- User Since
- May 19 2015, 5:20 PM (366 w, 1 d)
Jan 23 2022
Also i have tried it with just cup weapons loaded and get the same error
Which is not true, as the error you posted mentions an addon "CUP2RHSGR_COMPAT" which is not part of CUP.
May 30 2020
May 17 2019
We need a position or even better the classname of that gate.
May 11 2019
May 6 2019
Correction: The Stinger is labeled Antitank while it infact works as antiair ingame.
May 5 2019
May 3 2019
Just labeling it correctly
A weapon made out of pure gold would be totally useless by the way. It would break immediatly.
Gold plated means the steel is covered in a thin layer of gold, only a few nm thick. This does not affect the overall weight, even if the density of gold is equal to lead.
Apr 30 2019
Apr 29 2019
Seems like SVN didn't renamed it properly and I had two versions of the same file present.
Apr 28 2019
Baseclasses should not be changed by CUP (except in rare cases of Terrains Core). Most likely some legacy bug from other project or contributions that were merged into CUP.
Apr 21 2019
Apr 8 2019
Jan 20 2019
Needs to be evaluated of the function of that script (disabling the lights on a powerline post) can be moved to the Land_class/p3d/engine entirely.
Jan 14 2019
Not a CUP problem as pja310 explicitly depends on CUP_Worlds (the author added this dependency himself).
Resolved with rTERRAINSSVN497
Jan 4 2019
Jan 2 2019
Dec 29 2018
Is it because it inherits from Utes?
Indeed it is because the Fallujah inherits from Utes (which in my opinion is a not the best way to create a terrain config).
Dec 27 2018
Dec 25 2018
Dec 22 2018
Dec 17 2018
Dec 5 2018
Nov 29 2018
That is unfortunatly a engine limitation in Arma3 and we can't do much about this. We can either retain the visuals of the water or remove the water completly at this point.
Nov 25 2018
Oct 21 2018
Seems to work in current version of TP.
Mostly done by @Taro in other tickets.
Oct 16 2018
The case that this happens on vanilla terrains like Altis strongly suggests, that the problem is caused by missing addon references in the mission.sqm by the mission maker. Maybe he removed them or they are somehow resolved incorrectly.
Oct 7 2018
I checked all ponds and all used have the class=pond property. According to the twitter post above, this is an engine problem.
Sep 1 2018
Aug 6 2018
Jun 30 2018
Actually since october 2017 the capacity for both is 2500 (was 3000 before) and it was not changed since than.
I presume that your exile addons are messing with CUP and override our config.
Apr 28 2018
Please no bumping of issues. It will be fixed when it's done.
Apr 22 2018
This might be a duplicate of T1428.
Does it happen on vanilla terrains?
Have seen something similar before. You might want to check your computers RAM with, for example memtest+ or something similar. It might be a hardware problem (althou it could be a software issue with OS, Arma or thirdparty programs aswell).
Apr 20 2018
It can be expected that the game crashes with many vehicles spawned and Arma starting to access pagefile etc. You most likely experience this only with other mods loaded, as those are loaded additionally by the game and thus producing a larger memory footprint of the game.
Apr 12 2018
That is what I assumed. The new patch makes it that you are just switched to your soldiers internal camera which just look at the not modeled interiors. Before it was just a 2d driver view as default.
Apr 6 2018
There are more affected by this: http://steamcommunity.com/id/neoarmageddon/screenshot/916921071037996578
Apr 2 2018
Jan 15 2018
I am quite sure the problem described above is not a bug within CUP Terrains, as the log file states stuff like:
Dec 13 2017
Comment with private convo (containing permission) removed and moved to our internal archive.
Oct 30 2017
Oct 29 2017
For me that model even chrashs BD when A2 sample data is used and it was that way since years... thought is was a bug in the original data. Can you replace the broken one with your version?
Any update on the classnames?
But they work with maps that were build with A2 data, and that is the important part. Fixing them on AiA terrain will result in them being sunken into the ground on all CUP and A1/A2 maps.
The problem here is with AiA and terrains that used AiA data.
May 5 2017
As I don't think this is an issue anymore, I close this for now.
Apr 22 2017
That abandoned looking texture doesn't fit any of the terrains the panelak is used on. Nevertheless the model problems with the CUP panelak2 are a bug/oversight and it will be fixed.
Feb 26 2017
Land classes need to have Land in front, otherweise Mikeros tools and binarise go nuts and destroy everything (your wrp, your pbo, your HDD, your dog, your life, etc) ;)
Feb 21 2017
Feb 1 2017
Also the second floor can't get removed. It is the only way the proxies can work (the proxies make the building enterable and performance friendly). But it will likely get retextured to concrete instead of bricks sometime in the future.
Thanks for your ticket. We are aware of this issue. The floors are proxies and unfortunatly the medium panelaks switched to using the wrong proxies (it uses the one of the big one instead of the small).
Confirmed. CWA is missing mapSize entries.