Ezcoo 47 Posted December 9, 2013 #1 looks much better. Share this post Link to post Share on other sites
Smurf 12 Posted December 9, 2013 Ask BI guys, they live in Chernarus :D But #1 for me too. It doesn't change during the months of the year? Share this post Link to post Share on other sites
fabio_chavez 103 Posted December 9, 2013 thx for the feedback guys! Ask BI guys, they live in Chernarus :DBut #1 for me too. It doesn't change during the months of the year? btw, i live on the same river that chernogorsk habors at, just a few hundred kilometers further at its end :P on the time of the year: the time of the sunrise/sunset does change accoring to the calendar but it does not change the appearance of the sunset itself, im not sure but maybe it would be even possible to have different colors according to time of the year, but even if, chernarus is cast in autum and therefore it would make little sense, maybe we are going to see dynamic season generation in arma 4 or 5? :) Share this post Link to post Share on other sites
farside 6 Posted December 9, 2013 looks beautiful fabio, #1 for me mate :) Share this post Link to post Share on other sites
subliminalss 12 Posted December 9, 2013 @JonieTurnockWhen you say you have TKOH working do you mean with fully working advanced FM's? If, how did you solve the trim button problem or do you fly without trim? Hey, No no working AFMs. I can't get the Littlebirds to stop breaking let alone moving on to flight models... Share this post Link to post Share on other sites
KeyCat 131 Posted December 10, 2013 Thanks for clarifying Jonie... So I wonder if anyone ever got TKOH advanced FM working in A3, is it even possible without BIS doing some magic? Remember some YT videos at the start of the Alpha saying so but... /KC Share this post Link to post Share on other sites
subliminalss 12 Posted December 11, 2013 Thanks for clarifying Jonie... So I wonder if anyone ever got TKOH advanced FM working in A3, is it even possible without BIS doing some magic? Remember some YT videos at the start of the Alpha saying so but... /KC Id say its possible because AFAIK its all only configuration definitions as the A2 content was always loadable into TKOH and generally as it was in A2 but I think there is to much similarity in the nomenclature between the two games for it to be feasible at a good level. If they would have created these games with backwards compatibility in mind everything would be pre-fixed with something like the game Title in advance but its just not. On the other hand its more backwards compatible this way because you can dump somethings in and the majority of it will work. Its a double edged sword but when you go at it its just a pandoras box. I don't think for the reward it would yield its going to be defined as worth it the flight model wasn't great as it was, things like the start procedure and what not would add immersion. I think TKOH really does have some striking differences that are just glanced over alot of the time because its a BI game. Its similar but around every corner there are big differences to the way the game works. However just getting a littlebird with f*in doors and some nice civy seats should not be as hard as it proved. Share this post Link to post Share on other sites
.kju 3245 Posted December 11, 2013 TKOH tech/FM is not active/part of A3 engine. So not possible so far. Share this post Link to post Share on other sites
RandomDudeFromEST 10 Posted December 11, 2013 Anyone tested if,is it possable to use OFP Islands IN arma 3? Big Thanks. Share this post Link to post Share on other sites
fabio_chavez 103 Posted December 14, 2013 i am about to make this lighting config for AiA available to downlad, what do you guys think? videocompression slightly distorts the colors but you get the idea. (please watch fullscreen and HD) Share this post Link to post Share on other sites
R0adki11 3949 Posted December 14, 2013 Anyone tested if,is it possable to use OFP IslandsIN arma 3? Big Thanks. Not possible, the island would need to be converted to atleast an Arma 1 standard which already a few islands are. Please try to stay on topic of this thread. Share this post Link to post Share on other sites
reallybigrocks 10 Posted December 15, 2013 I don't know if this is the right place to post this but whenever i switch to a secondary weapon using AiA if i try to switch back to my primary it'll stay on my back but i can still fire and reload like normal but i can't move. I don't know if it's just AiA or a combination of mods but it stops happening when i remove AiA. Share this post Link to post Share on other sites
LykosMactire 298 Posted December 15, 2013 Hey Kju. just a heads up me and Atin are getting good progress with the Czech Military forces mod (i textured uniforms) and once its done can it be the official replacement config for the ACR. also. as a little side project im starting on a CDF mod for the soul purpose of a replacement config for the CDF Share this post Link to post Share on other sites
NeuroFunker 11 Posted December 15, 2013 i am about to make this lighting config for AiA available to downlad, what do you guys think?videocompression slightly distorts the colors but you get the idea. (please watch fullscreen and HD) looks good, sunset and sunrise are abit oversaturated, but daylight, looks pretty realistic, for eastern europe, not to bright abd to colorful as altis lighting. Share this post Link to post Share on other sites
