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  1. CUPDATE release 1.17.1 We're in the process of releasing a new CUPDATE for CUP Terrains Core. The update is mostly big fixes, all changes are laid out in the Changelogs on our web site. The most notable change is the update of the Dust effects to the new Arma 3 standards, several view geometry and LOD fixes, and some internal changes. The web site should have already been updated at the time of writing, with the Workshop coming RSN. Enjoy. We wish all Arma 3 users a Happy New Year.
  2. CUPDATE TIME Update 1.17.1 released. We're in the process of releasing a hotfix/service update to our latest CUPDATE. 1.17.1 contains a couple of fixes, most notably for the new ACE cookoff, but also a couple of new toys. A complete set of new AK-12 (the real one, not the prototype), AK-15 and AK-19 rifles for the Russian faction, in a variety of camos and configurations (models/textures by Alwarren) A new UZI, courtesy of Gwynbleidd, both for the Rifle slot as well as the handgun slot. Fixes for ACE cookoff parameters Another bunch of fixes that are all detailed in the changelog. As we speak, the Web Site has already been updated with the new files, and Workshop will follow in a couple of minutes. Enjoy, and we wish all Arma players a Happy New Year!
  3. CUPREP #0015: New Maps 2.0 Release 1.17.0 Greetings, Today we bring another update to the Maps 2.0 package with a second large update for Chernarus 2020. A sneak preview of what is to come before jumping into the details: Following on from new additions to the western side of the map, construction has continued across the northern side of the map. Inside this update are twenty four new named locations, including the large towns of Severograd and Novodmitrvosk. Some of the new locations introduced in the last patch have had some additional buildings added to them that are now available in the Terrains Core package. This update completes all of the "new" areas to the map that were inspired and recreated from the Chernarus Plus map from Day Z. This does not mean however that work on Chernarus 2020 is considered finished. Augmentations to other existing areas are planned, however these are likely to be expansions of existing locations as appose to completely new areas appearing inbetween classic well known places. Now that a lot of the large scale work on Chernarus 2020 has been wrapped up, thoughts have been shifted towards possible other terrains that might see new life breathed into them. We hope to be able to share information about this in the near future. As always changelogs for all our packages can be found on our website and included with the download, and bugs should be reported on our feedback tracker with the Chernarus 2020 tag! This is all for this CUPDate, have a great day! CUP Team
  4. CUPREP #0015: New Terrains Core Release 1.17.0 Greetings, Today we bring another update to the Terrains core package that contains shiny and slighly rusty new assets to play with! All of these assets that have been created from scratch are being used on Chernarus 2020 in our Maps 2.0 package, but are also usable by third party terrain makers as part of terrains core. Firstly an above ground military bunker garage which was modelled and donated to the team by artist Dmitry Yuri and then textured by @-ben- makes it't way into the pack, hopefully being the first of a set of military bunker style objects. Following that @-ben- has also made a set of three Mezzanine style warehouses, all with individual interiors which come in two variants; a version with company markings and/or custom made grafitti and "clean" versions with no markings on to allow for more repetitious or generic placement. Finally on the new asset front is a brand new Tenement building intended as both a replacement and alternative to the classic Panelak models. The Tenement is a six story building with five floors of apartments all with modelled interiors and roof access. These assets have been used extensively in some of the new areas of Chernarus 2020 which is also part of this CUP-Date see the Maps 2.0 thread for details. In addition to new assets, some of the existing A2 assets have had some minor improvments made to them. A number of smaller "prop" objects have had their textures upscaled with a new AI upscaler algorithm making the textures clearer and sharper. Also the Office building, often known incorrectly as a school has had a retexture and some more of the rooms in that building are now accessible to players. Also a handful of buildings typically found on Sahrani have been retextured as well. As always changelogs for all our packages can be found on our website and included with the download, and bugs should be reported on our feedback tracker! This is all for this CUPDate, have a great day!
