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 905)
Beac
Beac Apr 26 2015, 10:12am replied:

We'll be releasing Wormwood as soon as it's done to a high level of quality, and suitably tested! No ETA yet :)

+3 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Apr 26 2015, 10:12am replied:

If you're bored then you can give Redux a go, why not! It will give you a bit of a taste of the main idea behind Wormwood :)

+2 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Apr 26 2015, 6:28am says:

The photo is my own, taken in Autumn 2013, prior to the original iconic chimney being removed from the CNPP. I can't suggest enough a journey to the Exclusion Zone.

+19 votes   media: 26/04/1986
Beac
Beac Apr 26 2015, 4:21am says:

29 years ago today, the worst nuclear disaster in history occurred in Chernobyl, Ukraine. We can never forget the sacrifices of the Liquidators who saved millions of people from further destruction.

+1 vote   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Apr 24 2015, 6:18am says:

Just another reminder - we're still on the lookout for 3D artists interested in creating awesome content for STALKER.Please do get in contact if you'd like to help!

+1 vote   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Apr 24 2015, 5:07am replied:

Thanks man, good luck to you too!

+3 votes   media: SOVA-9 Night-vision Goggles
Beac
Beac Apr 23 2015, 5:13pm replied:

Not by a long shot! I've just posted a media update :)

+1 vote   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Apr 23 2015, 4:29pm replied:

Yeah, the updates will come much more regularly as soon as I'm done with Uni!

+3 votes   media: SOVA-9 Night-vision Goggles
Beac
Beac Apr 23 2015, 3:58pm says:

Exactly two weeks until my dissertation is finished and handed in - then it's just two exams and I'm done with university! Full steam ahead on Wormwood by the end of May!

+16 votes   media: SOVA-9 Night-vision Goggles
Beac
Beac Apr 22 2015, 12:50pm says:

Hey folks! I'm noticing a lot of new Likes on the Facebook page - the mod is not in development, but you can follow our work on the most exciting Call of Pripyat mod to date, here! Moddb.com

+1 vote   mod: S.T.A.L.K.E.R.: Way of the Wolf
Beac
Beac Apr 21 2015, 10:14am replied:

Can you guys please share your source code, especially for tools, for those of us also trying to achieve these effects? :)

+2 votes   news: Stalker: Open World Online - 11# Week Updates
Beac
Beac Apr 4 2015, 5:12pm says:

Just a small update folks, exciting things are happening behind the scenes - still no updates for a few more weeks while real-life is still too busy, but rest assured things are progressing!

We're still on the lookout for 2D artists and 3D modelers, so get the word out!

+4 votes   mod: S.T.A.L.K.E.R.: Wormwood
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.

+20 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!
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