I do coding/scripting/configs/ect. Right now I'm working on the 'STALKER: Call of Pripyat' mods RCOM and Faction Fronts.
It's going. :)
This looks great!
Predator_828 or HeavyVanilla would be able to say more about new/replacement weapon models than I would. Sorry.
Some updates coming soon. :)
Yes there will.
Justin checked out Dustin Moore's website; quite talented! Good to see more talent joining the project. :)
The CoP maps aren't right next to each other, so you have travel through CS maps to finish all of the vanilla CoP quests. We'll upload the global map eventually.
You're really strong with creating the finding the right "shots" when making environments.
That's definitely possible. I think I'll try it out. :)
I like it a lot as well. The inventory is actually a more appropriate color for a backpack.
Internal Beta isn't released yet. Unsure on the date right now. Progress is mostly dependent on my free time and whether I am in the mood to mod or not.
I've been working on balancing out the medkits and bleeding a bit, and artifacts have been in the process of being reworked for awhile as well.
The FAMAS is such a awesome looking design.
Gnomus made the current scopes used in RCOM, and I'm not sure if he is even modding anymore. I doubt there will be new types of scopes for future RCOM releases.
Loving the amount of "unfamiliar" areas. :)
These features are part of the next version of the mod. Thanks for reporting the ammo problem, however it has already been fixed.
No worries, that's normal with RCOM. The lack of map and ammo counter is meant to be missing, somewhat akin to Call of Duty or Bad Company 2's "hardcore" modes.
Aludaio: I'll check out epicstalker, since you probably mentioned it there. I've been busy the last several days.
Ballpark release date for final version would be Summer 2011.
VERY good work, wow.
Great feature idea! Digging the German accent too!
Awesome, as I've long come to expect from you Cromm. :)
Glad people like you have given good feedback and ideas since the start. ;)
No, the bloodsucker quest isn't fixed in 1.06. Next release it will be fixed, as a fix has been found by a modder named Aludaio.
Awesome, new helicopters are being added! :)
New maps are going to be in the next release. The last RCOM is about 9 months old, and does not have the new maps.
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.
No using medkits currently, although it is possible but I'm not sure if I'll script it or not.
Currently once you're dying you're strait up FUBAR and if you aren't hit in the head, then you can try taking out as many NPC's as you can before finally dropping dead.