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  (30 - 60 of 895)
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 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 6 2015, 4:43pm replied:

The right one is vanilla :P

+3 votes   media: Wormwood - now with better foliage!
Beac
Beac Feb 2 2015, 5:44am replied:

Could we get a link? That's great!

+2 votes   media: Wormwood Features: Mask Filters and Air Bottles
Beac
Beac Dec 20 2014, 7:47am replied:

Might be to do with your cache - hit F5 a load of times in quick succession and it should refresh everything.

+1 vote   article: MOTY 2014: Final 24 Hours and ModDB Redesign!
Beac
Beac Dec 17 2014, 12:28pm replied:

Of course, but we wrap that into the general Jupiter complex :)

+2 votes   media: Panorama: Ranger Station
Beac
Beac Dec 16 2014, 11:28am replied:

Unfortunately, due to engine limitations, that's the best we can do. it'll become clearer.

+1 vote   media: Community Feedback - Ammo Scarcity
Beac
Beac Dec 16 2014, 5:28am replied:

That's not 8 full magazines, it's a magazine with 8 rounds in it.

+3 votes   media: Community Feedback - Ammo Scarcity
Beac
Beac Jun 16 2013, 5:49pm replied:

Haha, oh that was a totally original idea ;)

+2 votes   media: Redux v2.0 - Suits and Upgrades
Beac
Beac May 16 2013, 7:45am replied:

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 :)

+4 votes   media: Jupiter Plant - Redux vs Vanilla 2
Beac
Beac Apr 27 2013, 6:13am replied:

Agreed, one of the big things I'm doing is adding more props to areas. Some buildings have literally nothing inside them!

+4 votes   media: Jupiter Plant - Redux vs Vanilla
Beac
Beac Mar 3 2013, 6:29am says:

Sexy man.

+1 vote   media: GP-30
Beac
Beac Jan 30 2013, 9:59am replied:

All kinds of stuff, what can you do? :) Add me on Steam (http://steamcommunity.com/id/beacon) and we'll have a chat!

+1 vote   article: Urgently Recruiting: Modelers
Beac
Beac Jan 16 2012, 3:54pm replied:

Nope, Nimble is still over at the Skadovsk making cashish from his new career. Fluffy guessed correctly, it's Docent Suslov :)

+2 votes   media: Familiar Territory
Beac
Beac Jan 10 2012, 3:55pm replied:

Unfortunately not, NPC behaviour is hardcoded :(

+1 vote   media: Magazine System Introduction
Beac
Beac Jun 17 2011, 4:20pm replied:

That's correct, no CoP locations.

+1 vote   media: 'Nucleus of the Zone'
Beac
Beac May 19 2011, 6:29am replied:

Yep! Biology, Psychology and History here ;)

+2 votes   article: S.T.A.L.K.E.R.: Way of the Wolf - Exams!
Beac
Beac Apr 3 2011, 11:04am says:

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!

+1 vote   mod: M.I.N.E.
Beac
Beac Mar 22 2011, 12:18pm replied:

This is the CS Red Forest.

+3 votes   media: Wormwood
Beac
Beac Jan 18 2011, 1:20pm replied:

I meant by the game-map, but the in-game skyboxes are known to be incorrect.

+1 vote   article: Announcing S.T.A.L.K.E.R.: Way of the Wolf
Beac
Beac Jan 18 2011, 8:22am replied:

The CoP levels are the Northern Zone, Cordon & Co are the Southern Zone.

+1 vote   article: Announcing S.T.A.L.K.E.R.: Way of the Wolf
Beac
Beac Jan 9 2011, 7:09am replied:

No problem! Happy to help, and I look forward to what you can do with it :)

+3 votes   member: Beac
Beac
Beac Sep 25 2010, 2:53pm replied:

That fix requires a restart.

0 votes   download: S.T.A.L.K.E.R. Call of Pripyat: Redux v1.05a Patch
Beac
Beac Sep 15 2010, 6:16pm replied:

You have to make sure you're over-writing a number of files.

+1 vote   download: S.T.A.L.K.E.R. Call of Pripyat: Redux v1.05a Patch
Beac
Beac Apr 9 2010, 8:20pm replied:

Thanks for the feedback, if you wouldn't mind, could you leave feedback on the official forums? Thanks!
Z4.invisionfree.com

+1 vote   article: S.T.A.L.K.E.R. Call of Pripyat: Redux Beta v0.8 Released!
Beac
Beac Mar 21 2010, 5:20pm replied:

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.
9: Yes.
10: Yes.
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.
13: Yes.

