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DAP

S.t.a.l.k.e.r. mod

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Hey DAP. Awesome start man.. really. I love STALKER and this mod has certainly captured my attention and I will be sure to follow it attentively.

Can't wait to have actual servers up and running this :)

Keep up the good work. Hope to see new developments soon.

Cheers.

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Thanks , much apreciated. Was it you that made this mod for OFP too?

No :) Not me :)

Great mod, thanks for making it, I love to mess around with the editor and this is just what I have been wanting for a while now. Radiation and some other anomalies don't seem to hurt you at all (psi, buzz, radiation) am I missing something or are they just unfinished? Also how do you stop sleeping?

Try template mission. All anomalies finished and work fine. Maybe you need turn on post FX in options :) For stop sleeping you must press and hold "move forward" (default - "W").

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Any chance of making anomalies be detected visually? Nothing dramatic, maybe have it so that there's a bit of a glimmer, or leaves being displaced.

Is it possible in this mod to find an artifact in an anomaly?

Any chance of a little progress report? I know there's quite a few people very excited by this mod.

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Looking at Degtyarev's request, I feel i have to give my own input as well, though I feel it's more directed at mission builders/editors.

I love the way Call of Pripyat grouped the anomalies in concentrated fields, as opposed to Shadow of Chernobyl, which had alot of anomalies seemingly placed randomly across the map.

The anomalies being invisibile is actually something I like alot for a more exicitng traverse of a field, though i suppose for everyone's sake, it could be made into an option to have anomalies VFX on or off.

I DO however think that the area of the field should have an indication of the presence of anomalies much like CoP.

Example: The ground and objects inside a fire type anomaly field should have a burned and/or smoking effect, as well as perhaps an embers effect.

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The anomalies being invisibile is actually something I like alot for a more exicitng traverse of a field, though i suppose for everyone's sake, it could be made into an option to have anomalies VFX on or off.

I like them being invisible too, it makes it much like the original stalker movie. But, I would rather have it so that you have no detector but under close inspection you can detect an anomaly visually; than having a detector and invisible anomalies, which leads to just walking around the anomaly once you hear the detector beeping.

Leaves being displaced by vortex anomalies, scorch marks from fire anomalies, and so on. You wouldn't be able to spot them easily, only an experienced stalker would be able to detect them. Maybe when you get really close (within 1m) you'd get a ringing or buzzing sound in your ear?

I'm guessing the answer is no, but does the AI have the ability to navigate past an anomaly?

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Ah so I think i missunderstood you. We're actually on a very similar page on this one.

I thought you meant that light distortion effect from SoC.

Maybe the detector could be made into an option for the map builder/server... if they want it easier or hardcore :D

About the AI navigating... I thoguht about mines... are the AI capable of detecting mines? If so they probably avoid it. Perhaps the same could be used for anomalies. This is just guessing mind you.

Cheers.

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Hey DAP... Any updates soon? :)

No rush.. just wondering :D

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Nice! I love the Stalker Game!

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where is the monolith faction? i cant find them, also the bandits

For creatures there is only bloodsuckers?

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I love this MOD, but I don't fully understand the readme on creating a surge. I understood the rest of the readme on the remaining scripts though. Basically need a morons guide to making a surge in the editor. Thank you

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Any coop missions out for this baby?

Already done. Wait for release.

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Already done. Wait for release.

Really? Is it your project? Any source?

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Really? Is it your project? Any source?

I manage this project :) Some coop missions already done. But they will out with next update of this mod.

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I manage this project :) Some coop missions already done. But they will out with next update of this mod.

Sooo, the obvious question, when is the next update?

*edit*

A mission for this mod need is lots of stuff to explore, lots of lots, like vehichles in bad shape with low fuel random placed over the map. stuff in houses like weapons , nightvision, backpacks and so... Just to make it worth to keep exploring...

And a cool start would be a crash landing from a helicopter when its dark and foggy so the player dont know where he is. Every restart of the mission will randomly place the crach somwhere else...

And no maps of course. well well, dreaming away here again ;)

Good luck!

Edited by johanna

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Sooo, the obvious question, when is the next update?

*edit*

A mission for this mod need is lots of stuff to explore, lots of lots, like vehichles in bad shape with low fuel random placed over the map. stuff in houses like weapons , nightvision, backpacks and so... Just to make it worth to keep exploring...

And a cool start would be a crash landing from a helicopter when its dark and foggy so the player dont know where he is. Every restart of the mission will randomly place the crach somwhere else...

And no maps of course. well well, dreaming away here again ;)

Good luck!

:D

You will have a lot things for investigations and dark story ;)

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:D

You will have a lot things for investigations and dark story ;)

Great!...Just Great! Any dates?

Posted some images of this mod on 4chan yesterday, and anonymous went crazy over the game, everyone wanted a pice of it...

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Great!...Just Great! Any dates?

Posted some images of this mod on 4chan yesterday, and anonymous went crazy over the game, everyone wanted a pice of it...

Seems that all works ends in this month :) As I hope.. :) I complete most of my other projects and now I can concentrate on this :) Still have some kind of problems, but "core" is ready :)

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wrR2_t5yox4


Dark as hell, watch in fullscreen ;) Edited by johanna

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Small progress report :)

hBmbby86SL4

Also:

  • All mutants and zombied stalkers can respawn.
  • Anomalies FX works in MP (Still need some tweaks, but it works).

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HI this really looks great.

Is the COOP version released yet?.

And all so is there a all in one link with ALL required mods to get this baby running :)

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Another report :)

  • All anomalies works in MP (No any glitches)
  • Monolith works in MP
  • Blowout works in MP
  • Trading system was updated (Now player can buy and sell all items including artefacts)
  • COOP gamemode - "Artefact Hunt".

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