A compilation mod for the STALKER enthusiast, delivering top-quality visuals, mind-blowing audio, useful innovation, more fulfilling gunplay, and enhanced gameplay. What's M.I.N.E. Is Yours.

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Media RSS Feed Report media M.I.N.E. Sneak Peak - Weapons Demo One
Post comment Comments  (0 - 50 of 62)
[TZP]LoNer1
[TZP]LoNer1 May 14 2011, 2:15pm says:

Nice to see a new vid! waiting on processing...

+1 vote     reply to comment
[TZP]LoNer1
[TZP]LoNer1 May 14 2011, 2:40pm replied:

I love it! Like the new grenades too! looking forward to this mod guys!

+1 vote     reply to comment
marksman52
marksman52 May 14 2011, 2:15pm says:

dumb processing

+1 vote     reply to comment
[TZP]LoNer1
[TZP]LoNer1 May 14 2011, 2:17pm replied:

i know right?

+1 vote     reply to comment
ClearVall
ClearVall May 14 2011, 2:44pm says:

Hell yeah ;) These awesome sleeves and gloves ;D
Really good work, friends.
I only wish if there was a fully-automatic excellent german assault rifle H&K 417... This weapon would be great for the Zone - powerful calibre 7.62x51, high accuracy, superb reliability... Milspecmonkey.com
Sobanj.org
Hk-usa.com
This is the weapon of my dream =)
And a great german pistol H&K 45.
This is one of the best .45 calibre pistols.
I2.guns.ru
Armoury-online.ru

+2 votes     reply to comment
[TZP]LoNer1
[TZP]LoNer1 May 14 2011, 3:03pm replied:

I have that one in my mod...i will inform anxiety about it...

+1 vote     reply to comment
DrBlizzard
DrBlizzard May 14 2011, 7:06pm replied:

Already have it. Weapons Demo TWO video sometime down the road. :)

+1 vote     reply to comment
ClearVall
ClearVall May 15 2011, 4:33am replied:

YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAH!

+1 vote     reply to comment
Lito.LV
Lito.LV May 14 2011, 3:13pm says:

Still the firing seems a bit stiff for some weapons, but as I understand its still under development.

It just looks wierd, recoil doesnt work like that. Either you hold the weapon strong and it doesnt fling around or you can hold weak and get it in your face.

Otherwise the arsenal is great.

+4 votes     reply to comment
Stealth-Killer
Stealth-Killer Mar 17 2012, 11:38am replied:

"or you can hold weak and get it in your face"... ehe HAHA!! lmaoRt!

+1 vote     reply to comment
Stealth-Killer
Stealth-Killer Mar 17 2012, 11:45am replied: +1 vote     reply to comment
Gulp343
Gulp343 May 14 2011, 3:25pm says:

Nice guns you have there :) are you using the monolith suit? I think the sleeves are looking a bit too clean but its a great choice, maybe one or two drops of blood should make it look more used, like the exosuit hands for example.

Will you restore the old way grenade lauchers worked, like in SoC? I really hated how the rifle grenades in Cs and CoP just were .. spit out :O

Do the NPC´s only use smokes or do they actually chose between different grenade types?

And thanks for fixing the Saiga shell ejection :D

+1 vote     reply to comment
SetaKat
SetaKat May 14 2011, 5:46pm replied:

It is possible to adjust the zooms, so they are used like they are in SoC, but we won't get the flip up sights, since all of the animations and meshes would need to be modified to allow this. I recall there was a mod recently released that repositioned the grenade launchers.

I'm sure that several frag grenades were thrown during that video, its just that Smoke grenades are an easy way to scare the player and other npc's into running out of cover, or using the cover of the smoke to flank the enemy, as Separation | Anxiety has done several times during the video.

+1 vote     reply to comment
OnlySolus
OnlySolus May 14 2011, 4:15pm says:

Very cool, though somehow the beginning felt kinda meh compared to what I've seen up till now, anyway still <3 and can't wait to play !?! :-)

+1 vote     reply to comment
[TZP]LoNer1
[TZP]LoNer1 May 14 2011, 4:58pm replied:

Haha, and the bizon is in it too ^^

+1 vote     reply to comment
DrBlizzard
DrBlizzard May 14 2011, 7:19pm says:

Here are some additional comments:

1) The "new" grenades are smoke grenades from Faction Fronts. I modified the distribution files for equipment, so that enemies are issued them, or grenades (and even sometimes both). Whether or not an NPC has it in their inventory determines if they use it or not.

