-
Content Count
452 -
Joined
-
Last visited
-
Medals
Everything posted by foffy
-
Ladies and gentlemen, I have finally converted and got the Armed Assault campaign working in ArmA II! Now, as I said before, this was to make the game playable, not polished. Original game audio may be missing in locations, the AAN borders are not cropped properly, map to choose missions is cropped poorly, and I've experienced the game crashing for unknown reasons on the last two missions (save, to be safe!) but you CAN play the campaign from start to finish and do all of the missions. The briefings give you information, but I've been unable to find the means to get it to trigger in a mission properly. I believe if you have all of the addons I've mentioned before, downloading the campaign will work right out of the gate. If not, I can tell you what mods I had on as I was making the missions, in case it's an extra elsewhere. The campaign pbo has also been trimmed, as it now only contains the missions and cutscenes the game actually uses, so no bulk data is there. I will see which of those work and release those as separate, standalone missions. If I know more about actually managing assets outside of the mission editor like the AAN cropping and audio, I'll probably trim these up but for now they're barebones as I don't want to tamper with anything. Please understand that there will be some snags I don't have solutions for, nor does the AI. :P Feel free to grab it here*1, and tell me what issues/solutions any of you have for the current hiccups. As I'm moving this week, I'll use the time I have to try and see if I can learn the means to polish up and tinker a bit more before I move on to anything else. It'll prove useful now as I won't have to go back in and retinker with everything. Better to know how to fix what I've done before I move onto other things so I have less to address. The only credit I'm happy of taking in this is one of being the hamster on a wheel. :D EDIT: I've also done Rahmadi Conflict, but an issue you'll find is that the AI does not dismount from the boat at the start of the first mission. I currently do not know the commands and find a way to force them off, but if you use Team Switch they'll all dismount then. Beyond that, it plays just like the original game. This is all I can get done for now regarding the campaigns, so anything else at present will be polishing and tweaking. There is no ArmA II equivalent for many of the models Queen's Gambit uses, so that's on the backburner until a later date. *1 Update: Introduced music to the start of the first mission and all AAN reports. The game calls audio that isn't what it's actually named for starters, and in fact calls specific points during these tracks that the game makes no note of (ATrack9 may be during the middle of a song, for example. Makes very little sense from an outsiders perspective). As a result of this, I will only be putting in music tracks at the beginning or end of a mission unless I or someone else can deduce how Armed Assault handles audio tracks and placements. Rahmadi Conflict and Queen's Gambit do NOT handle audio in such a way. EDIT 3/31/2013 - I figure I'd post a rough goal list of what I intend to be doing with the project going forward. I think right now Armed Assault and Rahmadi Conflict are in a pretty nice state. It's Queen's Gambit that bothers me. The missions are coded in such a way that the game uses the mission to play most of the cutscenes, and because I lack the Mercenaries modelset, using a replacement pack or model could have the ethnicity of the characters changing, so the main character can be white in one scene, and black in another. Another issue is that the missions in QG are heavily scripted; the helicopter in the first mission must be gunned down by the AI in order for you to progress, but in A2 the AI often fails in doing this. As such, you can get a mission update to imply you can progress, but your allies and waypoint don't change, and this is further compounded by the game locking you into an area; travel out of it to the next objective and you die. There's a lot of work needed for QG, and I can only wish that someone else can come along and help me out. It goes well beyond replacing models, music, and the occasional hiccup in design. If anyone has experience with making/porting unit models and/or understanding how triggers/waypoints/scripts work, please get into contact with me. Your help would be deeply appreciated.
-
I'd happily jump in on the game if it even supported the rough breath of mods and features ArmA II does. One of the things that prevented me from diving into it was learning that mods had to be approved on a case-by-case basis, which is almost an antithesis that Bohemia Interactive's mentality and engines stand against. If that was fixed, I'm sure I'd jump in, so I can only hope people break through the shells that are holding it back from basically supported the meat that ArmA II's community has made.
