I'm a student in IT Carlow, Ireland studying computer systems.
I play a lot of games and I'll be tossing my abominations onto moddb eventually, but for now I gotta get better at coding.
what about 48 player cap, but AI swarms throughout the map? Have a swarm of similar character types that follow players as Captains/Leaders. Combat AI would only need to be basic fare as the idea above is to have the player do a small amount of micromanagement of the team, by hotswapping into them as needed.
Might not be feasible right now, but a man can dream ^^
Cinco is completely right. If this took the form of Total War from the eyes of a single soldier I'd be all over it.
Give me real castles and real Kingdoms. There's no copyright on Islamic, Germanic, Roman, English and Japanese historical war scenarios. I'd like to see a game that gave you one cog in a giant machine and told you to ensure the whole thing worked.
What I'd really like to see is a similar system to BF2 ps2, with hotkey switching between individual warriors on a battlefield simply by looking at them and pressing a key. Scenarios could be won by ensuring proper placement of AI characters while keeping your guy alive. In effect, playing as every cog in the machine, but only one at a time, with the time decided by you regardless of your current character's condition.
Storm a castle with a large army by individually controlling group captains/generals as required, etc.
If you could combine that kind of scale with AoC's combat system / learning curve... forget becoming an indie classic, you'd be number one on EVERY chart.
Of course that's assuming this will have single player or AI characters in multiplayer ^^
I'm still amazed at the detail you can get in Source... The engine scales extremely well, but even at the highest end I wouldn't expect this...
Raindrop is going to be the Source Crysis... but... good. :D
Still eagerly awaiting, take as long as you like to perfect it.
Just a thought... If you make the elevator door in the Grouse level stay open at all times, or just open all the doors there and move Grouse's missions forward to the right point once you leave the bloodsucker lair, that might be enough for now. It should only take an extra conditional statement in the code / whatever that means in the SDK.
Anyone who decides to skip the opening parts won't complain later, and anyone who would complain about the new loophole won't skip the starter missions ;D
Could you turn that animation into a GIF image? I really want a desktop with that guy on it, and the animated one would be amazing!
This is top of my list as far as mods go. It's before Black Mesa, and not just because of the delays they seem to have, not that I'm complaining.
This is starting to look like an awesome cross between Gears of War and Neotokyo, and I couldn't think of a better visual concept.
I must ask, though... What's the combat going to be like? Will it be heavily tactical, one or two hit kills/deaths with ample use of cover or will it take the GoW 'use more bullets than the other guy' approach? Will animation/movement be quick and fluid or heavy and grounded?
Will your 'Fear the Future' spec ops guy move like the ninja he looks like or will he just walk through bullets? xD
I'm seriously hoping this game will have a good combat system. I hate to see games with a great premise and level design, but unrealistic gameplay (GoW, MW2, BF2, etc). Make headshots instant kills in both directions. Make the enemies better shots than stormtroopers. Put the fear back in combat!
Nice to know. In all fairness, the NPP map was pretty much perfect as it was, without any modification (The hidden sniper run being the best map in SHoC). I'm not sure how much effort would be involved in porting it to the newer version of X-ray.
Putting it on the wishlist anyway.
Yeah, escorting would be a perfect way to run the mapping missions. Just gotta be careful about the AI, I always found it pretty dumb when it came to SHoC style anomalies and I don't see AI characters getting past CoP style anomalies short of scripted sequences (Think like HL2. You do a long run, Alyx follows once the danger is gone.)
[Roadside Picnic Reference]
Also, please please please add a wishgranter (not a monolith, but a large copper ball) in a quarry-like map, with a huge impassable whirligig dubbed 'The Meatgrinder'. There would be no way past the meatgrinder, but sacrificing a follower into it would cause it to shut down for a few minutes.
Put a nice artifact in there as well.
