Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!
Gameplay teaser #2 by Swirekster
You will probably notice:
- the re-added hit indicator
- grenade throw HUD in grey
- new smoke effects
- new sfx
- drops of blood upon actor damage
Give the video some time to process.
As a bonus for voting 'MISERY dev team decision' this week we decided to upload not only 1 but 2 ingame combat teasers for you.
In addition you will have this screenshot teaser to portray the kind of mutant aggression that you will face before long: Media.moddb.com
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That was in vanilla, what's your point?
It wasn't, there only was a bloodsucker lair down below in the swamps, and a rats nest near the right to the with radiation infected hangar :)
I'm agree with ToddTheLiar. Nothing unusual in combat. I thought you wrote that it would be very difficult mod...
In this teaser i don't see hardcore =( run and gun like vanilla stalker...
There's different approaches to different situations. One is lucky enough to still gun and run in MISERY and survive, while the other may not. Don't take this teaser as a whole for all gun battles in MISERY, because it definitely is not :)
realy nice :D are those explodions port-edited or is that how it is in-game? :D (i meant the blast waves)
now it's Stalker: Call of Mayhem
Stealth gameplay maybe ?
That music reminds me of Miami Hotline.
Hotline Miami
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Seeing the shrapnel hit the wall reminds me of why Stalker has made me fear grenades on every other game...well done.
The two teaser are really great. I'm just wondering if my computer will still be able to run the game with all the modifications you've made... :D
I can't remember the last time I was as excited for a game/modification as this!
Will you still get killed by one shoot or will you be able to withstand more?
It depends on your suit and other things like the parts of your body you get hit because sometimes I died from head shot by a zombie with a pistol. Lucky bastard! :D
ok it is because, early game i was constantly killed before i had time to react, wich is very anoying :(
Zombies were ******* rigged, not your fault.
I noticed this especially with the higher spawn rate of zombies in SMRTER. hip firing an AKS74U from 100 meters with dead on accuracy, gawd.
"hip firing an AKS74U from 100 meters with dead on accuracy"
correction
"hip firing an AKS74U from 100 meters with dead on accuracy while doing their stumbling walk!"
Shock again...
Meele attack? Wow
But what about that handed flashlight, I could see that actor uses the torch-light like in oiginal way - and I expected nicer texture of flashlight (one from ShoC)
Please don't bury this comment for that little critics, I had to say that
Handed flashlight is good and very climatic in use, but in combat like this you want to have both of your hands to splash enemies across the ceiling :)
Headlamp is available as purchasable and equipable item. It also consumes UPD energy on the contrary to handheld flashlight:
Moddb.com
Looks awesome!
One thing that bothered me though was that the NPC at 00:21 didn't seem to notice your headlamp's light at all and just walked straight into you. Was the NPC awareness turned off or is there no way to make them notice you when they see your lamp's light? (it's been a VERY long time since I played CoP so I don't remember how the AI behaved in situations like this)
Unfortunately it is hard-coded that NPCs completely ignore the light produced by carried sources. Limitation of platform common to all titles / mods based on it, with which one has to learn to live unfortunately.
Oh, that's a real pity :(
I swear SoC was differnt! At least ive noticed with LURK that when without a headlamps NPC AI spots you less..
blood in screen... right
Always hated this. Sadly its a common "feature" in most FPS nowadays.
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Yawn.
Can barely see what's going on.
First time I ever see a Stalker using the Grenade Launcher. :P
I only wish you could equip a scope to it like the Far Cry 2 one has. So overpowered <3
¡So yes, this is the best mod for COP so far, It's amazing!
was there some weird motion blur when firing the guns? IT was hard to tell if it was the qulity of the rendering, or if it was an ingame thing.
Only question to remain here is: Why do the stalkers walk backwards when the player has a flashlight pointing onto them. Aren't the suprised to see that they are illuminated by the light from behind?
Try equipping yourself with a seva suit and retreat from your opposition in a dark building during a firefight.
Would you have full attention towards a silent lightsource behind you when you know about an armed opponent in front of you? No you wouldn't. So this scenario is not as retarded as it looks for you as an fps gamer. That being said - if engine allowed it would be fun to have npc notice worn lightsources. Sadly it isn't.
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Way to go Nick, you sure know how to handle criticism.
Surely you are deserving of all you have contributed, right?
Those original "9 months of HARD work", takes a lot of dedication huh?
And lets not forget how familiar you are with the X-ray engine, always having an answer even if you know nothing about what you're talking about, which can be seen many times since release!
I envy you.
Dude! Stop acting all "I'm a big man now! I can say just what I like!". It's stupid, childish and moronic. You're achieving nothing. I don't see you making any mods at all, not to mention a good one like this. I don't see you dedicating a part of your life on developing a project for more than a year. Now go sit in the corner and think about what you've done!
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Right, because what Nick just said was obviously appropriate.
The guy asked a question.
And you just conveniently ignored that part to act like an arse? lol
And your mod is going so well, Todd?
Trojunach explained above. It's an engine limitation.
lol that merc walk backwards not noticing the flashlight.
And the other merc too busy reloading, you hit with your knife?
We're those "grain" effects really needed?
Also this seems MUCH too easy to run and gun, even easier than 1.0.
Personally, I would have chosen a better kind of approach to the video, considering what this mod is all about.
It just seems very uneven compared to what you guys hyped, from what I see at least.
Maybe a daytime video will clear things up.
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Also, bloody screen?
Really?
It doesn't even look great, why implant it at all?
I'm sure most of you remember LURK 1.1 and how "immersive" it was there...
Well - please note that the movie cannot show how challenging it actually is to be able to afford conducting combat like that. In other words yes - we allow for 'shortcuts' like that, we just make sure that its properly not cost effective. Basically what you see is a luxury commodity.
Remember BETA reports mentioning balanced difficulty curve? This is exacly how it is executed.
Note how the player was shot multiple times (all the while blood decals and hitmarkers popping up and crowding the screen), and still trudging along.
Also note how a close vicinity BOMBARDMENT of explosions did next to nothing.
I would guess he is in god mode.
(buried)
DAMAGE CONTROL
SHUT UP
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Just for you: I died a while after first vid, and in sec. one i had fully upgraded Duty suit + extra kevlar plates. Also i died several times by 1 hit of that guy at the end by 9x18mm to my head.
Don't even pay attention to what he is saying.
He is just trying to make your life harder as it makes him feel better. No need to feed him.
Btw check your PM box I've send you a message but you didn't respond.
EDIT:
OH comments screwed up as always. This was for Trojanuch.
Well, to be honest, I thought their was some God Mode in play or something in both, Being able to fire something like a 40mm HE inside a building is just asking for Deafness/Injury/Death and same with the ammount of damage taken in both from Firearms of Conventional...
Buttt, saying that, it was bloody annoying in Misery1.2 at times, theirs a line inbetween Overly High Damage/Realistc/Fun but still realistic damage