-
Thanks. I've figured it out, and right now I'm in the process of replacing all of the models with the ones from ArmA I, attempting to make it a 1:1 conversion (this has in fact fixed issues I've mentioned earlier in some missions, so I figure this is something central to maximum playability, but this also means that the labors I share will have extra prerequisites), as well as making each mission playable, and more importantly, something the player can finish. Another minor task I've been doing is using the Briefing Manager to convert the HTML briefing files to a standard ArmA II understands, and this seems to work fine. The issue I am having it seems is that when you complete a task or set one in-game, the game makes no changes. In other words, the Tasks listing only lists the tasks and has zero bearing on if you're doing a particular one, choosing to do a particular one, if you've failed any, or have done any. This makes missions with alternating objectives based on what you do very hard to follow unless you have knowhow of what triggers what. I'll give you an example; in the mission Hotel, you start the mission with a task finished (reaching the place it spawns you in) and the mission does make a tick to imply you accomplished the objective, but the game makes no notice of this. Your objective is to wait and assassinate a target, and getting discovered changes your objective to simply escape. With the way it is now, you either have to blindly follow waypoints or remember from the tasks what is implied of you, assuming you can remember which one you're doing at that moment. Does anyone know of a solution to this? The results screen after a mission lists what you've finished and failed to do in full detail, while the tasks I made being listed in combination as undone. I'm unsure if I need to do something else to trigger the task differences in the mission editor or add something to the Briefing Manager. If it helps at all, all I did was take the file the program made, copied its contents and put that in the init file. I'm not sure if that's an acceptable way to do it or not, but it did show off the tasks and scenario. The issue now is getting the game to respond to those objectives being done. I know it seems like I'm asking for help about the super light things, but thus far for the Armed Assault campaign, the main issues are pathfinding on roads, briefings, and issues with the vehicle models the game loads in as a bare placement that have created all of the current snaffus. Solving these minor things can make the entire campaign playable from start to finish by anyone who can handle some unpolished elements here and there (which the original game had). I assume the model replacement can fix the issues with the other two campaigns as it has for Armed Assault, but CAA1 has no listing of any of the new models Queen's Gambit uses. Is there a way to convert them myself? EDIT: I think it dawned on me that I think the CAA1 conversions have made the files in question for Queen's Gambit hidden, seeing as the CAA1 does have all of the same files as the actual file in ArmA I with the modelset. Does anyone know to access a config file to see what's disabled from public usage? I'm quite sure that the prisoner models for QG are there, as there's also this that enables it, but as it's a cpp file, I've no idea on how to make it work as a pbo. EDIT 2: I also figured something else out. For Armed Assault, there are a ton of missions listed in the pbo that the campaign never uses. I could attempt to convert these too, but I'd like some additional feedback. Would anyone like them to be introduced in the campaign where it seems fit, or would you prefer them to be standalone Scenarios? It may require extra work to do them for the campaign, but dumping them out as Scenarios should be easy; there's nothing linking them to the core of the campaign save for the scenario being the SLA/RACS/USA conflict. So far my efforts for Armed Assault being converted are nearly done, so I'll surely have something for you all to experience later on in the week. Remember; this is my first attempt ever at doing ArmA modding stuff, and like I said, my goal is to make it playable, not fine-tuned and polished. There is only so much I can attempt to address that the game cannot solve all the time (pathfinding between dirt and street roads, ignoring bridges, etc). Right now I can tell you the files you'll all need: - ACEX (The Striker model doesn't seem to normally exist in the game, hence why this is needed. So this does support ACE.) - Marseille77's Sahrani Rearmed models (SLA Units, SLA Vehicles, RACS Units, RACS Vehicles, US Sahrani Troops, and the UI). The thing is the character model sets are all available on sites like ArmAHolic, but the vehicle sets have a bit of a snaffu. The US Sahrani vehicles have not been uploaded to ArmAHolic, or any other site for that matter, and while I have asked Marseille if he has them, I have yet to get a response back. As a result, you'll have to download an older build found here which features the vehicles, but not all of them. Again, that's why ACEX was needed. I believe it was added in one of the recent, standalone builds of the vehicle sets, but as I said, these were NOT uploaded to places like ArmAHolic and Armed Assault Info. The thread on these forums only has dead links to those models. - Marseille77's Sahrani Civilian models. I think if you have all of that, when I upload this, it should work for all of you. Again, this is not something aiming to be perfect, but playable. Every mission has been completed by me, so while you may have issues or feel that the game is all over the place, it can be completed despite hiccups. Of course, if any of you have the missing US Sahrani vehicle set that I was missing, if it's no trouble, I'd like to use that instead of jumbling between finding the US Army and USMC equivalent. Those modelsets with the conversions I'm making mean that ArmA II troops are in some of those vehicles, and I'd like something a little more native, if possible. But it's coming along nicely. After I finish this up, I'll do the Scenarios the game had, then work on Rahmadi Conflict. This has been a painstaking endeavour on my behalf to try and bring ArmA I as close to the original as possible to ArmA II, while trying to tackle the issues that such a conversion tends to arise, and I only do so in hopes players such as myself appreciate the enhancements and better sense of immersion ArmA II offers compared to its predecessor. I don't aim for recognition, fame, or profiteering in my actions here, so I hope everyone here appreciates my intent, even if I'm not an expert. It's been an educational experience with the toolset Bohemia Interactive made, and it only gives me tons of respect to those who aim higher for updating, fine tuning, and polishing like the Cold War Rearmed guys. They're absolutely insane. :P
-
Hey there, I'm a little confused on some stuff here and it's maybe the wording, so maybe some people can help answer my questions. - When it comes to ACE Revive, this is a setup that is primarily used to multiplayer scenarios where there's a lives system in place? I assume that's what it's for, as I'm a little confused how that would work in a situation where you're downed in such a way that you're dead as is, seeing as this adds a timer to it. - If I have group and vehicle requiring GPS in settings, I can enable the option for them to have tracking markers, right? Otherwise I'd assume it cancels out. - In regard to the 'disable losing gear when getting in as pilot/crew in ACE' and 'disable ACE earplug requirement (assume everyone is wearing some ear protection)' settings, having them enabled lets you keep your gear and have ear protection, or does it in fact disable it? There's no true or false values for those, so I'm unsure if enabling it..disables them or not. I know I have gotten ear deafness with this untouched, so I'm not sure if having it as is causes it or if there is in fact an underlying system to cause ear deafness eventually. :P These are silly questions I'm sure, but I just wanted to get a better understanding of things. I'd like to make my gameplay more realistic and as such I don't want to enable things that disable things unless I feel it impacts how I wish to play, so stuff like lives and such is not what I wish to do. EDIT: This is also silly to ask, but are there any settings to disable medic crates being made at the start of a mission, similarly to how you can disable equipment boxes?