2) There are SEVERAL 7.62x51mm weapons in the mod.

3) The firing is GOING to look slightly weird. This is because there are different properties for zoomed and non-zoomed weapons fire. If you release the Zoom during recoil animation, it will appear as if the recoil is less stiff. I am also doing a (decent) job of managing the recoil in the videos. It is QUITE severe for the .50 DE as can be expected. Try leaving the zoom on and see how hard it kicks.

4) I am avoiding references to "arsenal" because this will NOT be an Arsenal mod. It will not feature seven different AKs on the ground, or 50%+ of the weaponry unavailable from traders. Additionally, I am avoiding same-weapon re-skins if at all possible - most of the weapons (3/4 or more) are unique weapons with their own meshes.

5) The Monolith suit being clean is a product of the texture being used. I am not a texture expert so someone else would need to touch it up, if it were to be modified.

(continued in next post)

+1 vote     reply to comment
DrBlizzard
DrBlizzard May 14 2011, 7:24pm says:

(continued from previous post)

6) The Grenade Launcher behavior is not something I directly modified. Unfortunately, I am not a HUGE fan of the way they work in CS either, but this can be acclimated once you fire a few. Fortunately, you CAN buy them from traders, so you don't have to worry about only having a "precious few" and saving them all until the end.

7) Some weapons do have different zoom levels than the default, but by-and-large, I stick to the value of "50" (default) since restricting you to a zoom level you don't like would be dumb. Keeping it at 50 seems like a good compromise between people who like CQB and people who want to shoot from distance. This way, you can use the zoom either way (to me, anywho).

8) The beginning was "meh", but only because Trent Reznor wasn't backing it. :)

9) I didn't even demo 1/2 of the guns that are in this mod.

10) Thanks to everyone who posted here - we appreciate the feedback. :)

11) My personal favorite thing (and this may sound dumb to some people) is using Combat Theme 3 from CoP in this mod. I absolutely loved that theme and HAD to have it. That, and a pistol-slot MP7.

Wait, what?

+1 vote     reply to comment
SetaKat
SetaKat May 14 2011, 7:49pm replied:

Grenade launchers fire way to slow in Clear Sky and Call of Pripyat. God knows why GSC decided to reduce launch speed. The games ballistics slow down rounds enough on their own. Anyone noticed how slow an RPG rocket flies compared to real life? You should be able to hit a moving APC with one RPG round IRL at a range of 100 meters, but ingame, you need to be 10 meters away from it, or leading it by a mile pointing the launcher at the sun to be able to hit it at the same distance. Time to see wtf GSC did to nerf this, and undo it.
Separation | Anxiety, once I have all GL's un-nerfed, you interested in the changes?

+1 vote     reply to comment
DrBlizzard
DrBlizzard May 14 2011, 8:18pm replied:

Absolutely. To the rapture of all. :)

+1 vote     reply to comment
SetaKat
SetaKat May 15 2011, 12:38am replied:

Fixed the underbarrel grenade launchers and the intergral launchers on the Groza and TF200M, as well as the RG6. Time to look at the RPG-7.

+1 vote     reply to comment
DrBlizzard
DrBlizzard May 26 2011, 12:56pm replied:

It's late, but I thought I'd let everyone know that I did, in fact, add these changes to the grenade launchers. They are MUCH better now, and by far, easier to aim.

Well done, Fluffy!

+1 vote     reply to comment
GlassPirate
GlassPirate May 14 2011, 9:03pm says:

Wow. I'm absolutely speechless. I'm going to have to replay Clear Sky all over again for this. This looks by and large one of the most polished mods to have appeared for CS. Can't wait, guys. :D

My only 2 detractions are that 1. the FN Five-Seven sounds awful. (Counter-Strike defaults, right? Yuck.) But I understand this is a WIP - You'll find better sounds. I'm a sound nazi, admittedly - The audio experiences tends to make or break the gunplay and sometimes the game itself for me.

And 2. Some of those soldiers you were shooting (Were they military?) took so much punishment it was unbelievable. The PPSH stands out in my mind - an entire magazine of (71) 7.62x25 Tokarev rounds to take down one soldier? I'm guessing you guys just haven't tweaked the damages yet - Don't get me wrong, I'm all for a challenge and I don't think everyone should die in one shot. (Too much realism kills the fun, and those damage tweaks work both ways, player and enemies) But at the same time, vanilla Clear Sky damage thresholds were ridiculous - If I shoot a soldier with 10 - 15 bullets from that PPSH, I think he should collapse. :P

Either way I'll play and love the mod - I can adapt just fine - But these are just my suggestions. The mod isn't made to make me alone happy.

