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Comment History
FACECHUNK
FACECHUNK - - 17 comments @ MISERY

Question about the environment?

If I copy pasted the texture packs from I work alone into this mod, would it crash the game?

And regarding the armory mod, and new ordanance mod - a lot of effort has gone into these. But I have to ask, why doesn't anyone ever focus on the animations of characters? from the 3rd person perspective.

An enhanced animation of characters - especially when it comes to running, would be really impressive.

I also posted on the armory mod comments section, regarding the difficulty of meshing? Would it be possible to alter the size of the characters feet? A lot of things have been changed in this game.

I originally assumed that characters were difficult to re-model, yet suddenly there are a lot of changes occuring with meshing in the armory mod.

Would it be possible to have a crack at altering boot size and 3rd person animations.

Kind regards,

FACECHUNK

Good karma+3 votes
FACECHUNK
FACECHUNK - - 17 comments @ Armory Mod

Something I have always wondered,

Is it really difficult to change the mesh of the character?

The reason I ask this is because a long long time ago I remember the 'large boots' syndrome was criticised. I have just accepted it as I assumed there wasn't a fix.

The modding community has excelled in a lot of areas, but I have never really seen any other major modifications in characters. There must be a reason to this.

Looking at your new meshes of head gear, etc. How hard would it be to attempt altering boot size?

Also 3rd person animations? Is it something that is so difficult to alter that nobody bothers with it?

Good karma+2 votes
FACECHUNK
FACECHUNK - - 17 comments @ Sapience

Map design is looking superb.

Is it going to have the vanilla models/weapons/Character skins and hud interface etc.?

Good karma+2 votes
FACECHUNK
FACECHUNK - - 17 comments @ Heroes & Generals WWII

Thank you very much for the update.

Good karma+2 votes
FACECHUNK
FACECHUNK - - 17 comments @ Heroes & Generals WWII

No alpha key here also. Can one of the devs confirm if alpha keys will be available for people who reside in Australia?

Good karma+1 vote
FACECHUNK
FACECHUNK - - 17 comments @ Vanguard: Normandy 1944

Holy ****, thanks for responding. I appreciate the response.

I had an idea for a game type after watching your video. I noticed the roads and the convoy type style the video depicted. The level designers are unreal in this game btw, never seen a map placement of trees look so natural.

Anyway,

GAME TYPE: CONVOY
TEAMS: CONVOY TEAM, AMBUSH TEAM
OBJECTIVE:

CONVOY TEAM: Must reach other side of the map/destination with at least 1 convoy truck operational.

ATTACKER TEAM: Must eliminate all trucks (not tanks or motorbikes) to win the match. THE ATTACKER TEAM HAS 1 MINUTE OF GAME TIME AHEAD OF CONVOY TO GET INTO AN AMBUSH POSITION

RULES OF ENGAGEMENT:

CONVOY TEAM: The convoy team has 3 trucks and 2 tanks that can be used as a defensive aid to the convoy. The tanks will have limited shells and limited machine gun capacity.

AMBUSH TEAM: The attacker team will have a designated number of rpg (severly limited, perhaps 2 in total to make things intense), mines, sticky bombs, that they can use to ambush the convoy. If they don't succeed in taking the convoy out by explosives they can proceed to shoot the convoy till it explodes. This may prove difficult as the convoy team will attempt an escape.

The sticky bombs will be handy (if you make them)

An ambush team can set a couple of mines further up a track, get down to a close in dirt track with trees etc. Wait for a tank to roll bye, stick on a sticky bomb and disable the tracks, Block up the convoy forcing it to reverse. Have an rpg hit the rear end convoy tank and then proceed with the shooting.

Something like that. It would be a really great game. To make it interesting, give the CONVOY TEAM 2 routes to traverse to add in tactical gameplay. Also a possibilty to a destructible bridge perhaps?

Good karma+4 votes
FACECHUNK
FACECHUNK - - 17 comments @ Vanguard: Normandy 1944

what about feigning dead also. That would be cool a cool tactic. Lie on your back but without blood on you, so whoever walked past and noticed you didn't have blood on you would be able to take you out before you could roll back onto your stomach into the prone mode -( if there is one, also from playing dead squirrel to rolling over to prone would have a time penalty to help the other team have a chance to take you out fairly) and if they didn't notice, you could roll around and shoot them in the back.

Especially cool if all your team mates where down in a group and you used it at the right time to look like a pile of dead bodies.

Anyway, the only other thing I can think of atm is to perhaps implement hand signals into the game. I hope 3d voip or mumble is used so that other enemies can hear you chatting if you are close by.

Ok i'll shut up now. :)

Good karma+4 votes
FACECHUNK
FACECHUNK - - 17 comments @ Vanguard: Normandy 1944

One more thing. Sticky bombs? For tanks? Put them on their tracks, and boom? Judging by the terrain and the convoy restricting roads in the video it looks like it would be quite possible to hide in the bushes at the side of the road and wait for a tank to roll bye and stick on a disabling sticky bomb and run for cover as your team mates take out the tank from behind with an RPG before it can turn its turret towards them. That is of course if the back of the tank is weaker then the front or whatever you guys are using for hit box damage.

Are cross-hairs going to be off for this game? Cross-hairs are a real realism breaker for some. Or is their going to be a hardcore mode of sorts with no cross-hairs?

Any chance of doing some rain stages, with thunder and lightning and all the good stuff to make it supremely atmospheric.

