V.I.R.U.S., A conversion mod for ArmA |
V.I.R.U.S., A conversion mod for ArmA |
Dec 24 2006, 12:16
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#21
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Member Group: Members Posts: 38 Joined: 9-December 06 Member No.: 419 |
Everything included in ui.pbo! 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! I hope you understand!
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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Dec 28 2006, 22:49
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#22
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Member Group: Members Posts: 38 Joined: 9-December 06 Member No.: 419 |
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.
"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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Dec 28 2006, 23:42
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#23
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
Looking good, how do the bunkers work ingame? Better than OFP?
-------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
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Dec 28 2006, 23:48
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#24
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Member Group: Members Posts: 38 Joined: 9-December 06 Member No.: 419 |
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. Lucky you got an unknown friend in the campaign called "the Devil"...
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Dec 29 2006, 19:49
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#25
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Member Group: Members Posts: 38 Joined: 9-December 06 Member No.: 419 |
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? Would like to answer some... 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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Dec 31 2006, 00:18
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#26
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Member Group: Members Posts: 174 Joined: 12-November 06 From: Germany/Switzerland Member No.: 77 |
I would prefere a good and pretty campaign of 5-10 hours than a bad and ugly of 20 hours
-------------------- Schüchtern.
Sensibel. Gesetzestreu. Höflich. Und taktvoll. Wer's glaubt |
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Jan 1 2007, 19:36
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#27
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Member Group: Members Posts: 38 Joined: 9-December 06 Member No.: 419 |
The SIG552 nearly ready now! I just searching a way to add normal maps... The model is ready!
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Jan 1 2007, 20:01
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#28
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~Established April, 2004~ Group: Former .info Serviceman Posts: 800 Joined: 12-November 06 From: Sussex, England Member No.: 34 |
Incredible! Those look really good man, well done. Can't wait to see them with the normal maps, icing on the cake
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Jan 1 2007, 20:07
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#29
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Member Group: Members Posts: 38 Joined: 9-December 06 Member No.: 419 |
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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Jan 2 2007, 00:23
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#30
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Member Group: Members Posts: 38 Joined: 9-December 06 Member No.: 419 |
Little exclusive Update
Very early Alpha of the MP5K: And last but not least, the Jungle Camo Marines... (beta textures) |
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Jan 2 2007, 02:47
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#31
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KH Was Here 06 Group: Members Posts: 132 Joined: 12-November 06 From: Gold Coast, Australia Member No.: 40 |
Awesome man, top work!
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Jan 2 2007, 15:31
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#32
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Member Group: Members Posts: 38 Joined: 9-December 06 Member No.: 419 |
Here you go with our forums...
http://battle-arts-company.foren-city.de/ I hope to see a lot of new people there! |
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Jan 3 2007, 18:55
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#33
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The Il2 Fan Group: Members Posts: 733 Joined: 7-November 06 From: England Member No.: 25 |
wow that SIG looks great, good work!
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Jan 3 2007, 20:20
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#34
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ArmA.info Sarcasm Society's Appointed Olivia Wilde Stalker Group: Moderators Posts: 1,482 Joined: 12-November 06 From: United Kingdom Member No.: 113 |
it would seem that sledd is back on this project...
-------------------- -------------------- Heed my words or risk being beaten with a stick then fed to my associate D@V£ The Rules - Most places have rules, these are ours Read them! Moderation Feedback Thread - Let everyone know how much you don't like D@V£ -------------------- |
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Jan 4 2007, 20:33
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#35
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Member Group: Members Posts: 38 Joined: 9-December 06 Member No.: 419 |
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... |
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Jan 4 2007, 21:16
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#36
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ArmA.info Sarcasm Society's Appointed Olivia Wilde Stalker Group: Moderators Posts: 1,482 Joined: 12-November 06 From: United Kingdom Member No.: 113 |
okies thatnks for clearing that up
-------------------- -------------------- Heed my words or risk being beaten with a stick then fed to my associate D@V£ The Rules - Most places have rules, these are ours Read them! Moderation Feedback Thread - Let everyone know how much you don't like D@V£ -------------------- |
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Jan 6 2007, 17:11
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#37
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Member Group: Members Posts: 38 Joined: 9-December 06 Member No.: 419 |
Here we have 2 exclusive "BIG" pics... You can fidn others on the webpage... The beautiful Jungle ingame...
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Jan 8 2007, 19:15
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#38
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Member Group: Members Posts: 38 Joined: 9-December 06 Member No.: 419 |
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! |
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Jan 9 2007, 23:33
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#39
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Member Group: Members Posts: 38 Joined: 9-December 06 Member No.: 419 |
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... 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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Jan 10 2007, 00:01
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#40
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~Established April, 2004~ Group: Former .info Serviceman Posts: 800 Joined: 12-November 06 From: Sussex, England Member No.: 34 |
Looking very nice!
QUOTE I made the grass higher That's gonna go down well! nah, just jking mate, it suits a jungle nicley |
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Lo-Fi Version | Time is now: 19th April 2024 - 08:54 |