-
I think Resistance is the better of the two. I think it has a far better emphasis of a full blown war, thanks to the direction of making the main character a "civilian" in an affair just as it's starting to go down. All of the other campaigns from BIS are already under the guise that war has broken out, and it's just different contexts of experiencing it. It's also one of the few campaigns in the series that feels like it is exclusively about infantry and land combat. Queen's Gambit is perhaps the closest of feeling like a little player in a large scale thing, but the premise of it almost feels like supreme fiction for a series about realism. There are a lot of missions in that campaign that seem like a run of the mill shooter type of game than one marred in tactical realism.
-
Arma 2 Addon request thread
foffy replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks again! This helps slightly with what I wanted to do, as I'm tampering with ArmA I stuff. It makes replacing some of the models rather hard as I miss the Sahrani variants for those things (like the ammo crates or units already using waypoints with manned vehicles), but otherwise it works just fine. :P EDIT: I have a somewhat unrelated question to what I've asked about already. But, if anyone knows this, how many islands/mods come with campaigns to them? I believe Invasion 1944 and Cold War Rearmed 2 come with missions and campaigns attached to them - as in downloading the base mod comes with stuff to play with. I believe Lingor Island is planning to add missions with the next update. I don't want to get overloaded with mods here, so I just want to tinker with stuff close to mods without needing even more stuff. :P -
I finally got back around to tinkering with this little 'project of mine', and the first thing on the chopping block was to get Transport working. I've attempted to narrow down the issue, assuming it's something that the missions original programming led to issues in ArmA II, but the strangest thing dawned upon me; deleting the Description file got the mission to boot. The thing is I have no idea what the issue is with the file in question, so I'll post what the rpt file claimed the issue was, then the code itself for the tile, and maybe someone can help me hammer out what exactly is wrong with the Description that makes the mission crash upon loading it. The error message is "File campaigns\ca\missions\01Transport.Sara\description.ext, line 18: '/CfgSounds.sound': Missing ';' prior '}' ErrorMessage: Config : some input after EndOfFile." and now, the code onLoadMission=$STRC_01t02; minScore=1001; avgScore=1600; maxScore=2600; onLoadIntroTime = false; onLoadMissionTime = true; class CfgSounds { sounds[] = { }; class 01v60 { name = "01v60"; sound[] = {"\sound\01v60.ogg", db+0, 1.0}; titles[] = {0,$STRC_01v60}; }; class 01v61 { name = "01v61"; sound[] = {"\sound\01v61.ogg", db+0, 1.0}; titles[] = {0,$STRC_01v61}; }; class 01v62 { name = "01v62"; sound[] = {"\sound\01v62.ogg", db+0, 1.0}; titles[] = {0,$STRC_01v62}; }; class 01v63 { name = "01v63"; sound[] = {"\sound\01v63.ogg", db+0, 1.0}; titles[] = {0,$STRC_01v63}; }; }; class CfgRadio { sounds[] = {}; class 01r01 { name = "01r01"; sound[] = {"\sound\01r01.ogg", db+0, 1.0}; title = $STRC_01r01; }; class 01r02 { name = "01r02"; sound[] = {"\sound\01r02.ogg", db+0, 1.0}; title = $STRC_01r02; }; class 01r03 { name = "01r03"; sound[] = {"\sound\01r03.ogg", db+0, 1.0}; title = $STRC_01r03; }; class 01r04 { name = "01r04"; sound[] = {"\sound\01r04.ogg", db+0, 1.0}; title = $STRC_01r04; }; class 01r05 { name = "01r05"; sound[] = {"\sound\01r05.ogg", db+0, 1.0}; title = $STRC_01r05; }; class 01r06 { name = "01r06"; sound[] = {"\sound\01r06.ogg", db+0, 1.0}; title = $STRC_01r06; }; class 01r07 { name = "01r07"; sound[] = {"\sound\01r07.ogg", db+0, 1.0}; title = $STRC_01r07; }; class 01r08 { name = "01r08"; sound[] = {"\sound\01r08.ogg", db+0, 1.0}; title = $STRC_01r08; }; class 01r09 { name = "01r09"; sound[] = {"\sound\01r09.ogg", db+0, 1.0}; title = $STRC_01r09; }; class 01r10 { name = "01r10"; sound[] = {"\sound\01r10.ogg", db+0, 1.0}; title = $STRC_01r10; }; class 01r11 { name = "01r11"; sound[] = {"\sound\01r11.ogg", db+0, 1.0}; title = $STRC_01r11; }; class 01r12 { name = "01r12"; sound[] = {"\sound\01r12.ogg", db+0, 1.0}; title = $STRC_01r12; }; class 01r13 { name = "01r13"; sound[] = {"\sound\01r13.ogg", db+0, 1.0}; title = $STRC_01r13; }; class 01r14 { name = "01r14"; sound[] = {"\sound\01r14.ogg", db+0, 1.0}; title = $STRC_01r14; }; class 01v21 { name = "01v21"; sound[] = {"\sound\01v21.ogg", db+0, 1.0}; title = $STRC_01v21; }; class 01v22 { name = "01v22"; sound[] = {"\sound\01v22.ogg", db+0, 1.0}; title = $STRC_01v22; }; class 01v23 { name = "01v23"; sound[] = {"\sound\01v23.ogg", db+0, 1.0}; title = $STRC_01v23; }; class 01v24 { name = "01v24"; sound[] = {"\sound\01v24.ogg", db+0, 1.0}; title =$STRC_01v24; }; class 01v25 { name = "01v25"; sound[] = {"\sound\01v25.ogg", db+0, 1.0}; title =$STRC_01v25; }; class 01v26 { name = "01v26"; sound[] = {"\sound\01v26.ogg", db+0, 1.0}; title =$STRC_01v26; }; class 01v27 { name = "01v27"; sound[] = {"\sound\01v27.ogg", db+0, 1.0}; title =$STRC_01v27; }; class 01v28 { name = "01v28"; sound[] = {"\sound\01v28.ogg", db+0, 1.0}; title =$STRC_01v28; }; class 01v29 { name = "01v29"; sound[] = {"\sound\01v29.ogg", db+0, 1.0}; title =$STRC_01v29; }; class 01v30 { name = "01v30"; sound[] = {"\sound\01v30.ogg", db+0, 1.0}; title =$STRC_01v30}; }; class 01v31 { name = "01v31"; sound[] = {"\sound\01v31.ogg", db+0, 1.0}; title =$STRC_01v31; }; class 01v32 { name = "01v32"; sound[] = {"\sound\01v32.ogg", db+0, 1.0}; title =$STRC_01v32; }; class 01v33 { name = "01v33"; sound[] = {"\sound\01v33.ogg", db+0, 1.0}; title =$STRC_01v33; }; class 01v30 { name = "01v30"; sound[] = {"\sound\01v30.ogg", db+0, 1.0}; title = $STRC_01v30; }; class 01r70 { name = "01r70"; sound[] = {"\sound\01r70.ogg", db+0, 1.0}; title = $STRC_01r70; }; class 01r71 { name = "01r71"; sound[] = {"\sound\01r71.ogg", db+0, 1.0}; title = $STRC_01r71; }; class 01r72 { name = "01r72"; sound[] = {"\sound\01r72.ogg", db+0, 1.0}; title = $STRC_01r72; }; class 01r73 { name = "01r73"; sound[] = {"\sound\01r73.ogg", db+0, 1.0}; title = $STRC_01r73; }; class 01r74 { name = "01r74"; sound[] = {"\sound\01r74.ogg", db+0, 1.0}; title = $STRC_01r74; }; class 01r75 { name = "01r75"; sound[] = {"\sound\01r75.ogg", db+0, 1.0}; title = $STRC_01r75; }; class 01r76 { name = "01r76"; sound[] = {"\sound\01r76.ogg", db+0, 1.0}; title = $STRC_01r76; }; }; class CfgSFX { sounds[] = {}; }; class CfgEnvSounds { sounds[] = {}; }; Anyone have ANY idea what the issue is? Maybe my eyes are bad, but I don't think there's anything particularly out of line with that coding. I cleaned it up a little, but to little avail in fixing the issue. It shocked me that deleting the Description file caused the mission to load, but the mystery is what exactly is wrong with the Description file to do this? Maybe another pair of eyes can help me. If so, that means both Armed Assault and Rahmadi Conflict can fully boot, and then I'll be able to tinker and try to fix things.
