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No, unfortunately this mod came into existence long before RP and was never updated to it. The aim of the mod was partially the same as with the RP - to remove most of the annoying bugs that remained even after the official 1.02d patch and to offer some small game changes.
Restoration of the discarded content was the only real difference between the two mods. Survivor mod was never developed with that in mind.
No. 1 on the ModDB's list of popular mods once again, yeah ;)
This is slowly becoming S.T.A.L.K.E.R. V1.13, yay!
Great addition to CoC, I love it!
Question: I have upgraded Steyr AUG with the 1.6x reflex sight at one of the mechanics, now how to get that reflex sight? Still gotta the default AUG optics and can't remove it by any means, i.e. can't switch to any other aim.
Survivor mod is unfortunately not compatible with the others. It does contain a lot of bug fixes, like Restoration Pack, but it's to be used alone.
Try this order of installation (without Survivor):
1) Restoration Pack
3) Mobster Armor
4) Weapons Redone
If it's not working, then you will have to remove 3) or 4) as well, because they may be incompatible. Please refer to readme files for each mod's compatibility.
Very C64 atmosphere =D
Great job, just keep it rollin'
Thank you! I for one am always happy to hear what makes a mod (or in this case my mod) great... Feel free to post your opinions ;)
Hardly... Lexx has been working on it, but nothing playable could be released at this point.
News posted on Fodev.net
Good job people ;)
No, this is a stand-alone TC (total conversion) mod, it has nothing to do with the RP, nor it is meant to be combined with any mods. A completely new experience in the Fallout setting.
It should be... I never checked it, but there were only gfx and descriptions of the weapons changed, maybe some properties in protos. None of these changes should affect the Restoration Project seriously, you should be able to finish the game with virtually zero bugs. Install the mod after the RP.
Unfortunately the game is everything but modding friendly... At least the vanilla content can be played with proper FOV now, and that was my inyention in the first line. I still recommend Dragon Rising over RR, it has the AI improvement mod available.
Nice to see you alive n' kickin' man ;) I like the new name.
You should visit the european part of the ex-USSR once.
Gazoil is going to miss the game, but the game is also going to miss Gazoil! Maybe we'll meet again, maaaaybeeee...
Actually, I think it would be good if you would allow for some modding after the release (which technically shouldn't be too hard, considering the Cry Engine 3 being quite accessible). The community will certainly be interested in creating additional modern or classic weapons and enriching the existing arsenal.
Keep up the good work!
Good to see this profile around here ;)
Well, yes, kind of. How to put it correctly? Right now the emphasis is not put on preventing such attack (complete prevention and ultimate defence are impossible to achieve), but rather on the ability to get the server back to normal condition asap. I hope the article will be interesting for anyone planning to run a server for a non-profit free-of-charge MMO.
Wipe is on Friday, 6th of January 2012. We introduce new features, new content and a new game session.
Enjoy the rest of your time on the old server, tomorrow we start from the very beginning.
Be aware that the R:TW engine doesn't rely heavily on today's GPU architecture, but rather on a raw triangle/texture drawing/filling abilities of the card. Most of the graphics candy-eye nowadays go through shaders at some point, which is where your HD 6xxx card shines, thus providing you better overall visuals (and you can't expect that from older 3D engines). In short, too many tris/polys and higher diversity/resolution of the textures create a bottleneck. Some (earlier) driver revisions may help, although I doubt it will bring any significant change to your FPS. One can always try, of course.
My personal experience indicates that finding coders and 2D/3D staff is really among biggest problems for a game dev team. However, our current team (Cvet & Rotators) had never have any problems with coders. Our team is covered with approx. 80% of coders or other talents who work on something else, but do (have) code(d) something here and there. This is why I opted for Team Leaders, because it's THE link that holds the whole team together AND, at the same time, keep that same team working, producing creative stuff, pushing the development forward... It really demands incredible skills, and that can't be found easily nowadays.
The development of this game has been abandoned... Read more about it by clicking on this link: Planewalkergames.com
However, the development team "has the intention to release the game materials for TBH and the underlying WeiNGINE game code in some open source/open content license model which will permit the ongoing exploration and development of the game as a non-commercial, community project" (from the link above).
Rick Dangerous? This stirs up some memories... and the premise is excellent. I would suggest a PC version as well, once the iVersion is released and stable. There's a fine bunch of older gamers looking for such games for various reasons, and it shouldn't be too hard to port the game, I guess. Of course, this shall pay off if the market allows it (i.e. it's not saturated by clones).
Nonetheless, good luck.
Have a good time with it!
You should really thank to Wounded Ronin, most of it is his idea. Unfortunately, his modding days are behind him, so consider this an homage to the great man with good ideas.
The laser pistol fits perfectly... Watch it kids, and learn from the pros ;)
Lovely jubbly! Good to see the mod is moving steadily towards release!
Sorry for this late reply, but no - I'm not going to make another one like Vault Rats. The crusade is over, there is another FallenOut world out there now and there's people enjoying it in all its lulziness there is (and there's, undeniably, plenty of it.)
I will, however, keep working on the original Fallout setting and improve it in the way its creators envisioned it within their designs, trying not to stray too far away from the given goal. Of course, Fallout 1 and the Fallout Bible (minus lulz) being the greatest guides on that path.
Currently, I'm developing a concept (design document) for the new total conversion (TC) mod for Fallout 2. It's nothing big, but it shall - most probably - grow. It's still too early to talk about it, so I keep it mostly to myself. Considering the current lack of time, the concept may take a while. Just sayin'.
It's not dead.
I'm actually looking forward to compare Nevada with SD2. Lexx already hit the nail of the Fallout essence right on the head with the first part, so it will be hard to get it any better than that. We'll see.
Clowns. Clowns never change.