I do coding/scripting/configs/ect. Right now I'm working on the 'STALKER: Call of Pripyat' mods RCOM and Faction Fronts.
Thanks, I appreciate that you understand the need for a break once in a while. :)
Justin checked out Dustin Moore's website; quite talented! Good to see more talent joining the project. :)
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.
Loving the amount of "unfamiliar" areas. :)
Mac and Predator_828 :)
Its the CS Cordon.
I did not mean to upload this yet, as I'm still writing it. Oops!
The Logo looks great.
Good news about the CryEngine SDK. Good to see progress is still happening. :)
I love the Snatcher color palette.
Looking good. :)
The MkII model looks great. I can't wait to see it textured!
Predator_828 made some black semi-transparent textures doing what you said around the outside, but so far they haven't been used, and may not be necessary IMO. If you check out the HUD video, you'll see that the health fx transparency levels flash in and out, giving the impression that the red is coming from the outwards in.
Another good one.
Wow I love it! Very nice. :)
I guess this is the first video of RCOM with a new map as well. Just realized that after uploading. Crazy.
Looks good with the HUD as well!
You know, these details you're adding is one thing that really seemed missing from ShoC and CS. Both of those games, the levels had different characteristics that made different architectures unique. In CoP, a lot of the levels had a bit of that "cloned" feel that larger games sometimes suffer from.
I've been thinking about whether to include gasmasks textures or not.
I like the idea of them, as its good immersion, but also they take up a lot of screen space, which is already limited in FOV compared to the peripheral vision one has in real life.
A possibility might be to have the mask textures only slightly visible at the edges of the screen. Hmm...
If included, masks would probably be an option at install.
Agreed, looking good! Some in game screens soon maybe?
Looks good. :)
The screen of this bloodsucker's mannerisms and shading highlights remind me of Psycho Mantis from Metal Gear Solid. Weird.
Good idea. Good execution.
It great you cleared up what the mod is about; it'll definitely decrease confusion and get more people to check out PP.
Yes, me. :)
Currently I'm having issues with pretty bad FPS loss though; hopefully I'll get to the bottom of the problem so I can give Predator_828 a copy of the script for FF.
Nice model! Are you doing the textures Predator_828?
I agree that many won't notice the differences, but the subtle changes already make it look more "organic" and like something stalkers would build, as opposed to a level designer.
No one probably noticed, but there is a flame here without the campfire sticks...left over from a recent test on making the old CS campfires operate dynamically with CoP's new scripting for camps and campfires.
Read the blog as well as looked at the concepts you've come up with. Sounds like a promising game concept, original as well. Concepts are great as always. Good luck with your efforts amongst your busy schedule!
You'll get more and more details about RCOM with each update, although I don't want to give too much of the game away.
An internal BETA should be pretty soon. No date for public release of final version yet though.
Would you be at least ego-centric enough to be called a "texturing devil" then? heh.
RCOM takes place during CoP, which is after both ShoC and CS. Having CS maps doesn't mean anything about the timeline in RCOM. Anyone left alive after ShoC (since CS was prequel) is a potentially present NPC in RCOM.
Maybe...or maybe not!? :0 HAHA. :)
Seriously though, I probably won't ever say so people can find out in game. There might be a few more mystery characters showing up soon as well, hehe. :)
They will. WIP.
Bandits are the same as in CoP with the exception of a possible robbery at entry/exit points to maps, which means they won't rob on any of the vanilla CoP maps, just the CS ones. Robbery will be the same as in CS garbage.
No, not unless you know how to properly merge shared files. This patch is to fix bugs/crashes. I'll make an optional installation of RCOM with Atmosfear 2 merged in for the final RCOM release.
Possibly, but not a priority right now.
Clear Sky is still the same Clear Sky from Clear Sky.
(WTF kind of sentence is that anyway!??! haha)
I didn't turn Clear Sky into a bunch of mercenary bad ***** or anything; their inclusion isn't meant to break them game's lore.
I put a lot of work into RCOM and I know that. I just don't like to lead people on as to what RCOM is about, and what I can/will/might add or change for RCOM.