-
Arma 2 Addon request thread
foffy replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thank you! I assume that A2's vehicles overlapped with A1's, but I have a question; how do I spawn the vehicle unmanned in the editor? My issue is if I'm using the US Sahrani units, having A2 vehicles in use has A2 units in them. -
Arma 2 Addon request thread
foffy replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I was asking about the vehicles ideally in that pack. If they're represented in A2/OA, I'd like to know what. I figured if I had the US Sahrani vehicles, it'd be easier for me to tinker about, as I don't actually know how to get tanks and HMMVs to have US Sahrani troops, so they contain A2/OA troops. -
Arma 2 Addon request thread
foffy replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I figure I would ask here. I asked in the SLA Troops thread but I haven't gotten a response there but does anyone have the vehicle set for the US Army(Sahrani) faction? Maybe asking here will get me better results. -
Sorry to necrobump this, but I was wondering if anyone has the Vehicles 1.0 pack? It's the only one in the opening post that's not on Armaholic, and the link is dead.. EDIT: Also, what model is President Ramirez under? I can't find him under SLA. Wait..found him. :3c
-
What's difference between the OA beta and the retail build of OA? Silly to ask, but if it supports OA in some fashion, couldn't I just copy over my OA assets instead of downloading another build of the title?
-
Seems to be. Does anybody know how to get this new patch for OA on Steam? I was able to update ArmA III to this new build, but OA hasn't been updated, so this conversion stuff is MIA for me.
-
Arma 3 (2040) will there be DLCs based on 2000/2010?
foffy replied to Danlord's topic in ARMA 3 - GENERAL
That it did. I guess QG seems a bit different in that it has its own set of files, but RC actually uses a number of assets already coded into the game. QG never had its assets (save for the island) ported to ArmA II, did it? I know RC's Insurgent forces and the islands were. -
Arma 3 (2040) will there be DLCs based on 2000/2010?
foffy replied to Danlord's topic in ARMA 3 - GENERAL
Wasn't Rahmadi Conflict also DLC for ArmA I? -
It merges with TOH? Aren't they also plans to merge ArmA II with ArmA III as well? Some BI member implied as such, but I can't remember where..
-
Community interest in Rearmed for ArmA 3 (integration of A2 and OA content with A3)
foffy replied to OMAC's topic in ARMA 3 - GENERAL
Heh, cool! It would be a bit too much to ask for this on their feedback site, right? I mean, it is a site for feedback..but it seems designed for issues! Is wanting a feature with the game an issue? :P As much as I love BI updating their stuff, I think having integration for their legacy work would greatly benefit the community. It could keep dead mods and content available for the userbase in newer iterations, while allowing the content to just be brought over could make it easy to expand and add features regarding the new elements in ArmA III. I think that way, if it fails to use the new systems it already has a baseline, but it can easily be tweaked within the new engine to test the newer nuances of the engine. Everybody wins. The new lighting and updated rendering system alone give their islands from ArmA II an incredibly fresh breath. As a fan of single player content more than multiplayer (don't murder me!) experiencing missions in Chernarus in the ArmA III engine would be pretty exciting and fresh. The possibilities for ArmA III heavily expand if they open their hand to support ArmA II content in ArmA III. Theoretically though, isn't this type of thing already possible? I mean, couldn't there be a mod to bruteforce ArmA II content to work in III? I think because of the physics and altered model system that this is currently the major stopgap, but couldn't that be worked around? -
I understand, but to give some context of what I was doing, I was only testing the islands to see how they worked in A3. I can respect your intent and wishes, but I just wanted to elaborate to show I didn't have an agenda to bring everything you guys were doing to A3 for you or anything. I thought the new lighting engine really added a lot to the game, so I wanted to see how some of the islands handled it now. :P I won't continue any tinkerings with your work in the Alpha. My deepest apologizes, and I didn't mean to offend or disrespect anyone with my efforts. I hope you at least understand.
