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All in Arma Standalone (AiA SA) - A1/A2/OA content in A3

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IMPORTANT: Upload to Steam workshop is not allowed! Only CUP will be in the future when ready.

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= Note: This project is no longer maintained! =

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For details read this post.

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L9angFz.png

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= What is 'All in Arma Standalone' =

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It allows you to use all the content of the other Arma games in Arma 3 - namely Arma 1, Arma 2, Operation Arrowhead and DLCs.

From terrains to weapons, vehicles, missions and eventually infantry - all your beloved Arma content available inside Arma 3.

AiA SA serves as an unified base for mission designers as well as for multiplayer to allow everyone to easily join servers.

It also makes it possible to use community made content from previous Arma products in Arma 3 (except infantry).

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= Promo videos =

==============

Trailer by EvroMalarkey

Call for your vote by ChrzRw79

==============

= Current state =

==============

By default all A1/A2/OA infantry units use A3 models. The AiA SA High Quality pack offers replacements based on community made mods.

In the future Community Upgrade Project should provide quality ports of the A1/A2/OA infantry directly.

Tanks and cars are missing most engine sounds and tanks easily flip over. Only BI can sort these out.

Aside from those the rest works basically. There are still plenty of smaller to bigger problems.

All A2/OA worlds are using the Stratis lighting and sky configuration tweaked by Fabio_Chavez. Further tweaks to come.

Basic A1 terrain support is available, as well as an A1 to A2/OA classes mapping - in other words A1 missions and campaigns should be somewhat playable.

A2/OA/DLC scenarios are present and are mostly well playable. The campaigns from BI itself while present are mostly completely broken, so is Warfare.

===========================

= Differences to old AiA version =

===========================

  • A1/A2/OA no longer required
  • However 13 GB download instead (download time calculator)
  • OA DLCs are included
  • Simplifed the installtion and modline a huge deal - just one modfolder
  • A2/OA infantry models no longer supported (until BI fixes the compatibility issues)
  • TKOH is no longer supported for now - however will be back eventually
  • Less rpt spam - goal is to get to zero
  • Ponds removed by default
  • Buildings and misc pbos from A1 and A2 merged by default

New:

  • Integration of ported weapons, infantry and vehicles from the Community Upgrade Project
  • No waterline bug on most custom terrains (ponds are removed completely as BI has no solution)
  • Preview images in terrain selection
  • New A3 tech lighting and street lamps
  • Adjusted object penetration and impact effects
  • Dust from infantry and vehicle movement
  • Correctly falling walls
  • More organic landscape textures for Chernarus
  • Improved A1 and A2 buildings (WIP)
  • Improved Chernarus grass/clutter (WIP)
  • Undersea life
  • Falling tree sound

========================

= Planned for future updates =

========================

==========================

= Credits and special thanks to =

==========================

  • Tierprot
    • Updated penetration definitions to A3 standards

  • Reyhard (A2 Island Fixes)
    • Vehicle dust
    • Lights at night
    • A3 penetration & particles effects
    • Falling walls
    • Railways & pavements have physx geometry
    • Fixed powerwires strange collapse
    • Added penetration materials to few buildings
    • Fixed white tree bug on Bystrica
    • Fixed indestructible gates

  • soju
    • Surface settings including friction
    • Correct impacts for surfaces
    • Mix of A3 and A2 environment effects
    • Small box in the upper left while playing caused by ACRE(1) removed

  • EvroMalarkey
    • Preview images in terrain selection for the most BI A1 terrains

  • Pansyfaust
    • Improved A2 cementworks buildings (penetration, fire geometry, working lamps, transparent and breakable windows)
    • Improved A2 road signs (higher detailed A3 road sign models and higher quality textures)
    • Improved A2 Revised Lamps (lighting, destruction)
    • Improved NAV Lighthouses (lighting, flare, timing)
    • Improved Stoplights (lighting)

===========

= Changelog =

===========

2014-04-06

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  • Changed: Improve anti roll over system for tanks.
  • Changed: Improve linkedItems design.
  • Changed: Change crew classes of A1 vehicles to SoldierXB_A1 compatibility classes.
  • Fixed: Lighting in all terrains. The sun is back!
  • Fixed: Infantry weapon have almost no recoil.
  • Fixed: All infantry use the same face and speak English.
  • Fixed: Sniper rifles and machine guns also use the secondary weapon slot.
  • Fixed: Stratis cicada's sound is heard on arma 2 maps.

