I do coding/scripting/configs/ect. Right now I'm working on the 'STALKER: Call of Pripyat' mods RCOM and Faction Fronts.
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.
Mac and Predator_828 :)
I'm uploading a video for it. :)
Dying in RCOM just got way more interesting. No updates though; time to go to bed now! :)
"[error]Arguments : Can't open section 'wpn_hk417'. Please attach [*.ini_log] file to your bug report"
The crash report is looking for the gun "wpn_hk417" and that gun is not in RCOM. You either forgot to remove another mod before installing RCOM, or are trying to merge another mod with RCOM. I can only help with stand-alone RCOM crashes.
I need a crash report to know what causes the crashes for you. Press Ctrl-v into a text file after a crash, so I can see it.
The new maps are from Clear Sky, and they haven't been released yet. They will be sometime this summer, most likely.
After that crash, either paste (use Ctrl-v) so the crash log is shown, or open up the log file. The log file is usually in "Documents\STALKER-Call of Pripyat\logs" or similar, depending on your version of Windows and the language STALKER is in. I need that to know what caused the crash.
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 current build that I have on my computer (I refer to it as "RCOM Final"), has all of the CS maps except Yantar. I'm currently the only one with it, and will be until the internal Beta, followed shortly by the public release.
The most current public version is v.1.0.6 Beta, which DOES NOT contain the additional maps, along with a ton of other features/additions that I've explain since it was released.
@Predator_828: I'll send it to you once its where I want it. I want to make sure its running properly, and make sure its well organized in a way that is easy to modify.
Looking great! Can't wait to see it in game.
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. :)
So glad the SDK came out for CoP. Its now not extremely tedious to add new content to the STALKER world.
Glad to you're adding geometry to the game...make's things new and fresh again!
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. :)
Got your message and replied.
There's 3 more factions than in vanilla CoP and mutants as well, so there's plenty to shoot. Not insane like CS though, more like ShoC, where there's wandering NPCs.
This is mean caring...
I guarantee that those extreme stories I've heard make sure to include every added weight down to the dog tags and shoe laces, haha!
Once the internal BETA is open I'm sure you'll get a much better idea for suggestions on the carry weight situation.
Right now in my working build I have 20kg starting stamina drain, with 30kg max if I recall. That's on a bandit jacket.
Most military outfits in real life are quite ergonomic these days, and can allow a soldier to carry upward of 100lbs, apparently. I think the drawback will be still a fairly low point when stamina reduces quicker, meaning more carry weight but still an issue of not being able to sprint often.
Yes, the inventory idea was very RE inspired.
A magazine mod is possible, but there will be some oddities due to engine limitations. I may or may not consider the effort and workarounds worth it; I'm not sure yet.
Game configs already allow me to change box sizes to whatever is needed very easily. You're right, this does help solve the surplus of ammo problem that plagues many STALKER mods.
There are currently no plans for dynamic stashes. I am, however, including stashes I personally set in the game. They will be all unmarked, although NPC's can give hints.
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.
So where's New York City???
Where's the Nano suit???
I bet you can't even become invisible in this mod!?!?! Must be an April Fools joke or something?
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.
HAHA awful pun, perfect!
But who said anything about the military?
So is this going to be similar to the news system found in AMK mod? If so, that's pretty cool! Will STALKER's call for help at all, kind of like in CS but not annoying and pointless (haha) like in CS?
Who's the scripter, btw?
Well I never played Clear Sky, but my idea was to have this massive war between this so called "Clear Sky" faction that I guess is still going strong or something...and have their enemies be a clone of Bandits called "Renegades" so there's someone to shoot at. Oh, these Renegades literally are going to just be bandit NPC's too, just with their faction renamed to Renegades.
It ain't Freedom here anymore. ;)
You're really strong with creating the finding the right "shots" when making environments.
The FAMAS is such a awesome looking design.
VERY good work, wow.
Awesome, as I've long come to expect from you Cromm. :)
I'm still sorting through what UI scripting is possible to due within engine limitations. I do plan on adding a space counter next to the weight counter, as I'm pretty sure that's possible. I don't think I can have the inventory fill from the bottom up, but I do think I can have only the fill-able grids display, and put other UI information in the newly created space.
I'll do an actual news update on this once it is done, just like I plan to do with the Dynamic HUD. First I'm going to try and get another 2 or 3 map updates done this next week though.
Even though ammo stacks on top of each other, each box counts towards the space limit. I can adjust the amount of bullets in a box, and/or make the boxes not stack on each other as well. I've actually been trying to decide if I should make all items unstackable; the reason being so that it is easier to visually see how much inventory space is used.
The problem with changing icon sizes, is that they have to be able to fit properly in the equipable "spots" in the top left of the inventory interface. For example, if the suit icons are different size than what's shown in the screen, they will crash the game when equipment because they don't fit in the slot where this screenshot has the military suit equipped.
There are other small details I might script in though, for example making binoculars, flashlight, 1 knife, PDA's, ect not count against inventory space. I don't want quest PDA's dropped due to size and people reporting broken quests because they didn't notice it.
Sounding good so far! How are you planning music? Will you have constant loops, scenario dependent, or loops with overdubs depending on scenario?
The Cordon news article I just posted addresses the military's relation with Major D. :)
What about the hud don't you like?
I love me too. :P
I agree with those of you saying artifact rounds probably makes more sense. It depends on scripting possiblity, time it takes for what its worth, how it fits into econmony, ect.
It is definitely possible, if not likely, for artifact guns to be replaced with artifact ammo before release.
