An aspiring game developer starting life as a humble modder, looking to build up a portfolio and break my way into the games industry.
Currently leading development of S.T.A.L.K.E.R. Call of Pripyat: Redux.
Radiation levels now increase slowly through simply being in the Zone, simulating the ambient low-level radiation present in the environment.
Utilising artifacts, eating and drinking irradiated consumables, and frequenting localised radiation hotspots will all add to this underlying ambient radioactivity, which you will need to control using the various tools now at your disposal.
Yes, that's the plan right now.
We've renamed mainly because the mod has grown so far beyond Redux, that it's not really appropriate to keep calling that. It's its own thing now :)
To clarify our choice of name - Wormwood is the translation for Chernobyl, it's also the name of the Red Forest, and it has biblical/deep rooted connotations for poison and sickness, to represent our aims with the survival aspect of the mod.
We hope you'll agree it's a fitting name!
Thanks for your support!
Wormwood is the translation of Chernobyl, the name of the Red Forest, and has biblical/deep rooted connotations for poison and sickness :)
Valued by science for their unique olfactory centres!
Please bear in mind all content is still work in progress, and totally subject to change!
Release is still due in the future, Wormwood Week is all about info on the mod, new feature announcements and community interaction.
Welcome to the relaunch folks! Check out our new website, explore some of the features coming in Wormwood, and let us know what you think!
We're still deciding on replacing the vanilla weapon models, but at this point it's looking likely.
Let's not get into comparisons, please.
We're fast approaching the moment you've been waiting for, our rebranding relaunch! Keep a close eye on the page next weekend, as we have a lot of exciting stuff in store...
We are looking into options :)
I'm not sure what you mean, are you saying we should use models that are out there already? We much prefer to create as much of our content as we can to ensure the best quality, and we don't want to have pages and pages of content used from other sources.
Haha the actual design of it is really strange, I hope that's what you mean!
Thanks for the comment!
There's very little info out there on the PBS suppressors, but from what I could find (http://www.red-alliance.net/forum/index.php?topic=8823.0), PBS-5 was for AK74-U and PBS-1 for the AKM.
Good points about the positioning and rotation though, thanks for that!
Next up on the caliber-specific silencer list is the 5.45mm 'PBS-5', created by Virgil!
We're working very hard on the imminent relaunch, and if anyone's skilled in creating flash animation, we'd like to hear from you! We want to create a countdown for the main page, but none of us possess the skills required (we can't be amazing at EVERYTHING right?!), so get in touch!
Poltergeist with a full body, it looks like?
Impressive, that was a great guess. How did you know? The fence outside?
Let's keep it a secret for now ;)
You guys have some really impressive NPC models! Any chance you have spare modellers hanging around who need work? ;)
Another day, another new interior goes into the game!
These are a high priority for the dev team, but our lack of 3D modellers is really slowing down the rate at which we can produce new, high-quality interior spaces.
If you're a 3D artist with experience in Autodesk Maya (preferably), please get in touch and help us out! These pieces would look great on your portfolio.
We are 100% aiming for a 2015 release, and will do so if the quality of the mod is at a level we're pleased with. No promises however, it's done when it's done.
Might I recommend restricting voting to Members next year?
Would you believe Etcetera. and I had this exact conversation when we started all this? I was off on the bridge by a letter :(
Yeah, if only those things were possible huh... Wouldn't that be a Christmas miracle?
It's the little things, right? :P
Good stuff, looking forward to it mate!
Really pretty guys! Any ETA on the DC?
Nice one, I'm not a fan of this suit variant personally but it's always good to have variation!
Thanks a lot! We really appreciate it :)
We'll be releasing a big trailer with our relaunch, we're working on it :)
Thanks mate! Appreciate it.
Graffiti stuff would be great if you could send it over to Riki, I'm certain that extra inspiration is always helpful!
Oh, no. On second look, he's dead!
Perfect. Would you be at all willing to share what you've got working here? It would certainly make my life a hell of a lot easier and speed up my work, as I'm certain it has for Bangalore!
NPC prisoner taking?
What's your fire naming convention?
So with your gulag_general.script, there's no need to place any jobs around fires at all any more? Is that the only file needed? If so, that's excellent.
Also, according to your earlier reply (just checking to make sure), these jobs are only given when there are no custom jobs at the smart terrain?
