French stalker fan, administrator of the close site: 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.

Comment History  (0 - 30 of 565)
Borovos
Borovos @ S.T.A.L.K.E.R.: Call of Chernobyl

Authors will have to update their mod to be compatible with Coc 1.4
Your team can not support all addons and do the job, as for previous Coc patches.
Ofc, we share the log and changlist for them.

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

GSC's Milrad and deadmil are empty long levels, they was made as a corridor.
I have access to GSC's files, but without cars, it need to much work to create interesting places.

Good karma+4 votes
Borovos
Borovos @ S.T.A.L.K.E.R.: Call of Chernobyl

The problem is modders are sharing mods, not ressources.
Ofc, I could decompile the level and work on it, but it's a long buggy way. Have original SDK scenes and files are better.

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

Oh oui, fais moi mal!!!

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

I know, TLDR ;)

I started on Duga before the graveyard, so, it's around 4 years ago, or more.
Russians are on it. I hope this level will be good.

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

Sorry, nothing new in CoC 1.4 about level design.
Except connection between CS agroprom underground and SoC agroprom underground (same version as in 1.4RC, not perfect but playable).

I have a lot of work in progress, nothing to release. It'll be for another CoC version, in future.

In my pocket (3DSMax saves or Level editor saves), I have:
- a new level Duga 3 antenna (project abandoned long time ago, Russians are working on something like this now)
- a new level base on satellite view of the zone (10% done)
- merge old Rostok with old Bar from Build (50% done, project abandoned because Russians works faster)
- extended Limansk (need a lot of work in 3DS max, less than 50% done)
- a new level "DeadMil" to connect or to merge with Military Warehouse + Deadcity (around 50% done)
- a update version of Escape, merge between SoC+CS+Build with my own addition as extended the village (around 50% done)
- merge Wild territory + Bar (around 60% done)
- new arena underground level (around 60% done)
- extended Marsh (around 80% done)
- open few building in CoP Pripyat as school or others (95% done)
- merge Stancia1+2+CS version+build part+my addition (>95% done)

- extended Darkvalley (merge between SoC+CS+Build) (just start few days ago, the main geometry is done)

I assume my problems.
I'm not able to work a long time on the same project.
I always want to add more thinks, it's killing me or killing the tools (Stalker's SDK is a ****** tool).
I have a lot of ideas & too short free time to work on them.
I'm not a pro 3D artist, just a guy who learned by himself & who works slowly.

I need help. A 2D artist to create/modify terrain textures and mask, and a 3D artist to create new building models.

About concept, I agree with the necessity to rework on level, merge them two by two, add new things, delete few things.
Change the face of the Zone to be more as the Zone have to do.

It's hard to create something new based & exclusive.

Dezowave was a lucky team, they had access to GSC pack long time ago, before everybody in the community. They used all the good stuff include in it.
Russians are fast workers, look RoH, ISOTD, OGSE...
Merge Pripyat levels? Lost Workd team did it.
Create the west part of the city? Kostyan is on it.

So, I stay on my way. Work slowly, post few pics time to time. No promises, just the hope to release something new and interesting as the graveyard was.

Good karma+15 votes
Borovos
Borovos @ 1.4-population_control

This feature was created yesterday by Alundaio.
My gamedata is the 19 september version and I have not it.

This is a news about the development, only step by step.
Without photoshop, without press release, without great movies & song... Not a publicity, not a drama..., so not a jumpscare.

Ppl was never satisfied by respawn, too much for someone, too low for others.
Team members and testers speak together in the team forum & chat, a idea is coming spontaneously, a concept is emerging, the work is done...

The result, thanks to Alundaio for this unplanned feature. I like empty zone. It's about taste.

Good karma+4 votes
Borovos
Borovos @ 1.4-population_control

The squad spawn but stay offline. So, there is no npc who appears in the back of the player.

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

Look in dl section to take the unpacker. You'll find all that you need to open the actor.ltx and others files.
Apply your modification and put files in a gamedata & appropriate subfolder....

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

Why so much for a little joke? Alun is always like this. He say he will come to kill me during my sleep when I work to slowly.

Good karma+11 votes
Borovos
Borovos @ S.T.A.L.K.E.R.: Call of Chernobyl

Your joke afraid everybody :)

Good karma+8 votes
Borovos
Borovos @ S.T.A.L.K.E.R.: Call of Chernobyl

RC was a build version. See it as a open beta. 1.3.2 is a full release version, as 1.4 will be.

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

No thanks. Modding = sharing ;)

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

RC was remove. Please,wait for 1.4 release.

Good karma+7 votes
Borovos
Borovos @ S.T.A.L.K.E.R.: Call of Chernobyl

This is all the power of Xray Engine. :)

Good karma+4 votes
Borovos
Borovos @ S.T.A.L.K.E.R.: Call of Chernobyl

I found this for you:
Mediafire.com

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

There is model like this in SoC mods (I remember there was links on ap-pro.ru in dl section).
I'm not good about it. But I remember there is a way to port npc meshes from SoC to Cs/CoP (skeleton is different). Perhaps can you find a tutorial in stalkerin.gameru.net wiki.

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

Hello

We take a look on it, but nope.
In each CS level, there is around 300 smart cover. It's impossible to port them from CS to CoP without too much works.
First, CS use about 30 animations, when CoP use only 5 for cover.

Ofc, it should be possible to do. With a lot of work in script and engine to port animation from CS to CoP.
Or redo each smart cover, one by one to select appropriate CoP anims (300 smart cover * 10 levels from CS * 5 animations to choose one by one for each smart cover = we are not slaves).

So, it'll not be in CoC. And the logic of NPC is fine, they try to take cover, outflank the player... this is just they are not using all animations created by GSC for CS.
Alundaio worked hard and a long time on AI scheme.

If GSC deleted it between CS and CoP, it's not difficult to understand.
First, it's more works for devs.
Second, take a look on your first screen. You just see the head of npc, and it's your only target. Make a headshot and the enemy fall down. It make the game easy.

See you

Good karma+5 votes
Borovos
Borovos @ S.T.A.L.K.E.R.: Call of Chernobyl

The best way should be to open the old .object (if it's in GSC pack) to create a new .ogf with Cs or CoP Actor Editor.
For the rest, use .ltx from the build and work on it to be compatible with the CoP Xray.
Is it a npc mesh? If it's, it need a correction as bones are not the same between SoC and CS-CoP.

What is it?

Good karma+3 votes
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+2 votes
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+6 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+8 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
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