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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.


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  (70 - 80 of 234)
loe92 Oct 19 2011, 7:48pm says:

I begin saying that you have done a great Job with this mod, the graphic is awesome and the new weapons are beautiful.
But in my opinion, the damage of some weapons, is not correct, for example, one shot of 357. magnum on torso can immediatly kill a person, and the same thing is for the 12 GA. In my opinion you can try to increase some values of the weapons.
This is only a advice and not a critique.
however i repeat, you have done a great Job with this mod!!!!
And sorry for my english!!!

+1 vote     reply to comment
SetaKat Oct 19 2011, 10:31pm replied:

Weapon stats aren't broken - skeleton resistance value of npc's are. Fixing the skeleton resistance values makes a huge difference, and makes weapon adjustments unnecessary.

+1 vote     reply to comment
loe92 Oct 20 2011, 3:55am replied:

You're probably right, your way is more correct of mine.

+1 vote     reply to comment
DrBlizzard Creator
DrBlizzard Oct 23 2011, 12:31am replied:

If it weren't for observations and constructive criticism, none of us would get to the right way.

Thanks for your input!

It's definitely something we want to fix before we release; and to the end you spoke of, I have HIGHLY tweaked many of the weapons to have in the order of 5-10 times as much damage as they originally did (for example, pistols going from 0.45 damage to 0.90, etc.) and this is a poor man's (or someone who can't code) resolution.

Fluffy22's resolution is the correct way to go, and if I can get it worked in to the mod we might need to spend some more time re-balancing weapons.

Of course, that means I get to spend all day with them on the range, so I am not exactly complaining, either. :)

+2 votes   reply to comment
SetaKat Oct 23 2011, 12:48am replied:

You have my fixed file in the dropbox, so feel free to spend some time shooting stuff. I've noticed a big difference using it, no more npc's surviving point blank shotgun blasts to the chest.
Compare the stalker_damage section to the vanilla file if you want to see how I did it.

+1 vote     reply to comment
DrBlizzard Creator
DrBlizzard Oct 25 2011, 10:24pm replied:

Like, I am SO going to download and test this.

I smell a demonstration video coming up randomly...

+4 votes   reply to comment
SetaKat Oct 27 2011, 6:10am replied:

Vote + karma if you want Separation | Anxiety to do a video.

+4 votes     reply to comment
lingching07 Oct 13 2011, 8:39am says:

How about the progress recently?

+1 vote     reply to comment
DrBlizzard Creator
DrBlizzard Oct 14 2011, 8:47am replied:

Things have been relatively quiet as of late. Right after I got started, I got sucked into this giant project for my day-job. It will be wrapping up next week, and the week after I should be free again like I was before.

Right now, we are trying to fix several small bugs which are either causing crash-to-desktop issues, or causing general mayhem in-game.

Bug fixes and bug resolution are two of the most important things you can work on, and they usually take the longest to weed out.

The good news is, once these bugs are removed, we will have some time to roll in some significant changes that we've been saving for a while now.

Exciting times!

+1 vote   reply to comment
DoctorSpanky Oct 4 2011, 1:37pm says:

Holy**** this can't be real its to damn epic.

+1 vote     reply to comment
DrBlizzard Creator
DrBlizzard Oct 11 2011, 9:43am replied:

Thanks for the support, guys! We appreciate it. We're still working out some kinks, but we're getting a lot done.

+1 vote   reply to comment
TheXenus Sep 15 2011, 2:55pm says:

Sounds good :) tracking
More Guns, Outfits and Items and better Gameplay.
This is that, what i missing in Clear Sky. Wish you good Work :)

+1 vote     reply to comment
DrBlizzard Creator
DrBlizzard Sep 12 2011, 10:42am says:

Also, just to dispel any rumors or any assumptions, 9/15 is NOT a release date. It is the date that we (as a team) will resume active work on the mod.

As some of you will recall, we took a brief hiatus (break) when I had to move from one location to another (my lease had expired).

Once we hit 9/15, we'll be in full development -mode again, ready to crank out all sorts of craziness for you guys. :)

+1 vote   reply to comment
Operator0424 Sep 9 2011, 2:25pm says:

About how big is the mod going to be?

+1 vote     reply to comment
DrBlizzard Creator
DrBlizzard Sep 12 2011, 10:41am replied:

Uncompressed, it currently sits at around 3GB of content.

Yes, three gigabytes.

There's a lot going on here, but this may shrink or expand as we trim or grow content.

I did a mock 7-zip test earlier and it shrunk to around 1.5GB using the 7-zip format. This should make it within acceptable size limits on ModDB.

+1 vote   reply to comment
Operator0424 Sep 13 2011, 12:35am replied:

thank you.

+1 vote     reply to comment
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