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: Wormwood.

Comment History  (0 - 30 of 895)
Beac
Beac Mar 25 2015, 9:28am replied:

You can auto-archive your own posts to skip the length moderation by ticking 'Do not display on the front page' :)

+2 votes   mod: Radium
Beac
Beac Mar 15 2015, 4:02pm replied:

I'd like to know as well. It doesn't quite seem like SR's to me.

+2 votes   media: Dynamic Ambient
Beac
Beac Mar 12 2015, 3:46pm says:

Wow, that's really impressive. How did you get it working? It's something I'm very interested in implementing as well.

+4 votes   media: Dynamic Ambient
Beac
Beac Mar 8 2015, 8:39am says:

As part of our A-Life overhaul for Stalkers in Wormwood, they will be able to camp out overnight at certain smart terrains if they're far from a base. This should make night-time raids more interesting as you'll come across Stalkers by the fire while out and about.
Along with this, we're in the process of creating special night-time squads that stay in-camp for the day, venturing out only at night.

+19 votes   media: 'Preparing for the Dawn Raid'
Beac
Beac Feb 23 2015, 5:09am replied:

Yes, mutant hunting is designed to be a thing. We're also creating specialised hunter NPC squads that go out at night to hunt larger mutants. Mutants have area-specific damage, yes. Thanks for the kind words!

+2 votes   media: A-Life Overhaul Part One: Mutants
Beac
Beac Feb 22 2015, 8:01pm replied:

Exactly :)

+3 votes   media: A-Life Overhaul Part One: Mutants
Beac
Beac Feb 22 2015, 4:26pm replied:

Indeed they're not, but in the game files they're classified as such that's all :)

+3 votes   media: A-Life Overhaul Part One: Mutants
Beac
Beac Feb 22 2015, 2:11pm replied:

They can be almost any indoor location, including new ones, but we're trying to make certain places feel like proper mutant dens with appropriate props.

+4 votes   media: A-Life Overhaul Part One: Mutants
Beac
Beac Feb 22 2015, 11:23am replied:

Thanks :)

Bear in mind, this isn't an alteration of the mutant AI - purely their behaviour.

+2 votes   media: A-Life Overhaul Part One: Mutants
Beac
Beac Feb 22 2015, 11:08am says:

My overall aim for mutant behaviour is for a basis in realism, and improved interaction with Stalkers (and the player).
Mutants should alternate between searching for food/territory in the day, and hiding/resting in their lairs at night (reversed for certain mutants, as in the image). In vanilla, there was no real distinction in these behaviours for some reason.

What I've done is separate smart terrains into mutant territories, and mutant lairs.
Territories are usually outside, and often places that Stalkers will camp during the day, or search for artifacts.
Lairs are almost always inside buildings, sheds, or underground - Stalkers can sometimes camp at these locations overnight if they are too far from a proper 'base', but more information about Stalker behaviours in Part Two!

Overall, these changes should make for more realistic mutant behaviour with certain mutants hiding indoors in the day and coming out at night to hunt, with others doing the reverse.
Watch out when you venture down into that basement in the middle of the day, there may well be a bloodsucker waiting for night-time down there!

+12 votes   media: A-Life Overhaul Part One: Mutants
Beac
Beac Feb 21 2015, 6:03am replied:

We're completely overhauling A-Life ourselves, and the first part of this will be talked about slightly in this weekend's media release :)

+2 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Feb 15 2015, 5:12am replied:

We're planning 1x1 for small mags, 2x1 for large mags.

+1 vote   media: Community Feedback - Magazine Concepts
Beac
Beac Feb 14 2015, 1:24pm replied:

Well this is why we're asking for feedback, none of this is set in stone.

+2 votes   media: Community Feedback - Magazine Concepts
Beac
Beac Feb 14 2015, 12:17pm replied:

These are all candidates of how to represent a single type of special ammo. Each type would be distinct from one another, i.e. a red tape across the magazine for HP ammo compared to blue tape for AP.

+2 votes   media: Community Feedback - Magazine Concepts
Beac
Beac Feb 14 2015, 10:23am replied:

You will need to find, scavenge or buy empty mags.
No mag tossing.

