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Thread: Quarantine Unleashed

  1. #21
    thank you.

    mission makers - the unsung heros of OFP / Arma.

  2. #22
    FYI in ver 1.1 when I first started it up I had one of those No config entry bin\ errors indicating something about an item named "Cobra" I found it listed in the sqm and I think it was something within the area where the sigma6 vehicles are. I could not tell what it went to so I renamed it from cobra to the class name of another vehicle and removed it via the mission editor. I have no idea if ver 1.2 has the same thing as its only found on Filefront and you know about FF and my sat connection.

    Anyone else have this? I haven't seen any posts here or armaholic indicating so.
    You can have peace. Or you can have freedom. Don't ever count on having both at once.
    -Robert A. Heinlein

  3. #23
    It Figures.

    I missed the forum transition and I only recently find out about the Quarantine Unleashed work being done AFTER work has stopped. Ah well.

    That being said, Quarantine/Quarantine Unleashed is my absolute favorite mod for ARMA and high praise to everyone that worked on it. I am playing the most recent (v2.38) and am enjoying myself as thoroughly as ever I did. Everything is better when you have a silenced M4.

    Silenced weapons ARE harder for the zombies to hear, right? heh

  4. #24
    Did try out the latest versions in months now. Does the actual MP COOP game have an ending incorporated?
    IceBreakr, C/O [SBP] - Slovenian Black Panthers (www.vojak.si)

    Err... Mi-48 Caiman in A3? Bitch please...!

  5. #25
    Quote Originally Posted by IceBreakr View Post
    Did try out the latest versions in months now. Does the actual MP COOP game have an ending incorporated?
    Quarantine is supposed to have an ending?? I always figured the lack of ending was a feature.
    Last edited by heklos; May 14 2009 at 20:59.

  6. #26
    I have a modified version that we worked on at the end. Up to 2.39 IIRC. We were in the process of reworking the mission from the ground up though. Using the NEM Zombies instead and adding civilians, dynamic towns, etc into it. Problem is we lost our scripters for it and never got it further than the ground level of the zombies scoring and money system. We were thinking of opening it up for development on dev heaven if anyone is interested in helping out.
    Professional Software Developer | Amatuer Scripter | ArmA Addict
    Intel Q6600 2.4Ghz | 8GB 800mHz RAM | nVidia 460GT 768meg | 4TB disk space | Windows 7 Ultimate 64bit | 2 x 22" Acer monitors

    ARMA Server Manager Beta

  7. #27
    Capt.Murphy: write down the complete storyline, A2 is just around the corner

  8. #28
    There really wasn't much of a 'storyline' per se other than *poof* you are on an island full of zombies and you have three missions that can be completed. In all honesty the mission is fun for a couple hours, but after that it gets boring as all hell. I am going to see about getting a dev-heaven project started up for it and the other version with the NEM zombies. The original used too many addons for my taste. The download was well over 700 megs when completed and uncompressed it was well over a gig.

    The plan for the second version (codename Operation Iron Justice) was set to use the ACE mod in it (blend of realism and zombies, gotta love it). We just never got that far. Our hope was to build a database system into it using the Armalib sqllite backend for the data. That way is was more akin to an RPG than just a single mission. Then we could scale the missions to be a lot longer, including having towns come under attack at intervals, civilians get taken over, a whole storyline of side missions, etc. Then when the server gets reset you don't start completely over again, you just start off at a certain point of save. I had gotten some aspects of it working, but I never have fully grasped the method of server/client data in arma yet. I am too used to regular programming to get the whole melded script concept where it can be executed on one side and the other at the same time.

  9. #29
    Quote Originally Posted by CaptainMurphy View Post
    The original used too many addons for my taste. The download was well over 700 megs when completed and uncompressed it was well over a gig.
    Don't forget that Quarantine Unleashed was a fork from D.Murph's Quarantine 2.5. His version had no extra addons that I am aware of, but lacks the additional items that D007 and others added.

    As for your explanation of your envisioned version.. me wants!

  10. #30
    Well, without hijacking the QU thread, I am going to be starting a new one for the OIJ mission. We are starting a dev-heaven for the new version if you are interested in helping out. Lord knows for the vision we have it will take a lot of people helping.

    I wished I had gotten into the QU development when it was first started, but I am not a scripter, simply a systems admin and developer. I simply made it easier for the scripters (Bishop and D007) to make the mission by utilizing our servers. It turned ugly a little while in when they were releasing a new version every couple of hours instead of working out ALL of the bugs in a timely manner. Plus since our servers always had the latest copy, people were contantly jumping into it just to get the latest (buggy and nonrelease ready beta) version to put on their own servers. We were all for having other people play it, but they were so intent on competing with our server that it divided the players up rather fast. It was just a lot of bad press since others were hosting a beta of the game and not the ready to release version.
    Last edited by CaptainMurphy; Sep 23 2009 at 14:08. Reason: Clarification

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