Thanks though, compliment accepted, haha. :)
Speaking of which, I wonder what happened to that one man? Clear Sky might know something. :)
Filter is after effect on the screen shot, and won't be in game. These are meant to look like pictures of the RCOM zone...you can go there and see it in person (figuratively) yourself once RCOM is released. :)
Not all me actually. The maps come from a demonstration by the Russian community, although they are empty outside of scenery objects. I'm filling them with content, which doesn't require as much talent as getting the maps in IMO, but is extremely tedious.
It's going to take some testing before I know exactly what is going to be in the NPP map. I have an idea for artifacts that I think will be awesome, but I'm not sure on NPC's and mutants. The NPP map has a very peculiar layout for a STALKER map, and that will partially determine what I include there. I'm pretty sure I won't have ANY friendly units around the NPP though. :)
Well hopefully haha!
Just northeast of the Renegade base, right by the 2nd entrance to Cordon in Clear Sky.
There might be a few mysterious snipers around the NPP...if they aren't killed by stronger and even more frightening creatures! :)
It is the NPP map, or 'stancia_2' map from Clear Sky. However instead of a scripted sequence like the end of Clear Sky, you'll be able to browse anywhere in the map's limits at anytime (once you know how to get to the NPP of course).
You won't be able to get right under the domes though, and you can't enter the NPP like in ShoC.
Settings are almost vanilla actually, with a few lighting tweaks and some old school photo film grain from photoshop. GSC really does have an engine that is GREAT for creating some good atmospheres.
As a modder myself, I can say that the FF probably isn't thinking that way. Modder's dedicate a lot of time to modding because it's something they enjoy doing and for some they are building portfolios for other mod teams and employers to see.
What you're saying is kind of like this:
Just because I go play a game of basketball with some friends, it must mean I'm in a fight against Kobe Bryant. Haha.
Once again, another ace.
Once again, looks great and keep up the good/hard work!
No problem. I just hope that there aren't any crashes left. Until this week I didn't have much time for modding, and much of the crash fixing was spread out and I didn't properly write down all the fixes as I went; I did it by memory, which isn't always perfect hehe.
Well, later versions will include variations of Alundaio's AI mod, but for now you can try merging:
- Check RCOM script files for any occurance of "Mac" as I use tags (usually, hopefully didn't forget anything) to keep track of things I added to vanilla files.
- Copy what is inbewteen these start and end comments.
- Paste it into the same file contained in Allundaio's AI mod.
- Paste these new versions of Alundaio's mod into RCOM and overwrite what's needed.
- Hopefully it works!
Sorry, I can't offer further support for merging at this point.
Right now I'm working on getting a single map in, instead of the whole set of CS maps that I used for the demo (someone else compiled ai maps and the such, levels just needed added). Once I get the tools sorted out (their in Russian, instructions and version take a while to figure out) and make sure everything compiles in nicely, doesn't crash without A-life added, then I will start filling the map.
SMRTER mod (not on moddb) for CoP has a bunch of weapons added. They come from various sources. Check that out if you're curious, although know ahead of time that it is in "alpha" stage. The creator of it also is very prompt on answer questions. I believe that is the most downloaded CoP on filefront.
If I add any weapons, it won't be many. There are some Russian mods with weapons added, but many of them have improper or no animations. Another problem is iron sight alignment as well. In ShoC the weapon was part of the player's hands, but in CS and CoP it isn't, so iron sights can't be aligned using the SDK like they were for Arsenal mod in ShoC. They can be done via guess & check, although it is EXTREMELY tedious, and getting them even as close as the vanilla ones can take months, let alone getting them as accurate as the fixed alignments that I use for RCOM.
Last reason I'm not too keen on adding more guns, is because most of them would be repetitive gameplay-wise. With the exception of a few classes of weapons (eg. bolt actions, semi-auto rifles, revolvers) they wouldn't add to the gameplay.
I am, however, redistributing weapons amongst stalkers. Most Stalker's will have Eastern Bloc weapons, Military will have higher end stuff, Mercs will have NATO weapons, ect. Sometimes stalkers will cary upgraded variants of their weapons as well, mostly at higher ranks.
gamedata/scripts/modules.script contains the different AI schemes. The are the different xr_*.script files. They are written in the LUA programming language. You can change what conditions stalker's require to call functions from other the schemes, change the functions, make your own functions, or if you're really brave you can even write your own scheme, or if you're REALLY brave you can rewrite all of the schemes.
