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CUP

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  1. CUP Hotfix released CUP Units, Vehicles and Weapons have been updated to 1.18.1. We have fixed over 40 issues that cropped up in the 1.18 release. Get it now.
  2. CUPDATE TIME Update 1.18.0 released Could it be true? Or is this an April's Fool joke? No, it's true. We finally released a new CUPDATE. The highlights of this cupdate are: New Factions: Armed Forces of Ukraine Modern Armed Forces of the Russian Federation New Vehicles: M1151 HMMWV GAZ Tigr T-90M/MS Leopard 1 Kamaz-6369 New Weapons: XM8 replacements P30L pistol S&W Tacical Revolver XM29 OICW And, as usual, a whole bunch of bug fixes, improvements, and new bugs! *** IMPORTANT: ACE COMPATIBILITY *** Starting with this release, ACE Compatibility mods are discontinued, and the ACE compatibility of CUP is directly integrated into ACE itself. We'll remove the ACE compats from the workshop, and you should do the same if you are running a server. In the future, loading ACE will be all that is required to make CUP ACE compatible. We hope you enjoy the new CUPDATE. Rest assured this is NOT the last update, and we hope that the next one will be out sooner than two years. Uploads to the usual places are going on as we speak. Enjoy!
  3. 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.
  4. 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!
  5. 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
  6. 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!
  7. 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!
  8. 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.
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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.
  15. 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.
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