Simply a gamer, with lots of ideas. Need a reliable tester? Send me a PM. Have worked as a tester for the following mods: Off-Limits, Resistance and Liberation

Comment History  (0 - 30 of 416)
Mutant1988 Apr 9 2015, 7:59pm replied:

I'll be happy as long as the guns aren't left oriented. That bugs the hell out of me. I can live with weapons lacking detail and having muddy textures, but I hate when they have left oriented guns for right handed shooters. The last place you want hot brass is in your face.

But yeah, if you could have a chat with R_populik and have the guns from his mod in yours, that would be fantastic. They are really, REALLY well made. I especially love using the Chinese SKS clone and the sawn of ToZ-34 (Though the Saiga is amazing too).

I know I'm repetitive, but really, it alone infused new life in my Call of Pripyat experience. Currently in the process of my third playthrough of the game, in which I'll break the norm and be a jerk to everyone (i.e, side with the bandits and prey on Loners).

+2 votes   mod: Ray of Hope [Co-op & Online]
Mutant1988 Apr 6 2015, 8:28am says:

I think I've found a rather annoying bug. It seems like the low magnification scopes revert to their basic high magnification variants when they are detached from guns.

+1 vote   mod: Original Weapons Renewal by r_populik
Mutant1988 Apr 5 2015, 3:23pm says:

I'd like to make a suggestion. I know you're planning to expand the areas and include paths between each separate map, making into one big map.

So my suggestion is this - On the path to Pripyat, have two separate pathways to take, one defended heavily by Monolith and the other much more hidden but full of mutants and anomalies.

My reasoning is this: The reason why few reach Pripyat is because of the Monolith defenders. The only way past them is a hidden path, presumably the one through which Guide (Provodnik / Проводник) lead the military and Garry (Гарик) travel to and from Jupiter on. This would fill in a blank in the plot of the game.

I think it would be interesting to see the path they took and it would be fun to have a fresh new environment to fight Monolith in.

+4 votes   mod: Ray of Hope [Co-op & Online]
Mutant1988 Apr 2 2015, 6:24pm says:

It adds several new well made guns to the arsenal too and those I'd like to be able to combine with this mod. Maybe I should have specified that aspect of it.

It's a lot of guns and nothing else and it alone adds a lot more value to the game, without compromising the original gameplay in any way. It's also just a lot of fun to loot enemies and find all sorts of guns and have more choices than just going for the highest damage 5.56x39mm or 5.56x45mm.

+2 votes   mod: Ray of Hope [Co-op & Online]
Mutant1988 Apr 1 2015, 8:00pm says:

Great mod. Finally I can play Stalker without ugly guns. I always loved Stalker but the guns being left oriented always bugged me. The new guns are also fantastic. Having a lot of fun sniping with the Chinese SKS copy and it's cool to see more choices of SMGs, rather than just the one MP5.

I would suggest more guns to add, but I honestly can't think of any gun I want that isn't already featured. There's thing I'd like, but not that I feel the game actually needs.

I'd like a MP5K, but it wouldn't be different from a MP5 (Looks nicer though).

I'd like a M14, but it's role is already sufficiently filled by the SKS clone and the FN FAL and G3 makes a lot more sense to find in the zone.

A Mauser C96 (Love that gun) just wouldn't fit, at all.

Only thing I could imagine is another revolver, in .45a calibre. Not really needed though, but revolvers are cool.

But then maybe no more work is being done on the mod, I don't know. Still, it's a great mod and I'm grateful to have it.

+2 votes   mod: Original Weapons Renewal by r_populik
Mutant1988 Apr 1 2015, 2:36pm says:

Will this mod be compatible with this one?

Because I just installed it and it's amazing how much a difference it made to my enjoyment of the game. Stalker without funky left oriented guns is amazing.

+4 votes   mod: Ray of Hope [Co-op & Online]
Mutant1988 Aug 14 2012, 11:52am replied:

So you're saying I should complain about Chrome? Okay then. ;P

But seriously guys, awesome work all around. I look forward to seeing more from you Stahl.

+2 votes   mod: Exterminatus
Mutant1988 Aug 14 2012, 12:46am replied:

Thanks for all the hard work you've put into this update Stahl.

+1 vote   mod: Exterminatus
Mutant1988 Jul 3 2012, 5:23pm says:

One of my most favorite guns. Can't wait to use iron sights on it.

