Post news RSS RadCOC features list

Oh silly moddb, why am I filling this out when not publishing my news?

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Hola.

Here is the features list for RadCOC (Radium demo mod for Call of Chernobyl):

*Revamped vanilla weapons and new ones added such as: HK 416, AK-107, Vityaz, Kiparis, AA-12, and maybe some others

*Stereo gunshots for actor. Note that I'm not doing indoor vs outdoor for this, so they will all have an outdoorsish echo

*Graphics: Optional new Tonemapping, Optional Silhouette Parallax mapping (Crysis 3 style), Shoker's skinning enhancement/fix, FXAA, Cloud shadows, rain fix for dx10&11
*Hand-selected new textures

*I might recompile all the levels for increased level of detail/light quality

*New ammunition variables: k_speed, k_air_resistance (was there but non-functional), k_pierce (was there but non-functional; it determines material penetration while k_ap does the armor penetration)

*Tweaked configs for deadlier combat

*SWTC skies

*New particle effects by Loner

*Two new artifacts that have some interesting properties, and one other that is a surprise and has some new dialogue choices that enter into it

*A couple new anomalies

*Some of Radium's music mixed with some music from other modders


And yes, that is it. I plan on making a full-blown version of Radium not just for vanilla, but Call of Chernobyl as well when the main mod is done, that way everyone is hopefully happy.

Give me about a month to pull this together and then I'll release it.

Comments
jepu
jepu

Cant wait! :D

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Blitzkriegrekrut
Blitzkriegrekrut

Nice. Release?

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Blitzkriegrekrut
Blitzkriegrekrut

And: compatible with Absolute Nature?

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Mister_Vogel
Mister_Vogel

Aww,shucks. I was expecting the underground emission and overall surge revamp to be on the list. Oh well, this one's pretty RAD too.

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ZoneScout89
ZoneScout89

Sounds Awesome :)

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PassiveAggressive
PassiveAggressive

Rain fix? You mean reflectable water puddles like in OGSE?

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Argoon
Argoon

Nice features but i hope you know that stereo sound (two channel sound) shouldn't be used for everything, when you want to simulate directional sounds you should use mono sources (one channel), for example if you want to make a sound feel like it comes from a particular direction, this is very important for 3D games even more for stalker, in the other end if you want to make sounds feel global (they have no defined direction) then you use stereo, that is why stereo is used for ambient sounds and background music and mono for all other sounds in all games where the sound designers know what they are doing.

Many times that i play stalker mods where stereo was implemented they used it wrong, monsters feel right next to you even tho they are very far away, gun shoots have no distance and direction to them as well, etc, you may think implementing stereo for all sounds is a improvement but in reality you are destroying the directional soundscape of the game.

Original Stalker developers IMO didn't implemented stereo on the engine and game not because they didn't knew how or they wanted to save on performance but because they just don't wanted, you can easily simulate stereo sound by just playing the same mono source at the same time for left and right channels.

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yoshjoz
yoshjoz

That's great, I really look forward to play this! Haven't played CoC for a while now, this will definitely be a great reason to play it again!

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