The L.U.R.K. team wants to provide the best possible experience from Stalker: Shadow of Chernobyl, we don't plan to skew the scope of this game, because I, like many others, fell in love with the game because of the story, the realistic gameplay, and the atmosphere. I plan to preserve and improve on that concept to the best of my abilities, and our team has vowed to do so as well. Which is why we took it upon ourselves to provide that experience. We want to fulfill a niche that's otherwise unfulfilled in the modding community. We want to bring as many features to Stalker without damaging or changing the original theme of the game. While improving upon that concept with features that were dropped off the development cycle from GSC, such as stealth AI, and a strong foundation for balance, as well as dynamic A-Life, and an unprecedented visual presentation that no other Stalker Overhaul can touch.
Hello, I'm BuddieBBB and I'm on board to work on and improve Stalker's particles for LURK. Right now I'm in the process of overhauling the game's anomalies, which might be a bit hard to see here but you can count on noticing the difference ingame. I'll also be going over effects such as weapon-related stuff, mutant particles and things you can stumble upon in the game world, like a leaking pipe for example. I hope to have more visually exciting stuff to show you as I make progress. Until then this will have to do.
Regards
Electricals
I can see the difference a little bit. It looks fine.
The flashes looks more detailed. And what are those blue points exactly, artifacts or anomaly related effects like in the Fruit Punch ?
If it´s so, it looks very cool.
They strobe around the area-of-damage and let off the lightning you see in the picture when you step into the anomaly. These in turn emit dynamic sparks.
Do the spark react on the envi? That'd be nice to see in action as I did something likewise! :D
(I'm sorry for looking so excited, it's just that the particles in stalker are so loveable lol)
Yes, they react to their surroundings.
I could never get through without dying? Will it be easier to see the pattern?
Buddie, I trust you to deliver some kick *** particles for LURK. If you need particle help / textures / shaders, you know where to find me. I know my way around the particle editor in xray ;p
Also, I suggest you (if you haven't done this already) not to enable too much dynamic particles, because like with PPx2, enabling it will kill the CPU over time. It will greatly increase the lagg and we don't want that ;)
Cheers man, looking forward to more particles. Really anxious to see what you're doing in this area!
Om nom nom.
That is all.
Definitely looks better than the vanilla one.
gosh, how much more processing power is 1.2 going to need when its finished?
So far, any new effects do not demand more processing power than the default ones.
Hello, BuddieBBB. When is the release?
S3.amazonaws.com
When it's done ofcourse!
Ah, exactly!
Wow this is rather astounding, good work Buddie!
Gotta hate those anomalies... DX Electrical ones are the worst of them all, they really are... >_< Now they look more sexy when struggling to try and get past them. :P lol