The rest of the stuff we'll have more info on at a point in the future :)

+2 votes   media: Community Feedback - Magazine Concepts
Beac
Beac Feb 14 2015, 9:26am replied:

We're still working on our mag system implementation, we'll have more info in the future on how the amount of rounds in the mag is displayed!

+2 votes   media: Community Feedback - Magazine Concepts
Beac
Beac Feb 8 2015, 11:39am replied:

We'll be conducting a closed beta period before release, but likely nothing open.

+1 vote   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Feb 6 2015, 4:43pm replied:

The right one is vanilla :P

+3 votes   media: Wormwood - now with better foliage!
Beac
Beac Feb 6 2015, 1:43pm says:

As well as better foliage models and textures, Wormwood will also feature a lot more of it!

Expect hundreds of new trees and bushes in each level, with little FPS drop thanks to their optimised nature.

Now the Zone of the game will look a lot more like the Zone of real life!

+11 votes   media: Wormwood - now with better foliage!
Beac
Beac Feb 6 2015, 11:59am replied:

We've renamed to STALKER: Wormwood, you can find a link to the page here.

+1 vote   member: Beac
Beac
Beac Feb 6 2015, 4:21am says:

Good work guys. Can you go into detail on your modernisation of the SDK, and will you be releasing your work on it?

+3 votes   article: 3# week goals
Beac
Beac Feb 5 2015, 7:52am replied:

Thanks for the kind words!

We're not planning a 'lite' version of Wormwood I'm afraid. Our level changes and graphical enhancements are too deeply integrated to be optional.

We're happy to support translations of the mod, but it's something that will be thought about more as we get closer to final text integration.

Thanks again :)

+3 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Feb 4 2015, 4:10am replied:

We've said before we want to release in 2015, but we're not going to release until the mod is at the standard it should be.

+2 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Feb 3 2015, 4:08pm replied:

We will be conducting closed beta testing in the future, but will likely not be having an open test.

+1 vote   media: 'The beauty of bug-testing'
Beac
Beac Feb 3 2015, 12:35pm replied:

We can't use ABNat levels as a base as our levels are heavily modified already. The LA trees would be great though, thanks mate!

+2 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Feb 3 2015, 12:02pm replied:

Apologies mate! Thanks for the info :)

+2 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Feb 2 2015, 5:12pm replied:

If you read the features page of the site, or the recent dev Q+A/FAQ you'll see our plans for levels :)

Thanks for the kind words!

+1 vote   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Feb 2 2015, 2:51pm replied:

That's a bug with AtmosFear, not Redux specifically. The weather always changes between reloads. Also, sneaking has never actually worked for me with or without Redux - stealth is most definitely not STALKER's strong point!

+2 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Feb 2 2015, 8:35am replied:

Haha I saw a video of a Russian mod that added weird worm mutants, it was pretty creepy. They were about the size of a Stalker as well.

+4 votes   media: 'The beauty of bug-testing'
Beac
Beac Feb 2 2015, 8:12am says:

I was out and about in the Zone waiting for one of the crashes to happen and stumbled upon this rather pretty scene at sunset!

After I took it a group of Stalkers zombified by the recent emission attacked Shevchenko, but the brave loners inside managed to fend them off. A-Life!

+8 votes   media: 'The beauty of bug-testing'
Beac
Beac Jan 31 2015, 12:57pm says:

Pairing well with our new radiation system, Filters and Air Bottles add a new dimension to the Zone Economy.

Manage your supplies well, lest you be caught on a raid without adequate protection from the Zone’s unforgiving environment.

+7 votes   media: Wormwood Features: Mask Filters and Air Bottles
Beac
Beac Jan 31 2015, 12:56pm says:

As you can see in this screenshot, filter/air duration is indicated by a new bar on your HUD, representing the amount of air, or filter condition, you have left.

+10 votes   media: Wormwood Features: Mask Filters and Air Bottles
Beac
Beac Jan 30 2015, 1:01pm replied:

This is currently implemented through Lua scripting, but we would like to integrate it within the engine, just like hunger.

