I do coding/scripting/configs/ect. Right now I'm working on the 'STALKER: Call of Pripyat' mods RCOM and Faction Fronts.
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
Someone also suggested artifact guns have separate artifact ammo, that is rare.
I've posted a new article about the Cordon. It is awaiting authorization, but if in the meantime you wish to, can view the images I uploaded for it.
Its looking like mid-late Spring right now, but there's no way to put a solid date on it yet.
Another good one.
Wow I love it! Very nice. :)
For graphics mods, idk, haha! I've installed ATMOSFEAR before, but removed everything from the gamedata folder. I believe I left the uesr.ltx settings from ATMOSFEAR, although I made a bunch of edits to them. So its probably more of a 'Frankenstein' graphics mod, haha.
I'll sort it out once everything non-graphics is done for RCOM. I got the OK from Cromm Cruac to upload an optional version of RCOM with ATMOSFEAR already merged in. The reason is because the amount of comments and messages I've gotten on merging the two is quite high.
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.
There is no ammo counter, just like in RCOM Beta v.1.0.6.
I'm attempting to get everything icon off the HUD, as long as it doesn't break gameplay. I have yet to try moving, for example, the fire mode indicator to only display on the inventory screen HUD. It make work fine, or it may become too cumbersome.
This HUD is still work in progress.
I guess this is the first video of RCOM with a new map as well. Just realized that after uploading. Crazy.
New video of the Dynamic HUD in action has been uploaded. :)
For artifact guns video I used FRAPs and just kept to 30 seconds. I shouldn't need any shots over 30 seconds long anways, so I'll give it a shot now! :)
Yes, we're happy with how the HUD is turning out. There's also more feature to the HUD that will be shown later on once the those features are developed enough to show in an impressionable way.
Bloodsucker lair bug is known, and won't be present in RCOM Final.
For the end game, unique NPC's are made sure to be given strong and upgraded outfits. In v.1.0.5 some unique NPC's have armor values reflective of novices, instead of the armor values of what their visual's are shown wearing. I've gone through, found, and corrected several occasional errors with armor damage sections set to the improper types.
Next release won't be this week, but expect at minimum a video of the HUD. :)
Looks good with the HUD as well!
Anyone know the best free method/program/converter that I could use to convert STALKER videos into video files I can upload to moddb?
There's some things I want to start showing videos of, that screenshots won't do justice. :)
What specifically from Complete were you thinking about? I know that a lot of the mods included in CoP:Complete are either already included in RCOM, or are going to be. Here's this list of mods merged into RCOM:
Current mods in RCOM v.1.0.6:
- Rulix AI Additions
- Darius6's Sound Overhaul
- Variation mod
- Gnomus Scopes
- Anything I forgot, you can check the RCOM readme to see if I there's anymore I can't think of off the top of my head.
Planned to add for RCOM FINAL:
- ATMOSFEAR (as an optional download pre-merged, since user PC specs vary)
- Various new weapons
- Anything else that is good idea
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.
No I don't remember the suits. It just another example that adds to the reason why artifact gun's aren't outside the game's suspension of disbelief.
I forgot about that .Clash, that's a VERY good point, haha.
I kept thinking of either a "coil gun" or "rail gun," both of which are already a bit far fetched to be believable for any hand held firearms to be created from such technology.
Funny enough, that skin is a placeholder from the CS mod "Basix". I put it there because I was getting bored of seeing the same skins over and over again while testing.
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.
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
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.
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.
Its gonna stay, and its going to be the only weapon you can use or else the game will CTD. Just for you.
You don't have to worry about us running out of funds, because modder's don't make money for modding to begin with, haha. RCOM is too far along to get abandoned now though.