View Full Version : Framerate-Friendly Island - porting stuff over?
Helmut_AUT
Jun 5 2009, 09:25
Hi all
I'm not a modder myself, but from my observation: Arma1 really had a few islands that were easier on the framerate than Sahrani. Sakakah Al Huqf for example, the large Saudi urban map, had pretty much no to very few shader-intense objects on it.
Even in Sahrani, the southern parts of desert were very framerate friendly compared to northern woods.
It would be nice for people with less advanced graphics cards slugging around at 20fps to get a few islands which can easily give 10FPS more, without the need to reduce game or model details too much.
After seeing the AI, Editor, Weapons, MP Savegame improvements/additions in Arma2, no one will go back. It would be great to have an island that turns down graphics load so people with less hefty systems can enjoy the core engine improvements at decent framerates.
NeoArmageddon
Jun 5 2009, 10:23
Just wait for the official editing tools. after the new visitor will be released, there will be much user created island that are "framerate friendly"
Helmut_AUT
Jun 5 2009, 10:41
Hi, thanks for the answer.
From what I read, porting islands over shouldn't actually be that difficult? Maybe we can hope to see some stuff before the tools are released, which might take a bit longer.
NeoArmageddon
Jun 5 2009, 13:55
Porting island is atm difficulty. ArmA2 supports new layers for ground textures (parallaxmapping etc) and arma1 island doesnt support this. and nobody knows if the old wrp files are still supported in arma2.
rstratton
Jun 5 2009, 16:51
arma1 islands work in arma2 no problem. look here http://dev-heaven.net/boards/37/topics/show/1172
If we can port Sahrani and Rahmadi can't we just as easily port community made A1 Maps like Avgani and others?
Yes.
http://img15.imageshack.us/img15/3789/arma2avgani.th.jpg (http://img15.imageshack.us/my.php?image=arma2avgani.jpg)
arma1 islands work in arma2 no problem. look here http://dev-heaven.net/boards/37/topics/show/1172
link dead :confused:
Link worked for me.
Here I am tooling around Avgani in the A2 Hind. Still a few bits of content to track down and bring across from A1 (as you'll see the first time I go to fire missiles) but basically working. Best thing is with everything on Very High and a 2400 VD I'm getting twice the frame rate (~50, though less with FRAPS running) I used to on this map in A1 with this card (9600GT).
http://www.youtube.com/v/ODJEtBmIJuk
wich files did u use for avgani?
Well as a first attempt I just grabbed the 1.14 versions of:
buildings.pbo
buildings.pbo.bi.bisign
ca.pbo
ca.pbo.bi.bisign
cti_buildings.pbo
cti_buildings.pbo.bi.bisign
dbe1.pbo
dbe1.pbo.bi.bisign
desert.pbo
desert.pbo.bi.bisign
desert2.pbo
desert2.pbo.bi.bisign
dir.txt
hotfix.pbo
hotfix.pbo.bi.bisign
hotfix_dbe1.pbo
hotfix_dbe1.pbo.bi.bisign
misc.pbo
misc.pbo.bi.bisign
plants.pbo
plants.pbo.bi.bisign
roads.pbo
roads.pbo.bi.bisign
rocks.pbo
rocks.pbo.bi.bisign
sara.pbo
sara.pbo.bi.bisign
saralite.pbo
saralite.pbo.bi.bisign
signs.pbo
signs.pbo.bi.bisign
water.pbo
water.pbo.bi.bisign
And placed them in an @<hidden>\addons\ mod folder. There is a little content still missing but I suspect (I'm just about to try it) the whole of Arma 1's addons folder could come over as I suspect BIS probably built everything in A2 with entirely different class names.
NeoArmageddon
Jun 6 2009, 11:27
I got some error messages about bad materials, and a few missing textures (that were probably in pbos that would break other things) and faulty config, but no more than about 100 messages in the RPT when the island first loaded
That means that A1 content DONT run in A2 perfect! Thats what i say! Layers etc changed in A2 and it would be very hard, to make a A1 wrp file a A2 wrp file without the tools. And the "ported" islands from A1 to A2 (with some errors) has not the quality they can have with the new technics in A2.
