I do coding/scripting/configs/ect. Right now I'm working on the 'STALKER: Call of Pripyat' mods RCOM and Faction Fronts.
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.
Maybe it is, maybe it isn't.
Nope, not Monolith. I'm not saying who or what though.
Too much time has already been invested in it for it to die. I'd feel like all that time was wasted if RCOM died!!!
Great feature idea! Digging the German accent too!
Combat is still about the same difficulty wise, other than some fixes to make unique NPC's not die as easily. What you're probably seeing is how after hp hits 0, in one of the deaths shown I am still able to fire for a few seconds before I start to drop to the ground. I'm dead at that point anyway, so it doesn't matter if combat is hard.
Looking great! Can't wait to see it in game.
Awesome idea Fluffy! Sometimes the greatest ideas are right there in front of us, but no one thinks of it; here you thought of one of those ideas. :)
Really like this one! I've also have a couple suggestions/opinions as well:
- I feel the synthetic/electronic hats are a somewhat misfit with the rest of the instrument choices in the track. Maybe something more organic and powerful could be used like a timpani, or if that's too over-the-top some "boomy" tombs.
- The strings playing the staccato-esque parts could use some more attack. You could set a compressor with a hard knee and enough attack time to give some nice punch when they come in.
Maybe I should wait on the 3rd then...so I don't ruin your week? Haha.
I was sick right before a couple days off, and when I was sick I felt good enough to do articles but not enough to think for scripting or anything like that.
The whole toolkit/upgrade system is so much different in RCOM that it is hard to answer that directly. The new maps means the whole economy needed built from the ground up, to insure all maps had proper gameplay purpose and balance.
It came out better than I thought it would as well. After seeing other CoP HUD mods I didn't personally like, I figured that making one in CoP wasn't worth the time. I'm glad Predator_828 kept pushing for us to finally work on the HUD. Makes for better videos than be debugging stalker camping logic, testing campfire activation, following NPC's to make sure they go where they should, ect.
What were your ideas for a HUD? I can probably tell you quickly if they are possible or not with CoP. I ran into coding problems myself as well...certain functions available in ShoC weren't in CoP. If they were, I'd be able to dynamically change the colors of the HUD, and also have 255 possible levels of transparency, instead of being restricted to whatever the 10 textures are pre-set to.
Fortunately the flashing animations ended up looking great and restoring vision. Limited vision was a big concern of mine originally and I don't feel its a problem when playing with the HUD on.
That's good to hear! Especially the FAMAS, as it has such visually unique sights.
BTW, I'm sending you a message on dev stuff Heavy Vanilla. :)
See, I just don't get how artifact guns would scare someone away from trying the mod, when the game already contains WAY WAY WAY more far fetched things already.
Artifact guns are present in CS as well, fyi. There's a modifications that has a gravi artifact piece installed in the gun to increase bullet velocity. That is where I got the idea in the first place for artifact guns.
Artifact guns are STRAIT FROM STALKER LORE as is, so like I said; If I remove them for the sake of realism, then I have to remove every other unrealistic/sci-fi aspect of STALKER, all of which make STALKER the unique hybrid of gritty realism and suspension of belief.
Sorry v.1.0.6 is having issues for you. :( Did you send me a crash report? I can't remember.
Were working hard to make sure RCOM Final will be as bug/crash free as possible, as well. :)
Cool. I twas curious. :)
What changes did you doing to the Rays that you're testing here?
Someone's been going around Stalker moddb pages and giving out a bunch of random '-' votes, so I gave you all a '+' to make up for the stoopid troll! :)
I've still been too busy to check out ATMOSFEAR 2, heh. Can't wait to see 3 in action!
Looks great as always! I love the "fuzzy" grass on the Arcs. Makes it look like the generators haven't been producing blowouts for awhile...hmmm.
Keep in mind Loner, that Complete's focus is largely focused around the visuals. I'm sure there'll be plenty of action, shooting, and fire, heh!
Colors are looking great in this shot! Keep up the work, and have fun while doing it! :)
Hey, glad you like the idea! Most people don't seem to notice or comment on the artifact guns, which came as a surprise to me. I figured they'd be one of the more popular additions in RCOM.
I think he's referring to leaving out things like ATMOSFEAR, Gnomus Scopes, MAIO, ect, and just using solely Redux features, like the NPC stories, stronger mutants, stronger radiation, Redux HUD, ect.
I don't agree with it, but I think that is what Bastante is saying.
What would be awesome, is if similar filters could be ran as post process effects in engine. :) Algorithms like the ones used for many of Photoshop's filters, though, I'm sure would make the engine run like a slide show on downers.
Oh yea, I would name it appropriately, of course! :)
Don't know if you've looked at CoP's scripts much yet, but if walkers and guards have their way points named appropriately, a basic default logic is applied and one doesn't need to be manually defined. I don't know if ShoC has this (I never knew if so), but it sure is convenient for quickly creating non-exclusive alife jobs for simulation smart terrains.
