Dead Air is a total conversion for the S.T.A.L.K.E.R. series based on Call of Chernobyl, encompassing all aspects of the game from graphics, audio, and special effects to various gameplay and AI features. The mod evolves from the ideas started in Call of Misery, a previous project of the mod author. Major inspirations for Dead Air include projects such as NLC, MISERY, Autumn Aurora, and OGSE. Dead Air prioritises the development of the game engine’s potential, complexity of gameplay, and attention to detail, along with addressing both the quality and quantity of all content.
Want a clearer view but keeping the gas mask feel? Use a metro inspired gas mask hud!
Thank You
Stupid question, what key do you use to clean the gas mask?
Just hold R (base for reload) for 2-3 seconds, player will swipe his screen then
GREAT MOD AUTHOR. THANK YOU!
Why can we clean the mask? It doesn't get dirty at all...
Turn on Lens Water in options, when it rains, your interface gets lots of water drops.
I hate to admit, I only found this option after 10 hours of playing, and thinking my own game was bugged...
****...Thanks dude :)))
If the game wouldn't crash every time I get my options high up for no good reason since this isn't even the heaviest mod I played. :c
is it just me or do other people have the same problem cause when i try to open the archive it says the file is "damaged" :thinking:
Use the uncompressed version:
Drive.google.com
oh sorry i didnt see there was a link to it in the description thanks for replying anyways
how to key clean prowivo gaz ?
Hold the reload button, default R.
Great ! I was unhappy with the vanilla mask.
Thank for sharing.
Is there anyway to get this to work with CoC + Smurth's Dynamic Hud addon?
i too am wondering this.
MOD MAKERS if you can post the scripts that control the various things in this mod (breathing, breaking, wiping etc) i can edit this to work with smurths dynamic hud...you can take all the credit. i just dont wanna download dead air for this one thing.
also...i know you just ported this over...but if you could explain to me how the mipmaps work in the files (different mipmaps seem to add different damage effects and ****) that would be awesome.
those two things and i could definitely whip something up.