Dead Air is a full-scale S.T.A.L.K.E.R. modification based on Call of Chernobyl. It changes all aspects of the game, from graphics, audio, and special effects to various gameplay and AI features. The modification evolves from the ideas started in Call of Misery, a previous project from the mod’s author. Major inspirations for Dead Air have been projects such as NLC, MISERY, Autumn Aurora, and OGSE. Dead Air prioritizes the development of the game platform’s potential, gameplay complexity, and attention to detail, along with addressing both the quality and quantity of all content.
Hello, everyone! It’s been quite a long time since our last piece of news, but worry not — the development process is going well without many problems. We still can’t tell you anything about any deadlines, so this message is just a little “we’re still alive” memo. As a bit of an excuse for that, we’d like to tell you about some of our upcoming features — features that some of you might already have heard of but haven’t properly been introduced to the Western community.
Many lighting sources have been redone to make them look and feel more realistic:
Dynamic wet surfaces, which used to be exclusive for DX10+, have been ported to the DX9 renderer:
Dynamic volumetric smoke (Clear Sky DX10 exclusive feature) strikes back to spice up underground locations:
Ambient and radio music no longer clash with each other and will not break your immersive experience:
Wild LOCKED DOORS have appeared, scattered throughout the entire Zone. Can you find them all?
Even more inventory slots have been added among with equipment to fill them:
Oh, and no more magic infinite bolts, sorry:
As an extension, the UPD-based system has been reimagined and fixed. Discharged items will no longer be moved to your inventory — they simply stop working, as you might expect:
Those little gasoline lamps have gotten a bit of extra love — now you can light or extinguish them, and they also work as a save spot for the “Campfire saves only” mode:
The Cordon level is going to be remade — we're going to make a bigger, better version with many new places to discover:
Last but not least, lots and lots of helpful (or not) items will be randomly generated for each playthrough to fill previously empty areas.
All of this (and lot more) is waiting for you in the next patch, which is coming out someday!
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