hi, i'm VaTTeRGeR, currently mapping and modelling for the source-engine and MoW.
This is what pretty much every STALKER fan has been waiting for, this is what the next STALKER game should have been, you are doing gods work! Please, please don't **** it up. Don't let it degenerate into the RUST or Tarkov kind of open world deathmatch shitfest, the best thing about STALKER was that all your actions had consequences, without that realness the soul of the game world would be gone.
I love that you try to keep this one alive, that being said:
-The double barrel shotgun seems to fall out of line with the other weapons in terms of visual style (realistic vs stylized / early HL2). Also: what is it's role? Every weapon in ZM has a distinct role, is the double barrel a one hit killer? An easier to use alternative to the long-rifle?
-The labeled ammo crates are a great idea, but the logo being a screenshot of the model screams lazy execution. Why not use a simple stylized logo of the ammo type instead of a literal screenshot of the 3d-model? Meh.
The landscape and characters are looking great. The skybox seems a little low res, but not so much that i would consider it atmosphere-breaking. Great Job!
Really nice, love the large fans recessed into the wall. The metal sheets and the half buried tube in the bottom of the screenshot are clipping through each other though...
Reminds me of that sniper mission in STALKER:CoP. Looking forward to playing this in COOP!
It's getting better and better! Really good work.
Right now players have to mine resources themselves right?
Have you ever thought about instead having (very simple) NPCs "operate" (run around around and play some work/mine animations) the mines instead of having players do that tedious work. The players could instead guard the NPCs working in the mine, this would create a more interesting mini-game consisting of defense-building and counter-attacking around resource production than mining is right now.
Great looking gun models and animations, awesome work!
One point though:
The grenade and wall-mine explosions look awful, the fireball is way too large and spreads awkwardly slow, making the grenade look more like a glorified hairspray bomb.
For reference: Youtu.be
The explosion is very small, burns up instantly and therefore only visible for around one frame of the video. Shrapnel and shockwave do all the rest, kicking up dust, hitting stuff and pulling smoke trails.
Meanwhile, your explosion lasts around 3 to 4 frames, this takes away from the explosive, shocking effect. The screen shake reminds me more of an earthquake than a sharp grenade explosion.
Also not enough shrapnel hitting nearby walls and kicking up dust and pieces of the surroundings, lots of missed opportunities considering the quality of the rest of your work.
tl;dr Guns are great and impactful, grenade explosions are dull and anti-climatic. Typical video gamey fireball grenade explosion, bleh...
Check out this article and the followup article (snapshot compression) if you want to know exactly how to achieve this: Gafferongames.com
Great stuff! The audio fits really well.
The tires look way to clean and aren't deforming at the bottom, otherwise awesome!
Well, it actually is kind of abandoned because...
NMRiH2 is in development: Blog.nmrih2.com
Not a lot of updates, but it'll pick up some pace eventually or so i hope
Great to see the navigation improved, that was one of the very annoying quirks of the old ZM versions.
Oh wait nevermind, just saw that there is gore already with bigger guns, still, not enough >:D
You got some really nice things to play with in there, but it feels like some proper gore is missing, you know... exploding heads, guts flying about and arms popping off would really add to this bizarre ballet of death, especially considering how much of the gameplay involves physics simulation. The enemies give me a strangely boring sandsack vibe from your videos, there's a lot of lost potential there IMHO.
I hope there's a demo or even a release soon, good luck with future development and great job getting featured at devolvers E3 presentation!
The videos are broken, none of them load (chrome + win7)
I don't like the lighting in the outside areas, too bland and bright imho, but the gameplay video is really promising and your indoor areas look really good. And then there are all the extra weapons and usable objects. Great work man!
I'm sure that eventually a high quality implementation of the EP3 storyline will rise from the cesspool of quickly made ep3 mods, it's like making a game with an inbuilt rocket powered hype-train: It just needs the right quality and HL-fans plus whoever gets carried along with them will pile up around it.
And I'm sitting here, waiting for it to happen :)
1 - FG42 with some low magnification scope >:)
2 - I had a lot of fun in L4D2, but i'm still waiting for the ultimate zombie game to appear. If STALKER SoC had classic zombies in it that would definitely be my choice (cut from the game, but some files are still there i think).
3 - Zombie Master 1.2.1! Holy sh*t, these are some good memories, i wonder why nobody has picked this whole concept up again, it's a brilliant mix of fps and rts. Having a human control the zombies rts-style makes them so much more engaging without having to give the zombies super powers.
My guess is that these are models and texture maps made for ingame usage, but rendered in 3ds/maya/blender/whatever, it will not look exactly the same ingame that's for sure.
The gun models look really good! I like the textures overall!
BUT you forgot something...
What about the wear&tear;? The grip/handle/magazine/stock/etc show no signs of usage whatsoever. Are these factory new or from the zone, i can't tell? >:)
The G36C is the cleanest of the three, the AKs are a bit better in that regard, but they show the same symptoms, the wooden parts look shiny and perfect, almost too perfect imho.
Don't take this the wrong way, this is literally the only thing i could complain about, these models are perfect, just a bit too perfect ;)
Awesome scene, reminds me of Stalker!
The light is bleeding through the corner on the left and right wall though :(
I guess you used func_detail on the broken doorframe, this does not split the wall where it touches it, so light can sometimes bleed through.
You could either split the wall brush or increase lightmap resolution to fix that. That part looks really ugly and unprofessional right now.
Really nice mapping, it has that black mesa vibe.
The screenshots are kinda low res though and the anti-aliasing and anisotropic-filtering settings seem to be all the way down while you took them, i would really like to see this in full glory :) definitely tracking this!
"We're not giving out the dedicated server binaries, but run everything ourselves" is what they are doing.
No significant technical reasons there, if it was about going the easy way, they would have just released the server files and let users set it up themselves, no worries about having to come around with large servers, administration and maintenance.
So yeah, it's kind of an EA move.
(But their choice to make none the less)
Nah man, better now than on release day.
I'm not surprised about the reaction here though, as i see it, the STALKER fanbase is compromised of people who like customization and mods, they are all about shaping their experience with this game series to what they find exiting, be it atmosphere, realism, gameplay and what not.
Being limited to locked, managed, always public servers is the polar opposite of what made the STALKER series so appealing in the first place.
All that is needed for a good coop STALKER experience is adding support for 2 to 4 players via dedicated server and fixing the bugs that arise with that addition plus maybe adding a less robotic AI for human enemies, that's it, everything else has already been done before by one of the many mods out there.
But maybe RoH will be all of this and all the bickering was for nothing.
Looking good! Will it have a melee attack?
Yeah, Call of Duty has never been a simulator type game, but the first two titles at least didn't completely **** the bed in that regard.
While nothing in Call of Duty 1/UO is sim like, there was also nothing that got blindly ripped out of context for the nice looks.
It doesn't really matter though like you said, nobody who is still willing to shell out 60$ for this series cares about stuff like that.
37mm stuka cannon firing like it's a light machinegun, did they really just slap in the stuka model that looked coolest without ever spending two minutes looking up the specs ... wtf man
I can feel it already, this is going to be another generic cutscene shooty tooty fest, with wwii slapped back on to shake off the infinite spacefare stigma.
Let's wait till there's some gameplay footage...