@<hidden>
:459: it works perfect
when i play avgani map on arma 1 i get 10 fps at max with 700 viewdistance and disabled shadows in the citycenter NOW I HAVE 40 + with EVERYTHING ON HIGHEST 5000 VIEWDISTANCE :yay::yay::yay:
UNBELIEEEEEEEEVABLE
Not working perfectly, that collection of files does cause some conflicts. I guess it's a question of de-pbo'ing them and identifying the actual portions required.
Helmut_AUT
Jun 6 2009, 21:29
Thanks for staying on the ball, guys. I've never learned how to mod beyond a few simple texture changes in OFP, but I really appreciate the effort.
When I got A1, I was mostly playing in the desert since my system back then couldn't hack all the trees. Feels the same with A2 now, and some maps with less vegetation will be really needed.
@<hidden>
Not working perfectly, that collection of files does cause some conflicts.
dont know what you mean, i had only 2 reports about missing files and avgani and afghan village worked perfect, not a single problem with them, i had no problem to play on that maps at all.
my system : amd x2 6000, ati hd 4870, 2 gig ram
avgani settings in arma2 :1280x1024, 5000 viewdistance, everything on highest except fillrate and disabled bloom and blur with kegetys mod.
citycenter fps 40 +
afghanvillage settings same, fps 50 + .
on both maps i had average fps of 10- 15 fps in arma 1 but with all settings medium and some on low , viewdistance max 700.
so for me this means PERFECT 10 :bounce3:
i tried sahrani , but didnt worked, i tried southsarani and it worked but had lots of missing buildings in paraiso.
ramadi and porto worked aswell.
if you have more than 2 missing files report with your listed pbos you obviously have a problem in ur folders.
i copy and pasted exactly your listed pbos and than i copy and pasted opteryx avgani and afghan village content in same addonfolder and they work perfect.
@<hidden>
i bet you never saw your maps so beautiful as they look in arma 2 with such a high fps rate:D
now someone port iraqi and afghan forces pls ;)
Oh my god. I need to redownload those maps, should I just extract the all the pbo's from Avgani and Afghan Village into a ArmA II modfolder or do you need other ArmA 1 files? I mean I already have the ArmA I maps in but now I'm itching to try Afghan Village.
@<hidden>
i bet you never saw your maps so beautiful as they look in arma 2 with such a high fps rate
Well to be honest they don't look that great now, mco/multiplier texture, parallax is not working (properly?) and the clutter seems kinda weird, but there is a significant increase in frame-rate for sure. I won't bother doing any porting till the tools are available though.
and the clutter seems kinda weird
weird? how weird?
maybe all you need is to adjust the rvmats ;)
The thing I noticed is the ground textures are a bit funky when viewed from a distance but I figure that is a small price to pay compared to no-Avgani-until-mod-tools. However somebody would really need to determine exactly which parts of that A1 content are actually required. The messages that I first supposed were to do with missing content also appear when loading A2 maps (with the A1 content loaded as a mod) and as such must be the result of conflicts rather than missing files which (I presume) is the reason I got an error the first time I tried to use the Hind's rockets.
@<hidden>: Is there any sort of listing of referenced content available from your source files?
i played yesterday until deep in the morning and i was amazed about both the avgani and afghan village maps and the arma2 ai even on medium skill settings.