  5. CUPREP #0015 “Time, Dr. Freeman? Is it really that… time… again?” Greetings everyone! After a bit more than a year, we today have a new CUPDATE for you. And we think that it was worth the wait. So what is new? Glad you asked. For one thing, a metric excremental ton of US vehicles have been upgraded with new models, most notably the Abrams, classic HMMWVs and the M113’s. For the M113’s there are seven new models, both A1 and A3 variants of the base APC, MEV vehicle and HQ variant, plus the venerable M163 that goes “brrrrrrrrrt”. On the HMMWV side, we have the new M1025 (with a variety of weapons mounted), M1025 SOV, M1036, M1037 Shelter Carrier, M1038 in various configurations and two new Ambulances (2 and 4 patients). On the M1 Abrams side, there are new models for the M1A1SA, M1A1FEP, M1A2SEPv1 and M1A2SEPv3, plus the RACS export variant, the MBT Orlando. All of these come with camo nets, configuration options for deployment gear, TUSK versions, and fully modelled interiors. Like all other new US vehicles, they come in a wide variety of factions, camos and configs. Other new stuff includes the Bell 412 and HC3 from Take On helicopter in a number of liveries and with different interiors, including the Grand Business variant - finally travel in style as a VIP. There is also a new Cessna 172, a new Pickup truck, and a couple of new liveries for older vehicles. The Cessna and M113’s are a gracious donation from the CWR3 team. We have also extended the functionality of some of the existing vehicles, for example, the Leopard 2 and GTK Boxer now have camo nets too. Also, a new loadout system for tank ammunition lets you configure the loadout of a number of tanks with real-life ammunition, allowing any combination of different shells from APFSDS to HE and even Canister ammo. Some APC’s like the Bradley can now select the type of ammo in their primary and secondary ammo bin. On the side of things that go “pew-pew”, new ammo types have been added for tank shells, autocannons, new weapons like the slamfire shotgun (for your VERY special operators needs), a new model for the L129, a new long-range pew-pew (the M2010), new variants of existing guns (most notably the G36 and the Sa vz. 58), new ballistic shields with various guns to escalate those police encounters, new attachments, new russian NVGs… you notice, I get carried away… On to Units. On the civilian side, we have new tracksuits, new VKPO uniforms, a new Smersh vest with various camo and not-so-camo patterns, a new air medic unit to go with the new rescue chopper, and a number of new vest camo types. And on top of all of the above, another metric excrement ton of bug fixes, tweaks and corrections. As usual, find the changelogs and downloads on our homepage under the Download section Finally, we would like to thank all of you that have donated to our PayPal for your generosity.It’s great to feel our work is being appreciated. Thank you! Here's a couple of Screenshots for your enjoyment https://imgur.com/a/jMv1BYy Bottom line, we hope you like the new update, and we hope that the next update will not take as long again. That’s it for today. This is the CUP team, have a great day!
  6. CUPDATE release candidate 1.17 #1. The Community Upgrade Project is happy to announce our first release candidate for the new update. In order to download, subscribe to the dev branch on Steam. Until release, the dev branch will only see bugfixes. Report all your findings to our bug tracker at dev.cup-arma3.org.