+1 vote   media: FAS 2.0 July Update
Mutant1988 Jun 13 2012, 10:40pm replied:

Might be worth keeping track of this mod as well then:

+3 votes   mod: Exterminatus
Mutant1988 Jun 12 2012, 5:55pm says:


+1 vote   media: Lost Dreams
Mutant1988 Jun 12 2012, 5:53pm says:

This is some gorgeous artwork.

+2 votes   media: Transition Level
Mutant1988 Jun 11 2012, 8:05pm says:

The game crash on level end seems to be gone now, which is very good.

Does Stahlhagel do animation? If so, could you ask him if he can redo the reload animations? That is, when he has the time spare. Or at least smooth them out a bit, if the current animation is slowed down.

Because I'd really like to see the Bolter reload being slowed down and it it then being given a slightly increased rate of fire. Yes, I'm still on about that, I'm sorry for being so annoying ;P

Could you also run the idea of Genestealer specific paths by the mappers? Because I do think having passages (Air vents and such) only reachable by (Lunging to) them would give their class more purpose.

As it is they're next to useless compared to the Warriors. And given that the current objective structure won't allow for a speed increase (Which would be the ideal fix), I think this is all that can be done to promote their use.

I would prefer a shift to a more asymmetric objective design (One team on defence, one on offence and each team is balanced in favor of one of those roles), but as that would require a complete revamp of the mod, I can understand if it's not possible.

+3 votes   mod: Exterminatus
Mutant1988 Apr 29 2012, 12:54pm replied:

Any update is appreciated.

So feel appreciated. ;P

+2 votes   game: Multicraft
Mutant1988 Apr 29 2012, 12:52pm replied:

Hey, don't be like that. I tried to be gentle. :P

Seriously, I'm liking the mod, just feel that some things hold it back.

For me at least, if no one else.

But playing a voice clip for running just seems odd. As do the choice of voices. This is just me again, but I don't find it dark enough to be a Space Marine.

But hey, bottom line, it's your game. Do what you want.

+3 votes   mod: Exterminatus
Mutant1988 Apr 8 2012, 10:50am says:

In spite of all the great additions, one thing still ruins this mod for me, and that's the animations. They are in a dire need of an overhaul.

I also still don't like the way the Bolter handles. It's an automatic weapon in the canon, but that's hardly apparent in this game. It just feels like it's semi auto but automated to save us from clicking for each shot.

The burst fire function also seems completely redundant, as it throws of the aim completely and doesn't seem to fire any faster anyway (Thus missing the whole point of burst fire).

I've said it before but I'll say it again - I'd rather have a weaker Bolter with a faster fire rate.

Also, what's up with the automated voice clips for sprinting? I get the Tyranids hissing, but the Marines? That's just weird.

I'm really sorry, I don't want to come across as this negative. It's just that I find this mod so promising, but is massively let down by what I perceive as it's issues.

I'll say this though: I really like the Genestealer. Reminds me of the original Alien vs Predator, with less wall crawling.

Though I still haven't been able to find a populated server (Max I've gotten was 3 people for 5 minutes in an older version), so I can't even say anything about balance or hell, even anything about how fun it is to play when teams are factored in.

+1 vote   mod: Exterminatus
Mutant1988 Apr 4 2012, 6:26pm replied:

ALL CAPS is hardly a sign of maturity.

Also, argumentative is not the same as constructive. You're neither, all you do is whine.

+2 votes   news: New release
Mutant1988 Apr 1 2012, 8:59am replied:

I am, because you're being a jerk. This is one guy doing this in his spare time. What I'm asking is a whole ******* LOT.

If I actually get any of it, I'll be grateful, but I'm sensible enough to not throw a hissy fit if I don't.

Grow the **** up.

-1 votes   news: New release
Mutant1988 Mar 29 2012, 9:14am says:

I can't say I wasn't hoping for more than this...

This game desperately need ad-hoc support (To co-op build and share your creations) and a survival mode (Or some kind of gameplay beyond removing and placing blocks anyway).

A survival mode with a greater emphasis on combat than MC would be nice (Such as a variety of weapons with different properties and monsters with different strengths and weaknesses - RPG style).

Would make it more fun to play singleplayer or in co-op with a handful of players.

Wouldn't mind a random dungeon generator mode as well, connected using a hub portal in your home level. A loot aspect (With randomized gear and special blocks to harvest) there could easily replace the crafting portion.

Asking too much though. I'm just hoping for this game to go beyond the limits of the game that inspired it. Diablo+Minecraft sounds like a nice concept to me.

+2 votes   news: New release
Mutant1988 Mar 22 2012, 9:23am says:

You're really shutting this down and starting over on Cryengine? That makes me sad. But I guess it's somewhat understandable.

