I do coding/scripting/configs/ect. Right now I'm working on the 'STALKER: Call of Pripyat' mods RCOM and Faction Fronts.
I'll just say I agree with what N.Aaroe said. Sounding great Sclera! :)
Sounds good! Seems more like something you'd expect a STALKER to play than some of the vanilla songs. This is more "lonely camper," whereas some of the vanilla songs can get a slight bit too"technical and composed" sounding IMO.
L33T 5n1p3Rz, its JUST LIKE Crysis 2!!! OMGZZZZ CAN I HAVE ANOTHER!?!?!?
Please tell me that you've actually regressed in gameplay, graphics, and artistic integrity as well; just like the 3rd iteration of the Crysis series!!!
Can we have corridor shooter sequences in New York with alien invasions so we can own hordes of them with L33T explosions as a one man army??? OMG FANGASM!>!??!?
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. :)
Because I changed it, haha. It is left over from me testing some things with the Deagle.
Good to hear that you might get some help. I'm familiar with C++ and would offer to help with programming/scripting, but I would have to spend time learning how to mod the Crytek engine, and I'm busy working on a STALKER mod right now. There's also the part where I haven't played the original Snatcher (just a huge MGS fan, Kojima's got serious talent) and don't want it spoiled. :)
BTW, I've been tracking this mod long before I had a moddb account...
New Version in the downloads section! :)
ETA is late may or June, but that's rough. It's hard to tell as some weeks I get tons of work done, while other weeks I get almost nothing done. It just depends on if I hit any snags that slow progress, and also how much time I have for modding.
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.
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.
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.
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. :)