What's new in PPx 2.2?

After many testing, bug fixing and eventually giving up on the project because of massive lag issues it had, I've returned and I've reactivated this project. I have the source files back on my HDD again after my DD failure and I'll rebuild it for one last time, taking my time testing it and not adding anything else before the previous contents were thoroughly tested. This project will also feature several addons. Refer to the FAQ for more information.


ETA and Information:

The ETA or ETR of this mod is end 2013. I want to dedicate most of my time to it. I'm a lone wulf though, so don't expect daily updates. My primary focus in the early stages of development are performance and trying to keep that 60FPS mark at any given time. If you have any feedback or just want to offer your help, don't hesitate to PM me.


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2 comments by [TZP]LoNer1 on May 17th, 2013

Hey guys, LoNer here. I've recently (2 weeks ago) announced the return of this mod and reactivation of it. In these 2 weeks I've accomplished close to none because of my grades. It's not like I'm failing school or anything, but I can do better. Let's keep it on that :) I did think of a new 'system' where other modders and map creators can easily use my assets created for either personal or public use (with credit ofcourse) I've created a file structure as seen in the below image


As you can see, I've created 1 "base" folder containing all sub folders (up to date) which I've changed / included. I will create my own particles from scratch and this will be my main working folder. I will try and keep it tidy. It will have a likewise structure to the vanilla particle setup, just slightly more polished / detailed:


My main goal has been achieved, and that is creating that what this mod stands for: Beautiful particle effects on the artefacts. I've created 42 new particles from scratch, which means that each artefact (yes, 42 artefacts will be featured in PPx) will have it's own unique particle effect, skin, mesh, config, text the whole thing. They will all stand out from each other. I've taking many of your guy's request into mind with this :) I hope to showcase a video of the various effects, soon.

This has been the small update. Please leave feedback, It's what makes a mod great, eh? :)

Cheers,
LoNer1

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S.T.A.L.K.E.R. Flashing Flaslight

S.T.A.L.K.E.R. Flashing Flaslight

Apr 4, 2012 Full Version 3 comments

S.T.A.L.K.E.R. Flickering Flashlight 1.0 About... This little mod makes the flashlight have a special animation attached to it, like in PPx. It flickers...

Post comment Comments  (20 - 30 of 461)
nasorog
nasorog Oct 18 2013, 7:37pm says:

hi [TZP]LoNer1, can you answer my question? is there a sence to combine pp (when released) with atmosfear? or they have the same purpose and should be used "either/or"

+1 vote     reply to comment
[TZP]LoNer1 Creator
[TZP]LoNer1 Oct 19 2013, 2:45am replied:

PPx3 (for CoP) is AF3 compatible by default. Download the latest build on the site and just copy paste it over AF3 :)

+2 votes   reply to comment
nasorog
nasorog Oct 19 2013, 3:00am replied:

oh, thank you! now i realized how dumb was my question:D i confused different games, i have soc, cs and cop

+2 votes     reply to comment
[TZP]LoNer1 Creator
[TZP]LoNer1 Oct 19 2013, 3:03am replied:

Here you go! Moddb.com

+2 votes   reply to comment
nasorog
nasorog Oct 19 2013, 3:07am replied:

great, thanks:)

+1 vote     reply to comment
[TZP]LoNer1 Creator
[TZP]LoNer1 Oct 8 2013, 2:57am says:

Major news incoming gents

+2 votes   reply to comment
grazegrabber
grazegrabber Sep 16 2013, 4:12pm says:

Hahahaha that noise just freaked me right out, thought my washing machine had gone bonkers or something. I got some new kick *** full range floor standing speakers and it was not until I went over to them I realised what was going on.

+2 votes     reply to comment
freshlysquized
freshlysquized Sep 15 2013, 7:17pm says:

this is going to be sweet for soc cant wait !!!

+2 votes     reply to comment
TheTarman
TheTarman Aug 12 2013, 10:14pm says:

Thanks for your hard work and dedication to the STALKER gaming/mod scene Loner. My eyes will be on this mod.

+2 votes     reply to comment
[TZP]LoNer1 Creator
[TZP]LoNer1 Aug 13 2013, 5:12pm replied:

Thanks man, means a lot :)

+1 vote   reply to comment
Guest
Guest Aug 8 2013, 2:08am says:

The one thing I'd love out of something like this is grenade blasts not to pass through walls, vehicles, and other solid (enough) objects.

+2 votes     reply to comment
[TZP]LoNer1 Creator
[TZP]LoNer1 Aug 13 2013, 5:11pm replied:

This, unfortunately, is impossible because the 'destruct on collide) coordinate is ALWAYS the center of a texture sprite. So, at the center of the particle it would already be halfway past the wall :/ I can make the smoke and stuff dynamic, but I wont for SHoC, as we only have 1 processor at our disposal so optimisation is key.

+1 vote   reply to comment
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