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  (60 - 90 of 944)
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!
Beac
Beac Feb 6 2015, 1:43pm says:

As well as better foliage models and textures, Wormwood will also feature a lot more of it!

Expect hundreds of new trees and bushes in each level, with little FPS drop thanks to their optimised nature.

Now the Zone of the game will look a lot more like the Zone of real life!

+11 votes   media: Wormwood - now with better foliage!
Beac
Beac Feb 6 2015, 11:59am replied:

We've renamed to STALKER: Wormwood, you can find a link to the page here.

+1 vote   member: Beac
Beac
Beac Feb 6 2015, 4:21am says:

Good work guys. Can you go into detail on your modernisation of the SDK, and will you be releasing your work on it?

+3 votes   news: 3# week goals
Beac
Beac Feb 5 2015, 7:52am replied:

Thanks for the kind words!

We're not planning a 'lite' version of Wormwood I'm afraid. Our level changes and graphical enhancements are too deeply integrated to be optional.

We're happy to support translations of the mod, but it's something that will be thought about more as we get closer to final text integration.

Thanks again :)

+3 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Feb 4 2015, 4:10am replied:

We've said before we want to release in 2015, but we're not going to release until the mod is at the standard it should be.

+2 votes   mod: S.T.A.L.K.E.R.: Wormwood
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 3 2015, 12:35pm replied:

We can't use ABNat levels as a base as our levels are heavily modified already. The LA trees would be great though, thanks mate!

+2 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Feb 3 2015, 12:02pm replied:

Apologies mate! Thanks for the info :)

+2 votes   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Feb 2 2015, 5:12pm replied:

If you read the features page of the site, or the recent dev Q+A/FAQ you'll see our plans for levels :)

Thanks for the kind words!

+1 vote   mod: S.T.A.L.K.E.R.: Wormwood
Beac
Beac Feb 2 2015, 2:51pm replied:

That's a bug with AtmosFear, not Redux specifically. The weather always changes between reloads. Also, sneaking has never actually worked for me with or without Redux - stealth is most definitely not STALKER's strong point!

+2 votes   mod: S.T.A.L.K.E.R.: Wormwood
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 Feb 2 2015, 8:12am says:

I was out and about in the Zone waiting for one of the crashes to happen and stumbled upon this rather pretty scene at sunset!

After I took it a group of Stalkers zombified by the recent emission attacked Shevchenko, but the brave loners inside managed to fend them off. A-Life!

+8 votes   media: 'The beauty of bug-testing'
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 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
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