Fellow stalkers,
First, I apologise with every one of you for not have given a sign of activity here on ModDB for the past year and a half.
For such a long time haven't I worked on this project, and the reasons are a lot, and vary from situation to situation.
The last year has been very complicated for me, both in develping and in real life.
I will be honest: from a small project of mine that I started more than 4 years ago, when I was long from being of age, I really enjoyed entering in this new world that was the modding, but I recognize that my abilities just doesn't meet the level I thought I could reach for releasing a vision that I had on my mind.
Plus, lots of features that I originally conceived to be inserted into my mod have been already implemented by other mods, and as I saw, more optimized both in terms of resources and gameplay.
Some years ago, I wouldn't accept this, but I must quote Matthew Swartz, developer of "Radium", that cooperation is what really a community bases on, not only attract a number of players' interest in a mod project like it was a product.
This chapter of modding life is closed for me.
This, unfortunately for you (:D) doesn't mean I'm off!
I will keep lurking on ModDB, as I have always done in this last year and a half, and maybe release something as addon in bigger projects (spoiler: I'm working on a small addon for CoC), and if any of you, experienced or wannabe modders, have a question for me, feel free to PM me at anytime, I'll be really happy to help you as long as my knowledge pushes me forward.
Best wishes out there in the Zone,
RoKkO
Advising our fellow stalkers of the upcoming release, illustrating how it will work and the last, ambitious feature to be included in the modification.
Informing our followers of some very important changes regarding engine side and graphical side (replaced SweetFX).
Just giving back some promises in terms of videos and giving some next infos about trailers and demonstrations.
Manual has no spoilers, so there are other weapons not listed here because of their uniqueness. RoKkO's mod pack 2.1 weapon manual - 2014 1st Christmas...
P.S.:I'm not responsible of this work. Everything's been made by EvilElmo23 and not by me. Here are, for the English-speaking stalkers, the translation...
This is the first patch for the first (and let's hope the last) few errors: - Fixed "arsenal_shells1" crash due to particles. - Fixed Lightweight class...
RoKkO's mod pack is now available for downloading.
A little minimod that feature a full-start, with all the weapons of RoKkO's mod pack and 5000kg of weight free. It's optional, and you can or not install...
I was searching a good mod....
AND I FOUND IT! awesome job dude ! continue like this and make moar build with moar cheeki breeki in it :3
BUUUUUUT My game crashes when I lanch a new game :/ I've installed the patch and the english patch but still it don't want....
i just want to point that if you play as degtyarev, the army still doesn't know the fact that anomalies move when an blowout occur (the moddind teams don't seem to know it too).anyway unless the story takes place after the COP's one, the army won't send any helicopter in the zone for any reason(you know what happened to fairway)
if you follow the vanilla storyline the radio use is only going to be given at the very end (fun gadjet for a last mission micheal bay style)
oh and also degtyarev is supposed to be an undercover agent disguised as a stalker so calling out loud a damm air support is quite fishy
Hi,
yes, the Army ignores that anomalies move, but this only after an emission.
The helicopters had a built-in surge suppression system and a map of the anomalies taken during the assault at ChNPP, but since they moved out during an emission their map was completely useless.
Adequate gameplay measures have been taken upon the use of this kind of help, so the Army do send out a chopper for extremely important fire missions.
And of course, if a stalker hears the player calling for help on a radio, he will certainly go on for a quick kill, or a prisoner.
it's just a thought but when an artillery barrage will be used? isn't it a bit of a oversized request jsut to take out bandits and it's not like there's a lot of spots where to use it.
And to point out (yes i am annoying) the mortars accuracy during 2000 to 2010 wasn't too great, they weren't the numericals mortars that we have today and we're talking about the ukrainian army so the they have a zone of 30 to 50 meters where the shell could hit.
(do what you want no one will care anyway the radio is just a gadjet to see bodies fly, you could even get rid of the radio and say that it is in the PDA)
talking about realisim you could add a companion mechanic to team up with npcs then the radio would be cool to give them orders
(till things are blowing up and that you know what you are doing everything will be good)
Dude whats up with this mod? Will it ever see the light of day?
Of course it will.
In the last time a lot of infortunate events happened to me, my hardware and my family, so very little has been done in March.
Let's take this as a comeback :D
Hey Rokko,
What are your future plans for your mod :)?
We'll see ;)
Does this mod include any of the cut mutants? Anyway this looks great I will definitely try it out
Hi,
yes, it will feature some cut mutants, except the cat, that I find ridiculous and immersion-breaking.
I have also limited the spawn of izloms, for the same reason.
Secondo me i gatti un pò ci stavano ma va bene uguale . Senti , voglio farti una domanda : per realismo intendi che anche il danno verrà cambiato ?
A lot of other things mean realism for me, but yes, damage is way more realistic then vanilla one.