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Comment History  (90 - 120 of 301)
N3uR0m4nT3
N3uR0m4nT3 Sep 11 2014, 6:16am replied:

That actually makes a lot of sense. Nice idea.

+1 vote   media: Rats test
N3uR0m4nT3
N3uR0m4nT3 Nov 16 2013, 11:00am says:

Look, look at all that detail...

+2 votes   media: ATZ-5 and with base for Ural 4320
N3uR0m4nT3
N3uR0m4nT3 Nov 16 2013, 10:59am says:

A classic indeed.

+1 vote   media: Much better.
N3uR0m4nT3
N3uR0m4nT3 Sep 2 2013, 7:53pm says:

Lovely! The one to the left is for scenery right? Because it seems abandoned rather than destroyed by gunfire.

+1 vote   media: New environment object render. ZIL-130 wreck.
N3uR0m4nT3
N3uR0m4nT3 Jun 22 2013, 7:20pm replied:

Maybe both effects should stack for very low sway? Just a thought.

+1 vote   article: Late June update
N3uR0m4nT3
N3uR0m4nT3 Jun 22 2013, 7:09pm says:

Looks nice! Can't wait to shoot it full of holes. :P

+8 votes   media: New Ural, in process...
N3uR0m4nT3
N3uR0m4nT3 Mar 4 2013, 3:12am says:

Is the Kobra sight an attachment or part of the model?

+1 vote   media: Saiga12 with kobra.
N3uR0m4nT3
N3uR0m4nT3 Dec 9 2012, 9:06am says:

That's great mate, it will be cool trying this out at last. Your website's link does not work for me though.

+1 vote   article: Stealth wood
N3uR0m4nT3
N3uR0m4nT3 Dec 2 2012, 11:37pm says:

Lovely.

+1 vote   media: Upgraded AFMC troops!
N3uR0m4nT3
N3uR0m4nT3 Jun 5 2012, 3:10pm says:

Nicely done.

+2 votes   media: M72 LAW
N3uR0m4nT3
N3uR0m4nT3 May 21 2012, 4:09pm says:

Ha! Now that's dedication. Best of luck, I really enjoyed your work thus far.

You're not even going to tell us a little about said milestones. are you? :P

+2 votes   article: Development Progress
N3uR0m4nT3
N3uR0m4nT3 May 6 2012, 12:07am says:

Looks great.

+1 vote   media: soldgers of white guard in winter uniform
N3uR0m4nT3
N3uR0m4nT3 May 2 2012, 11:16pm replied: +1 vote   media: Veteran Tiger?
N3uR0m4nT3
N3uR0m4nT3 Apr 21 2012, 10:49pm says:

Looks cool.

+2 votes   media: Little path
N3uR0m4nT3
N3uR0m4nT3 Apr 3 2012, 11:07pm replied:

So tactical it hurts.

+5 votes   media: Again military, patrol
N3uR0m4nT3
N3uR0m4nT3 Mar 21 2012, 8:24am says:

YES!

+3 votes   media: Zaton test (1.0.0 pre-beta 5)
N3uR0m4nT3
N3uR0m4nT3 Mar 11 2012, 3:21pm says:

Awesome! ;)

+2 votes   media: Follow the white rabbit...
N3uR0m4nT3
N3uR0m4nT3 Feb 26 2012, 1:48am says:

It's ok, I'm tracking as I'm curious about this one. :)

+1 vote   article: Good News and Bad News
N3uR0m4nT3
N3uR0m4nT3 Feb 22 2012, 7:35pm says:

Awesome job. You're planning on implementing this with the dynamic NV optic shader I hope. :P

+1 vote   media: 1PN51 NV scope reticle
N3uR0m4nT3
N3uR0m4nT3 Feb 16 2012, 12:27pm says:

Actually, recoil does seem a bit high on the 7,62 AKs. I'd have to try for myself though. With rifles that kick a fair bit I'd certainly consider carrying a SMG for a while like I did in LURK.

+1 vote   media: First video of new weapons added.
N3uR0m4nT3
N3uR0m4nT3 Feb 13 2012, 7:22pm says:

KSVK? Hah, talk about stopping power. Big game hunting never been so fun.

