Modified AtmosFear 3 and Absolute Nature 3.1. Photo realistic water. Enhanced shaders, particles and effects. Ultra high resolution textures. Unique models...
As usual, everyone is hard at work and we have a lot to share.
First of all, we have our first programmer, Heiker! Please welcome him. He's still trying to get used to X-Ray at the moment as he has never programmed for a game engine before, and I don't think he's very familiar with Stalker either, but he is a C++ and HLSL programmer who prefers to do things visual in nature. I'm sure once he gets settled in he'll make some nice contributions, especially if he uses some of the graphical/shader goodies I sent him :)
Internal testing is underway right now with good feedback and a few bug fixes. Testing just started though the other day so we haven't gotten far with it yet.
Burguois is making daily updates and most recently he has added a very special artefact that spawns in gas/acid anomalies, added a few achievements, implemented a Stalker network/news system, implemented a script-based night vision system, implemented a very unique way to loot money from Stalkers (starts a quest), and some features I want to remain secret for now. He has also made a ton of radio mixes you'll hear on radios throughout the Zone. They are not just traditional Russian music but a nice variety of good and fun music to listen to. Plenty of other mods have added authentic Russian and Ukrainian music so it's nice to have something different (and you can always overwrite the radio files with ones from another mod if you don't like this).
Comrade Bear is getting the hang of animating in X-Ray and is currently working on new animations for a Mac-10. Hopefully all goes well, and after that he may go back and animate the Smith & Wesson M19 that's been sitting around in the files without any use.
*Edit* I forgot to welcome [TZP]LoNer1 to the team! I'm sure many of you are familiar with him due to his work with his many mods as well as Misery :) He recently made some new scope for us.
In terms of new weapons, that's no longer much of a focus. Maybe a handful more, but I'm pretty happy with what we currently have. It adds variety without going overboard. Next step for weapons is re-doing their upgrade system :)
Misc. other features that I've worked on is I added mutated bear to the game (don't know the original author, they're Russian I'm sure) whose new effects have yet to be done. I added bugs that circle around lights and then go away when the light turns off/is shot out. I fixed loadscreen tips to be truly random instead of only differing between a handful like the current system does. Also changed hand models to the one's used in STCoP as the vanilla hand models are ugly.
I also added a new anomaly to the game that I guess the Lost Alpha team never got around to implementing but had written a basic script for: Rusty fog. When you walk through it your helmet, outfit, and guns will be slowly have their condition degrade until you move out of it. I may expand this to have it affect items in your backpack as well as making a new variable for outfits and gear that will help to protect against the corrosion. Haven't decided where to place them yet.
In terms of the engine, with some help I recently made a big update.
Here is a list of all the features:
Future plans by Burguois and myself:
Now for some important information.
Due to some changes, this mod will not work on Windows XP. I'm sorry for Windows XP owners, but that OS is now 13 years old, time to update (and sorry for those that can't, I know what it's like to be poor).
Also, I had to remove the static lighting renderer. It was making changes too complicated and quite frankly I believe DX8 is even older than Windows XP. I know a lot of laptop users use Static Lighting, but the DX9 "Objects Dynamic Lighting" option is still available. Try using that and messing with the settings to get it to play well for you.
Another thing you should know is that provided I can find 64-bit versions of code for all the 3rd party extensions Stalker uses, I'd like to convert to 64-bit. What I will do is release both 32-bit and 64-bit versions with the installer so you can choose what works for you.
That's it for now. Before I go though I want to ask more people to vote in the poll I left in our forum, as well as provide some feedback. You can find said poll here: Moddb.com
I'd also like to give special thanks to burguois, Alundaio, and avotishin, without which this would just be a simple weapons mod instead of the monster this is becoming :D
Monday Edit: We lost a tester and could use another one. PM to apply giving your full system specs including OS, how much time you have available for testing, and anything else we need to know. It's important that you try and squeeze in time to test at least a couple times a week as we're always adding new features that need testing!
Highest Rated (15 agree) 10/10
Awesome final installment with the potential for modding greatness.
The downsides, It is too short and when you do jobs in certain places you end up with an empty area afterwards. But Modding is the answer and mods like MSO solve that particular problem.
May 31 2012, 3:57pm by nashathedog