RCOM July 2011 Update
It's been a while since the last RCOM update, so here's a quick one!
I (MacBradley) have been taking some time off of RCOM work for the past 4-6 weeks.
I needed a break because real life always takes a priority, and this mod is something for my freetime when I have it and willing to use it. I took a break, and now I'm back to working on RCOM. :)
While on my hiatus, the rest of the 828_Studio team has been working hard on both RCOM and FF:CS both! They are working on various weapon models, textures, UI, ect. Eventually you'll hear more about specifically what they've been working on, but I'll leave announcements on that front up to them.
So what's the latest RCOM work I have to update?
Before taking a break, the largest of many current RCOM tasks I was working on.
Placing and testing all of the alife "smart terrains", which are what dictates what possible jobs stalkers have at what places. I just picked up work on this again, and it the whole RCOM zone is almost entirely finished being filled with a-life simulation smart terrains. The PDA screenshots at the end of this update shown below are a demonstration of this.
Many smaller tasks have been done as well.
Weapon recoil has been reworked across all weapons, possible via some great scripting ideas from Rulix (his work is found in pretty much every major STALKER mod compilation) of the Russian STALKER modding community. The difference is subtle, but each gun really gets a bit more a unique "feel" to it with the new recoil system additions.
Aludaio's AI work will be included for the next RCOM release.
He has done some awesome work with STALKER AI, which will be detailed more specifically later.
- Mutant part looting is in reintroduced.
- Artifact guns now work on mutants as well.
- NPC's will be able to move across levels in the RCOM zone. An NPC at the Cordon, in theory, could make it all the way to the NPP.
- Still tons of other things you'll hear about another day, or find out when RCOM is released. :P