RCOM or 'Realistic' 'Combat' 'Overhaul' 'Mod' is a mod for S.T.A.L.K.E.R. - Call of Pripyat that aims to bring in a greater emphasis on realism. After years of no development, I have returned to release a new version of RCOM as an addom to "Call of Chernobyl"

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Some small suggestions (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : RCOM : Forum : RCOM Gameplay Suggestions : Some small suggestions) Locked
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Dec 2 2010 Anchor

I'm a big fan of RCOM, finished the game once on it, testing the acclaimed SGM at the moment. There really isn't any doubt that the gun play of RCOM is in every conceivable way superior to that of SGM, something about it makes it different. Even when I modded the attributes and values of the RCOM guns into SGM it just wasn't the same.

-Keep the Gnomous scopes regardless of what people say, 2d scopes get old very quickly. If it is possible to mod into stalker the blur around the scope that would be great (blur such as in Insurgency or Project Reality 0.957). A bit much to ask, no one has -ever- done this before to stalker.

-I found the SGM ranking system for killing stalkers and mutants something that should be emulated in RCOM. The idea is the more you use a weapon, the greater proficiency you gain in it, and I guess a new achievement can be made for exceeding a certain amount of kills such as (steadier aim, slightly more accuracy, or more damage, better control of recoil), also rank could be used to affect what you can buy at the trader or even the trader's prices. I would argue this is the one feature that makes SGM so addicting, is that much like the more traditional RPGs you can watch your character grow. Combine this with the CS maps you are putting in, RCOM could become the COP equivalent of Dezo's SOC Lost Alpha.

-Just a pet peeve, could be ignored as there are plenty of guns but there could be more extra weapons in the game. Not as many as other mods or ridiculous weapons such as a M82 anti material sniper rifle or the low production xm8, but small things such as m4 carbine, saiga shotgun, vsk 98, things along those lines that would make sense in 2012 Zone. (mp7 would be a good add for the NATO mercenaries)

-Much like the last suggestion but, more suits. The current selection of suits is somewhat small, it would be great if there were other options available. Back when I was playing SOC using the Clear Sky Faction mod there were mercenaries dressed up (skinned to look like) like Delta Force Operatives, you should look into that.

-Another pet peeve, but an option for caliber change to 5.45 for the lr300, and potentially the sig 550. 9mm for HK usp, and sig to simulate the 9mm models of those guns in real life.

-Ability to grab mutant parts and sell them to the scientists or trapper.

-In SGM there was a function to allow you to hire special NPCs as body guards. This would enhance RCOM, and would create immersion. Traveling through dangerous areas alone gets boring, and it gives a fresh feel if you can travel around as a group with your selected members (would fill in for not being able to create factions).

-a form of repopulating certain explored areas such as a detachment of mercenaries or renegades to BIS circle once your done with the bloodsucker quest or a couple hostile bandits at the sawmill, enemy presence at the water treatment plant after you floored the mercenaries there, and pretty much small things like that. The spawn should be controlled in a sense such as only after every 48 in game hours to prevent repetition, but it does feel good to have some kind of enemy to deal with.

-More mutants in areas where stalkers have not set up camp but not so many that it becomes an annoyance.

-A different scope model for the SUSAT, it is just not a good scope, too obtrusive and although arguably realistic a simulation of something like a different reflex sight would be plausible and improve game-play.

-A PDA or flashdrive on randomly generated NPCs. PDAs of which you can sell to owl for varying amounts and flash-drives to find the particular stalker's personal stash. (this is something from SGM)

-I don't know if this can be done, but the g36 has a dual sight, is it possible to simulate the ability to change sights with an odd attachment to the g36 for the upper red dot, or even key swapping the grenade launcher key to switch sights? Lots of G36 fanboys (like me) have been looking at such a feature for since SOC was out. A bit much to ask but it is an idea :)

-More types of ammunition for each ammo type would be fun, but not necessary.

-When a bullet zings past your head there is a that whine, would make RCOM even more realistic as that sound is enough to send most players shooting for cover.

-A bit of a repeat but a couple more RCOM specific achievements would nice interesting. Such as an achievement for hunting 20-30 bloodsuckers, 50 snorks, or things like that. Could be argued that such achievements reflect upon how stalkers look up to you for destroying "this many mutants".

-Assassination missions like in SOC to kill bandits or mercenaries, anything other than military or scientist.

-More random anomalies like how they behaved in SOC, but not so much like SMRTER or SGM where it was just plain annoying.

-I heard something on the forums about making the dynamic rain heavier. I would suggest making the rain sessions of the weather so heavy that you cannot see beyond 100m, and the AI similarly cannot see beyond 100m. On top of that the sound of the rain would drown out a portion of the sound of the gun and such would be a first for COP.

-The primary reason why COP is not as scary as SOC was that COP is too lush in vegetation as in too much greenery and life. It really isn't necessary but changing the Zone to that of Fall/Autumn would enhance the COP experience.

-Modding in unique missions in certain areas such as rescuing a scientist kidnapped by Mercenaries or even a Duty member held by bandits or something like that.

-In some other COP mods, they included Kevlar plates that you can insert in the artifact container which raises bullet resistance. I think this would be an excellent addition to COP in light that there are no artifacts that reduce bullet damage. Could be the reward for siding with a certain faction or things like that.

-This may piss some people off but is it possible to add deviation? In real life iron sights only allow you to engage targets at a limited range. To extend the range you need the optics and the range finders on them to properly engage far away targets. It would make RCOM ultra realistic if such a system was implemented. It would force the player to learn how to use the scopes on the rifle. Conversely AI might not be able to hit the broad side of the barn.

-Removing the tracers from everything but AP ammo "I think it is mostly the shotgun that has this problem, as I can see the bullets being fired from the shotgun-

-The AN-94 could use a bit more recoil during 2 round burst after the last bullet leaves the barrel. Better simulates the mechanism of the an-94 but the engine limitations are also a consideration, not quite sure how you can do this.

-All guns could use a bit more spread on automatic fire, to simulate the need to use burst fire. Sometimes on the g36 I could hose targets down because after the cross hairs settle the gun is very laser accurate.

-Missions such as defending Noah or some static location from a large amount of mutants would be fun. (idea ripped off from SGM)

-remote explosives (idea from SGM), could be fun and used to set up traps. Not sure if it will fit in with the direction RCOM is headed in but it would be an excellent feature.

-This idea has been around for a while, first seen in in Complete 2012 but when enemies are killed is it possible to have their gun taken into their inventory upon death? It would remove the need to go on "weapon cleaning" runs in the Zone. Also could there be an option like SGM to give broken weapons to the repair guys as spare parts? There can be something like SGM where once you give a certain amount of spare parts to the repair guy he will give you a hefty discount on repairs.

