Sumrak from the Nightstalkers: Shadow of Namalsk Mod released a video and two screenshots of their Gauss Rifle
Gauss rifle is a powerfull rifle (sniper and attack versions) with high accuracy and heavy damage. This weapon is used by NAC fraction in Namalsk Crisis campaign. This weapon will be released with Nightstalkers: Shadow of Namalsk modification. Model is inspired by Crysis Gauss rifle.
Credits: Model by Sumrak Textures and sounds from Crysis by Crytek Scope from M107 by Bohemia Interactive
IceBreakr released new screenshots of his work in progress upcoming new island Isla Duala.
New details: Isla Duala is bigger than Panthera, around 56km2 of mainly desert, savannah and jungle areas. Its very similiar to OFP's Tonal regarding the vegetation and setup. Old Tonal users will find themselves in familiar areas, but of course layout will be different and objects up to date with current technology
Isla Duala will be primarily intended for: - anti-terrorist coop operations when you have one active FOB - brand new TvT gamemode where two leaders have to take care of their country (North or South) and both can declare war or peace. Your platoons have to patrol border and report back if enemy is gathering troops in certain sector so leader can send in reinforcements. Although 56km2 sounds small at least 50 players would be needed for that kind of TvT mission Side wins when they control enemy's Capitol Town and have in control theirs. - typical Domination/Warfare scenario
waterhiro has informed us about the release of a Real sniper v1.2(Boltaction animation) for ARMA2 addon on his Blog.
Soldier and sniper's animations are so different, now. . Check to the pictures. New M24-texture. I used AMP-DESERT WEAPON ADDON of ARMA1 You can find this in M24 Boltaction class-west side. This addon is not fully Tested for multiplayer.
STALKERGB released some early WIP screenshots of his updated SA80. An old screenshot has been included by STALKERGB so you can see the difference. The old version is to the left and the newer to the right.
Ok now we are gonna play spot the massively obvious difference, well you are. I was up till 3am last night doing this so you better be happy or else I'll get you!
Basically got round to re-doing the RIS rail on the SA80, could really have done with some better reference pictures as google/flickr etc are a bit thin on any good side on images of both sides. I know its not exactly right but personally I think its a heck of a lot better than what I had. Old rubbish!
New Brilliance.. maybe. I cannot believe how long it took to do those holes! Obviously its not all textures yet but I might get round to doing that today. All comments welcome!
RKSL-Rock from the RKSL Studios released new info and screenshots of their work in progress Bae Harrier GR7 & GR9. Go to their site for more detailed information.
SNKMAN released two videos showing the House FX and Camp Fire FX features, he is currently working on to enhance the feeling and ambient of Armed Assault 2.
CSJ released a new RopeWalk video of his latest upcoming work in progress on the BI Forums.
Firstly this is simply not for the mass ArmA community.
I have several projects I am currently working on in A2 which range from one end of the spectrum to the other. This is a small peek into one of them which I think could develop into an interesting mod - with a little assistance
I have not dedicated a lot of time towards sounds, particle effects, units etc as yet so what appears in the video is in a raw state
Madine75 informed the community that he is working on a new map called Elenagorsk and posted three early screenshots of his map on the BI Forums.
Welcome to Elenagorsk.
Elenagorsk is 2km x 2km urban/industrial environment. It's primarily an urban environment with a largish industrial area and a small park. Due it's history, the architecture is a mix of old European and "newer" Soviet-style. The road network in the urban area is fairly regular, with a few laneways thrown in for good measure.
So far I think I'm about 1/3 done.. About half the roads are done, the "urban" section is about half done, however the park/industrial are is still bare earth.
I'm still yet to go add scenery things like lights, benches, greenery anf other misc bits, but it's coming along slowly and surely. It's a long process... No ETA, but it's coming along much faster now that I've sorted a few issues with the config.