+4 votes   media: Wormwood Features: Thirst
Beac
Beac Jan 30 2015, 11:50am says:

Hiring a trader to repair your weapons is an expensive luxury, so why not take matters into your own hands?

Instead of dumping that gun that’s too low-quality to use, why not stash it somewhere and use it to repair your upgraded prize shooter later?

+9 votes   media: Wormwood Features: Weapon Repairs
Beac
Beac Jan 30 2015, 11:50am says:

We’ve focused on creating original, well designed missions with high quality writing and dialogue.

The team has also really enjoyed bringing some old faces back for Wormwood (many of which you will have fond memories of), as well as creating new, memorable characters you can meet for the first time.

+4 votes   media: Wormwood Features: Missions
Beac
Beac Jan 30 2015, 11:49am says:

Thirst is an obvious additional survival mechanic, pairing very well with our changes to food/satiety, and our brand new cooking system!

+8 votes   media: Wormwood Features: Thirst
Beac
Beac Jan 29 2015, 1:44pm replied:

Zaton is arguably closer to the NPP, and the Skadovsk is a great place to recruit new followers.

+3 votes   media: Developer Stream - The Sawmill
Beac
Beac Jan 29 2015, 1:37pm says:

We hope these answers will satisfy some of the big questions you had about the mod! I just want to say another big thank you to everyone who participated in the development livestream last night - it was an excellent evening!

+9 votes   article: Wormwood Developer Q + A - Answers
Beac
Beac Jan 29 2015, 6:39am says:

If you missed the stream, the idea for the sawmill is that Freedom attempted to establish a forward outpost in Zaton, to match Duty's. During construction, a controller attacked the base, wiping out the expeditionary force and zombifying them all.

You can help Freedom out by retaking the Sawmill, allowing Freedom to regain their foothold in the region, creating a hub for increased Freedom a-life in Zaton!

(also, you can always kill them all later and open the new base up to random a-life)

+4 votes   media: Developer Stream - The Sawmill
Beac
Beac Jan 27 2015, 12:52pm says:

Watch along, make comments, and suggest ideas as I work in the SDK’s level editor to revamp one of the most underused locations in Zaton - the Sawmill!

Learn the process of creating a new area from concept through to prop placement, AI-map work, logic scripting and smart-terrains, and gain a deeper understanding of the daily trials and tribulations the team go through to bring you a brand new, high quality experience.

Streaming will begin at 20:00 GMT on January 28th - Day Five of Wormwood Week!

Other members of the Wormwood team will also be hanging out in the chat, ready to discuss the mod and your ideas live!

So if you’re interested in learning more about the modding process, or just want to get an inside-look into a cutting edge part of the mod, join us on Twitch Twitch.tv live from 20:00 GMT on January 28th!

+7 votes   media: Wormwood Developer Livestream - January 28th!
Beac
Beac Jan 27 2015, 11:21am says:

We feel cooking fits well as a feature into the game’s survival-oriented gameplay, and you can now subsist purely on hunted meat (although at risk of irradiation), if you so wish!

+8 votes   media: Wormwood Features: Zone Cooking
Beac
Beac Jan 25 2015, 11:56am says:

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.

+12 votes   media: Wormwood Features: Radiation Revamp
Beac
Beac Jan 24 2015, 1:05pm replied:

Thanks for your support!

+6 votes   article: Announcing S.T.A.L.K.E.R.: Wormwood
Beac
Beac Jan 24 2015, 11:55am says:

Please bear in mind all content is still work in progress, and totally subject to change!

+3 votes   media: Wormwood Features: 'Military PDA'
Beac
Beac Jan 18 2015, 1:04pm says:

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...

+19 votes   media: 'Hard at Work'
Beac
Beac Jan 11 2015, 7:26pm replied:

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!

+2 votes   media: 5.45x39mm Suppressor - "PBS-5"
Beac
Beac Jan 11 2015, 6:14pm says:

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!

+4 votes   media: 5.45x39mm Suppressor - "PBS-5"
Beac
Beac Jan 6 2015, 4:18pm says:

You guys have some really impressive NPC models! Any chance you have spare modellers hanging around who need work? ;)

+6 votes   media: January 1st, Rat (NPC 3d Model by Hakim)
Beac
Beac Jan 5 2015, 6:13am says:

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.

