Report article RSS Feed L.U.R.K. 1.2 Dev Diary - Panzerdraco

Panzerdraco goes into the backend production of L.U.R.K.

Posted by Panzerdraco on Mar 23rd, 2013

Today I give you guys an in-depth look at the backend production of L.U.R.K. mod. This video is wordy rather than looky, so be warned, it deals with some potentially boring elements of mod development and design. More of an item for those looking to develop their own mods.

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Thesoldierintheswamp
Thesoldierintheswamp Mar 23 2013, 6:45pm says:

I have a question:
Are you guys going to adjust ragdoll physics to something more realistic when killing someone? by bullet, explosion, knife, ray gun, whatever. But by the looks of it, everything seems atomically impressive compared to lurk 1.1 (though I did enjoy it over any other mod, the bugs really got to me). I'm keeping stalker in my hard drive just for this mod.

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Panzerdraco Author
Panzerdraco Mar 23 2013, 8:22pm replied:

Yes, as said in the video, everything is very WIP.

+4 votes   reply to comment
Kelevera
Kelevera Mar 23 2013, 6:51pm says:

omgomgomg

+2 votes     reply to comment
Brca95
Brca95 Mar 23 2013, 9:19pm says:

Awesome graphics!

+1 vote     reply to comment
Opinionator
Opinionator Mar 23 2013, 9:40pm says:

Max who?

+4 votes     reply to comment
Daemonion
Daemonion Mar 23 2013, 10:07pm says:

Free Willy was my favorite part.

+2 votes     reply to comment
Daemonion
Daemonion Mar 23 2013, 10:14pm says:

****, until I heard the outtakes!

+1 vote     reply to comment
patchedup
patchedup Mar 29 2013, 2:23pm says:

Thank you for the video about the dev team.

Two questions:

1) Are you guys going to have the rangefinder work in-game, or is it just going to be used as graphic fluff?

2) Is the black & yellow construction tape everywhere in the interface a placeholder until you get something to put there?

Still rooting for you guys, and still waiting for some news on any of the work done with ballistics/recoil, heads up display, economy, artifacts, armor...etc

+1 vote     reply to comment
Daemonion
Daemonion Apr 1 2013, 7:33pm replied:

Well, it is difficult because the PSO overlay has to be calibrated to the ballistics of the weapon, and it is a texture that is re-used for every gun that uses a PSO.

Technically, we could zero it for one gun and have it be off for the rest.

+2 votes     reply to comment
Androyed
Androyed May 18 2013, 9:11am says:

I hate to ask for it, but is there any ETA on L.U.R.K. 1.2?

+2 votes     reply to comment
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