i ambushed with a group of ai a russian convoy in avgani from rooftops and after the first 2 hits on their trucks they not only returned fire and supressed us but also some russian ai made it within minutes into our buildings and moved up and killed my ai group entirely, i survived only cause i had a uhey and had landed on another rooftop at start to have a better overview, where no stairs lead up, when i tried to fly away they shot my heli into pieces so i had to make an emergency landing in the middle of avgani, needless to say that they surrounded me and finished me off after a few minutes of endless supressing and flanking maneuvers from them:eek:
dreamweaver
Jun 9 2009, 17:55
Well as a first attempt I just grabbed the 1.14 versions of:
buildings.pbo
buildings.pbo.bi.bisign
ca.pbo
ca.pbo.bi.bisign
cti_buildings.pbo
cti_buildings.pbo.bi.bisign
dbe1.pbo
dbe1.pbo.bi.bisign
desert.pbo
desert.pbo.bi.bisign
desert2.pbo
desert2.pbo.bi.bisign
dir.txt
hotfix.pbo
hotfix.pbo.bi.bisign
hotfix_dbe1.pbo
hotfix_dbe1.pbo.bi.bisign
misc.pbo
misc.pbo.bi.bisign
plants.pbo
plants.pbo.bi.bisign
roads.pbo
roads.pbo.bi.bisign
rocks.pbo
rocks.pbo.bi.bisign
sara.pbo
sara.pbo.bi.bisign
saralite.pbo
saralite.pbo.bi.bisign
signs.pbo
signs.pbo.bi.bisign
water.pbo
water.pbo.bi.bisign
And placed them in an @<hidden>\addons\ mod folder. There is a little content still missing but I suspect (I'm just about to try it) the whole of Arma 1's addons folder could come over as I suspect BIS probably built everything in A2 with entirely different class names.
Excuse me, but how exactly have you placed what files in what folders?
I have tried the following:
- create a modfolder called @<hidden> with all his files in there plus the files you mentioned from Arma1. Edited the shortcut with -mod=@<hidden>
No luck
- Put the opx folder with all his files plus the files you mentioned into the ArmA 2\Addons folder.
No luck
BTW. I have Arma1 fresh installed only to try Afgani. So after the fresh install I updated Arma1 up to 1.14. But I dont have these files in my Arma1\Addons folder:
dbe1.pbo
dbe1.pbo.bi.bisign
desert2.pbo
desert2.pbo.bi.bisign
dir.txt
hotfix_dbe1.pbo
hotfix_dbe1.pbo.bi.bisign
Does it not work because of the missing files?
When I go to the editor there is no Avgani or Afghan Village
- create a modfolder called @<hidden> with all his files in there plus the files you mentioned from Arma1. Edited the shortcut with -mod=@<hidden>
No luck
did u put the files also into a ADDONS folder within your @<hidden> folder?
Arma1\Addons folder:
dbe1.pbo
dbe1.pbo.bi.bisign
desert2.pbo
desert2.pbo.bi.bisign
dir.txt
hotfix_dbe1.pbo
hotfix_dbe1.pbo.bi.bisign
perhaps this is the problem cause this files are from queens gambit addon and u cannot have them by default, so maybe this is the prob why u cant load avgani
dreamweaver
Jun 9 2009, 19:33
did u put the files also into a ADDONS folder within your @<hidden> folder?
perhaps this is the problem cause this files are from queens gambit addon and u cannot have them by default, so maybe this is the prob why u cant load avgani
Ok, I tried your suggestion with the files into Addons folder, but no luck.
I downloaded Avgani in a package. This package contains the following folders (with the files):
Afghan Village 1.0
Afgani 1.5
opxbuildings
opxmisc
opxplants
opxroads
public key
What I did, was that I put all these folders into one @<hidden> folder with the additional Arma1 files. Or should I make one @<hidden> folder with the files from the opxXXX folders and the Arma1?
Edit:
Ok, I tried it with a single @<hidden> folder and only the Afgani and opx files in it. Plus an Addon folder with the Arma1 files. But now I can only chose Sahrani and Rhamadi. Still no Avgani.
horror1
Jun 10 2009, 09:25
ok i try to explain how it works, because i think u misunderstood something.
1.) create a modfolder and name it like u did @<hidden>
2.) create a folder INSIDE the folder @<hidden> and name it "addons" (without the quotes)
3.) copy listed files into the folder with the name addons
4.) copy the files from opteryx maps into the same folder with the name addons.
