A compilation mod for the STALKER enthusiast, delivering top-quality visuals, mind-blowing audio, useful innovation, more fulfilling gunplay, and enhanced gameplay. What's M.I.N.E. Is Yours.
I've crossed the line this time. I got away with killing Freedom in one video, igniting a firestorm of debate about which of the two Factions between Duty & Freedom were really right. Everyone cheered me on when I wasted the bandits in the Garbage shotgun demo.
All of that changes today. Today, we show you some gameplay-changing code by Fluffy22 which increased the amount of damage NPCs take, and not just any NPCs. We're going to hit the STALKERs at the Agroprom Research Institute, and Duty at their home base. And we're going to do it as a Bandit.
In S.T.A.L.K.E.R., the path you choose is your own. For the purposes of some good gunfights, this path is M.I.N.E.
We hope you enjoy the footage, and the "unbiased" coverage of the various factions! :)
I like the Makarov and USP sounds, but the SIG sounds are kind of generic IMO. Then again I'm very hard to please when it comes to sounds. Overall, great work so far! Loving the damage tweak. :D Oooh, and the ammo ratings are great! I prefer to just have a "good - better - best" tier system, rather than having to carry around different types for different situations and add all that weight. :3
Then add my NPC's use medkits code...
That's not a bad idea. It'd certainly reduce the frequency that NPCs would have medkits in their inventories. :)
Only problem is, that in my testing, they use medkits unless you can kill them outright very quickly.
I like what I see and I like what I hear. The sound of shell casings hitting the ground would be turn this into candy for my ears.
Thanks, N. Aaroe.
One of the difficult things is making the choice about shell casings; not every surface will result in the classic "ching" of shell brass hitting the ground (i.e., when over grass for example).
While it certainly adds to the realism, it is impossible to guarantee that the player will be over a surface which would produce such a sound; additionally, we can't control which sound plays over which surface.
I think then, the good compromise is to vary this effect, with certain weapons doing it (i.e., the AEK-973). This gives you the effect, but without making it so abundant that it exposes the problem at hand.
I liked the Sig sound the best. :)
don't know if the vintorez's sound is vanilla or not. it doesn't matter, change it to something more... packs-a-punch-alike, it's shooting rifle rounds after all!