This is definitely something I would like to see. Although it would take a lot of work, what you could do is create 3 or 4 separate routes between each of the 3 zones, and add new mapping missions where you explore the routes, find a way through, and sell the info to the nearest guide for a prize + discount.
The shortest routes should be the most dangerous, but also give the greatest reward. For instance, a run through Red Forest would get you to Pripyat, but the road could be extremely hazardous. Meanwhile, there could be a way through the Brain Scorcher lab that comes out at a sewer exit in Pripyat or connects to the canon underground section.
I only wish CoP had more maps like Wild Territory in Shadow of Chernobyl.
Who knows, maybe eventually a route from CoP Pripyat to SHoC Pripyat and Chernobyl NPP? *Crossed fingers*
The Groza is an icon?! I would've pegged the Vintar, VSVal, and AN-94 as the iconic weapons lol.
Tracking. Now off to watch Eureka Seven so I know wtf is going on when the game is released xD
Could you try and make this mod usable alongside RCOM? MacBradley has massively improved on the AI and the guns in my opinion and if I had to choose between Complete and RCOM... please don't make me choose!! xD
Yeah, noticed that in the Merc ambush. Needed a double-tap for the exo guys.
Gotta admit, the AI response times are a massive improvement over vanilla. I actually have to take cover these days ^^. Been trying to figure out a way to kill off the bandit camp (The ones Vano owes money to) with just the pistol. They seem a lot less likely to just walk in single file through the door, and they can often rush in and kill me in th time it takes to reload the pistol or switch to the AN!
I can't snipe them from afar as there's no usable cover within range. get one or two of them, then the other 6 open fire on my location.
Anyway, thanks for the mod, it's made the game considerably better. This does for gameplay what Complete does for graphics.
All I want now is a FAMAS G2 and a HK417 (Been playing Super Mod Pack)!
Good to know. By the way, I find headshots to be effective regardless of range / drop, and that was kind of my point. Of course a heavy slug will do more damage through armor than a 9x18 xD.
What I'm saying is that, although I have all these guns stockpiled, I only use the AN-94 as it's a personal favorite, and if I didn't have that, the Beretta suits all purposes on it's own! I use that pistol more than I use the AN, and at similar ranges xD
Also, on another note... You can adjust the sights on the SVDm2 (With the upgrade) and rifle sights come in a number of sizes.
So technically, in terms of usability under different conditions... The SVD and Vintar (Stalker's best snipers) are now Stalker's worst snipers xD
I know what you mean, the problem I'm getting at is that an assault rifle like the AN-94 is (In use, if not in stats) capable of hitting targets further away than the max usable range of the Vintar.
I know, subsonic bullet and a built in suppressor is going to gimp the range of it severely, but I just think that having greater bullet drop over range than some of the pistols seems to be leaving the realm of realism, and entering the realm of CoD4 (The pistols were seriously overpowered in that game lol).
If I can snipe better with pistol ironsights than with a scoped sniper weapon, one of those guns needs re-balancing xD
Just wanted to give a bit of a review on some things:
The Vintar style weapons both have terrible flatness compared to nearly every other weapon in the game, and bullet drop is clearly visible. I can headshot at sniper range with pistols, given a stationary target, with less drop than the Vintar.
I'd recommend reducing the flatness / bullet speed of pistols considerably, otherwise they can be used pretty much as an all-purpose, all range weapon.
With no upgrades, the An-94 is more accurate than every sniper rifle. Even with iron sights, you can easily twitch-snipe any enemy within visual range. I killed all the zombies at the top of the Concrete factory while I was standing at the door of the stalker base / rail station.
Considering it can take a range of scopes, a grenade launcher, abundant 5.45 ammo and it doesn't break easily, I worry it's becoming an even more potent 'cheat' gun than the G36 in the vanilla game.
Best idea would be to reduce the flatness of all assault rifle type weapons by about 25% and raise the flatness of Vintar sniper / Tide to 80 or 85% of the maximum.
