TO GAME COMPANIES: First of all - thank you for your work and contribution to the world of gaming. As mentioned before: You are the Easter Bunny. We (the modders) are simply painting the eggs. But we are actively engaged in projects of serious game improvements. Mind that we are doing this in our spare time for zero ecomic benefit. I strongly encourage you to consider staff candidates from the Stalker modding scene. This is likely to be one of the best places for you to find motivation and dedication for a professional development environment. Several active modders are well capable of taking part in an actual and professional game development process. And if you choose not to I wish you the best in development and hope that at least some inspiration was found here. Thank you N.Aaroe The modding community

Comment History  (2280 - 2310 of 2,740)
N.Aaroe Nov 9 2011, 9:47am says:

I kinda like how the factions/groups are distinguished from each other right now. Radiation is more of a thread now and the medication for it less attainable

0 votes   media: A novice and his rifle
N.Aaroe Nov 9 2011, 9:44am replied:

What do you mean? He's wearing textile in front of mouth and nose and hood is up. No bug there.

+3 votes   media: A novice and his rifle
N.Aaroe Nov 9 2011, 9:43am replied:

More than material wealth. Maybe he will even find his purpose in life..

+8 votes   media: A novice and his rifle
N.Aaroe Nov 9 2011, 3:00am replied:

All vanilla weapons are still in the game. They just come in a retouched form (in terms of several aspects actually).

+2 votes   media: A novice and his rifle
N.Aaroe Nov 8 2011, 2:45pm says:

This novice just found his way to a personal automatic firearm.
Although this black AK-105 is worn and unreliable the rookie stalker is glad to have found exactly what he needed to summon the bravery required to set out for his quest for wealth in The Excluded Zone.

+15 votes   media: A novice and his rifle
N.Aaroe Nov 8 2011, 10:12am replied:

Installation done wrongly if you have russian text in the main menu.
The main menu needs to have the IWA 1.2 logo on it. and YES a new game is required for this mod as it changes pretty much everything.

+2 votes   download: "I Work Alone" ver.1.2
N.Aaroe Nov 8 2011, 9:03am replied:

No. I have a trailer project going on but it was kinda stalled and I don't know if it will even be finished before the release of the mod.

+1 vote   mod: MISERY
N.Aaroe Nov 8 2011, 9:02am replied:

I haven't been able to script the possibility of making your own stashes.
New weapons (most are unique) will be presented either on NPC's, in traders stock or in stashes. There´s a handful of new weapons hidden in stashes on every map

+2 votes   mod: MISERY
N.Aaroe Nov 7 2011, 3:01am says:

Awesome! Are minotaurs this powerful in the table version of Warhammer or is it because this Minotaur is a god champion? Personally I would have preferred to have like 4-6 minotaurs in a unit and have them less powerful than this (some of them with dark brown fur also). But execution of the unit look is really nice!

+1 vote   media: Minotavr (1.5)
N.Aaroe Nov 6 2011, 6:21am replied:

That would be doable, however I am currently engaged in another project: MISERY. That mod is going to include a special version of AtmosFear3.

+2 votes   mod: : I WORK ALONE
N.Aaroe Nov 5 2011, 4:22pm replied:

I wouldn't wanna bet on that kind of health-focus in the head of every Zone intruder.

+2 votes   media: NPC armament
N.Aaroe Nov 4 2011, 6:09pm replied:

Many things have to be balanced out when interacting with AI or we will never feel challenged

+2 votes   media: NPC armament
N.Aaroe Nov 4 2011, 4:09am says:

Awesome work. The feathers do give a lot of unique character to the look of these units

+1 vote   media: Amazons (1.5)
N.Aaroe Nov 2 2011, 6:10am replied:

Many of the new weapons comes without any attachments and you can add a scope, silencer or grenadelauncher to many of them. They are also upgradeable. However the M16 has a fixed scope and the same thing goes for the M24. I made them this way as they are scripted for being sniper rifles.
The M4A1 comes with a fixed grenadelauncer.

+3 votes   mod: MISERY
N.Aaroe Nov 1 2011, 5:04pm replied:

Unlimited ammo but very little when their bodies are looted. You can equip any NPC by dropping or selling stuff to them

+2 votes   media: NPC armament
N.Aaroe Nov 1 2011, 4:27pm replied:

The Green Dragon is a Browning m1000 / M24 but that's just one of several new sniper rifles included in this mod.
See the expanded arsenal here

+1 vote   media: NPC armament
N.Aaroe Nov 1 2011, 4:21pm replied:

Neither planned nor implemented

+2 votes   mod: MISERY
N.Aaroe Nov 1 2011, 11:01am says:

There's now an even greater variation in the arsenal used by NPCs.
Stalkers and bandits use pretty much any weapon including some of the newly added common weapons like the AKM, SKS and the FN FS 2000. See them here.

