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I'm running 1.87.21 and the generals Titan works just fine for me while playing the guard. The biggest change from the older versions that I have noticed is that now you have to recruit the general and put him on the field, then build the Titan assembly bunker and collect enough requisition to build his Titan.
Eagerly standing by 1.88 goodness!
So far I'm having fun with the new Hunt Begins mod! But I will keep checking back here to see if a fix/patch comes out for the installer.
Would it be best to just play the stand alone Hunt Begins 1.86 mod? I was hoping to play The Hunt Begins with the Tyranids...
Nice folding stock!
Oh and the girl with the red shoes is nice too. :P
I would like to also give my thanks to the SHoC SMP team.
Even though there are plenty of newer games out there, and with all of the newer mods for CoP, the Super Mod Pack v2.4 for Shadow of Chernobyl has been my favorite with all of the great features and fast awesome game play! Tons of great guns, like the over powered mini gun from the zombified Wolfhunter!
Even though like an other poster commented on the high rate of NPC spawning makes some side missions hard to complete, this mod has a lot of freeplay enjoyment because of the high rate of NPC and monster spawning! And so far mods that promote freeplay are my favorite!
Ive always wanted to see the Zone just after it was created, to see things from the very beginning! I will have to try this mod out!
Sorry to hear what happened, hope that you feel better soon, and that you can continue on your mod. If you don't work on it any more, I know its your choice and hope you find something to put your skill into.
Hope to see you come back to your mod, I know a lot of people were looking forward to it.
Glad to hear you are still making progress with the mod!
IRL stuff like work always takes priority, money matters and you have to pay your bills, mods don't matter much if your homeless!
If you can get us a new demo to play with around Christmas, that would be a nice present to keep us interested, but otherwise I think most people who lurk around moddb long enough are patient folks.
You said you won't be making your Clear Sky mod a total conversion but instead a expansion on the original Clear Sky mod? Once you finish the mod, will it still enhance the free play style of the game?
If I think back a couple years to when I last actually played the vanilla Clear Sky, the game kinda pushed you along the story to hunt down Strelok until you reached the power plant and then the game ended there, kind of a bummer like that. I believe both Shadow of Chernoble and Call of Pripyat both allow free play in the regular game, once you reached the end.
I hope you keep your mod in the spirit of free style SetaKat! But it seems like your more interested in getting your mod finished, so I will wait for Christmas to come and see if you can give us a nice demo to try out!
Enjoy your weekend, we look forward to quality updates, when they are ready!
Its good to hear that you got a job, you need money and food first.
But even if you will have less time to spend working on this mod, its understandable, as long you stay with it and get out some quality beta's for us to test, I think most of us will be happy.
I will continue to follow your mod and look for future updates!
Thanks for the early test release! Downloading right now and I'll try this out once I get home from work! Yes I work holidays. :(
But I can't wait to see if how much is different/the same from your old PreSky mod!
Great to hear you are making progress. I'll keep popping into this corner of modb to follow your progress! Your free play clear sky mods are the only reason I keep clear sky installed!
I always wondered what happens to all of those artifacts you hunt down in the zone and sell off to traders.
I remember reading how the Rail Gun in CoP uses the flash artifact, I just don't remember how it uses it. I would imagine it would go into the weapon it self, or am I wrong that each bullet/battery has a flash artifact in it? I would imagine the first option would be the most resource effective way to use those precious artifacts. I don't know if there were enough flash artifacts available in the zone to make allow enough ammo for the Rail Gun.
That reasoning applies to the various guns that have an upgrade option utilizing a gravitational to help stabilize the bullet. Honestly I cannot remember if this was an upgrade available in the vanilla stalker games, Ive been playing way too many mods to remember what comes in the vanilla version of the game.
But I like having artifacts integrated as upgrades to weapons, I'm a nut for weapon upgrades. But going too crazy with them makes me feel like I'm playing Diablo2 and trying to balance out what gems I put into a socketed weapon for the max effect.
Nice to see that you have a new project started! I will follow this mod and patiently wait for beta tests!
GSC Game World ~<3
I want to get to Rostok like any one else following this mod, but I think for right now Fluffy just wants to this mod stable.
One of the things I enjoy doing with the PreSky mods, while playing versions 0.3 and 0.4, is upping the artifact spawn rate to something really high like 20 or 40, and just end up with a ridiculous amount of artifacts in just a few hours of game play. :P
Yes it breaks all aspects of how Stalker games are supposed to be played, but its always been my belief that when playing a single player game, the individual should have full control over their game, be it in which mods they use, or how many cheats they have access to... multiplayer games should always be more controlled and balanced.
That's why I liked how in Fluffies last release there was a partially working script options page, where script features could be tweaked a little. I only tried it once as I think it was bugged/didnt work... I just kept on setting my own options in the script file as normal, but if in Fluffies 1.0 release included this options page, I think it would be great if it include the artifact spawn rate, and maybe also a way to set the intensity of items appearing in game? Such as how much ammo and stuff is found in crates and how much loot npcs have on them?
Hey there Fluffy, I'm just checking in to see how your modding progress is doing.
Do keep us up to date with your progress! I, like most others, will probably spend time playing other games/mods for awhile, but I will keep an eye on this mod for any updates!
Oh man Fluffy! You gotta make regular backups! Use anything, USB drives, a external Hard Drive, with CDR's, DVDR's .. anything! Its the first rule or using a computer is to back your stuff up!
I have always wanted to be in this map (fully scripted into the game with events) find a safe place to sit and hide, and watch the generators generate an emission.
I have always wondered if emissions were mostly something that happens inside the stalkers mind, all of the colors and shaking and everything.
Like if some one were to watch the zone from the out side, like from a satellite, would the sky literally catch fire?
He done a limited release on PreSky 0.4.3, but it does still have a lot of bugs. He also has limited time to work on bug fixing the mod, so have patience and wait for a bug fixed version.
From the thumbnail, the hand almost looked like a robot hand.
Upvoted for truth.
Changing the NPC's logic? A special spawning location for a cat squad? I wonder if you could create a special cat squad with saw... a zombie's logic! A special zombie cat squad! Or maybe the logic from a snork! I can see a lone stalker trying to duck around an anomaly to get a artifact just as a cat Leaps from across the map and starts kicking and clawing. XD
Ahh, no hurry, we all want a quality release and a stress free modder!
How is it going with the bug fixing, Fluffy? Think we will have some PreSky goodness soon? :)