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Comment History  (30 - 60 of 71)
cosmonaute
cosmonaute Feb 7 2011, 10:21am replied:

Nothing's easier to edit than weight limits : go to a modding tutorial (in GSC's forum for example), that should do the trick...

+2 votes     mod: S.T.A.L.K.E.R. - Lost Alpha
cosmonaute
cosmonaute Feb 1 2011, 11:42am replied:

PQNY, by using this tone i guess you want to convey the feeling that the Dezowave team owes you something (what ? You tell me)...

Are you that retarded ?

+6 votes     media: Lost Alpha Calendars - 2011 February
cosmonaute
cosmonaute Jan 21 2011, 4:01pm replied:

You should try to do it yourself, then. Armor-looting mods already exist, you'd just have to tweak the economy.
That way you'd be able to see how much of a tedium it is to do that kind of thing, and for a result that is hardly worthwhile.

+2 votes     mod: S.T.A.L.K.E.R. - Lost Alpha
cosmonaute
cosmonaute Jan 21 2011, 2:57pm replied:

Unfortunately SOC economy IS already broken : it's awfully easy to get rich as ****. No need to make things worse, really.

+2 votes     mod: S.T.A.L.K.E.R. - Lost Alpha
cosmonaute
cosmonaute Jan 21 2011, 2:02pm replied:

What you say is true. Besides, if you favor "realism", the armors you'd loot in that manner would be riddled with bulletholes, broken and useless, wouldn't they ?

+2 votes     mod: S.T.A.L.K.E.R. - Lost Alpha
cosmonaute
cosmonaute Nov 29 2010, 4:26pm says:

Lightning and view distance are absolutely perfect. Did you draw your inspiration from Hungary countryside ?

+1 vote     media: Lost Alpha
cosmonaute
cosmonaute Nov 29 2010, 3:20pm replied:

Will you people seriously keep asking the same question over and over ?

+1 vote     mod: S.T.A.L.K.E.R. - Lost Alpha
cosmonaute
cosmonaute Nov 27 2010, 7:31pm replied:

They look good, but too evil i think.

+2 votes     mod: S.T.A.L.K.E.R. - Lost Alpha
cosmonaute
cosmonaute Nov 26 2010, 2:22pm replied:

666 days after this question is asked for the last time...

-1 votes     mod: S.T.A.L.K.E.R. - Lost Alpha
cosmonaute
cosmonaute Nov 16 2010, 5:24pm replied:

Sorry, you're right for the skin : it has nothing wrong in itself ; it's just that it's brighter than in the other zombie skins, and it stands out a little too much in a group of walking corpses.

For the sake of variety changing clothing color is good, but i still think that the green is too intense : the uniform is supposed to be worn, old and washed out.

But anyway don't mind me, i'm something of a nitpicker...

+2 votes     media: trying to finish my thesis on time
cosmonaute
cosmonaute Nov 16 2010, 4:24pm says:

Do you have storyline plans regarding the zombies ? There must be dozens of interesting ways of explaining why they're wearing uniforms/pajamas (in fact they look like concentration camp prisoners, which is quite disturbing)...

By the way, this zombie skin is not so good : colors are too intense (clothes too green, skin too pink); faded colors would be preferable i think.

+3 votes     media: trying to finish my thesis on time
cosmonaute
cosmonaute Nov 12 2010, 7:47pm replied:

By "you" i meant "anyone", and my question was rhetorical : i have no intention to tell anyone what to do.
But i do resent those mods because they miss the point...

+4 votes     mod: S.T.A.L.K.E.R. - Lost Alpha
cosmonaute
cosmonaute Nov 12 2010, 5:50pm replied:

Never understood those gun mods ; if for you stalker is all about guns, why don't you play COD or something like that ?

+4 votes     mod: S.T.A.L.K.E.R. - Lost Alpha
cosmonaute
cosmonaute Nov 7 2010, 8:47pm replied:

Yeah, the problem is that they wanted them to look similar to the ones in the old videos, but in some of the builds the arms look better than in SOC...

+1 vote     media: Cooling Lakes
cosmonaute
cosmonaute Oct 21 2010, 1:40pm replied:

Could you give us a link please ? I can't read cyrillic and google translate sux...

-1 votes     mod: S.T.A.L.K.E.R. - Lost Alpha
cosmonaute
cosmonaute Oct 16 2010, 12:30pm replied:

Ok, great.

+1 vote     mod: Gothic 2 NOTR: Nature's Fury
cosmonaute
cosmonaute Oct 16 2010, 12:10pm says:

Hi, i'm considering playing G2 for the first time, of course with your mod. But something concerns me : i heard the game was already quite challenging, so does your modifications make it too hard on newcomers ?
And have you by any chance considered to release two separate mods, one for visual replacements and the second for gameplay and additions ? I don't mean to be a pain in the ***, but there are relatively few mods for this game and they're often hard to find (especially if you don't speak german), so creating a modular thing could be nice to the community.