-An incentive to save stalkers that are bleeding out on the ground with med-packs (just throwing this out from no where)

-This can be done by players if they want it to be but, the limitation of the base sig 550 to a 20 round mag as the model in COP is one with a 20 round mag. The upgrade takes it to 30 rounds under this idea and would better fit real life circumstances.

-raising the recoil on the ak-74 (full) to make them inferior to NATO weapons until the upgrade of a balanced recoil system to simulate the advancements in Russian technology name that of the AEK-971. I believe this could best simulate the characteristics of a Russian firearm that is the best equivalent of that of rifles in the west.

-The coding for squad behavior in SGM is absolutely amazing. They flush you out with grenades and flank around you while laying down suppressive fire at times. Despite this they do not have the specific behaviors that RCOM includes such as more experienced persons using burst fire or single shots as such thus SGM -1 on that. If you can include this type of squad behavior on top of the current special behaviors in RCOM that would be amazing.

-During free play I personally believe that pripyat should be more active. There should be raging battles between the monolith and the loners, with some speckle of mercs, duty, and freedom. Just comes from the ending movies where loners are making steady progress on pripyat.

Meh That is all on my head at the moment. Finals coming up. I'll try to cook up more things in my head during winter break.

Take care Brother,

Dec 6 2010 Anchor

Thanks for taking time to leave detailed feedback. I will respond properly as soon as I have time to go through it, probably sometime tomorrow.

Alright, I've got some time to go through you're post now. :)

randommodding wrote: I'm a big fan of RCOM, finished the game once on it, testing the acclaimed SGM at the moment. There really isn't any doubt that the gun play of RCOM is in every conceivable way superior to that of SGM, something about it makes it different. Even when I modded the attributes and values of the RCOM guns into SGM it just wasn't the same.


Glad you like it. Yes, there is much changed in RCOM to change the combat outside of the weapon config files. There are AI behavior, damage, specific NPC types, scripting changes, ect.

randommodding wrote:
-Keep the Gnomous scopes regardless of what people say, 2d scopes get old very quickly. If it is possible to mod into stalker the blur around the scope that would be great (blur such as in Insurgency or Project Reality 0.957). A bit much to ask, no one has -ever- done this before to stalker.


Gnomous scopers will stay, as they are great quality work and add a lot IMO. I doubt it is possible, unfortunately. I wish it were possibly to apply the zoom to only the scope, but its not. :(

randommodding wrote: -I found the SGM ranking system for killing stalkers and mutants something that should be emulated in RCOM. The idea is the more you use a weapon, the greater proficiency you gain in it, and I guess a new achievement can be made for exceeding a certain amount of kills such as (steadier aim, slightly more accuracy, or more damage, better control of recoil), also rank could be used to affect what you can buy at the trader or even the trader's prices. I would argue this is the one feature that makes SGM so addicting, is that much like the more traditional RPGs you can watch your character grow. Combine this with the CS maps you are putting in, RCOM could become the COP equivalent of Dezo's SOC Lost Alpha.


The only possible work around for RPG elements like that, since the engine doesn't naturally support player growth in the sense of aiming skill, will be too excessive on required memory on top of the new weapons I plan on adding. Maybe they (SGM team) have some more better implementation than what I'm thinking, and if so I don't have time to learn it considering the rest of RCOM work I still have.

Won't quite be like Lost Alpha, because I'm not rewriting the whole story (or recreating upgrades in ShoC, ect), but I am adding quests and some story elements to the new maps. Main focus is on free-play/re-playability, since there isn't much in CoP compared to the 'scripted' types of quests. As much as I'd like more RPG growth elements, its just too much work compared to what else I could spend the time one. Artifacts are being reworked, and should hopefully provide a better RPG type experience with stats, although they will be more 'give and take' like RCOM weapon upgrades are; to an extent at least.

randommodding wrote: -Just a pet peeve, could be ignored as there are plenty of guns but there could be more extra weapons in the game. Not as many as other mods or ridiculous weapons such as a M82 anti material sniper rifle or the low production xm8, but small things such as m4 carbine, saiga shotgun, vsk 98, things along those lines that would make sense in 2012 Zone. (mp7 would be a good add for the NATO mercenaries)


M. Nagant is being added, as well as a revolver. No one working on RCOM made them, but they are both of great quality from a quality modder; full animations and everything. I do not want to add any weapons that are super high tech, like you mentioned. I will not add weapons that have mis-aligned iron sights, wrong animations, ect. Someone else will probably add weapons on as an addon later. RCOM will, however, have more unique versions of existing weapons with unique textures. The will mostly be for unique NPC's in the game or finding hidden in new stashes around the zone, or quest rewards!

randommodding wrote: -Much like the last suggestion but, more suits. The current selection of suits is somewhat small, it would be great if there were other options available. Back when I was playing SOC using the Clear Sky Faction mod there were mercenaries dressed up (skinned to look like) like Delta Force Operatives, you should look into that.


More player suits may be added later, depending on time available. There's also a possibility of more skins being included as well for NPC's, but adding suits isn't a priority right now. In the working build, suits attributes vary much more from suit to suit, so there will be more reason to use different suits for different quests/purposes/areas.

randommodding wrote: -Another pet peeve, but an option for caliber change to 5.45 for the lr300, and potentially the sig 550. 9mm for HK usp, and sig to simulate the 9mm models of those guns in real life.


Easy enough, consider it done. :)

randommodding wrote:
-Ability to grab mutant parts and sell them to the scientists or trapper.


Already planned to include this, and have script logic idea for it ready in my head. :)

randommodding wrote: -In SGM there was a function to allow you to hire special NPCs as body guards. This would enhance RCOM, and would create immersion. Traveling through dangerous areas alone gets boring, and it gives a fresh feel if you can travel around as a group with your selected members (would fill in for not being able to create factions).


I don't know if anyone's got companions working properly in CoP, but its something I'd like to do. Not a priority, as much time might get wasted to not even get it working. I'll look into this more once close to finished.

randommodding wrote: -a form of repopulating certain explored areas such as a detachment of mercenaries or renegades to BIS circle once your done with the bloodsucker quest or a couple hostile bandits at the sawmill, enemy presence at the water treatment plant after you floored the mercenaries there, and pretty much small things like that. The spawn should be controlled in a sense such as only after every 48 in game hours to prevent repetition, but it does feel good to have some kind of enemy to deal with.