+5 votes   media: UI Icons as of February, 13, 2012
N3uR0m4nT3
N3uR0m4nT3 Feb 12 2012, 4:12pm says:

Looks great.

+1 vote   media: This is K10 vision
N3uR0m4nT3
N3uR0m4nT3 Feb 8 2012, 4:23pm says:

Holy ****, nice work.

+1 vote   media: Nightvision Scopes Preview
N3uR0m4nT3
N3uR0m4nT3 Feb 8 2012, 11:33am replied:

Agree, mags do look slightly off scale. Looking good though.

+1 vote   media: Retextured AK-74 and 5.45x39 magazines.
N3uR0m4nT3
N3uR0m4nT3 Feb 7 2012, 12:16pm says:

That AT gun has a long, scary barrel. Nice work.

+2 votes   media: BS-3 & Long Tom
N3uR0m4nT3
N3uR0m4nT3 Feb 5 2012, 9:27pm replied:

Google.it

The metric system is one hell of a drug.

+1 vote   article: 7 new weapons added so far, more information soon.
N3uR0m4nT3
N3uR0m4nT3 Jan 31 2012, 4:36pm replied:

That's definitely the case. :P

Good job.

+3 votes   media: opcl lvl recruiting outskirts (dessert village)
N3uR0m4nT3
N3uR0m4nT3 Jan 31 2012, 12:55am says:

Every single screenshot except the M16A3 one is nearly impossible to see due to its darkness. :P

Sweet though. May I make a suggestion? I've been fascinated with this lately: Kbptula.ru

It's a .50 revolver. Its shells come in ball, AP and shot. I think I've already seen it mentioned in the context of STALKER, whether a mod included it or something, so you might be able to get your hands on a model and animations.

+1 vote   article: 7 new weapons added so far, more information soon.
N3uR0m4nT3
N3uR0m4nT3 Jan 28 2012, 10:55pm says:

Cool. Tunnels and mutants? Reminds me of Bioshock.

+2 votes   article: History
N3uR0m4nT3
N3uR0m4nT3 Jan 17 2012, 3:56am says:

How are you today mate?

If I may, standard ammo shouldn't be nearly as effective as AP stuff against heavily amored foes. I've played a few stalker mods and I don't recall any making enough of a difference between ammo types. If it penetrates it should make a good deal of damage, if not damage should be minimal.

Also, the difference between AP and ball ammo in terms of damage should be more accentuated for small, fast calibers that rely on fragmentation such as 5.56, as a steel core tends to stay together and inflict less severe wounds.

+1 vote   article: Done with work on Stashes. ETA 2-4 days.
N3uR0m4nT3
N3uR0m4nT3 Jan 9 2012, 6:05pm says:

I don't know what to say. Be strong mate, I wish you all the best.

If you're still looking for that repair kit mod you could ask fluffy22. The Misery mod for CoP is including one, and the credit goes to him.

+1 vote   article: Current progress, I'm about 60% finished on the new patch.
N3uR0m4nT3
N3uR0m4nT3 Jan 6 2012, 8:53am says:

I can understand why it was cut, it looks more like a bug. But I like it.

+2 votes   media: Anomalies - Lift
N3uR0m4nT3
N3uR0m4nT3 Jan 4 2012, 8:39pm says:

Awesome. You guys are great.

+1 vote   article: January, 2012 Q/A Session
N3uR0m4nT3
N3uR0m4nT3 Dec 30 2011, 8:20pm says:

Nice to hear that. I've been aching to play your mod since you talked about it on KC but I'm still without a PC able to run anything more demanding than solitaire. :P

+1 vote   article: Update on something I am working on.
N3uR0m4nT3
N3uR0m4nT3 Dec 21 2011, 12:14pm says:

Models are great, but I would opt for some guy without a gasmask or helmet. It's inside the bar after all, not outside in the wilderness.