+1 vote     reply to comment
DrBlizzard
DrBlizzard May 14 2011, 10:03pm replied:

Answers:

A) The FN 57 is still being worked on. I don't much like the sound either. I think I have a good idea on some replacements, though, so don't despair.

B) The PPSh-41 is shooting pistol rounds, which do not have particularly outstanding characteristics. Furthermore, the ammo being used was not armor-piercing. There will be armor-piercing 7.62x25mm available in-game, however. Finally, the Freedom fighters being shot are wearing military Berril-5M suits, or Freedom suits, which have 30+ defense by default. These are more than sufficient for stopping a pistol bullet, let alone a shotgun blast. I probably could have found better cannon fodder, but I figured by now, you've all seen the bandits at the Garbage, and some flora and fauna at the Cordon.

Just remember: Armor piercing. 7.62x25mm. 71 rounds of it. Upgradable PPSh-41. Win.

+1 vote     reply to comment
RobertSteele
RobertSteele May 15 2011, 6:21am replied:

Awesome! I always wanted to dress up like a military mook, 'cause that's how I roll, but the suit's statistics were AWFUL. The ONLY thing it was better than, at base level, is a Leather Jacket (In Loner or Bandit flavor.), fully upgraded even. Then you get a MUCH better Clear Sky suit for FREE.

Now I can grab a military suit! And then I can look cool, AND act as a comparative bullet sponge! I suggest full riot gear if anyone has ever included something like it, or if you can piece it together, or if you have a modeller. I know for a fact you have a VERY talented script-smith (That means you, Fluffy.), but do you have anyone that works with models?

But, anywho; imagine: Full riot gear. Less protection than an exoskeleton, from bullets, melee, anomalies, and no doubt radiation; but it's lighter. It doesn't hinder your movement speed. And just like the aforementioned suit that actually exists has a (Rather absurd, by the way!) sprint-reclaiming mod, it's more esoteric counterpart should have a weight-decreasing, or stamina-boosting mod. Who says you can't get comfortable in your bulky, uncomfortable riot gear, if you wear it 24/7, and get shot in it repeatedly?

Don't say anything about realism. The riot gear should be the best in protection, for lighter units. Rule of cool and rule of fun say so.

Also, perhaps upgrades to armor shouldn't increase the weight so drastically? Yeah, interweaving some Kevlar (Read: light, cloth-like material.) in my jacket, and only my jacket, gives me just a touch more protection, like you'd expect, but weighs TWO KILOGRAMS!? I almost just want to run around with an un-upgraded suit just so I get to carry more equipment, and loot. An entire other gun, several loads of ammo for said gun, five medkits, and four bottles of vodka more equipment; and space for six more artifacts more loot.

+1 vote     reply to comment
SetaKat
SetaKat May 15 2011, 10:15am replied:

Thanks. If you read my bio, you'll see that I'm just a bit more than a scripter. I'm aiming to become an all round Stalker modder. I even redesigned Clear Sky's crappy upgrade schemes to be more like Call of Pripyat's awesome heavily customizable upgrades. That was quite a challenge.
I've done the script for the CoP style medicals, as well as designed several of the icons for the regenerative effects, as well as the switching code for the hunger icon. I'm also looking into companion logic as well, so we might be seeing some companions for M.I.N.E popping up in the future for several parts of the game. Just waiting to see what else Separation | Anxiety wants done in the way of scripting in the future.
As for riot gear, the build 3120 Clear Sky heavy troop might fit the bill. Just needs new textures. I'll upload an image later showing it.

+2 votes     reply to comment
RobertSteele
RobertSteele May 15 2011, 11:36am replied:

Wow. That all sounds like it would make me just scratch my head and say "Wait...what?" if you tried to explain the whole process in layman's terms.
And an enhanced, customizable upgrades table, huh? That sounds deliciously interesting. I don't suppose shotguns have available, at any point, the muzzle chokes I've been raving about whenever shotguns enter the conversation...?