Already been done in the working build, as well as some other incentives to revisit those areas. :)

randommodding wrote: -More mutants in areas where stalkers have not set up camp but not so many that it becomes an annoyance.


There's plenty of mutants in the new areas, and a few more in CoP maps as well.

randommodding wrote: -A different scope model for the SUSAT, it is just not a good scope, too obtrusive and although arguably realistic a simulation of something like a different reflex sight would be plausible and improve game-play.


I don't model, sorry.

randommodding wrote: -A PDA or flashdrive on randomly generated NPCs. PDAs of which you can sell to owl for varying amounts and flash-drives to find the particular stalker's personal stash. (this is something from SGM)

One new freeplay quest type, is hunting a stalker with a PDA that contains desired information. You find specific stalker, then kill them and search their body. If it is the right stalker, then you'll find the PDA on their body and be able to return it for a reward.

randommodding wrote: -I don't know if this can be done, but the g36 has a dual sight, is it possible to simulate the ability to change sights with an odd attachment to the g36 for the upper red dot, or even key swapping the grenade launcher key to switch sights? Lots of G36 fanboys (like me) have been looking at such a feature for since SOC was out. A bit much to ask but it is an idea :)

Can't be done. I already explored work-arounds and it is not really feasible without a new G36 model.

randommodding wrote: -More types of ammunition for each ammo type would be fun, but not necessary.

Possible but definitely not a priority.

randommodding wrote: -When a bullet zings past your head there is a that whine, would make RCOM even more realistic as that sound is enough to send most players shooting for cover.

I'm pretty sure this already happens; gun shots are just so loud that it isn't heard much if the enemies are firing from closer distances.

randommodding wrote: -A bit of a repeat but a couple more RCOM specific achievements would nice interesting. Such as an achievement for hunting 20-30 bloodsuckers, 50 snorks, or things like that. Could be argued that such achievements reflect upon how stalkers look up to you for destroying "this many mutants".

Doubt I'll add achievements, as I'm not a big fan of them.

randommodding wrote: -Assassination missions like in SOC to kill bandits or mercenaries, anything other than military or scientist.

See the PDA missions I bentioned earlier. There may be strait up "kill" missions as well, or maybe factions paying for patches from their rival factions as proof that you killed them.

randommodding wrote: -More random anomalies like how they behaved in SOC, but not so much like SMRTER or SGM where it was just plain annoying.

There are new anomalies throughout the zone, although I don't have intentions of making them random at this point.

randommodding wrote: -I heard something on the forums about making the dynamic rain heavier. I would suggest making the rain sessions of the weather so heavy that you cannot see beyond 100m, and the AI similarly cannot see beyond 100m. On top of that the sound of the rain would drown out a portion of the sound of the gun and such would be a first for COP.

Sorry, I know nothing about changing how heavy the rain is. AI already have their awareness, sight, and hearing reduced by rain, darkness, and time of night in RCOM.

randommodding wrote: -The primary reason why COP is not as scary as SOC was that COP is too lush in vegetation as in too much greenery and life. It really isn't necessary but changing the Zone to that of Fall/Autumn would enhance the COP experience.

I wouldn't worry about fear in RCOM. Sure, Cordon won't be incredibly threatening, but Red Forest, Pripyat, the NPP, and other "scary" maps will plenty scary. :)

randommodding wrote: -Modding in unique missions in certain areas such as rescuing a scientist kidnapped by Mercenaries or even a Duty member held by bandits or something like that.

The new quests will be freeplay style and be repeating "types" of missions with random variation. A few story effecting quests, but that's it.

randommodding wrote: -In some other COP mods, they included Kevlar plates that you can insert in the artifact container which raises bullet resistance. I think this would be an excellent addition to COP in light that there are no artifacts that reduce bullet damage. Could be the reward for siding with a certain faction or things like that.

This is basically what the armor upgrades on suits do. Since artifacts are being redone, there may be some that increase bullet resistance as well, like in ShoC.

randommodding wrote: -This may piss some people off but is it possible to add deviation? In real life iron sights only allow you to engage targets at a limited range. To extend the range you need the optics and the range finders on them to properly engage far away targets. It would make RCOM ultra realistic if such a system was implemented. It would force the player to learn how to use the scopes on the rifle. Conversely AI might not be able to hit the broad side of the barn.

Not possible. In STALKER, the distances of combat are too short for real long range combat to come into effect. If you haven't tried it, I'd suggest you try Arma 2 though, and check out the many sighting mods available. That game is probably as realistic as you'll get as a commercial combat simulator.

randommodding wrote: -Removing the tracers from everything but AP ammo "I think it is mostly the shotgun that has this problem, as I can see the bullets being fired from the shotgun

There will be an options pack with RCOM, and tracers will be an option. For now, they are left to make up for the fact that AI can detect sound's direction much easier than a player can without tracers.

randommodding wrote: -The AN-94 could use a bit more recoil during 2 round burst after the last bullet leaves the barrel. Better simulates the mechanism of the an-94 but the engine limitations are also a consideration, not quite sure how you can do this.

I don't believe this is possible to have delayed recoil.

randommodding wrote: -All guns could use a bit more spread on automatic fire, to simulate the need to use burst fire. Sometimes on the g36 I could hose targets down because after the cross hairs settle the gun is very laser accurate.

Are you sure you're using v.1.0.6? In v.1.0.5 I doubled the recoil on all guns per shot, and considering the ranges in STALKER in seems pretty close. Full Auto isn't on modern assault rifles without reason, as there are situations where an automatic trigger is more desirable than a semi-automatic trigger.

randommodding wrote: -Missions such as defending Noah or some static location from a large amount of mutants would be fun. (idea ripped off from SGM)

This might be a pretty fun idea, actually. Somewhat like a tower defense game in a FPS quest, without letting the player decide where to place the "towers" (or NPC's, ha).

randommodding wrote: -remote explosives (idea from SGM), could be fun and used to set up traps. Not sure if it will fit in with the direction RCOM is headed in but it would be an excellent feature.

Probably won't happen, but there are going to be a few new grenades. Think artifact guns already in RCOM. :)

randommodding wrote: -This idea has been around for a while, first seen in in Complete 2012 but when enemies are killed is it possible to have their gun taken into their inventory upon death? It would remove the need to go on "weapon cleaning" runs in the Zone. Also could there be an option like SGM to give broken weapons to the repair guys as spare parts? There can be something like SGM where once you give a certain amount of spare parts to the repair guy he will give you a hefty discount on repairs.

