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> V.I.R.U.S., A conversion mod for ArmA
The-Pain
post Dec 24 2006, 12:16
Post #21


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Everything included in ui.pbo! smile.gif Further you will need Photoshop Cs, CS2 or CS3. Elements doesn't work with all paa's. You also need paaplugin from kegetys. You can see I also changed the grass on the island... More screens soon. We are working very hard so we couldn't post pix every day now! wink.gif I hope you understand! smile.gif

here the link to our web again... click You can find a new pic there and a lot of further infos. We also replaced nearly the complete User Interface in the game. No pix available for this but coming later 4 sure.
 
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The-Pain
post Dec 28 2006, 22:49
Post #22


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2 exclusive pictures of the bunker in V.I.R.U.S.... I added a Status-report to our newssite. You can find it in the right corner on the top.

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"The Bunker" will be an BAC-Addon and is not released so far...

And an exclusive news-post here:

There are several officers of the mercenaries in the game. If you kill them, maybe a few mercenaries of their group give up. There is also a little effect if you kill an officer. You will have Slo-Mo for 10 seconds and a flash come into the screen with the information: YOU KILLED AN OFFICER. You also get additional score for killing them. More to the gamedesign soon on our newspage.
 
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D@V£
post Dec 28 2006, 23:42
Post #23


Gee, I wish we had one of them doomsday machines.
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Looking good, how do the bunkers work ingame? Better than OFP? smile.gif


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The-Pain
post Dec 28 2006, 23:48
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At the moment worse... Or let's say bad enough to make them better... The AI don't recognizes the walls. They walk through lol. That's why we "mounted" the AI atm so they don't move in the bunker. But what a luck that the movement is the only worse thing in the bunkers. The other activities by the AI works perfect. If you stay in the dark they won't see you, if they spot you with the light they will open fire at you. tongue.gif Lucky you got an unknown friend in the campaign called "the Devil"... graduated.gif
 
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The-Pain
post Dec 29 2006, 19:49
Post #25


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I just checked the time you need to complete the campaign in its actually progress. (Progress about 25%) The time was 2 Hours. But you must know that I know where the enemies are and where I have to go. It's completly free what you want to do and how. Little example: You have the mission to escape from Sahrani (Part 3 of Mission 1), you can choose if you do it with the helicopter hidden somewhere in the gamearea or if you steal a boat from the mercenaries... The helicopter is well hidden and you need some time to find him... You can find boats nearly everywhere on the coast, mostly in the towns. So it would be much easier to steal a boat you may thing... But in the towns there a alot of mercs. You also HAVE TO USE you map. Otherwise you may don't know how to complete a mission or soemthing. It is always good to mark enemy patrolways on the map and then to decide where you attack and when... You NEED some tactics to complete the campaign... If you attack a town, the enemys around will hear this and call support if you do not use any SD-weapon like the MP5SD6... The way is yours. Our target is to show the player how much possiblities you can have without loosing atmosphere or story. We have a lot of cutscenes, we really try to make them as good as we can in fact of atmosphere and storyline.

Any further questions? smile.gif Would like to answer some... laugh.gif

And a question of me:

What time would you prefer about the campaign?

1) 5-10 hours
2) between 10 and 20 hours
3) more then 20 hours, as long as possible (based on the story of course)
 
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Lt. Earth Apple
post Dec 31 2006, 00:18
Post #26


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I would prefere a good and pretty campaign of 5-10 hours than a bad and ugly of 20 hours tongue.gif


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The-Pain
post Jan 1 2007, 19:36
Post #27


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The SIG552 nearly ready now! wink.gif I just searching a way to add normal maps... The model is ready!

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DaRat
post Jan 1 2007, 20:01
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Incredible! Those look really good man, well done. Can't wait to see them with the normal maps, icing on the cake thumbsup.gif
 
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The-Pain
post Jan 1 2007, 20:07
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Thx da rat... Ok I got 3 probs now on this weapon...

1) Shadow... ( I presume I can add them if we got Oxygen 2)
2) Normal Maps (Still no idea how to do that...)
3) Ironsight (Do you have any ideas about getting a good one... Don't want to have a 2D)


Folded Version:

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The-Pain
post Jan 2 2007, 00:23
Post #30


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Little exclusive Update

Very early Alpha of the MP5K:

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And last but not least, the Jungle Camo Marines... (beta textures)

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LooseKannon
post Jan 2 2007, 02:47
Post #31


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Awesome man, top work!


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The-Pain
post Jan 2 2007, 15:31
Post #32


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Here you go with our forums...

http://battle-arts-company.foren-city.de/

I hope to see a lot of new people there! sweatingbullets.gif
 
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BigglesTrevor
post Jan 3 2007, 18:55
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wow that SIG looks great, good work!


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Blackbuck
post Jan 3 2007, 20:20
Post #34


ArmA.info Sarcasm Society's Appointed Olivia Wilde Stalker
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it would seem that sledd is back on this project...


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The-Pain
post Jan 4 2007, 20:33
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You are right Helping Hand...

Sled is leading the developement again. He's sorry about his timeout.
Well I keep here and bring you all necessary infos anyway... smile.gif
 
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Blackbuck
post Jan 4 2007, 21:16
Post #36


ArmA.info Sarcasm Society's Appointed Olivia Wilde Stalker
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okies thatnks for clearing that up


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The-Pain
post Jan 6 2007, 17:11
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Here we have 2 exclusive "BIG" pics... You can fidn others on the webpage... The beautiful Jungle ingame...

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The-Pain
post Jan 8 2007, 19:15
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Individual Mission Planning System (IMPS)


That is the new system we created for our game. After the fourth mission in the game you will be able to choose what you do next. So you can choose where you will attack, how and when you will attack next. Therefore you got a little window where you can choose the time (day or night), where (different towns or bases of the mercs) and the important thing, how you engage the enemy (with Aircrafts, Tanks, Infantry or better in a Spec-Ops-Team or alone. At the moment the system is ready for 60%. I will upload a small video next time to show how it works! smile.gif
 
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The-Pain
post Jan 9 2007, 23:33
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I changed a few things... I made the grass higher... A bit closer... and more trees in the jungle areas... I also changed the ground-texture... But that is a bit unimportant lol because i think yu can't see it either... this is the result what do you think ... ok like this?

[mg]http://img184.imageshack.us/img184/29/virushq001lr6.jpg[/img]
>100kb

EDIT: Now I also changed the count of insects and stones... both increased now... I also increased the grass-distance and quality... Without loosing mayn fps... 2 or 3 max... Here a few other pics ...

Beginning of an Jungle Area...

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EDIT: The Stones on pic 2 gettig darker soon... Or a complete new texture let's see...

This post has been edited by Wittmann: Jan 10 2007, 14:50
 
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DaRat
post Jan 10 2007, 00:01
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Looking very nice!
QUOTE
I made the grass higher

That's gonna go down well! tongue.gif nah, just jking mate, it suits a jungle nicley smile.gif
 
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