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Hello GENTEK! Are you still looking for a musician?
I've made music and SFX for games and mods before, and I'll be pleased to work with you.
Here are a varied selection of my works if you need some reference: Soundcloud.com
HESK soundtracks are a highlight, since it's a mod series I made based on S.T.A.L.K.E.R., among other games.
I just wanted to make a mix of my favourites S.T.A.L.K.E.R. suits, and adjust them to the properties of the mod.
If I recall correctly, the one on the right is (aesthetically) a mix between a CS-3 + SSP-99M + Exo. Note the name, "Senka", is a nod to the character featured in Clear Sky and Call of Pripyat (former bandit hanging out with Nitro at Yanov).
There are (and will be) many nods and easter eggs to videogames and films! Some hidden, some explicit.
It's the default sprite, although you can enable either aiming with the sights (if you are accostumed to sight marking), or aiming with crosshairs. That option is called "Marksman precision" on the HESK menu.
Also, for running there's a small sequence and a different sprite. I think I'll upload a early video showcasing this, because it may be important to be shown in motion.
Thank you, I'm very glad you like it so far!
Thanks man! It's all going quite smooth, I must say. The new monsters sprites are quite difficult to get into, but I'll eventually find the way to properly do them.
Thank you a lot, CED!
Armor/health system is in fact more complex (up to 5 kinds of damage), but I decided to not use its full features to retain a simple and fast gameplay, keeping some of the original Doom feeling.
They're still available is someone wants to mod the mod afterwards.
I just realized I mistyped the power output as Megawatts per Hour. Relying in that screenshot will mean you have a whole nuclear powerplant in your back hahaha!
Please skip that blunder.
Well, these pills aren't exactly health bonuses, though: They are a cure for the infection (which you can get if you bath in infected blood and your armor is not in the best of shapes).
I don't think a stack of dust in your meal or meds will be outrageous in a post-apocalyptic world full of disease, monsters and desolation, years away from the last cozy happy-meal and local pharmacy... Specially if it's of such need.
Thanks, WOC! Much appreciated.
Don't be harsh on the poor guy, he had a rough hangover, so strong that he even went full grayscale!
I'm still deciding between sprite sizes. Quite sure it won't look like this in ZDoom with a 634x360 resolution, so I have to plan in advance.
Hey, CED! How are you? I remember you are one of the first who started following HESK. Thank you a lot, for both your patience and your support!
Hi, Toan! I know it is two years later, but I still wanted to reply to all the messages for HESK.
I migrated the mod back to ZDoom, for two reasons: First, as a limitation for myself, so I will focus more on gameplay and assets than graphics. Second, because later versions of GZDoom had some problems with the lighting of the mod (perhaps related to new methods of rendering), and it run at 8~15fps.
I don't discard these experiments I made with the skybox, and I'm sure I'll use it in future projects.
Hello, Menumorut! How are you doing?
I'm very ashamed to say, although it was noticeable, that this mod has been in development hell for a long time.
It's all my fault: I got too pretencious here (raising a lot of expectations on others along), and it's also true I've neglected development in favor of other things (being these personal or not). Also I believe rejecting external help was a factor in this, specially in the spriting department (where I always have a though time).
There are some advances of the mod, but nothing to get excited about. I can't blame people if they get mad for this.
Last work I did on HESK was modelling enemies' sprites with a pseudo-mannequin technique (in Photoshop), part by part (head was first). I'll include it in the screenshots, along with some weapons I made (some completed).
I'm very sorry for this! Work won't be stopped for HESK, but I can't promise anything right now.
Not so much after 3.1 - I've uploaded some screens of it (even newer ones with DoF enabled).
It is less gray-toned, with a little less sharpen and different textures. But since that, I didn't really played STALKER that much, I'm sorry to say.
Thank you very much, Grinskin!
Well, I always loved the looks of Misery. In fact, I thought this reshade in a sort of personal "misery" touch for Call of Chernobyl / Call of Pripyat.
Sadly, in CoM I always miss things like Dynamic Relationships and Warfare, so I don't really play it often.
Thank you, anon!
Winter mod is not by me, it was just to showcast the DoF effect in a different scenario.
I believe some effect is messing up with Reshade, so it won't apply changes unless you restart the game. Dunno which one is, but I'm sure that's the problem, since I get the same error once in a while (so I have to use a backup and start again).
Sorry for the late reply.
Oh, sorry about that! I guess that gives away how little I use console commands for graphics hahahah
I'm very glad you could resolve that issue. Good hunting!
Thank you, Trevor!
I'm sorry for the late reply. This mod is still in progress, although I didn't post any news anywere. I'm preparing a big update here on ModDB, which will showcast a lot of progress (specially in the arsenal department).
Hello there, Andrej! Thanks for you kind words!
If brightness is too high just for a limited amount of time, you can try lowering " r2_tonemap_adaptation " through the console to something like 0.1 (This will reduce the time lighting adjust to the screen).
However, I have the feeling you're refering to the "Dark Light" effect, caused by the color texture, which makes full-whites turn into a mid-grey (darker than other grey tones in the addon). You can try downloading this fix: Drive.google.com
Copy the BMP file into *Bin Folder*/Reshade/CustomFX/Textures and replace the old one with this new one.
I hope this solves your problem out!
Good to know, my friend!
I'm sorry I can't reply back or do some modifications, I'm in a very big personal affair now and I'm afraid I won't be around here that much.
Cheers, and enjoy the poetry of Zone!
Version 3.1 already uses a different texture. That's in part why it looks very different.
Here you go, qqblet!
I've tested it and it should do fine. Just copy the BMP file into the Reshade/CustomFX/Textures and replace the old one with this one when the message asks you.
Oh, okay. Well, that was an intended effect in 3.0, which can be overrided when changing the color texture. If you wait a little, I can modify it so that effect will disappear.
Oh, well, are you using any kind of reshade?
That happens mostly when the brightest light (full-white) is replaced with a greyish tone, without altering the lesser whites below. If you're using a reshade, you should try to temporarly disable the color textures or the color correction / HUE / Reinhardt options.
If you aren't using any kind of Reshade or ENB, it could be something in the native shaders which are having some sort of conflict (that effect is used in high-psych anomaly areas). Perhaps a problem with a graphic mod you've installed recently, like Enhanced Sunrises?
I don't know much about native shaders from STALKER, but I could look into that for a workaround, if you want. Just tell me which mods are you using, so I can do a proper research!
Well, thank you very much for your kind words!!
But I'm sorry, you'll have to wait a little! It's probable it won't take that long, either. I just want to make sure everything works fine (and since it's a rework of 3.0, there are less glitches to find, so that why I'm saying it will take less than last time).
You can try Hex 3.0, it's somewhat similar.
Thank you, sir! Thanks for always being there!
What Norkane said may be true, as I'm not sure whenever Misery uses it's own Reshade. Although I've been told many times that previous versions of Hexagonsphere worked well with Call of Misery. So perhaps it's just a matter of trying (and backing up files, just to be sure!).
Recently I did some experiments with Depth of Field, and it looks nice for photography, but don't expect to be practical for gameplay. I'll still have it disable by default in this new version.
Here you have some pics to see the result: Imgur.com
I'm not sure if you'll see this message, but just for people to know: You can download it right in my Addons sections here on ModDB.