Weapon drops will be like in vanilla CoP. I doubt I'll implement using broken weapon parts to fix guns.

randommodding wrote: -An incentive to save stalkers that are bleeding out on the ground with med-packs (just throwing this out from no where)

I'd rather not, actually. I like that the game has the ability to be a 'Good Samaritan,' without a reward. Is it really doing the right thing if you do it for a reward?

randommodding wrote: -raising the recoil on the ak-74 (full) to make them inferior to NATO weapons until the upgrade of a balanced recoil system to simulate the advancements in Russian technology name that of the AEK-971. I believe this could best simulate the characteristics of a Russian firearm that is the best equivalent of that of rifles in the west.

They already have quite a bit more recoil than the NATO weapons, typically and are more reliable as well. I may increase the difference slightly, but I don't want to exaggerate the difference to unrealistic proportions like most games do.

randommodding wrote: -The coding for squad behavior in SGM is absolutely amazing. They flush you out with grenades and flank around you while laying down suppressive fire at times. Despite this they do not have the specific behaviors that RCOM includes such as more experienced persons using burst fire or single shots as such thus SGM -1 on that. If you can include this type of squad behavior on top of the current special behaviors in RCOM that would be amazing.

If they do this, then I have no clue how they scripted it, as I have not played SGM and therefore have not observed its scripts. Squads already flank and throw grenades in vanilla CoP, and I'd guess what you observed just happened to occur while playing SGM. Note that in RCOM, the AI loses its ability to automatically know the player's position within a given distance, as that is far from realistic and gets frustrating when they can see 5 meters or so through a wall.

randommodding wrote: -During free play I personally believe that pripyat should be more active. There should be raging battles between the monolith and the loners, with some speckle of mercs, duty, and freedom. Just comes from the ending movies where loners are making steady progress on pripyat.

Already is in the working build. :) It is mostly advanced stalker types though, not many stalker, bandit, freedom, duty guys. Mostly mercs, monolith, and a handful of more advanced stalkers from other factions. There might be some NATO/Clear Sky too, but I'm not sure yet. It's pretty simply to change around what factions spawn there at this point, as well as how many.

randommodding wrote: Meh That is all on my head at the moment. Finals coming up. I'll try to cook up more things in my head during winter break.

Feedback and ideas are always welcome, and helpful. :)

randommodding wrote: Take care Brother,

Thanks, you too.

Dec 7 2010 Anchor

Done with finals! More room in the brain to think! J
For the Scopes, I was thinking about asking you to take the other kind of susat, the sight that is all lime green holographic inside much like the ak74 attachable optics.

Stalker.gamefront.com

I think there is a version for CoP.

Hmm I guess the g36 is stuck as it is. Going to have to wait for new models though

Ya, I heard about Arma 2 but my computer can't handle it and my wallet is thin :(

Hmmm I am on 1.0.6, that explains why I don't think there is recoil

Thinking back on squad behavior in SGM, I thinking back, I think the reason why I thought they had special AI going was due to the sheer amount of damage enemies can take. (Such as Exoskeleton guys in that mod taking almost a clip and a half with a lr300 in the chest at point blank before going down)The coding in the current RCOM in retrospect makes much more sense.

Probably just me but, is it possible to create some quests where you are stalked and occasionally attacked by mercs or bandits? Something like the stuff that happens to you when you to tell The Loan Shark guy who got Vano good at Jupiter to bugger off.

Apart from that I really don't know what else to say :)

twitting my thumbs and waiting for the next update!

Jan 18 2011 Anchor

Hello,

I would like to know some things about your mod too.

First of all, i would like to know how the animals will behave in rcom. I ask this because most of the mayor mods have aggressiveness of animals increased very much. But I kinda miss animal behavior from vanilla SSoC, where you could go past a pack of dogs without much fear, and even if they do attack, a couple of shots from shotgun was enough to scare them away. So, I think that animals should be calm at daylight, but still very aggressive at nighttime.

Second, will your mod have increased damage from weapons (or reduced health of everything)? Because it's kinda stupid to watch a bandit withstand quite a few shots from AK-74, or a blind dog, that keeps coming at you even after getting shot several times. It's even more ridiculous to see that duty traitor with exoskeleton survive few clips from HK G36 at point-blank range. Even if exo-suit offers great protection from bullets, the amount of blood he lost would be enough to fill two buckets. An increased weapons damage would make game harder and maybe more realistic, though I fear that some of the scripted events, such as the encounter with Snag's friends at the port could become impossible. Animals, instead of relying on their high health, should circle more, ambush more, do the unexpected. This would also make the game scarier.

Speaking of which, what about the atmosphere of the game. Are you planning to make the game a lot scarier? I really miss those frightening moments. I think that instead of being "Okay dudes, I'm going to destroy bloodsucker liar" the game should be more "OMG I'm not going out of the base. It's dark outside for Christ sakes and I think I heard a boar only 2 hours ago!!!1". Also, could you bring back the old controller snoring, moaning sound?
And a couple of more questions:
Will the blowouts be quicker and deadlier? (so you won't be able to take a pee outside during one)
Which maps are you planing to include in final release?
Will this mod be compatible with CoP Complete graphics?

Anyway, great work with the mod. It's the best Stalker Mod I have ever seen.

Keep up the good work and good luck.

Jan 18 2011 Anchor

First off, thanks for the Feedback Luxor144. It's always appreciated. :)

Luxor144 wrote:
First of all, i would like to know how the animals will behave in rcom. I ask this because most of the mayor mods have aggressiveness of animals increased very much. But I kinda miss animal behavior from vanilla SSoC, where you could go past a pack of dogs without much fear, and even if they do attack, a couple of shots from shotgun was enough to scare them away. So, I think that animals should be calm at daylight, but still very aggressive at nighttime.


You can actually download the RCOM Beta right now and find out some of these questions yourself! New maps aren't in it, and some refinements are still to be made, or have been made, but the general feel of AI and combat remains the same to this point. Mutants react at longer ranges if attacked, but otherwise are similar behavior to vanilla. They have more bullet resistance in RCOM because the guns do more damage and are more accurate, especially stronger/rarer mutant types.

Luxor144 wrote:
Second, will your mod have increased damage from weapons (or reduced health of everything)? Because it's kinda stupid to watch a bandit withstand quite a few shots from AK-74, or a blind dog, that keeps coming at you even after getting shot several times. It's even more ridiculous to see that duty traitor with exoskeleton survive few clips from HK G36 at point-blank range. Even if exo-suit offers great protection from bullets, the amount of blood he lost would be enough to fill two buckets. An increased weapons damage would make game harder and maybe more realistic, though I fear that some of the scripted events, such as the encounter with Snag's friends at the port could become impossible. Animals, instead of relying on their high health, should circle more, ambush more, do the unexpected. This would also make the game scarier.