+4 votes   media: NPC Models
N3uR0m4nT3
N3uR0m4nT3 Nov 20 2011, 3:40pm says:

Amazing. :)

+4 votes   media: Edit Profile
N3uR0m4nT3
N3uR0m4nT3 Oct 9 2011, 6:40pm says:

Looking good. ;)

+2 votes   media: TAM Variants
N3uR0m4nT3
N3uR0m4nT3 Sep 7 2011, 11:05pm replied:

Jeez, I'm dumb. Thank you.

+2 votes   article: Devupdate #3
N3uR0m4nT3
N3uR0m4nT3 Sep 7 2011, 12:10am says:

Yay, great work! Needs link to higher res pictures though, especially the Ontos, PT76 and M40.

+1 vote   article: Devupdate #3
N3uR0m4nT3
N3uR0m4nT3 Jul 14 2011, 11:00am replied:

Same here. Great to see you're back on track Mac.

+3 votes   article: RCOM July 2011 Update
N3uR0m4nT3
N3uR0m4nT3 Jun 27 2011, 10:59pm says:

Time to reinstall FO3 again! Thanks for your efforts mate, your mod has always been great.

+1 vote   article: Fallout 3 Reborn V9.0 Release Date
N3uR0m4nT3
N3uR0m4nT3 May 30 2011, 7:11am says:

What's this?

+1 vote   media: Joined routes
N3uR0m4nT3
N3uR0m4nT3 Apr 29 2011, 12:18am says:

Neat!

+2 votes   media: M-77 Oganj Testing
N3uR0m4nT3
N3uR0m4nT3 Apr 2 2011, 2:36pm replied:

It is, I learned what actually is a smart terrain. :P

So camps with tents and stuff are regulated in the same way? Do stalkers just reach the closest one when it's getting dark?

+2 votes   article: S.T.A.L.K.E.R.: Way of the Wolf - An Insight into Development
N3uR0m4nT3
N3uR0m4nT3 Feb 26 2011, 10:20am says:

Great stuff, thanks!

+1 vote   download: Men of War Assault Squad Map Pack Add On
N3uR0m4nT3
N3uR0m4nT3 Jan 17 2011, 10:04pm says:

Well, that's too bad. Can't say I'm not excited for the new project, which sounds great on paper, but I really enjoyed Redux and was hoping for a bit more. Anyway, thank you so much for your work so far, and best of luck for WotW.

+1 vote   article: S.T.A.L.K.E.R.: Way of the Wolf + Redux v1.05b
N3uR0m4nT3
N3uR0m4nT3 Jul 1 2009, 11:07am says:

Awesome!

+2 votes   article: Progress Report
N3uR0m4nT3
N3uR0m4nT3 Jan 31 2009, 11:07pm says:

I have Windows Vista and all I could achieve trying to mod GTA IV was breaking my installation of the game, having to download the bad files over and over again. Even if I could manage to mod it in the end, which anyway wasn't, you shouldn't ever have to go through half of the trouble I had just to modify the game to my own liking. You weren't supposed to mod IV, it's just workarounds people found. I hope this clarifies my position as stated on Iciris' profile.

+1 vote   member: A12FTW
N3uR0m4nT3
N3uR0m4nT3 Dec 8 2008, 3:14am says:

Hello, I left a comment on your mod page a while ago. Just wanted to ask you if you've given up with your project.

Isn't it sad how this seems to be the going trend, releasing games which are impossible to mod? What do you think about it? I recently bought GTA IV, an otherwise awesome game but that you just can't mod. Are they trying to draw more people to consoles?

+2 votes   member: IcIrIs
N3uR0m4nT3
N3uR0m4nT3 Apr 3 2008, 8:42pm replied:

Ah, fark you. I'm Italian and would definitely like to see how our (yet crappy) army would play in the game. Too bad it looks like the mod's dead.

+1 vote   mod: Modern Warfare
N3uR0m4nT3
N3uR0m4nT3 Nov 30 2005, 3:37am says:

Damn nice render.

+1 vote   media: G36c
N3uR0m4nT3
N3uR0m4nT3 Nov 29 2005, 11:59pm says:

Well, i don't think a Deagle is appropriate as a former SWAT's favorite weapon. Maybe USP or Beretta 92 could fit...

