I do coding/scripting/configs/ect. Right now I'm working on the 'STALKER: Call of Pripyat' mods RCOM and Faction Fronts.
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.
Exact space limitations haven't been balanced yet. They'll be different for every suit, and there will still be room to gather some loot as well.
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.
Thanks for all the input/feedback/compliments/criticism/ect on the new features I've been posting. :)
Even to those I don't directly reply to, its very much appreciated!
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.
Thanks for patience! We're trying to get it out ASAP!!! :)
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.
Yes the space restriction I feel will give an actual purpose to having a handgun around as a backup instead of another rifle, for those who would rather have some extra supplies/ammo/ect.
There's no engine limit or anything on the amount of levels added. The limits are the amount of time spent both porting them and populating them. The download size of the mod is something to consider as well.
Bloodsucker quest is fixed for the next release.
The artifact guns replace Nimble's guns, and the special Groza from Nimble was replaced with the Artifact AK74. There's quite a few different weapons/variants going into the next version though, given the much larger game world.
I'm currently working on an inventory space script for RCOM. It is to make it so the number of "squares" that are occupied in the inventory space limited to a user defined variable.
Why you ask?
So that realistic high carry weights for outfits can be used for ergonomic military style outfits, but physical space still limited. An exaggerated example:
Say you're wearing an Exo, and you can carry 400kg of weight on you. Normally that would mean you could easily hold 10+ RPG's and 10+ PKM's, right? Well with the new script those will take up far more space than allowed, and only allow one of them to be in the inventory at a time.
I'm making this because it will make decisions on items not just about weight, but also their size and how awkward they are to carry around. You can't stuff your backpack with 3 AK74s and 10 boxes of ammo without clearing you're bag of essentially everything else in your possession.
I feel this script will work well for RCOM because it is both realistic AND creates an interesting RPG style gameplay dynamic for inventory management. What's everyone else think?
Sounding good so far! How are you planning music? Will you have constant loops, scenario dependent, or loops with overdubs depending on scenario?
I was going to answer your question sensibly cinco, but after looking at the comments on your profile page I saw everyone bashing you for trolling, so I won't waste my time.
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.
I meant in he next newsupdate. Next version of RCOM won't be released until all maps are ready to go.
I love the Snatcher color palette.
Looking good. :)
The MkII model looks great. I can't wait to see it textured!
BTW, which map out of the following 3 would you like to see in the next update?
- Dark Valley
I really need to post a features list or FAQ or something, don't I? Haha.
Everything will be released at the same time. The episodic updates give a way to release information constantly, and also posting news is a nice break from development, as opposed to doing all the news/features at once before release.
The military so far is only present in the same way as as in Vanilla RCOM, outside of the Cordon base, and possible quests. They aren't roaming around like other a-life are; so you don't run into random military squads of 2-3 camping at fires and such like you see stalkers/bandits/freedom/duty doing.
I've actually played through the 1935 maps of CoP engine and really love that version of Yantar.
The 1935 levels are a lot of work to fix up though, and I'm not about to put off RCOM for that long. Fortunately for us, the Lost Alpha Team is doing just that. :)
So far all Clear Sky levels except for Yantar has been added. Any of the following may also still be added from ShoC:
- The Bar
- Wild Territory
- NPP frontside
- Pripyat from ShoC
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.
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.
The Cordon news article I just posted addresses the military's relation with Major D. :)
What about the hud don't you like?
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.
Starting at night is a good idea. I wonder if Major D. is going to have a quest involving information about his identity being linked, and having to...oh wait sorry, I'm trying not to leave spoilers. :)
you must delete the "gamedata" folder which is inside the root Call of Pripyat directory. Reinstalling won't delete that mod file.
I love me too. :P