+11 votes   media: 'Long Forgotten'
Beac
Beac Dec 29 2014, 12:59pm says:

We'll be settling down to a more sane level of content posting again now that MOTY is over, so we'll finish off 2014 with this shot - recognise where it is?

We're hard at work on the rebranding/relaunch which we have planned for January - the new ModDB page design was just the beginning, so keep an eye on us this coming year!

Happy New Year, let's make 2015 another great year for Stalkers everywhere!

+10 votes   media: 'Going Exploring'
Beac
Beac Dec 20 2014, 4:03pm says:

3 hours left ladies and gents. It's your final chance to get your votes in for Mod of the Year and get Redux into the Top 10. Let's see if we can do it.

Thanks to all who have already voted - we'll make you proud.

+8 votes   media: 'Dinner Time'
Beac
Beac Dec 19 2014, 6:37pm replied:

We're also demonstrating some of the graphical enhancements of the mod in this shot - increased grass draw distance, AtmosFear 3, Absolute Nature 3 and Absolute Structures integration. Big thanks to Cromm Cruac for letting us use his brilliant mods.

+8 votes   media: 'Yanov'
Beac
Beac Dec 17 2014, 3:37pm replied:

No worries :)

We're doing a full graphical overhaul, at least equal to Misery's level. Our theme however is to stick with the real-life Zone aethetic - lush, green and alive. Hopefully some of the recent screenshots can show the level of graphical fidelity we're at now. More info soon!

+1 vote   media: Community Feedback - Ammo Scarcity
Beac
Beac Dec 17 2014, 12:51pm says:

Just over 72 hours left until Phase 2 of MOTY closes - if you haven't yet voted for Redux, please think about giving us a vote over on the Top 100 page! Every vote counts, and we need your help to stand a chance of getting in the Top 10! Huge thanks to everyone who's already voted!

+6 votes   media: 'Overwatch'
Beac
Beac Dec 16 2014, 6:23pm says:

We're very excited about the Ranger Station as a location in Redux v2.0 - it's had extensive work carried out upon it, and as you can see, is now fully enterable. Dare you find out what lurks within?

+10 votes   media: Panorama: Ranger Station
Beac
Beac Dec 15 2014, 6:46pm says:

Please do give us some of your thoughts on this, we really value your feedback!

+4 votes   media: Community Feedback - Ammo Scarcity
Beac
Beac Dec 14 2014, 1:10pm says:

We on the Dev Team really enjoyed the Pripyat-1 Underpass map, but the storyline never gave much of a chance to explore it.
We’re opening the Underpass up, adding new interiors, anomalies and loot, adding A-Life, and turning it into a level you can access at any point after you've unlocked it.

+16 votes   media: 'Going Underground'
Beac
Beac Dec 11 2014, 6:38pm replied:

Thanks a lot guys. We're gonna make you proud :)

+3 votes   article: MOTY 2014: Top 100!
Beac
Beac Dec 11 2014, 6:16am says:

We've uploaded this to the Videos section as previously it was only embedded into a news post, so this is for posterity.

+7 votes   media: 'Welcome to X-12'
Beac
Beac Dec 11 2014, 4:47am replied:

Nope!

+1 vote   article: Call of Pripyat: Redux - 'Welcome to X-12'
Beac
Beac Dec 10 2014, 11:00am replied:

We're not including all the SoC/CS maps, but X-12 is made from scratch :)

+3 votes   article: Call of Pripyat: Redux - 'Welcome to X-12'
Beac
Beac Dec 10 2014, 6:05am says:

Are you ready to Descend into Darkness again, Stalkers?

This is our little Christmas present to you, to thank you for all your support over the last week of our first attempt at getting anywhere in Mod of the Year.

Our aim with Lab X-12 is to really make you feel the same feelings you felt when you first stepped into X-18 in Shadow of Chernobyl - not knowing what lay below you, or if you'd ever see the sunlight again.

Hopefully you'll agree the entrance to the lab provides this feeling!
(Don't worry, I hear the Group are changing the entrance codes to their labs soon...)

