LykosMactire 298 Posted December 28, 2015 There are many differences, some hard to spot. Shed doors are openable (doesn't work in A3 version), bugs fixed, buildings moved, etc. etc. Check SMD Sahrani thread (especially A2 version). Very obvious is the addition to SMD version of enterable buildings with openable doors and windows, such as one at NW corner of market square in Corazol (see image below). Also, the SMD version adds proper A3 underwater vegetation and textures. BI version included in CUP_Terrains has grass as underwater veg. Yea i asked about this earlier with no response, what happened to the Implementation of the SMD buildings? i remember that being a thing. Also not sure if anyone has made mention of the lakes at night or with fog issue but if you have fog the lakes turn black, and at night theres weird lines on the lake reflections without NVGs and with NVGs the lake is completely black Share this post Link to post Share on other sites
OMAC 254 Posted December 28, 2015 Yea i asked about this earlier with no response, what happened to the Implementation of the SMD buildings? Yep, communication from SMD devs has been scant, at best. Share this post Link to post Share on other sites
Ganbada 0 Posted December 28, 2015 Hey Everyone! HUGE congrats to all the guys that really pushed this release out! I just haven't been able to find any time for the project, I'm hoping to get back on the horse soon. Saw a few questions I might be able to address. 1. The Apartment buildings - Please outline your exact issues in as much detail as possible. The building alignment should be fine, I checked the RC the other guys prepared and they appeared to be all in the right place, I will DL and double check now. 2. The office/school building - No work has ever been done to those as far as I know, I will try to fix the issues once I get back up and running if no one else has in the meantime. 3. Servers - You can run only the core if you are running only a 3rd party terrain, however that depends on the specific terrain. Some terrains might have dependencies on one or more BI terrains, if that's the case, you need those files present as well. 4. Xcam/editor - I'm not sure what/if anything was changed, I'll have to review it, Once again, ENORMOUS thanks to TheConen for getting this out to the community for the Holidays!!! cifordayzserver, is the creator of SMD_Sahrani A3. and in my quote he give a statment about his work that is not yet implemented in CUP. This clears thinks up. Source is from Page 6 @OMAC You are right. I see what you mean and remember some buildings. But there are more error messages with SMD_Sahrani than Sahrani from CUP. Also i didnt remember that there was corals and underwater vegetation. maybe we loaded a wrong Version, i dont know. Share this post Link to post Share on other sites
OMAC 254 Posted December 28, 2015 ^ ^ I saw that, but key questions regarding differences between SMD Sahrani and the one included in CUP_Terrains were not answered. Since SMD Sahrani is such a glittering jewel, I'm sure many people would be interested in such answers. My bet is that the outdated BI Sahrani in CUP_Terrains will be replaced with SMD version at some point. One can always hope, anyway. Share this post Link to post Share on other sites
OMAC 254 Posted December 28, 2015 @OMAC You are right. I see what you mean and remember some buildings. But there are more error messages with SMD_Sahrani than Sahrani from CUP. Also i didnt remember that there was corals and underwater vegetation. maybe we loaded a wrong Version, i dont know. I get no in-game error messages with either Sahrani (CUP and SMD A3), and only one error for SMD Sahrani A3 in the rpt log. I haven't checked log for CUP Sahrani. Share this post Link to post Share on other sites
_.Dardo._ 15 Posted December 28, 2015 Any chance of having in the future openable buildings in chernarus? Inviato dal mio LG-D855 utilizzando Tapatalk Share this post Link to post Share on other sites
NeoArmageddon 958 Posted December 28, 2015 Any chance of having in the future openable buildings in chernarus? Sure. When you make the models and donate them to CUP ;) Share this post Link to post Share on other sites
Ganbada 0 Posted December 28, 2015 I think error was the wrong word. Problems is the better word. We had many "missing something" in our Log-File. But i cannot explain exactly what is was, because its more than 2 months ago. I just know that we had crash to desktops at Porto de Perolas in the north. Anyway ^^ we are now working around 2 months on CUP Sahrani and it works nicely so far. Hope we get the SMD-Stuff soon ;) Iam your Fanboy cifordayzserver :P Share this post Link to post Share on other sites
_.Dardo._ 15 Posted December 28, 2015 Sure. When you make the models and donate them to CUP ;)Awesome ._.And,what about importing dayz models of the houses? Inviato dal mio LG-D855 utilizzando Tapatalk Share this post Link to post Share on other sites