-
But in that case, I don't understand. It can't be human input on my end, and I do know personally that some of the earlier missions are coded in weird ways. Perhaps the way this first mission is coded that maybe causes some strange issue in ArmA II? Fun fact: one of the missions in the original game actually has a habit that tanks can randomly tip over a hill, effectively breaking the mission. So I know these missions aren't finessed and polished all too much. Regarding .kju, I do believe he dropped the project and didn't want anyone to ask him about it, so unless he's had a change of heart, I don't think he's going to have any say on the matter. I do think BI is probably too busy with A3 to really care about this, and I personally don't see nothing alarming about this project being continued. I mean, people still use it for the islands, and it does support the porting of missions, which was something people did work on, so why not port them so more people can experience the original game? There was a lack of a community to do it which lead to .kju leaving the project, I believe. Maybe this mission will be easier to crack. This mission fails to have the AI dismount from a helicopter. This is an issue that happens in another mission as well, so I'm sure a solution here can work there. I think it's even the same helicopter, so perhaps it's the model not interacting with the game well. Could the AI be forced to dismount? EDIT: Testing some missions, it seems some have no audio, but I am unsure if this was the case in the original game. There is no path for the audio files for a few of these missions, so I believe these are supposed to be text-only missions (these are side missions) or perhaps the audio file for these are strangely not in the campaign. I figure I'd list out what I need to make sure the game is fully bootable and functional. Not ideally smooth, but close enough. - A solution to the EndofFile message for Transport (Armed Assault) - A solution to the AI dismounting from the boat in The Coast (Rahmadi Conflict) - A solution to the AI dismounting from the chopper in Chapter Three: Last Resort (Rahmadi Conflict) and Reality Show (Queen's Gambit) - A solution to the issue of cutscenes not playing normally (as in they transition to scenarios where you're in first person and the view randomly looks about, forcing you to skip them) in Spy (Queen's Gambit), Proclamation (Queen's Gambit), and Day After (Queen's Gambit) - A solution to solve the lack of a cutscene playing in Meeting (Queen's Gambit), which starts the mission and later the mission triggers - A solution to solve 'bin\config.bin/CfgFaces.prisoner' which prevents Bad News (Queen's Gambit) and Old Friend (Queen's Gambit) from playing, as well as potentially breaking mission goals in Camp (Queen's Gambit), and Genocide (Queen's Gambit) - Add briefings to all of the missions I believe if solving all of the above, I think all of the campaigns will be bootable and playable. Maybe not polished and finessed, but you can probably start and finish them despite hiccups. I think the easiest solutions would be to add briefings and the issue with the prisoner face. Maybe I'm assuming a little too much here, but seeing as the game inserts ArmA II units and models when it lacks one for the campaign, could there be a way to edit these missions to where it loads a normal civilian model as the prisoner instead? That way, if the tools to convert Queen's Gambit are gone (the prisoner face was added with Queen's Gambit, and only the game world was converted in CAA1), a workaround is applicable. If anyone here has any idea, please tell me, and if you wish I could send you the missions in question if it's easier for you to look in and solve. I'd really like to see the campaigns in a roughly fully functional state in ArmA II, and I sincerely wish I had the knowhow to do it myself, but I can only hope that someone in the community has such a passion and interest in the ArmA I world BI made like I do. I feel it's vastly underrated. EDIT 2: For the time being, I'll at least play the current setup of missions to state how they work, and if anything could use cleanup. Of course, these are the missions that do boot, so all of the ones I mentioned above will NOT be listed in my testing. I figured I'd keep at looking into this so this way, once all of them can work, there's a to-do list of cleaning things up. My earlier suggestions should be tackled first so there is a working, playable template of the whole thing. No need to fix things when all of the things can't be toyed with, no? ;) [b][u]Armed Assault campaign:[/b][/u] [b]Sniper and Convoy -[/b] Can't go up the ladder to trigger a cutscene, but if you wait long enough the game progresses anyway. Outside of that and no audio, works flawlessly. [b]Direct Hit -[/b] Works flawlessly. [b]Beaten Dog -[/b] Works just like the original, so the AI driving is bad. [b]Unsurrounding -[/b] See above. [b]Construction Convoy -[/b] Due to the pathfinding being weird for this conversion in some ways, the convoy takes FAR longer to get to the destination. As a result, this mission takes five/six times longer to do than the original. [b]Dolores -[/b] Like the original, this mission is very spotty. The first objective is to bomb the bridge when the tanks cross over, and like in ArmA I, sometimes the tanks tip over or fail to even get to the bridge. Also, it seems the bridge for some reason cannot explode, so maybe this can be reprogrammed to plant the