An aspiring game developer starting life as a humble modder, looking to build up a portfolio and break my way into the games industry.
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.
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.
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!
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!
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?
Please do give us some of your thoughts on this, we really value your feedback!
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.
Thanks a lot guys. We're gonna make you proud :)
We've uploaded this to the Videos section as previously it was only embedded into a news post, so this is for posterity.
We're not including all the SoC/CS maps, but X-12 is made from scratch :)
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.
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.
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.
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.
Yes, radsuits are in. So is the Exo helmet. As far as I know, everything they use, you can too.
Thanks for the support mate! We'll definitely get there in the end, don't you worry :)
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.
Not properly, but you can do new jobs for factions and ingratiate yourself with them more.
All factions, including new Merc and Ecologist patrols. Ambush whoever you like ;)
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.
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!
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.
Thanks! We have a lot of really cool stuff to show in the future, especially our new Skadovsk interior!
Love the guy in the tower on the left. Also reppin' Mercs 4 lyfe.
Absolutely /loving/ the vegetation, this is exactly how the Zone should be. Brilliant work gents.
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 :)
Cool article :) You should format all your images for the web-page!
I'd like to thank Etcetera and Kickasskyle for their hard work recently - this wouldn't have been possible without you guys!
Well, that's up to you ;)
Gorgeous guys :)
Ah! That's from the exterior mesh ;)
Super well deserved guys, and awesome new update.
loving the frequent media updates guys!
You may well be looking at one in this very screenshot ;)
Of course, we're doing a MSO-style enhancement on AI ;)
Hopefully it'll match people's thoughts of what would be in here!
It's very peculiar and new to engage the mercs here and having them come around and inside the building, I must say.
I see. No it's nothing like that, this is much more like SoC-style stashes but far better.
I meant could you explain the custom stashes ;)
Not really played SGM, can you explain what you mean?
We'll have a system for using damaged weapons, yeah :)
Lab X12 ;)
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
We've made it ourselves, it's totally brand new :)
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 :)
Like Mateos said, this isn't exactly a grassy area ;)
Don't worry, there's plenty of grass.
Oh nice, well done to you and Alun then :)
Unless Alun and Trojanuch are on the dev team, did the Misery team actually really do anything except merging? No offense.
All our code was written for Redux. You'll see on Sunday night that our mutant looting system behaves like no other system ;)
Way to miss the important part :P
This screen was taken with low settings for testing.
It's the Random Weapon System - it needs a little tweaking ;)
Machine yard is correct! Anyone know the character?
Unfortunately due to engine limitations this is the only thing possible :(
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
'Dem Freedomers eh!
Maybe Draxanoth doesn't like rookies ;)
You can shoot them out ;)
It's Agroprom! Just imagine the horrifically creepy 'CREAK, CREAK, CREAK' of the emergency light and you'll be right back there ;)
You realise the mission you describe is part of vanilla CoP and hence won't be in WotW? :)
Also available on YouTube!
Nice list guys, looking forward to release!
Hello! Would you like to send me a PM or email about what you can offer? I'm a big fan of AMK :)
Haha he's totally new anyway ;)
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.
Glad to hear it! I hope it was interesting :)
Me too! It's nice to have a fun thing to do when a lot of the normal work is so tedious!
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!
Thanks mate. It's good to see you again, keep in touch more ;)
That was fixed in an earlier patch, you just needed to start a new game :)
I'm tuning the RWS, but I don't see why experienced bandits shouldn't occasionally have heavy weaponry ;)
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!
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).
Thanks! Maybe for v2.0 ;)
Yeah, I wish :(
Do you mean the cone of the light? It's already really small, any smaller and it would just be annoying, I think.
Please note, the rifle is only bright because the light from the torch is reflecting off of it.
A packed night at the bar ;)
You'll have to wait and see them in game! :P
Glad to hear it :) Thanks for taking the time to say you appreciate the time I put into it :D
Yes, that's fine.
It's already uploaded and ready, they just have slow authorizing staff it seems :)
One part of the new Blowout effects.
This shot shows just how dark the nights are in Redux, thanks to AtmosFear, and also shows the bridge in Zaton looking rather pretty.
Demonstrates one of the new greetings, as well as one of the new CoP:Variation skins.
Yes, it will :)
Thanks a lot for your support mate! I've changed my mind recently about this issue, and I'm now open to using re-modelled and re-animated weapons as long as the quality is high enough :)
Unfortunately I had to disable upgrades for v1.0, they caused huge imbalance with the new ballistics. We have brand new, balanced upgrades in v2.0 however!
Thanks man! Look out for tonight's update, should be good ;)
Indeed he does.
No-one digging Kruglov's return? Are there any other old faces you'd like to see again?
Just over 6 days left to vote everyone! Remember, you don't need to register to vote, so if you like what you see, please vote! You can vote for as many mods as you like so be generous!
Thanks a lot! We really appreciate it :)
Thank you! We're hugely excited to show you all what we're cooking up.
Thanks man! We are in the process of getting ready to relaunch the mod under a different name, with a brand new website, loads of new media, feature announcements and a gameplay video :)
I'll be very disappointed if we don't release in 2015.
Haha, you don't know the half of it ;)
Thanks a lot! :D
Thanks mate, we appreciate it!
Thanks a lot! We will :D
Thanks man! We appreciate that :)
Hey guys, while you're here looking at this, we'd appreciate it if you could vote for Redux in the MOTY awards! Just head over to the main page and click the vote button :) You can do it for as many mods as you like, so be generous!
Just v1.05b, make sure you start a new game :)