delta99 34 Posted December 28, 2015 Hopefully someone can answer the correct way of getting Fallujah working through PW6 and CUPS. It seems the version I had installed through PW6 worked fine with AiA or at least did not complain that the version was incompatible. When trying to use it with CUPS it won't load through PW6 and I have to revert to a local copy of Fallujah. I'm not sure if this something that changed with PW6 or if its CUPS related. Either way, I need a proper way to use Fallujah through PW6. Note, answering to install it separately is not going to go well with how our group updates mods and makes sure everything is in sync. That is, we use PW6 to be certain everyone is running the exact same mods. Share this post Link to post Share on other sites
ineptaphid 6413 Posted December 28, 2015 Awesome ._. And,what about importing dayz models of the houses? Inviato dal mio LG-D855 utilizzando Tapatalk I think this may have been lost in transaltion.When you asked if ther would be building interiors on Cherno-he replied that there would -IF you made them yourself :) Share this post Link to post Share on other sites
NeoArmageddon 958 Posted December 28, 2015 And,what about importing dayz models of the houses? Not permitted by DayZ license and a violation of the EULA. I think this may have been lost in transaltion.When you asked if ther would be building interiors on Cherno-he replied that there would -IF you made them yourself :) Exactly ;) Share this post Link to post Share on other sites
ineptaphid 6413 Posted December 28, 2015 Exactly ;) ;) Share this post Link to post Share on other sites
audiocustoms 375 Posted December 28, 2015 Awesome ._. And,what about importing dayz models of the houses? Inviato dal mio LG-D855 utilizzando Tapatalk DayZ is out of scope due license restrictions. Improvements to the buldings and maps in general will come for sure, but don't expect it any time soon. Always keep in mind, this is a f***ing huge project and we do not have an army of dedicated modders at CUP. Everybody who wants fast updates to the CUP mods and has some experience in modding is welcome to join and fasten up the update intervall. Very important: Bug reports in the forum might get overread by the devs very easily. Also a lot of double posts to bugs happen very often. So please do us a favour and ease our developement workflow by reporting bugs exclusively to bugs.cup-arma3.org 2 Share this post Link to post Share on other sites
chortles 263 Posted December 28, 2015 Same here its saying that Cup terrains are gonna be deleted so what i have to re-download this again in the future. Reason i use PWS is that i dont have to download 7gigs everytime there is an update like i would have to do on Armaholic. As evromalarkey said, if you downloaded 'CUP Terrains Full' already then rename its folder to @cup_terrains_core and move the 'maps' (terrains) PBOs to a new @cup_terrains_maps folder. Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted December 29, 2015 Either way, I need a proper way to use Fallujah through PW6. Note, answering to install it separately is not going to go well with how our group updates mods and makes sure everything is in sync. That is, we use PW6 to be certain everyone is running the exact same mods. As far as I know, the CUP Terrains team is not related to PW6 or the Fallujah map. Your best chance is probably to contact the PW6 support. Share this post Link to post Share on other sites
Fanatic72 181 Posted December 29, 2015 Are the "vegetation reconfigured" mods (CAPlants etc) obsolete when using this new version of CUP terrains? Share this post Link to post Share on other sites
OMAC 254 Posted December 29, 2015 I think error was the wrong word. Problems is the better word. We had many "missing something" in our Log-File. But i cannot explain exactly what is was, because its more than 2 months ago. I just know that we had crash to desktops at Porto de Perolas in the north. Anyway ^^ we are now working around 2 months on CUP Sahrani and it works nicely so far. Hope we get the SMD-Stuff soon ;) Iam your Fanboy cifordayzserver :P I drove all over the place up there near Porto de Perolas in CUP Sahrani, and had no crashes, just awesomeness. In fact, I haven't had a single crash related to any CUP packs, period. And I have all of them loaded. Looking good. Share this post Link to post Share on other sites
GieNkoV 30 Posted December 29, 2015 CUP AiA a little criticism from me to the CUP devs.. u wrote there is no need to change something on maps or missions...BUT something like this seems to me like a big step backwards... do u guys have any plans to "fix" this incompatibility? regards Low shadow setting does that, you have to increase it. 1 Share this post Link to post Share on other sites
ineptaphid 6413 Posted December 29, 2015 So with regards to backward compatibility, i know about the fix for AiATP-the one you guys said will be addressed in the next update.Strangely though-it does not seem needed with missions made using A3Map Pack. I was talking to phantom(who makes the Doomsday night and The Thing missions) -testing his stuff and it would not load on Chernarus.But any missions using A3 map pack have no problems loading.Like I say-strange :) Share this post Link to post Share on other sites
