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 :)
Possible, but I probably won't include it. Most of the suits in STALKER are some sort of military derivative, and much of the carrying space in done through carrying space compartments on the suit itself.
Different suits, however, I plan on giving different carrying spaces to as well, just like how the have different carry weights in vanilla.
Its great that you've got a team you're working together with on WotW now.
Trying to do everything yourself is just an insane amount of work, and in order to actually get the mod done sacrifices probably would have had to been made; whereas now each development aspect gets more detail and quality from the specific skill sets of everyone.
For graphics mods, idk, haha! I've installed ATMOSFEAR before, but removed everything from the gamedata folder. I believe I left the uesr.ltx settings from ATMOSFEAR, although I made a bunch of edits to them. So its probably more of a 'Frankenstein' graphics mod, haha.
I'll sort it out once everything non-graphics is done for RCOM. I got the OK from Cromm Cruac to upload an optional version of RCOM with ATMOSFEAR already merged in. The reason is because the amount of comments and messages I've gotten on merging the two is quite high.
No I don't remember the suits. It just another example that adds to the reason why artifact gun's aren't outside the game's suspension of disbelief.
I forgot about that .Clash, that's a VERY good point, haha.
I kept thinking of either a "coil gun" or "rail gun," both of which are already a bit far fetched to be believable for any hand held firearms to be created from such technology.
Performance is WAY better than my first scripting attempt from a couple weeks ago, haha! I've a couple different algorithms and need to test them against a FPS counter, but so far I can't notice a noticeable FPS drop without seeing the FPS counter, which is a good sign!
You can do it in the SDK as well. If you'd rather do it manually, there's some threads on the subject on the GSC forums. Look for threads started by Beacon.
Awesome, its looking great!
The AN94 I've been using in the pics is just an alternate skin; the stock AN-94 is still the same one from vanilla. :)
Guns will still be mirrored, unfortunately. It's a bit weird, but requires reanimating all of the weapons if they were flipped. That's a huge job for even a talented animator, and I don't due animation at all.
If you're curious about bullet physics in RCOM, they are very similar in my working build as they are in RCOM Beta v.1.0.6 from the downloads section.
Bullet drop still exists, but is much closer to a realistic value. This means that most stock guns won't have much drop in the combat ranges found in STALKER. For the most part, you usually don't need to worry about bullet drop in RCOM anymore than, say, hitting an NPC just below the neck when you were aiming for his jaw at the longest ranges you'll fight in STALKER. RCOM isn't vanilla, the combat system focuses on different gameplay designs to create challenges in gun fights.
Honestly, I don't know. I'm guessing it aids leveling up, which makes votes worth more in MOTY voting, but I'm not sure what level up is for other than that.
As long as you +1 ever time I reply to comments, NEVER stop! Haha.
You've all made me proud, that's what I've done. :) Nothing like the feeling of starting an army of repeating sarcastic spam troll comments!
Thanks for detailing the problems.
Day/Night cycle is strange, and shouldn't be something from RCOM specifically.
I'll search for the broken private cut scene and guide. I think I have an idea what might have caused that.
Hehe, witty one there. :)
*!&$! really? I started a new game right before uploading it to make sure. Could you guys get it to crash, and then the crash report will be one your clipboard so you can paste it in a comment. That would help a ton.
Hi. I saw that you took interest in Redux, so I figured I would mention the mod that Redux took its weapons configs from. In the meantime, I suggest you look at my RCOM mod, which Redux took the weapons configs from. There has recently been a big update to RCOM, and I feel confident in advertising for it at this point. It is mainly a weapons/ballistics/AI/armor/mutant/balancing mod with a strong focus on realism, with some cool anamoly/artifact guns thrown in for good measure.
It would be very much appreaciated if you'd try RCOM out and leave feedback/ideas/bugs!
Next version should be out in the next few days. The most changes done in any update yet:
- Weapons Upgrades
- Darius6's Sound Overhaul
- Different AI for different level stalkers and different factions
- A TON of other stuff I'll mention on release