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Comment History  (720 - 728 of 728)
marsalandrei
marsalandrei Dec 17 2014, 11:41pm replied:

Indeed, idk if you are talking about the lost world mods for soc but there this map had alife, had transitions to a few other maps and had that cut-out cordon night music which to my surprise fit so well, gave me shivers as I was slowly exploring the pass, loved it. And yeah would be awesome if it lead to a lab too.

+2 votes   media: 'Going Underground'
marsalandrei
marsalandrei May 4 2014, 8:11am replied:

Thank you FF and TKGP for an awesome mod, love the mag system the most and I see now it got improvements <3. I only played 1.06 something some time ago, had problems with 1.07 coz of memory issues ;) but will definitely return to this great mod some day

+1 vote   article: ZoA 1.07.2 Released
marsalandrei
marsalandrei Mar 18 2014, 11:38am replied:

Hmm, come to thinking of it since when did ppl start globally using f5 for quicksave and f9 for quickload?

+2 votes   media: MISERY 2.1 teaser
marsalandrei
marsalandrei Feb 28 2014, 8:47am says:

I've only seen the first 2-3 hours of the game and wasn't happy. Some reviews also say the first half (@10hours) is kind of boring and limited. I come to think the city HUB and sidequests might be more close to true thief then some main missions. Totalbiscuit said there are both very linear and non linear missions.

+2 votes   media: Thief
marsalandrei
marsalandrei Dec 28 2013, 8:01pm says:

Upgraded Walther? which one is that idk if I found it before, in vanilla or other mods, can't remember

+1 vote   media: Cat tail...thing
marsalandrei
marsalandrei Dec 28 2013, 8:00pm says:

Haha, glad I didn't find this weapon :P

+1 vote   media: Groza 5.45mm iron sight
marsalandrei
marsalandrei Dec 28 2013, 7:59pm says:

I know what you mean, saw it too, but its too dark to see it in this picture

+1 vote   media: L85A2 reload glitch
marsalandrei
marsalandrei Dec 28 2013, 7:57pm says:

Yeah the gun kinda looks like a plastic one.. and if u look at the base of the scope its like it melted. All in all is okay but its not top quality

+1 vote   media: L85A2 Scope
marsalandrei
marsalandrei Dec 28 2013, 7:56pm says:

I also found the bed missing

+1 vote   media: Bed missing
marsalandrei
marsalandrei Dec 28 2013, 7:56pm says:

Its because of the increased FoV

+1 vote   media: AK-74 Cobra bug
marsalandrei
marsalandrei Oct 19 2013, 6:08am replied:

Even in 2.0 it wasn't very harsh, I really don't know if they can do anything to make it harsh (without setting ridiculous prices for everything) since you get alot of junk/misc items from stashes which you sell, point is, you make more money than you actually need. If you fully explore Zaton you should end up with 200k by the time you get to Jupiter. If you find a broken weapon just pay ~10k for repair kits and oils and fix it yourself instead of paying 50-100k at the repair man.

+2 votes   download: S.T.A.L.K.E.R. Misery 2.0 Rebalanced (beta)
marsalandrei
marsalandrei Oct 12 2013, 11:22am replied:

Awesome! had a feeling some1 will eventually do a rebalance mod for Misery. Gonna try it now. Did you also increase weapon damage? That is one of the first things I change in mods because they usually stick with vanilla values, although in Misery 2 enemies die pretty quick, I still am for real deadly weapons ever since I played the Redux mod

+2 votes   download: S.T.A.L.K.E.R. Misery 2.0 Rebalanced (beta)
marsalandrei
marsalandrei Aug 11 2013, 6:59pm replied:

You serious? I saw the drinking anim etc.... but..maybe not in the way im thinking of

+1 vote   media: G3SG1 ingame test
marsalandrei
marsalandrei Aug 10 2013, 8:30am replied:

You are right, but when Stalker will have anims for changing the firing type, the Zone will be habitable again. The following would be amazing: when holstering the gun it does an anim switching it to safety then lowering the gun, vice versa for taking your weapon out and changing between 1 round, 2 round etc, full auto

+1 vote   media: G3SG1 ingame test
marsalandrei
marsalandrei Aug 10 2013, 8:23am replied:

Will we see these in New Vegas someday? I will replay it in the future because I missed out on some great mods lol, checked the internet too late and I'm right at the end of the game, and only completed 1 DLC

+1 vote   media: G3SG1 ingame test
marsalandrei
marsalandrei Aug 7 2013, 5:26am replied:

Gourmand. I've seen an old build vodka drinking animation, and the gunslinger mod one. Pretty cool

+1 vote   media: AlternativA mod
marsalandrei
marsalandrei Jul 19 2013, 12:02pm replied:

Ahahah 20:20 I remember standing on that pole too in LWR, out of reach of boards, but by a collision bug they could push you and fall down. The beginning is rough, there are many packs of mutants which are hard(but better) to avoid.

