Call of Chernobyl is a free-play sandbox mod for S.T.A.L.K.E.R. : Call of Pripyat created by TeamEPIC. It features 32 explorable maps, reworked level design and level fixes, new original level, Trucks Cemetery, Full AI and A-Life overhaul, engine and script enhancements, Repeatable task system which bases itself on A-Life events, Customizable weather environments for every map as well as surges and psi-storms from AF3, Character creation which includes name, portrait and faction selection; Several optional modes such as Ironman mode, story mode and zombie survival mode, New achievements, rankings and reputation system, PDA leaderboard and enhanced PDA statistics, Companion system with keyboard issued commands, many optional side-features and community-made addons . Call of Chernobyl was player's choice Mod of the Year 9th place in 2015 and 1st place in 2016!
A small correction that makes the difference. Now the terrain in Dead City should be correct.
Could you have a before/after pic in the description?
Just like the Modder said in his description "and... ARGH!". :D
That... That's not helpful at all.
Done. I think it should be quite obvious^^
Don't forget to indicate which is before and which is after! Thanks for the addition.
Well if the player paid enough attention he should be able to see it quite easily... Weather its asphalt or not.
I can see the benefit for a comparison but if folks still don't get it they might haven't paid attention before and might even not notice the difference at all.
Left: default
Right: new
This whole conversation makes me wonder if just a few people noticed it so far and the rest thinks it's ok the way it is...oO
Considering that it is a deserted area with frequent radioactive storms and rain, the right side looks too clean, while the left side looks more rugged(which i think is the right look). That is my opinion on the subject.
Yes and no... it would be the only level which would look like that. A more ruined version of the asphalt would be nice but if you know stalker games you also know there are two textures for this:
The tweaked original one which I use or the one from... AMK or Cromm. I'm not quite sure who made it^^
In 10 years of Stalker games there is no other good looking option. I like the old beta asphalt from Lost Alpha but the won't fit on the 'never' levels.
And if we take a look at pictures from Pripyat now a texture with 80% grass and 20% gravel/concrete would be the best we can get.
And finally a comment to the left side: I don't like to see the asphalt shining through the texture. It does not look right for me.^^
Well seeing your texturework, do you think you would be able to do something with agroprom tail textures and the brown wood textures?
I can go in to detail if you interested PM me.
But as you well noticed or gonna notice, wood in bar has 90degrees truned textures, going the structure of wood and the gaps across the wooden plank models instead of along with the wood structure. And tile textures in the agroprom dont quite fit the tail modles. I know why and it is not gonna be easy fix
I was hoping this was a fix for the school. For some reason the front door of the school is a chokepoint for AI navigation. As soon as they walk into that area, they get stuck there because they cannot navigate through that section. I realized this when I walked through it from the inside with my companion, and they just stood there pointing a gun at me, then I decided to go back out the back door and he followed me out. Worst part is that the AI doesn't seem to detect the back door either, something about that section between the two front doors makes them go braindead and they can no longer move on their own.