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!
Ingame footage was recorded with graphic settings low.
Musical credit:
"Homo Necans" by Nina Georgieva
Ninageorgieva.com
Be sure to read the Stealth Info display also
Moddb.com
Video editing by Damjan Cvetkov-Dimitrov.
Watch on Youtube:
Give it a moment to process the video
This is so awesome! Thank you N.Aaroe, I love you so much. ;)
PS. I watched this on Youtube. Couldn't weight for ModDb to process the video.
I just really hope that blinking effect doesn´t appar ingame. Otherwise great video and stunning dislplay, love what you did to stealth!
That blinking is an effect of video editing and not part of the actual game.
woa thanks :D
What about the breathing sounds?
Looking nice!
Can you imagine blinking that long in real life? Everything just goes black for 5 seconds? Would be horrible.
Nice video. I just thought about this "broken glass" effects. They can be found in many games, but if this happens in a firefight shouldn't your character have a bullet in the eye?
Yeah that's true. It would be better if there would be bruises on the glass itself but not broken yet. This would put more strength on the survival aspect as you had been lucky to not catch the bullet with your teath. Would also give a reason to dismantle the helmet (if possible) if the bruises are large enough to negatively impact your vision.
Note guys that on the video actor is using only the light gasmask which is not intended to be used in combat at all due to extremely low durability to all physical damage (+ almost no protection vs. it). Refer to this spreadsheet for details:
Moddb.com
You can expect that combat-oriented gear works differently and wont crack-open that rapidly - but rather will attain more and more cracks and scratches gradually. It only up to you to decided when to conduct a repair but one should remember that the more damaged something is, the more expensive it'll be to conduct a repair (and this relation is logarytmic now instead of linear):
Moddb.com
For movie its of course cool as cracking mask improves the dramatic effect. For actual gameplay thou, not using this mask in combat situation is one of the first lessons you'll learn.
You've been revealing a lot of things recently, I can almost smell release.
about the music. this music reminds me of islamic chants .this video is great
Awesome.
I love those deep sound effects in Misery. Blowout was really scary in 1.1 because of sound.
This is Awesome, and i hope that you add some snipers with silencers.
I'm not really "gun literate" but could you tell me what is the point of putting a silencer on a sniper when its firing supersonic rounds?
They enemy would definitely hear when the bullet breaks the sound barrier, so what is the point?
I'm really interested. Is it overall less loud with a silencer? Even with the sound barier breaking?
silencing a sniper rifle is silly, so have a silencer you must fire subsonic rounds, which is pointless. It defeats the purpose of using a sniper rifle... for the range.
Yup, I read that you just don't use subsonic for snipers. Rocks are more precise :]
I wonder if snipers know when the bullet will hit the sound barrier and calculate that into the shot. Or when it gets back down again.
So what's with good known WSS Wintoriez? Is it rock-precise? Subsonic rounds compensate their low muzzle velocity with weight, to preserve their penetration and hit power. Due to heavy bullet's ballistics, range is not impressive, but scope is properly scaled so precision is ok. And look there En.wikipedia.org
About calculating moment of hitting sound barrier. Just think for a while. I would say it's got biggest speed, when exiting the barrel (powder gases stop propeling it + air resistance) I may be wrong, so anyone feel free to correct me.
Today I learned. +1 for you. :]
thanks :D
Suppressors have advantages other than making your weapon as quiet as possible. While they can reduce the volume of a shot considerably, the real advantage of a suppressor is to make it extremely difficult to tell where the shot was fired from. It doesn't do much good to know someone is shooting at you if you don't know where the shots are coming from. It's an interesting phenomenon to hear in person.
You then have the accuracy of supersonic rounds coupled with a confused enemy.
bullet rotates after exiting barel so I think they got the highest speed after few moments. But Im not sure too :P
Nyet! (Nein or NO!) THIS IS 50/50 true!
Ever heard of the 9x39mm caliber round???
VSS Vintorez is a Sniper rifle that fire specially designed subsonic 9x39mm round!
But yes in general Sniper Rifles arn't meant to be silenced.