satchels and upon detonation go to the next mission trigger, as the next trigger activates when the bridge breaks. [b]Sanitary Operation -[/b] Like the last side mission, audio is strangely absent. Works better than the original thanks to the AI improvements. This mission always had AI issues from friendlies in ArmA I. The audio here is wss, which may be a file type ArmA II doesn't even support. I believe OFP and ArmA I support this. [b]The Hotel -[/b] Works perfect. Reminds me of a Hitman mission. His model is not the same as in the picture, but he DOES look different than the other soldiers. Makes it more intense picking out the true leader. [b]Battle of Somato -[/b] Plays flawlessly. Missing audio for missile drop. [b]Ammunition Dumps -[/b] Unknown if this works right. This mission required you to wait and guard a place for a looong time, and I never finished it in the original. I think it works the same, as I assume the mission triggers are simply the progression of the time and surviving until that causes the mission to end. [b]Awakening -[/b] Same as Sanitary Operation regarding wss audio. I tried changing the file extension in Description, but all I get is the radio static. Crashed when I hit a sign. I'm sure the mission plays fine if it weren't for that. :P [b]Dawn of Hope -[/b] Works fine. [b]Chopper Assault -[/b] Works fine. [b]Convoy Attack -[/b] Works fine, though the ammo counter for the gunner is invisible. [b]Counterattack -[/b] Boots, but the AI and fellow APC units don't move when the mission starts. [b]Chopper Transport -[/b] Seems to work, but I was gunned down right before the last objective. I think it works. [b]BIG BANG -[/b] Mission seems to work strangely. You're supposed to take out a unit before they call reinforcements, but the scripting has it where when you clear out the camp and are to extract, the alarm is raised and you fail the mission. Strange. [b]BIG BANG 2 -[/b] Seems to work just fine. I believe the objective is to get to a point and clear a city. The only issue is the AI driving past a bridge, but you can manually drive them over it. I died, so I can't verify if it's 100% working. [b]Into Enemy Territory -[/b] Works fine for infantry, but the armored tanks and APC who are supposed to defend a point with you don't move. This sort of makes the missions a LOT harder than it should be. [b]Saboteur -[/b] This mission seems to work fine. [b]Armored Fist -[/b] Works just fine. [b]The Camp -[/b] No idea if this one works. This mission had a series of engineers come in to build a base, and you have to defend them. There are no engineers in this conversion. Maybe it can also just be a mission to defend a base until a certain time or until all of the enemies are dead. [b]The Great Battle -[/b] Ammo count like the last chopper mission is invisible. I believe it works just fine, but the helicopter AI has a habit of crashing into you if you're not looking for them. Be careful! [b]Final Countdown -[/b] Seems to work just fine outside of the bridge stuff with the AI at the start. [b]Final Countdown - Tsunami Wave -[/b] Seems this mission works fine. Granted, it's the final mission and there's a lot to it, so I'm sure there might be some AI snaffus, but the core unit works perfectly. As you can see, it seems only one mission killing issue has surfaced through the conversion with any other severe issue being something the original game had or something clunky and roughly tolerable. I assume the issue with Counterattack is when you get into an APC and the next waypoint cursor activates that in ArmA II this requires you to redo the move to point for the AI. I assume this can easily be solved in the mission editor, no? Also, I'd like to ask now that it dawned on me; were any character models from ArmA I remade or ported for ArmA II? Testing these missions made me realize they all use ArmA II character models, which I don't mind, but I was curious. Perhaps a new goal after everything's up and running to retrofit the models to ArmA I models. A lot of the voices in the game return to do ArmA II, so it's almost cute that the current modelset makes it look like it's the same characters playing roles between both games, but I believe this was not the intent. I've never really done editing for mission content, but couldn't it be easy to reconfigure the units in the editor to be of a different model? If someone can give me tips on that, that'd go a long way to perhaps fixing that strangeness. Also, if possible, could anyone recommend good replacement models? Checking ArmAHolic here and I'm a little overwhelmed in terms of packs and how to use them. I'll have to recheck, but I believe ArmA I had an independent army force in the campaign you didn't play as, so I have to figure out what parts of the game feature what. EDIT 3: I'll try using Marseille77's Sahrani units for BLUFOR, OPFOR, Independent, and Civilians. Now, I don't know how easy it is but can you replace a model with ease? I hope I can quite easily swap models between the base ones and the ones from these units. I hope their weapons stay in tact. Now, the mystery of getting the missions to even be noticed in an editor.. EDIT 4: Okay, I figured it out, so I'm going to begin replacing the models for the missions, but I have a question; how do you replace the characters models in a car, tank, or air vehicle? These character models don't overlap with the assets already made for CAA1, so I have to remove the models CAA1 uses in these with these other ones.
