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Posts posted by NeoArmageddon
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Yes its available via their own google mirror. http://cup-arma3.org/download (not sure if it was intentional or not? :ph34r: ) I just downloaded Terrains_Complete-1.2.0 Again great work CUP team!The only reason I attempted to DL it was because I noticed it was 11gb vs the 9gb previous version.
Of course it was intentional. We uploaded overnight (and hoped nobody would see). Releasepost follows shortly.
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The bleeding edge doesn't seem to have anonymous log in anymore dude, it is asking for a password.
It 's your browser. Just leave password empty and hit enter.
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Looks like a problem with Essekers config inheritance, otherwise we would see the same problems with CUP Terrains like Chernarus, etc. So it is not a problem in the CUP addon but how Esseker relies on A2 content provided by CUP/AiA.
For now: Nothing we can fix ourself without breaking other terrains.
Whoever is in charge of Esseker source/configs should check the cfgSurface classes and if they define in A3 unsupported values.
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There are no keys sent. When the maintenance ends you will be able to directly redeem them to Steam from the BIStore (same like some other shops e.g. HumbleBundle).
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Would you guys consider porting and combining the opened up house models for the classic A2 ports without the Armageddon textures?
We don't have permission for any of those houses/buildings to include in CUP.
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Would it be possible to make these missions ACE compatible? The medical system and revive systems seem to conflict pretty hard since it looks like they use Vanilla Arma damage values, so you're still wounded despite ACE telling you that you're fine.
That is ACE not considering the missions Hit-Eventhandler (which in my opinion is an ACE failure, not mine).
I suggest disabling ACE Medical System for this mission or comment out the missions Revive yourself.
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Escape Tanoa is in bleeding edge repository (ftp://escape@anzp.de/bleeding-edge/09-06-2016/build-74-70e6751e94435ff950afa6bbf9d172e85e8d355e/) (Vanilla, RHS and CUP modsets).
Kudos to Phantom for the help with placing markers on Tanoa.
Have fun!
P.S. Escape is the best way to discover a new island ;)
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About tanoa depedency - i will, never buy it (apex), as i'm not interested in futurealistic hardware like this on photo below, so please, please, please do not create such depedency.
BTW they just "killed" most iconic heli - MI-24.....
So you don't want to spend 23.99€ for a expansion to support the developer of a game you like and that adds the best terrain they ever made because it comes with two "Crysis-like" VTOLs? Strange decision but okay, your choice. I would even buy Apex if Tanoa would come with laser rifles and railguns even if I would never use them and only use CUP (unfortunatly I already have the supporter edition and can't buy Apex).
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as I tried to explain before, a lot of the work is done on a "I-Feel-Like-It" basis, and apparently, gruesome death scenes wasn't on someone's wish list so far :)
Can I have the mass grave from A2, but with a sign sticking in the middle reading "People that demand stuff to be added to CUP"?
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Also a fan of the original Chernarus grass, it's not the same without those ragged brown weeds. Not bothered for myself, I can readily mod it back in (and did when AiA switched to A3 clutter) but thought I'd add my voice to that of those who appreciate seeing the maps improved while retaining their distinct characteristics.
Grass was just taken 1:1 from AiA and nobody changed it since than. Also AFAIK it is not the same clutter class as Altis. That would look much different.
And please keep in mind that "upgrading" the clutter p3ds itself is not so easy without drastically changing the appearance.
And to be honest: I wouldn't want to restore Chernarus grass 1:1 as it was unplayable high. A complete new clutter mix that resembles the old one but with a lower profile would be better.
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Do not bump your own posts please. Or others, for the matter. In fact, no bumping at all.
The rules say "do not bump threads." I don't think my question counts as a thread
To be more precise: WE don't want YOU to bump your posts in OUR thread.
When we feel like answering your question rest assured that we will do so.
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I personally always thought it would be a no brainer to bring it over to ArmA 3 and by doing so would solve 95% of the problems most people have with ArmA 3 which is performance. But alas things are never as simple as they may seem.
Changing engines is not an easy task even when the engines were designed alongside. Also DayZ is still in development while ArmA3 is a released title. They most likely have a different development priorisation, budget and staff assigned to it.
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Will you consider making Tanoa part of future CUP terrain requirements? Might be some assets in there you can use to replace arma 2's (e.g. grass and other vegetation).
We already discussed that internally and we would really love (for example) having the new Tanoa palms replacing the ones on Sahrani. But with the current handling of the expansion files (EPO) this would mean Sahrani will than depend on the ownership of Apex and not everybody has it (yet). But looking back at the adaption rate of Arrowhead we can expect in ~6-12 month nearly everybody will have Apex. We will than reevaluate the usage of Apex assets.
