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 88)
Etcetera
Etcetera Nov 9 2014, 6:25pm says:

Part of giving the Skadovsk a deeper sense of character was exploring how the various characters of the ship would impose themselves on it. Sultan's tastes are obvious - a dark and smoky den, a tattered Persian rug to match his name and empty bottles and syringes scattered across the room's surfaces.

In the middle distance beyond the doorway, Knuckles stands guard.

+5 votes   media: 'Den of Thieves'
Etcetera
Etcetera Nov 1 2014, 2:50pm says:

A wonderful chance to shoot off the inevitable thousands of rounds of 5.45 that pile up as the came progresses.

Nice that it can take a scope, too.

+1 vote   media: 2.4 RPK-74
Etcetera
Etcetera Oct 27 2014, 1:51pm replied:

Doesn't look like it, I'm afraid.

+1 vote   media: 'долг'
Etcetera
Etcetera Oct 27 2014, 8:59am replied:

Yup, that's definitely the plan. The nice thing about having a library of decals is that we can use them wherever we want to direct the player's attention, communicate themes, change the ambience, and so on.

+3 votes   media: 'долг'
Etcetera
Etcetera Oct 26 2014, 2:41pm replied:

Well, you might the different factions have wildly varying ideas on what constitutes "their territory."

+5 votes   media: 'долг'
Etcetera
Etcetera Oct 12 2014, 4:08am replied:

Copy it to a pastebin and post it here, then.

+1 vote   mod: S.T.A.L.K.E.R. Call of Pripyat: Redux
Etcetera
Etcetera Sep 27 2014, 6:23am replied:

There are currently no plans to implement any weapon mods into Redux.

+1 vote   mod: S.T.A.L.K.E.R. Call of Pripyat: Redux
Etcetera
Etcetera Sep 21 2014, 11:00am 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
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
Etcetera Aug 12 2014, 2:27pm replied:

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

+3 votes   media: MDT hiring
Etcetera
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
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
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
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
Etcetera May 19 2014, 12:46am says:

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

+10 votes   media: W.I.P.
Etcetera
Etcetera Apr 20 2014, 2:37pm says:

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

+4 votes   media: KS-23
Etcetera
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
Etcetera Nov 4 2013, 2:28am replied:

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

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

Is is...
Is it an original mesh?

+4 votes   media: New Armor
Etcetera
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
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
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
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
Etcetera Oct 7 2013, 1:10pm says:

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

+1 vote   mod: Arsenal Overhaul
Etcetera
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
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
Etcetera Aug 28 2013, 4:58pm says:

I gotta ask:
Why?

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
Etcetera Jul 14 2013, 11:49am replied:

By watching the news?

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

We can use shovels to repair our gear?
Shovel AKs?
Everydaynodaysoff.com****-Shovel-AK47.jpg

+6 votes   media: Equipment Handling (part 2)
Etcetera
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
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