.kju 3245 Posted December 15, 2013 @ ReallyBigRocks Can you please try without mods/just AiA. If it still doesnt work, please upload your rpt log file. @ AngelWingGamingJacob Great to hear :) Share this post Link to post Share on other sites
reallybigrocks 10 Posted December 15, 2013 Ok here is the rpt log with just AiA, the problem still persists control[CA_ValueSide]: Unexpected control type [4] control[CA_ValueSide]: Unexpected control type [4] control[CA_ValueFaction]: Unexpected control type [4] control[CA_ValueFaction]: Unexpected control type [4] control[CA_ValueRank]: Unexpected control type [4] control[CA_ValueRank]: Unexpected control type [4] control[CA_ValueClass]: Unexpected control type [4] control[CA_ValueClass]: Unexpected control type [4] control[CA_ValueVehicle]: Unexpected control type [4] control[CA_ValueVehicle]: Unexpected control type [4] control[CA_ValueControl]: Unexpected control type [4] control[CA_ValueControl]: Unexpected control type [4] control[CA_ValueSpecial]: Unexpected control type [4] control[CA_ValueSpecial]: Unexpected control type [4] control[CA_ValueAge]: Unexpected control type [4] control[CA_ValueAge]: Unexpected control type [4] control[CA_ValueLock]: Unexpected control type [4] control[CA_ValueLock]: Unexpected control type [4] control[CA_ValueSkill]: Unexpected control type [3] control[CA_ValueSkill]: Unexpected control type [3] control[CA_ValueHealth]: Unexpected control type [3] control[CA_ValueHealth]: Unexpected control type [3] control[CA_ValueFuel]: Unexpected control type [3] control[CA_ValueFuel]: Unexpected control type [3] control[CA_ValueAmmo]: Unexpected control type [3] control[CA_ValueAmmo]: Unexpected control type [3] control[CA_ValuePresence]: Unexpected control type [3] control[CA_ValuePresence]: Unexpected control type [3] No owner No owner Attempt to override final function - bis_functions_list Attempt to override final function - bis_functions_listpreinit Attempt to override final function - bis_functions_listpostinit Attempt to override final function - bis_functions_listrecompile No owner Attempt to override final function - bis_fnc_missiontaskslocal Attempt to override final function - bis_fnc_missionconversationslocal Attempt to override final function - bis_fnc_missionflow No owner [101142,4304.69,0,"x\cba\addons\network\XEH_postServerInit.sqf:3","Initializing: cba_network version: 1.0.4.198"] No speaker given for Jonathan Adams No speaker given for David Green No speaker given for Samuel Goben No owner Attempt to override final function - bis_functions_list Attempt to override final function - bis_functions_listpreinit Attempt to override final function - bis_functions_listpostinit Attempt to override final function - bis_functions_listrecompile No owner Attempt to override final function - bis_fnc_missiontaskslocal Attempt to override final function - bis_fnc_missionconversationslocal Attempt to override final function - bis_fnc_missionflow No owner No owner No owner Error: Bone cheek_lf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone nose_tip doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_uplb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw_ls doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_uplf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_lc doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_lwlb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_lwlf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw_lm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone zig_lb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_lwm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_upm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone ear_l doesn't exist in skeleton OFP2_ManSkeleton Error: Bone corr doesn't exist in skeleton OFP2_ManSkeleton Error: Bone tongue_m doesn't exist in skeleton OFP2_ManSkeleton Error: Bone tongue_f doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eyebrow_lb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eyebrow_lf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eyebrow_lm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone zig_lm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eye_upl doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eye_lwl doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_l doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_lb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone zig_lt doesn't exist in skeleton OFP2_ManSkeleton Error: Bone nose_l doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_lm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone nose_r doesn't exist in skeleton OFP2_ManSkeleton Error: Bone forehead_r doesn't exist in skeleton OFP2_ManSkeleton Error: Bone forehead_m doesn't exist in skeleton OFP2_ManSkeleton Error: Bone forehead_l doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_rb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eye_lwr doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_r doesn't exist in skeleton OFP2_ManSkeleton Error: Bone zig_rt doesn't exist in skeleton OFP2_ManSkeleton Error: Bone zig_rm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_rf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_rm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eyebrow_rm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eyebrow_rf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eye_upr doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eyebrow_rb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone tongue_b doesn't exist in skeleton OFP2_ManSkeleton Error: Bone ear_r doesn't exist in skeleton OFP2_ManSkeleton Error: Bone neck_l doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_uprf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone neck_r doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_uprb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_rc doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_lwrb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_lwrf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone neck_b doesn't exist in skeleton OFP2_ManSkeleton Error: Bone zig_rb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone neck_t doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw_rf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw_lf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone chin doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw_rm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw_rs doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw doesn't exist in skeleton OFP2_ManSkeleton Error: Bone headcutscene doesn't exist in skeleton OFP2_ManSkeleton No owner No owner No owner No owner No owner No owner No owner No owner No owner No owner No owner No owner No owner No owner No owner No owner No owner No owner No owner No owner No owner No owner No owner No owner No owner No owner No speaker given for David Johnson No speaker given for Harry Smith No speaker given for Evan Allen No speaker given for Simon Martin No speaker given for Carlos Eady No speaker given for Sean Hanau No speaker given for Matthew Miller No speaker given for Travis Martin No speaker given for James Carter [102009,4326.62,0,"x\cba\addons\network\XEH_postServerInit.sqf:3","Initializing: cba_network version: 1.0.4.198"] Share this post Link to post Share on other sites
gvse 10 Posted December 19, 2013 Hey Kju, Now that DayZ standalone has been released is there any chance you can incorporate DayZ Chernarus into AiA? Share this post Link to post Share on other sites
Dwarden 1125 Posted December 19, 2013 1. DayZ wasn't released, it's just early acccess alpha 2. Chernarus+ isn't finished 3. You can't port CH+ to Ama 3 (there is nothing in DayZ licence allowing that) until we say otherwise Share this post Link to post Share on other sites
lt_mic 14 Posted December 20, 2013 1. DayZ wasn't released, it's just early acccess alpha2. Chernarus+ isn't finished 3. You can't port CH+ to Ama 3 (there is nothing in DayZ licence allowing that) until we say otherwise So is there a possibility if: 1. dayZ is released or not 2. CH+ is finished or close to finished 3. I agree to release (by BIS) CH+ as Arma 2 DLC or prefered A3 DLC ? or we have to write a petition to have that as a A3 DLC for X Euros? There are many Arma fans that would pay for new chernarus to be in A3 ... Ps. I find AiA much better than A3C map pack :) Share this post Link to post Share on other sites
SaOk 112 Posted December 20, 2013 Yes, its a big shame if the CH+ never appears in A3. The only flaw in orginal Chernarus were closed houses, preventing many mission features. CH+ would have been very nice new enviroment outside of DayZ too. Proper place for guerilla missions. But enjoying AiA! :) Share this post Link to post Share on other sites
teilx 4 Posted December 20, 2013 (edited) Yes, its a big shame if the CH+ never appears in A3. The only flaw in orginal Chernarus were closed houses, preventing many mission features. CH+ would have been very nice new enviroment outside of DayZ too. Proper place for guerilla missions. 1+++ there is nothing in DayZ licence allowing that.....funny excuse haha Edited December 20, 2013 by TeilX Share this post Link to post Share on other sites
el_muerko 0 Posted December 20, 2013 CH+ & Sa Matra's Wasteland in the ARMA 3 engine would be a reason for me to buy DayZ. I'd get the content and avoid the community, high-fives all round! Share this post Link to post Share on other sites
LykosMactire 298 Posted December 20, 2013 i do admit this CH+ thing would make the community a lot better but it would honestly take either a DLC or permission from high in the BI staff to get CH+, it may not be compatible for AI because DayZ you have no AI to control Share this post Link to post Share on other sites
teilx 4 Posted December 20, 2013 (edited) may not be compatible for AI because DayZ you have no AI to controlHa ha ha And what controls the Z's.....ah correct AI^^ CH+ is the same Island as CH ....only difference are new houses & objects .Arma 2/OA users have deserve to get the CH + for the many years of patience Edited December 20, 2013 by TeilX Share this post Link to post Share on other sites
LykosMactire 298 Posted December 20, 2013 Ha ha ha And what controls the Z's.....ah correct AI^^ CH+ is the same Island as CH ....only difference are new houses & objects . what i ment is it may be unuseable for commanding troops INSIDE of it, due to the fact you cant control the Z's, but that does pop up another question, how would DZ standalone weapons work if you did the PBO thing everyone did before AiA Share this post Link to post Share on other sites