Play the out the BETA and you'll get a very good idea of the gunplay. AP ammo does less damage, but more penetration. Armor also varies from NPC to NPC depending on their rank and what they're wearing visually. 1 headshot kills almost every STALKER, although sometimes a weak non AP round will be stopped by an exo or military helmet, although the NPC will usually be knocked to the ground wounded, and possibly bleed to death.

The scene with Snag's friends IS VERY tough, but I got it after about 3 or 4 retrys. Sure, it is hard to get through that quest, but once you do you feel like a supreme badass, the king of the zone.

Mutant behavior is similar to vanilla, although strong mutants are more scary. Bloodsuckers are NOT something you want to run across. They don't uncloak until closer, and you'll REALLY want a shotgun when you hear one. Once they get the edge with the first strike, it can be hard to kill one since they're strong attacks both tire the player, and also trigger "staggering" type of hit effects on the player.

Luxor144 wrote:
Speaking of which, what about the atmosphere of the game. Are you planning to make the game a lot scarier? I really miss those frightening moments. I think that instead of being "Okay dudes, I'm going to destroy bloodsucker liar" the game should be more "OMG I'm not going out of the base. It's dark outside for Christ sakes and I think I heard a boar only 2 hours ago!!!1". Also, could you bring back the old controller snoring, moaning sound?


I mentioned above, I'm aiming for more scary. Especially in the new maps. I may bring back or add new sounds, or ask to use another's author's sound mod like 'Ambient Overhaul Mod.'

Luxor144 wrote:
And a couple of more questions:
Will the blowouts be quicker and deadlier? (so you won't be able to take a pee outside during one)
Which maps are you planing to include in final release?
Will this mod be compatible with CoP Complete graphics?


- I haven't adjusted blowouts yet. It's something for me to consider now that you've mentioned it.
- All of the CoP and CS maps will be present, except for Yantar from CS. I will also be including 1 undisclosed map from ShoC, with the slight possibility of 1 or 2 more from ShoC.
- I don't know if CoP Complete will be compatible yet, but probably not without some merging done. There will be an option for RCOM to install with ATMOSFEAR already merged with RCOM, as I get a lot of requests to be merge it with RCOM.

Luxor144 wrote:
Anyway, great work with the mod. It's the best Stalker Mod I have ever seen.

Keep up the good work and good luck.


Thanks for the good wishes. Try out the BETA! :)

Jan 19 2011 Anchor

Thanks for a quick reply.

I tried the beta of Rcom and it is just awesome, the bestest mod I have ever played. Here, have a cookie for such a good job.
The damage is very realistic (1 bullet from lr 300 is usually enough to kill a bandit), mutants do some serious damage, zone finally feels like hell it is supposed to be rather than a walk in a park with paint-ball guns. Even healing system is a lot better than vanilla. But there are some issues though:
I noticed that some enemies really hesitate to open fire even after I started shooting at them. I had to chase a bandit who was just walking around and aiming to me in order to get shot (for testing purposes, of course). Also, in the mission where you have to intercept duty's traitor's deal with bandits, the bad guys are just standing there doing nothing even when we started shooting at them. Only after getting hit, the traitor starts fighting. Weird, but funny bug.
There are also some typing mistakes in readme like "... and medkits reduce health much more slowly ..." Why would you need a medkit that reduces health anyway?. I still haven't met a controller, but I hope that his aura will make player's life a lot more miserable (Player is just a simple Uss agent, so I think in fact he should drop on the ground like everybody else when controller is in the house).
I asked about blowouts earlier because I think they should be a lot quicker and deadlier. I mean, after a blowout starts you are still able to finish your businesses, enjoy the view for some time, count the crows in the sky, and when there is nothing else to do, you still have enough time to find a shelter. And even if you don't make it in time, the damage done by emission is quite... low. However, in Clear Sky intro the blowout was fast and destructive. I think that CoP blowouts should be like this too, so you could call yourself lucky if you manage to survive it in one piece.
Great mod anyway.

Edited by: Luxor144

Jan 19 2011 Anchor

Luxor144 wrote: Thanks for a quick reply.


No problem. I'm in a situation where I can't really leave my house for a couple of days, so I'm on the internet a lot haha.

Luxor144 wrote:
I tried the beta of Rcom and it is just awesome, the bestest mod I have ever played. Here, have a cookie for such a good job.


Glad you're enjoying RCOM. A lot of time has gone into it between my time, Predator's time, and the other author's mod's that are used in RCOM.

Luxor144 wrote: The damage is very realistic (1 bullet from lr 300 is usually enough to kill a bandit), mutants do some serious damage, zone finally feels like hell it is supposed to be rather than a walk in a park with paint-ball guns. Even healing system is a lot better than vanilla. But there are some issues though:


I have noticed the delay in attack time as well, but its not consistent. Its one of the things on my "to do" list, but right now I'm still working on the content for the new maps. I'll be able to fix the problem for sure though, so I'm not too worried about it.

- The next README will be re-written, and I'll try to proofread it haha!
- Controller effects are possible I believe. Its definitely something for me to look into.
- I have seen a video, and noticed my self the slow reaction of NPC's. Its intermittent from what I've observed, and seems to be possibly related to how much light there is, and that having too much effect. I'll figure it out though. Feedback on bugs like this helps a lot, so thanks.
- I'll look into blowouts. I haven't stood in one for a while in RCOM, but it sounds they are probably too easy.

Jan 20 2011 Anchor

Hello once again. I found few more bugs.

Some of the scripted sequences of missions doesn't work. For example in mission where you have to decide who you are going to help: stalkers or bandits those stalkers go to their ambush positions before you even tell them about the attack (like they are seeing the future or something).
In the mission where you have to find bloodsuckers lair, Grouse (hunter you are supposed to help) acts weird. First of all, he doesn't wait outside the building for the player, he just goes inside the building and starts walking around (good thing bloodsuckers aren't interested in him). When I killed both of the bloodsuckers, I found him starring at the celling next to the elevator. I can push him around, but he does nothing. If i shoot him, he punches me, goes to the first floor, then gets back to the basement, stands in his favorite spot and stares at the celling. In a mission where Noah is supposed to show you how to get to the plateau, when we get to the burnt farmstead he just stands there leaving to you to find a route through anomalies.

Also, for some reason all Psy areas are gone. I don't get any psy damage or effects nor in the circus anomaly, nor near the crashed Stingray 5. I also haven't encounter any controllers yet (I think there is supposed to be a controller in a pipe next to stingray 5 where you can find some medicine, but there is no one inside.