  7. it has dual sights, you use the left ctrl+rmb hotkey (default) to switch between the two, the second one has ranging too, just like the rpg18
  8. the protec only had models swapped, so it likely was set up incorrectly all along (it is, in fact, just a skate helmet, so it shouldnt have any ballistic protection), its been fixed
  9. CUPREP #0014: New Terrains Release 1.16.0 Greetings, Today we bring the first major update to the Maps 2.0 package with a large update for Chernarus 2020. To whet your appetite for what this update contains a video generously made by @cyruz illustrates what new things are in for you all to explore. Now for some details on what has actually changed, the last update contained an overhaul to the existing vegetation, redoing all the compositions of the forests with the exception of many of the forests on the northern and western map borders. Now the entire western edge of the map has been completely redone, taking much inspiration from the Chernarus Plus map in Day Z we have created our own interpretation of many of its expanded areas, which were further made possible with new model additions to the Terrains Core package. This update adds over 10 new named villages, towns and points of interest to explore and fight in, as well as newly done forests, plains and farmland surrounding these new places, and a couple of new smaller additions to previously existing areas, such as Pavlovo and Zelenogorsk. It is important to remember that this terrain is still W.I.P and as such a lot of the northern map border changes are not yet ready into this release, as such you will see areas of the satmap that do not match up or make sense with what you see on the ground, all we can do is ask that you be patient with us and focus on the new areas whilst we continue working to deliver the rest of the new map areas. Before we wrap this up, we would also like to note that as many of you have been wondering and asking "Does this only contain Chernarus" we do have plans on the horizon for other terrains to enter the Maps 2.0 package and we hope that we will be able to share more details in the future. As always changelogs for all our packages can be found on our website and included with the download, and bugs should be reported on our feedback tracker with the Chernarus 2020 tag! This is all for this CUPDate, have a great day! CUP Team
  10. CUPREP #0014: New Terrains Core Release 1.16.0 Greetings, Today we bring an update to the Terrains Core package which for the first time in a while has some brand new toys inside! In support of the work on Chernarus 2020 in our Maps 2.0 package, some completely new buildings have been created and are now available for terrain and mission makers alike to use in their projects and scenarios. First up is the new school models, built from the ground up by @-ben- it is the first set of new assets in CUP Terrains that are modular, meaning they can be aranged in different configurations to create seperate unique layouts in different instances on a map. Currently there are 14 different modules that should allow for a variety of overall building shapes and layouts. It is possible that further down the line more modules will be added, so if you have an idea for a layout or notice a type of piece that is missing feel free to note that down in this thread. There are examples of these buildings on the new update for Chernarus 2020, but they are also avialable in the editor for you to look at as well. In addition to the school modules, there are also some new platform structures as well. These are of more use to terrain makers in allowing them to create flat elevated locations to usually urban areas, at the moment the pieces consist of a platform, corner, wall, low stairs and high stairs pieces. As with the school modules they are also available in the editor, but mission makers should be wary that it is unlikely AI will play nice with these pieces. Some other highlights for this release include some newly opened up industrial buildings, notably the Myln 03 and 04 buildings as well as a retexture of a few commonly used Arma 1 era structures that were also able to be bundled into this update. Also squeezed in were some fixes and tweaks to the castle objects and some bug fixes for a couple of the maps in the original Terrains Maps pack. As always changelogs for all our packages can be found on our website and included with the download, and bugs should be reported on our feedback tracker! This is all for this CUPDate, have a great day! CUP Team
  11. CUPREP #0014: US revamp and new Ratnik gear is here! Greetings everyone! It's been a while since our last stable patch came out and have things changed in the mean time! For starters both US and Russia fans will be happy to know that we are bringing a huge makeover to both factions' character gear. The US Army and USMC have been overhauled with a mix of new and improved assets, meaning most of the old data from A2 is now gone or revamped. Meanwhile Russia received the full Ratnik kit in four different variants, featuring models of exceptionally high quality. To top this off the Zubr/Pomornik-class LCAC has been added, expanding capabilities to Russia and other factions such as the Sahrani Liberation Army. We have expanded the naval section even further with the addition of the Type 072 Landing Ship, which works as a static platform for you to use as an offshore base. The Bundeswehr also received a couple new toys in the form of the Boxer IFV, currently available with either troop transport module (featuring HMG and GMG turrets) or no module, and the Panzerfaust 3. Finally, we're proud to introduce a new faction to the community, the Horizon Islands Legion: tracing their roots in the French Foreign Legion and featuring a mix of european and US made hardware, they act as the standing army for the Horizon Islands. This is the bulk of the update, but if you have a couple days to spare you can dive into the 35 pages of changelogs for a more in-depth look at all the new fancy toys and fixes. Here you can find an Imgur gallery with shots of our new assets: https://imgur.com/a/DbeZPew This is all for this CUPDate, have a great day! CUP Team
  12. A small bugfix patch was released today on all our ususal download sources. Addressing some obstructed roads, and all together missing roads caused by our last patch, as well as a number of minor object position fixes as well and with the 1.98 patch for the main game the indestructible wooden fences is now resolved.