I've read this in the past on the STALKER wiki, and it was very helpful, so thank you for taking the time to write it!
Since I've been doing a lot of spawning on empty maps for RCOM, I was thinking about updating the wiki eventually and making an article more relevant to Call of Pripyat, since there aren't many articles on it and I spent a lot of time figuring figuring out the particulars of it. I know how much time can be saved having the process explained in a tutorial versus figuring it out, and the tutorials you guys have wrote have saved me much time in the past so I hope to do the same soon!
Yes I thought about the American accents after I replied. Hmmm...I'll have to think about what to do.
Hehe, it IS very similar. Funny thing is I took this screen, not Predator_828, although maybe I subconsciously mentioned him because the similarities? Heh.
PS: YES the mod is going well. I just figured out the way around a HUGE engine parsing roadblock yesterday that had basically stopped progress for a week or two. Should be pretty smooth sailing as I know how to do everything else left and have done it in the past.
This is a VERY VERY VERY good idea, holy crap why didn't this occur to me!? Thanks A LOT!? :)
I just need to get the sounds German/France versions, as I only have the English and Russian sounds. Actually, I'm not sure if I have the Russian sounds anymore, I'll have to see if I can find my Russian version of CoP.
You STOLE my RESPONSE!??!!? haha :)
Right now they just have the same voices as the Russian military. I don't really see an alternative.
Which guide, and at what location?
Also, patch shouldn't have anything to do with it always being night. That's strange. The night cycles aren't change in RCOM; are you using other mods with it?
Actually, I'm getting plenty of "backup" from the STALKER modding community. Plenty of help, knowledge sharing, great mods by others merged with RCOM, ect. I'm just the only one filling the maps, so it that part takes awhile. :)
There still will be an option of having Atmosfear pre-installed with RCOM. For the CS maps, I will use just merge the relevant parts of the Atmosphere that was map for CS. Simple enough. :)
Yes, me too! I'm happy to have Predator_828 on board now. :)
Burnt Farmstead You'll see soon, as well as more of the marshes. I doubt I'll be including Army Warehouses though, as 3 empty maps is already a lot to fill with content!
This gun is so awkwardly beautiful. :)
Gorgeous. Wow. Nice work!
Can't wait to check it out!
CS NPP works fine, I was just there. Its not really that great of a map for any sort of freeplay, its really made for a scripted sequence and to look cool.
Shoc NPP was great, but is somewhat linear as well for what I want to do. Same with Limansk and even ShoC Pripyat to a degree. There's enough structures, story, and NPC's in the CoP maps, and what I want is to use 1-3 maps as "wilderness" to cross. I want to make the going deeper into the zone and back a very dangerous trip again, similar to ShoC. So far I can't find any more suiting maps than CS's Marshes and Red Forest, without going to the 1935 build.
What's buggy specifically? I'll look into the deagle right away.
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!
PS: Messaged this to you as well, since I noticed you have a lot of STALKER interest and didn't want you to miss my RCOM mod! :)
PS: I am not a bot btw, I gave you a message and posted here because I noticed you are very much a stalker fan, and wanted to make sure you saw RCOM. :)
Redoing all the upgrades in the game is a fickle bitch, uhhhh. Glad I'm almost done with them. :)
FYI this is no longer part of Redux. RCOM upgrades are exclusive to RCOM for now.
New Version in the downloads section! :)
"Blame MacBradley! :P"
Didn't I say that already? You sure seem to notice what everyone here says but me.
As far as weapon complaints, you can blame me. The weapons and ammo parameters are from my RCOM mod, and it's a Beta version, so advice helps, even if I need to come here to get it. Next version the recoil is around double for most of the weapons, and their handling properties are a more unique based on their size and stocks.
Actually, he isn't doing this alone. Much of this mod is a compilation of other mods.
Yes, Redux uses the weapons and ammo portions of this mod, but not other things such as the hit effects, artifact guns, and AI. Redux uses v.1.0.3 Beta. Upgrades will be in the next release, which should be very soon.
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
There IS a way, actually. :)
If you don't want upgrades though, you should at least disable the ones that break the game, because I can assure if you don't some people are going to do it anyway, despite how many times you say not to.
The fact you guess I keeping track of things you've learned and releasing them is so incredibly awesome. I know how much time you must put into Lost Alpha, and you know people won't cite you guys properly probably, yet you're still releasing info for the good of the community.
You know beacon, for 'Realistic Combat Overhaul Mod' I have upgrades for my realistic weapons values, along with an *** ton of AI mods to accommodate for realistic variables to maintain balanced gameplay. I should have the newest version with upgrades out in the next few days, and if you'd like I'd be happy to move my combat ballistics and AI work I've been doing for the last year over to Redux.
The thing is ALL the assault rifles are really good, so the order you get them in shouldn't matter very much outside of sniper rifles. It won't matter if you have a L85 or an AK-74 with a scope on it, you still can kill just as effectively.