Gaming since 1986 | Modding since 2002 | Music production since 2000
How about some new locations like the metro level?^^
Combine the whole zone into one big landscape like in fallout 3...
That would be totally awesome, but I think its impossible for the xray engine.
Take your time, nut dont let this mod die.
There are so many good ideas which sadly end up in dead mods.
And this one semms to have a lot of good ideas!
About the videos... its the marsh from CS, isn't it?
Not the swamp_old... that one should look different.
Ouch... looks quite deadly^^
Seems like, smter picked an old version from dark dolina.
If its this one from the 2205 build, it would be my favorite^^
Its much bigger and the whole level design was more... mysterious.
Yo guys... how is the work going so far?
A little update would be nice! :D
WOW! This looks quite amazing!
Good luck to your work and I hope to see this mod ready in time.
Oh yeah! Very atmospheric! Love it! :D
Really nice to see this effect used more often!
Although I sometimes wonder where all this fog is coming from^^
Just a kiss!
Just a little kiss?
Naaa...ok... lets hope nobody will see it... (and let your tounge away!)
We all know, there are no women in the zone... but could this be the solution?^^
Lies! These are all lies! Same as the cake! The cake is a lie!
Yeehaaw! Thats why I love the zone!
Would be nice for LA.
I will test it on static as well, this gives me the"old" feeling.
For the second or third run trough LA I will choose DX9.
Screw that! Hop on it and take a ride to the base!
CS version? Nice one!
Can't wait to get there, deep in the night from a raid looking for some place to sleep.
Good thing smrter is making progress... otherwise we would have a lot of zombies (braiiinssss) playing Stalker^^
Its a lot of work that you've got with the whole mod, but I would appreciate it.
The connections between the levels would make sense also, since you used the CS cordon, if I remember right...
Ok... connecting the garbage wouldn't be that easy.
But there should be a way to fit them together^^
From the design, I would choose the CS version.
I like it more, than the SoC version.
Advantage is the base in the CS version which is more detailed than in SoC.
Good place for a market, buy and sell information and have a drink^^
I hope you guys will find a solution and continue (y)our dream! :)
I'm having some problems to get this shader working in OGSE.
I've added the line in the bind_stalker.script, copied all other stuff in the gamedata folder but it won't work.
DoF is working but no wet surfaces...
I'm looking forward for this moment!
But I still don't know, what I will do first... explore, missions... aaaahhhhh! :D
Most of all maps I like to see.
Keep it up!
But it was worth the effort! :D
I hope we can use them for some sneaky action.
Got a little bug when I turned off the radar.
Cut-scene appears but then I wasn't able to move any further, no hud or any other things turned up, all buttons were dead.
After save/load it was ok and I could move on.
Don't know if you guys know about this problem, just want to mention that.
I hope the sewers are open as well?
Hmmm... I got problems where I stuck into meshes... but this happened 1 or 2 times in 100 sessions.
As long as there are some nice autosavepoints (will there be any? OO) it shouldn't be necessary to have GOTZ activated.
Why dont you keep some of the original CS connections between the levels?
Agro to Yantar for example? Or is it not possible to let two ways end up on one point? (wild territory goes there)
Simply throw some granates^^
Hide behind a building, take a quick aim and thats it.
Nothing compared to a APC attack in the soljanka...OO'
Its W.I.P. give him some time to place objects and other stuff.
Its totally crazy what he is doing... for working alone on this massive mod.
Errr... can one of you up the original english localisation.ltx?
I need to edit it for active _west fonts...
It would very helpful, if you place the new added dialogs under the original ones.
It's quite difficult to sort this lines out for translating them into different languages.
Most of them are marked as new dialogs but I've to move them to the end of the file to get a better overview.
Otherwise maybe you can move them to a extra OGSE_level.xml file like in the OGSM for CS or HOH mod.
I think this would be also a better overview for you guys to work with.
Enough complaining... keep up your good work^^