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Borovos Creator
Borovos 4hours 45mins ago says:

Hello guys,

I'm searching someone who use photoshop and who understand alpha channel for stalker terrain texturing.

I have a problem with my graveyard terrain textures for DX9 to DX11. The alpha channel call inappropriate shaders and I'm not able to generate .dds files without alpha.

Please, contact me by pm.

+1 vote   reply to comment
mttkra
mttkra Jul 2 2015, 11:16am says:

Just wondering where everyone is in terms of projects, is the mod getting polished, are bugs being hunted for, or is it not to that point yet.To be more specific is the mod going to be out within a year, or two years and are you planning on adding new frameworks that you haven't implemented yet.

Also it would be awesome if we had a comprehensive features list so we can have a good idea of what to expect.

With so much terrain and so many locations to gain artifacts and equipment have you ever considered making a money sink so players can spend their ill gotten gains setting up something such as the ammo supply for killing mutants in the base game or the medical supply they got for solving the dead stalkers mystery. I feel like these scripts are already in game and wouldn't require a disproportionate amount of work to implement into the new areas but then again I don't know how complicated the quest implementation is in stalker.

+3 votes     reply to comment
Amoch
Amoch Jun 30 2015, 11:40am says:

It would be great if you also released a visual upgrade mod pack together with CoC, with available updated textures, textures and particles. Improved graphics = big difference in gameplay enjoyment...

-1 votes     reply to comment
Joubarbe
Joubarbe Jun 30 2015, 2:32pm replied:

Improved gameplay = big difference in gameplay enjoyment...

+1 vote     reply to comment
Amoch
Amoch Jul 1 2015, 4:04pm replied:

Improved gameplay AND graphics = even more gameplay enjoyment. :) My point was that having already played CoP (and CS) with various visual upgrades, going back to near vanilla graphics is going to be a let down. It's just a matter of using stuff already available from the mod community. Since CoC uses all STALKER maps, I assume that simply installing the Absolute texture packs for CoP won't be enough. An addon pack for CoC, with updated textures, particle effects, shaders etc. for the players out there, who aren't too savvy about these things would be great...

+2 votes     reply to comment
garu24ru
garu24ru Jul 1 2015, 11:46pm replied:

That's the point of this "mod", being a base of modding for modders, doesn't it? So we probably should wait first the release of this mod, and then mods like you mentioned should appear within time.

+3 votes     reply to comment
makattak
makattak Jun 29 2015, 8:56pm says:

How many companions will be available to the player during the game? Will I be able to recruit only unique NPCs, or can I befriend stalkers or my faction buddies and ask them to foray with me into the red forest?

Also, will it be possible to change out their suits to one of my choosing or would it be unfeasible to have that level of depth?

+1 vote     reply to comment
Alundaio Creator
Alundaio Jul 1 2015, 12:30am replied:

Companions are handled as squads. For tasks you will usually have 1 to 3 companions as a single unit, you talk to their leader. But it's also possible to have companions that are non-task related. So say you find a lone friendly (green) stalker you can ask him to join you.

No outfit changing currently. But something like that isn't too hard to implement since I fixed the set_visual_name() game_object method in engine. Before you could change npc visuals on the fly but it would not update their physics or damages which made them invulnerable. The other solution for this was to switch them offline and edit their packet data, but in COP you have to switch the entire squad offline so it looked silly.

+3 votes   reply to comment
Alundaio Creator
Alundaio Jul 1 2015, 12:43am replied:

You have a lot of control over companions, and people with a good keyboard setup or mouse with extra buttons will enjoy it. companions can wait for you on levels or transition levels with you. You can toggle Passive, Assist or Aggressive combat modes with single keypress. Another button will toggle Follow or Wait. A third button when held down and released where your cursor intersects with the "AI map" will tell them to Move To Point. There is a new combat scheme they use when in Wait or Move To Point mode in which they will stay in a close radius around the point and use the best cover locations between them and the enemy.

I think people who enjoy this kind of gameplay will be happy.

+4 votes   reply to comment
garu24ru
garu24ru Jul 1 2015, 11:53pm replied:

Would be fine if you could put animations on the companions:

*If they are waiting orders from you - "stand by" mode - until then they could cover to stone/wall/etc (If there is one nearby the point that you set for your squad).

*Maybe too make them "patrol" an specified area (Let's say indication with the mouse click "point 1" to "point 2")

I hope to be clear on this and not asking for things too difficult for you!

+1 vote     reply to comment
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