+1 vote   media: Omega fixes
marsalandrei
marsalandrei Jul 9 2013, 5:34am replied:

Clear Skies? could you please give a link to it?

+1 vote   media: Beretta 92FS
marsalandrei
marsalandrei Jun 28 2013, 12:57pm replied:

Too bad the lightrays don't show in screenshots like ingame

+1 vote   media: The Way To Pripyat
marsalandrei
marsalandrei Jun 8 2013, 8:29am replied:

That giant is a pro climber

+7 votes   media: Combat teaser #1
marsalandrei
marsalandrei Jun 2 2013, 3:43pm replied:

I had the same problem when I tried it, and even after I toned down to the minimum, nineties resolution, it still ran as slow as on max, which defies logic. Maybe has something to do with nvidia. Anyway still played a bit, but the damage done by me and the damage done by enemies was too unfair and didn't bother playing further.

+1 vote   download: Winter of Death English All-in-one
marsalandrei
marsalandrei May 22 2013, 8:03am replied:

The top magazine in my country also had a highly positive review, with only one or two minor 'complaints', that the water isn't at the standards of it's time and that there isn't much water in a zone where it rains/storms often

+1 vote   media: Long live the King
marsalandrei
marsalandrei May 11 2013, 12:57pm replied:

CoP map doesn't seem big enough to fit in more mutant lairs etc. Sounds like lairs and stalker camps/bases will be too close to one another, will they? But it would be a nice surprise to explore a vanilla empty building complex and bump in some nasty mutants. Hmm, could you guys silence/replace the mutant roars when they see an enemy and idle sounds so maybe they can get us by surprise? Have the bloodsucker in mind, which isn't very stealthy, his sounds give him away easily :P

+3 votes   media: Exploration: Location edits and new items
marsalandrei
marsalandrei May 10 2013, 3:47pm says:

Wow I always wanted from a mod to make early-mid game enemies and traders have basic, cheap weapons, so i get the good stuff much later on. Most mods port in weapons and have them randomly spawned with any npc

+4 votes   article: May update on v1.4
marsalandrei
marsalandrei Apr 30 2013, 9:27am replied:

WOW next thing you'll know, we'll get body awareness :P

+4 votes   media: Lost Alpha screens for May 2013
marsalandrei
marsalandrei Apr 17 2013, 9:14am replied:

It's beautiful. Had screenshots of it from RMA but lost em :(

+2 votes   media: Strelok's story
marsalandrei
marsalandrei Mar 27 2013, 10:04am replied:

Smooth shadows, the picture almost looks real

+3 votes   media: S.T.A.L.K.E.R 6th Anniversary
marsalandrei
marsalandrei Mar 25 2013, 10:29am replied:

You are right about the cracks, but i did enjoy them when i got a grenade to the face by surprise

+2 votes   media: Info on HUD (part 1)
marsalandrei
marsalandrei Mar 19 2013, 5:28pm replied:

It's usually dark like that, had pretty grim days ingame myself

+1 vote   media: yantar2
marsalandrei
marsalandrei Mar 15 2013, 8:38am replied:

Seems like standard for all Stalker weapons, but it doesn't bother me at all

+3 votes   media: Saiga-12k
marsalandrei
marsalandrei Feb 10 2013, 10:26am says:

That goofy sprint anim :)

+6 votes   media: Barret m98b [Bravo]
marsalandrei
marsalandrei Jan 6 2013, 10:18am says:

Oh is that 1865/1935 Garbage?

+1 vote   media: Strelok's story
marsalandrei
marsalandrei Sep 1 2012, 12:39pm replied:

this weapon in NV? i want it!

