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Not just "sorta like". It started as a mod project for Chivalry. Expect most of the core gameplay and mechanics to be very similar to it.
Ecchi no chikara!
It isn't, fortunately. From my understanding, the "singleplayer server" thing is actually stemming from the fact that previously there was a dual-architecture within the code, where SP and MP were completely separate entities and both had different code to update and modify. Mods were also only either compatible with one or the other - making a mod compatible with both was way too much work.
Now, you still play singleplayer locally, but the code architecture is the same as in multiplayer, meaning that the devs only have one set of stuff to change and modders can make mods that will work for both SP and MP at the same time.
A surgeon fails to properly close an open artery while finishing up his first surgery. The patient dies. That was your father on the operating table.
You can't complain. You wouldn't have done better anyway.
Rawr! One more helping hand here willing to submit to some reporting and stuff for the sake of better mods and candy! Though I won't mind if I don't get candy.
What a buggy, pathetic computer rig... such awesome power and so little knowledge of how to use it? The game runs fine. Go learn how to defrag your hard drive, remove spyware, avoid bogging down your CPU i/o with a bunch of useless slag and then come back here and try again. You'll find that it's definitely not "pathetic".
Especially for something created out of love by a bunch of devoted fans who are giving this to everyone for free. What have *you* released or achieved that is more worthy, hmm?
On topic: Awesome. It's released! Wewt! If no further posts, consider me another happy and satisfied user. ^^
I lol'd. Good to know what's up, thanks for doing this update.
Most games that rely on tooltips include an option somewhere in their menu to set the "Tooltip Delay", which is how long your mouse has to stay on something before the tooltip appear. Usually, the choices are something like this: "Instant", "1 Second", "3 Seconds", "5 Seconds". There's also usually a tickbox to turn them off altogether. Both of these sound fairly simple enough to implement, and would be more than satisfactory for everyone. I'm sure you wouldn't mind even having them always on if they were set on a 5-second delay ;)
That much work could easily be automated for someone who's good at, say, python or another fast-code-to-result language. Just saying - 'caus I myself wouldn't want that. 24 letters is more than enough for pretty much any name I would ever consider war-worthy (since anything longer would just look silly as a military craft name to me), though deeper instancing might be useful.
I'd dance the steps myself, but I'm not really good enough in python yet to come up with something stable in a reasonable amount of time. At the moment, it'd take me less time doing it manually than writing the python code ;)
Please try and direct bug reports, suggestions or comments about the mod to Complex.mastertopforum.com if at all possible. Beghins probably rarely checks the ModDB comments, and the official forums already have a strong and varied community ready to help out with bug-stomping or identifying problems. There might even already be a solution to your issue somewhere on the forums.
They're still preordering the full game; they will get all versions of minecraft up until Minecraft 1.0 Gold, after which they will apparently only get bugfix patches.
Yay for having an alpha version ^^
Take a look at "Star Ruler" by Blind Mind Studios. It should be listed in the "Games" tab on this very profile, in fact. It uses the Irrlicht engine and is a commercial indie game. You can see the actual Irrlicht license here: Irrlicht.sourceforge.net
I wouldn't recommend waiting for the Complex 8.0beta release if what you want is to actually get the mod working and play. It will most likely contain bugs, glitches and other issues and will be more trouble to install and run than the 7.4.4 release.
Oh god, thanks for the news post. I had completely forgotten to vote for this mod and would've regretted it if my vote was lost because of that. This mod is awesome and deserves more encouragement!
Slayer, if I were working in Obsidian HR and had been aware of this mod, you'd be working your *** off finalizing New Vegas for launch right now ;) (Yes! You'd be doing OVERTIME! I'm sure you wouldn't mind though.)
Sadly, I'm nowhere near that hot. I don't decide who gets to work for Obsidian or any other cool company like that :P
BlackCatGames are technically Valve employees though, if I remember correctly. So yes they're part of Valve, which means yes it's a Valve release.
How could the engine possibly be 6 years old if the engine hasn't been released yet in the first place? The Spark engine for NS2 is custom-made by Unknown Worlds specifically for Natural Selection 2. That's probably one of the reasons why performance requirements would be lower than you'd expect - it's tuned specifically for this game and for its graphics.
