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tsf00181
tsf00181 - - 283 comments @ Looking for a good story teller.

I already am, its engine troubles within the game. I'm working to FULLY port the game into CoC. It'll be the same game on a new platform. Might get rid of the lame boar/tower tutorial though. I'm looking for a writer to add to the original game.

Good karma+3 votes
tsf00181
tsf00181 - - 283 comments @ Looking for a good story teller.

Doesn't matter if it has less mods. The game will always be junk because no one is willing to fix the base game. And it needs alot of work. I'm not willing to since its fairly simple to just copy it over to CoC so I can then concentrate on the mod itself and not worry about fixing someone else's crap product.

Good karma+3 votes
tsf00181
tsf00181 - - 283 comments @ Looking for a good story teller.

I just need a dialog and story writer, I can do the coding. PM me if your interested. This link has the original story are the bottom. Stalker.wikia.com

Good karma+3 votes
tsf00181
tsf00181 - - 283 comments @ Looking for a good story teller.

I'll see about getting the hud effects ported and separated. Most of it came from CoP anyway so it shouldn't be hard, I just have to remember what all the files are.

Good karma+4 votes
tsf00181
tsf00181 - - 283 comments @ The Road to Limansk

Yep still alive. I just finished up last night and I'm putting it into drop box now for testing. I've spent so much time working on the models, that this is far from a finished product. Its more of a improvement of the base game with new models, gameplay, features, and fixes.

I have some class mates that I'm going to use for testing and its probably going to be awhile. Internet testers are just going to be people I trust, public testing is a damn nightmare.

Now onto the next step. Modding the engine. A few things are already done, but I've decided to really get into it. First....Grass, I'm trying to increase its density, height, and add shadow. If anyone as the code and knows were these damn settings are, PM me. Also I'm going to be incorporating alot of the Open X-ray stuff into it. I've compiled it once so I know I can do it. Now I just need to get C++ for dummies.

Good karma+11 votes
tsf00181
tsf00181 - - 283 comments @ The Road to Limansk

Sorry for the lack of updates. I've been carrying 16 credits for the last to semesters so my free time has been really short.

Anyway, the mod isn't dead, progress is just really, really show right now. We're working on it whenever we can which isn't very often.

I do have a lot of stuff to show off so I'll try to get an update ready tonight or tomorrow.

Good karma+9 votes
tsf00181
tsf00181 - - 283 comments @ The Road to Limansk

Dynamic spawns are being handled with a script. The idea is to have mutants randomly spawning around the zone and not having it effect the all.spawn file. Also, anomalies/rad zones are getting the same treatment and will be random at the start of every new game.

Makes for a MUCH more dangerous zone.

Good karma+4 votes
tsf00181
tsf00181 - - 283 comments @ The Road to Limansk

Problem is, Clear Sky lacks so much as a base compared to the other two games. Sleep, hunger, thirst, etc...are critical to the experience, yet we have to get that stuff working before even moving to other stuff.

Since migrating to the new SCRP and starting over the mod is actually really stable now, 95% of the weapons were done by someone else that thats just a port job.

Anyway we are moving forward, but it'll be a while yet because a public release.

Good karma+1 vote
tsf00181
tsf00181 - - 283 comments @ The Road to Limansk

Not really. We hit a speed bump, my computer got fried from a lightening strike. HD still has the data for the mod though so It'll be moving forward again soon.

Good karma+5 votes
tsf00181
tsf00181 - - 283 comments @ (OUTDATED) Clear Sky Reclaimation Project 1.04

Updated the description, couldn't do it earlier.

I don't think CS is playable without CSRP. Usually I'd say play the game first without any mods, but with CS I recommend this for the first play through.

Good karma+8 votes
tsf00181
tsf00181 - - 283 comments @ The Road to Limansk

Yep. Working on merging everything together. Also integrating the models from STCOP 2.5(saves me from having to redo all the damn models myself). I just have to add multiple scopes to the various models have ported into CS myself.

Good karma+5 votes
tsf00181
tsf00181 - - 283 comments @ News 5-15-15

New version of CSRP is out....there is so many changes and bug fixes that I think I have to recompile the mod from scratch. Looks like it solves ALOT of the last of the bugs though so I think its worth it.

Good karma+1 vote
tsf00181
tsf00181 - - 283 comments @ The Road to Limansk

I have to be offline for a few days so I'll ask now and reply later.

I need someone who can decomile/modify/then recompile the levels. Specifically I want to replace all the foliage with the Lost Alpha Stuff, but I just don't have the time to do it.....and I'd have to teach myself to use the level editor. That would set me back even more.

If anyone has the skills and the willpower to do it, PM me.

Good karma+3 votes
tsf00181
tsf00181 - - 283 comments @ The Road to Limansk

Its coming along. I stepped away for a few weeks, felt myself getting burned out. I'll pick it beck up in a week or so with a news update.

