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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Media RSS Feed Report media Muzzle flash testing & anomalies (view original)
Muzzle flash testing & anomalies
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[TZP]LoNer1
[TZP]LoNer1 Dec 29 2013, 11:58am says:

Distortion ... lots of it. I like it

+1 vote     reply to comment
FreedomS.T.A.L.K.E.R
FreedomS.T.A.L.K.E.R Dec 29 2013, 4:51pm replied:

take a few steps closer and see if you still like it.

+3 votes     reply to comment
Woozle
Woozle Dec 29 2013, 1:15pm says:

That flashlight is terrible. Nobody in their right mind would go into the zone with such a crappy flashlight. I have a five dollar LED flashlight that is better then that.

+8 votes     reply to comment
Anarcieath
Anarcieath Jan 3 2014, 3:35am replied:

I like to think that given the economy in the Zone and how hard it would be to find and purchase the things you need a ****** flashlight would be very common. Thats my opinion though, plus the game is a little more challenging with a light that only lights up what your pointing it at...maybe have a couple different flashlights if xray would allow it, like a ****** 2 dollar light from the dollar store up to a 40 dollar Maglight.

+1 vote     reply to comment
BuddieBBB Author
BuddieBBB Jan 3 2014, 10:26am replied:

Probably for gameplay reasons, I'm not on flashlight duty in the mod team, lol

+1 vote   reply to comment
DeltaForce95
DeltaForce95 Dec 29 2013, 2:20pm says:

I feel flashlights lack in STALKER, literally just bought a 5 dollar 3 AAA flashlight that can light up the neighborhood, hell i can take the reflector off and use it as a flare

+4 votes     reply to comment
slipkid69
slipkid69 Mar 9 2014, 5:40am says:

Groovy!

+1 vote     reply to comment
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Description

I've been toying around with the muzzle flash effects, the plan is to have separate flashes for every weapon/weapon group/ammo, something in that area. I'm also playing with either having a more minimal/realistic approach to the weapon effects or having slightly more "classic" weapon effects. Probably a compromise between the two will work well.

Regarding anomalies, in general they will be harder to detect by mixing partly visual effects, but also how they react to stalkers or bolts, more akin to Clear Sky's anomaly areas.

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