2014-05-15

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  • Added: new terrain lighting.
  • Added: new sky textures.
  • Added: Chernarus specific lighting.
  • Changed: water coloring.
  • Changed: default cloudGrid witdh and length (tweak provided by Fabio Chavez).
  • Changed: updated weather definitions to latest A3 state.
  • Changed: anti roll over system is only applied to vehicles with only tank simulation (non PhysX).
  • Changed: made anti roll over system for tanks less aggressive (driving uphill was a problem).
  • Changed: merged config parameter of A3 PhysX classes to standard base classes.
  • Changed: replaced vehicle crash sounds with A3 variants.
  • Changed: disabled A3 wildlife to be used for A2/OA terrains.
  • Fixed: reload animation for A3 weapons.
  • Fixed: added missing Ruins vehicle class (caused a problem with ZEUS).
  • Fixed: faulty semicolon in intro missions.
  • Fixed: path to A3 woman facial animations.

2014-06-01

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  • Fixed: broken custom lighting for Chernarus. Working version will be available in the next version.
  • Fixed: disabled problematic hideProxyInCombat=1 for Wheeled_APC.

2014-07-16 - Hotfix for sound changes

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  • AiA_FirstLoaded.pbo (put to @AllInArmaStandalone\addons / @AllInArmaStandaloneLite\addons / @AllInArma\Core\addons)
  • AiA_Sounds.pbo (put to @AllInArmaStandalone\addons / @AllInArmaStandaloneLite\addons / @AllInArma\Core\addons)

2014-08-10

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  • Added: Make streetlamps emit light again at night time.
  • Added: Update surface definitions with new A3 parameters (particle effects and more).
  • Added: Update penetration definitions to A3 standard.
  • Added: Make vehicles and infantry to raise dust from movement for specific surfaces.
  • Added: Customized environmental soundscape.
  • Added: Add wildlife to terrains.
  • Fixed: Make walls fall over correctly again.
  • Fixed: Since 1.22 update: Infantry and vehicles weapons no longer have sounds.
  • Fixed: Various small things.

2014-08-24

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  • Added: More organic landscape textures for Chernarus.
  • Added: Preview images in terrain selection for the remaining BI terrains.
  • Changed: Reverted clutter distance back to 50 meters as default setting (BI terrains remain at 125 meters).
  • Changed: Update North Sahrani grass to the Arma 1 1.09 version.
  • Changed: Alphabetic ordering in terrain selection.
  • Fixed: Missing object textures.
  • Fixed: Faulty Buildings2 setup.
  • Fixed: Faulty CBA dependency.
  • Fixed: Reverted problematic Satellite texture tweaks.
  • Fixed: Inheritance of DC3 plane.

2014-09-07

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  • Added: Integrate SMD buildings.
  • Added: Improve cementworks buildings.
    • Adjusted: Penetration materials and fire geometeries on most models.
    • Changed: Plastic lamps are now proper functioning A3 Lamps.
    • Fixed: Windows in Ind_Vysypka are now transparent, and can be shot through.
    • Fixed: Can no longer shoot through one of the exterior walls in Ind_Vysypka (missing fire geometery).

    [*] Added: Improve road signs.

    • Updated: Road signs now use higher detailed A3 road sign models.
    • Updated: Road signs now have higher quality textures.

    [*] Added: Terrain selection images for remaining A1 worlds.

    [*] Added: Falling tree sound from OFP.

    [*] Added: Missing files for community made terrains.

    [*] Added: Definitions for A1 sounds and music.

    [*] Changed: Adjust brightness of general terrain and Chernarus lighting based on feedback.

    [*] Changed: Chernarus midDetailTexture to the default A3 one [experimental].

    [*] Changed: Reduce flareSizeEyeSun by 50%.

