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.

Comment History  (0 - 30 of 837)
Beac
Beac 10mins 18secs ago 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.

+2 votes   media: Wormwood Features: Radiation Revamp
Beac
Beac 17mins 28secs ago replied:

Yes, that's the plan right now.

+1 vote   article: Announcing S.T.A.L.K.E.R.: Wormwood
Beac
Beac 20hours 59mins ago replied:

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 :)

+3 votes   article: Announcing S.T.A.L.K.E.R.: Wormwood
Beac
Beac 22hours 2mins ago says:

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!

+3 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac 23hours 1min ago replied:

Thanks for your support!

+4 votes   article: Announcing S.T.A.L.K.E.R.: Wormwood
Beac
Beac 23hours 1min ago replied:

Wormwood is the translation of Chernobyl, the name of the Red Forest, and has biblical/deep rooted connotations for poison and sickness :)

+5 votes   article: Announcing S.T.A.L.K.E.R.: Wormwood
Beac
Beac 23hours 22mins ago replied:

Valued by science for their unique olfactory centres!

+2 votes   media: Wormwood Features: 'Mutant Looting'
Beac
Beac Jan 24 2015, 11:55am says:

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

+2 votes   media: Wormwood Features: 'World Expansion'
Beac
Beac Jan 24 2015, 11:55am says:

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

+2 votes   media: Wormwood Features: 'Military PDA'
Beac
Beac Jan 24 2015, 11:55am says:

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

+1 vote   media: Wormwood Features: 'Mutant Looting'
Beac
Beac Jan 24 2015, 11:40am replied:

Release is still due in the future, Wormwood Week is all about info on the mod, new feature announcements and community interaction.

+3 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Jan 24 2015, 11:18am says:

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!

+4 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Jan 20 2015, 5:04am replied:

We're still deciding on replacing the vanilla weapon models, but at this point it's looking likely.

+1 vote   media: 'Hard at Work'
Beac
Beac Jan 19 2015, 4:56am replied:

Let's not get into comparisons, please.

+5 votes   media: 'Hard at Work'
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...

+18 votes   media: 'Hard at Work'
Beac
Beac Jan 14 2015, 5:16am replied:

We are looking into options :)

+2 votes   media: 5.45x39mm Suppressor - "PBS-5"
Beac
Beac Jan 12 2015, 1:40pm replied:

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.

+4 votes   media: 5.45x39mm Suppressor - "PBS-5"
Beac
Beac Jan 12 2015, 5:24am replied:

Haha the actual design of it is really strange, I hope that's what you mean!

+1 vote   media: 5.45x39mm Suppressor - "PBS-5"
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 10 2015, 12:08pm says:

Poltergeist with a full body, it looks like?

+2 votes   media: The Deadly Fog - You Are Dead...
Beac
Beac Jan 10 2015, 12:07pm replied:

Impressive, that was a great guess. How did you know? The fence outside?

+1 vote   media: 'Long Forgotten'
Beac
Beac Jan 7 2015, 4:22am replied:

Let's keep it a secret for now ;)

+2 votes   media: 'Long Forgotten'
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 Jan 3 2015, 3:44pm replied:

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.

+4 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Dec 30 2014, 3:22pm says:

Might I recommend restricting voting to Members next year?

+23 votes   article: Mod of the Year 2014 - Players Choice
Beac
Beac Dec 30 2014, 3:21pm replied:

The former.

+5 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Dec 29 2014, 5:28pm replied:

Preobrezhansky?

+3 votes   media: 'Going Exploring'
Beac
Beac Dec 29 2014, 2:02pm replied:

Would you believe Etcetera. and I had this exact conversation when we started all this? I was off on the bridge by a letter :(

+3 votes   media: 'Going Exploring'
Beac
Beac Dec 21 2014, 5:12am replied:

Yeah, if only those things were possible huh... Wouldn't that be a Christmas miracle?

+2 votes   media: 'Dinner Time'
Beac
Beac Dec 20 2014, 7:48am replied:

It's the little things, right? :P

+4 votes   media: 'Yanov'
Beac
Beac Dec 17 2014, 7:05am replied:

Good stuff, looking forward to it mate!

+4 votes   media: LADC
Beac
Beac Dec 17 2014, 5:59am says:

Really pretty guys! Any ETA on the DC?

