Jump to content

audiocustoms

Member
  • Content Count

    496
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by audiocustoms

  1. Do whatever suits you. CUP Terrain was never about stability, it was about maintaining and improveing. AiA_TP was abandoned and CUP took over. With one little disadvantage: CUP is not in complete possesion of the same source data like AiA_TP had. So a lot of stuff needs to be done from the scratch...
  2. Latest addition to the VW Golf Sport Edition
  3. Well, the goal is to bring all content to A3. Even Take On Helicoter... But we have no order in doing it. Sometimes you need a change of view when working on a specific content for month. So the order of apperance is not A1+DLC, A2+DLC. Little sweet tiny bits from all over the place ;)
  4. It should be possible to enter a server thar requires Cup Terrains Core with the Cup Terrains Complete version. As long as you have the latest version.
  5. 1) I had a positive conversation with Auss about Australia Map. He moved dependency from AiA_TP to CUP Terrains Core today (on Steam).
  6. I would like to keep the "bling" versions and add dirty versions of it if that's ok?
  7. for what vehicle, the VW Golf?
  8. Some VW Golf WIP pictures including custom paint jobs http://imgur.com/a/6ztzd
  9. THX for the info. DMCA report is sent and hopefully Steam / BI will take care of the rest.
  10. Quote from the bugtracker ticket:
  11. You are running Terrains twice... @CUP_Terrains is the same as @CUP_Terrains_Core + @CUP_Terrains_Maps This could cause trouble. To sort out what it really causes, start the terrains with one mod at a time. Start with =@CBA_A3;@CUP_Terrains_Core;@CUP_Terrains_Maps then continue with =@CBA_A3;@CUP_Terrains_Core;@CUP_Terrains_Maps;@mcc_sandbox and so on...
  12. audiocustoms

    [MELB] Mission Enhanced Little Bird

    Right... In a LB you can be lucky if you even have a missile warning system ;) Only to make sure you're f***ed ^^
  13. 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
  14. You guys should start using CUP for mission making since AiA_TP is not supported by devs. It might need some time until everybody has moved to CUP Terrains, but in the end it is inevitable if you want to use A1/A2 map content.
  15. audiocustoms

    Audio Tweaking (dev branch)

    It is not "forcing" ideas, it is about knowing what they talk about and busting inrealistic (in real life and on a technical level) ideas... And if beeing right and standing his ground for ideas is called "arrogance", a lot of highly respected people in this community are. Including me. Also, this game and even the sound of it can be considered as some kind of "art". Some people like Picasso, others like van Gogh. You'll never make everybody happy or not feeling offended.
  16. audiocustoms

    Audio Tweaking (dev branch)

    I heared (still way above 8kHz) that smb wants to talk to a professional? :lol:
  17. audiocustoms

    Audio Tweaking (dev branch)

    Awwww.... Why not? i was hoping for it (Popcorn already done...) :D
  18. also helpful is posting the RPT when a crash happens...
  19. Not sure if i understood you right, but i'll describe the situation in more detail: It is not allowed to repack playable content like Tanks with CUP namespace and republish it as "@CUP_Tanks". Once the source data is released and smb decides to pick is favs, edit and repack it as @MY_AWSOME_MOD and also publishes it under same conditions/license the source data is released, that is fine. Also it is possible for communities / groups to repack CUP PBOs together with other mods (as long as they have permission) for their custom mod pack and republish it under CUP conditions, as long as it is not published as "@CUP_something". But if communities / groups do this, keep in mind you will have to update those PBOs manually after an update.
  20. Sure, why not? As long as APL-SA is applied, the community can do it. But some restrictions are given: CUP content is not to be used for servers that do monetization, also it is not allowed to publish "CUP-Lite" packs or similar.
  21. Yes, there are plans for that. But no date to realize that. Just be patient ;) This would be possible, but only if all CUP mods would be ripped apart. The reason is the internal dependency of the CUP mods, explained in first post.
  22. audiocustoms

    TF47 Launchers [WIP]

    No idea what the actual issue is, but it would be nice to provide the dev with a little more information. Like what mods are you useing besides the launchers, in what situation does this error occur, and so on... You get the idea ;)
  23. Go to your editor, place a vehicle and start the preview. Then hit ESC and go to "Config" under the Debug console. Search for the class name of the vehicle the anims you want, for example the CH-53E. This would be "CUP_B_CH53E_USMC". DoubleClick the class name. After that look for "User Actions" and also doubleclick it. Now every avaliable animation related to the CH-53E will appear (Pack, RampClose, RampLevel, RampOpen, unPack) and once selected one of the anims the code for it appears in the main window. What you need is the code from "statement = "
  24. There is no list atm. This might be added to the CUP Wiki later on, but not sure when this will be. Collecting this type of info is a low prio right now. The easiest way to get to this info right now is to unpack the PBO and look for class UserActions in the configs.
×