So short answer: No Tanoa dependency yet (it is not even released) but that may change in the far future.
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Quick question,
I noticed that on the download page one of the optional downloads is the community upgrade project - weapon pack. That makes me very excited as I love the Arma 2 weaponry!
So if I download the escape mission to play with friends, is there a certain mission file we have to use so that all the weapons are replaced by Arma 2 weapons?
We really want to play the mission on bornholme - but with the arma 2 weapons. That'd be a dream come true.
Thanks for your time, and I look forward to giving this mission a try with a few friends shortly.
It depends on the package. When you download the CUP package every mission suffixed with CUP will have CUP weapons, units and vehicles.
When you download the newest version from the bleeding edge repository the missions will be suffixed with the involved factions. For example "SLA vs USMC" will let you play as CUPs Sahrani Liberation Army against CUPs USMC.
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Because:
- That is a community map
- We need the authors explicit permission and source
- We have other bugs and stuff to fix on our current terrains and that should have a much higher priority
- This is not a wishlist
- We don't feel like porting it ourself
- The authors can port it themself
- You can port it yourself if you want it that much
- It works already in A3 when loaded with CUP TP Core
P.S. Sorry if that list sounds harsh/sarcastic.That is mostly because I am suspecting the author if the message is the same as the one here: http://dev.cup-arma3.org/T1505and people still seems to not understand the scope/aim of CUP or just doesn't want to understand it.
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Hey i might be blind but it looks like there is no longer roads in cup im using 1.1.0 even that im using a map a old map with old cup and the roads are still there ?
I have roads. No problem here. Please test without any other mods.
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Open the pbo and comment it out and repack the mission.
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I will say I think Escape Vanilla is much harder than Escape RHS. Not sure why I wonder if it is the weapons.
It is the armor value of CSAT units that makes it much harder.
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Takistan buildings and their configs were not changed with the last update.
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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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Yeah I figured it was an accident. Another thing I think would be interesting would be having the vehicles in the motor pool have a little bit of damage on them. Seeing as it's a motor pool it would make sense that they would be damaged. If possible make it a range from lightly damaged to severely damaged?
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)
And I was going to ask about the com centers. On some maps they always seem to spawn in the same place. That seems to take a lot of the fun of the mission out because if you know where it always spawns you can often go straight for the com center. Can they be made completely random?
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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The new motor pools in the latest development builds are awesome. I love the design of them. I think the ammo and communication bases should be moved to that template with some tweaks, such as adding machine guns on the towers and slightly different buildings. One thing I don't like about them is that they always have a civilian vehicle. It doesn't make much sense that a military motor pool would have a civilian vehicle in it. I think that should be changed so that it always spawns a light military vehicle (maybe always an unarmed one?) for the first vehicle slot, and for the second slot it has another light military vehicle with a slight chance of a heavier one.
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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Is the new lighting something that's catered to the discretion of the CUP team artistically, or are the values essentially ported over from BIS?
I guess I have some requests for how certain desert maps look but obviously if the CUP doesn't control the actually 'look and feel,' I don't want to request something that's out of the team's hands.
The lighting was tweaked by metalcraze and is not fully done. We know about the desert terrains being a bit too saturated/bright.
Hey guys. I was wondering if the CUP team has had any contact with bushlurker who made the Carraigdubh Irish map? His last post said he was hoping to get it into Arma3 but that was over a year ago and I was wondering if you guys were helping him or if you had permissions to fix it up?
Would love to see that place in Arma3-reminds me of many a dull summer holiday-then the melding of my life in Arma and the world outside my door would be complete ;)
I sent him a link to your post ;)
Now we wait.
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are there no empty vehicles scattered around the map? no doubt a lot of hard work went into this but it sort of feels like a hollowed out version of the original mod
What mod? The original mission didn't had scattered cars either.


Community Upgrade Project - CUP Terrains
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
We are at the point where CUP TP now features ALL ArmAverse terrains BI ever released*!
Please note that despite being slightly changed (grass, light, some models) the terrains are nearly the same as the ones released for Arma2. We will improve, expand and fix these terrains with the coming terrain patches. For example there are still some buildings that are in (old) CUP and also in the new CWA pbos. Some of the those buildings have slightly different models or textures and we plan to replace the CWA buildings with their corresponding CA (A1/A2/A3) counterparts in future updates to get all terrains on the same ground (the panelaks on Nogova are already replaced and retextured for example). We just wanted to push this patch out, ready for the 15 year anniversary.