The L.U.R.K. team wants to provide the best possible experience from Stalker: Shadow of Chernobyl, we don't plan to skew the scope of this game, because I, like many others, fell in love with the game because of the story, the realistic gameplay, and the atmosphere. I plan to preserve and improve on that concept to the best of my abilities, and our team has vowed to do so as well. Which is why we took it upon ourselves to provide that experience. We want to fulfill a niche that's otherwise unfulfilled in the modding community. We want to bring as many features to Stalker without damaging or changing the original theme of the game. While improving upon that concept with features that were dropped off the development cycle from GSC, such as stealth AI, and a strong foundation for balance, as well as dynamic A-Life, and an unprecedented visual presentation that no other Stalker Overhaul can touch.
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SKS realism and other small issues... | Locked | |
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Mar 15 2014 Anchor | ||
There's a few minor issues with LURK 1.1 so far that I've noted: >SKS realism The reload animation for the SKS shows the player inserting the stripper clip in front of the clip-guide channel...additionally, the SKS cannot automatically eject used stripper clips -- one must manually remove them. Finally, the SKS is coded in game to have a cyclic rate of what? 150 RPM? The SKS actually has a cyclic rate of around 700 RPM. >mosin nagant infocard The information card for the mosin nagant states that it was designed in 1981 rather than 1891. Additionally, it appears that the accented e in leon nagant's name is interpreted by stalker as the cyrillic character for the long "i" sound ("backwards N" with diacritic). >PSOP reticle This is just sort of me being selfish, but is there any way the original PSOx reticle could be restored? Not only is the current reticle not featured in the PSOP, but the removal of the rangefinder seems to make it more difficult to compensate for bullet drop at long ranges... Edited by: vonzwietracht |
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