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Posts posted by evromalarkey
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@Jakerod Well, AiA ensures backward compatibility to CWR2 terrains and my additional config (code is shown here) did only added few additions. Like satellite pictures in screen selection, A3 menu intros and grass, adding CWR team as author and few lines to fix onscreen errors and crashes which could occur in Arma 3 and that was all.
To end this matter I want to set the record straight. I wouldn't ever assumed that this little config could start such flame here. I started doing these configs as additions for AIA TP, so everyone could enjoy their favourite maps in Arma 3 (which is AiA already doing) with some further nice additions like satellite pictures.
I have didn't asked, because I never assumed that I'm doing something wrong. I only did additions for something which AiA already do, backward compatibility. I don't even know now, if I want to continue with this little mod. I wanted to do satellite pictures and other small additions for most of Arma 2 maps which are can be used with All In Arma in Arma 3, but then I came to this matter. Before some one blame me that after removing CWR2 terrains I did it again and added OFP islands by Hotzenplotz without asking. I did ask and he has no problems with it.
I don't know how can you even compare this to DayZ in Arma 3 matter. The difference is that someone took Dean's work, redistributed it and created servers with DayZ mod for Arma 3. And Again, I have not re-distributed CWR2, I have not ported CWR2, I have not edited CWR2. I only pointed out that also CWR2 is backward compatible with All In Arma, made config with some additions to make it perfect and told people where to officialy get CWR2 and how to use it in Arma 3. I never assumed that CWR team forbid use of their mod in Arma 3 and for that I'm sorry.
People accused me here for porting some one work without permission, even accused me of redistributing it or marketing it in my own project. People started arguing here, attacking each other with insults and I am not happy about it.
I am truly sorry that I wronged CWR team somehow and please accept my apology. But next time please declare straight in your terms that you don't want anyone to use your content in Arma 3 in any form, so no one could misinterpreted the message.
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My work is done here and I have done what I wanted to do.Bi tool rights are irrelevant. Evro is not bi. Bi would approach us first and send us a message before marketing our products in their own project. Evro did not ask. Politeness really is a lost art nowadays. Might it have been different if he had asked us first? Who knows.
You are NOT allowed to port this Mod (or parts of it) to Arma 3!We do not make exceptions, so don’t even bother to ask!
I think that you made absolutely clear, that CWR Team doesn't want to see their mod released in Arma 3. So I didn't ask and respected that. So instead I only pointed out that CWR2 terrains are backward compatible alongside All In Arma in Arma 3 and made my own additional config. I have not re-distributed your mod, I have not ported your mod and yeah, i'm not BI, why do you even mention that anyway? And how exactly I'm marketing your products in my own project? You can't be serious. I'm very polite person and I was trying to solve this reasonable. I wouldn't ever assumed that you or your team would react this way, that's why I didn't ask. I thought that I'm not doing anything wrong or against your rules.
If evro wants to take it up with David then that's fine.I don't want to continue with this matter. I'm really disappointed from this, it cost me whole day and I'm really stressed right now. So I want this matter to be over, but on the other end I would wanted to know David's opinion on this.
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@1212PDMCDMPPM Hotzenplotz versions may be little worse than CWR2 versions, but not bad and at least some alternative. Hotzenplotz also did 2014 version of Everon for Arma 3, check here.
For these who already got the config or these who want to use CWR2 in Arma 3, hear this. I really do not recommend to use CWR2 maps in Arma 3 alongside All In Arma and my config, it's all working and looking great. But you know, prohibited by CWR team.
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Version 1.3.1 released, 1 config removed, 1 new config added
Download:
Changelog:
- fixed random roads in Caribou config
- 1 config removed due request by CWR team - CWR2 Islands - Everon, Malden, Kolgujev, Nogova
- 1 new config added - Everon, Malden, Kolgujev, Nogova
Everon
- @everon_2010 - Armaholic, Play WithSIX
- Issues: none
Malden
- @malden_2010 - Armaholic, Play WithSIX
- Issues: none
Kolgujev
- @kolgujev_2010 - Armaholic, Play WithSIX
- Issues: none
Nogova
- @nogova_2010- Armaholic, Play WithSIX
- Issues: missing object pmc\ags_build\kw3.pd3; missing object pmc\ags_build\kw2.pd3
So after request from CWR team I decided remove my config for CWR2 Islands, because CWR team doesn't allow using their content in Arma 3 under any circumstances. But worry not, I decided to made config for more Arma 2 maps which are backward compatible with All in Arma in Arma 3 and this time it's Everon, Malden, Kolgujev and Nogova by Hotzenplotz. This config only adds sattelite pictures, Arma 3 style intros and grass.