whiztler 137 Posted December 29, 2015 So with regards to backward compatibility, ...Like I say-strange :) Not strange at all. The required dependency that is baked into missions created with AIATP is AIATP related and not A3MP related. Missions created with AIAMP and released before CUP do not work with the current release of CUP. Share this post Link to post Share on other sites
TheConen 78 Posted December 29, 2015 So with regards to backward compatibility, i know about the fix for AiATP-the one you guys said will be addressed in the next update.Strangely though-it does not seem needed with missions made using A3Map Pack. I was talking to phantom(who makes the Doomsday night and The Thing missions) -testing his stuff and it would not load on Chernarus.But any missions using A3 map pack have no problems loading.Like I say-strange :) A3MP didn't put dependency entries into missions - AiA TP did and CUP Terrains does so as well. We missed a few of those dependency entries from AiA TP in the current release and will address this in a hotfix - the data are actually all there, the game/mission just thinks they aren't. Share this post Link to post Share on other sites
cifordayzserver 119 Posted December 29, 2015 Yea i asked about this earlier with no response, what happened to the Implementation of the SMD buildings? i remember that being a thing. Also not sure if anyone has made mention of the lakes at night or with fog issue but if you have fog the lakes turn black, and at night theres weird lines on the lake reflections without NVGs and with NVGs the lake is completely black So, sorry, I've just been really buried in life lately. The job I do is basically 24/7, I have 2 kids (12 and 15) by myself, have chronic pain issues, and have been having a lot of other stuff going on, so I've been kind of dead in the water for 5-6 months. I'm in the middle of rebuilding my HDD setup so I have room to organize and move forward, but till that's done I can't really get any work done. Hopefully by the end of the week I'll be up and running again? But I don't know, time has been really hard to come by. I posted in the SMD Sahrani A3 thread about the difference between CUP and SMD and the plan moving forward... Quoting for ease: SMD Sahrani A3 and CUP_Terrains Sahrani are different. SMD Sahrani A3 has more object placement fixes and more enterable buildings, updated ground textures and grass/clutter blends. CUP Sahrani retains the original grass clutter and ground textures does not have any of the placement fixes, and is missing many of the buildings that required adjustment. I will make a version of SMD Sahrani to replace the CUP Terrains standard Sahrani so that the placement fixes are in place, and more of the buildings can be used. The decision was made due to a few factors: 1. The change of ground textures and grass/clutter blends changes the look and feel of Sahrani quite a bit, it's nice, but it's very different and CUP is more about maintaining historical accuracy 2. Some of the building replacements in SMD Sahrani are "cheating" IE replacing one unenterable building with a pre-existing enterable building that fits or looks close enough. The goal was to actually produce the enterable versions for those buildings now. Unfortunately the decision to move to CUP turned out to be a really enormous task, now that a public version is published, updating portions should be more manageable, however I've really been struggling to find time or motivation. The benefit should become very obvious after the first batches of new buildings get added to the data files, and auto populated to all the terrains. Moving forward, I hope to: 1. Fix some existing issues with a few of the buildings that are already in the CUP package (panelaks and some that have not been touched before) 2. Integrate the JBAD and SMD buildings that have not been added yet (including a few finished buildings that are not released for either yet) 3. Create a Hybrid Sahrani for CUP hopefully publishing the undersea changes I had done in a test version as well as all the object placement changes made for SMD to date 4. Address systemic issues like LOD loading that is likely causing performance drops in high object count areas Currently I can't really put any kind of realistic time estimate on any of it. I hope to get up and running again soon, and then see how work progresses then possibly give some time estimates... my estimates usually stink though anyway lol. I have gone through the thread a few times and done multiquotes to address all the various questions, but literally run out of time typing my reply, or get interrupted by life/work and have to close it before finishing. I will try to go through on New Year's Eve/New Year's Day since I'm working from home both those days. The panelak buildings were done horribly, they will likely need to be fully redone. Please provide as detailed a list of complaints/issues in order to address them properly. I have not done thorough testing or even playing much less code review of the current release, so I'm not sure what/why xcam would be acting any differently than it was with AiA or the RC. I will look into it. On the single DL