Have the SVD at 95% flatness.
Leave the accuracy as it is, just give the bullets more drop from automatic weapons.
Also, I love the AN-94. It's been my favorite gun in the series, and I love it even more without Auto fire and with faster 2 bullet burst ^^ Thankyouuuu
How much of the end of it is the end of it? ^^
There are a number of different headings in the error log, from which one downwards?
"Process: xrEngine.exe, PID: 3056, Modules:" and below?
I saved one of the logs if you want it. Just tell me where to send.
The game crashes continually on the Kopachy mission with Uncle Yar. The cinematic where the Mercs arrive happens, but then I get a CTD. Happened 4 times so far, within a few seconds of the player regaining control.
No need to leave modDB for that lol Moddb.com
Emotional developer = great game. woot!
I'm a ridin' the Karma rape wave! *Surfer music*
I actually have bought 2 copies of Stalker. One on Steam, and one to play this lol
Looking pretty good so far for 20 quid lol
Downloaded the trial, under the presumption it was a full game. no indication it's a trial until after install. Strike 1.
Now I know it's not free, and that tons of features are locked. I decide I'll check the website and see how much it costs. I click buy now. The website opens, along with a very handy CTD for the game.
Unhandled Exception. Crashed within 3 seconds of main menu. Strike 2.
I'm now staring at the website. $19.99 for the above? Strike 3, you're out!
I just hope you haven't bitten off more than you can chew with this.
Books and games demand attention in different areas and I hope you can make the storyline mesh without turning your game into an interactive novel and your book into Modern Warfare 2 (*shudders at the terrible plot in that game*).
Another worrying aspect would be the workload. You have listed almost as many guns as the S.T.A.L.K.E.R. series contained and unless your campaign is 15+ hours long or you expect spec-ops teams to make up the majority of enemy combatants, I don't see how you could get such a variety of guns into play and maintain an atmosphere. No point in having 20 classic guns and a few made up ones when 10 or 12 will be sufficient. This means you can spend more time on the important aspects of the game (AI, mapping, plot).
All the same, I'm tracking and eagerly awaiting this!
I know it's a bug but... that sounds completely awesome. We need that as an optional lol
Kinda strange... It's like he emulated Solar Fields' style (Mirror's Edge) and molded it around a typical 'sounds-like-half-life' guitar theme while still making it original.
Not completely sure whether I like it, to be honest, but such is the folly of art.
Reminds me of Raindrop's video for MOTY
This is an amazingly good game, but...
I just hate how linear the storyline is. You get to choose bandit/stalker at the start, but duty and freedom give you f*ck all. And even with 3 huge areas, the game is over incredibly quickly. Pripyat itself is barren and utterly boring. I spent 3 hours camped on the roof of the X lab building with my Dragunov and saw two groups of 3 people. A group of psi dogs then spawned right behind me, on the roof (which is full of electrical anomalies) and tore me to pieces.
The sad fact is that that this game never provides common ground. You're either on a rooftop with a clear view of the enemy and out of the AI's visual range, or you're caught by a sudden crushing onset of snorks that spawn right next to you, often spawning visually on screen.
Bloodsuckers are harder to hit, but nowhere near as scary as they were before. Once you realize the crosshair still changes red when it passes over them, the fear goes out the window.
Once you finish the first mercenary mission (Kill mercs, grab PDAs and laptop), the game is no longer a challenge, and the scenarios are barely fun.
Where's the replay value in these huge areas? Groups of enemies do respawn, but only in some places.
Since that brilliant shootout at the hospital, I haven't gone back. Why? No enemies or neutral stalkers use it. At all. In over 20 runs past it I've seen one chimera and no people. Pointless.
Yes, it's bigger. Yes, it's more stable. Yes, in many ways it can be called better. But it can no longer be called S.T.A.L.K.E.R. in my book.
At the very least they should add a few more missions after Strelok arrives.