I do coding/scripting/configs/ect. Right now I'm working on the 'STALKER: Call of Pripyat' mods RCOM and Faction Fronts.
Respect for Trojanuch, such a huge contributor to the continued modding support still going on for the STALKER series.
I probably should put a version of this out. It works well enough for a beta at least.
This is the only mod outside Lost Alpha I care to see. Looks like you're doing awesome work Alundaio (and whoever else works on this).
Waiting a few days to get more work done...I needed some more RAM and a new GPU to be able to test the mod without out of memory crashes and to run smoothly enough to enjoy working on this mod again, haha.
send me a message :-)
I just looked at Misery's weapon configs because I figured if any mod out there had done what I planned, you guys would have haha. It looks like you guys (Trojan I assume) did something similar to RCOM, where you use very VERY low values for k_ap on all rounds, armor piercing or not. The problem with that, is that something that has a lower AP value is sent to a different algorithm than ammo with k_ap higher than the individual body armor sections. This causes those specific regions to be bypassed all together, instead taking hit_fraction as a multiplier in damage creation. Like I said, mine was setup similar to Misery in the older versions of RCOM. I didn't realized just why things didn't work how I thought they would until I found a thread a while back where some Russian modder figured out the algorithms used.
AAAAAND....I sent you an email regarding the beta! I'll have more details on exactly what I need for testing soon.
I'm gonna need a few beta testers really soon here. Message me if you're interested!
This is such a great mod idea. Many people (myself included) have tried to add maps AND add a bunch of other concepts all in one, not allowing time to finish our goals. This leaves a lot of room for people to focus on story/gameplay/content mods without worrying about a completely different aspect of adding maps.
Thanks for the welcome back guys! I'd be VERY surprised if the release isn't done this year. Most the work I have to do is sorting through files and merging some things.
Alive, but not working on RCOM anymore.
I was wondering if you guys were able to get the death effects running fine without problems and are using them? Since I don't mod anymore, I'm really hoping to see them pop up in Misery!!
Gonna talk to Predator_828 and then we'll let ya know, but the mod ain't dead!
I still wanna see this finished one day. Keep up the work!
I'll just say I agree with what N.Aaroe said. Sounding great Sclera! :)
Looks really good!
I would like to take a run through the beta. I'd love to run through it and see all you guys have been working on!
I'd like to add that I personally did some RCOM work for the first time in a while this last week :)
The easiest way to merge levels is to use the SDK now that it is released. The biggest piece of work, however, is adding something to do in those levels. Tasks, NPC's, mutants, what the Alife does where, ect.
This will be updated with more details. Just got back to working on some stuff. :) The gun count will be similar to that of what is going into 'Faction Fronts' for 'STALKER: Clear Sky' since its largely the same team working on both.
Glad you're enjoying the non-broken parts, lol! Using the RCOM forums here on Moddb is a good place for the bug reports, so they don't get lost :)
Thanks for the bug report. Many AI bugs like this have been sorted out or have a plan to be sorted out and just need to finish being implemented. Most the remaining RCOM tasks are planned, just still in the process of being put together.
Definitely not dead, work has just been slow for the last 2 months.
Yes it is. Life is busy, so when I do get time for RCOM I put it into working on it instead of wasting time with updates. You'll get more specific info and news throughout this fall, don't worry. :)
The dots are red to show they are offline, not because they are hostile, like in Clear Sky. It's that way for debugging purposes.
You'll see a lot more updates this fall. I've been working on another project and have been cramming work on that to get done before October 7th.
This mod is far from dead :)