from PWS, as stated by Evro, you simply create the "correct" folders and move the pbo's then PWS should recognize and update accordingly, you MIGHT need to force it to reverify the files, but it should just work. As far as JBAD/SMD/New Buildings... The above outline is pretty straight forward, but M1lkm8n is currently also sort of "in limbo" in terms of modding, he's also getting back into the swing recently I believe, but the last time I discussed adding the JBAD buildings, he wanted me to wait for him to go through them again and do some fixes before adding them... so that will definitely take some time. The SMD Sahrani changes I can do myself, but will also take some time to properly merge the two projects... it's honestly a huge nightmare, but it's doable. New buildings - I have 5 sheds fully done, 2-3 barracks that are 90 percent done, and M1lkm8n had a few more buildings that were done, I can make 10-15 more buildings variants out of the buildings that M1lkm8n has done for Jbad. AiA was given several residential buildings for Chernarus, they were not "finished" for arma, IE have at least a dozen hours each to get fully polished, and some had objects/proxies/textures I can't verify the source of, so I can't use. This might mean they don't get done ever, but hopefully I can stitch them back together. As much as buildings are awesome, I feel like starting on a solid foundation is far more important than pushing new content. To be totally honest, I don't like that the 1st release was version 1.0, as it doesn't really represent what I consider to be a version 1.0. I'd put it more at 0.1. There is still FAR too much dependency on the compatibility configs in AiA, and a LOT of rough content to put it mildly. To provide a bit of a peak behind the curtain, this is largely due to the core difference between CUP and AIA. CUP deals with source files, and AiA dealt with binarized game content. What this means is, AiA content was based on the latest version of Arma 2 OA, the source files CUP work with are more than likely backup data from when each game version was released. IE all the various bug fixes carried out internally over the years are not present in the source, only in the game files... so CUP has a lot of catch up to do, and no real map as to how to navigate that best. Ideally, what should be done, is the core data files should be combed through object by object, config by config, texture by texture, but this is an ENORMOUS effort. This is what was done for SMD Sahrani A2, but it was done for ONE map, with a drastically smaller library of objects than A1/A2/OA. I think that the most realistic and effective path forward will be for me to go through with M1lkm8n and try to create very detailed tutorials for each object class type, that way others can work on the objects as well. I will start discussing with him over the next few weeks to see if we can get that done. 2 Share this post Link to post Share on other sites
Guest Posted December 29, 2015 I have at least 6 missions that are built heavily around the AIA TP mod, and in the past it was extremely easy to twitch over from the Arma 3 MP mod to the AIA TP, but not with the CUP. I'm definitely not going to replace every AIA object to the CUP objects because that will take way too much work to do, only one man here. I've also noticed that AIA and CUP doesn't have the hanged bodies or mass graves with the ambient flies, what's up with that? That's such a cool ambient object in A2, please look into that. The only mod that added those cool dead objects was the Arma 3 MP mod. Share this post Link to post Share on other sites
TheConen 78 Posted December 29, 2015 I have at least 6 missions that are built heavily around the AIA TP mod, and in the past it was extremely easy to twitch over from the Arma 3 MP mod to the AIA TP, but not with the CUP. I'm definitely not going to replace every AIA object to the CUP objects because that will take way too much work to do, only one man here. @whiztler: Sorry, we overlooked that one, will be fixed in next release. You can still play the mission for now with the method described by tebbbs. Yes - as mentioned a few posts earlier, we forgot two entries for the backwards compatibility, which should only affect a minority of missions created with AiA TP. These two entries will get added in the next patch. A3MP didn't put dependency entries into missions - AiA TP did and CUP Terrains does so as well. We missed a few of those dependency entries from AiA TP in the current release and will address this in a hotfix - the data are actually all there, the game/mission just thinks they aren't. Not to mention the release post: Some highlights of this initial release include (but are not limited to): Full backwards compatibility with all missions and maps created with A3MP or AiA TP Inclusion of ibr_plants from the awesome IceBreakr Updated vegetation and rocks to A3 standards (thanks to ThreeDots) Midrange textures for A1 terrains Inclusion of ASCZ AIA TP Map Fixes and a lot of small bugfixes And now, to quote myself from another thread (oh, the irony): Share this post Link to post Share on other sites