And last idea that I thought would be nice, is if someone on your team was able to implement wildlife such as a Bird. Giving the birds a zone of tolerance to players. And also to Gun fire. Basically giving away the player if they were sneaking through a field or patch of trees etc. and alerted the birds which would fly up and squak/make noises whilst flying to another patch of the map. Could be a cool way to identify that there is players in the area moving around sneaking through the bushes. Could give campers and snipers away unless they stay still.

(more birds = more chances of finding an enemy in the bushes = more fun in sneaking up behind someone and getting the kill)

Good karma+4 votes
FACECHUNK
FACECHUNK - - 17 comments @ Vanguard: Normandy 1944

Hey devs.

Could you possibly add weight mechanics into the game. For the soldiers that is. Giving weight to weapons you carry and the ability to drop them to gtfo of the hotzone if necessary.

If i am carrying a rifle and a pistol and ammo and a mortar kit or RPG or all of the squads ammo then it would be better to move slower. Kind of like the part in Saving private ryan, where they take off all the equipment and only take whats necessary to run up to the MG nest.

And could it be possible to have a bayonets? (not sure if this is historically accurate) - if so, then to have an alternate fire button after attaching a bayonet (crytek style press x, add bayonet - real time) and then be able to use it as a prodder in CQB

thanks for reading.

Good karma+3 votes
FACECHUNK
FACECHUNK - - 17 comments @ MISERY

Regarding the bolts to throw. In the movie stalker, Alexander (STALKER) emphasised finding them again by tying on strips of white tape. Along the spirit of the almost bare essentials it would be pretty cool to have a limited number of bolts and the ability to purchase more as a practical commodity besides bullets and food at stalker camps or to trade between other stalkers.

Bearing in mind that some of the anomalies are pretty obvious to see and some aren't and really require a trusty bolt. It would add to the challenge of the environment and what you are trying to achieve with the "small selection of gear" and "scarce resources" image to MISERY.

Sorry if this has already been mentioned

Good karma+3 votes
FACECHUNK
FACECHUNK - - 17 comments @ MISERY

Hey cool, thanks for the explanation.

I don't play cod, yet I know its over the top to get the next bullet into someone quicker, like most online games. I actually think the time it takes in Stalker is nice and adds to the intensity. I just saw a mod for the cod animations into stalker cop, so I figured it was possible to rework some of the animations into something less clunky on the arms, e.g -when running, moving left and right and holding a grenade.

Now I see why it would be a pain in the bum to do though, oh well - there are games and there is RL. Suppose one gets spoilt in detail from newer titles with more advanced animations and then finds it difficult to re-adjust.

Good karma+1 vote
FACECHUNK
FACECHUNK - - 17 comments @ MISERY

Can you possibly animate the arms in this game to a less clunky model? I recently saw an import of COD animations into the engine, not saying that I like the cod animations specifically, but that it is possible. It is just that it is amazing what a little bit of fluidity in the movements of the arms with weapons/tools makes to the overall picture of the game. The reload animations are cool but then it just seems to go right back to static/clunky movement. I kind of feel like a camera. Half-life nostalgia. :)

Although I understand that if you change one aspect of animation, it may look out of place with the rest of the animations from the AI.

Anyway just a thought. Hopefully in S.T.A.L.K.E.R 2, the company ups it's standard to at least Metro 2033 level of awesomeness. Hopefully the guys from Metro are helping out the S.T.A.L.K.E.R 2 dev. team.

Good karma+1 vote
FACECHUNK
FACECHUNK - - 17 comments @ RCOM

Hi MacBradley,

can you please give us some new video/information of something le-awesome. It really has been a while, thanks for reading.

(P.S- a video of artifact guns would be much appreciated)

Cheers,

FACECHUNK

Good karma+4 votes
FACECHUNK
FACECHUNK - - 17 comments @ MISERY

Could it also be possible to increase or decrease the pistols blowback action and trigger speed? I found that some of them were very paced and it was hard to kill things that were in your face most of the time with pistols due to not being able to blitz-fire at point blank.

Perhaps a modification for weapons to get a "hair trigger" upgrade???

Good karma+1 vote
FACECHUNK
FACECHUNK - - 17 comments @ MISERY

Is there anyway to add a flare gun or handheld flares that you can activate at night. Which in turn scares off bloodsuckers/perhaps other monsters due to some reason such as it disrupts their night vision/smell of chemicals burning/scared of bright light....

I think this would be really great to have at night, could be hell expensive also because there a rare commodity. I like the idea of monsters being afraid of bright light in the dark. Kinda like they don't understand why the sun is now right next to them so they leave you alone or stay within a certain radius of the flare.

Good karma+1 vote
FACECHUNK
FACECHUNK - - 17 comments @ MISERY teaser

Excuse me but will 5870 w/1gb vram crossfired at 1080p work this like a charm or will their be vram issues?

The gun textures look amazing, I am grateful that somebody is willing to make this game reach full potential.

Good karma+1 vote
FACECHUNK
FACECHUNK - - 17 comments @ RCOM

Hi, was wondering if it is possible to make hand held flares to activate and hold with a pistol or throw like a grenade?

It would be nice to be able to use flares as an alternative to night vision and it would also be really cool if you could use them as a deterrent to blood suckers (they perhaps cant handle the sulphur smell from them or some other reason that isn't far fetched)

Thanks for making cool mods for one of the best game series out there!

Good karma+7 votes