Thanks a lot for your support, it means a lot.

+6 votes   article: Call of Pripyat: Redux - 'Welcome to X-12'
Beac
Beac Dec 8 2014, 3:52pm says:

A site was selected, a team put together, but something went wrong. It's down to you to either help Freedom recover from this setback, or not.

+7 votes   media: 'Scouting'
Beac
Beac Dec 7 2014, 3:21pm says:

We are adding brand new anomaly fields in which to search for artifacts, just be careful of the anomalies or you'll end up like this poor guy.

This area is due to be expanded upon heavily in our 'interior expansion' plans, so consider this a heavily WiP shot.

+12 votes   media: 'Chemical Burns'
Beac
Beac Dec 5 2014, 6:16pm says:

A late one tonight! Here you can see the first of our brand new caliber-specific suppressors, the .45 ACP 'Bronson Boomslang'. The Boomslang is based on a very distinctive real-life silencer, expertly modelled by our newest team member, Virgil. We're very excited to have him on the team, and he's already producing excellent work as you can see!

We're planning a total of seven caliber-specific suppressors to replace the illogical 'universal silencer' in the vanilla game. You'll be able to buy these new items from traders, as well as find them in the world and being used by NPCs.

+3 votes   media: .45 ACP Suppressor - "Bronson Boomslang"
Beac
Beac Dec 1 2014, 5:17pm replied:

Yes, radsuits are in. So is the Exo helmet. As far as I know, everything they use, you can too.

+1 vote   media: 'CHN-3h'
Beac
Beac Nov 30 2014, 8:02am replied:

Thanks for the support mate! We'll definitely get there in the end, don't you worry :)

+3 votes   media: 'No More Deliveries'
Beac
Beac Nov 30 2014, 7:47am says:

As a follow-up to last weeks media, this is just one small part of the newly opened-up area in the Jupiter factory complex. All of the new areas are brought up to, and exceeding, GSC's original quality level.

+5 votes   media: 'No More Deliveries'
Beac
Beac Nov 30 2014, 7:41am replied:

Not properly, but you can do new jobs for factions and ingratiate yourself with them more.

+1 vote   media: Jupiter Factory - Warehouse
Beac
Beac Nov 22 2014, 5:44pm replied:

All factions, including new Merc and Ecologist patrols. Ambush whoever you like ;)

+2 votes   media: Jupiter Factory - Warehouse
Beac
Beac Nov 22 2014, 1:56pm says:

Something a little different this time, this is just a nice shot of one of the brand new areas we've created for the mod - a fleshed out smaller warehouse building in the Jupiter Factory complex.
The factory itself was processing a lot of stuff, so surely they needed somewhere to store things, right? Well, now you can explore it.
This area has a fire, so Stalkers will dynamically come here and camp for a while.
With more places like these, there should be a lot more interesting gameplay around the factory complex.

+12 votes   media: Jupiter Factory - Warehouse
Beac
Beac Oct 26 2014, 2:10pm says:

We'e found that interesting decals and markings in the game add significantly to atmosphere and immersion, we're sure you'll agree when you find them yourself!

+7 votes   media: 'долг'
Beac
Beac Sep 4 2014, 2:55pm replied:

Unfortunately it's mainly because STALKER modellers are so few and far between... We suffer from this ourselves, we are in desperate need of more 3D modelling help.

+2 votes   media: 'Barricade'
Beac
Beac Sep 4 2014, 8:36am replied:

Thanks! We have a lot of really cool stuff to show in the future, especially our new Skadovsk interior!

+4 votes   media: 'Barricade'
Beac
Beac Jun 16 2014, 5:45pm says:

Details?

+2 votes   download: Hexagonsphere (BETA 0.3)
Beac
Beac Jun 30 2013, 6:11pm says:

Love the guy in the tower on the left. Also reppin' Mercs 4 lyfe.

+6 votes   media: Lost Alpha screens for July 2013
Beac
Beac Jun 30 2013, 6:10pm says:

Absolutely /loving/ the vegetation, this is exactly how the Zone should be. Brilliant work gents.