-
This is strange. I'm able to boot up Operation Arrowhead and get ArmA II and I have Steam for the series. Try putting the folder in OA's main folder, if you're booting OA. I don't know if OA recognizes any A2 mods. Also, this is a silly question but how exactly are animations encoded for CWR2? I tried to import the maps to the ArmA III Alpha, and I guess because I couldn't figure out what you guys called the anims.pbo, I had a guy spawn in as a hang-glider. I was still able to lob grenades, but the model made me feel like I was playing a survival horror game. :P
-
Community interest in Rearmed for ArmA 3 (integration of A2 and OA content with A3)
foffy replied to OMAC's topic in ARMA 3 - GENERAL
I...I have no words. Only video will do! UDq4URXOPlU What exactly do we need to do to convince BIS to offer this for us? -
Community interest in Rearmed for ArmA 3 (integration of A2 and OA content with A3)
foffy replied to OMAC's topic in ARMA 3 - GENERAL
It seems rather easy to port the islands to get them into a semi-working state for the alpha (except the ACR island, and I've no idea why this is) so theoretically this seems possible. It will just have to be up for BIS or a modder to give all of the older material some value so it doesn't crash, like the older models. This is a bit silly to ask, but has anyone actually tried porting over the islands from Take On Helicopters? Outside of Takistan I mean. It's quite amazing how the framework BIS has makes a lot of the older islands and featuresets somewhat compatible in the newer projects. It helps keep longevity for the older stuff, I feel. -
CBA - Community Base Addons - ARMA 3 Alpha
foffy replied to sickboy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have. No idea if it's from ArmA I or II, as I do believe a version was custom-made for II. If the islands can be ported, I hope the content can be too. Being able to play all of the official ArmA stuff under this new hood would be phenomenal. The new animation system would make Harvest Red feel like a newer, fresher campaign. -
Heh, the briefing is from a HMTL file! I have no idea how to transfer the information, but I'm sure if there's an easy way to port it over to ArmA II, that would save a lot of work. The text and other information is already in tact, and it only seems like it's done in a way that ArmA II doesn't really look for it, so why should it have to be redone? It seems like at best it can just easily be retrofitted to how ArmA II looks and compiles the briefings. I guess it immediately has to do with the fact that none of the ArmA I missions have a briefing.sqf file, which as you implied is something ArmA II uses for the briefings. EDIT: Finally got around to getting audio in all of the cutscenes in ArmA I, but this has led to a strange occurance. For starters, the female reporter model is now replaced with a male one, which is good...except now there is no building for the reporter, and he's out on an airfield. Second, there is a second male reporter for the game that appears in later scenes, and these scenes are very strange in that they're SUPER LOUD in terms of audio, just like with all of Queen's Gambit. If I may, I'm going to post the audio code and perhaps someone can help me deduce the issue here. class CfgSounds { sounds[] = {}; class 09v50 { name = ""; sound[] = {"\sound\09v50.ogg", db+20, 1.0}; titles[] = { 0, $STRC_09v50 }; }; class 09v51 { name = ""; sound[] = {"\sound\09v51.ogg", db+20, 1.0}; titles[] = { 0, $STRC_09v51 }; }; class 09v52 { name = ""; sound[] = {"\sound\09v52.ogg", db+20, 1.0}; titles[] = { 0, $STRC_09v52 }; }; class 09v53 { name = ""; sound[] = {"\sound\09v53.ogg", db+20, 1.0}; titles[] = { 0, $STRC_09v53 }; }; class 09v53a { name = ""; sound[] = {"\sound\09v53a.ogg", db+20, 1.0}; titles[] = {}; }; class 09v53b { name = ""; sound[] = {"\sound\09v53b.ogg", db+20, 1.0}; titles[] = {}; }; class 09v53c { name = ""; sound[] = {"\sound\09v53c.ogg", db+20, 1.0}; titles[] = {}; }; }; }; What exactly is db+20? Is this something that spikes up the volume? Because it seems on certain scenes it's just fine but on others it is near deafening. I use a Logitech G35 and it really fucking hurts my ears when the audio plays and it's spiked up like this. It looks the exact same in regards to scenes that have normal audio, and I have no idea what exactly is triggering this.. EDIT 2: So I was right! I'm learning. I'd like to start tackling the parts of the campaigns that aren't booting, so the first thing I'd like to ask was does anyone know of the tools used to convert ArmA I stuff to ArmA II? I believe only the island from Queen's Gambit was converted over, so if I can get the tool (and maybe a base set of instructions) on how to port stuff, I'll start porting over the character models. This seems like it may have to be done, as it's looking for a Prisoner model, which I know exists in the Queen's Gambit set. I don't see any file complimenting that for CAA1. Here's a link to the first mission in Armed Assault that fails to boot. Maybe someone here can decode the issue. The error message is 'Config: some input after EndOfFile', and the mission fails to start at all. It doesn't even load. Multiupload failed me, so I used Mega. Hope nobody minds. :P
-
Oh my, a contest! D-does this mean that the game will enter a public beta soon? :3c