I confirm that using CAA1 and OAC core removes all Konkurs missiles from every BMP2 (vanilla and addon alike), and it cannot be reloaded from ammotruck either Edit2: it's the OAC core that bugs the BMP2s and removes their Konkurs missiles. Edited January 12, 2010 by Banderas Share this post Link to post Share on other sites
th3flyboy 0 Posted January 12, 2010 The work is highly appreciated kju, it's a shame however that it didn't receive proper support. It's an even bigger shame no one really used it online. Share this post Link to post Share on other sites
Banderas 0 Posted January 12, 2010 (edited) I figured out the problem. I'm using ACE2 along CAA1, and OAC core overwrites some default weaponry ,just as ACE2. In ACE 2 the 8Rnd_AT5 magazine is replaced by five individual ACE_AT5 magazines, so that's why it didn't show up for me. I'll try to figure out how to make a config to get work along with each other. //////////EDIT/////////// ATTENTION! To everyone that plays ACE2 along CAA1. If you discovered that BMP2s don't have any 9K113 Konkurs missiles, it's a config mess between ACE and OAC_Core. ACE mod removed the vanilla 8 round AT-5 magazine and replaces them with five individual ACE_AT5 magazine, and OAC config enforces the vanilla 8 round mag. In order to give the rockets back to them one must write into the init line the next: this addMagazine "8Rnd_AT5_BMP2" Again only if you using ACE 2 and CAA1 (and OAC of course) at the same time. Edited January 13, 2010 by Banderas solution found Share this post Link to post Share on other sites
thales100 10 Posted January 16, 2010 Thank you so much kju, too much work OMG :butbut:, thanks thanks all my respect ... Share this post Link to post Share on other sites
pigglywiggly 10 Posted January 16, 2010 Better late than never! Thanks Kju for all the Excellent work and I wish you all the luck in life. Have a wonderful 2010! Share this post Link to post Share on other sites
Minoza 11 Posted January 18, 2010 I figured out the problem. I'm using ACE2 along CAA1, and OAC core overwrites some default weaponry ,just as ACE2. In ACE 2 the 8Rnd_AT5 magazine is replaced by five individual ACE_AT5 magazines, so that's why it didn't show up for me. I'll try to figure out how to make a config to get work along with each other.//////////EDIT/////////// ATTENTION! To everyone that plays ACE2 along CAA1. If you discovered that BMP2s don't have any 9K113 Konkurs missiles, it's a config mess between ACE and OAC_Core. ACE mod removed the vanilla 8 round AT-5 magazine and replaces them with five individual ACE_AT5 magazine, and OAC config enforces the vanilla 8 round mag. In order to give the rockets back to them one must write into the init line the next: this addMagazine "8Rnd_AT5_BMP2" Again only if you using ACE 2 and CAA1 (and OAC of course) at the same time. Thank you Banderas for this solution. :rolleyes: Anyways, is anyone working on some Sahrani missions? I mean United Sahrani is so awesome even in A2. Plus you get 120FPS :D with large viewdistance... I tried to port Evolution to A2 Sahrani but it crashed on preview, I don't know what should I change in original mission to make it work... :eek: Share this post Link to post Share on other sites
dmarkwick 261 Posted January 18, 2010 I figured out the problem. I'm using ACE2 along CAA1, and OAC core overwrites some default weaponry ,just as ACE2. In ACE 2 the 8Rnd_AT5 magazine is replaced by five individual ACE_AT5 magazines, so that's why it didn't show up for me. I'll try to figure out how to make a config to get work along with each other.//////////EDIT/////////// ATTENTION! To everyone that plays ACE2 along CAA1. If you discovered that BMP2s don't have any 9K113 Konkurs missiles, it's a config mess between ACE and OAC_Core. ACE mod removed the vanilla 8 round AT-5 magazine and replaces them with five individual ACE_AT5 magazine, and OAC config enforces the vanilla 8 round mag. In order to give the rockets back to them one must write into the init line the next: this addMagazine "8Rnd_AT5_BMP2" Again only if you using ACE 2 and CAA1 (and OAC of course) at the same time. Perhaps a solution would be to have a CAA1 maps-only release, and just write off all the ArmA1 hardware in favour of maps. To be honest, it's just the maps I'm interested in. Share this post Link to post Share on other sites