CUP 1532 Posted March 8, 2015 The Community Upgrade Project is an initiative to bring all the content of ArmA 2 [+ OA and DLCs] from BI into ArmA 3, upgraded to the ArmA 3 feature set. Its goal is to provide those assets to the community as a mod ready to use in the game. Cooperative and coordinated effort to get a coherent port of ArmA 2 content [+ OA and DLCs] from BI to ArmA 3 standards. Release of the content in a coherent way Content CUP currently features the following listed projects. Please report bugs at our bug tracker - bug reports in the forum tend to get overseen. All downloads as well as classname documentation can be found on our website. Starting with version 1.8.0, CUP is licensed under a new license. CUP Weapons CUP Weapons contains all the weapons, assault rifles, machine guns, shotguns, grenade launchers, pistols, sniper rifles, and whatever else goes "boom" in ArmA, ArmA 2 and the expansion and DLC's. All weapons are stripped of their attachments were possible, and these have been turned into attachable scopes, lasers, flashlights, and bipods interchangeable with the vanilla content. Some of the weapons are new or derived from the original ones. CUP Units CUP units contains all the units of the original ArmA, ArmA 2 and Arrowhead as well as the DLCs. All factions are fully functional, and they will be upgraded (and possibly expanded) over time. All uniforms and vests are compatible with vanilla content, meaning that you can mix vanilla and CUP content. CUP Vehicles CUP Vehicles contains all the vehicles from Arma 2 and the expansion and DLC's. All vehicles are ported with ArmA 3 standards and features. CUP Terrains CUP Terrains, the successor of "A3MP" and "All in ArmA - Terrain Pack (AiA TP)", builds upon the work done by kju for AiA TP and brings all of BI's iconic terrains to ArmA 3 as well as support for all the amazing 3rd-party terrains created by the community. CUP Terrains maintains full backwards compatibility to A3MP and AiA TP - no need to adjust any missions or maps. CUP Terrains has its own thread here. 34 5 Share this post Link to post Share on other sites
chortles 263 Posted March 8, 2015 Confession: The reveal of terrains continuation is the biggest for me about this OP. :lol: AiA TP may die, but at least it has a declared successor in the wings! 2 Share this post Link to post Share on other sites
ligthert 21 Posted March 8, 2015 A few mirrors of these files: http://lowtac.nl/CUP/CUP_v1_1__2015_03_08.7z http://lab.ligthert.net/CUP/CUP_v1_1__2015_03_08.7z Share this post Link to post Share on other sites
Janez 530 Posted March 8, 2015 Thanks for the new version! Downloading now. Share this post Link to post Share on other sites
Variable 322 Posted March 8, 2015 May the force be with you CUP team. 1 Share this post Link to post Share on other sites
chops 111 Posted March 8, 2015 Excellent news! Thanks for your hard work guys, much appreciated! Full availability of all source material under share-alike license (APL-SA).In essence everyone can make use of the work to build mods on his own as long as he provides credits, shares also his sources and keeps the same license Does this mean the edited MLODs are available somewhere for us? That'd be great Share this post Link to post Share on other sites
kllrt 154 Posted March 8, 2015 (edited) Yes, MLODs are all available on DevHeaven on GIT repository, Chops. Edited March 8, 2015 by kllrt typo Share this post Link to post Share on other sites
zukov 490 Posted March 8, 2015 i tried today the mod in dev branch, some pistols and rifles didn't have recoil, i guess that is a problem with the new features, i had same issue with Toadles HLC mod Share this post Link to post Share on other sites
chortles 263 Posted March 8, 2015 Stable branch vs. dev branch difference, it sounds like, seeing as the underlying recoil changes in the game engine aren't on stable yet. Share this post Link to post Share on other sites
Guest Posted March 8, 2015 New version frontpaged on the Armaholic homepage. Community Upgrade Project - Weapon Pack v1.1ASDG Joint Rails ================================================ We have also "connected" these pages to your account (kju) on Armaholic. This means soon you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! ** Note: since this is a project on which more people are working we will contact you in the future to discuss how you want this to be setup on Armaholic. Share this post Link to post Share on other sites
Guest HellGhost Posted March 8, 2015 Hi, Until then, I only tested this mod one time, and like the weapons models and textures are still unchanged, same model and textures like in ArmA II, I don't keep it. I download actually the new version, and hope to see models and textures updated to ArmA III quality. That should be really great to have theses weapons with high quality textures and models. Thanks for all your work ! Share this post Link to post Share on other sites
Moon_chilD 200 Posted March 8, 2015 Good to see an update...the JSRS compatibility was needed pretty much! One question: What does "Added: AGM compatibility" mean? In how far was it not compatible? Share this post Link to post Share on other sites
