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Hey guys was it by design that you lose the flashlight and the green light thing in the last part of the game? It was very eye stressful to me to navigate all that darkness with no light.
I add immense problems reloading the guns on this demo, more times than not i add a gun on my possession a bunch of ammo, picked them on the inventory hit R to reload and nothing, still zero bullets on the guns.
Hunger and thirst would spend very quickly that is imo bad for a survival game where resources especially water and food is very scarce not to say unrealistic, we can live without food for weeks and without water (depending on the climate) for 3 days or more, died two times because of this options even before the monsters were that many.
The menu also seemed very slow and on the graphic options you couldn't see what options you add active.
When hitting esc instead of having to click on resume make it so you can also hit esc again to return to the game, is faster this way and more times than not i would hit esc by mistake because of a previous game i played.
Tried to find a video about that, didn't found any! Very strange, but found that on far cry there was not POM but offset mapping that is an older technique based on parallax mapping (makes everything look like molten glass), unfortunately couldn't find anything more than this pic about it. Static.frazpc.pl
No i don't think i have any video about what i said but i'm sure you can find some on youtube.
Nice job on the parallax btw didn't you add a video about this? I remember making a comment on it but can't find it.
Fantastic work everyone!!
Fantastic lighting and level design, Chaser engine still looks good today, even if you stop mapping for Chaser you should be proud of your skills.
Nice job i remember POM (parallax displacement mapping) being showcased on Farcry as part of the patch that brought, pixel shader 3.0 support (dx9.0c) and 64bits, this was used on the Maya temple walls and rocks, but then they removed it for whatever reason, nice seeing it back.
Its perspective it seems bigger but is not.
People don't like impatience, they already released a version early and people complained a lot, so is better to release "when is done".
Nice to see a update from you and Fantastic job as always.
This is becoming one hell of a fantastic mod if not the best mod FarCry ever saw.
fantastic job man.
IMO that jump scare at the end was unnecessary, to me ruined what could be a flawless video. And i just love your level design fantastic.
Nice icons good work.
Nice job but i have some questions:
It is me or that road scale is wrong compared to the player hand?
Also it looks like a tree got on the road as well? (left side)
Nice work, but can we turn that effect off? I just hate the bloody screen effect in games.
Is this still being worked on?
Fantastic art love it. Kudos to the artist.
You don't know what you are talking about, first learn about engine technology how it works and then make your comments if not you are just looking like a moron. Dynamic Shadows have nothing to do with day night cycles, Dynamic shadows are any shadows that can move period, the tech used for them are, stencil shadows or shadow maps (there's many types of shadow maps, PSSM, CSM, etc, ect), if a engine has a physics engine (PhysX, Bullet, Newton, Havok, etc) then it has dynamic physics, regardless if used much on the game or not. Ragdolls are not persistent for long on the Call of Duty games because of performance concerns, and perhaps because some Countries like germany forbid long lasting ragdoll physics (for whatever crazy reason) it would be really simple to make them appear longer or even stay forever, is not a limitation on the engine, is a gameplay decision. It is indeed a nice engine, based on another great engine idtech 3, a engine is a tool and like all tools it can be improved so ALL game engines are really updates (sometimes bigger sometimes not that big) of older versions NO ENGINE DEVELOPER starts a engine really from scratch they update and improve them, starting from scratch would be like reinventing the wheel all over again, even EPIC Unreal engine 4 uses parts of Unreal engine 3 that used parts of Unreal Engine 2 that used parts of Unreal engine 1.
Fantastic seeing this game come to life, and i'm with the Guest guy please take inspiration from Blade of Darkness especially the slow tactical combo based combat, and Elveon having the Severance BOD gore that would be the cherry on top of the cake.
Star Wars vibe on that video some of the scenes also seem to be heavily inspired by the movies. I'm not criticizing just stating a curiosity. :) BTW fantastic work on the game and video very professional.
"if it is not broken don't fix it" comes to my mind with this, they both look good, the top one looks like shingles, the bottom (original) one looks like roof plates, and i think that is what the original Stalker developers wanted for the look.
This is great indeed one of the most calm and beautiful menus that i've seen.
Ok i stand corrected, if Valve really gave you permission that is very nice of them.
This shows that moded Stalker can look fantastic today i don't know why some Stalker modders say they will live Xray for new engines because they look better! Some people just have that syndrome of "grass is always green in the other side".
Why are you using English on the game description on moddb and on the installation guide, but them give us English users a russian only game and a pdf in russian also? Like i said can't play the game and can't read the pdf that you gave above.