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Introduction

Hello and welcome to the first development log of The Road to Limansk. Before we move on with the details of what has been happening I would like to fill everyone in as to what has been happening the past few weeks/months. As TSF mentioned in his comment, his computer was destroyed by lightning which to say the least left us with a few lemons in the desert as many months of progress was lost. Fortunately some of the data could be saved which means TSF will be able to rebuild the mod back to the level it was on if not better. If you are wondering what the impact of this will be on the release date, the answer is pretty much there, it is a major setback. While TSF continues to rebuild the components of the mod that were lost, I will be working on all the arbitrary new content we intend to add. Such as sounds, graphical improvements, items, trivia, UI, NPC skins. At the end of the day with both of us working consistently, we will be able to catch up fairly fast.

The interface Design

Since I have joined the limansk team, my first task has been to work with the UI and come up with a new style that incorporates a bit of inspiration from all the stalker games. I started with the easiest of all the UI jobs, the main menu. I started by incorporating relevant static artwork with a few animated graphics supplied by GSC gameworld. A few effects, colour modifications and lighting adjustments later I was quite happy with the results.

Road to Limansk mainmenu artwork


Limansk Loadgame & Config Menu Limansk Loadgame & Config Menu


At the very least it gets the job done and looks decent. I would like to add that the artworks used were drawn / painted by Alexander Rudenko. A talented and creative artist whom I believe is Russian, if you are reading this drop me message - it would be awesome to talk with you about your work.

Once the menu was done I moved on to the more finite elements of the interface, the ingame UI - Starting with the inventory. While CS does have its problems, by large the vanilla CS interface is pretty good. It was really just a case of cleaning it up a bit and adding our own touch to it. I tried to keep a majority of the cold colour tone, but reduced the monotonous pallete by throwing in some rusty borders and other grayish/black metals. The result came out quite nicely and the inventory features a few traits from the other stalker games.

Limansk Inventory


Some things to note about this inventory:

  • 10 Belt Slots
  • Functional Slots for all weapons and first person items
  • Character model display like in ShoC
  • Vanilla CS Radiation / Vitality indicators
  • Notifications for possible features such as hunger and thirst will be independent of the inventory most likely.

In any case, please drop me a comment on what you thought of this post. Would you like more regular updates. Is the content interesting, is there enough content. Let me know what you think so that the next one may be better.

Thanks for reading - Predator_828

Some news

Some news

News 4 comments

Some news on the current situation cancellation of Clear Skies and the future of Road to Limansk.

News 5-15-15

News 5-15-15

News 8 comments

Just wanted to do a quick update on the current status out the mod.

News as of November 14, 2014

News as of November 14, 2014

News 6 comments

News for November 14, 2014. Just a quick update on progress and wear this mod is at.

Rd to Limansk  v1.03b

Rd to Limansk v1.03b

News 6 comments

Details and download information for Road to Limansk v1.03b.

RSS Files
(OUTDATED) Clear Sky Reclaimation Project 1.04

(OUTDATED) Clear Sky Reclaimation Project 1.04

Patch 11 comments

This version of SRP is outdated, please go to the SRP page here on mod-db and download the mod.

Comments  (0 - 10 of 805)
iceddeadmeat
iceddeadmeat

???? WHERE IS EVERYBODY?

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Sn4rk
Sn4rk

I can't wait for this mod, finally something that turns Clear Sky into a proper stalker game!

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Meowjar
Meowjar

So what now? Is there a date for this mod?

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RawRecruit
RawRecruit

This mod turn Limansk into true location with life, quests, anomalies and artifacts or its still empty pattern volume?

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tsf00181 Creator
tsf00181

Yep still alive. I just finished up last night and I'm putting it into drop box now for testing. I've spent so much time working on the models, that this is far from a finished product. Its more of a improvement of the base game with new models, gameplay, features, and fixes.

I have some class mates that I'm going to use for testing and its probably going to be awhile. Internet testers are just going to be people I trust, public testing is a damn nightmare.

Now onto the next step. Modding the engine. A few things are already done, but I've decided to really get into it. First....Grass, I'm trying to increase its density, height, and add shadow. If anyone as the code and knows were these damn settings are, PM me. Also I'm going to be incorporating alot of the Open X-ray stuff into it. I've compiled it once so I know I can do it. Now I just need to get C++ for dummies.

Reply Good karma+12 votes
iceddeadmeat
iceddeadmeat

Awesome, good to hear from you!

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iceddeadmeat
iceddeadmeat

Any news?

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Anna_Maniac
Anna_Maniac

Hey man, you still alive?

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shoshitoBG
shoshitoBG

good keep the cool work i count on you to make the mod

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