Good karma+5 votes
tsf00181
tsf00181 - - 283 comments @ The Road to Limansk

Ballistics are a totally different animal now. I agree they sucked in the original. I've standardized all the damages for a given ammo caliber. Now an LR300 does the same damage as a FN2000, ranges are different because of barrel length. I've also re enabled several things in the source code that makes a bullet loose speed/damage because of air resistance as it travels.

Good karma+5 votes
tsf00181
tsf00181 - - 283 comments @ The Road to Limansk

yeah its been enabled since day one.

Good karma+2 votes
tsf00181
tsf00181 - - 283 comments @ equipment.dds

I'm not going to bother with a release date at this point. If I have a stable build in a few months once the weapons are done I'll release it.

Good karma+2 votes
tsf00181
tsf00181 - - 283 comments @ equipment.dds

Yep. Winchester M1912. Shotgun beside it is a Stevens 1936.

Good karma+4 votes
tsf00181
tsf00181 - - 283 comments @ equipment.dds

I'm lagging behind on those. I'm working my way through them but I've also taken the time to standardize the bullet models so they are all the same by type and use the same image file. Before they were all over the place.

Good karma+2 votes
tsf00181
tsf00181 - - 283 comments @ Few images using reshade

All the AK and M16 series textures were made by Heffy for Fallout:NV. I modded the textures just a bit because of the way Stalker projects the maps vs fallout.

Good karma+2 votes
tsf00181
tsf00181 - - 283 comments @ Few images using reshade

I've set them up. Its not my cup of tea, but some people might like it. Those lenses flares ****** me off so much with the trek reboot, but alot of people dig it. Personally, JJ made a good Sci-Fi movie but its not trek.

Its easy enough to turn off, just open the reshade.fx file and change a 1 to 0. Takes less then a minute.

Good karma+3 votes
tsf00181
tsf00181 - - 283 comments @ Few images using reshade

I've used sweetfx across all three games also.

The version i'm testing with right now is the current reshade + Sweetfx and Master Effects reborn. Tried a few different versions of reshade so far with not much success for Dx10.

Good karma+3 votes
tsf00181
tsf00181 - - 283 comments @ Few images using reshade

I had it working with Dx10....sorta. I kept getting weird crashes so I have it running with 9.

It doesn't bother me at all. Most of the dx10 shaders for CS are copied from R2. Volumetric Smoke and Wet Surfaces are the two biggest features that Dx10 has. I'm working on porting alot of the R2 features from the SOC dynamic shaders mod over so that will fix most of those problems.

Of coarse, installing reshade is optional, so If someone wants to just run pure Dx10 they can. This is all a work in progress and I think the crashing issue might be related to the engine changes I've made, I might be able to sort it out.

Good karma+3 votes
tsf00181
tsf00181 - - 283 comments @ The Road to Limansk

na they're won't be an April fools release. I'm an *******, but not that much of an *******. :) I'm hoping to get it out the door at the beginning of may but there is a crapload of work left to do and real life is keeping me from getting as much done as I'd like.

Once I get all the icons/props done I'm going to post a big news update. I hoped these would only take a week or two, but I didn't realize that some of them were textured so badly that I couldn't even make a good inventory icon with it.

Good karma+2 votes
tsf00181
tsf00181 - - 283 comments @ new Inventory

There's going to be 10 belt slots total. All armor is going to get atleast two more then stock, one is for mags/ammo, the other is a surprise for a future update.

I haven't even addressed that part of the UI yet.

Good karma+6 votes
tsf00181
tsf00181 - - 283 comments @ New UI Mockup

Its called a mock up for a reason....it was made in photoshop to showcase a concept, not ingame.
Left BG is the trade window.

Good karma+1 vote
tsf00181
tsf00181 - - 283 comments @ New UI Mockup

Looks like I'll be putting it ingame then :) I've always felt that less is more when it comes to UI's.

This image really is a just a mockup for now, somethings will change but I'm going to keep the basic look.

Good karma+3 votes
tsf00181
tsf00181 - - 283 comments @ SKS, Scopes demo

I'm sort of a perfectionist though....it can always be better.

Good karma+4 votes
tsf00181
tsf00181 - - 283 comments @ SKS ingame

20 is going to be an upgrade. I'm going to throw these into the swamps for the renegades. The Type63 is kind of to powerful for early game, I've seen the renegades overrun the fishing hamlet in a few minutes.

The stripper clips could still make it in and this model would become an upgrade. The problem is I can't figure out what kind of witch craft KingFriday and R_pop used to get animations into this game. Almost everything is in Russian, so I keep hitting a brick wall.

Good karma+1 vote
tsf00181
tsf00181 - - 283 comments @ SKS ingame

It got replaced. Couldn't find any animations I was happy with :( SKS doesn't seem to get priority from the community even though they have to be common in Eastern Europe.

Besides if It takes people on youtube 5 minutes to install a removable mag upgrade, an actual zone mechanic could probably do it in their sleep.

Good karma+2 votes