Moving on: companions. Sounds interesting. Even if there's little use for actual New Vegas-styled follow you around everywhere type companions; simply enhancing the scripting for your in-general allies might make things much more fun. Hell, take it too far, and the AI might revert back to it's original state of being quite capable of winning the game without you, just like it was back before GSC gave them all lobotomies.

Clear Sky heavy trooper armor, huh? Give that a black and dark gray re-skin, and that sounds like it might fit the awesomeness meets utility quota. And if it doesn't already have it, giving it a helmet with a riot trooper's face guard should be (At least, comparatively to the re-skin.) trivial.

+1 vote     reply to comment
SetaKat
SetaKat May 15 2011, 8:44pm replied:

Muzzle Chokes - I have enabled Muzzle adapters which increase accuracy on shotguns using the new schemes. I assume that is what you are wanting?

As for companions, I was planning on implementing them as special NPC's that assist you at certain parts of the storyline. GSC's npc lobotomies are hardcoded into the engine, and the way squads in CS are handled produces very stupid AI behaviour IMO. SoC has the best AI, followed by CoP, and then CS. GSC improved upon the squad mechanic in CoP, and it is actually quite good now.
It would be very difficult, or next to impossible to restore the sort of AI behaviour seen in the Builds of Shadow of Chernobyl to CS or CoP without hacking the engine.

+1 vote     reply to comment
RobertSteele
RobertSteele May 16 2011, 3:49am replied:

Muzzle choke, muzzle adapter, I don't care what it's called. As long as I can turn my shotgun into anything but a short range shotgun, while still using shot, I'm happy.

As for the idea of companions helping you throughout the game, at different point: I rather like that idea. Say, Clear Sky gives you a veteran to accompany you on your guerrilla war against those Bandit wannabes, alongside whatever standard forces come with, to set up a base camp at the base once it's cleared.

+1 vote     reply to comment
SetaKat
SetaKat May 16 2011, 5:48am replied:

That's the idea.

+1 vote     reply to comment
SetaKat
SetaKat May 17 2011, 12:45am replied:

@RobertSteele
Here's a screen of the armour I was referring too.
Moddb.com

+1 vote     reply to comment
RobertSteele
RobertSteele May 18 2011, 3:16am replied:

That looks nice. Well, as nice as standard Clear Sky camo can let an armor look.

That'd be perfect. Maybe retexture it the flavor of the military? If at all possible, adding riot gear standard issue helmet and faceguard would be great; but it'll work as is. I'm just not a big fan of the CS faction's pattern. A: Blends in with nothing. Acts the complete OPPOSITE of a camouflage. B: In my opinion, looks stupid. Very.

+1 vote     reply to comment
DrBlizzard
DrBlizzard May 19 2011, 11:14am replied:

I need to... or someone needs to... find some arm texture jobs. That Oakley actually looks decent the more I use it.

Yes, I am developing. I'm allowed to cheat and sport a Monolith suit while "testing" new weapons on... "whoever is within range".

My trigger finger aside, it'd be nice to have some variance in the suits. Do I hear anyone offering potential replacements for the Mercenary Suit?

Even if you don't do them yourself, if you have seen arm textures, or know of where a specific one is that you like, feel free to suggest it.

+1 vote     reply to comment
RobertSteele
RobertSteele May 21 2011, 12:26am replied:

Alright. Though, I must ask: is stuff from SoC compatible with CS? I mean, they ARE in the same engine. As far as I can tell, anyway.

Because if you could negotiate with Holden, the leader of the L.U.R.K. mod for SoC, everything, hell, ANYTHING from there would just be too awesome.

Could get weapons (Although it'd be a pain to rig the animations for every single different suit, as I believe that has something to do with how they have different sleeves in first person.), new, kick *** animations for old weapons, and on a slightly less drastic note, textures for various flavor of awesome thing. Weapons, suits, anything, everything.

In fact, that might work as your replacement for the Merc Suit: simply a better texture (With potential for camo that actually GOES FOR THE DAMN AREA. Namely, dusty camo.).

Wait, they already have dusty camo in CS. Just steal it off the bandit's copy, and port it for the others...although, if you can get assets from it, the copy from L.U.R.K. no doubt kicks more ***.

Also, check out FPS/gamebanana. They have lots of textures for SoC, some for CS, and maybe even some CoP textures you could reverse-engineer.

