The aim of this mod is to add in the old locations from ShoC and Clear Sky, and to provide an enhanced and extended gameplay experience while (mostly) sticking to the vanilla storyline. At this point, the mod (v0.45 alpha)contains 37 locations total, approx. 200 weapons, lots of new armors, items, artifacts and anomalies.

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Agroprom
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cordenand
cordenand Jun 13 2012, 2:49pm says:

SHOOT IT SHOOT IT in that huge ugly eye on a side note the concreat looks nice

+5 votes     reply to comment
HocterDaggiz
HocterDaggiz Jun 13 2012, 2:52pm replied:

Maybe it just wants to have a cuddle. :c

+10 votes     reply to comment
chafeto21
chafeto21 Jun 13 2012, 3:22pm replied:

too ugly for cuddle, better faceshot

+7 votes     reply to comment
Das_P0m
Das_P0m Jun 14 2012, 5:47am replied:

Screw that! Hop on it and take a ride to the base!

+10 votes     reply to comment
Zemvolkya
Zemvolkya Jun 14 2012, 11:02am replied:

Damnit Minecraft!

+3 votes     reply to comment
Streloker
Streloker Aug 9 2012, 11:25am replied:

thats the problem u cant jump over mutants

+1 vote     reply to comment
ClearVall
ClearVall Jun 13 2012, 2:55pm says:

"the other facility will attract Stalkers, but won't be a permanent base, the will wander around and go there by night to stand a better chance against the mutants."
That's a really good idea!
Would be nice also to see random Duty raids against mutant hordes sometimes)

+6 votes     reply to comment
smrtphoneusr Author
smrtphoneusr Jun 13 2012, 3:13pm replied:

Duty base is permanently occupied, and of course they'll send squads out to deal with the mutants.

+7 votes   reply to comment
Mental_Tormentor
Mental_Tormentor Jun 13 2012, 3:20pm replied:

I was hoping you'd put military there or something, since Duty was flushed out after the events of Clear Sky, and this mod is still supposed to take place in the same time period as Call of Pripyat (after Shadow of Chernobyl), correct?

+1 vote     reply to comment
smrtphoneusr Author
smrtphoneusr Jun 13 2012, 3:44pm replied:

The military would have left the base, since barely any stalkers go there anymore. There's no point for them keeping a checkpoint in that area, they have no interest in fighting mutants. That's where Duty comes into play.

+10 votes   reply to comment
nashathedog
nashathedog Jun 13 2012, 3:42pm says:

What's to stop Duty moving back in after the military move out, Didn't they only leave cause they were on friendly terms with the Military who requested the use of it. Actually no but that is how I rewrote the Degtarevs story Beta translation. The story seemed to imply in its googled confusion that they only left for that reason and they have also partially moved back in to the base in Degtarevs story. Actually what Smart is proposing is alot like in Degtarevs story with mutants running the map the only difference is the mercs replace the stalkers as the derelict bases temporary visitors.

+3 votes     reply to comment
Rogal_Dorn
Rogal_Dorn Jun 13 2012, 4:37pm says:

Agroprom...On the hard difficulty this place always becomes a nightmare at night. And i actually learned one thing...Shotgun - it is your best friend, keep it always loaded and you will be probably alive...

+3 votes     reply to comment
Cyborg_Putin
Cyborg_Putin Jun 13 2012, 7:43pm replied:

Theres a reason of why I never go out in the night : )

+2 votes     reply to comment
R0ADKILL
R0ADKILL Jun 13 2012, 5:34pm says:

O,O i would lick that wet ground....

+2 votes     reply to comment
Ozi
Ozi Jun 13 2012, 7:54pm says:

I think that light reflection should be more yello than pure white.

+6 votes     reply to comment
Chezzlor
Chezzlor Jun 14 2012, 12:06am replied:

Good spotting, I didn't notice that until you said it.

+2 votes     reply to comment
smrtphoneusr Author
smrtphoneusr Jun 14 2012, 3:07am replied:

the light reflection from the fire is yellow/orange, the white reflection is from lightning.

+5 votes   reply to comment
Das_P0m
Das_P0m Jun 14 2012, 1:16am says:

CS version? Nice one!
Can't wait to get there, deep in the night from a raid looking for some place to sleep.

+2 votes     reply to comment
chafeto21
chafeto21 Jun 15 2012, 2:34pm says:

BTW are you using r2_gloss_factor at 10 or something? Because I think water light reflection in that concrete it's kinda high

0 votes     reply to comment
smrtphoneusr Author
smrtphoneusr Jun 15 2012, 10:37pm replied:

I take it you never used dx10 or higher? Those are vanilla settings. Dx9 (r2 renderer) does not have wet surfaces at all.

+3 votes   reply to comment
chafeto21
chafeto21 Jun 16 2012, 12:33pm replied:

what I meant with water light reflection was that reflections change when it rains and gloss factor modifies it so I wanted to know if you were using it at a high value or moded other command so I'll know which one it is so I can modify it at the way I like.

+1 vote     reply to comment
smrtphoneusr Author
smrtphoneusr Jun 17 2012, 9:30am replied:

like I said, vanilla settings, I didn't change anything about it. And I guess to change it you would have to edit the .thm files for all surfaces and modify the shader used.

+2 votes   reply to comment
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Description

Decided to go with the Clear Sky option, which is also what most of you voted for. It will be mostly populated with mutants, Duty base will remain a stronghold like it was in Csky, and the other facility will attract Stalkers, but won't be a permanent base, the will wander around and go there by night to stand a better chance against the mutants.

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Jun 13th, 2012
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