With closed sight weapons like this, are you making sure to make the sights visible to look through? Unlike the LR300 in STALKER where its close and therefore aligned like an open sight
No worries, I understand its constructive, and see where you could draw your conclusions from. I also completely respect your opinion, and consider all feedback I recieve on RCOM. I also completely disagree with you though.
IMO, STALKER is not a realistic game to begin with. Artifacts boosting a human's health/bullet resistance/stamina/carry weight/ect have no more "realism" to them than artifacts being able to change the properties through a weapon.
Should I remove controllers, poltergeists, and pseudo dogs, as well, all because "realistic" is in the title of the mod? Its not just those I'd need to remove, but artifacts themselves, or hell, the WHOLE entire story and premise from the stalker games.
If I remove artifact guns for the sake realism, then logically I must also remove artifacts as well, because they are just as unrealistic. And the zone itself...
The idea of RCOM is to make the combat much more realistic, not to change the game's level of suspension of belief.
It's a custom skin someone included in a Clear Sky mod. I've just been running around with for the builds I've be taking screenshots from.
There will be some new skins/weapons in RCOM Final. Which ones depend on a lot of things, including getting author permission for ones like this, and also what skins active RCOM Team members create.
Awesome! Looks good so far. From the angle it looks like his head might be scaled slightly too large. clothes look great, but I must say I really like the full coat design like in your artwork in the previous image. I'm glad you wrote no trenchcoat "yet." :)
Great! You'd think a map would have been an obvious inclusion for the "Stalker Nexus" of CoP. Wanted sign a good addition as well, it adds character/atmosphere.
Great looking vegetation! These textures makes the grass blend into the terrain at the no grass draw distance SOOOO much better than vanilla. Nice work; I can't wait to check this out in game.
This is a good example of how much more fun could have been had with the Crisis engine than a simple old shoot Commies and Aliens story allowed for.
I wouldn't be worried about a lack of "grit." 3ncryptabl3 has quite a skill set with graphic design, and also possesses ample ability to do "grit." Just track this mod and you'll see. :)
The film grain; Its because you're not going to the RCOM zone here, you're looking at photos of it.
I will do my best to compensate for slower lines. Predator_828 is in South Africa as well, so hopefully he'll have some good input on this when I send him the Beta.
I agree, this one is wonderful. I love the ones you do involving oceans, in particular.
Tell me about it. That whole "real life" thing can get be a pest, can't it?
Never thought I'd say "wow" about dirt on the ground...
I really hope this mod gets finished one day.
Looking good! It's amazing how much high quality texture work makes or break a model, regardless of poly count.
I always thought the zombies and Izlom's seemed misfitting, like having zombies just because they're trendy or something (*cough* CoD, Red Dead *cough*). The zombified Stalkers seem much more unique for the STALKER games.
The cats never seemed weird to me though, because there are other mutated animals. Are there even large breed cats near Chernobyl in real life?
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. :)
Predator_828 has been doing the Renegade's new textures and I'll pics of more than just this one soon.
Smiley Face :)
Reporting crashes helps a ton, but I need a little more information first:
- I need to know if you started a new game?
- I need a crash report, or else I can't really know what caused it and fix it. After the game crashes, a short crash report will be copied to your clipboard. Immediately after a crash, paste (Ctrl-v) into any interface that takes txt (strait to a moddb comment works) and then post that comment here.
Giving me this crash report will be very helpful for both you and I. Thanks in advance. :)
All of the Clear Sky locations will be included except Yantar, Limask, and the Hospital.
I should note that I reserve the right to retract that statement and possibly include any of those maps as well. :)
Haha, yes he does!
Since you brought it up, the ammo shortage problem Clear Sky now has actually is something I've been weaving into the story and gameplay.
I really like the green's you're using for the grass and bushes. It looks like natural nature, but is still pale enough to leave a somewhat drab look.
Actually it is not Southern Farmstead, its the most northeast building by the Cordon level changer in Clear Sky. I would, however, suggest that you check out the Southern Farmstead once RCOM final is released...there is currently something there. Whether that "something" is good or bad, you'll have to find out for yourself. :)
You'll probably have to start a new game, although that's not guaranteed.
Good idea to put your mod on moddb Cromm. I think this place will be a great place for people to discover it given the media-centric nature of moddb.
Not the exact ones. I am repopulating the maps with mutants and NPCs. For quests, I want them to involve freeplay over story. Example: Someone in Zanton is willing to pay for [something] that can only be found in one of the new maps.
The maps I add will probably be the Marshes and Red Forest from Clear Sky.
bad *** is a slang term that usually refers to a person or action, and sometimes an object as well (eg. STALKER:CoP is bad ***). More specifically than cool, "bad ***" tends to describe something that is "cool" through toughness( eg. "That guy just killed a Lion with his bare hands!? BAD ***!!).
The actually meaning of a "bad" "***" doesn't corelate to the slang meaning. bad = not good and *** = butt, behind, ect. It more or less never is used in that context.
The fact that I got to explain what "bad ***" means is pretty bad *** itself. :)
The maps are empty though. The spawns, smart terrains, quests, traders, ect can't be ripped strait from CS or ShoC, unfortunately.
Some good ideas you have there. I particularly like the one about selling the map, but possibly "escorting" some stalkers instead. It would be nice to be the guide for a change.
I doubt I'll add the power plant again however. Filling one or two maps is already a lot of work for one person. I plan on making Pripyat more dangerous though, with nicer rewards.
glad to hear!
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!