+8 votes   media: Lost Alpha screens for July 2013
Beac
Beac Jun 25 2013, 6:32am says:

What's your logic? I'm working with SR logic every day now so I'm getting fairly adept at it, if you send it over I'll take a look :)

+3 votes   media: Preparing for Combat
Beac
Beac Jun 24 2013, 12:40pm says:

Cool article :) You should format all your images for the web-page!

+2 votes   article: How to survive in the Zone
Beac
Beac Jun 16 2013, 4:32pm says:

I'd like to thank Etcetera and Kickasskyle for their hard work recently - this wouldn't have been possible without you guys!

+6 votes   media: Redux v2.0 - Suits and Upgrades
Beac
Beac May 28 2013, 11:43am replied:

Well, that's up to you ;)

+5 votes   media: 'Stop'
Beac
Beac Apr 3 2013, 6:02pm says:

Gorgeous guys :)

+7 votes   media: Lost Alpha Calendars for April 2013
Beac
Beac Mar 23 2013, 2:55pm says:

it's meeeeeeee

+1 vote   media: Beacon and Redux
Beac
Beac Feb 2 2013, 1:28pm replied:

Ah! That's from the exterior mesh ;)

+1 vote   media: Inside Look: Modelling Interiors, Part Two
Beac
Beac Feb 2 2013, 12:18pm replied:

Ladder? :)

+1 vote   media: Inside Look: Modelling Interiors, Part Two
Beac
Beac Dec 24 2012, 12:47pm says:

Super well deserved guys, and awesome new update.

+14 votes   article: Lost Alpha - Where is it? & MOTY 2012 News
Beac
Beac Dec 20 2012, 6:40pm says:

loving the frequent media updates guys!

+16 votes   media: Where is the bar?
Beac
Beac Dec 9 2012, 2:21pm replied:

Yep :)

+3 votes   media: 'Processing Plant - Offices'
Beac
Beac Dec 6 2012, 11:53am replied:

You may well be looking at one in this very screenshot ;)

+1 vote   media: 'Workshops'
Beac
Beac Dec 6 2012, 11:38am replied:

Of course, we're doing a MSO-style enhancement on AI ;)

+1 vote   media: 'Workshops'
Beac
Beac Dec 6 2012, 9:59am replied:

Hopefully it'll match people's thoughts of what would be in here!

+1 vote   media: 'Workshops'
Beac
Beac Dec 6 2012, 9:21am says:

It's very peculiar and new to engage the mercs here and having them come around and inside the building, I must say.

+2 votes   media: 'Workshops'
Beac
Beac Dec 2 2012, 11:30am replied:

I see. No it's nothing like that, this is much more like SoC-style stashes but far better.

+3 votes   media: Redux Caches
Beac
Beac Dec 2 2012, 10:18am replied:

I meant could you explain the custom stashes ;)

+1 vote   media: Redux Caches
Beac
Beac Dec 2 2012, 10:04am replied:

Not really played SGM, can you explain what you mean?

We'll have a system for using damaged weapons, yeah :)

+2 votes   media: Redux Caches
Beac
Beac Nov 14 2012, 6:33pm replied:

Lab X12 ;)

+3 votes   media: 'Lockdown'
Beac
Beac Sep 10 2012, 11:44am replied:

We have some awesome new media banners for use in different situations ;) Indoor, night-time, day-time, and normal logo.

This one is probably my favourite :P

+5 votes   media: Towering Above
Beac
Beac Aug 18 2012, 6:05am replied:

We've made it ourselves, it's totally brand new :)

+6 votes   media: Underground
Beac
Beac Aug 18 2012, 4:40am replied:

Nope!

+2 votes   media: Underground
Beac
Beac Jul 11 2012, 8:23am replied:

Have you tried the new SoC/CS/CoP grass-distance extender patch? You can patch your game's render .dll file and get grass view distances of up to 800m... It's pretty spectacular. Check it out on the COP section, GSC forum :)

+2 votes   media: Crash Site
Beac
Beac Jul 10 2012, 1:20pm replied:

Like Mateos said, this isn't exactly a grassy area ;)
Don't worry, there's plenty of grass.