+1 vote   media: AKS-74U w/ attachments
marsalandrei
marsalandrei Mar 21 2012, 3:00pm says:

hello there, i was checking the misery patch 2 bug report and read your post; i'm not playing misery anymore, at the moment im playing some more ShoC; waiting for another patch on misery but i am planning to make another full bug report on patch 2
You said: "The zombies seem to be able to shoot you without any way they've seen you, and with ridiculously uncanny accuracy. I.e., you poke out from behind a crate, in a dark room, a zombie outside spins 180 and shoots you in the head, one shot and you die. Light level, sound level, and exposure should count more than distance and whether you're holding ctrl. Besides, zombies? They should barely be able to aim, much less go BOOM HEADSHOT after spinning."
I don't think that is a bug, that is because almost all mods use default game config files for creatures; What i mean is, for example if you look in m_stalker.ltx or other mutant .ltx file you will see a huge eye_fov and eye_range values for stalker/mutants, this means they have superhuman detection abilities, thats why you cannot sneak up on them, they have eyes at their backs because of the high eye_fov value
They can also see you in the dark because they have a low luminocity factor, default game is 0.5 value that means they see you even if its pitch black outside; what i do with every mod is look in config/creatures and modify the ltx files there, i lower eye_fov and eye_range values opening the ltx file with notepad, and if you want to be able to sneak in the dark you should put the luminocity_factor between 1.0-1.5, i think from 1.5 and above you become invisible for enemies to see in the dark and u can just creep up on them and stab with the knife; at 1.5 and above they cannot detect you so if you kill some of their friends the rest will just come near and point the gun in the direction of the last enemy sound they heard, i know, that is wierd behaviour on their part. Maybe you already knew this, im just trying to help.

+2 votes   member: Yushatak
marsalandrei
marsalandrei Jan 18 2012, 6:16am says:

about the scope on the SKS: the new weapons have upgrades based on vanilla weapons, but the creator wanted this: he wrote in the description of an item the attachments, so if it says the weapon can use a scope or silencer than it does, doesnt matter what upgrades the weapon has..so we need a patch that comes with new upgrades for the new items because, for example it isnt normal for the Obrez to have the vanilla sniper rifle upgrades like 6x magnification
example of bug: GSh has silencer in the description but you have to do the upgrade only then it works; in misery, the creator didn't put a scope for the SKS but the SKS is based on the vanilla sniper rifle retextured and reanimated to look like SKS so by default the game considers it to be a vanilla sniper and it shows a scope upgrade when in fact it doesnt have one, thats why i would like N.Aaroe to create some new upgrades for the new items.. he kind of rushed the mod abit

+2 votes   member: HerbertMoon
marsalandrei
marsalandrei Jan 15 2012, 7:09pm says:

i searched by the volkov aa complex behind the buildings, went from kopachi to the place Strider hangs out and i searched by the trees and bushes
you say the npcs can loot the hidden weapons...damn then maybe i am searching for nothing; couldn't find it

+1 vote   member: GlassPirate
marsalandrei
marsalandrei Jan 15 2012, 6:37am says:

i haven't found the sniper rifle yet, i think i searched by all the trees to the north of the sawmill and i only found a stash with 10 sniper rounds
i'm curious as to where it may lie

+1 vote   member: Le_Smee
marsalandrei
marsalandrei Dec 29 2011, 4:08pm says:

nice tutorial, great combination of graphical mods.. i installed amk 1.4 + SW0 2.2.1, absolute nature & structures mods ( i didnt install complete 2009 and shaders max textures because i'm sure if i did i had to play at a lower res than 1600x900 ).
i didnt istall your mod, coz the game stops working if i install en 2.0.94 final so i am playing with 2.0.92 en.
i installed "lurk animations for amk mod" but some weapons like lr300, groza and abakan still use vanilla hand textures and reload animations.
i did experience some crashes because various lines were missing from some ltx files, some say this happens because im not playing at the res i installed amk(1440x900) ; i had to modify the ltx files so i dont get crash for example at the bar got crash coz some file was named L-85-AMK-W and the game was looking for L-85-AMK file to load so it crashed when it didnt find this file; i renamed and problem solved... the other crashes occured because certain lines were missing from weapons.ltx file

+2 votes   article: Installing AMK with AMK Retranslated
marsalandrei
marsalandrei Dec 24 2011, 3:37pm says:

hi, i enjoyed your lurk 1.1 playthrough, good job!
played it myself was pretty cool all-in-all except.. the crazy enemy accuracy, insane armor durability loss( 2-3 shots taken from 9x39mm bullets and it went down), the brownish impossible to see terrain at later hours ingame, i almost couldnt see where im going
the stupid AI awareness; lame, the enemies always knew where you were, didnt matter if you were crouching to be silent, it was a glitch they always knew you were there and came searching so no use in sneaking
all my hope goes to 1.2 installment, that it will fix all that crap

