French stalker fan site administrator : stalkerfrance.com. About modding, i'm working for Team Epic as level designer. About games, I'm a fps gamer, I like Stalker series, Half life series. I like to play few rts as C&C and Red Alert series and one RPG, Skyrim. As all French guys, I'm sorry for my bad English.

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Borovos
Borovos @ S.T.A.L.K.E.R.: Call of Chernobyl

On ap-pro.ru as example.

Good karma+4 votes
Borovos
Borovos @ Work in progress

Hello R0ADKILL,

Yes, it is. I'm always testing levels on vanilla CoP, not on CoC.
A quick way for me. Take the level folder, the all.spawn, 2 configs files and it's running quickly.

Good karma+1 vote
Borovos
Borovos @ Work in progress

I hope Marsh will be ready for 1.4.

Good karma+1 vote
Borovos
Borovos @ Work in progress

I know this project and I track it ofc. I didn't exchange with Beacon since a long time.
When wormwood will be release, their stuff should be a good addition in CoC, a nice update of CoP maps.

Good karma+2 votes
Borovos
Borovos @ Work in progress

Yes, it's on the todo list. I'm just waiting for news from a guy on ap-pro.ru.
I asked for pics, video or 3D models related to old eastern industrial site.

Good karma+5 votes
Borovos
Borovos @ Work in progress

I started, I stopped. It need new roads, pavements, places for buildings... & I don't like this part of work.

Good karma+2 votes
Borovos
Borovos @ Work in progress

It's already done:
Moddb.com

Good karma+5 votes
Borovos
Borovos @ Work in progress

Hello Tejas,

Ofc, a playable area with nothing have no sense.

For now, I'm working on geometry. After it, it will be time to add anomalies fields, stashes, few campire...

So yes, there will be alife here. Imo, more monsters than npc, but this part of work will be done with Alundaio and Bangalore.

See you

Good karma+7 votes
Borovos
Borovos @ Work in progress

Nope.
This is to extend the playable area, not to fall.
In the current version, the player is stop by a fake object and fake radioactive object.
Perhaps I'll redo new fences.

Good karma+12 votes
Borovos
Borovos @ 3d max planet test

I don't know what is your objective about poly count by map & map size, but I think you can easily add more relief and poly+smooth.
Do you plan to add a crater caused by the impact of this nice space craft?

I don't know if you plan to add trees and bushes on your planets. But you can use a lot of rocks object for sure.

And if you're not using grass details object, perhaps can you create your own litlle rocks (as old rawdata/object/detail/det_asf1 to det_asf8.object).
It can improve quickly your level and cut the repetition of terrain uv map (with the addition of good terrain/textures and shaders).

Upload.wikimedia.org

I don't know how many levels you planned to do. But there is a lot of inspiration in SciFi books. In old books (Dune series imo) or new ones.

I'm thinking about a new book from a french guy with this concept: the planet is as Dune, a full desert, but there is few storm and water fall down in crevasses to generate high density tropical forests.
Something like this (desert on the top, and forest in the crevasse) Mongabay.com
The rock stop the sun/star light rays. And the life is able to survive and prosper at the button of wells.
Biblelieux.com

Edit: sorry for this long post, but as you show a desert, you can too use a edited thermal anomaly zone (perhaps with a day/night cycle). Like this, the player need a specific stuff to survive on arid planet.

Good karma+2 votes
Borovos
Borovos @ Behind the galaxy

With your project, it's easy to imagine a lot of work about physics and gravitational force.

Keep up the good work. You have a good concept.

Good karma+1 vote
Borovos
Borovos @ S.T.A.L.K.E.R.: Call of Chernobyl

This is the unfixable issue with DX8, it have to run with DX9.

Good karma+3 votes
Borovos
Borovos @ PHAR Mod | Release Information

Good to see an update.
Cheers

Good karma+3 votes
Borovos
Borovos @ June 2016 WIP

About the curtain on the left, are you using dynamic object or static one?
I'm curious about physics in your mod.

And really nice effect.

