A professional CGI artist with 20 year experience in 3D, web design and web developing.
A passionate gamer since ancient era of 8-bit ZX Spectrum.
A devoted S.T.A.L.K.E.R., tirelessly roaming and exploring The Zone.
I hope you won't be disappointed :)
Doesn't matter. One or another, or both.
Just comment two lines in bind_stalker.script:
That may be an issue with SweetFX. To get rid of SweetFX delete (or rename) bin\d3d9.dll after installation of the mod.
What patch version do you have? AA2 works with 1.0006 only.
What a beneficence, man! Thanks again.
Too much to write :)
The major graphics/sound ones:
- New tree models / textures (Absolute Nature)
- New weather system (AtmosFear)
- Lots of new sounds
- Lots of new textures
- Some new weapons and items (not many, maybe 10)
- Artifacts detectable only by detectors
- Repairs by traders and kits
- Sleeping possible in some places
- New UI/Hud based on CoP one
- Hands change the texture depending on the suit we're wearing
- Same with the mask hud (dynamic hud)
- Random stashes
- screen effectors on irradiation, low health and stamina
- applying medkits, eating or using repair kits takes time.
Some bugfixes like empty stashes and non-disappearing mission markers.
And many, many other fixes, addons, tweaks etc.
The mod has been uploaded today (29th) and awaits the autorization from ModDB admins. Usually it takes 1 day so it should be available for download tomorrow.
Good hunting, stalker :D
We've introduced it to ShoC and they behave as in CS/CoP. Well, sort of, due to engine limitations. For instance we've move the artifacts position display to minimap as it was impossible to show them on actual detector model.
Check the link above
Generators, the map? No.
This mod is a graphic/audio/gameplay overhaul of the vanilla ShoC with original storyline. We haven't added any maps just tweaked the old ones a bit.
For a real reworked generators map you need to wait for LA :)
The hands will change depending on what suit you wear.
Due to engine limitations the detector hud (hand holding the detector) uses bolt hud. In ShoC here is no separate hud for the detector. Behavior has been copied from CoP where you don't throw bolts to find the artifacts.
You don't need a mod for that. Just turn your hud off with console command 'hud_draw off' :)
True, SoC engine is old and limited.
I've done the mods with extended geometry for CoP already but Autumn Aurora is a mod for SoC and it's goal is to squeeze out everything xRay 1.0 can give.
I have the pleasure of working in improved SDK we created for Lost Alpha and it is even better and more stable than 0.7.
No, no and no :)
We don't use superbins. Instead we use 1.0006 bins patched for A.R.M.S mod. We use it to make the suit changes visible.
Regarding vertex count we try to keep the max vertex count below 3 million. We haven't observed any crashes related to that so far (even on relatively old machines).
Nice shot dez :D
Reminds me that: Img443.imageshack.us
Leave here, man. Adin, dva, tri... :)
We need to keep the amount of trees (polygons) fairly low due to SoC engine limitations. For a real forests you'll need to wait for LA I'm afraid. Still we've added around 500 new trees and bushes in cordon.
Lost Alpha is not another version of Priboi Story. It's a remake of Shadow of Chernobyl.
It might be years, months, weeks, days. It could be tomorrow. Either way, we won't tell you until it's done. The only answer until then is: TBD. TBD means 'to be decided'. We haven't decided yet.
Maybe I'm wrong but this looks like static lighting to me. On 2:04 you can see the sharp edge of the road on its r-hand side. That's on static. On FDL the road blends with ground.
Yeah, would be if xRay was supporting 3D in FDL. Unfortunately due to deferred shading xRay supports 3D only in static lighting.
That's a common thing. On one of my monitors it's dark on the other it looks OK. In game you can tweak that with brightness/gamma controls or by raising hemi light.
More or less when it's done and ready to be released :)
Hehe, I wish that it would be so easy :)
Actually they record the voiceovers first and then they match the mouth animations.