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.
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!
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!
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!
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.
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)
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!
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.
Thanks for your support!
Please bear in mind all content is still work in progress, and totally subject to change!
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...
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!
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!
You guys have some really impressive NPC models! Any chance you have spare modellers hanging around who need work? ;)
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.
We'll be settling down to a more sane level of content posting again now that MOTY is over, so we'll finish off 2014 with this shot - recognise where it is?
We're hard at work on the rebranding/relaunch which we have planned for January - the new ModDB page design was just the beginning, so keep an eye on us this coming year!
Happy New Year, let's make 2015 another great year for Stalkers everywhere!
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.
Sad news man. It's been an honour, thanks for your awesome work.
We won't be releasing in 2014. It's done when it's done :)
We'll be releasing a big trailer with our relaunch, we're working on it :)
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!
Can you upload your crash log to pastebin and post here please? Ctrl-v into pastebin after the crash to get the log.
What difficulty are you playing on? You have to play on Master, not any of the -DoNotUse- difficulties.
Nothing to announce regarding the relaunch yet, we're working on it!
Did you make sure to install the v1.05b patch and then start a new game?
Dude, what are you doing. Seriously.
Thanks a lot! I can't wait to get it out to you.
Thanks for your kind words and Let's Play, it's very heartwarming to see you enjoying the mod! Thanks a lot for that.
There is only one knife in the game, it's bound to the '1' key :)
Haha, I wish. 'When it's done' ;)
Probably not, the focus isn't on new/improved weapon models etc.
Not in v1.0, v2.0/new mod name will have a FoV command :)
We will have at least one brand new underground lab at the very least :)
Thanks for the kind words!
I'm afraid we won't support the Russian language version of the game - as you say, items and descriptions will likely not work correctly, though the mod may still technically run and be playable, you will likely encounter a lot of errors in that respect, sorry about that :/
Sneak peek of our new Logo!
We're 'relaunching' with a different name etc, lots of new media, more info etc :)
Thanks for your kind words - you won't have to tweak that stuff for v2.0 ;)
No one said a Fall 2014 release :) Our mod relaunch is going to be Fall or before for sure, but the actual mod itself is still TBA
We're getting closer and closer to relaunch, our new logo is finished and we're working on an awesome relaunch event :)