kilo1-1 1 Posted March 8, 2015 Good to see an update...the JSRS compatibility was needed pretty much!One question: What does "Added: AGM compatibility" mean? In how far was it not compatible? My guess is barrel swapping with machine guns. Share this post Link to post Share on other sites
bolo861 166 Posted March 8, 2015 (edited) Congratulation on new release, great job. Tested it in VA and found only two small bugs so far, double entry for AK74 GP25 in virtual arsenal and serious one - rear BUIS of new M4A3 doesn t fold when optic is attached so it blocks the view for some optics ha yes and one more lask of suppressor animation for Sa 58p (v2). Regards. Edited March 8, 2015 by Bolo861 Share this post Link to post Share on other sites
mikey74 169 Posted March 8, 2015 Coolio Thanks guys for taking this over. I am currently working on units If its ok with you guys Id like to use some of your weapons in my units. Obviously it will require CUP. Thanks in advance Share this post Link to post Share on other sites
serjames 357 Posted March 8, 2015 Fixed: some mem points and ACOG second optic PP YAY ! Share this post Link to post Share on other sites
cyruz 103 Posted March 8, 2015 One question: What does "Added: AGM compatibility" mean? In how far was it not compatible? Swapping barrels Overheating values Backblast specific to each launcher Disposable launchers Bipods Share this post Link to post Share on other sites
MrSanchez 243 Posted March 9, 2015 Is 'Added: First version of RPG18 with working sights' a sort of prequel, test to a fix of the other launchers (fixing primarily zeroing but also ballistics)? I've tested it, seems like the zeroing is a bit off, shooting at a target 150m away and zeroing it to 150m will cause the rocket to over-fly the target. But I'll probably post this on DevHeaven anyway. I do hope launchers get an overhaul sometime though, I prefer me some SMAWs/RPGs over lock-on Titans :P and eh..some muzzle flashes on guns wouldn't be bad :D Good job though. Kind regards, Sanchez Share this post Link to post Share on other sites
Ckrauslo 12 Posted March 9, 2015 Can you people think on adding the Arma 3 pistols animation to your pistols? the muzzle flip when firing? when you fire in real life the gun doesn't just jump up, but the muzzle and the front sight of the gun will flip up, due to the force and a pivot effect Share this post Link to post Share on other sites
evromalarkey 150 Posted March 9, 2015 Congratulation on new release, great job. Tested it in VA and found only two small bugs so far, double entry for AK74 GP25 in virtual arsenal and serious one - rear BUIS of new M4A3 doesn t fold when optic is attached so it blocks the view for some optics ha yes and one more lask of suppressor animation for Sa 58p (v2).Regards. Sure go ahead! Swapping barrelsOverheating values Backblast specific to each launcher Disposable launchers Bipods Exactly, but no disposable launchers. That will be probably optional config later. Big thanks to AGM guys for help with this, especially Jonpas and Winter ;) Is 'Added: First version of RPG18 with working sights' a sort of prequel, test to a fix of the other launchers (fixing primarily zeroing but also ballistics)?I've tested it, seems like the zeroing is a bit off, shooting at a target 150m away and zeroing it to 150m will cause the rocket to over-fly the target. But I'll probably post this on DevHeaven anyway. I do hope launchers get an overhaul sometime though, I prefer me some SMAWs/RPGs over lock-on Titans :P and eh..some muzzle flashes on guns wouldn't be bad :D Good job though. Kind regards, Sanchez The launchers are still work in progress and they will be improved in the future. And muzzle flashes are not working, because BI broke the selectionFireAnim, so if you want them fixed - http://feedback.arma3.com/view.php?id=22718 upvote that. Share this post Link to post Share on other sites
cyruz 103 Posted March 9, 2015 Exactly, but no disposable launchers. That will be probably optional config later. Big thanks to AGM guys for help with this, especially Jonpas and Winter ;) You didn't keep the disposables?! That took the most time to do damn it man! :P Share this post Link to post Share on other sites
simonam259 10 Posted March 9, 2015 Winter here, can confirm that disposables were what took the most time to do. I had to do a back and forth with KoffeinFlummi a number of times until we got it working. In its current state it slightly breaks within the VA (you need to open your gear before you can fire the launcher) however it works fine in the editor. Share this post Link to post Share on other sites
Dwarden 1125 Posted March 9, 2015 keep up great work ... Share this post Link to post Share on other sites
evromalarkey 150 Posted March 9, 2015 You didn't keep the disposables?! That took the most time to do damn it man! :P Winter here, can confirm that disposables were what took the most time to do. I had to do a back and forth with KoffeinFlummi a number of times until we got it working. In its current state it slightly breaks within the VA (you need to open your gear before you can fire the launcher) however it works fine in the editor. well, we were not sure how to implement this, so it would work also without AGM. Maybe we will add them in next update or we will release standalone config ;) Share this post Link to post Share on other sites