My old config with my own code will be still available for anyone on my GitHub, so you can binarize it and use it for your personal use. But be aware of that, CWR team strictly prohibit you to use this config with their mod in Arma3! First post will be updated.
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I will say again:Our content is free and our authors make it freely in their own time. The same authors that produced the maps, have specified that they are not to be ported to ARMA 3 in any form. They are the originators of the product and their wishes are to be respected.
Ok, fine. I was trying to be reasonable, but it seems I will not get anything else from you. I'm very disappointed that you (or CWR team) see it this way, but I will respect it and I will remove the config in the next update.
But let me remind you that CWR2 maps are based on the maps from OFP and original authors of these maps are Czech people and Bohemia Interactive. And you should also respect that, it's quite arrogant from you to declare such demands, that these maps are no one but yours and can not be used in the BI game in any form. Let's be honest, most of CWR team is hating BI and A3, but you shouldn't drag this hatred into the community. After all, all of your work was done for the community :)
This is my opinion on this. By the way, I also did all of this in my own free time, even this discussion. And I'm not exactly happy of it.
And you should probably bother also PWS team, because CWR2 is listed under backward compatibility list when you use All In Arma.
Cheers.
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@serjames @colonel stagler well I didn't exactly agreed
Well, if this what's you want, I will respect that and remove it. But can you atleast answer to my remarks at previous pages?It's there no chance that your team won't consider to allow this under certain conditions? After all it's only backward compatibility matter, no one is re-distributing your mod.
Since I have not done anything wrong, I wont remove it only from my good will. I'm very serious when comes to respecting people, so I want to show good will.
But no unless CWR team answers my remarks on previous pages and clarify their decision.
When I am told to remove something I want to know why.
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Private usage is one thing, but public advertisement and distribution of CWR 2 content is something we do not agree to.Evro, could you please remove all CWR2 configs from your mod.
Well, if this what's you want, I will respect that and remove it. But can you atleast answer to my remarks at previous pages?
It's there no chance that your team won't consider to allow this under certain conditions? After all it's only backward compatibility matter, no one is re-distributing your mod.
Shafting the community? You joined in 2013. I dont count you as part of the arma community therefore your views are irrelevant.I don't know how you can judge someone on date of joining the forum, I joined the forum also in 2013 and I'm playing the games from OFP times with Czech communities.
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To be clear, my intention is really not to disrespect someone. I love CWR2 and really enjoyed it in Arma 2, because Operation Flashpoint is heart matter for me. Maybe I don't agree with CWR team, but I respect their decision not to continue with their mod in Arma 3.
Their decision was quite explained on armaholic and it's understandable, but let me quote something.
From the perspective of an addon maker, this is adding yet more layers of complexity which requires even more time and effort. Currently, we have only one guy in the team who is able to do all that work. How much work the terrains will be no one can tell.Well after releasing Arma 2 content in Arma 3 with All In Arma, there is not much work to do. CWR2 Islands are completly compatible and without bugs and errors and look amazing in Arma 3. Yes there needed to be added few lines in my config to make it perfect and without crashes, but it's working great and that's because these islands were produced with the best quality.
So what exactly is the problem here? As I said earlier, it's not ported, only backward compatible. From my perspective I would be glad that at least the terrains are backward compatible with Arma 3.
Now I eagerly await your reply colonel stagler, because this matter is quite silly. I have not done anything wrong and you threaten me with appropriate action? I hope we can sort this out eventually and come with reasonable solution.
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@LAxemann weird, will check that and fix
@colonel stagler I'm sad to hear that. Basically as Lordprimate said I have not port anything, I only did backward compatibility config, which doesn't contain any of the cwr2 code, except few class names.
It depends on what do you imagine under word "port", because I only pointed out that CWR2 maps are backward compatible with All In Arma in Arma 3 and made additional config, which adds satellite images, intros and minor additions.
