Download de armed assault demo
This game features a blend of large-scale military conflict spread over large areas alongside the more closed quarters battle. The player will find himself thrust in the midst of an engaging and expanding storyline, fighting against smart, aggressive enemies who will continually provide a challenge over a massive landscape.
Files Menu. Latest Files. Please wait while your search is submitted. VRMark Basic Edition v1. Games of January AusGamers Top 10 Best Games of The Gunk. Kurzawa: "There were a lot of changes that were implemented in Armed Assault that we were limited with in Flashpoint. For example, the multiple turrets are completely new, and we worked hard as modders to get anything working with that.
There's a lot of stuff that went into Armed Assault that the regular players might not see, but if you're a modder, you'll notice that it's a lot easier. They've got much more power to create content and generate whatever they want to. There are still limitations, but far less than before.
Spanel: "We released the game before Christmas in eastern and central Europe. The reason for this was simple: we ended up on our own with regards to everything. We're not a big company and we had to release in order to get some income, it's as simple as that.
There are sometimes not many choices you can make, it's either 'do something or do nothing'. We're completely independent developers and we didn't find a way to agree with any big publishers. A year ago, nobody believed in the game at all. Spanel: "To some extent, we have some experience of the military, but we're games developers primarily. Some of us did national service, but we're programmers, engineers and games developers. We've had feedback in recent years from many ex-military personnel and current military concerning the VBS1 training programmes the 'professional' version of Flashpoint, used by the military.
We always try to have such people as external advisors - for instance, some former marines do a lot of the testing, and these people help to make the game as realistic as possible combat-wise. Spanel: "We're working on new stuff for Armed Assault right now, new patches and updates to handle all the problems we've had reported from our users, and working towards the release of the game in North America.
Unfortunately in PC gaming, the platform is very complex - both from our end and the hardware end, with drivers and operating systems. Take Vista - we're getting reports from users who're experiencing troubles with it that we didn't have a chance to support in the development process.
Sometimes, we need to rely on graphics card manufacturers too. For example, with ATI cards, it works fine on v6. So we're fixing things, and working with our partners to fix things too. It's getting better every day though, which is the good news. Spanel: "We've tried to make Armed Assault into a platform, so many things that were hard-coded in Flashpoint, we've made fully configurable, including the AI.
It's really a platform for years to come, and not only in military training - we're hoping the gamers will come out with some really nice modifications, and already we're beginning to see some good stuff coming out It's too early to be talking about full modifications, but there are some re-textured units that look w very nice, some of the strong Flashpoint mod groups are working on new content, but it's going to take some time.
If you check some of the sites like armedassaultinfo, there's a lot of stuff going on there. Spanel: "The best moments for me are when we play in a co-op team of four or six, playing against the AI. Probably the best feeling is when you're outnumbered by enemies and you're feeling completely hopeless, and then you get help from a friend you weren't expecting. And I thought, "You stupid butterfly, what are you doing there? It's really satisfying that we got so many little details into there.
Kurzawa: "I came to Bohemia from my work with mods. I was basically doing what I do now, concept writing and just getting stuff to work. For example, I did all the configs and scripting for a Comanche, and we really tried to push the limits.
We have several former modders here, so I can say it happens quite often. Especially with the artists, for example - they know the programs we use to get stuff done. At the time of writing the mods, about one in ten were people who had prior experience of making stuff in Flashpoint.
Because I'm formerly from the community, I understand their requests. However, because I'm working professionally on it now, I can also see that what the community imagines is really easy to do often isn't.
So I'm in a position where I can say, T know what you mean, but we can't change it'. Of course, saying that, we try to implement as much of what the community wants as possible. Spanel: "We're working on the US release now, and there's a QA procedure that we hope will be beneficial.
Because the scope of the game is so massive, you give the game to one QA and get all that fixed, then you give it to another QA, and he'll come up with another list of things. It's so complex that anyone can find anything, and it's a never-ending process, with such an open-minded game with so many ways to go through it.
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