+1 vote   media: Crash Site
Beac
Beac Jul 2 2012, 6:04am replied:

Oh nice, well done to you and Alun then :)

+3 votes   media: A-life teaser
Beac
Beac Jul 2 2012, 5:16am replied:

Unless Alun and Trojanuch are on the dev team, did the Misery team actually really do anything except merging? No offense.

+1 vote   media: A-life teaser
Beac
Beac Apr 13 2012, 5:57am replied:

All our code was written for Redux. You'll see on Sunday night that our mutant looting system behaves like no other system ;)

+3 votes   media: A little teaser...
Beac
Beac Apr 12 2012, 12:03pm replied:

Way to miss the important part :P
This screen was taken with low settings for testing.

+4 votes   media: A little teaser...
Beac
Beac Mar 11 2012, 7:35pm replied:

It's the Random Weapon System - it needs a little tweaking ;)

+1 vote   media: Sittin' around
Beac
Beac Jan 17 2012, 8:13am replied:

Of course!

+2 votes   media: Familiar Territory
Beac
Beac Jan 16 2012, 3:53pm replied:

Dingdingding!

+2 votes   media: Familiar Territory
Beac
Beac Jan 14 2012, 11:10am replied:

Machine yard is correct! Anyone know the character?

+2 votes   media: Familiar Territory
Beac
Beac Jan 9 2012, 12:42pm replied:

Unfortunately due to engine limitations this is the only thing possible :(

+2 votes   media: Magazine System Introduction
Beac
Beac Oct 21 2011, 10:28am replied:

Aye, it is cozy! :P There are another 5 or so behind me in this one, including the commander, and they all have to fit in there for shelter from the blowout :P

+2 votes   media: Shelter from the Storm
Beac
Beac Aug 5 2011, 8:51pm replied:

Sorry?

+1 vote   media: StalkComms Beta
Beac
Beac Jul 19 2011, 5:25pm replied:

'Dem Freedomers eh!

+5 votes   media: StalkComms Beta
Beac
Beac Jul 10 2011, 12:08pm replied:

Maybe Draxanoth doesn't like rookies ;)

+2 votes   media: Rookies
Beac
Beac Jun 12 2011, 9:50am replied:

You can shoot them out ;)

+3 votes   media: Descent into the Underground...
Beac
Beac Jun 11 2011, 6:58am replied:

It's Agroprom! Just imagine the horrifically creepy 'CREAK, CREAK, CREAK' of the emergency light and you'll be right back there ;)

+5 votes   media: Descent into the Underground...
Beac
Beac Jun 3 2011, 8:57pm replied:

You realise the mission you describe is part of vanilla CoP and hence won't be in WotW? :)

+7 votes   article: S.T.A.L.K.E.R.: Way of the Wolf - The Bandit Controversy
Beac
Beac May 1 2011, 11:46am says:

Also available on YouTube!
Youtu.be

+4 votes   media: WotW Teaser Trailer 1
Beac
Beac May 1 2011, 6:39am says:

Nice list guys, looking forward to release!

+2 votes   article: M.I.N.E. Feature List, Edition 2
Beac
Beac Apr 28 2011, 7:09am replied:

Hello! Would you like to send me a PM or email about what you can offer? I'm a big fan of AMK :)

+1 vote   group: S.T.A.L.K.E.R.: Way of the Wolf Dev Team
Beac
Beac Apr 25 2011, 7:28am replied:

Haha he's totally new anyway ;)

+5 votes   media: Geometry Modification Example 1
Beac
Beac Apr 24 2011, 4:54am says:

I'm not quite sure that's right actually... In the intro, I think he's escorting Ecologists - he doesn't have any idea who Clear Sky are until Lebedev explains in their camp.

+1 vote   media: M.I.N.E. Screenshot
Beac
Beac Apr 2 2011, 1:25pm replied:

Glad to hear it! I hope it was interesting :)

+2 votes   article: S.T.A.L.K.E.R.: Way of the Wolf - An Insight into Development
Beac
Beac Mar 17 2011, 4:28pm replied:

Me too! It's nice to have a fun thing to do when a lot of the normal work is so tedious!

