This member has provided no bio about themself...
Looking forward to this release!
Screenshot looks good. Good luck on this xenus and good luck to you setakat. All modders efforts are always appreciated here.
SimplyYuri, what I meant to say was to give it that sun/world appearance and to give it that "silhouette" look. Its just not good to have everything lit up. All games needs contrast imo.
In real world, I understand but for games......games need this to not show the imperfections and as I said, it adds great depth and atmosphere.
SimplyYuri, its your mod bro. Its your vision. Either way, I will enjoy it. I was just suggesting.
Russian with english text is perfect!
I gotta say when jumping from one mod to the other in any of moddbs stalkers section, none of them compares to the overall look of light/shadow and the dead dreariness of Ghostland. In any photo I look at any of the mods I see here, none of them comes close to the visual style of this one. Ghostland is like a cold, dead art.
Heres an example Media.moddb.com
I agree with lgs though. While the reflection looks amazing, its these bland shadowless settings that always hurts these mods imo. All stalker mods requires intense shadows imo. It adds great depth and atmosphere to these series.
wasnt there a mod to add more weapons in AA2.1? I cant find it.
What misery needs are new maps added. Seriously, im surprised that no one says this. Seeing all the upcoming mods with new areas and older build maps thrown in, I cannot help but wonder why Misery CoP doesnt have these vast areas to explore. Would it be that difficult to add in new locations that wont intervene or break the current storyline? I mean like, lets say that these new areas would only have side quests embedded into that map so that you can obtain a new unique weapon/suit and then you can go back to the original areas. A CS swamp/marsh would be sick in CoP. I wish I could mod and share =(
All looks good on that video! Can hardly wait. Will keep my eyes peeled on this one!
We still want more =)
im currenty playing the english version of your mod and I gotta say this is the best CS mod to date. Job well done guys!!
Great suit selection, good additional weapons (love the SIG 550 sniper =)
Combats good as well as the faction wars. Getting to the end now and its a blast.
Gameplay is all there guys. A definate download for any CS fans. CS is such an underrated game of the series. Faction Wars is just too damn amazing!
Visually its not the best looking stalker out there. This is due to the lack of shadows on sunny days. Almost no shadows. This could use some improving.
Overall, great mod guys and thanks!! You have revived Clear SKy!
congrats on the mod of the year standing guys. well deserved!
in that latest video, are those floating islands @40 secs in? I mean, correct me if im wrong but, I hope this doesnt turn into mario bros =(
What exactly are we to expect to see with this mod? Theres very little info that I can find here.
Very impressive on the looks of this mod. Im just seeing this for the first time. How are you coming along with the levels? Are they all done?
Any plans on revamping the artifact system?
Good luck on your mod!
bummer, wish I could help you. Hopefully someone can help out.
Is this coming out in quarter 4 of 2015 like you stated above?
Im sure in reality, yes, guns will wear on just plain firing. But this is actually silly to put into a game for realism. Why not just add having to go to the bathroom from all the food you have eaten, or not make your character be able to carry 5 ak47s. My point is that certain realism is silly to put into game. And gun wear from firing is definately one of them. just my opinion.
im inside the bar and am firing the M110 at a wall several feet away and the weapon degrades. I also tried this with the saiga and its the same thing. Why do weapons degrade when firing at a wall, even at far distances?
This screenshot the light/shadow contrast looks good. No uneven lighting.
I am one who is very picky about lighting. Lighting in this game is very critical which adds the ambient atmosphere it needs. You need to have the shadows equal from the trees to the grass. The bark on the trees and the leaves are darker than the grass in the foreground imo.
I will be looking forward to this release. Good luck on this project guys!
how are you coming along on the english translation alexisrichard?
How are you guys making out with the transitioning from one area to the other? Are all the maps connected? Are there more transition spots to go from one map to the other? Sorry for the multitude of questions here.
I have a 5870HD vid card. Is this too old for DX10 renderers?
This problem seems to have started when ive gotten the velez detector. I have not searched the garbage mounds at Garbage before so I went there and not one artifact has been found. Its usually this area you get the most artys. I have also tried to scour the garbage mounds with the other two detectors with no luck. I went to 3 map areas around their perimeter and have not found one. I havent found any since the i have acquired the velez detector.
Yes, I have tried dropping artifacts and they all function fine.
Again, since ive gotten the velez this problem has started.
Autumn Wanderers, can anyone explain why my artifact detectors stopped working? I dont know if its either the detectors or my game world had all its artifacts dissapeared. definately not good here.
I hope you can pull this translation off alexisrichard. Good luck!!!
I just started playing 2.1 and now im up to go BACK into streloks hiding place underground after talking to mole. Both my velez and other detector are not working anymore. Not finding artifacts. this is unusual.