HiWe have to migrate, I mean all abinitio code to 3.0.5 from 2.15(COP). I understood there is huge difference between the some components in the 2 versions. Some of the Components have been deprecated in the latest version(3.0.5) and some other component parameters and other things added, I have got the Abinitio Server softeare installed iin my dev, I have both the versions there. Both the COP version co-exist right now, what about the next steps? A. DO I need to change the graph according to the new GDE/COP version Please suggest the way out . _SwatI Chotia
Most importantly. Engage support. That is what they are there for. If you are upgrading they will probably suggest to go the whole way to 3.1 as regression testing is not trivial and there are benefits.
Change your AB_HOME to point to your new Co> Op in the .profile file. Open the graph of 2.15 using GDE 3.0 and just save it in 3.0 format. Changing the graph is optional because the 3.0 Co> op will run the 2.15 graph. but you need to upgrade existing .dbc files for teradata to 3.0 compatibility.
If you are using unix script to invoke abinitio graph, then change the
common proc to version 3 and also deploy all your graphs to version 3. You
do not need to change the code much unless the component is obsoleted in v3.
EME information
air repository show-server
Yes, GDE 1.15.9 is the same as 1.15.9.0. If you want to see if there is a longer number, use the Microsoft Windows Explorer, right-click on gde.exe, and choose properties. On one of the tabs you should find version information.
The current (recent) GDE has a build number on the Help > About dialog.
PILGRIMAGE Tanoa Edition is the SP and COOP versions of Pilgrimage 1.94 Beta6 mission ported and optimized for Tanoa with several news options brang to the wide choice of options the mission already offers.
as this version is specific, in agreement with Rydygier on the initial Pilgrimage thread, I decided to open this thread to discuss about specific Tanoa Edition issues, updates and more.
this way, it avoids any "pollution" on the original Pilgrimage thread about issues or discussions for "non official ports" that Rydygier didn't made itself.
you'll find the original Changelog from Pilgrimage Thread, links to the latest versions of Pilgrimage Tanoa Edition:
Changes have been made to offer the choice of a full dark world ( war zone ) at night without any external lights (streetlights are down ) or standard night lightened world, Incognito status (including now directly in the mission build) gives you the opportunity to play incognito or not in some situations, helping you to be considered by enemies as a civilian as long you are not acting as a threat )
the main change is a special modification of the whole map, with the help of Xcam (not required to play ), to offer a better "militarization" of the Archipelado.
several new bases and a lot of jungle camps have been added on the islands.
- UGV seems to be inactive in V1.22a latest version. Work in Progress.
-respawn after autosave teleports player to initial spawn point with his boat. (save before leaving with both players in the same vehicle, best choice is to save in the boat)
-content cannot be sold after checking intel on dead bodies sometimes.
-AIBuddy player don't have access to the action menu on initial spawning (need respawn to activate the actions menu)
you should have "Piligrimage scripted markers" in low levels of difficulty (the dot with a cross on the top) and it seems those markers in low level of difficulty are not showing all the types of churches on Tanoa.
Thanks for the port and update! Great work. Is it possible for you to create a COOP version without the pilgrimage logo/intro and for both players to load directly into the game? If there are message pop ups from mods on that intro screen, the game doesn't start and upon reloading the FPS tank completely for the entire duration of the game. It's been an issue with every Pilgrimage version since the Apex release.
the architecture of Pilgrimage is made that way you almost "need" to go through this Pilgrimage logo thing for a simple reason: the loading system and time of the mission.
some scripts begin before others for the "magic" to appear and, as the mission is random for a lot of parameters, you need time to load the mission, in SP and in COOP.
as Rydygier said several time, (almost) all is spawned, generated, placed in one time for all: at the begining of the mission
so NO the logo itself doesn't impact on load time, setting parameters does... and while all is spawning, you have the logo/image of Pilgrimage.
and most of all, this mission is a "port" so it means, for my own opinion, to respect the work of the original maker while I bring my ideas and modifications, so if Rydygier has made a logo, the logo will remain in all of my Pilgrimage versions.
Yep. That screen is merely a curtain. Under loading screen all the stuff, constant and set in the initial settings screen is calculated (classes, numbers, positions) and spawned in, and just after that some of that spawned stuff has to "settle down" under pending simulation. Logo curtain mercifully hides that short stage (initial lag, sometimes weapon switching for the player...), that's all, it does.
If there are message pop ups from mods on that intro screen, the game doesn't start and upon reloading the FPS tank completely for the entire duration of the game. It's been an issue with every Pilgrimage version since the Apex release.
Config error pop ups breaking loading screen are issue from the Pilgrimage 1.00, not just since Apex. That's why you shouldn't use mods with faulty configs for Pilgrimage. Simple as that. Screen pop ups generated by these errors break/prematurely end loading screen (at least that I figured out in some tests), and that's the crucial problem. Under loading screen is done all the heavy calculations and placement, that has to be done once, at the init, and it takes much, much shorter under loading screen, where simulation is halted and all CPU normally required by simulation is given to these calculations. If loading screen is prematurely ended - all subsequent calculations and spawnings are done while simulation is pending, so it takes many times longer, thus "black screen/no sound" effect - curtain and silence is kept much longer, till the end, and all is very laggy.
no church.......there is one church in Modergat at least......
and several "native" temples and Mausoleum in this aera ...
I'm afraid the "chapel" maker takes only one specific type of church as there are many on Tanoa.
I have to say I never play with those markers with the difficulty level I use to play so I never thought to check this out.....
actually those markers are not activated by "classnames" of the chosen buildings as "holyplaces" .
there is a list of those places with coordinates as Major-Stiffy quoted.
thoses places are " RYD_JR_allHolyPlaces ".
a stringtable is something I can think about in further upgrade but I will not be able to do it alone....
My native language is french, I think my English is not too bad so I can figure it out with English... for German, Russian,Spanish, Italian, what ever language you think..... I can't do it myself as I really don't trust on online translators.
I will require time , lot of work and help to translate all, rewrite all....
It could be an upgrade I could share with original mission maker, Rydygier, but as far as I understand, Pilgrimage will not be updated that far (unless required by the game itself like it appears on arma 3 1.66 update) and Rydygier is working on an another project dedicated to Tanoa/Apex.
if anyone who speak those languages is ready to help, just translate all the "spoken" discussions and intels in the chosen language (english sentence first and translation below) and send it to me as a Private message or a shared file somewhere in txt format I can pick up.
I guess I will have to make a txt file with all the stuff that need to be translated and put it on my Google drive with a link sent to people who are willing to help.
I'll see if I can find some time do do it as soon as I can.
you can add VcomAI yourself in Arma 3 as a mod....
Pilgrimage is made to be "mod friendly" by Rydygier when he made it.....
adding VcomAI as a script in the mission is a "no go" for two reasons:
- 2/ adding VcomAI as a SCRIPT in the "allready large" magical scripting of Pilgrimage might occure with a broken system.....
as far as I know, VcomAI works fine as a mod with Pilgrimage, what ever the Pilgrimage version is (official or third party ports )
Actually I find vcomAI slows menu actions like, selling, making box, debrief AI for intel. It slows actions IMO by about 5 seconds while playing Pilgrimage. I stopped using it, it became too annoying.
I just gave a try to VcomAI...
It dramaticly lowers all the Pilgrimage mechanism .
I had serious lags as soon as the mission starts, all menus are slower...
so I have to agree with major-stiffy.
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