5.) now you add in your arma shortcut your modfolder , it should read like this:
"C:\Program files\Bohemia Interactive\ArmA 2\arma2.exe" -mod=@<hidden>
when u did this all properly and start arma2 you should see in editor the islands sarani, porto, ramadi, avgani, afghan village and your arma2 islands.
start avgani and you are good to go ;)
EDIT : if you dont have queens gambit u dont have the porto island
dreamweaver
Jun 10 2009, 14:22
Ok, thanks a lot. Now it works (beside a few error messages).
Killerwatt
Jun 12 2009, 00:25
I hope this means that the CWR versions of the original OFP islands will be able to be ported over also.
papoose244
Jun 12 2009, 17:27
Hi horror I did exactley what you said I get a couple of errors on startup but before i get to the menu it crashes do desktop and i get this error
invalid crew soldierWB
NeoArmageddon
Jun 12 2009, 18:09
Thats maybe the cutscene. There is no SoldierWB anymore. Open the mappbo and change the mission.sqm from the cutscene. Replace SoldierWB with USMC_Soldier
papoose244
Jun 12 2009, 18:18
Thats maybe the cutscene. There is no SoldierWB anymore. Open the mappbo and change the mission.sqm from the cutscene. Replace SoldierWB with USMC_Soldier
Sorry for being a noob but I have no clue what your talking about I just put all the files horror said in a mod folder called Arma2/@<hidden>/addons/
horror1
Jun 13 2009, 00:17
Hi horror I did exactley what you said I get a couple of errors on startup but before i get to the menu it crashes do desktop and i get this error
invalid crew soldierWB
you did obviously more into the folder than just the files listed in this thread.
when u get a invalid crew error , it means that u put vehicles from arma1 into the modfolder but u cannot place them manned as it will crash , cause the vehicles you are trying to load are from arma1 and you can place them only empty in the editor cause if they are manned they use wrong soldierclasses wich have been changed in arma2 so it crashes.
if u want to use arma1 vehicles just put them empty into the editor and jump in when u start the preview.
many vehicles from arma1 work without a problem just put them empty into the map:)
papoose244
Jun 13 2009, 14:40
Thanks it works now do you also get the ca/data/light_flare_ca.paa. when you get ingame?
What is dir.txt again? QG? I have QG but no dir.txt. Just wondering.
Defunkt
Jun 22 2009, 02:10
That's just the file I piped the directory listing to, ignore it. In any case that whole listing should be considered kaput as it creates conflicts with the base A2 content. I'm hoping the CAA1 project will make this type of workaround redundant anyway.
Balgorg
Jun 28 2009, 16:30
@<hidden>
:459: it works perfect
when i play avgani map on arma 1 i get 10 fps at max with 700 viewdistance and disabled shadows in the citycenter NOW I HAVE 40 + with EVERYTHING ON HIGHEST 5000 VIEWDISTANCE :yay::yay::yay:
UNBELIEEEEEEEEVABLE
I get better performance also, but is this down to the lack of detail textures in the near distance?
starstreams
Jul 2 2009, 23:32
Hi
Could someone please list exactly what files are in their mod folder? I have read, and followed everything you guys mentioned, and I'm also getting all kinds of errors.
what I did was; I copies the entire Arma1 addons folder to my ArmA2 mod folder:
C:\Program Files\Bohemia Interactive\ArmA\AddOns
...to
C:\Program Files\Steam\steamapps\common\arma 2\@<hidden>
Shortcut = -mod=@<hidden>
I then removed the files (http://forums.bistudio.com/showpost.php?p=1304966&postcount=24)
as horror1 mentioned that don't belong in the game. I don't understand what I'm doing wrong.
I then removed the files
as horror1 mentioned that don't belong in the game. I don't understand what I'm doing wrong.
i never stated to remove this files :confused:
1. create a modfolder and inside an addons folder.