EDIT: Sorry this was meant as a reply to the original comment far above the reply's given. :|
(Prettyboy326 original comment)
Silencing a supersonic round won't make it quieter, but it will make it harder to determine the direction it came from.
Warriortalk.com
[this is in reply to PrettyBoy326; moddb, y u sort comments so poorly??]
Less for the sake of removing the sound and more for flash suppression so they can't see where you're firing from.
Flash suppressors are becoming common on modern long rifles. You don't want to reveal your sniping position with muzzle flashes and dust stirred into the air from the discharging gases.
Using a 'silencer' on a gun chambered with supersonic rounds won't do much for noise level, but it WILL drastically change the characteristics of the sound. This makes it harder to pin-point the direction that the shot came from.
Warriortalk.com
[edit] oops, didn't notice some other people already said this :3 Well, there's some interesting tidbits in that link starting a few posts down.
OMG A STURM GEWEHR!!! :DDDDDD
Looks awesome! How come you recorded this with low graphics?
I am all for realism, but I couldn't even ******* see what was going on. You need to find that balance of fun and realism. The overlay of the gas mask... it is beyond intrusive. Please reconsider this design or at least include it as an optional thing.
Don't play with a gas mask on. Its that simple. Gas masks hinder the viewers vision very much.
But yes I do get where you are coming from. But this is just the way things are going to be. AKA: When a firefight starts choose to hinder your vision with gas mask on or take off gas mask - be more exposed to environmental hazards but have advantage in combat.
;)
Also keep in mind that breathing through filters reduces your stamina in version 2.0. So definately take it off for combat situations unless you are fighting in a very contaminated area or caught by surprise.
That all makes sense to me, but damage to the glass does not. Someone else mentioned above that it would essentially be like being shot in the eye. This is what I was really referring too. It's far too disorienting and very unrealistic for it to be damaged like that.
The fact that your mask takes a bullet, but your eye doesn't annoys me with both his, and Metro 2033.
I would prefer that if you're going to take a bullet to the eye that you'd not be able to see out of that eye till you get to the doctor and have it surgically fixed, or depending upon the angle and caliber of the bullet die altogether.
But depending upon the angle of the bullet if it's a small caliber, this would be OK, as it would break the plastic, and ricochet off of it. Just like a helmet does, but that is rather rare in real combat as most bullet hit the opponent straight ignoring any armor of that tier at all.
This is where we are tipping the balance of a good fluid game and realism annoyance. If we were to take it to extremes you should need several weeks to recover from serious fragment eye injuries.
I know, all this, as well as the fact that even if you wanted it would be near impossible to add a lot of the things I mentioned.
But at the least, if there's going to be broken plastic on the mask, I wish it would only trigger when the head is shot.
And I find modern games too easy to be honest, so I always look for more realism for a challenge. What I played of the original Misery was a little to easy, then I stopped playing it when 2.0 was announced.
At the end of the day it is still a game. The gas mask breaking is just for effects. And one can also argue that if a mutant attacks your face while you have a gas mask on, then that is why the gas mask receives the visual effects of damage.
Also in my opinion when a game try's to become too realistic it becomes broken as then it is no longer a game, but a simulation.
But I respect your opinion.
I will try to ease two complaints with one post.
For those wondering about suppressing sub/supersonic rounds: suppressors dampen and mask the pressure wave. When firing sniper rifles, the pressure wave (usually) cannot be identified, and an echoing crack is nigh impossible to locate.
For those bemoaning the holes in the gas mask, imagine some drunk-a$$ bandit shot at your head, but it went through your mask lenses instead. No loss of eyes required.
Is the ejection port on his rifle on the wrong side? *tsk* *tsk*
Make your own meshes and animations I'll gladly put them in the game.
The editing killed it, sorry.
It feels like I'm watching a Machinima video made by some teenager.
I am kind of worried about addition of "stealth." Stealth is perfectly doable in vanilla STALKER, albeit extremely difficult, as it should be. Every "stealth" mod I've played for SoC and CoP has involved making the AI chronically retarded, essentially. The thing I enjoy the most about the STALKER series is how intelligent the AI is compared to any other game you'll play. If you dumb it down to make a certain playstyle easier, you essentially destroy one of the most fundamental parts of this game.