You will find that some rookies may only be equipped with a standard pistol and a few rounds in terms of armament.
The more experienced have found their way to a proper firearm but may not even have a secondary backup weapon.
The veterans are well equipped with quality weaponry. But all NPCs carry a minimum of the expensive ammunition required for their objectives and survival.

Factions like duty, monolith and mercs are well armed by standard.

Zombified stalkers are also less well armed now. It is no longer an advantage to spend lots of bullets on taking them down as the loot simply is less attractive now.
There's also a big risk involved in trying to overcome a group of zombified stalkers.
I suggest that you help equipping your group members with quality weaponry if you want to be safe in The Zone.

NPCs might carry stuff like rotten food, protein bars, cigarettes or joints in their backpack.

Staker novices now wear easily obtainable camoflage jackets like this instead of the very bright grey ones.
(tip by Bioshocker)

+8 votes   media: NPC armament
N.Aaroe Nov 1 2011, 9:38am replied:

Q: What are the system requirements?
A: You can expect the same FPS as with "I Work Alone" v.1.2.
If you haven't tried that mod already here's and example of performance with the testing machine: Windows XP, Intel Core i7 920 CPU 4x2.66GHz, 4 GB DDR RAM. nVidia GeForce GTX285 1 GB. DirectX 9.0c. Performance: 40-60 FPS.

+1 vote   mod: MISERY
N.Aaroe Oct 31 2011, 3:31pm says:

Things are looking promising in terms of Steam compability for this mod.

+5 votes   mod: MISERY
N.Aaroe Oct 31 2011, 11:46am replied:

When inside a safe zone during an emission: do not have your weapon raised

+2 votes   mod: : I WORK ALONE
N.Aaroe Oct 31 2011, 8:17am says:

I just noticed this mod project. It looks good!
The latest screens from the swimming hall looks very promising.
In my opinion you can generally add loads of rubble, dust, dirt and de-saturate the vegetation quite a bit.

+3 votes   mod: Chernobyl
N.Aaroe Oct 30 2011, 4:08pm replied:

Thanks for your encouragement bro. I hope it will live up to your expectations.

+2 votes   mod: MISERY
N.Aaroe Oct 30 2011, 10:37am replied:

Many of the new HIres textures are conceptually combined to how I made the mod (i.e. the skies and some mutants). You will need to have all settings on low and make your way up step by step to see how it goes.

+2 votes   mod: MISERY
N.Aaroe Oct 29 2011, 6:37pm replied:

True. I have already achieved my original plans for this mod and I'm already way past them.
But my ambitions grew with the development... So I will have to decide what to do eventually.

+3 votes   mod: MISERY
N.Aaroe Oct 29 2011, 6:32pm replied:

At least you are being honest to us. That's the first step

+4 votes   media: Freaks come out at night
N.Aaroe Oct 29 2011, 6:30pm says:

Am I the only one who sees a highlighted skull on the stone wall to the right?

+2 votes   media: Tunnel vision
N.Aaroe Oct 29 2011, 2:04am replied:

Ha ha ha

+3 votes   media: MISERY ingame teaser
N.Aaroe Oct 28 2011, 6:11pm replied:

I would go for a powerful SMG in this scenery. Like a SIG-552.

+1 vote   media: Beautiful day for a walk...
N.Aaroe Oct 28 2011, 6:04pm says:

The beta testing phase has ended with a possitive outcome in terms of stability. The team of beta testers are named in the FAQ and they deserve gratitude for helping the development process. 

Here's a selection of beta testing remarks:

"... the weapon sounds, damn those are nice"

"MISERY is alot more harder but not the frustrating battle toads type..."

"... well one thing i can suggest is more maps and Stashes"

"In my opinion seeing more mutants would be nice..."

"... it may not be adding anything really new but its what CoP should have been"

"I'm really liking the soundtrack work, very atmospheric and creepy"

"It looks good, sadly after looks it starts to go downhill, In terms of changes to what happens and what you do it plays like a vanilla game"

"There is some good stuff going on but it needs a lot more work and changes, it needs to open up in a new direction"

"I have been okay with the emissions, although you do not get the warnings or the pda markers"

"Some of the new mutant sounds I like and some I dont..."

+4 votes   mod: MISERY
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