I write things. Stories and configs mainly, though I'm not very good at the latter. If you need something written, feel free to ask me. I'm also always eager to learn more about things.

Comment History  (0 - 30 of 81)
Etcetera 17hours 47mins ago replied:

No console command, no, but try the CoP FoV Switcher.

+1 vote     mod: S.T.A.L.K.E.R. Call of Pripyat: Redux
Etcetera Aug 19 2014, 5:23pm says:

For me, the problem with the piece, with all its melancholy piano and mournful pipes is that it feels like I'm being told what to feel.

Rather than enhancing and drawing from the existing atmosphere of the level, it feels like I'm being told that I should feel wonder at the breathtaking beauty of the scene, etc

Now, that works in Half Life, it works in Metro, it works in Bioshock and it works in Bastion.

Trouble is, they're all linear games that direct the player down a very narrow path. When I play Stalker, it's just me and the Zone. The ambient music is part of the surroundings. Layering clearly non-diegetic sound over gameplay just draws attention to the fact that it's a game, ruining immersion.

Throughout the original SoC OST the sounds tracks used never as far as I can tell contain the sound of any recognisable instrument. I'm glad you guys aren't feeling restricted just to doing what's been done before, but for me SoC's soundtrack was so suited to the game because it was part of the environment.

+5 votes     article: First footage of in-game music in L.U.R.K.
Etcetera Aug 12 2014, 2:27pm replied:

Isn't the very definition of a professional author that they are paid for their work?

+2 votes     media: MDT hiring
Etcetera Aug 5 2014, 3:28am replied:

Personally, I like them.

1 - They're upgrades to existing pistols, as E said. SMGs generally have larger magazines and longer barrels - machine pistols are still sidearms, and SMGs are still primary weapons.

2 - Pretty much covered by 1. Besides, the ~1.5kg difference between an SMG and a machine pistol doesn't make much difference.

3 - In game, they'd be more expensive because of upgrades. In the real world? SMGs are manufactured in massive quantities, whereas machine pistols are not, which makes them rarer and hence more expensive.

+2 votes     media: 2.3 Automatic Pistols
Etcetera Jul 16 2014, 4:18am says:

Just a little heads-up: "Vikhr" is spelt with only one i.
(This post brought to you by pedantry)

+2 votes     media: Sr-3M Vikhr
Etcetera Jun 13 2014, 1:01am says:

Doppler effect?
Jesus, you're really going all in.

+3 votes     media: Doppler Effect and Iron Sight Test
Etcetera Jun 4 2014, 1:55am says:

I really liked the Trophy AK - it's a shame to see it go.

+1 vote     media: Unique weapons
Etcetera May 19 2014, 12:46am says:

Looks like a before and after shot for some sort of anti-ageing cream.

+7 votes     media: W.I.P.
Etcetera Apr 20 2014, 2:37pm says:

It's even got the mould line - very nice!

+4 votes     media: KS-23
Etcetera Nov 10 2013, 8:06am says:

Are we going to be seeing more Czechnology in 1.2?

+4 votes     media: CZ-52 model
Etcetera Nov 4 2013, 2:28am replied:

Easy as pie. The upgrades would be the hardest part.

+3 votes     mod: MISERY
Etcetera Nov 3 2013, 3:15am says:

Is is...
Is it an original mesh?

+4 votes     media: New Armor
Etcetera Oct 24 2013, 4:48pm replied:

The file 'all.spawn' defines the spawning of mutants, NPCs, items, and basically everything that isn't level geometry across the game world.

Different all.spawn files aren't compatible, which is why you need to start a new game whenever you install a mod or patch that changes them.

+1 vote     mod: MISERY
Etcetera Oct 23 2013, 4:34pm says:

Honestly, crazy paving looks totally out of place for the walls of an aging soviet industrial facility.

+4 votes     media: Basement
Etcetera Oct 22 2013, 3:03pm says:

Glad to see you're adding more MGs - CoP could really do with some of those. Few questions though: Are any of these going to have attachments? Also, any chance of using an RPK model here? This is an RPK-74M, which is chambered in 5.45.
The drum clipping into the wrist is a little unpleasant, too.

