yeah at least credit the artist broski.
yeah at least credit the artist broski.
real gangsters use one scope for each eye
wow strelok why did sidorovich give you TWO saiga-12s
Yes, as said in the video, everything is very WIP.
Wow I swear to god that ModDB actually made an active attempt to make the comments system as bad as possible to read.
It pretty much changes STALKER's story progression from top to bottom.
Let me come clean for a moment - Holden and I have basically stalled work on LURK 1.2. We kind of overextended our ambitions a bit and encountered a gamebreaking bug we couldn't fix. Instead I plan on rolling back to a previous build (before we merged with RMA mod, which is what caused the bug), once Daemonian has his sounds sorted out.
We've encountered a few stumbling blocks with some ongoing and seemingly unsolvable crashes relating to our integration with a Russian mod.
If anyone is, or knows anyone who is bilingual (english and cyrillic) then I'd really like to get in touch with them so that we can get some proper help from the Russian modding community.
Hi there.
The way I set up weapons to be is that the /ammunition/ itself has the base damage statistic, and depending on which weapon is being used, it multiplies the damage of the round.
For example, you have a box of .44 Magnum Standard rounds. It does 100 base damage. If you have a weapon chambered in .44 Magnum, with a Ballistics stat of 5/10, it'll do the base damage of 100. However, with every level of the stat above or below 5, it'll increase or decrease (respectively) the damage by 5%. So a weapon with a Ballistics of 10/10 will do 125 damage, and a weapon with a Ballistics of 1/10 will do 80 damage.
I am Australian, you imbecile.
And I have been to the U.S.
Their **** ain't jack.
> wants assault weapons for civilian ownership
> thinks american internet is fast
haah waaw.
Dear ModDB, hurry up and approve this post, tyvm.
Love, Panzerdraco.
Whenever Holden fixes his PC and gets around to fixing this one showstopper bug then I can get back to work on item/NPC replacement.
I guess I could make a video too!
Open your root STALKER: Shadow of Chernobyl directory and delete the "gamedata" folder.
God damn it holden stop deleting my comments. ;_;
The HUD is currently placeholderish, Holden plans on touching it up. I think we're going to include an option for the 1.1 style HUD as well in the mod files. As for the AI, I've tweaked detection a bit more so sneaking should be a bit easier. It's something really difficult to test under controlled circumstances though.
It's not my fault you basically emptied a dumptruck full of new features into the mod.
Just in time for me to review various games with two-sentence paragraphs on my blog that is supposedly dedicated to Minecraft.
It's not an issue so much as it is a matter of opinion. People playing LURK on Master should expect their balls to be twisted. To be fair though, I can make some pretty outrageous shots with handguns in LURK too.
If you're playing on Master, NPC accuracy is tweaked to hell. But the maximum range for for pistols when used by NPCs is 50 metres. And 50 metre shots with a handgun is a fairly easy feat for experienced marksmen.
The detector should play a song which rises in tempo as you get closer to artifacts.
Also tldr.
What kind of anomalies, may I ask? I'm kind of interested in perhaps adding those to 1.2.
We're adding a Glock 17 as well, but adding more than that would delay release for too long. At this rate I'm not sure we'll make the December 30th date.
As for the weapons in the files but not actually in the game, those models tend to have issues like broken models or animations.
Well thanks sweetcheeks.
Now how about helping me spawn artifacts from anomalies?
Panzerdraco
Markus joined
Hi. I'm Panzerdraco. Australian weapons enthusiast, mathematics savantic smartfucker, and shit like that.