Report article RSS Feed Swartz mod v1.4 in the works

The summary field must be at least 50 characters in length...and now it is :)

Posted by jketiynu on Apr 7th, 2013

*Edit 4/13*

I didn't want to make a new news post just for this, but if you have played 1.3 already and plan on playing 1.4 please vote in the poll I made on my forum.

I've decided to make a new version of this mod which I expect will be released this Summer.

Hrnchamd fixed a long-standing bug in the script for the radiation effects where sometimes you would still have radiation effects play even after being healed. He also pointed out a few typos and other bugs which I fixed as well, and the patch is linked at the bottom of this news post.

The new project I was going to be doing is cancelled. I don't want to go into the details to avoid drama, but it's my fault. I went a bit nuts.

So what is going to be different this time? I'm planning on the following:

  • Inclusion of Absolute Nature 3 Lite by default. I'll include a compatibility patch for the full version as well. I'll also probably be including a merge I have of some Absolute Structures textures as well as some from several other structure texture packs I have installed (it looks good together).
  • Radiation system will be COMPELETELY re-worked as well as OPTIONAL. I know some people like the other things in this mod but hate the radiation, which I understand, so I'm no longer going to force that on anybody (in fact I'm tired of it too, but it's part of the mod's theme from the start so I can't really get rid of it). In addition to the radiation itself being optional I'll also have it change around the new loading screen tips, actor effects, etc. so that they still make sense.

    For those that do use it: I'm going to re-do all the animations and ppe's so that everything melds well together and nothing seems out of place, I'll include the fix Hrnchamd did with the script, and most importantly the Geiger counter will work properly this time.
    The reason it will work now is because before I added the new radiation mostly via gamemtl.xr which although can do radiation damage, it does not work in conjunction with the Geiger counter for some dumb reason. The proper way of doing radioactive areas is either with radioactive zones which can be done in all.spawn, or with the water can be done in the Level Editor (which I'm now able to do some basic stuff with). Also, before due to all the water being radioactive most of the radiation in the Zone was concentrated in Zaton, whereas both Jupiter and Pripyat didn't have much. I'll be re-balancing that.

  • Some re-worked shaders. I've tried again and again and it looks like brand new shaders are not possible in Call of Pripyat, but I do have some modified ones I will be including for DX9, 10, and 11.
    The changes so far: Better/more realistic light model, better looking skybox and vastly better looking fog, tweaked SSAO so it's a little more "accurate".
  • Re-worked AI. Alundaio is doing some awesome things for Misery 2.0 which I would love to use, but obviously I have to wait until it gets released and either carefully extract the needed scripts from it or wait until he makes an independent version with AI Tweaks. Either way, AI will be a LOT better.
  • Guns re-balanced, some models changed, some guns removed, others added. I will also carefully be going over all the gun sounds and try and overhaul them to sound better.
  • Some new items: one of which will be proximity mines. I've adapted them from Shoker mod for CS and they're a lot of fun to use.
  • Complete overhaul of the MSO system. From what I understand Trojaunch plans on releasing his updates of MSO behavior separate from Misery 2.0 as well when done, so I will likely use those as a base and then tweak them further for my own personal preferences. I'll also make sure Topol and his crew don't get killed constantly anymore ;)
  • Merged Cut X-Ray Project and X-Ray Extensions. Features: corpses can now be collided with, bone-specific Actor hit effects enabled (wrote a script utilizing this already, it makes for some really cool effects that weren't possible before), and a FOV console command.
  • I'll be adding new AI maps to each level to allow things like rooftop snipers, etc. I'm also going to try and add EAX-type sound environments to maps (will be script-based so that if you don't have a dedicated sound card or a motherboard that can simulate OpenAL you can still hear the difference).
  • Some vanilla quests altered and new quests added. I'll be using the Russian "Second Way" mod as a base for these changes, and in terms of new quests I already have a few done for the previous project which i can easily add to this. I'm going to try and add as many interesting quests as I can manage (though I'm still learning).
  • Misc. features: bullets penetrate cover better (and less when they shouldn't: no more shooting through thick trees with a 5.45x39mm rifle), NPC's can have their active weapon shot out of their hands (including grenades) which will cause them to switch to their sidearm (which cannot be shot out of their hands to prevent a bug), Monolith can be wounded and will sometimes have a suicide-vest to try and blow you up if you get close (OGSE featured adapted to CoP by DDraig).

