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.
L.U.R.K. 1.2 Dev Diary - Panzerdraco
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.
Yes, as said in the video, everything is very WIP.
omgomgomg
Awesome graphics!
Max who?
Free Willy was my favorite part.
****, until I heard the outtakes!
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
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.
I hate to ask for it, but is there any ETA on L.U.R.K. 1.2?