This isn't a feature of the mod, it's a feature of Stalker. NPCs aren't any more accurate than in the unmodded game anywhere as far as I could find. The only difference is in the weapons themselves, which are more accurate as a whole because they have less retarded spread and pack a bigger punch to counterbalance.
Of course, if you play on higher difficulty levels, which I'm sure you are because you're badass enough to tell the modmakers what to do, then that means the NPCs don't have to deal with random bullet spread anymore. Which means all of their shots (which were already always dead-on-target before in vanilla game, but missed BECAUSE OF THE BULLET SPREAD) will now always hit, since weapons handle more realistically now and recoil and sway become the main factors of inaccuracy, not the guns themselves. Again, NPCs at Master level don't care about recoil or sway, because they automagically compensate for all of that (which you can do too, btw, if you're good enough - but that that level the game assumes ALL NPCs can do).
Small "bug" (simple oversight/omission? Intended "feature"?) I found:
When you rescue the scientist and bring him to Yantar, then talk to the Professor, you don't get a suit. At all. From what I could figure out by taking an amateur look at the data files, it seems like either a call to give the item to the player was omitted entirely, or someone simply forgot to change that one reference of *_outfit to *_lurk_outfit.
Yes, it does. A lot. Overwriting a STALKER Complete 2009 setup with L.U.R.K. will permanently make the game unplayable.
Well, permanent until you delete that gamedata folder and put back your backup of the original vanilla STALKER gamedata folder. You DID keep a backup of it, right? If not, time to reinstall the game.
If you have this much trouble installing the mod, I'd recommend you install and use Smart Mod Manager: Smart-mod-manager.org
If you're still interested, give me a link to that "EVE" mod and I'll make a compatibility patch to update the weapon stats to be up to par with the Reborn philosophy.
EDIT: Oh, and of course I'd need to know which version of each you're using.
My guess would be that what you're seeing there is Depth of Field and SSAO coming across as really weird because of the low screen and texture resolutions of the screenshot.
Winthought! I mean, seriously, that's how it should be. Great initiatives you're taking with the design and direction of this mod.
Which is very good. Do those stupid, brain-dead radioactive brown plants even have the slightest clue how much easier it would be to absorb sunlight if they were green to begin with? =P
There's a problem with this file (ModDB-related, not the file itself) - it seems the file can't be found when it tries to redirect me to its download location.
It works with all of them. I don't see anywhere it would say that only The Pitt and Mothership Zeta are supported, unless you only looked on the mod's main page at "LATEST PC Downloads".
The other DLC-support packs are there too, you just need to broaden your horizons and look past the "Lastest and Hottest" stuff. Try clicking the "More Downloads" link, for instance.
Awesome feature. Not like I'd even use it myself, but it's good that there's more realism being put in this game that at first felt somewhat like a singleplayer MMORPG without auto-combat.
Myself, I just add my own patches on top of this to adjust a few scales, such as how much weight you can carry around, and am currently trying to figure out a way for armor's weight to be drastically reduced while it is being worn (to represent the lessened effect of the armor's bulk and the better weight distribution, as opposed to a while suit of armor you're carrying on your shoulder or in your backpack - which is much more cumbersome). Then again, if I can manage to replicate your weapon slots system but with armor, that just might work too.
If you're still taking in votes, I'll say ironsights would be my first priority, though I would like some customization too if that were at all possible.
I haven't played FO3 in a little while (I mostly play it whenever there's a new release of the bigger mods that I play, heh), so I don't remember exactly how this stuff works internally, but wouldn't it be possible to have weapons be customized on creation through the crafting system, and still have ironsights? Or is that already what's being discussed as mutually exclusive?
I'm sorry, but most of the devs working on this mod do not visit this forum, and it seems piper was unexpectedly absent. That leaves me, and I'm just a translator - I can't really help you.
What's more, my copy of Homeworld 2 doesn't even work, so matter how hard I'd try to find the solution to your problem, I can't.
This mod will only work on Homeworld 1.1. If you have Homeworld 1.0, then it *will* crash.