One more mishap: the .45 ammo that comes with starting equipment cannot be used with Desert Eagle that also comes with starting equipment. Kinda illogical.

Oh and by the way: why does every npc carry a knife that uses 9x19 FMJ ammo?

Also, why aren't you including Yantar map in your mod? The ambient music in that map used to scare me a lot.

Sorry if I'm annoying you with my questions. I'm just curious :3

Edited by: Luxor144

Jan 23 2011 Anchor

- The Grouse bug is known (its mentioned in the readme actually), I haven't experienced the stalkers vs bandits one myself.

- I'll check out the psy damage, it actually should be increased haha. Probably just a typo I made in the configs.

- Controllers are the same amount as vanilla in v.1.0.6.

- Starting equipment is just leftovers from debug/testing things. Sorry if it doesn't make sense, lol.

- I wasn't aware the knife held 9x19 rounds, haha. That's from Rulix AI mod; I'll check it out.

- Not annoying me, feedback is always helpful, and I always read it even if I'm too busy to reply.

Jan 29 2011 Anchor

Hi again.

I have found some more problems:
I think that there is a problem with a mission where you have to help monolith guys. I told them that I will help them, but when I try to make them a part of Duty, they just shoot the dutyers who supposed to help them. They will have a hard time trying to blend in with an attitude like that.

I noticed that some pistol upgrades (the ones where you have to select one of two) does the exactly same thing. The only difference between them is different icon.

I also noticed that if you hit a NPC from very far, they sometimes just stand there doing nothing. Also, if NPC cannot spot the attacker, they sometimes just start looting fallen buddies. Dunno, maybe this is vanilla bug, because I've seen this before. Sometimes I kill just one enemy of the group and use this bug to kill the others.

I just come up with this idea recently. Is there a way to alter night vision color? If it's possible, the """"THERMO-VISION"""" could be changed to white or something to be more realistic. It would be even better if thermo vision could identify all sources of heat and mark them with white blob or something because brackets doesn't look very realistic(especially that they can tell whenever target is friend or foe). I dunno if this is possible but it would look great.

Also, I read somewhere that alpha version of Stalker this feature (quote from Faq): "The game engine calculates hits at any of the bones of the skeletal character model, and the marks from the shots appear in the appropriate places.
Critical hits are also in place. " From what understand , it means that decals should appear on living things too, but I haven't seen anything like it in the game. Is there any way to bring back this feature?

Oh, and will Seva suit have night vision upgrade in the final (or next) release. Because it's kinda stupid as such an advanced suit doesn't have one.

Well, take care and good luck with mod development. I will inform you if I'll find anything else.

Edited by: Luxor144

Jan 31 2011 Anchor

Luxor144 wrote:
I have found some more problems:
I think that there is a problem with a mission where you have to help monolith guys. I told them that I will help them, but when I try to make them a part of Duty, they just shoot the dutyers who supposed to help them. They will have a hard time trying to blend in with an attitude like that.


Thanks for letting me know, this is the kind of feedback that is very useful and often hard to get! I'll add it to my fix notes. :)

Luxor144 wrote:
I noticed that some pistol upgrades (the ones where you have to select one of two) does the exactly same thing. The only difference between them is different icon.

Yes I am aware of this, haha. I did pistol upgrades last, and was sick of re-doing upgrades by hand at that point. I'll add some more options before final release.

Luxor144 wrote:
I also noticed that if you hit a NPC from very far, they sometimes just stand there doing nothing. Also, if NPC cannot spot the attacker, they sometimes just start looting fallen buddies. Dunno, maybe this is vanilla bug, because I've seen this before. Sometimes I kill just one enemy of the group and use this bug to kill the others.

I have gotten this as well. NPC awareness of their enemy is too low in some circumstances, and is being worked on. It takes a bit of time and testing striking the balance between "human" behavior and "cheating" behavior.

Luxor144 wrote:
I just come up with this idea recently. Is there a way to alter night vision color? If it's possible, the """"THERMO-VISION"""" could be changed to white or something to be more realistic. It would be even better if thermo vision could identify all sources of heat and mark them with white blob or something because brackets doesn't look very realistic(especially that they can tell whenever target is friend or foe). I dunno if this is possible but it would look great.

This is something I have been wondering my self actually. I already have a black/white post process effect for thermal vision that I haven't released yet, but I'm unsure if I can get a consistent red to show through. I've got more testing to do before I know the answer, although true heat sourced thermal vision won't be possible for sure; certain ranges of red I should be able to preserve/highlight though, if I understand the PPE Editor properly. i want some Predator vision myself for RCOM, haha!

Luxor144 wrote: Also, I read somewhere that alpha version of Stalker this feature (quote from Faq): "The game engine calculates hits at any of the bones of the skeletal character model, and the marks from the shots appear in the appropriate places.
Critical hits are also in place. " From what understand , it means that decals should appear on living things too, but I haven't seen anything like it in the game. Is there any way to bring back this feature?

Unfortunately, texture overlays are all engine functions and not exported to LUA for scripting. This means functionality like location specific hit marks is, unfortunately, hard coded. :(

Luxor144 wrote: Oh, and will Seva suit have night vision upgrade in the final (or next) release. Because it's kinda stupid as such an advanced suit doesn't have one.

It hasn't been brought up, but I see no reason not to add night vision to the Seva. Consider it done. :)

Luxor144 wrote: Well, take care and good luck with mod development. I will inform you if I'll find anything else.


Thanks! I'd actually like you to be part of the closed BETA that should be happening before long here. If you're interested, please send me a moddb message and add me as a friend, so I don't forget.

Feb 7 2011 Anchor

Hello once again. Sorry for the delay.

I wanted to ask: is there any way to reset important NPC or revive them without restarting the whole game(for testing purposes). Because Topol (the guy you have to go with on a quest to bring that mutated electrical... thing from a tunnel to scientists) has been killed before I even took this quest and now my PDA tells me to speak with his corpse.

Pripyat underground was fairly bug-less, except for some minor balancing issues(those pesky rats do quite a lot of damage for their size, and I think that Vano have killed few snorks with his bare hands. Why did he brought a shotgun anyway?).

Also, i think that the weight limit is still 80 or something instead of 50.

I have tried using artifact guns, but I always kill a guy before anomaly strikes him. Anyway, a small orange blob appears above the corpse, which is still useful in determining whenever target is alive or dead.

Also, is it possible to make sleeping compulsory. Because then sleeping points would really have some purpose instead of just a way to pass time. Effects caused by lack of sleep could include decreased energy regeneration, harder aiming, double vision, etc.