+4 votes   media: LADC
Beac
Beac Dec 12 2014, 12:53pm says:

Nice one, I'm not a fan of this suit variant personally but it's always good to have variation!

+1 vote   media: Ecologist Guard
Beac
Beac Dec 3 2014, 4:53pm replied:

Thanks a lot! We really appreciate it :)

+2 votes   media: 'Degtyarev, P.I.'
Beac
Beac Nov 24 2014, 7:55am replied:

We'll be releasing a big trailer with our relaunch, we're working on it :)

+1 vote   media: Jupiter Factory - Warehouse
Beac
Beac Oct 26 2014, 2:49pm replied:

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!

+2 votes   media: 'долг'
Beac
Beac Apr 14 2014, 6:27pm replied:

Oh, no. On second look, he's dead!

+2 votes   media: Fanatic
Beac
Beac Apr 14 2014, 5:35pm replied:

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!

+1 vote   media: Dynamic campfire point jobs
Beac
Beac Apr 14 2014, 5:34pm says:

NPC prisoner taking?

+2 votes   media: Fanatic
Beac
Beac Apr 14 2014, 2:08pm replied:

What's your fire naming convention?

+1 vote   media: Dynamic campfire point jobs
Beac
Beac Apr 14 2014, 10:59am says:

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?

+1 vote   media: Dynamic campfire point jobs
Beac
Beac Oct 20 2013, 1:04pm says:

Sorry to hear that mate :/

+3 votes   article: Mod likely cancelled
Beac
Beac Jul 29 2013, 6:04am says:

Congrats again on the job Mill, another great model + texture!

+2 votes   media: M4A1 model
Beac
Beac May 26 2013, 4:38pm says:

Great tutorial mate, well done. Concise but explanatory and great pictures. Awesome!

+4 votes   article: Creating AI map and graph
Beac
Beac May 16 2013, 7:43am replied:

EXACTLY. Jesus GSC, it really wasn't hard to flesh out the extra area, just laziness there...

+6 votes   media: Jupiter Plant - Redux vs Vanilla 2
Beac
Beac May 5 2013, 7:17am says:

Some of these are pretty cool guys, others I would say are just overly complicated (like the way electric-protection is displayed). But cool :)

+3 votes   media: UI overhaul
Beac
Beac Apr 16 2013, 3:52pm replied:

Patience ;)

+5 votes   media: 'Duty Calls'
Beac
Beac Feb 20 2013, 10:55am says:

Nice work. I know how frustrating space restrictors are to create.

+4 votes   media: Space Restrictors - Car Park
Beac
Beac Feb 2 2013, 1:28pm replied:

Try and guess!

0 votes   media: Inside Look: Modelling Interiors, Part Two
Beac
Beac Dec 24 2012, 3:28pm says:

Definitely my favourite shot of the bunch.

+4 votes   media: Lost Alpha Christmas Screens
Beac
Beac Dec 9 2012, 5:42pm replied:

I wouldn't recommend that ;)

+2 votes   media: 'Processing Plant - Offices'
Beac
Beac Dec 6 2012, 11:16am replied:

Pripyat's getting it don't worry ;)

+3 votes   media: 'Workshops'
Beac
Beac Dec 3 2012, 12:14pm replied:

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.

+2 votes   media: Redux Caches
Beac
Beac Nov 15 2012, 4:43pm replied:

It's static, different door than in the underground :)

+3 votes   media: 'Lockdown'
Beac
Beac Sep 11 2012, 7:50am replied:

Haha I was wondering how long it would be before someone noticed!

+1 vote   media: Towering Above
Beac
Beac Jul 15 2012, 2:33pm replied:

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.

+1 vote   article: Redux needs an artist!
Beac
Beac Jan 10 2012, 3:58pm replied:

We're working on getting a first person round-by-round animation implemented as an option :)

+3 votes   media: Magazine System Introduction
Beac
Beac Nov 14 2011, 9:34am replied:

Hunt artifacts you mean? Most certainly.

+1 vote   media: Artifact Hunting
Beac
Beac Oct 4 2011, 5:50am says:

Great :)

+1 vote   article: Progress Update
Beac
Beac Jul 9 2011, 12:42pm replied:

No armour looting, but enemies will have ammo ;)

+1 vote   media: Rookies
Beac
Beac Jun 12 2011, 9:43am replied:

You guys are going to be happy with WotW.