I understand and respect that your team doesn't want to port CWR2 into Arma 3 or anyone else port it as mod in Arma 3, but you can't expect from people to don't use your content alongside with backward compatible Arma 2 content in Arma 3.
So what exactly do you expect of me? You want from me to delete the config and stop saying that these maps are backward compatible with All In Arma in Arma 3?
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Try updating your userconfig and by the way this is a bad place to post it, you should ask in TFAR thread - http://forums.bistudio.com/showthread.php?169029-Task-Force-Arrowhead-Radio
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Version 1.3 released, 1 new config
Download:
Changelog:
- fixed error on Caribou
- deleted enviroment sounds on Fata, replaced with A3 ones
- replaced rain sound on Namalsk with A3 one
- 1 new config added - Everon, Malden, Kolgujev, Nogova
Everon / Malden / Kolgujev / Nogova
- @CWR2 - Armaholic, Play WithSIX
!! Required pbos:
cwr2_abel.pbo
cwr2_abel_data.pbo
cwr2_buildings.pbo
cwr2_buildings_config.pbo
cwr2_cain.pbo
cwr2_cain_data.pbo
cwr2_eden.pbo
cwr2_eden_data.pbo
cwr2_furniture.pbo
cwr2_misc.pbo
cwr2_noe.pbo
cwr2_noe_buildings.pbo
cwr2_noe_data.pbo
cwr2_noe_roads.pbo
cwr2_plants.pbo
cwr2_roads.pbo
cwr2_rocks.pbo
cwr2_signs.pbo
cwr2_signs2.pbo
opt:
cwr2_cain_w.pbo
cwr2_cain_w_data.pbo
cwr2_plants_w.pbo
cwr2_roads_w.pbo
- Issues: none
Many people wanted these great islands from OFP in Arma 3, since CWR Team has no intentions to port it in A3, I decided to do backward compatibility config also for these maps (thanks kju for all additional help with this). It's important that you use only islands pbos from the CWR2 mod, the list is above. I haven't done config for winter version of Kolgujev yet, but it should work fine. Some screens below, these maps look splendid in Arma 3. First post will be updated.
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More in gallery
EDIT: I forgot about new custom AIA config in opt folder. If you use it, it will delete the upper clouds which are in AIA TP (I personaly don't like them). As bonus it will add A3 style intro for all AIA TP maps.
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Just tested VTS and Mine Detector is under Launchers. But when you bought it, it's added as an item (can not equip it as launcher).
And AGM Items can not be bought indeed, but I think this is problem in VTS (not recognizing type 4096?)
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lol, I always thought that this kind of date was US format :D
@The.D you sure you have downloaded all files? We had full version on dedicated server and we never had such problems
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Yeah understand, good luck. I hope BIS will come up with something
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Kydoimos I can't find any of Resist missions on your workshop, except Road's end - http://steamcommunity.com/profiles/76561198007919065/myworkshopfiles/?appid=107410
Am I missing something?
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@EvroMalarkey - lol - I had no idea I'd left the go-kart unlocked! Think I'll leave it that way! :P Also,have a peek around the garage, there's a devious way you can kill all the AAF guards with a nifty addAction :)
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haha, I actually thought that it's an easter egg "steal the go-kart" :D
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I updated my quote, correct link for the 1.5 GB torrent is http://gameupdates.org/details.php?id=5993
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there are links for the patch in the first post now (including changelog) -
CHANGELOG:
2014-10-18
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- Added: Replace A1 buildings with improved SMD variants.
- Added: A3 style grass to Chernarus.
- Added: Chernarus summer version (WIP).
- Added: Customized terrain lighting for desert type terrains.
- Added: Make more community made terrains support custom lighting.
- Added: Improved A2 Revised Lamps:
- Added: Glow Materials to lamps and hide animation upon destruction of bulb.
- Added: Hitpoints and Direction vertices to lamps.
- Updated: Sidl type lamps and concrete power line lamp are now based on A3 lamps.
[*] Added: Improved NAV Lighthouses:
- Added: Lighthouse now emits light.
- Added: Lighthouse has a visible flare.
- Changed: Decreased rotation speed of lighthouse (was: 51deg/s~ | now: 18deg/s).
