Artefacts are back in, but will be quite different to how they are in Vanilla. You can expect them to be harder to find, and have real negatives to using them - but they will be valuable and will have serious bonuses when equipped.
Artefacts are back in, but will be quite different to how they are in Vanilla. You can expect them to be harder to find, and have real negatives to using them - but they will be valuable and will have serious bonuses when equipped.
The whole of the graphics system has been redone, and the effects of being shot are also being overhauled. (That is, no more red jelly.)
Note that this isn't our top priority at the moment - we have to get the gameplay perfect for you first ;) - but it's all on the list!
Sorry Loner, good point. :p
(For the record, it's not my work! I just greatly enjoyed it.)
(Also, Holden / Panzer, if you read this, send me an email or something goddamn, I've actually kept working on my SDK skills like you asked about two months ago, pretty much know everything there is to know about it and the LE.)
Not related to LURK, but if you enjoyed the scavenging / atmospheric / innawoods survivalist part of STALKER and LURK, you'll really enjoy the DayZ mod for Arma2.
datsdejoke.jpg
I would strongly suggest -legally aquiring- either Sony Vegas or Adobe Premiere. Matter of taste which one you go.
Get your floorboards fixed dude goddang
But yeah, freakin' brilliant work.
>'complete' version of S.T.A.L.K.E.R.
Holden now working for Artistpavel, heard it here first
No, I know that, and played it extensively. Just inquiring as to whether it's still in, and of course I assume it is.
One thing I realised that hasn't been mentioned since the release of 1.1 is the Arena Extension. I assume that is still in? Was a great addition to endgame.
So yeah I opened my presents yesterday morning and didn't find a link to 1.2, what gives
It's because this only occurs in areas where the NPC's field of view is not obstructed, and where they are just walking around, as opposed to being in a place where you will need to approach them.
This is almost exclusively the Garbage, and so, the Garbage is generally where this issue occurs. And because low-level bandits make up 99% of the NPCS in the Garbage, they are the major perpetrators.
Merry Christmas to everyone refreshing this page every day to check for updates!
>weapon pack like call of duty mw3
holden will love this idea, I suggest you email him about it personally
Oh my golly goodness. That artefact system sounds perfect.
But I have to admit, the one thing that made me more excited than anything was 'diary and encyclopedia entries'. Polishing minor things like that, with no significance or importance to the player, is what sets a polished, brilliant and expertly-crafted mod from a 'compilation'.
Mad props to all of you, lads.
Sorry to go on a long tangent here, but it would also be possible, as far as I know (with my admittedly meagre knowledge of how weapons work in STALKER) to make the artefact detectors attachments to the bolt itself. If the bolt was an undropable, unsellable item, it would still be able to have attachments placed to and from it, meaning you could just 'attach' the detectors in the same vein as a grenade launcher, allowing the detectors to have seperate models and animations.
he isn't very good at walking
Hold up, just had a thought, and this may be entirely wrong: I've never dealt with the weapons side of STALKER, and so no idea how animations work, but:
What if you made the bolt / artefact detector switch work in the same manner as a rifle / grenade launcher switch (With the V button)? Rifles and their launchers have seperate muzzle flash animations, despite using the same mesh.
EDIT: Had a suggestion for the torch slot but then realised that would mean you can't bring it out. Whoops.
I suppose secondary weapon could be used. Obviously that wouldn't be ideal, but I for one would much prefer working artefact detectors that take up the secondary weapon slot than detectors that don't work.
Would editing the OGF mesh to remove the bolt + bolt animation entirely be an option? Repeatedly swapping between the bolt and the detector wouldn't be too fun, but, it would possibly solve the problem.
May I ask what functionality it has at this point in the build?
Any chance we could see the detector in its 'detected' stage of animation?
How common are these WW2 helmet guys? I would've thought STALKERS, at least loners - generally more at risk from the zone than from other people - would prefer hooded jackets.
Everything looks incredible, especially the foliage + grass.
The DoF is slightly overbearing. I expect it'll be the next "OMG HOLDEN WTF ARE THESE BLACK BLURRY THINGS AROUND THE TREES **** YOU" thing.
"What, scared of your little sister's hot barrel, STALKER-chan? Uguu~"
Oilman
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