For some reason quest items are sometimes sold by traders. I think Owl is selling veles detectors (which makes Tempting business quest a lot easier), and I saw all three toolkits for Nitro at Hawaiian's.

Anyway, I'm running out of bugs to complain about. The mod is very stable too, I haven't experienced any crashes yet.

Also, about your offer. I would love to help, but I'm afraid I'm still kinda new in modding and I don't have much experience in it (I would love to learn to do it though). But if you looking for beta-testers, I will gladly help you.

Feb 9 2011 Anchor

Luxor144 wrote: Hello once again. Sorry for the delay.


Hi. No need to apologize.

Luxor144 wrote: I wanted to ask: is there any way to reset important NPC or revive them without restarting the whole game(for testing purposes). Because Topol (the guy you have to go with on a quest to bring that mutated electrical... thing from a tunnel to scientists) has been killed before I even took this quest and now my PDA tells me to speak with his corpse.

I'm working on clearing up bugs that weren't in vanilla, related to NPC's increased detection and online range in RCOM. I've done that quest a few times and it he never died, but you pretty much never know in v.1.0.6 when an NPC outside of a base might get spotted and shot by one of their enemies.

Luxor144 wrote:
Pripyat underground was fairly bug-less, except for some minor balancing issues(those pesky rats do quite a lot of damage for their size, and I think that Vano have killed few snorks with his bare hands. Why did he brought a shotgun anyway?).


I've created separate, stronger profiles for the NPC's that join on the trip to Pripyat, so its not next to impossible to make it with one of them alive, let alone all.

Luxor144 wrote:
I have tried using artifact guns, but I always kill a guy before anomaly strikes him. Anyway, a small orange blob appears above the corpse, which is still useful in determining whenever target is alive or dead.

As they die the effect shows up. Each gun is different, and some effects are better than others. Now that the SDK is out, I can make some custom particle effects, as all the previous ones are from anomalies in vanilla CoP.

Luxor144 wrote:
Also, i think that the weight limit is still 80 or something instead of 50.

As in you think its too high, or too low? Sorry I don't quite understand what you're trying to say.

Luxor144 wrote:
Also, is it possible to make sleeping compulsory. Because then sleeping points would really have some purpose instead of just a way to pass time. Effects caused by lack of sleep could include decreased energy regeneration, harder aiming, double vision, etc.

Yes, something like that is being done. Its on my list of to-do's.

Luxor144 wrote:
For some reason quest items are sometimes sold by traders. I think Owl is selling veles detectors (which makes Tempting business quest a lot easier), and I saw all three toolkits for Nitro at Hawaiian's.

That's just left over from testing I did, sorry. Final won't have anything like this, as I've either reworked on will rework all trader files completely, including the new map traders.

Luxor144 wrote:
Anyway, I'm running out of bugs to complain about. The mod is very stable too, I haven't experienced any crashes yet.

Good to hear! I think I got the last of the crashes with the last patch, although I'm aware there are still bugs, so thanks for reporting them.

Luxor144 wrote:
Also, about your offer. I would love to help, but I'm afraid I'm still kinda new in modding and I don't have much experience in it (I would love to learn to do it though). But if you looking for beta-testers, I will gladly help you.

You don't need modding experience, I was just reffering to beta-testing. Basically it involves people playing the mod, and reporting bugs/crashes/issues with it.

Feb 23 2011 Anchor

How about to remove tracers? They look unrealistic and they shouldn't be there.
Fire modes are still incorrect in RCOM (LR-300 can fire 3 round burst, PKM can fire single shots...). And why AN-94 can't fire full auto?
How about to make 2nd slot (button 2 or second slot in inventory) ONLY for pistols again, like in SoC? Pistols are really useless in CoP.

Feb 24 2011 Anchor

Thanks for putting this in the forums. Makes it easier for me to track and answer. :)

Zaqq_the wrote: How about to remove tracers? They look unrealistic and they shouldn't be there.


There will be an option for tracers or no tracers in RCOM Final. They are in v.1.0.6 because it makes it easier to analyze the ballistics then if you can't see the bullets. Alternatively, I may include actual tracer rounds in RCOM Final, and have standard rounds have no tracers.

Zaqq_the wrote: Fire modes are still incorrect in RCOM (LR-300 can fire 3 round burst, PKM can fire single shots...).


The LR-300 can fire in burst; at least thats what I've found all over the internet and never found a source stating it didn't.

Enemyforces.net

Zaqq_the wrote: And why AN-94 can't fire full auto?


Because X-Ray Engine limitations don't allow for a different RPM for different fire modes. The AN-94 is well known for its unique 2-round burst mode that fires a crazy 1800 RPM. That means that full auto in game would fire that fast, or the 2-round burst would be slower; one had to be wrong, unfortunately. I decided to go with the option that made the gun unique and gave the AN-94 a nice unique place amongst other rifles in the game.

Zaqq_the wrote: How about to make 2nd slot (button 2 or second slot in inventory) ONLY for pistols again, like in SoC? Pistols are really useless in CoP.


Pistols aren't useless in RCOM, they do large amounts of damage! They allow more vision and are quicker to bring up the sights with!

If I make the 2nd slot pistols only, though, far more players will complain about it than like it; using any weapon in the pistol slot still remains amongst the top downloaded mods for ShoC and CS! I can, however, include an option for this with RCOM Final, just for YOU, haha. :)

Oh, and RCOM Final's economy is meant to be more like what you'd expect if the zone were real...shotguns, buckshot shells, pistols, and pistol rounds will be more abundant; whereas assault rifles and rifle rounds tend to be used up more and are found on bodies less, and also are more expensive.

Thanks for the feedback! :)

Feb 24 2011 Anchor

Someone wrote: The LR-300 can fire in burst; at least thats what I've found all over the internet and never found a source stating it didn't.

You can see 3 marks near LR-300's fire selector. It's SAFE, SEMI and AUTO. You can see them via your link. But check this out (not airsoft): Gun-world.net and Gun-world.net

Someone wrote: Pistols aren't useless in RCOM, they do large amounts of damage!

I said they are useless in CoP ;) But it will be realistic with 2nd slot only for them. Maybe.P.S.

Someone wrote: M. Nagant is being added, as well as a revolver

Hum what?