  13. We have ran the upscaler on air and water vehicles only, and even then there are some exceptions with some vehicles getting only interiors or exteriors upscaled instead of both (or no upscaling done at all). Unfortunately the AI we're using to generate these is not infallible and sometimes textures get butchered horribly so those get skipped. Other times the gain is so minimal it's not worth increasing the file size. If you check the changelog you can find an accurate list of those that got the upscaling done. Anyway we plan on expanding that to other vehicles and other weapons too, it's just taking some time as the process takes a lot.
  14. CUPREP #0013: 5th Year Anniversary! Greetings everyone! Today our team celebrates 5 years from the very first release we ever made! So we thought, what better way to do this than to share with the rest of you an update of our work? It's been some 6 months since our previous patch and an incredible amount of work has been poured into the project since then. Starting off with Weapons: - Many weapons from the FHQ mod have been integrated, ranging from the Bushmaster ACR to the Galil to the RSASS and many more; - The FAL family has been completely replaced with new models and several variants have been added; - The FAMAS F1 has been added; - The SKS has been added; - The PKM and PKP models have been replaced with new ones; - The M60E4 got a revamp on the materials. Units didn't see a lot of action this time, we've made some bugfixes and streamlined some config entries, but we have big plans for the next patch. Vehicles have been vastly improved and expanded upon: - Most air and water vehicles have had their textures upscaled through a neural network AI, this is an experimental solution which allowed us to improve the quality of many assets in a somewhat fast, painless way and will probably expand this to other vehicles as well; - A metric ton of HILUX technicals have been added with all sorts of crazy weaponry and armor strapped to them; - The BTR-80 has been added, featuring a brand new model, including both normal and autocannon turrets; - M270 MLRS and MTVR trucks have also been upscaled and several new liveries have been added, expanding the British and RACS factions and replacing the original ones for the US forces; - AA variants for the Land Rover and UAZ have been added, featuring MANPADS pods in the back; - Mi8s now feature a giant library of alternative liveries you can use, ranging from various militaries to more *exotic* designs; - PACT ATGMs and some AA missiles have had a complete revamp for their guidance and damage values (NATO will follow in an upcoming update). This is just the peak of the iceberg, if you're interested in knowing about every last bit of detail you can check the changelogs directly on our website here (http://cup-arma3.org/download) or inside the respective modfolders in the downloads. Check out our Imgur gallery for some nice shots of the new content: https://imgur.com/a/o1ang4S So what's next you may ask? Well we've already shown a brand new vehicle (Boxer IFV) that will be featured soon, but on top of this we're planning to make a revamp of the US/USMC factions and add a brand new, never before seen, faction. More details to come later! This is all for this CUPDate, have a great day! CUP Team
  15. CUPREP #0013: New Terrains Release 1.15.0 Alongside CUP's 5th anniversary, we bring another update to Maps 2.0! Here we are with our first update for Maps 2.0! In this release we go back to nature with completely new forest compositions and distribution for all forest systems across the map! This is the first step on our journey of transforming Chernarus 2020 and gets us a good running start for more changes to come in the future. There may be some areas here and there that look like tree patches are missing, which may have happened due to the vast volume of vegetation across the map. If you come across any of these it would be most helpful for us to add a ticket to our bugtracker with the Chernarus 2020 project tag! The new forests were not the only thing to come with this update though, some more minor areas have recieved improvements such as Skalisty Island, Devil's Castle, Rog and Zub Castles. We hope that this demonstrates the kind of improvements you can expect in the future to existing areas of the map that players know and love. In addition to this though there are also a very small handful of new areas for you to discover across the map, the GIF below made by our very own @cyruz gives a little teaser to some of them. A short reminder that the CUP team is always on the lookout for talented modders to help with the maintenance and growth of CUP, particularly with Maps 2.0 which we hope to eventually expand to more than just Chernarus 2020, if you might be tempted feel free to come chat to us on our discord. As always changelogs are on both our downloads page and contained within the download on steam. Have Fun, and Bye for now!