--
On to the actual patch, here it is: Sendspace.com

Post comment Comments
JackRabbitSlim
JackRabbitSlim Apr 7 2013, 4:10pm says:

Super excited, Hurry cause I'm very impatient!

+1 vote     reply to comment
Daemonion
Daemonion Apr 7 2013, 4:26pm says:

Hell yea, man, sounds good.

By the way, feel free to use me as a resource for any audio related questions and what not. Good luck!

+2 votes     reply to comment
jketiynu Author
jketiynu Apr 7 2013, 6:00pm replied:

I'll likely take you up on that :)

Thanks.

+1 vote   reply to comment
TheLozza
TheLozza Apr 7 2013, 9:29pm says:

Sounds good!

+1 vote     reply to comment
nashathedog
nashathedog Apr 8 2013, 2:29am says:

I'm really gutted the other project won't happen I was looking forward to that. Still I'm sure good things will come from this.

+1 vote     reply to comment
jketiynu Author
jketiynu Apr 8 2013, 8:28am replied:

Me too, but it's not a total loss. I'm basically merging all the changes made for that mod with the vanilla maps into this.

+1 vote   reply to comment
jketiynu Author
jketiynu Apr 8 2013, 10:37am says:

Forgot to mention: tweaked particle effects. One that's done already (ported from MP to work in SP basically): headshots that throw out extra blood, bone chips, and brains. Currently it happens with all headshots but I should be able to make it only happen with lethal headshots (sometimes they aren't due to face-armor coupled with low calibre rounds).

+1 vote   reply to comment
Etcetera
Etcetera Apr 8 2013, 1:19pm says:

1.3 was pretty good, so I'm confident this'll be too.
Commiserations that the previous project fell through. XRay problems?

+1 vote     reply to comment
jketiynu Author
jketiynu Apr 8 2013, 6:42pm replied:

Not Xray problems. I don't really want to get into it. Anyways the only big difference between that new project and this one at this point is that the new project would have had new maps whereas this one will not unless I push the release back much further and get a new team.

+1 vote   reply to comment
wikkid1
wikkid1 Apr 9 2013, 9:50pm says:

Good stuff! With S2 out of the picture these mods are our only hope. It's good to see that some modders out there are still working on stalker... a truly under-rated series, I can't think of a game more under-rated then the stalker series.

+2 votes     reply to comment
VicRattlehead
VicRattlehead Apr 14 2013, 1:44pm says:

Please make Absolute textures optional, even the lite version is tough on weaker PCs.

+1 vote     reply to comment
jketiynu Author
jketiynu Apr 14 2013, 2:24pm replied:

My mod in 1.3 form is already tough on weaker PC's (though I'm making some optimizations to various things that will lessen that). I'm sorry but it's a hassle to make multiple versions (especially since I'm modifying the actual levels, it means I'd have to re-do everything twice over and it's hard to do) and the majority of PC gamers have decent rigs these days. I'm not interested in keeping the system requirements the same as they are for vanilla CoP, they're more in line with most modern games these days. Sorry.

+1 vote   reply to comment
trojanuch
trojanuch Apr 14 2013, 4:01pm says:

Great to see you working again jket :)

I'll export the a-life part asap and send you the link in prv so that you have 'basis' to work on.

+2 votes     reply to comment
jketiynu Author
jketiynu Apr 14 2013, 5:28pm replied:

Thanks man :)

Glad to hear from you. We should try and stay in-touch.

+1 vote   reply to comment
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