Edited by: Zaqq_the

Feb 24 2011 Anchor

Zaqq_the wrote: You can see 3 marks near LR-300's fire selector. It's SAFE, SEMI and AUTO. You can see them via your link. But check this out (not airsoft): Gun-world.net and Gun-world.net


Zooming in on the images, you're right they do only have safe, fire, and auto. The strange thing, is many reviews of the LR-300 ML mention single, burst, and auto options, while the LR-300 SR is only available in single fire. It also appears the LR-300 ML never took off, and possibly the fire modes were options for whatever prospective military/police institutions wanted as options on the rifle. Unless I find out more I'll just change it to single and full for RCOM. Thanks for pointing this detail out.

Either way, the LR-300 is a strange choice for the zone to begin with. A more common AR-15 family rifle would seem much more likely, and if a Stalker DID happen to have an LR-300, it probably wouldn't be the almost non-existent ML version, and therefore it would only have single fire without modifications anyway. Hmmm. I suppose mercs wouldn't be far fetched to have ML models, maybe there should also be the SR model for Freedom and other stalker's that happen to have LR-300's?

Zaqq_the wrote: I said they are useless in CoP ;) But it will be realistic with 2nd slot only for them. Maybe.P.S.

Oh, I see! I realize that its a bit far fetched to have to rifles out of the backpack, but like I said many people would be very unhappy with only pistols in the 2nd slot. I'll just make it an option for the next version of RCOM.

Zaqq_the wrote: Hum what?


They are made by Gosuke. Here's a link to DL, screens, and videos.
Gsc-game.com

There will be a few other new weapons/textures as well probably.

Feb 26 2011 Anchor

Someone wrote: They are made by Gosuke. Here's a link to DL, screens, and videos.
Gsc-game.com

It shows entire forum

Mar 2 2011 Anchor

How about adding some form of basic crafting? For lack of a better method, doing side-missions for certain NPCs such as the hunter and the medic at Zatov could unlock dialogue options where you give them a certain amount of monster parts and have items in return. For example, return 4 flesh's eyes to the medic and he'll use those to obtain some drug. Return one Controller's bodypart, and he'll obtain for you mind-shielding drugs, while the hunter could make leather jackets and similar stuff. It shouldn't be too hard or time consuming to implement since monster parts were already going to be in RCOM, and would expand the gameplay a bit.

Also, being able to "manufacture" artifacts by throwing certain items into anomalies would be cool.

Mar 2 2011 Anchor

@zaqq: search filefronts website, gav forums, or google for it.

@numerator: thanks for the quest ideas. I've been toyog around with trade quest ideas a while already, mostly involving giving someone and artifact and gun, and then receiving and artifact gun in return.

Mar 2 2011 Anchor

Thanks to you for taking the time to answer every message I post. :) Also, making the zone a bit more dangerous would be nice. More anomalies and radiation pockets scattered around would force you to plan your route better an the zone would feel less empty, like in old STALKER games. One more thing, damage to the arms shouldn't be toned down too much. It's particularly apparent while shooting guys pointing your weapon at you, any rifle caliber would go through an unprotected arm easily and hit the chest. Likewise, while shooting a character turned 90° from you with his arms on his side the bullet would likely go all the way through to vital organs.

If you ever need one more tester, give me a shout.

Mar 2 2011 Anchor

No problem replying here, of course! I put up the forum because I was wanting to encourage feedback that actually saves me much time on testing. Replying to posts takes much less time and can be done away from my modding computer as well.

You bring up a good point about arms taking took much damage. I could script it so that hitting arms has a chance of the weapon being dropped, and possibly raises the arm damage up a bit in conjunction with the dropping of weapon possibility. I've also been reworking the whole armor system a bit as well, to get more of a standard system that I can use to more easily adjust armor values.

As far as testing goes, I will post an update once the internal BETA is about to be put out. You'll be able to use that for more info on helping with the BETA. Thanks for the offer. :)

Mar 5 2011 Anchor

Hi, sorry for taking so much time :3

I have finally completed the game with RCOM (or, at least, got to the ending, because when I approached helicopters from that theater type building, they just took of without me. Dunno why, because the time-counter was telling me that I still had about 50 sec left. Well, whatever...)

So, I actually haven't found any more bugs in your mod. Maybe thats it. The mod is very stable and playable, I haven't experienced any crashes or major problems in quests ( except the one with bloodsuckers, but you know about that one already ). This might sound weird, but for some reason the game has become a bit easier for me. Even on Hell difficulty I had no problems fighting against Npcs (Maybe it is because of those npc alertness issues, or maybe because I have been playing this game for quite a long time now.) Of course, this doesn't mean I haven't died a lot, but all firefights seem to take a lot less time now.

Would it be possible to make some effects appear on player and NPCs after they've been hit in specific locations? For example, if player is hit in an arm, his arms could start shaking, making it harder to shoot accurately, a hit in an leg could temporarily prevent player from sprinting or even running, etc.

I hope you will finish your next release soon. Then I could back to beta testing.

Well, good luck with your work.

Mar 5 2011 Anchor

The AI probably has got easier as you've gotten more aware to their alertness problems, and now know how to take advantage of them. I'm sure you've just gotten better at RCOM as well. :)

Glad bugs are few and far between for you now.

I've been tossing around a bunch of different dynamic effects while working on the dynamic HUD scripts. Right now I'm liking having hits to the arms leave a possibility for the victim to drop their held weapon. I also am changing the hit effects to correspond to the location that a victim is hit. That means that arm shots will slightly alter aiming, leg shots can cause stumbling, head shots (in the rare occurrence you live through one) will give a concussion like effect, ect.

The presence and strength of these effects will still be weighed by damage done as well, but now in conjunction with hit location.

Doing our best to get the internal BETA out as soon as possible. When its almost ready, I'll post an news update.

Mar 16 2011 Anchor

Hi again,
I've just seen your new video about new hud. Though I actually haven't noticed any hud elements at all (except for grenade and hit indicators), and I think it's great. Now it will feel really realistic. Also, nice to see that maps from other games are working with your mod (that was Cordon in your video, wasn't it?). Anyway, I have some questions about your mod.

First, are you planing to change storyline or will you just add new quests? New storyline would really make the game completely new and fresh again, though I know that it would be a lot of work.

Next, I think that a little animation should be played while healing (or at least should be impossible to use gun or sprint for few seconds after healing). In this way, players will be forced to take cover before healing, which, I think, would be realistic.

Also, would it be possible to make psy zones do something to controls, or make it difficult to get out of them (then it would really look like psy zones are playing with player's mind, and isn't just nice effect).

Oh, and also, when I told you about weight limit being 80 instead of 50 I meant that counter in inventory says max 50kg, but effects of over-encumbered still only starts at 80 kg

Well, good luck with the development.

Edited by: Luxor144

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