Good karma+1 vote
Borovos
Borovos @ June 2016 WIP

Nice Brain lab view.

Good karma+2 votes
Borovos
Borovos @ S.T.A.L.K.E.R.: Call of Chernobyl

You choose to leave or delete the zone, isn't it?
We did it. :) This crash is a joke.

I don't remember others ending.

Good karma+3 votes
Borovos
Borovos @ S.T.A.L.K.E.R.: Call of Chernobyl

I know. As the Guest said, related to the engine. You can have 32Go of RAM, it doesn't matter.

Good karma+1 vote
Borovos
Borovos @ S.T.A.L.K.E.R.: Call of Chernobyl

And look in FAQ, delete a related atmosfear file to improve render and delete few glitch.

Good karma+1 vote
Borovos
Borovos @ S.T.A.L.K.E.R.: Call of Chernobyl

Hello Nasha,

For 1, nope. Except delete all trees and cars, I can't fix it.
This level is too big (in term of density of mesh) to be playable on all computer without memory at the entrance.
Just restart the game with the auto save.

2: I don't know about it. I know darkscape level need a no_sun object and few edits. But there is no reason to have no homogeneous fps rate.
The only thing I can see around this place are old meshes for reeds. Perhaps the water too.
Do you have this issue always around this place when you're walking from escape or from darkvalley?

Good karma+4 votes
Borovos
Borovos @ Behind the galaxy

Hello guys,

Just a question, will you use nogravity zone to generate a specific gravity on the moon?

I didn't test it in CoP, but as I see, this old feature from Soc is always able in the engine.

Good luck in your project

Good karma+1 vote
Borovos
Borovos @ S.T.A.L.K.E.R.: Call of Chernobyl

I didn't like when zombies was jumping over this wall, but I dislike even more how monsters are jumping too. I have to check it and find how open it.
I don't like remainder from sripted CS story...

Good karma+3 votes
Borovos
Borovos @ S.T.A.L.K.E.R.: Call of Chernobyl

There is always strange things on stalker-mods.clan ;)

Good karma+2 votes
Borovos
Borovos @ 1.4 Teaser

I don't know about others majors changes in the log. I'm just coming back.

Stoked to hear the answer! Maybe some dynamic reputation and competition between the stalkers of the zone *wink wink*

Oh, this is as NC Project tried to do. I was thinking about it last week, I want to tell it to Alundaio.

Good karma+2 votes
Borovos
Borovos @ 1.4 Teaser

Bangalore ported spawns from SoC & CS underground levels, I merged the two versions of Agroprom Underground geometry but there is always a little thing to fix.

Good karma+2 votes
Borovos
Borovos @ 1.4 Teaser

It's about taste. Some ppl want a zone living as in CS, with a lot of humans and gunfights, some others doesn't.

It's hard to satisfy everybody about it.

I prefer quiet zone with mainly anomalies and monsters.

Good karma+6 votes
Borovos
Borovos @ S.T.A.L.K.E.R.: Call of Chernobyl

I don't know why it should not be compatible.
AF3 misery addon is related to textures who are highly compatible.
Perhaps weather need a small update, but I don't think so.

Good karma+2 votes
Borovos
Borovos @ S.T.A.L.K.E.R.: Call of Chernobyl

Hello Junx,
Look at this Moddb.com

And Moddb.com
One of first addons for CoC.

With 2C.LiryC, we was thinking about using Cromm's High Poly object pack to redo all the vegetation. But it's too much work for us. A too long and too repetitive task... Replace all models, increase vegetation density, redo the aimap, compile all levels... Hundreds hours of work.

Good karma+2 votes
Borovos
Borovos @ S.T.A.L.K.E.R.: Call of Chernobyl

It sounds good.

Good karma+2 votes
Borovos
Borovos @ S.T.A.L.K.E.R.: Call of Chernobyl

Less target induce better performance ofc.

If you want to increase more your performance, you can reduce visual variation. I added size and textures variations for a lot of monsters.
Use vanilla version will boost your performance too.

Good karma+2 votes
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