+1 vote   member: Buchtis
marsalandrei
marsalandrei Dec 28 2011, 8:20am replied:

i'm playing CoP with Redux 1.05b (v2.0 is in development im waiting for that) and it makes the game very hard so i guess its similar to lurk; carry weight 30 increased by armor + artifacts highest i got was 47 kg i think ; recoil is the same as vanilla; weapons do high damage and are accurate( you can play with any weapon coz all are good and fast killers) , for example once i killed a monolith guy with 1 shot from the silenced usp compact; the armor you wear doesnt protect all that much you can still die in 1,2,3 shots; enemies are accurate, mutants have increased speed and damage, so it's not a stroll in the park anymore

you will die many times if the enemies get the jump on you

CoP Redux v2.0 will bring back the weapon upgrades and will have weapon damage based on ammo like in lurk 1.1 , and much more, so it says atleast..
I think you will like this mod

+2 votes   mod: L.U.R.K.
marsalandrei
marsalandrei Dec 27 2011, 7:01am says:

Hello, greetings from Romania!
Congratulations for makeing such amazing mods,i was really impressed the way they fixed the buggy vanilla games, i didnt have any problems with complete 2009 and CS complete( though in CS the crashing problems in Limansk were still there, but it seems doing things in a certain order, which you have to find for yourself keeps you safe from crashes but not 100% sure; and with a bit of luck it doesnt crash, until the bridge part where crashing stops ).
You thought of so many aspects when makeing the mods you didnt just fix bugs but also tweaked the configs to make certain things more realistic great job!
I have finished ShoC and CS with Complete mods and since then i kept playing ShoC with different mods but sadly most mods don't have modified LTX files so its all like in vanilla; the stuff that bugs me is the npc superhuman detection abiltity; i changed the m_stalker.ltx but i don't know what and where i have to modify to make silent knife kills, and maybe make weapon drawing silent also; npcs can also hear me when creeping up on them when i get like 2 metres close; i don't know how to mess with values, can you or any1 else pelase help?

+3 votes   member: PaulDolgov
marsalandrei
marsalandrei Dec 26 2011, 11:49am says:

can any1 please tell me if there is a way for a newbie into configure-ing the game like me to change the darker shadows, darker tones, overall darker environment of lurk 1.1 into a somewhat brighter display? (like vanilla maybe)
it is hard to see things, it is very dark during daytime and i didnt find a solution in adjusting the brightness/contrast/gamma etc.
if it is do-able please let me know

+1 vote   mod: L.U.R.K.
marsalandrei
marsalandrei Dec 25 2011, 6:14pm says:

thought they gave up work on any lurk.. so ive been playing call of pripyat Redux v1.05b = changes alot of things, makes game very hard, but realistic, so it's very similar to lurk in that way
and im also waiting on other mods: CoP Redux 2.0, stalker lost alpha, CoP Arsenal mod ST( i was like O.O when i saw the vids on this mod, russian guys usually make insanely cool mods )
if you're interested feel free to check em out if you haven't already, google type mod name gives you modDB links, or search on youtube
oh! and Merry Christmas :)

+1 vote   member: Buchtis
marsalandrei
marsalandrei Dec 24 2011, 3:18pm says:

wow nice to know 1.2 will be released... 1.1 had problems, and some things were abnormal, like npcs having impossible accuracy even with makarovs, armor durability was gone in 3 shots taken, at 22:30 ingame sun was still up, and well everything was so brownish at times it seemed like the light of the sun wasnt doing anything and you couldnt see; but the most annoying was the buggy npc awareness, the AI always knew you were close and started looking for you even though u didnt make any noise to alert the enemies

+1 vote   mod: L.U.R.K.
marsalandrei
marsalandrei Dec 5 2011, 10:34am says:

hi, why did i get ban on eurostalker.co/uk i just registered to post on the suggestion topic for redux 2.0? what's going on? what i did wrong

cant open the home page says: This Account Has Been Suspended.

Please login to your billing account to diagnose and resolve the issue.

+1 vote   mod: S.T.A.L.K.E.R. Call of Pripyat: Redux v2.0
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