So, I had a month off, and still worked on Radium. However I am going to take time off again as I want a very solid understanding of C++ and HLSL.
The team has been hard at work, especially ky-ky and Don Knotts. Don Knotts turns out new textures like clockwork, making the game look amazing, and ky-ky improves every day on his amazing animations and churns them out faster than I can get them into the game.
Source code wise things are going VERY well. Most of the x64 problems were solved, mainly the physics problem, by Im-Dex (donate to him: I know none of you have) and he is now on his way to multi-threading the major parts of the engine. An off-shoot of his branch plans on adding Nvidia PhysX which I plan to keep an eye on and possibly adopt.
In terms of Radium and where it is going, I realized a major problem that Call of Pripyat has is there is a huge lack of an enemy presence. I've been kicking around ideas on how to solve this and I feel I have some pretty solid ideas on how to solve this problem. What good is a huge arsenal of guns if there is nothing to shoot?
I know one thought would be to make the game entirely for Call of Chernobyl, but I am not interested in doing that as that is not the main intention of this mod. I do plan on adapting some features to CoC at a later point in time, but that is not my priority anymore.
I would like to hear ideas on how to add more enemies to the game. I do have ideas but don't want to kick them around as unfortunately some mods get competitive and tend to steal ideas before the original mod manages to complete them, which is sad since we all do this for free.
In terms of the visuals for a short while I was going for Physically Based Rendering but have since decided against it. I am going to use some of those concepts but not all of them. I have improved the lighting a great deal which is one of the only things people would notice anyway, so I don't see much point in going overboard towards that goal.
I am also slowly re-writing the renderers. I have already partially re-written DirectX 11 and plan to go further. Ideally, I want it to work so there are two renderers: R2 (DX9) and R3 (DX11, unless your card doesn't support it, in which case it would kick down to DX10.1, and if your card doesn't support that then it would kick in DX10).
Oddly after this re-write it did not solve the issues with sun shafts, but I have some ideas on how to fix it now. If not I may rely on a friend on the Lost Alpha team to see if we can work together to implement Nvidia's Volumetric Lighting solution.
In terms of sound, I'm starting to feel I am neglecting this area too much. I really want Radium to sound fantastic. I am pleading with anyone familiar with the Stalker SDK's level editor to contact me. We could use you on the team for both creating certain zones for sound transitions, as well as general enhancements to the maps.
If you are looking for this mod to release soon I have bad news as it won't be happening. I have become a bit of a perfectionist after working on this project for so long, and there is a lot more I want to do and show you guys before it gets released. However, I do promise it will be worth the wait.