    [*] Changed: Update inheritance for A3 infantry classes.

    [*] Changed: Revert the clutter/grass distance for A1 back to their old values.

    [*] Changed: Disable CfgMods definitions.

    [*] Fixed: All ponds from A2+OA+DLCs removed (again - by mistake a few slipped back in). Might make a few more community made terrains playable without pondline bug!

    [*] Fixed: Unit randomly crouches.

    [*] Fixed: Takistan pumpjacks have no sound.

    [*] Fixed: [AiA TP] Empty groups are visible in the editor.

    [*] Fixed: United Sahrani has the wrong imagine the in terrain selection.

    [*] Fixed: Sara_dbe1 lighting.

    [*] Fixed: Updating base class spam in the top of the rpt.

    [*] Fixed: ACRE(1) is causing a small box in the upper left while playing.

2014-10-18

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  • Added: Replace A1 buildings with improved SMD variants.
  • Added: A3 style grass in 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°.

2015-01-01

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  • Added: Make AiA use CUP weapons.
  • Changed: Change underwater water color back to default again and leave custom only for Chernarus.
  • Changed: Improved Zeus compatibility (cfgGroups and cfgFactionClasses).
  • Changed: Improved Put and Throw muzzles coding (+= use) - therefore compatibility with other mods changing these.
  • Changed: Improved voices[] coding (+= use) - therefore compatibility with other mods adding more custom voices.
  • Changed: Replace door icon with the A3 one.
  • Fixed: Aliabad and Esbekistan still have screwed up the sky textures.
  • Fixed: scope for ACR units.
  • Fixed: disabled light reflectors n Land_Ind_Mlyn_02 as model seems to lack the definitions.

2015-01-01 Hotfix

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  • Added: A3 style grass in ACR terrains.
  • Changed: set author to BI terrains.
  • Changed: tweaked Utes' clutter.
  • Changed: Summer Chernarus has now its own map preview.
  • Fixed: crash in Chernarus/terrain with A2 structures due to faulty texture.
  • Fixed: A1 terrain crashes due to map grid definitions.
  • Fixed: EnvSounds for Takistan, Zargabad and Takistan (cut out).

Click the link to the view the full changelog.

==================

= Download and play =

==================

IMPORTANT NOTE:

The new version is a full update. Delete the old @AllInArmaStandalone[Lite] modfolder first.

Read in the All in Arma wiki the Download & Install guide.

##########

# Server keys #

##########

Available at:

https://dev.withsix.com/projects/all-in-arma/files

==================

= How can you assist =

==================

If you want to help with this project, you can do so in many ways:

  • Try it and play it
  • If you like it, tell your friends or reddit
  • Promote it with screenshots or videos
  • Join the Community Upgrade Project to help further improve it
  • Give feedback and report issues (see howTo first)
  • Vote in the Arma 3 feedback tracker for AiA related issues: #15587 and #12659
  • Anything else you can think of being useful

Feel free to contact me by PM or mail, if you want to contribute. :)

============

= Interviews =

============

# Issue 1 - Pilot Issue by ChrzRw79

# Issue 5 - "All in Arma" Update / Call for vote by ChrzRw79

=========

= License =

=========

CC BY-NC-SA 4.0: Attribution-NonCommercial-ShareAlike 4.0 International

APL-SA: Arma Public License Share Alike (APL-SA)

This work is licensed under a Arma Public License Share Alike:

APL-SA.png

=========================

= Frequently asked questions =

=========================

Initial

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Q: Do I still need AiA TP when I have AiA SA?

A: No. AiA TP is part of AiA SA.

Q: Does it need any other mods? / Do I need the older games installed to use this? Like with AiA?

A: No - this mod is completely standalone.

Q: Can I use missions from A3MP with AiA SA?

A: Yes. No changes needed.

More details: Both use the same class names; as such the terrain extensions and mission names are the same.

Q: Can I use missions from A1/A2/OA with AiA SA?

A: In general yes. However you may have to adjust to some script changes or different AI behavior.

Download

---

Q: Where is the download from PWS? Why does PWS not have the most recent version?

A: Please have some patience. It will be available sooner than later.