Thanks a lot for your suggestions :)

+1 vote   article: Redux v1.0 Planned Features
Beac
Beac Mar 20 2010, 10:38am replied:

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 ;)

+1 vote   article: Artifact Overhaul
Beac
Beac Feb 2 2015, 5:44am replied:

We're looking into new animations for things like this, no promises however :)

+5 votes   media: Wormwood Features: Mask Filters and Air Bottles
Beac
Beac Feb 2 2015, 5:44am replied:

We're always interested in ideas and feedback! What would you say are some of the 'bad'?

+1 vote   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Feb 2 2015, 5:43am replied:

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!

+2 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Feb 1 2015, 6:58am replied:

Running will hasten the rate at which you use air/filters slightly :)

+2 votes   media: Wormwood Features: Mask Filters and Air Bottles
Beac
Beac Feb 1 2015, 6:57am replied:

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.

+1 vote   media: Wormwood Features: Mask Filters and Air Bottles
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 31 2015, 5:21am replied:

Thanks man!

+2 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Jan 30 2015, 1:01pm replied:

We're trying to create missions for all kinds of players :)

+3 votes   media: Wormwood Features: Missions
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 28 2015, 1:36pm says:

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!

+3 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Jan 28 2015, 8:18am replied:

Twitch should save the video, I imagine. The option is set on.

+2 votes   media: Wormwood Developer Livestream - January 28th!
Beac
Beac Jan 28 2015, 8:18am replied:

I'm in the UK, so that's 8PM GMT.

+1 vote   media: Wormwood Developer Livestream - January 28th!
Beac
Beac Jan 27 2015, 12:57pm replied:

Keep following Wormwood Week - we have plenty more features to announce!

+2 votes   media: Wormwood Features: Zone Cooking
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 26 2015, 5:35am replied:

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.

+1 vote   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Jan 25 2015, 5:30pm replied:

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!

+2 votes   article: Announcing S.T.A.L.K.E.R.: Wormwood
Beac
Beac Jan 25 2015, 5:23pm replied:

We don't pay attention to downvotes or upvotes, neither should you :) It's the great comments that matter!

+4 votes   media: Wormwood Features: Radiation Revamp
Beac
Beac Jan 25 2015, 4:56pm replied:

Thanks mate, I appreciate the kind words!

+2 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Jan 25 2015, 3:02pm replied:

Well I've got some good news for you, we've got updates every day this week :)

+6 votes   media: Wormwood Features: Radiation Revamp
Beac
Beac Jan 25 2015, 2:37pm replied:

Thanks man! We're working hard to make this a really great experience for everyone.

+3 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Jan 25 2015, 12:39pm replied:

We're planning to implement proper artifact containers.

+7 votes   media: Wormwood Features: Radiation Revamp
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 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 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 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 Jan 24 2015, 1:04pm replied:

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

+7 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!

+4 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: 'Mutant Looting'
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 Dec 20 2014, 7:49am replied:

Haha this is the area around Jupiter/Yanov Station friend :) Pripyat is however, also suitably green and lush as it is in real life.

+4 votes   media: 'Yanov'
Beac
Beac Dec 4 2014, 4:09pm says:

No-one digging Kruglov's return? Are there any other old faces you'd like to see again?

+2 votes   media: 'Familiar Faces'
Beac
Beac Apr 14 2014, 10:46am replied:

That all sounds really, really interesting and very exciting. Can't wait to see more!

+1 vote   media: Dynamic campfire point jobs
Beac
Beac Apr 14 2014, 5:32am says:

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?

+1 vote   media: Dynamic campfire point jobs
Beac
Beac Mar 31 2014, 1:08pm says:

Interesting idea, but will they be available to the player? And why would there be different colours anyway?

+2 votes   media: Ecologist Suits
Beac
Beac Jan 6 2014, 12:55pm says:

Garbage!

+3 votes   media: Lost Alpha Screens for January, 2014
Beac
Beac Sep 30 2013, 9:51am says:

Are you testing for Bangalore then? :) What does this mean for Variation Mod?

+2 votes   media: Stalker Trio
Beac
Beac Jul 7 2013, 12:59pm replied:

Yeah, this is the Ranger Station offices.