2. put this files in the addons folder :
buildings.pbo
buildings.pbo.bi.bisign
ca.pbo
ca.pbo.bi.bisign
cti_buildings.pbo
cti_buildings.pbo.bi.bisign
dbe1.pbo
dbe1.pbo.bi.bisign
desert.pbo
desert.pbo.bi.bisign
desert2.pbo
desert2.pbo.bi.bisign
dir.txt
hotfix.pbo
hotfix.pbo.bi.bisign
hotfix_dbe1.pbo
hotfix_dbe1.pbo.bi.bisign
misc.pbo
misc.pbo.bi.bisign
plants.pbo
plants.pbo.bi.bisign
roads.pbo
roads.pbo.bi.bisign
rocks.pbo
rocks.pbo.bi.bisign
sara.pbo
sara.pbo.bi.bisign
saralite.pbo
saralite.pbo.bi.bisign
signs.pbo
signs.pbo.bi.bisign
water.pbo
water.pbo.bi.bisign
now u should have working ramadi,porto and sahrani and sahrani light.
if u want now to add some other islands just put the island files into the same addons folder like u would do it in arma1.
thats all.
Mc Speedfreak
Jul 3 2009, 08:56
with the above files loaded as a seperate "mod" i get some wierd pink vertical line in the sky and when i try to load an ARMA2 map the game crashes...
hmmm i cant say anything about it, i am actually playing with this files and opteryx avgani and afghan-village maps online with my own created missions.
maybe its something missing?
can u post ur exact path and modfoldername?
do u have the EXACT listed files in ur modfolder?
i heared many ppls who have it working with this exact files.
perhaps u have more mods running at same time? if so try only ur mapmodfolder to start with arma.
Check out this, its much improved way of running Sara, without all the errors, and with nice detail in the mid distance thanx to texture fix. It takes a bit of effort, but its all explained.
http://dev-heaven.net/wiki/cbp-caa1/HowToDownloadReleases#Yoma-Addon-Sync-Server
http://dev-heaven.net/wiki/cbp-caa1
Sara just looks ace with the new Arma II look, and plays better with all the new features.
Himmelsfeuer
Jul 5 2009, 17:32
Hi,
is there a way to play afgahni map without sahrani.If not..is it allowed to upload the mapfiles of it so u can use the Arma I Addons?
ThaGZAgenius
Jul 6 2009, 05:31
Hey guys
I have my mod folder set up, but I am getting an error stating:
CA_Hotfix requires version 1.09 of application
Any ideas here? I have checked my ArmA1 and I am running version 1.14.
:confused:
Please help
Hey guys
I have my mod folder set up, but I am getting an error stating:
CA_Hotfix requires version 1.09 of application
Any ideas here? I have checked my ArmA1 and I am running version 1.14.
:confused:
Please help
Unpack the PBO with a PBO tool, and then look for the config.cpp open it and then change the version to 1.02. Then repack the PPO. If its a config.bin file then I dont know how to sort those out.
I added the following files from Arma to Arma2 to get Avghani to work:
@<hidden>\AddOns\
plants.pbo
plants.pbo.bi.bisign
roads.pbo
roads.pbo.bi.bisign
rocks.pbo
rocks.pbo.bi.bisign
-mod=@<hidden>;@<hidden>
When I tried to add all the files listed in earlier post my Arma2 crashed to desktop when coming to the menus.
Helmut_AUT
Jul 6 2009, 14:47
Akkutu, these three were enough? I'm surprised.
Akkutu, these three were enough? I'm surprised.
Yeah, I began with adding avghani the other day and also allot of arma1 .pbo when I saw that others got it to work, but that gave just me errors and ctds.
So today I tried with just avghani and adding whatever .pbos came up as missing when I tried to launch arma2. These 3 where the only .pbo I needed to add.