+1 vote   media: Human Team
N3uR0m4nT3
N3uR0m4nT3 Nov 13 2005, 8:11pm says:

That sounds like everything i always dreamt to be in a mod.

+1 vote   mod: Point Of Contact
N3uR0m4nT3
N3uR0m4nT3 Apr 17 2012, 8:19pm says:

Marvelous. Excellent job.

+1 vote   article: Call of Pripyat: Redux v2.0 - Mutant Looting System Demo
N3uR0m4nT3
N3uR0m4nT3 Apr 15 2012, 11:09pm says:

What weapon is that?

+1 vote   media: Media Update 15-4-12
N3uR0m4nT3
N3uR0m4nT3 Mar 20 2012, 9:41pm says:

Looking good. Do you still accept feedback on weapons? If so, I've noticed that the zoom effect while looking down the sights is just slightly too heavy. Not much, just a little. I usually play with the crosshair off, so I use sights mostly to land hits on target, rather than getting a bigger picture.

Also I can't tell much from the videos, but armor should play an important role. Whether or not your weapon can penetrate your foe's armor should determine whether you're basically forced to go for headshots only or allowed to take them out quickly with a short burst to the chest.

+2 votes   mod: M.I.N.E.
N3uR0m4nT3
N3uR0m4nT3 Mar 19 2012, 9:47pm says:

That suit looks fantastic.

+2 votes   media: Agroprom
N3uR0m4nT3
N3uR0m4nT3 Mar 19 2012, 8:06pm replied:

This could require some work, but could you implement some basic form of crafting? With enough monster parts and a small fee a hunter could craft you a leather jacket, the scientists could manufacture chemicals and so on. Also some monster parts should be edible at the cost of some rad poisoning, with different intensity depending on the mutant type.

Glad to see you're back on moddb. :)

+1 vote   mod: Swartz Mod
N3uR0m4nT3
N3uR0m4nT3 Mar 7 2012, 5:06pm replied:

Well, at the present moment it seems shotguns outmatch pistols and even submachineguns in pretty much every respect. One buckshot blast drops some dude 20 meters away with no problem, while the bizon just can't. Unless you get a headshot. Body shots should be a viable way to dispose of someone, especially if your weapon has no problem penetrating his armor. On the other hand I can see how tense it gets when the armament you're carrying proves inadequate, a matter of squeezing off two shots before going into cover again and wondering whether you did plug him in the head or not.

So, suggestions:
-Perhaps rifle calibers shouldn't be immediately available at Cordon. The tiering with armor and weapons you're going for is great, I would make it harder to get your hands on an AK, with a small number of SKS showing up just in the Garbage. Mosin may be the exception to this rule, you can't really fend off multiple opponents with it and choosing to carry one would at least force you to combine it with a different weapon.

-Nearly all the weapons they drop are pretty well maintained. While it makes sense that people don't entrust their lives to a constantly malfunctioning piece of junk, if much of the dropped stuff wasn't in usable condition weapons tiering would be more strongly enforced.

-The violet skybox you get on mornings looks a bit weird.

-It feels like center mass hits don't deal enough damage. It's still probably the 9x18 syndrome, SKS seemed to fare a bit better.

-The LURK HUD system would be neat, I'd like to know roughly how much I'm hurt and if I'm bleeding without stopping to check the inventory.

In conclusion, I've had some of the finest gunfights I've ever had in this game. Some small tweaking could make it perfect.

+1 vote   mod: Zone of Alienation mod
N3uR0m4nT3
N3uR0m4nT3 Mar 7 2012, 3:16am says:

Finally got around to trying the mod. I can say so far it's been a fun although extremely hard ride.

About bugs: I think the 7,62 ammo wasn't supposed to cost that much, was it? Sidorovich sells it for more than the SKS price.
Buying vanilla shotgun shell boxes doesn't seem to work with the new ammo system.
Also, you're probably aware of this, but every time a savegame is loaded the edge of the screen is blurred as if you're looking down the sights.

