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Blog RSS Feed Report abuse Latest News: Once A STALKER, Always A STALKER: Surviving My Own Kind Of Zone

10 comments by DrBlizzard on Apr 22nd, 2014

Good day, S.T.A.L.K.E.R.s.

Swallowed By Life

As time weathers all things, so too did it erode my ability to work on this project. No, hold your breath, this isn't a break-up speech. Following some rough personal turmoil, I relocated to a new area, and whereas I used to work-from-home, I now have a regular office job like everyone else.

To be brutally honest, that is where most of the delays have been coming from. I have vastly expanded responsibilities at my job now that I am there in person.

Once A STALKER, Always A STALKER

There is good news, however. My divorce tried to kill this mod, and that failed. My moving across the State I live in tried to kill this mod, and that failed. And finally, my aging rig (which blew a power supply and had to have some other components replaced) tried to kill this mod, and that, too, failed.

To celebrate not being "dead", I decided I would grab a new CPU (one which I believe will be much better at handling the extensive work needed in this mod) and that would jump-start a wholly new perspective on development.

Whereas in the past I must admit that a lot of things were half-organized and mainly driven by, "when I had time", I think I want to try a new approach to the development. One that is overall more organized, more streamlined, and easier to get into (as a developer).

Since returning to an office environment, yes - I may have less time than I ever had before. But the *good* news is, I also now have a much, much, much finer appreciation for what some good organization, an encouraging word or two from all of you, and a desire to see this project make it across that hallowed finish line that eluded so many STALKER mods before this one.

The Holding Of Breath, and the Calm Before The Storm

All-in-all, you are all wonderful for sticking it out. The one thing I am constantly reminded of is that we are *all* survivors. We are all STALKERs, and we are all part of a community that loves to keep the "Zone" alive. Every one of us who still enjoys these games does so because STALKER gave us what many games today still haven't; and that's a massive experience where our very survival depended on our quick wits, our ability to survive on-the-fly, and a game that nourishes our very will to live.

What does all of this mean? It means that, "it's time to get back to the business of making one of the best Clear Sky mods out there".

Look for updates coming in the next few weeks, and this time - barring a tornado dropping on my house, a flash flood sweeping my neighborhood away, or a real-life nuclear apocalypse - I'm pretty certain we'll be able to share some of the latest and greatest from our work we've been doing.

With this in mind, I am armed with new tools, and a renewed zeal for crossing that fairy-tale finish line - I believe we will see the Zone in ways we haven't seen it before by the time I am able to make M.I.N.E. yours.

Very sincerely, with heart-felt thanks for your time and patience,
-"Doc" Blizzard

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Post comment Comments  (30 - 40 of 229)
KeeWiPonk
KeeWiPonk Jul 8 2012, 2:04am says:

Hey, this sounds very nice, Clear Sky seems to lake in Mods.

Could it be possible to enhance realism by removing the HUD minimap, and force the player to check the map with a Phone that the character would hold in the hand, like the detectors.

-1 votes     reply to comment
Iveaskedjeeves
Iveaskedjeeves Jun 11 2012, 12:01pm says:

This mod looks amazing and I'm holding myself to buy clear sky until it's release (don't worry I have played the vanilla version forgot my old steam account that's why I have to pay again). I just have one question, the gun replacement sounds you have are they being used in the video or are they like the faction fronts sound replacement? just because i forgot what the originals sound like

+1 vote     reply to comment
DrBlizzard
DrBlizzard May 31 2012, 11:57am says:

To everyone who is continuing their support for this mod, I would like to give you our warmest "Thanks".

Currently, we are still working on solidifying the current build, removing bugs, and testing the mod to ensure there are no breaking points or easily identifiable "Crash To Desktop" (CTD) errors.

Presently, we have a smooth build and I am in the Dark Valley working with Freedom. There are NO issues so far!

I expect to be pushing forward into Agroprom and then Lake Yantar, where I will try to produce a video showing the current build and the features that are all working together.

A complete play-test in this build means we have accomplished a complete merger of all major components, and represents a significant milestone in our development process.

Look for an updated news article covering this progress, and additional video to keep everyone up-to-date in the future.

To everyone exercising patience, I want to say "Thank You" personally, as it means a lot to us to be given the time and focus that we need to make a quality mod that is both fun and as error-free as it can be.

Until next time, S.T.A.L.K.E.R.s!

+1 vote     reply to comment
N3uR0m4nT3
N3uR0m4nT3 Mar 20 2012, 9:41pm says:

Looking good. Do you still accept feedback on weapons? If so, I've noticed that the zoom effect while looking down the sights is just slightly too heavy. Not much, just a little. I usually play with the crosshair off, so I use sights mostly to land hits on target, rather than getting a bigger picture.

Also I can't tell much from the videos, but armor should play an important role. Whether or not your weapon can penetrate your foe's armor should determine whether you're basically forced to go for headshots only or allowed to take them out quickly with a short burst to the chest.

+2 votes     reply to comment
DrBlizzard
DrBlizzard Mar 20 2012, 4:57pm says:

Sorry for the long delay in replies and posts, folks.
Real-life has got me tied down in more ways than one.

It's worse than being on stretch torture.

To make up for things, I'm posting some not-to-shabby screenshots of my current testing playthrough. They're all from the Swamps, but the good news is that this playthrough is giving us lots of help in regards to what needs final polish or changes.

Let me know if you like what you see in the images section, and if you want me to keep posting these.

Thanks!

0 votes     reply to comment
Cowlick035
Cowlick035 Mar 11 2012, 1:41am says:

"With the new code, they take full damage - resulting in a more realistic damage model throughout."

Will this change depending on difficulty? I'd rather it didn't and only the damage the player takes changes.

+1 vote     reply to comment
DrBlizzard
DrBlizzard Mar 20 2012, 4:55pm replied:

This specifically concerns the damage that the NPCs receive; so friendly and enemy NPCs will end up taking more realistic damage, instead of absorbing only around 30% of the energy of the bullet (as is in default).

This change will be global, across all difficulties.

0 votes     reply to comment
febel
febel Mar 7 2012, 11:41am says:

So if you won't give us a solid release date could you at least tell us if it will be released this year?

+1 vote     reply to comment
DrBlizzard
DrBlizzard Mar 20 2012, 4:56pm replied:

Febel, you tried so hard so many times to get a positive date out of us. :)

In all likelihood, it will be this year. I would like to wrap this project up so that I can work on other activities as well.

0 votes     reply to comment
Cowlick035
Cowlick035 Mar 10 2012, 8:31am replied:

That's great, thanks for the reply and good luck with any progress.

+1 vote     reply to comment
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