Q: Why does download with SIX Updater not work?

A: SU has been discontinued at the start of this year. Please switch to Play withSIX

and shared collections. Otherwise contact the withSIX support.

Q: The download from Mega does not work or the download gets corrupted.

A: Please try a different browse in the most recent version like Chrome.

If this doesn't help, please use one of the download alternatives.

Q: The torrent is giving me low speed.

A: Probably your Internet Service Provider (ISP) is slowing down peer-to-peer traffic.

Get another ISP ;-) or use one of the download alternatives please.

Q: Please use the service X/Y/Z to host the releases.

A: I have tried various. However the sheer size and traffic left me only with these services.

Issues

---

General advice: Report issues and see howTo first.

Q: I am getting crashes - what to do?

A: Please report them at the A3 feedback tracker. Read their HowTo on crashes first.

Q: I am getting crashes when switching terrains.

Please vote to get BI to fix it: http://feedback.arma3.com/view.php?id=20427.

Q: For some terrains the satellite texture is bugged.

A: Please vote to get BI to fix it: http://feedback.arma3.com/view.php?id=15629.

Q: The community made terrain X/Y/Z still has the waterline bug.

A: Please vote to get BI to fix it: http://feedback.arma3.com/view.php?id=15579.

AiA SA removes the ponds by replacing them with dummy objects.

However some community made terrains use custom pond objects in their own object packs/pbos.

Q: Does the vegetation block the AI's vision?

A: For A2+OA terrains it should for the most part; however some improvements may still be done.

For A1 terrains it still needs to be added.

Q: A1 objects have shadow bugs or other issues.

A: Please wait for the full SMD Sharani integration.

Q: Why is the infinite terrain disabled?

A: It causes A3 to crash. Please vote to get BI to fix it:

http://feedback.arma3.com/view.php?id=9437

and http://feedback.arma3.com/view.php?id=8973.

Multiplayer / Servers

---

Q: Can I mix the standard and LITE version (client/server)?

A: Yes any combination works fine. Only make sure to have for both versions the keys

on the server if you use the signature system.

Q: Can you make all file names lowercase for Linux servers?

A: Please use the tolower command/tool instead.

One way to get it is to download the A2/OA Linux server package.

On the windows side LupasRename is a simple and efficient tool to mass lowercase files and folders.

General

---

Q: Will the TKOH terrains be added at some point?

A: So far it is not allowed. BI has to release the sources for it.

Q: Will the OFP terrains from BI make an appearance?

A: Maybe as part of OFPIP at some point. Yet for high quality versions CWR2 (terrains) would need to be ported to A3.

Q: Why are there three different versions of Sahrani?

A: The South and the United version only include the lower S/W part of Sahrani.

They are part of the pack for mission and campaign compatibility, as well as

the subtle differences and for performance reasons.

Enjoy. :bounce3:

Edited by .kju [PvPscene]
  • Thanks 1

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This looks outstanding Kju, thanks for all your hard work on this!.

I may be able to provide a European mirror for this soon aswell.

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;2635162']

Play withSIX support is coming soon. It may also contain the feature to use found Arma games as base for the setup (=> way less data to download).

As written above...

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I can get with my modding partner to allow replacement of the USMC infantry with our NB_USMC marines (Updates being worked on) if you would like as this versions first replacement config, Just PM me if you would like that

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Wow awesome I have really been looking forward to this. Thanks to everyone who contributed or will contribute to this over time. This will change ARMA 3 for the better.

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This is awesome! I can't wait to try it. Thanks!

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:459: this is Awesome stuff kju!

Nice work!

One question, the addons and mods we can mostly use are units, weapons, vehicles, planes, and maps right?

The gameplay addons and mods would have to be configured for arma3 to work correct or is there something in AIA that enables a mod specific to gameplay to work?

For example Im talking about mods like COSLX, and ACE, and other mods similar.

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Wow! Didn't see that coming! Congratulation on release!

However 18gb it's a bit extreme, do you planning to release perhaps some Lite version? Only with terrains, vehicles and weapons? For example I would really like to use AiA in our MP community, but 18gb is a little much for everybody.