Sorry to hear that mate :/
Congrats again on the job Mill, another great model + texture!
Great tutorial mate, well done. Concise but explanatory and great pictures. Awesome!
EXACTLY. Jesus GSC, it really wasn't hard to flesh out the extra area, just laziness there...
Some of these are pretty cool guys, others I would say are just overly complicated (like the way electric-protection is displayed). But cool :)
Nice work. I know how frustrating space restrictors are to create.
Try and guess!
Definitely my favourite shot of the bunch.
I wouldn't recommend that ;)
Pripyat's getting it don't worry ;)
Yeah, this is sort of a mix between SoC and CS's system. Like SoC in that you find their locations on NPCs and they have names/descriptions, and like CS's in that you can still find them and loot them even if you don't have their location.
It's static, different door than in the underground :)
Haha I was wondering how long it would be before someone noticed!
Yay Psynexus! When he's not writing awesome STALKER fiction (which needs to be published at some point, by the way!) he's helping out the Redux cause! Totally going to email you now.
We're working on getting a first person round-by-round animation implemented as an option :)
Hunt artifacts you mean? Most certainly.
No armour looting, but enemies will have ammo ;)
You guys are going to be happy with WotW.
Definitely not - as Equin0x says, pieces like this are for specific moments, there will be many old and brand new ambient pieces for 'everyday' situations.
Yep, that's the idea behind this piece :)
There will be about as many level changers as there were in Clear Sky, and the mod will contain a compilation of maps from both Clear Sky and Shadow of Chernobyl - e.g. Rostok/Wild Territory, as well as the CS Red Forest (and entirely new levels).
Definitely a warning about radioactive wolves.
It's a mini WotW logo, I'll use when there's not enough room for the full thing.
I'm afraid not, at least not by default. If there's enough interest, I may well attempt a Redux-level difficulty option or something for the installer, but I don't promise anything!
Just intensity so far.
Thanks a lot guys, very happy to help. I'm very close to getting a working SoC Cordon into CoP so when I do I may write a more complicated tutorial on how to accomplish that :P
I see (also Gnomus scopes is not included in Redux).
Unfortunately this is still an issue.
That's correct, really. It will still work if you play on Master, but you'll very likely be missing all of the new text-work (names, descriptions, etc) which are quite a big part of the experience.
No, sorry. It's a poor system, and removing them and using the system I have implemented for v1.0 is the best thing until I create a new upgrade system for v2.0.
It will not be an option I'm afraid.
Hehe - I like the kind old man that helped the Stalker out most, followed by Wayfarer's tale.
Congratulations again mate, you're well deserving! Also it's just one heart ;)
You'll have to test the weapons yourself and see ;)
I would quite like to make other attachments, but that might have to wait.
Go ahead and send whatever you have, if you want to - I can have a go at molding a little to fit what I'm looking for, if you're o.k with that.
Whatever you like really, but it needs to be tellable by anyone in the faction you choose, e.g any random member of Freedom might say it.
Mail an entry and I'll tell you if it's right or not :)
Finding corpses is trickier, yes.
I would love to add more ambient indicators of damage and other things, so we'll see how that works out.
I don't think you quite get what I mean.
The things you've suggested here would require a ton of new texturing work, as well as masses of scripting - both skills that I don't possess ;)
And I totally agree that more work = a better mod, believe me, I've spent a lot of time on this.
These things all require a huge amount of work, if they're even possible. I'm afraid I really don't see them happening.
The minimap isn't going, only the STALKER dots on the minimap.
Regarding STALKER icons - this is a realism mod, and hence I will be removing them completely, sorry. (Though I may include an option to not do so, it depends.)
Regarding the blowout stuff, AtmosFear (which is integrated) includes a new blowout effect, and believe me, you'll know when it's happening, thunderstorm or not ;)
Thanks for the feedback Ravenholme - I'll certainly have a think about whether removing the warnings is the best idea.
What I don't like more than the warning itself is that it tells you exactly where to go. I think things would be more intense and fun if I can add some more safe-zones, and the player has to actually think about where they're going to hide.
Currently, hiding in some buildings won't protect you, but others will, so I think if I can add some more safe-zones, hiding from a blowout won't be annoying so much as tense, trying to find a good hide-out!