+1 vote     reply to comment
SetaKat
SetaKat May 23 2011, 7:15am replied:

Textures are compatible between the 3 games, and CS and CoP stuff is quite compatible, given the small difference in engine versions.
Some SoC materials can be ported across to CS and CoP directly, a smaller amount can be ported across after some work in the Clear Sky SDK, and some (mainly weapons) will need to be redone virtually from scratch in a Model editor program like Maya or Max which are the recommended programs for that sort of work. I use Milkshape myself, but I'm not a fully time modeller and texture artist, so I don't need big expensive software suite's.

The weapon and hand animations in Clear Sky and Call of Pripyat are separate, and linking the compiled animation files into the hands or weapons isn't that hard, its compiling them and putting them together that is the hard part.

And the SoC engine has very little in common with the CS engine. CS and CoP share more features in common with each other than with SoC.

~Separation | Anxiety
I'll send the Merc suit arm textures across via ftp later on, along with the restictor script, once I dig it up out of one of my various gamedata's.

+1 vote     reply to comment
GlassPirate
GlassPirate May 14 2011, 10:20pm says:

Ah, I see - That sounds good then. I tend to collect and save only AP rounds, I hate standard. I only use it when I have to. Therefore, this shouldn't be an issue. Plus, if you're shooting well-armed Freedom troops I'll have much better weaponry by this point. :]

And, wait, -shooting- Freedom? Why I oughtta - Nah, just kidding. (You really should have shot Duty though. ;D) I'm glad that the Berill 5-M actually gets the characteristics it deserves - It doesn't make sense that one of the better armors that the Ukranian military is issued is inferior to almost every other suit in the game. It's designed for combat, it should excel at it's role. :P

Thanks for your quick responses! I'm relieved. :D

+1 vote     reply to comment
RobertSteele
RobertSteele May 15 2011, 6:33am replied:

Relevance to topic = none, but: I like Freedom. I hate Duty. I join Freedom. I shoot Duty. It isn't just because I'm VERY partial to NATO weapons, or their combat superiority in every way to the weapons of Old Russia; I actually believe in what Freedom does. They shoot mutants. They deal with people. They do the opposite job of the military (Even though the military says this is what they do, they pretty much do the opposite, since they spend little time killing mutants, and too much time chasing Stalkers about the Zone.): they protect you from the Zone, not the Zone from you. Freedom works to tame the Zone, and they don't care about anyone who wants to study the Zone, or wants to buy artifacts. They help Stalkers, not kill them. To me, Duty is just one big secretly military-endorsed Military Stalker faction that aims to **** everyone else's **** up; and close down the Zone, or destroy it, if they can.

I don't care what their propaganda says. Just because you say what you do is just, does not make it so; how everyone else sees what you do does.

0 votes     reply to comment
ClearVall
ClearVall May 15 2011, 6:59pm replied:

Oh really? Then, if freedomers help stalkers, why do they kill them? In Clear Sky you can sometimes see their task - capture the camp. Okay, told I to myself, went their... And whom I saw there? Stalkers! When I saw my dear friends, I was in shock for a while... Then I look at freedomers... They were just standing behind me and waiting! Waiting for me to kill those stalkers!
Damn stupid anarchists, who just want to have no rules, kill and be killed.
Duty, in that time, doesn't want to destroy the Zone. Dutiers want to protect the world from it's anomaly energy, and from mutants. In that time, they understand, that the artifacts can do a lot for the medecine, they help scientists, and discover old labs themselves.
They help stalkers alot by killing mutants.
And... Military faction, yeah? You know the story of Duty?
In 2007 a special tactical squad was sent in the Zone to discover new areas. 40 men. Survived 25.
They didn't call for any backup, they even broke their radios. They stand in the Zone, because they wanted to understand it, and for the first time - destroy it. But then they understood clearly - their Duty is to destroy it's dangerous manifestations, such as mutants and anomalies.
And now there about 80 of them. From where? Stalkers.
Loners joined the group of 25 men, to help them, to fight against mutants, to be together.
Dutiers are great tacticians, they are clever, and they are openhearted. Sometimes I heard them... "Eh... What about my family? How are they now? Dear, dear..."
Their ideology is beautiful and right, their bravery is fascinating. Instead of freedomers, who are not loners at all! They are former bandits or anarchists from big world! But... I don't want to kill them all... Even in Duty's radio you want hear something like "let's kill all freedomers!" You can just hear "They won't stop us".
When I saw a dutier in sunshines of sunset, who was looking at a long road, leading to the wasteland... You know, I felt something really beautiful...