+2 votes   article: S.T.A.L.K.E.R.: Way of the Wolf - Status Update 2
Beac
Beac Mar 9 2011, 8:15am says:

Ahhh so this is the secret project Cromm is working on - nice! Glad to see his talent joining that of the Dez0wave team! Looking forward to this more than ever!

+4 votes   media: Lost Alpha with special Atmosfear weather (r2)
Beac
Beac Mar 5 2011, 1:00pm replied:

Thanks mate. It's good to see you again, keep in touch more ;)

+1 vote   article: S.T.A.L.K.E.R.: Way of the Wolf - Status Update 1
Beac
Beac Jan 23 2011, 6:49am replied:

That was fixed in an earlier patch, you just needed to start a new game :)

+1 vote   download: S.T.A.L.K.E.R. Call of Pripyat: Redux v1.05b Patch
Beac
Beac Dec 23 2010, 5:04pm replied:

I'm tuning the RWS, but I don't see why experienced bandits shouldn't occasionally have heavy weaponry ;)

+2 votes   article: The way forward for Redux, Part One!
Beac
Beac Sep 13 2010, 5:20pm says:

This patch replaces v1.05! If you have v1.05, over-write with this patch! If you have anything pre-v1.05, download this patch instead of v1.05!

+3 votes   download: S.T.A.L.K.E.R. Call of Pripyat: Redux v1.05a Patch
Beac
Beac Sep 1 2010, 6:28pm replied:

It was, but unfortunately one silly bug slipped through from a last-minute addition (the ranger station crash) and the Snag Box crash which seems like my changes in the files weren't saved :P

You also don't need to start a new game for any of these - I'll make it clear if a new game is required (which it really shouldn't ever be for a patch).

+1 vote   download: S.T.A.L.K.E.R. Call of Pripyat: Redux v1.02 Patch
Beac
Beac Aug 19 2010, 4:05pm replied:

Thanks! Maybe for v2.0 ;)

+1 vote   article: S.T.A.L.K.E.R. Call of Pripyat: Redux - The Story Behind the Mod
Beac
Beac Jul 24 2010, 2:18pm replied:

Yeah, I wish :(

+1 vote   media: Pripyat
Beac
Beac Jul 22 2010, 2:28pm replied:

Do you mean the cone of the light? It's already really small, any smaller and it would just be annoying, I think.

+3 votes   media: Pripyat
Beac
Beac Jul 22 2010, 11:00am says:

Please note, the rifle is only bright because the light from the torch is reflecting off of it.

+4 votes   media: Pripyat
Beac
Beac Jun 12 2010, 12:04pm says:

A packed night at the bar ;)

+3 votes   media: General Pictures
Beac
Beac Jun 11 2010, 12:12pm replied:

You'll have to wait and see them in game! :P

+1 vote   article: S.T.A.L.K.E.R. Call of Pripyat: Redux - Conversation Contest Results + Twitter!
Beac
Beac Jun 3 2010, 6:51pm replied:

Glad to hear it :) Thanks for taking the time to say you appreciate the time I put into it :D

+2 votes   member: Beac
Beac
Beac May 23 2010, 5:30am replied:

Yes, that's fine.

+1 vote   article: S.T.A.L.K.E.R. Call of Pripyat: Redux - Conversation Contest!
Beac
Beac Apr 9 2010, 7:14pm replied:

It's already uploaded and ready, they just have slow authorizing staff it seems :)

+2 votes   download: S.T.A.L.K.E.R. Call of Pripyat: Redux Beta v0.8
Beac
Beac Mar 16 2010, 7:38pm says:

One part of the new Blowout effects.

+2 votes   media: More General Screenshots
Beac
Beac Mar 16 2010, 7:37pm says:

This shot shows just how dark the nights are in Redux, thanks to AtmosFear, and also shows the bridge in Zaton looking rather pretty.

+3 votes   media: More General Screenshots
Beac
Beac Mar 16 2010, 1:27pm says:

Demonstrates one of the new greetings, as well as one of the new CoP:Variation skins.

+2 votes   media: More General Screenshots
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