ThaGZAgenius
Jul 7 2009, 04:52
Nice work Attku
All is now working. Avgani in A2 for 45 mins with increased framerate. I only got 3-4 errors, and no ctd. The errors were not a problem.
:yay: (I miss bananna phone)
Waiting patiently for the A2 Tools. :cool:
Helmut_AUT
Jul 7 2009, 11:43
Nice. It will safe me some space to remove the other old PBOs since right now I only want Avgani.
Killerwatt
Jul 7 2009, 20:47
with the above files loaded as a seperate "mod" i get some wierd pink vertical line in the sky and when i try to load an ARMA2 map the game crashes...
I dont get the crash but I do get the pink line in the sky. Its exactly to the east and west. Any ideas what causes it anyone?
Old Bear
Jul 8 2009, 06:40
I am also getting what you call the "pink line", for me it's "purple death ray" ^^
But I get it only on one of my WIP maps. What's strange is that I have 2 maps based on my Pomegrat island already released.
Pomegratskaya, a Northern version of the previous and Winter Pomegratskaya the same covered with snow.
I have the pink/purple line only on the last one so I am wondering if it's texture related.
I will test the CAA1 way, but hope I can find an easier way to do maps for ArmA2 ...
Nevermind, I think the CAA1 way is down, get a 404error. I will wait
Killerwatt
Jul 8 2009, 12:56
The latest files from the caa1 download site seem to have cured my problems with the "pink line/death ray" Just a couple of error messages popping up and some textures not showing now, but overall its getting pretty close to perfect. These guys are doing great work.
MadRussian
Jul 8 2009, 22:47
You guys that are getting the CAA1 way to work...
Can someone pop off a quick screenshot of the exact contents of your addon folder?
I'm still having issues over here trying the CAA1 method. :eek:
Yokhanan
Jul 9 2009, 01:22
Mee too Mad. I'm using ArmaLaunch and it only spotted the X file. So I tried it with it running and then I removed the two main folders out of there and ran those mod folders and still didn't work. :(
Killerwatt
Jul 10 2009, 16:41
Well, Here is my set up for what its worth.
My ArmA2 installation is on my "D" drive so your drive letter may well be different.
I have two additional folders in my Arma2 directory, one is called "caa1" and the other is called "oac" the caa1 folder contains three folders, one called "addons", one called "docs", and one called "keys". These folders contain the files from the caa1 download site after they have been unzipped.
The "oac" folder contains a folder called "coa_core" this folder conatins two folders called "addons" and "keys" respectively.
The "addons" folder contains the two "oac" files from the caa1 download site and the "keys" folder contains the oac_core_2009_07_07.bikey file from the same place. Again these files were uzipped before they were placed into the folders. Please note that all these folder names are without the " in the name.
Finally the shortcut was created and the following path was inserted into the target line in properties.
Hope this helps someone.
"D:\Program files\Bohemia Interactive\ArmA 2\arma2.exe" -mod=caa1;oac\oac_core;
r3volution
Jul 12 2009, 02:25
I'm running just the core files
buildings
desert
desert2
misc
plants
roads
rocks
sara
signs
as well as their associated .bisign files and there's minimal errors. Only a couple on startup and/or load. Nothing too bad, and no sign of any purple death ray or pink line of doom or magenta carnage wand or whatever. As everyone has said though, there's something definitely wrong with the way the mid-distance textures are processed because the long-distance ones are being used at v-short distance. I'm not finding a massive framerate boost though, but that could be more attributable to my pc being a mound of suck rather than anything to do with the original arma1 maps.
i finally got the maps to work in the editor, but on startup of the game i get this:
Addon CTI_buildingsBmp2_hq requires version 1.09 of application
and when i get in the editor and load a map i get this message:
No Entry Bin\Config.bin/cfgvoice/Dan.protocol
and it goes back to the editor not allowing me to start a game
.kju [PvPscene]
Jul 15 2009, 08:20
You may want to look into:
CAA1 - BI ArmA addons in ArmA II (http://dev-heaven.net/wiki/cbp-caa1)
The OAC core addon makes porting less work and less errors to surface.
andersson
Jul 18 2009, 12:39
After some frustrated browsing around in dev-heaven I managed to DL yomas tool and all necessary files. And thank you kju! Its a true pleasure playing on arma islands!! I also get more fluent gameplay now than in arma2 so its great!