- Changed: Lighthouse light would only work at certain periods, is now on for the entire duration of the spin.
- Updated: Fire geometry was adjusted (materials and LOD).
- Fixed: Red strobe light on top of lighthouse now emits light properly.
[*] Added: Improved Stoplights:
- Added: Animation and glow material for the blinking yellow light.
- Fixed: Blinking yellow light is now visible again (increased intensity).
[*] Added: A3 lighting to LHD.
[*] Added: Set MapSize value for BI and community made terrains.
[*] Changed: Improved AiA TP compatibility with IFA3SA (make sure to load AiA TP first!).
[*] Changed: Revert Chernarus midDetailTexture back to the default A2 one.
[*] Changed: Change surface water color back to default again and leave custom only for Chernarus.
[*] Changed: Update Signs.pbo to use Signs2.pbo models whenever possible:
- Updated: Replaced similar models with models from the updated Signs2.pbo.
- Updated: New textures for Sign_Downhill, Sign_Uphill and Sign_Main_End.
[*] Changed: Disable main menu intros for custom terrains.
[*] Changed: Disable infinite terrain in Aliabad, Esbekistan, Hazar Kot, Tarin Kot for the time being to stop crashes.
[*] Changed: Replace door icon with the A3 one.
[*] Changed: Remove terrain listed in an alphabetic order as it causes issues when terrains are not present.
[*] Fixed: AiA crashes when loading another terrain.
[*] Fixed: A1 appartment building is flying.
[*] Fixed: A1 red and white bar gate is rotated 90°.
UPDATE NOTE:
This is an incremental update. So extract the new data over the existing and overwrite it.
As Play withSIX user the program will download the update and apply it automatically.
AiA TP 2014 10 18 Patch (1.5 GB):
File: AllInArmaTerrainPack_2014_10_18_Patch.7z CRC-32: 860a36ea MD4: 225653f7da1c1649d0cf1a3f74414217 MD5: 66f6fef9c078c6f74713b7afafe4b118 SHA-1: f95538d10d3cc6133e0361ce6bd0d6b57b31a0c0
AiA TP LITE 2014 10 18 Patch (277 MB) - low quality textures for better performance, smaller download and servers:
File: AllInArmaTerrainPackLite_2014_10_18_Patch.7z CRC-32: 8350e39d MD4: 4b5172a98fda8c33318012ca4958dd02 MD5: c4e497f474e9d82ca796aa246ee13552 SHA-1: 3ebf186c0d0583a7990b3b0df2440f00886e6141
AiA TDP 2014 10 18 Patch (1.4 GB) - data only pack along with single download for each terrain:
File: AllInArmaTerrainDataPack_2014_10_18_Patch.7z CRC-32: e2d3cada MD4: fe938c9b6900a86238ee7b87236a477a MD5: 4e3e0910314aadfb7e3352edb678820f SHA-1: d7b7f18215d92fd4ab098202090264b377321353
Server keys: https://dev.withsix.com/projects/all-in-arma/files
- Added: Replace A1 buildings with improved SMD variants.
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157 MB should be it
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are you sure you download it all? acr_a3_weapons.pbo should have 64,2 MB
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Thanks! I hear some artifacts in record. You voice is robotic for him, too, right?yeah, he said that I sound also robotic
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Could you please also record his voice without plugin in TS? It will very helpfull for debug :)here - http://youtu.be/at_dKyuCvso
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ASCZ A2 Community Map Fixes (for AIA TP/SA)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
serjames is right, please stop it already. It was sorted, we already know each other different opinions on this matter, don't start this all over again.
I will gladly made configs for your maps, I will add them to my to do list :) Thanks again.
Did you solve it? @namalsk_lite is basically @namalsk without few pbos.
Needed pbos only for island should be:
namalsk.pbo
ns.pbo
ns_plants.pbo
ns_rocks.pbo
ns_sounds.pbo
ns2.pbo
Anyway I will continue with this mod, will do new configs for another maps. I would like to ask permission from most authors, but it could be kind of hard task reach out some of them. So instead I will declare that upon author request I will immediately delete the config and map from the list. By the way my work should be at some point integrated into AiA itself, we talked about it with kju and it can happen.
Collection all in one was updated with new maps: