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.kju

Final release of CAA1

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One Question. Is the Original Arma1 Campaign included in this?

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Great to see that some people try to fix problems guys, thanks ! I'll also try to see what is causing troubles in OAC, i'll be reporting here if i manage to find something interesting (with my crappy skills...) :)

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Is the Original Arma1 Campaign included in this?
no, need alot of rework. scripts,units etc.

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Oh... Never played the Arma 1 Campaign (skipped Arma1)

Is still someone working on porting it over?

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It's not worth anyone's time porting it, really. That's why it was such a low priority for CAA1.

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I liked Queens Gambit.

The original campaign was okay.

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I didn't mind the A1 campaign - some of the missions were actually quite good. I certainly enjoyed it more than the A2 one.

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Most people who enjoyed ArmA more than ArmA II enjoyed ArmA's campaign more than ArmA II's. ArmA II's definitely had a lot more time, effort and passion put into it, but to each his own.

But yes, in my opinion, Armed Assault (the name of ArmA's campaign) and Royal Flush (Queen's Gambit's campaign) were absolutely... Terrible. Thankfully, BIS has made up for that in ArmA II (in my opinion).

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I would agree that the A2 campaign had more passion put into it, but the poor implementation and optimisation (read "runs like a pile of crap") and inclusion of Warfare elements killed it for me. It could have been amazing.

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Yeah, I have to agree about warfare there - it was horrible in the campaign.

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Well I personaly prefer large combined Arms Operations, so I guess I would like the Arma 1 Campaign, The Arma 2 campaign was really good, but honestly I enjoyed the Chesty Puller Campaign much much more

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Their is a working A1 campaign for OAC. It has briefing/sounds and the rest, same for the original sp scenarios.

There are the obvious copyright issues ofcourse, which Kju tried to arrange with BIS. I heared Kju mentioning mostly sound copyright. There was a plan to make a installer which checked if u had A1, unfortunatly it never came this far.

The last thing i want to do is create legal issues with BIS. If i can get a clearance from BIS ill make a public download. So people can play it and give feedback on mission behaviour, which is basicly the last thing this campaign conversion needs.

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Sounds great Herr_Kalashnikov! Am curious to find out how you managed to convert the sounds and briefings for the A2 engine - whether they were converted manually or if you managed to automate the process.

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I wonder if it would be possible to create an installer that simply migrates content from one install to another, rather than bundling data that the user already has. Then you're not distributing anything... but I suppose that would still fall under 'reverse engineering' or something.

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I wonder if it would be possible to create an installer that simply migrates content from one install to another, rather than bundling data that the user already has. Then you're not distributing anything... but I suppose that would still fall under 'reverse engineering' or something.

Yas is doing just that. When you synch and you already have an addon it copies the local file insstead of DL. So it should be possible I guess?

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Well I am not really fan of A1 campaign either but still, wouldn't mind to try it out in A2.

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Here's a small progress update of my config fix:

- added compatibility for the SLA faction of the HSO SLA units addons

- added localization to some warfare buildings

- green and red WIP warfare buildings are hidden in the editor now

- Ka-50's are visible in the editor and switched faction to SLA

- changed M113 family crew from LHD crew to USMC crew

More to go ....

- complete localization for english & german

- fix the missing textures of US Army warfare factories (at least I hope so)

- extend the CfgGroups

- removed double editor entries

- make Queens Gambit civilians visible again in the editor

- change LHD crew/pilots in the RACS faction as soon as Project RACS is released

- maybe add some new stuff if I find something working like static defenses for US Army, RACS and SLA

- clean up ArmAII.rpt as good as I can

- sign the final release

However I'm a modding n00b so it may take a while. Right now I'm messing around with the vehicle class of the warfare buildings. They won't show up (anymore) on the US Army and SLA factions :rolleyes:

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Sorry i'm a bit late, but its sounds very good Legislator, thanks :)

Ho, and i know you're not using Ace, but if you also find something "strange" wich could explain the annoying "BMP-bug", let us know ;)

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Hiho ... and again a small update ...

I can't fix the missing textures of the US Army warfare factoeries as I'm no modder in 3D technics. I was succesful in making the QG civilians visible again. However their 3D model is just a placeholder so I made them invisible again.

Some fixes and localizations are left.

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Nice work, its all a learning experience for you I'm sure. Keep going.

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@Legislator

Thanks for all your work, there are some lurking around here who really appreciate what you do. :)

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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.

If that's the issue with ace 2 vs. caa1 I can't do anything about it I guess. Basicly two replacement addons try to grab from one source. So in theory a third replacement that forces the caa1 settings back to ace settings would make it work. However I don't know how the game would handle it.

I think it's good to mention that I'm working on a vanilla ArmA II displayname replacement mod too. The german publisher did a horrible work with the translation and I want to fix at least the most important issues in the editor.

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