+7 votes   media: 'Sleeping Rough'
Beac
Beac Jun 17 2013, 5:29am replied:

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.

+2 votes   media: Redux v2.0 - Suits and Upgrades
Beac
Beac Jun 16 2013, 4:45pm replied:

Kickasskyle did the image for us, as said in the sidebar ;)

Yeah, we're very happy to bring back upgrades better than ever!

+3 votes   media: Redux v2.0 - Suits and Upgrades
Beac
Beac Apr 28 2013, 5:32pm replied:

You can hit me up on Skype any time :)

+1 vote   media: Jupiter Plant - Redux vs Vanilla
Beac
Beac Apr 27 2013, 6:41am replied:

Yeah, I'm determined to make it possible to use AN3 :)

Thanks bud. Kinda puts vanilla into perspective huh :P

+4 votes   media: Jupiter Plant - Redux vs Vanilla
Beac
Beac Apr 27 2013, 6:01am replied:

Certainly :)

+5 votes   media: Jupiter Plant - Redux vs Vanilla
Beac
Beac Apr 18 2013, 8:06pm replied:

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...

+4 votes   media: 'Svoboda!'
Beac
Beac Jan 28 2013, 4:26am replied:

Yeah, unfortunately!

+3 votes   media: Inside Look: Modelling Interiors
Beac
Beac Dec 21 2012, 11:49am replied:

might want to change it it's quite misleading :P

+2 votes   article: Development status
Beac
Beac Dec 21 2012, 11:47am says:

please don't tell me you're encouraging people to hold off playing CoP until Misery 2.0 comes out?

+4 votes   article: Development status
Beac
Beac Dec 9 2012, 5:42pm replied:

Of course :)

+3 votes   media: 'Processing Plant - Offices'
Beac
Beac Dec 9 2012, 2:23pm replied:

Hehe don't worry, this is good fun and extremely important :)

+6 votes   media: 'Processing Plant - Offices'
Beac
Beac Dec 6 2012, 9:25am replied:

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.

+3 votes   media: 'Workshops'
Beac
Beac Dec 2 2012, 3:10pm replied:

Yep, like I said in the description, you can find them even if you don't get the location :)

+1 vote   media: Redux Caches
Beac
Beac Nov 14 2012, 6:33pm replied:

Yes :)

+4 votes   media: 'Lockdown'
Beac
Beac Sep 10 2012, 6:20pm replied:

Nope :)

+1 vote   media: Towering Above
Beac
Beac Jul 10 2012, 7:00am replied:

Yep.

+1 vote   media: Crash Site
Beac
Beac Apr 12 2012, 12:37pm replied:

It will be very worth taking them on now ;)

+2 votes   media: A little teaser...
Beac
Beac Mar 14 2012, 5:03pm replied:

The pump station will be part of the overall storyline of the Swamps :)

+2 votes   media: Pump Station
Beac
Beac Feb 3 2012, 3:08am replied:

Yes they will be optional :) Also bear in mind the overlay is just a placeholder :)

+1 vote   article: Murder in the Swamps
Beac
Beac Jan 6 2012, 6:42pm says:

Watch it on YouTube in glorious 1080p :)
Youtube.com

+1 vote   media: Happy New Year!
Beac
Beac Dec 13 2011, 6:00am says:

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 ;)

+1 vote   article: Call of Pripyat: Redux v2.0 - Mission Competition Announcement
Beac
Beac Oct 23 2011, 2:08pm replied:

Definitely. Duty, Freedom, Merc, Ecologist a-life groups etc etc :)

+2 votes   media: Shelter from the Storm
Beac
Beac Oct 21 2011, 11:33am replied:

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.

+2 votes   media: Shelter from the Storm
Beac
Beac Oct 5 2011, 4:24pm replied:

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 :)

+2 votes   media: Camping, Freedom-Style!
Beac
Beac Oct 5 2011, 3:28pm replied:

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.

+3 votes   media: Camping, Freedom-Style!
Beac
Beac Oct 2 2011, 7:13am replied:

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.

+2 votes   media: Lost Alpha Calendars - 2011 October
Beac
Beac Oct 2 2011, 7:01am says:

NPP drainage canal?

+2 votes   media: Lost Alpha Calendars - 2011 October
Beac
Beac Sep 25 2011, 6:33pm replied:

Freedom have their own recruitment officer too ;)

+2 votes   media: Duty Calls
Beac
Beac Aug 3 2011, 7:46am says:

I endorse this mod! Great compilation, one of my favourite SoC mods for sure.