+4 votes     media: Machine guns
Etcetera Oct 20 2013, 1:37pm says:

Sad to see a promising mod go, but as others have said, real life comes first.

+2 votes     article: Mod likely cancelled
Etcetera Oct 7 2013, 1:10pm says:

How're the new guns for scopes, suppressors and grenade launchers?

+1 vote     mod: Arsenal Overhaul
Etcetera Sep 6 2013, 3:25pm replied:

Ask Mil or one of the other guys modelling weapons for LURK. I doubt they'll have time to help you, but they can at least give you a good idea of how much work each variant model would be.

+2 votes     media: Multiple Scopes per Weapon
Etcetera Sep 6 2013, 3:08pm says:

I'm glad you've worked this out, it'd be pretty nice to have this in ZoA. In terms of scopes, if you added the Kobra collimator and a longer-range rifle sight, that'd probably be enough for AK variants and lookalikes.

+2 votes     media: Multiple Scopes per Weapon
Etcetera Aug 28 2013, 4:58pm says:

I gotta ask:

What real point is there in adding an item which allows the player to turn two mags into an item that turns into two mags?

If it could be implemented into the actual weapon reloading then that'd be great, but this is Stalker, so there's no way of accomplish that short of modifying the engine.

+5 votes     media: New feature, joined magazines.
Etcetera Jul 14 2013, 11:49am replied:

By watching the news?

+3 votes     mod: MISERY
Etcetera Jul 7 2013, 2:53pm says:

We can use shovels to repair our gear?
Shovel AKs?

+6 votes     media: Equipment Handling (part 2)
Etcetera Jul 6 2013, 12:42pm replied:

Shoker Weapon Mod does this, and while being able to make SAW and Sniperised and what have you versions of various weapons is great, it means ****-tonnes of weapon models, profiles, and of course means that technician-performed upgrades no longer work.

Cool in theory, pretty much unworkable in practice, especially given how many new weapons Misery adds.

Maybe next engine.

+3 votes     mod: MISERY
Etcetera Jul 3 2013, 5:22am replied:

"which means dual scope and iron-sight usage"

+3 votes     media: Steyr Aug A1
Etcetera May 30 2013, 3:12am replied:

When the game crashes it automatically copies a crash report to the clipboard. Paste it - without more information, no-one can help you.

+1 vote     mod: Zone of Alienation mod
Etcetera May 7 2013, 8:56am says:

So what's the story behind the the background at the top?

+1 vote     mod: S.T.A.L.K.E.R.: Call of Chernobyl
Etcetera Apr 30 2013, 8:22am replied:

I'm not sure how calling the economy in 1.3 bad is rude. It was far too easy to make money, which messed with the difficulty curve as you could get high-tier weapons very early on.

What constructive criticism can I give other than make things cost more and sell for less? I'm fairly sure most of my suggestions will have already occurred to you. Frankly, the best approach in this situation is lots and lots of playtesting.

Apologies for any offense caused.

+2 votes     article: Status update on 1.4
Etcetera Apr 24 2013, 7:59am replied:

Frankly the economy in 1.3 was imbalanced enough, it hardly needs to be even easier to make money by repairing monolithian weapons and carting them back to the traders.

Exactly how many pistols were you carrying, slim?

+1 vote     article: Status update on 1.4
Etcetera Apr 23 2013, 8:27am says:

Sounds pretty good across the board. Glad to see the weapons with ****** irons culled.

What about a 10mm pistol or upgrade so that the ammo type isn't just used by one gun?

+2 votes     article: Status update on 1.4
Etcetera Apr 8 2013, 1:19pm says:

1.3 was pretty good, so I'm confident this'll be too.
Commiserations that the previous project fell through. XRay problems?

+1 vote     article: Swartz mod v1.4 in the works
Offline Since
Sep 22, 2014
France France
Member Watch
Track this member
Comment Statistics
Posts per day