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Everything posted by NeoArmageddon
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Make a ticket about all that and I/Scruffy will review the changes. You should be able to use this form: http://phab.anzp.de/maniphest/task/edit/form/2/
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Good idea! Can you be so kind and make a ticket about it and ltag it with "Escape" and assign it to me: http://phab.anzp.de/maniphest/task/edit/form/1/ (You probably need to register first) We decided to go for the curated comcenter positions when migrating from A2 to A3. It limits the "randomness" of the comcenters but make the placement much better. With complete random placement the comcenters might be at impossible positions. We also have some positions we instantly know it must be a comcenter, but that positions are rare. If I am correct most terrains have ~25 possible positions and only 2-6 comcenters placed. If you ask me, that is a good middle ground between randomness and believabable placement. middle ground
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Glad you like it. Kudos to FrozenLiquidity and Abelian. I assume the civilian car is a mistake. It should be tank+support. The other POIs will definitly get an overhaul but one need to be careful because the placement of the comcenters is very finetuned as of now.
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Community Upgrade Project - CUP Terrains
NeoArmageddon replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The lighting was tweaked by metalcraze and is not fully done. We know about the desert terrains being a bit too saturated/bright. I sent him a link to your post ;) Now we wait. -
What mod? The original mission didn't had scattered cars either.
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What can we do with ArmA 2 Maps Now?
NeoArmageddon replied to rekkless's topic in ARMA 3 - TROUBLESHOOTING
It depends on how they derive their base class (if it is derived from another class at all). -
What can we do with ArmA 2 Maps Now?
NeoArmageddon replied to rekkless's topic in ARMA 3 - TROUBLESHOOTING
Please don't drop it in @CUP_Terrains but in a new @something folder. People will forget they have that pbo and wondern when the next TP update arrives why there is no new lighting/sky is black/everything is burning/bees everywhere/etc -
Community Upgrade Project - CUP Terrains
NeoArmageddon replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No ticket - No problem -
Community Upgrade Project - CUP Terrains
NeoArmageddon replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
CUP Download page updated with new mirrors including PWS, GD and Steam: http://cup-arma3.org/download We removed the Map Builder editor upgrade config that brought most trees, signs, rocks and houses to the 2D/3D editor but without anims and advanced configs (this was a temporary solutions to fix MapBuilder, XCAM and co). The old classes are still scope=1, so old missions using them won't break. Pennyworth added new configs and mapped all existing landclasses to the editor so you now can place CUP buildings with animated doors and action entries. Because the new editor placed objects use the same classes as the terrain placed objects we strongly recommend to use those instead of the old ones. Lingor ships ibr_plants itself AFAIK. Nothing should break. -
What can we do with ArmA 2 Maps Now?
NeoArmageddon replied to rekkless's topic in ARMA 3 - TROUBLESHOOTING
Absolutely right. The masterminds behind the CUP lighting are already working on hotfixes for the community terrains. Evro will most likely release an updated ASCZ A2 Map Fixes very soon and I am sure that CUP TP will include said fixes in the next update. The config for community terrains were just not included in the latest CUP TP update because we didn't had time to test all community maps and write updated lighting for them. -
1.60 patch messed up skies.
NeoArmageddon replied to polishmartyr's topic in ARMA 3 - TROUBLESHOOTING
Get the update for those maps (atleast for CUP Terrains): http://cup-arma3.org/download Other community maps needs to be patches by the authors themself. https://imgur.com/a/2DwNF -
Community Upgrade Project - CUP Terrains
NeoArmageddon replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
And here it is, the CUP Terrains Pack update 1.1.0 just in time for the ArmA3 "Visual Update" 1.60 Here are the temporary mirrors until the major distribution platforms are updated: http://cup-arma3.org/download Most kudos goes to Pennyworth for really pushed CUP TP forward since he joined nine weeks ago. Also big thanks to metalcraze for his awesome works on the new lighting and EvroMalarkey, Kllrt, Varanon, TheConen and aoighost for bug fixing and more. And here is the changelog: We are already planning the next TP update. If everything goes as planned, we will have some cool new (old) stuff for you guys in the future.- 1826 replies
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Yay :lol:
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Community Upgrade Project - CUP Terrains
NeoArmageddon replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
All terrains that were properly made for A2(+OA) should run without problems with CUP TP. I am only remembering one terrain had missing sounds (not sure which one) but all other should run fine. Note that we can't test every terrain out there, so we most likely won't make a list with "This works with CUP TP" as most should run anyway. -
It will definitly enhance experience as a lot of foliage and buildings already have received an upgrade from A2/AiA and the future update will expand on that (that means the maps using CUP TP will automatically benefit from CUP TP upgrades). I strongly recommend replacing AIA TP dependency with CUP TP. If there emerge some problems with CUP TP, please write me a PM so we can sort that out.
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Community Upgrade Project - CUP Terrains
NeoArmageddon replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That's right. Kraze requested that change to CAWorld in the CUP chat and BI was so kind to implement the changes right away. The changes are a big step forward in backwards compatibility of the new lighting changes for CUP TP and other A2 community terrains aswell. Obviously the visuals are still WIP (black sky). -
I had a neat little idea and made a ticket about it: https://feedback.bistudio.com/T116749
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- editor.sqs
- buldozer
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Yes, I have a loadRoads.sqf that is called from editor.sqs. Maybe it is time to request terrain manipulation/object creation commands for buldozer.
- 9 replies
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- editor.sqs
- buldozer
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WOW! I tried this a year ago when I tried to add MapBuilder to buldozer and failed. I just didn't think of using findDisplay -1. BTW: You can spawn SQF code from sqs ;)
- 9 replies
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- editor.sqs
- buldozer
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Community Upgrade Project - CUP Terrains
NeoArmageddon replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Seriously! You should reread what was posted there. NOBODY EXCEPT YOU is talking about CUP Terrains being stopped. The other guys are talking about old community maps whose authors are not around anymore. -
Community Upgrade Project - CUP Terrains
NeoArmageddon replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, we completly stopped terrain development and will remove all downloads and SteamWS mirrors in the next days. Please use AiA (or even better A3MP) again. Thanks. Obviously being sarcastic. -
Community Upgrade Project - CUP Terrains
NeoArmageddon replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We don't react on that at all, because all development branch changes are still subject to change. We are making some internal adjustments on how the devbranch is envolving but only to be ready for 1.60 showtime. If you don't like the current changes/state you better switch to stable (Tip: you can have both, A3 stable and dev on your computer with GameUpdater) -
Map Builder - Ingame 3D-Editor for terrain creation
NeoArmageddon replied to NeoArmageddon's topic in ARMA 3 - TERRAIN - (BUILDER)
I don't think so. MB has many functions Eden is still missing (Fence placement, Brushes, etc). Eden was build for mission, not terrain editing. The requirements for both are similar, but not the same. -
Community Upgrade Project - CUP
NeoArmageddon replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Checkout PyNPP. It is a Plugin for N++ that lets you run pythonscripts directly via "Extensions->PyNPP->Run Python" (and you obviously need python installed for it to work). -
Everyone can port Escape themself. The tools are in post #12 by Scruffy.