Questions:
Why the modfolder "x"?
-its confusing for alot of people to use modfolders that way
-it doesnt use the common @<hidden> that is preferred by many
-it doesnt work with yomas addon synch tool!! (I ended up moving the internal folders out and making them into normal modfolders. Which means I have to reassemble the "x" when I need to update)
Why so much files, its 2 gig? Are all necessary for the islands or are you thinking future compability for other stuff? Right now it clutter up the armoury.
.kju [PvPscene]
Jul 18 2009, 18:44
Thanks andersson for the feedback. I have answered your points in the CAA1 forum (http://dev-heaven.net/boards/51/topics/show/1563). :)
andersson
Jul 18 2009, 19:07
Thank you for your reply kju :)
Yes I do see the benefit of having a less cluttered arma2 folder. Dont know yet if the benefits overweights the drawbacks. But I do see your point.
"x" is easy to reach? :D I know that @<hidden> is not that easy to reach, but I still prefer that old proven system with an @<hidden> first.
The size, yes I know that there are alot of content. With future compability I thought that you makes it easier for future arma1 addon ports, which it was :)
The reason for me to ask was that I first thought that the pack was only about the islands and they dont need all the files. Imho it would be nice to have an island only pack in addition.
It would also be nice to get arma1 weapons 100% compatible (right now problems with some sights and M136 rockets). Also to replace as many weapons as possible to arma2 equivalent would be nice to have less clutter in the armory.
Please take this constructive as I am really fond of what you done! Been playing old nice missions on Sahrani tonight. The performance boost also helps the guys with weaker systems. The oac helps me to port over my old favorites without too much mission.sqm editing.
So thumbs up and please continue to improve this!
andersson
Jul 19 2009, 15:26
Hi kju,
I get this error now and then; "effects/ is not a class."
Im quite sure its related to oac. I got it in alot of arma1 missions on Sahrani and when I cleaned up the mission.sqm so the mission only uses arma2 units it disapears.
1.) create a modfolder and name it like u did @<hidden>
2.) create a folder INSIDE the folder @<hidden> and name it "addons" (without the quotes)
3.) copy listed files into the folder with the name addons
4.) copy the files from opteryx maps into the same folder with the name addons.
5.) now you add in your arma shortcut your modfolder , it should read like this:
Followed all of these steps very closely but i'm getting an error on startup saying "Addons CTI_buildingsBmp2_hq requires version 1.09 of application" i don't get it, is it a version mismatch of whatever patch is installed on my install of Arma 1? problem is i don't have Arma 1 installed properly, i have it installed on a portable hard drive and somewhewre along the lines my install got corrupted and it wont start up or tell me what version i was running on, does this mean the only way i'm gonna get this running is to install arma 1, download & install the patch and after all that just to get some files?
Peregrine
Jul 29 2009, 03:54
Im having the same error as Dmahon. I do whats said on the front page and when I start the game it says "Addons CTI_buildingsBmp2_hq requires version 1.09 of application".
Does anyone know a fix?
Im having the same error as Dmahon. I do whats said on the front page and when I start the game it says "Addons CTI_buildingsBmp2_hq requires version 1.09 of application".
Does anyone know a fix?
I get the same error.
horror1
Jul 30 2009, 10:51
the error is normal u can just cick ok and it should work.
the version mismatch is caused by the arma2 version 1.02 but arma1 versions of files require 1.09 version:)
nothing to bother about
there will be at least 2 more errors when u start the maps, just click ok and it should work.
Got evolution working on Sahrani.
there you go: http://forums.bistudio.com/showthread.php?t=82321
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