Anyway you can expect me to give your mod some hype in the french community.

+1 vote     mod: Gothic 2 NOTR: Nature's Fury
cosmonaute
cosmonaute Sep 11 2010, 9:01pm says:

Yes, it's a little clean and "ungritty"...

+1 vote     media: Concept Menu
cosmonaute
cosmonaute Sep 11 2010, 2:46pm says:

"Roadside Picnic"...

+6 votes     media: Lost Alpha - September Pack
cosmonaute
cosmonaute Sep 11 2010, 2:44pm says:

Looking at this i realize there's not enough clutter in COP...

+2 votes     media: Lost Alpha - September Pack
cosmonaute
cosmonaute Sep 11 2010, 2:41pm replied:

Yeah, after playing COP i was afraid of that...
Good job, boys !

+4 votes     media: Lost Alpha - September Pack
cosmonaute
cosmonaute Sep 3 2010, 1:26pm replied:

Only problem with them is that until now no modder succeeded in animating and sounding them properly, which is a shame.

Visually they're on par with the dogs : a sick, creepily mutated version of an all too familiar animal. Good for the atmosphere i think...

+1 vote     mod: S.T.A.L.K.E.R. - Lost Alpha
cosmonaute
cosmonaute Aug 31 2010, 7:37pm says:

This skybox is by far the most beautiful...

+6 votes     media: Lost Alpha Calendars - 2010 September
cosmonaute
cosmonaute Aug 30 2010, 10:48pm replied:

So you completely abandoned free anomalies ?

+1 vote     media: Somewhere in the wild
cosmonaute
cosmonaute Aug 28 2010, 11:22am replied:

Realism isn't always the way to go i think.
Weapons degrading makes you feel like a scavenger, and stalkers are scavengers after all. What's important here is the atmosphere, which is way more complex and broad than mere "realism" (even if a healthy dose of realism is definitely necessary for the atmosphere to work).

Stalker is designed to make you feel like a survivor, not a foreign legion soldier. I understand people complaining about certain features; those who handle weapons IRL and say SOC weapons are unrealistic for example... But i think they miss the point. It's easy to question every gameplay feature when you focus on realism alone, as each one will seem overly simplified compared to real life. They should focus on the big picture to determine their value.
Besides, mods that try to correct "unrealistic" features often end up creating as many issues as they were meant to fix.

I remember vaguely that Alfred Hitchcock once said (he was talking about cinema but that can be applied to video games i think) "who cares about realism, that's the illusion of realism you want to create".

+2 votes     mod: S.T.A.L.K.E.R. - Lost Alpha
cosmonaute
cosmonaute Aug 21 2010, 6:31am replied:

That's why i liked the idea of invisible anomalies in AMK mod.
I'm not saying Dezowave should use the same trick, but rather that there are ways of distributing a good number of anom. in a more intelligent way (more than in SOC).

I guess i really like being under pressure when in the Zone...

+1 vote     mod: S.T.A.L.K.E.R. - Lost Alpha
cosmonaute
cosmonaute Aug 20 2010, 3:32pm replied:

Yes, but i think Dez hinted there would be less than in SOC...
Is it true ?

+1 vote     mod: S.T.A.L.K.E.R. - Lost Alpha
cosmonaute
cosmonaute Aug 20 2010, 1:55pm replied:

And also, will there be enough "free" anomalies beside small zones ?
I say that because after having finished COP, which apparently corrects many SOC issues, i realized i found it boring, precisely because most of the time you don't have to pay attention to anomalies.
Radiations and anom. are a good way to make you feel like a true explorer of the Zone, a feeling that somehow was lost in COP.

+2 votes     mod: S.T.A.L.K.E.R. - Lost Alpha
cosmonaute
cosmonaute May 17 2010, 5:51pm says:

Yeah, too bad some new elements were neglected...
The end of the game could have been more than just a conclusion to SOC in my opinion.

+1 vote     article: S.T.A.L.K.E.R. Call of Pripyat: Redux - 'Bringing life to the Dead City'
cosmonaute
cosmonaute May 17 2010, 4:15pm says:

Cool ! Thank you for the answer.
I'd give you ideas, but i don't know how you'll mix all the elements you want to put in Pripyat (i still think Strider would be a very good way to add new aspects and more density to the monolith faction though).

Still i wish you the best of luck, you're addressing COP's only big flaw, and as far as i know you're the only one...
Cheers !

+1 vote     article: S.T.A.L.K.E.R. Call of Pripyat: Redux - 'Bringing life to the Dead City'
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