Anyway keep up in good work, this looks very promising!

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@ AngelWingGamingJacob

Please send me your replacement config and links to required addons.

@ Günter Severloh

Complex mods like SLX/ACE won't work well without modification in A3, but give it a try.

Gameplay addons should work for the most part. If not, the dependencies need to be adjusted to be loaded after A3 data (requiredAddons).

A1/A2/OA infantry dont work as explained in the first post.

@ t3quila

Interesting suggesting - thanks! I've looked into it but I am somewhat doubtful.

PWS is meant to be used mainly for patching/getting the latest AiA SA version.

Not being open source is a bit of a downer, and it seems still too technical for the average user.

Not in terms of the setup, but the process. Imagine you have an event going,

and sync forces you to update basically. There are multiple of such undesirable situations

that require good understanding how to use BT sync correctly.

@ EvroMalarkey

> SA serves as an unified base for mission designers as well as for multiplayer to allow everyone to easily join servers.

That alone makes partial packs a bad idea. Also "terrains, vehicles and weapons" probably make 80-90% of the size.

See post #1, #2 and #4 for size concerns. :)

Edited by .kju [PvPscene]

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kju, does this mean the other AiA thread, and Alduric's A3MP are now obsolete?

Having one complete resource like this is perfect for mission makers. Let's hope the backward compatibility is implemented by BIS.

Thanks for your hard work.

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They're not obsolete - if you only want the islands you'd use A3MP?

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@ Kremator

The old AiA version will no longer be updated and is sorta obsolete yes.

However for now it is still usable, has the TKOH support advantage for now,

and saves one from the 18 GB download, if one has the games.

A3MP is still usable for those are happy with just the terrains.

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Thanks kju. Regarding the maps only, it would make sense (and I am not belittling any of Alrduric's hard work) to have only one unified mod. That way, this would cut down on the amount of mods needed. People may disagree, but I am thinking of the community at large.

Thanks to ANYONE that has helped bring the rest of the Armaverse to Arma3 !

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Thanks alot kju. You did an amazing and important job there. Looking forward now to test and see how the A2 fits to the A3 environment.

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Question, looking at the list of files on the torrent download page

http://gameupdates.org/details.php?id=5668

A you have it

A1/A2/OA no longer required

so what exactly are we downloading?

use all the content of the other Arma games in Arma 3

So is this basically a port of the other games then?, im not getting exactly why buy arma1, aram2, or OA if this mod is available,

it feels as if im redownloading 3 games I already have but now work in arma3.

I'm wondering on the download page it says this:

This torrent has multiple files, you can choose which file(s) to download in your BitTorrent client.

To me just downloading anything you want is asking for trouble in terms of files needing other files, im thinking maybe create a list of core files that are needed

and another list of optional files, maybe just divide the files and put them into a groups describing what they are from and then folks have a better idea of what

they would rather download then downloading an entire mod with parts not wanted.

Basically giving the user options, I would do it for you if you could provide

the list of required files, then from there i can categorize the list, idk just an idea im throwing out there.

The option at least would provide the user with less to download if they knew what files were for what.

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@ Günter Severloh

It is not that hard, is it?

No one is telling you to buy A1/A2/OA. How do you get that idea?

If you want play A1/A2/OA itself, you still need to buy them or own them.

AiA SA only adds the content to A3 as stated. Got it?

If you already have one/some/all of the games, wait for PWS support to download way less as stated in #1, #2 and #4.

The info message about multiple files is a standard info message of their page.

There are no optional files. It says standalone in the mod name. It is not to split up and there will be no split up version.

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thanks for the update and for your continued support. I understand that after installing the mod I can uninstall A2/OA games as long as I only play A3, correct?

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correct

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Great work with AiA and AiA SA!

So a quick question regarding flight models and physX - do you use the A1/A2 flight models and vehicle physics, or do you plan on upgrading the vehicles to A3?

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;2635464']@ AngelWingGamingJacob

Please send me your replacement config and links to required addons.

I'll have my partner get to work on one as soon as we push out our next update, may be a week or 2, may pick up since next week is spring break for me

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