About gameplay: I understand two kinds of anomalies, the ones that you can't see and the ones that kill you in one "shot". Giving both attributes to the vanilla ones (Springboard I think) is a bit harsh.
9x18mm ammo is a joke. Unarmored targets can soak up 10-15 bullets and still be able to pull off a shot or two before bleeding out. I understand folks in armor shrugging off that caliber, but not rookie bandits in leather jackets.

I'll provide more feedback when I have time to play some more.

+1 vote   mod: Zone of Alienation mod
N3uR0m4nT3
N3uR0m4nT3 Mar 2 2012, 2:33am says:

It's nice that you guys take this seriously, I'm positive the result will be amazing. Also the place you live in looks great.

+3 votes   article: L.U.R.K. 1.2 Sound Design Dev Diary 2
N3uR0m4nT3
N3uR0m4nT3 Feb 26 2012, 4:31pm says:

Seems like a bad case of the Commies. You'll heal, eventually.

-1 votes   media: Improved geometry
N3uR0m4nT3
N3uR0m4nT3 Feb 25 2012, 12:12pm replied:

And also to conquer new horizons.

+4 votes   media: OGSE 0.6.9.3 Dead City atmosphere
N3uR0m4nT3
N3uR0m4nT3 Feb 18 2012, 5:29pm says:

So, FatalFunnel, where's SKS? :P

It's perfect as an ulterior rookie weapon, also for bandits. Would you be able to implement stripper clips with the mag system? Or maybe it could just feed directly from the ammo stack.

About elite bandits, I have a feeling they would probably carry expensive western stuff (like in vanilla I think?) as symbol of wealth, just to show off. Also if I recall correctly the criminal subculture I think they're loosely based on En.wikipedia.org used to be in starkly anticommunist, so a fascination with the west and western stuff might apply. Of course the rookies are ok with the cheap local stuff.

+1 vote   article: Updated NPCs.
N3uR0m4nT3
N3uR0m4nT3 Feb 18 2012, 4:30pm replied:

I think the keyword here is "progression". As you progress through the game you find better equipment - artifacts, weapons, suits. In some games you level up, in others it's done differently.

AKM is a reliable and powerful rifle. It wouldn't look out of place in the hands of a rookie given its relatively high availability, but it would spoil progression a bit. I tend to stick to assault rifles, so I'm content with having to wait some more rather than having one straight out of Cordon.

+1 vote   article: Updated NPCs.
N3uR0m4nT3
N3uR0m4nT3 Feb 16 2012, 12:12am says:

Beautiful.

+1 vote   media: Terrain Tests
N3uR0m4nT3
N3uR0m4nT3 Feb 16 2012, 12:01am says:

Thank you so much, you guys are great.

+2 votes   article: OGSE 0.6.9.2 R2 Official English version
N3uR0m4nT3
N3uR0m4nT3 Feb 12 2012, 6:14pm replied:

If I were you I'd place 7,62 penetration between 5,45 and 5,45 AP. Also, lethality doesn't always equate to "stopping power" (what an ugly, controversial term). 7,62x39 is said to make cleaner wounds than lighter calibers, but but I believe it has a good record of incapacitating with very few hits. Which is understandable if you think how a heavy and slightly larger slug can shatter bone with ease, among other things. I would step up its damage five points or so, and let 7,62 be the more damaging round in AP variant.

As for your question, recoil seems spot on from the video in the mod's homepage, perhaps just slightly too much for the 5.56 weapon (SIG?).

When weapons have high damage values, recoil is an excellent balancing factor, as seen in LURK. Otherwise the gunplay feels a bit too easy and less... crisp. I'll finally be able to try ZoA out and see for myself in the next couple of weeks, when the new motherboard I ordered finally arrives.

Hope I'm not boring you discussing every minute intricacy of terminal ballistics, I guess I like the subject. :P

+1 vote   article: Around 26 weapons added in total, making small changes to ballistics now.
N3uR0m4nT3
N3uR0m4nT3 Feb 12 2012, 4:17pm says:

So is 7,62 going to be heavier to carry and less powerful? Will it have any redeeming qualities, like better availability or better reliability of the guns that use it?

+1 vote   article: Around 26 weapons added in total, making small changes to ballistics now.
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