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Thread: CAA1 public release

  1. #421
    True. I had to clean up my folders as I always leave some addons extracted + all my disabled folders I guess I should thank you Yoma for the cleanup hehe.
    Besides the potential clutter that feature is very nice, makes my life easier overall. Thank you!
    \"Det är bara att placera den ena foten framför den andra och upprepa det tills man har kommit fram\"
    Ltn Vuorensola

  2. #422
    I updated the "x" folder using Yomas addon synch tool today and now I get errors when I try Sahrani.

    Arma2.rpt:
    Spoiler:


    I did all this to try to fix the roadproblems, but ConvertWRP crashes (convertwrp Version 1.57, Dll Version 2.49). But thats another problem.
    I need some Guru Meditation.

  3. #423
    What is your modline? Looks like the semicolon at the end problem.

    XEH you should know.

    I did all this to try to fix the roadproblems, but ConvertWRP crashes (convertwrp Version 1.57, Dll Version 2.49)
    Please report here:
    http://dev-heaven.net/projects/mikero-pbodll/issues

  4. #424
    I know XEH Just thought that maybe its best if you add that in as some players maybe isnt familiar with it?

    About the semicolon, I tried to add and take it away at the end from both places with no sucess. I even tried to only have it on one of them.

    This is the way it looks, doesnt matter if I take away the semicolons at the end of both -mod=
    Code:
    -nosplash -world=empty -nopause -mod=x\caa1;x\oac\oac_core; -maxmem=2047 -mod=R:\@RAMdisk;R:\@RAMdiskADDONS;
    I remember reading something about that semicolon, what was the thing?

    The reason for the 2nd -mod= is that Yomas addon synch doesnt recognise my addonfolders on my ramdisk.


    Anyway, I have to dig in and find the problem later. No time now.
    Thank you for the help!

  5. #425
    try
    -nosplash -world=empty -nopause -mod=x\caa1;x\oac\oac_core -maxmem=2047 -mod=R:\@RAMdisk;R:\@RAMdiskADDONS
    or
    -nosplash -world=empty -nopause -mod=x\caa1;x\oac\oac_core;R:\@RAMdisk;R:\@RAMdiskA DDONS -maxmem=2047

    @ XEH
    http://dev-heaven.net/wiki/cbp-caa1/...eases#Download
    Watch out for 'Important'



    PS: As written before the XEH addons will be in a separate folder in the next
    release and therefore not active by default.

  6. #426
    I managed to do it I had to put all my mods in Yomas addon synchs "custom arguments". Im glad, and not surprised, that the problem is not with the CAA1.
    The program couldnt use my ramdisk modfolders, and if I put only them in the 'custom arguments' and the rest as a normal mod I got that "semicolon problem" no matter what combo I tried.

    As this is more Yomas addon synch problem, is there any thread about it? I couldnt find any on this forum nor at dev-heaven.

    So if anyone else has a similar problem that is one way to do it.

    Now I only have to get that convertwrp prog to work.. Need the roads to work..


    Anyway, good work kju, as always

    edit: I couldnt find any information on dev-heaven how to do if I only want the islands? Im personally not that interested in OAC tbh and want to only have the islands in arma2.
    Last edited by andersson; Nov 2 2009 at 07:02. Reason: one more thing

  7. #427
    Addon Snyc project space: http://dev-heaven.net/projects/yoma-...ync2009/issues
    convertWrp confirmed broken: http://dev-heaven.net/issues/show/5595

    OAC Core (pbo) is needed for the worlds. It does not alter any a2 configuration.

  8. #428
    Thank you!

    I managed to get converWrp to work by using an older DePbo.dll.

    I also managed to get the roads to work, now I only have to figure out how to setup all necessary files for sara.wrp into my P:

  9. #429
    Sounds good. Well according to PBOPREFIX. You need the SAT textures, rvmat and
    all objects used by the world.

  10. #430
    Yes, but the problem for me is to figure out where to extract all shit and in what folders and so on in the P: A bit annoyed as the info is out there, but as always its a project to find and extract exactly the info one needs.

    What also surprise me is that noone has done this before that has more experience than me and a working setup as it is exactly as you told me, unbinarize and binarize again and the roads work.

    But Im working on it, need the roads of obvious reasons..

    It looks good ingame, but Im getting things like this as errors and in the rpt:

    Spoiler:


    Looks like its only some textures missing. But where and why I dont know.

    edit: it seems that cpbo doesnt do it good enough, missing files after extraction.


    Update: I have Sahrani ingame without any errors and working roads. The AI drives on the right side. Something did go wrong in the binarization process though as the map-view doesnt have any buildings or objects (they are there ingame).
    Last edited by andersson; Nov 2 2009 at 09:49.

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