+3 votes   media: Descent into the Underground...
Beac
Beac Mar 29 2011, 4:58am replied:

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.

+1 vote   media: 'Slave to the Consciousness'
Beac
Beac Mar 25 2011, 7:40am replied:

Yep, that's the idea behind this piece :)

+1 vote   media: Ambient Track Demonstration #1
Beac
Beac Mar 23 2011, 11:24am replied:

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).

+2 votes   media: Anomaly Zones #2
Beac
Beac Mar 21 2011, 6:35pm replied:

Definitely a warning about radioactive wolves.

+4 votes   media: Anomaly Zones!
Beac
Beac Mar 21 2011, 6:25pm replied:

It's a mini WotW logo, I'll use when there's not enough room for the full thing.

+1 vote   media: Anomaly Zones!
Beac
Beac Mar 18 2011, 12:34pm replied:

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!

+1 vote   article: S.T.A.L.K.E.R.: Way of the Wolf - Status Update 2
Beac
Beac Feb 25 2011, 6:14am replied:

Just intensity so far.

+1 vote   media: Godray Test 1
Beac
Beac Jan 8 2011, 3:31am says:

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

+7 votes   article: A guide to the Call of Pripyat SDK.
Beac
Beac Jan 6 2011, 9:46am replied:

I see (also Gnomus scopes is not included in Redux).

+1 vote   article: The way forward for Redux, Part One!
Beac
Beac Jan 5 2011, 8:46am replied:

Pardon?

+2 votes   article: The way forward for Redux, Part One!
Beac
Beac Sep 14 2010, 1:51pm replied:

Unfortunately this is still an issue.

+1 vote   download: S.T.A.L.K.E.R. Call of Pripyat: Redux v1.05a Patch
Beac
Beac Sep 2 2010, 1:29pm replied:

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.

+1 vote   download: S.T.A.L.K.E.R. Call of Pripyat: Redux v1.02 Patch
Beac
Beac Jul 23 2010, 7:02am replied:

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.

+1 vote   article: S.T.A.L.K.E.R. Call of Pripyat: Redux - Now accepting closed beta applications!
Beac
Beac Jul 22 2010, 6:42am replied:

It will not be an option I'm afraid.

+1 vote   article: S.T.A.L.K.E.R. Call of Pripyat: Redux - Now accepting closed beta applications!
Beac
Beac Jun 11 2010, 3:44pm replied:

Hehe - I like the kind old man that helped the Stalker out most, followed by Wayfarer's tale.

+1 vote   article: S.T.A.L.K.E.R. Call of Pripyat: Redux - Conversation Contest Results + Twitter!
Beac
Beac Jun 11 2010, 12:13pm replied:

Congratulations again mate, you're well deserving! Also it's just one heart ;)

+1 vote   article: S.T.A.L.K.E.R. Call of Pripyat: Redux - Conversation Contest Results + Twitter!
Beac
Beac Jun 7 2010, 11:18am replied:

You'll have to test the weapons yourself and see ;)
I would quite like to make other attachments, but that might have to wait.

+1 vote   article: S.T.A.L.K.E.R. Call of Pripyat: Redux - Random Weapons and You
Beac
Beac May 24 2010, 6:05pm replied:

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.

+1 vote   article: S.T.A.L.K.E.R. Call of Pripyat: Redux - Conversation Contest!
Beac
Beac May 24 2010, 5:22pm replied:

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 :)

+1 vote   article: S.T.A.L.K.E.R. Call of Pripyat: Redux - Conversation Contest!
Beac
Beac Apr 5 2010, 10:51am replied:

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.

+2 votes   media: New HUD
Beac
Beac Mar 22 2010, 2:08pm replied:

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.

+1 vote   article: Redux v1.0 Planned Features
Beac
Beac Mar 21 2010, 7:06pm replied:

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.

+1 vote   article: Redux v1.0 Planned Features
Beac
Beac Mar 21 2010, 5:14pm replied:

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 ;)

+1 vote   article: Redux v1.0 Planned Features
Beac
Beac Mar 18 2010, 3:34am replied:

Yes!

+1 vote   article: Artifact Overhaul
Beac
Beac Mar 16 2010, 7:44am replied:

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!

+1 vote   mod: S.T.A.L.K.E.R.: Wormwood
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