+2 votes   mod: AMK: Sidorovich Edition
Beac
Beac Jul 19 2011, 9:30pm replied:

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 :)

+2 votes   media: StalkComms Beta
Beac
Beac Jul 6 2011, 8:19pm replied:

It's IPS too and it's gooooorgeous. Thanks!

+1 vote   media: Another day in the Zone...
Beac
Beac Jun 14 2011, 3:08pm replied:

Funnily enough it's as it is in Call of Pripyat, vanilla!

+1 vote   media: The Outpost
Beac
Beac Jun 3 2011, 8:58pm replied:

If you're required to kill people during a mission, we'll make sure you know who to kill, don't worry :)

+4 votes   article: S.T.A.L.K.E.R.: Way of the Wolf - The Bandit Controversy
Beac
Beac May 11 2011, 4:49pm says:

OH GOD HE'S LOOKING RIGHT AT ME

+8 votes   media: 'Lookout'
Beac
Beac Apr 28 2011, 9:16am replied:

I meant the Cradle was terrifying ;)
The piece is pretty creepy though!

+1 vote   media: 'Comatose'
Beac
Beac Apr 23 2011, 11:24am replied:

Correct.

+3 votes   media: Rookies
Beac
Beac Mar 25 2011, 7:42am replied:

Probably the latter - constant/semi-constant ambience as in the vanilla games, with special events, areas etc. receiving specific pieces.

+1 vote   media: Ambient Track Demonstration #1
Beac
Beac Mar 24 2011, 7:46am says:

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!

+3 votes   article: L.U.R.K.: Devblog 3/23/11
Beac
Beac Feb 23 2011, 2:39am says:

These screenshots are all on DX11 :)

+3 votes   media: Garbage WiP
Beac
Beac Feb 3 2011, 2:33pm replied:

Correct :)

+1 vote   media: WiP
Beac
Beac Jan 18 2011, 1:14pm replied:

Thanks a lot for your kind words, it means a lot!

+1 vote   article: S.T.A.L.K.E.R.: Way of the Wolf + Redux v1.05b
Beac
Beac Dec 28 2010, 6:37am replied:

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 ;)

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

Please post crash logs in the official forums.

+1 vote   download: S.T.A.L.K.E.R. Call of Pripyat: Redux v1.05a Patch
Beac
Beac Sep 1 2010, 4:31pm says:

You don't need to restart your game to use it. It fixes a crash with Snag's mission, along with other little changes.

+1 vote   download: S.T.A.L.K.E.R. Call of Pripyat: Redux v1.02 Patch
Beac
Beac Aug 31 2010, 6:31am replied:

Better a quick hotfix than letting you all sit with a nasty crash, right? :P

+1 vote   download: S.T.A.L.K.E.R. Call of Pripyat: Redux v1.01
Beac
Beac Jul 22 2010, 6:42am replied:

I'll elaborate more when I release the full v1.0 feature list :)

+1 vote   article: S.T.A.L.K.E.R. Call of Pripyat: Redux - Now accepting closed beta applications!
Beac
Beac Jun 21 2010, 3:32pm replied:

No problem! I'm glad to be there, you seem to be a great guy.

+2 votes   member: Beac
Beac
Beac May 23 2010, 5:54am replied:

Just send it the same way but mention that you don't want to win :)

+1 vote   article: S.T.A.L.K.E.R. Call of Pripyat: Redux - Conversation Contest!
Beac
Beac May 23 2010, 5:30am replied:

Yes, if your story is good enough you may very well get into the mod anyway :)

+1 vote   article: S.T.A.L.K.E.R. Call of Pripyat: Redux - Conversation Contest!
Beac
Beac Apr 11 2010, 7:35pm replied:

I highly doubt it I'm afraid.

+2 votes   download: S.T.A.L.K.E.R. Call of Pripyat: Redux Beta v0.8
Beac
Beac Apr 9 2010, 3:26pm replied:

Full feature-list is in the description on the download page, accessible by clicking the central image.

+1 vote   article: S.T.A.L.K.E.R. Call of Pripyat: Redux Beta v0.8 Released!
Beac
Beac Mar 21 2010, 7:15am replied:

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)

+1 vote   article: Redux v1.0 Planned Features
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