+1 vote     reply to comment
SetaKat
SetaKat May 15 2011, 8:46pm replied:

Its the way the capture missions are programmed - if an adjacent smart terrain isn't captured by the npc's faction, its a valid target. Stupid, I know, but its the way GSC designed it.

+1 vote     reply to comment
ClearVall
ClearVall May 16 2011, 7:10am replied:

No-no-no. For example, there was a Freedom mission to capture Flea Market, and, as you know, there are always Stalkers over there, diggers. There is no way if there are other faction members over there.

+1 vote     reply to comment
SetaKat
SetaKat May 16 2011, 4:08pm replied:
Quote:No-no-no. For example, there was a Freedom mission to capture Flea Market, and, as you know, there are always Stalkers over there, diggers. There is no way if there are other faction members over there.

I think your getting confused. There is a Bandit mission to capture the Flea Market, but unless that is done, the Flea Market is not an available smart terrain for AI to attack, or select as an attack target. So until you have completed the Bandit quest line, then you cannot attack the Flea Market with another faction.

+1 vote     reply to comment
ClearVall
ClearVall May 17 2011, 7:37am replied:

Nah, I got this quest from Freedomers without completing anything from bandits. All bandits were dead already ;)

+1 vote     reply to comment
SetaKat
SetaKat May 17 2011, 5:28pm replied:

What mod are you running? I've looked at the smart terrain entry in vanilla, and its marked as unavailable until the flea market mission has been completed for the bandits, meaning squads cannot target it until the bandit mission has been completed.

+1 vote     reply to comment
ClearVall
ClearVall May 18 2011, 11:34am replied:

Nah, not a mod anyway. Just a clear game.

+1 vote     reply to comment
SetaKat
SetaKat May 18 2011, 4:04pm replied:

What patch version? I've only heard of glitches like this in the earlier patches.

+1 vote     reply to comment
ClearVall
ClearVall May 18 2011, 5:01pm replied:

1.5.10, of course.
Why is it glitch anyway? I think, that it is logical, when you can get a mission from any faction without dealing with another one.

+1 vote     reply to comment
SetaKat
SetaKat May 19 2011, 6:28am replied:

Quick question - had you freed the diggers in the concentration camp at all?

+1 vote     reply to comment
ClearVall
ClearVall May 22 2011, 4:45am replied:

Yep, of course. Stupid bandits >=)

+1 vote     reply to comment
SetaKat
SetaKat May 22 2011, 5:09am replied:

Freeing the prisoners at the concentration camp allows the Flea Market to become a valid target for squads to try and occupy, as per my comment a few posts down a few days ago.
As for faction targeting, they can pass though a smart terrain aka camp held by their own faction, but any other smart terrain is a valid attack target. This wouldn't be too bad if you replaced Stalkers with a faction hostile towards Bandits, Freedom and Duty.

+1 vote     reply to comment
DrBlizzard
DrBlizzard May 19 2011, 11:16am replied:

Actually, as absurd as this sounds... mutants overran the Flea Market a couple of times during play testing. Thrilling to see bodies littered everywhere, with piles of mutant corpses laying around.

That might create an "open" slot for someone to take the spot, maybe? I think I have even seen Freedom take the empty flea market once, and that was without me having the chance to liberate the camp, too.

+1 vote     reply to comment
SetaKat
SetaKat May 20 2011, 1:06am replied:

There are three conditions to have other squads occupy the camp.
1) Wipe out the Diggers at the Market for the Bandits.
2) Free the prisoners at the concentration camp.
3) I'm busy ferreting through dialogs and text strings to figure out what the third one is. Will update shortly.

+1 vote     reply to comment
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Description

M.I.N.E. Weapons Demo

Featuring a selected range of weapons that will be included in M.I.N.E., each has been tuned, modified, and given some TLC in order to carefully balance it with the rest of the weapons, ensuring that weapon selection is part personal preference, part tactical decision.

Note that in several scenes Fluffy22's regen code, which makes medkits, vodka, and other items give the player a benefit over time (ala Call of Pripyat), can be seen here. This ensures that you donn't get the "instant restore" of vanilla game medkits. You won't be able to spam medkits to save yourself anymore.

Think carefully, STALKER, before running into a firefight.

This is a work-in-progress, and the video shown here does not necessarily represent the final version.

Video Details
Type
Demonstration
Date
May 14th, 2011
Length
07:19
Filename
MINE_-_Weapons_Demo_ONE.wmv
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