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.
Wow, that's really impressive. How did you get it working? It's something I'm very interested in implementing as well.
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 :)
The right one is vanilla :P
Could we get a link? That's great!
Might be to do with your cache - hit F5 a load of times in quick succession and it should refresh everything.
Of course, but we wrap that into the general Jupiter complex :)
Unfortunately, due to engine limitations, that's the best we can do. it'll become clearer.
That's not 8 full magazines, it's a magazine with 8 rounds in it.
Haha, oh that was a totally original idea ;)
I understand your points, but eventually the entire plant will be expanded and open for exploring - for instance, the factory building in the background of this shot. Opening up this area adds more space for gameplay, and will make sense since you'll be able to access buildings using it :)
Agreed, one of the big things I'm doing is adding more props to areas. Some buildings have literally nothing inside them!
All kinds of stuff, what can you do? :) Add me on Steam (http://steamcommunity.com/id/beacon) and we'll have a chat!
Nope, Nimble is still over at the Skadovsk making cashish from his new career. Fluffy guessed correctly, it's Docent Suslov :)
Unfortunately not, NPC behaviour is hardcoded :(
That's correct, no CoP locations.
Yep! Biology, Psychology and History here ;)
I'm intrigued at how you managed to get an apparently very good stealth system into Clear Sky - a lot of people have been trying to do that for any of the games, and this is the best I've seen it yet!
This is the CS Red Forest.
I meant by the game-map, but the in-game skyboxes are known to be incorrect.
The CoP levels are the Northern Zone, Cordon & Co are the Southern Zone.
No problem! Happy to help, and I look forward to what you can do with it :)
That fix requires a restart.
You have to make sure you're over-writing a number of files.
Thanks for the feedback, if you wouldn't mind, could you leave feedback on the official forums? Thanks!
7: As the game progresses, more powerful mutants become more common, we'll see what happens here.
8: Weight of objects will be adjusted, but 50kg is the amount a special-ops soldier usually carries in real life. I'm unlikely to change this, sorry.
12: Yes, I'm pretty sure I'll eventually have Pripyat 1 open at all times. There will eventually also be manual level-changers between the levels, though these have to be teleporters, as there's no other way.
Thanks a lot for your suggestions :)
I'll be changing them slightly - as they currently are, they're basically useless. The Compass does everything, but not very well, and it's not really worth using over one artifact that boosts by +6. I want to make it worth having.
The Heart of the Oasis is also undertuned, I believe, and hopefully I can buff it a bit as well as making it a bit harder to obtain ;)
We're looking into new animations for things like this, no promises however :)
We're always interested in ideas and feedback! What would you say are some of the 'bad'?
We're looking into improved weapon models, textures and animations :)
I've had some help for a while now! Since a bit after Redux 2.0 was started, I've had a few brilliant people on the team working to make the mod the best it can be!
Running will hasten the rate at which you use air/filters slightly :)
Filters and air bottles will gradually, slowly degrade/run out over time. When you're in a hazardous area such as a chemical anomaly or a radiation hotspot, the degradation will of course be faster.
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.
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.
We're trying to create missions for all kinds of players :)
This is currently implemented through Lua scripting, but we would like to integrate it within the engine, just like hunger.
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?
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.
Thirst is an obvious additional survival mechanic, pairing very well with our changes to food/satiety, and our brand new cooking system!
Zaton is arguably closer to the NPP, and the Skadovsk is a great place to recruit new followers.
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!
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)
Remember folks, 8PM GMT tonight, I'll be livestreaming Wormwood development on Twitch! www.twitch.tv/BeaconDev
That's only 1 hour 30 minutes from now!
Twitch should save the video, I imagine. The option is set on.
I'm in the UK, so that's 8PM GMT.
Keep following Wormwood Week - we have plenty more features to announce!
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!
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!
Thanks for the kind words man!
The economy is something we're really striving to make believable. You can check out our thoughts on ammunition scarcity a few images back in the media gallery.
We're planning three difficulty settings, to make sure the mod is accessible to all. We've spent a huge amount of time making new content, so we'd love as many people as possible to be able to experience it!
We don't pay attention to downvotes or upvotes, neither should you :) It's the great comments that matter!
Thanks mate, I appreciate the kind words!
Well I've got some good news for you, we've got updates every day this week :)
Thanks man! We're working hard to make this a really great experience for everyone.
We're planning to implement proper artifact containers.
Bear in mind, this isn't an alteration of the mutant AI - purely their behaviour.
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!
We will be conducting closed beta testing in the future, but will likely not be having an open test.
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.
Wormwood is the translation of Chernobyl, the name of the Red Forest, and has biblical/deep rooted connotations for poison and sickness :)
Please bear in mind all content is still work in progress, and totally subject to change!