If you need to know what all you can call for setting and checking conditions about NPC's, you can find a list a functions exported to LUA in gamedata/scripts/lua_help.script under the game object (includes ALL game object functions, but the ones applicable to NPC's should be farily obvious most of the time). There are also functions you can use in a handful of other .script files; off the top of my head I only recall utils.script having not only a list of many function headers, but the function body's as well.
Simply changing values for different AI parameters you can modify gamedata/configs/creatures/m_stalker.ltx where most stuff is named appropriately. If it isn't, translating the Russian comments using Google translate usually explains well enough.
Anything you can't find between all that is hard-coded, except AI prediction times, distances, and angles.
Hope that helps! :)
This Beta is out of date. It is only still here for referencing purposes. If you're just wanting to play the newest version, this is not it.
I thought it would be good to let people know about my STALKER:CoP mod, RCOM. It is primarily a ballistics/realism/AI/damage modeling/ect mod, but as that has started to come together other features/content are being added. Feedback is always encouraged! :)
Be sure to watch this mod if you like it. Now that the realism and balance is coming closer to final, I'm going to start adding content as well!
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: Great name "NPC"
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.
For the next version, there won't be much of a point to merge with complete. Most of the mods merged into Complete are also being merged into RCOM, or are features that are completely redone; one or the other kind of stuff.
Ok, the update has been posted; just awaiting authorization. :)
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.
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.
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.
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! :)
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.
I still wanna see this finished one day. Keep up the work!
Looking really awesome!! I can't wait to see it in action.
NicolaiAaroe, did you do these textures yourself? They are absolultely beautiful and I give you (or whoever made them if not you) mad props!!! Great work! :)
The screenshot isn't final, I posted it the night I wrote the script. It still needs balancing from scratch, which will be further be tuned through the internal beta.
I didn't say the strap was a gimmick. I said it was a slippery slope to start adding more micro management features, and it going too far down that path could lead to tedious tasks such as the can opener example. Extreme example to make my point easy to see. I'm not calling anything a gimmick or making fun of your idea or anything; I think you're taking it the wrong way.
Doubtful I'll add straps. Id imagine ever stalker would have means of trapping their weapons, and managing straps would start to get too tedious IMO. It's a slippery slope that could turn into needig to use a can opener or knife to open rations before eating them. Also, t would involve too much work considering how much work I still have to do. Thanks for the idea though.
Someone also suggested artifact guns have separate artifact ammo, that is rare.
Have you been hacking into my computer, sgt.davis44? Haha!
That's how the health HUD works, in addition to transparency increases. Bleeding has a separate overlay than this; the one in the screen is for health.
There's Dynamic HUDs stamina and radiation as well. There is going to be no visible HUD outside of a couple small things, such as the fire mode indicator. Immersion is the goal, and its looking like it might work out better than I initially thought.
678 by the time I checked, phew! There seems to be a big spike in downloads since last Marsh update. I hope the update didn't give the impression that v.1.0.6 contains the new maps...
Yes, the names will be changed. They will have much more appropriate gear as well.
Just noticed the minimap in the top left for the first time. Love it! I'm a fan of transparency in HUD's.
Well I'm sure you will. :)
This is absolutely wonderful! I've been tracking you for a while, but not commented on anything you've posted yet. I'll say that you are a great artist and I wish you the best future with what you do. :)
Looking good like usual. Hopefully this gets finished one day, but I somehow doubt it consider the amount of work you have ahead of yourself; unless more talent starts contributing to this project.
Things are looking great! I haven't played ShoC in quite a while, but I can't wait to play LA.
Not to sure what to say about the crash. If you press ctrl-V after a crash in stalker it pastes the bug report, so you could always send that to me if it happens again. What were you doing when it crashed? I've had crashes before running RCOM, but none since. They're rare in CoP, but there are occasional crashes from vanilla.
BTW I didn't make the sounds, those are from a mod by Darius6. Hopefully you get a chance to play a little further; some of the missions are pretty intense when you suddenly need to be thinking cover in game areas where you never thought of it before. :)
FYI this is no longer part of Redux. RCOM upgrades are exclusive to RCOM for now.
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.