Well, wish you the best of luck with the future development then.

But before you go on to that, I'd be really grateful if you released what you've done so far on Source. At least as far as assets you're not porting over to the Cryengine version goes.

You got a moddb page set up for that yet (If so, link please)? Or will you just change this one?

+6 votes   game: Ivan's Secrets
Mutant1988 Mar 22 2012, 8:52am says:

I really need the iron sight patch to be able to get back into this.

With firearms this lovely crafted, it just feels wrong not to have iron sights.

+1 vote   mod: Firearms: Source
Mutant1988 Jan 4 2012, 10:36am says:

That does indeed look amazing.

+1 vote   media: WW1: Source British soldier render
Mutant1988 Jan 4 2012, 10:29am says:

A question to the developers:

The original maps, the one taking place in russia, do these still exist and will they at all be part of the game once it launches?

Even if it doesn't tie into the storyline, having those maps included as extras would be much appreciated. Because it would be fun to just explore those gorgeous looking maps.

As the mod is planned to include co-op, perhaps adding them in as a co-op exclusive side story would be possible (As in, the story refer to a squad instead of a character and the opposition is balanced specifically for co-op)? That is, if they do still exist. I just want to play on those maps really.

Anyhow, glad to see you guys still hard at work on this amazing looking mod. I know it's a common question, but is there any chance of a demo or release in the near future?

To be quite honest though, this looks extremely professional. I wouldn't at all mind if you went commercial and actually got paid for making this. I would buy it in an instant.

+2 votes   game: Ivan's Secrets
Mutant1988 Jan 4 2012, 9:46am says:

Moddb download link appears to be dead.

+1 vote   download: Gang Garrison Version 2.2.3
Mutant1988 Jul 17 2011, 3:59am says:

Can we expect another public SVN update anytime soon?

Main issue I'm having with the current one is that the latest revision seems to have broken ironsights since the last SVN snippet, where they worked perfectly.

Updates I'd like to see is a fix to allow spawned AI to use the Mastiff SMG, it appears broken right now. The Hornet also doesn't work at all for NPC's.

A skin for the Hornet would also be lovely. The Hornet would also benefit from having a brighter aiming screen (Or actually having it be light amplifying), as it's very hard to see anything through it in dark environments.

Anyway, love what you're doing with this mod, keep up the good work.

+2 votes   mod: Tales from the Galactopticon
Mutant1988 Jul 15 2011, 8:10am replied:

Try downloading and running the Punkbuster manual updater:

+1 vote   mod: Star Wars Mod: Galactic Warfare
Mutant1988 Jul 2 2011, 6:00pm says:

Posting some feedback:

The mod could use a warmup mode, such as a straight up Juggernaught free Deathmaps between the mid 2 spawns, until 4+ players join (Server set amount for auto-start, player vote to start anytime past 4 players).

The Juggernaught X-ray vision seems a bit inconsistent too. You can't see through a lot of objects (Russia Spider Tank legs most of all) or through most walls.

Also, the Juggernaught can't see players at all through forcefields, even those in uncapped spawns.

I like the new green skeleton heal effect though. But it would be nice to have an area of effect circle around the Juggernaughts position on the minimap.

It would also be good to elaborate in-game on the abilities of the Juggernaught, most of all that it can locate the enemy Juggernaught when it's in their teams territory (The side of the map in which they control spawns).

Also for balancing purposes, the cars need to be made less solid (Roof, windowframes) so that players in them can be hit by firearms. It would also be advisable to disable or slow down Jugg regen (For himself and teammates) inside vehicles.

+1 vote   mod: Off Limits
Mutant1988 Jul 2 2011, 2:19pm says:

I can't find any 1.0 servers. Any official servers on the way?

-2 votes   mod: Star Wars Mod: Galactic Warfare
Mutant1988 Jul 1 2011, 4:22pm says:

The style of this mod greatly reminds me of Timesplitters. And that's awesome.

+4 votes   mod: Tales from the Galactopticon
Mutant1988 Jun 29 2011, 10:58am replied:

How about the squishy soft looking skin then? I definitely wouldn't say that it makes it more terrifying. It just needs to look more solid, less flobby, if you may. Tyranids are bio-engineered killing machines after all, there's no place for excess fat.

Making the skin a bit brighter (Or desaturated anyway) with harder looking creases and more pronounched bone texture would probably do the trick.

It would look scarier, in my opinion, if the skin appeared strecthed across the bones of it's deformed human skull shape.

The tongue on the other hand could definitely look a bit more slimey.

+1 vote   media: Zbrush Evolution of the alien model
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