Haha the actual design of it is really strange, I hope that's what you mean!
Haha this is the area around Jupiter/Yanov Station friend :) Pripyat is however, also suitably green and lush as it is in real life.
No-one digging Kruglov's return? Are there any other old faces you'd like to see again?
That all sounds really, really interesting and very exciting. Can't wait to see more!
Well damn, this would definitely be useful. Placing the waypoints manually is a pain in the *** even if it's easy to do. How foolproof is this? Is a certain amount of space around the fire required? What about fires with space only on one side?
Interesting idea, but will they be available to the player? And why would there be different colours anyway?
Are you testing for Bangalore then? :) What does this mean for Variation Mod?
Yeah, this is the Ranger Station offices.
Also regarding the wording, we spent a lot of time trying to get it right. Duty suits are exactly as said, tough but cumbersome. Protective and durable, but heavy.
Kickasskyle did the image for us, as said in the sidebar ;)
Yeah, we're very happy to bring back upgrades better than ever!
You can hit me up on Skype any time :)
Yeah, I'm determined to make it possible to use AN3 :)
Thanks bud. Kinda puts vanilla into perspective huh :P
Duty and Freedom's representatives and their guards are the only faction members in the Skadovsk. There are however troops for both sides out and about in Zaton, and they're definitely not in a truce...
might want to change it it's quite misleading :P
please don't tell me you're encouraging people to hold off playing CoP until Misery 2.0 comes out?
Of course :)
Hehe don't worry, this is good fun and extremely important :)
You're right :) The workshop next to the mercs is now fully explorable. We're aiming to do this to most of the 'hollow' buildings in the game.
Yep, like I said in the description, you can find them even if you don't get the location :)
It will be very worth taking them on now ;)
The pump station will be part of the overall storyline of the Swamps :)
Yes they will be optional :) Also bear in mind the overlay is just a placeholder :)
Watch it on YouTube in glorious 1080p :)
Try to keep locations as general as possible - we're not quite ready to announce the full level list, so try and make everything as flexible as possible ;)
Definitely. Duty, Freedom, Merc, Ecologist a-life groups etc etc :)
Makeshift (you can see it in the previous screenshot) but you'll be able to get missions from the commander. It's basically a sensible place for somewhere that Freedom A-Life squads can return to at night.
Ahh, I'm an idiot. It's right on the border with Pripyat... Ok, maybe not the best place for the camp! :P
Oh well, it's still a good location! ;)
Regarding your question, there'll be a level changer to Jupiter at the Iron Forest, same as there is in v1.0 :)
It's right on the border with Jupiter - fair place to start a camp I'd say. Plus, the area was never used properly in vanilla so I thought it'd be nice to get the player over here.
Yeah, I didn't think it was the actual CNPP level, I should have been more clear. It does however look like the boundary walls of the entrance to Rostok, you're right.
NPP drainage canal?
Freedom have their own recruitment officer too ;)
I endorse this mod! Great compilation, one of my favourite SoC mods for sure.
The AMK system is the inspiration, yeah, but these will be well written and make a lot more sense than some of theirs :P Not sure about specifics yet as this is still very WiP but we hope to make great use of the system :)
It's IPS too and it's gooooorgeous. Thanks!
Funnily enough it's as it is in Call of Pripyat, vanilla!
If you're required to kill people during a mission, we'll make sure you know who to kill, don't worry :)
OH GOD HE'S LOOKING RIGHT AT ME
I meant the Cradle was terrifying ;)
The piece is pretty creepy though!
Probably the latter - constant/semi-constant ambience as in the vanilla games, with special events, areas etc. receiving specific pieces.
A good read mate - you really have an articulate tongue and the way you write definitely lends itself to your points.
I'm looking forward to future L.U.R.K. builds, and am very happy to see it's back in development!
These screenshots are all on DX11 :)
Thanks a lot for your kind words, it means a lot!
I'm afraid I'm not going to add new mutants, such as the cat or Izlom, etc.
If GSC thought they fit the Zone, they would have put them in themselves ;)
Please post crash logs in the official forums.
You don't need to restart your game to use it. It fixes a crash with Snag's mission, along with other little changes.
Better a quick hotfix than letting you all sit with a nasty crash, right? :P
I'll elaborate more when I release the full v1.0 feature list :)
No problem! I'm glad to be there, you seem to be a great guy.
Just send it the same way but mention that you don't want to win :)
Yes, if your story is good enough you may very well get into the mod anyway :)
I highly doubt it I'm afraid.
Full feature-list is in the description on the download page, accessible by clicking the central image.
I'm hoping to release Beta 0.8 this coming weekend, somewhere around the 28th of March (please don't hold me to that though :P)