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.
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.
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.
Doesn't look like it, I'm afraid.
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.
Well, you might the different factions have wildly varying ideas on what constitutes "their territory."
Copy it to a pastebin and post it here, then.
There are currently no plans to implement any weapon mods into Redux.
No console command, no, but try the CoP FoV Switcher.
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.
Isn't the very definition of a professional author that they are paid for their work?
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.
Just a little heads-up: "Vikhr" is spelt with only one i.
(This post brought to you by pedantry)
Jesus, you're really going all in.
I really liked the Trophy AK - it's a shame to see it go.
Looks like a before and after shot for some sort of anti-ageing cream.
It's even got the mould line - very nice!
Are we going to be seeing more Czechnology in 1.2?
Easy as pie. The upgrades would be the hardest part.
Is it an original mesh?
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.
Honestly, crazy paving looks totally out of place for the walls of an aging soviet industrial facility.
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.
Sad to see a promising mod go, but as others have said, real life comes first.
How're the new guns for scopes, suppressors and grenade launchers?
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.
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.
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.
By watching the news?
We can use shovels to repair our gear?
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.