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Know Your Pre-Release Builds - 1098 through 2215

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  06:41:46  19 March 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6340
Try Google Chrome. I'm yet to have its in browser translator stuff up any links, although it does sometimes stuff up lists and sentence structure (all sentences in a segment are placed into one line, same is true with lists)
  03:28:53  21 March 2012
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BobBQ
2007-2017
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On forum: 07/30/2007
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*whistles*

http://www.youtube.com/watch?v=1PcEriYg6lA
  02:30:00  22 March 2012
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dezodor
level designer
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On forum: 04/08/2007
Messages: 3803

---QUOTATION---
I like the 1097 lighting in proto Cordon.
---END QUOTATION---



there was an other version of this pre-pre-pre cordon, where the factory was in a big hole instead of being on the top of a big hill. either way it was unaccessible, maybe at first they planned it as a scene place, or a place which can be accessed from an other map only
  03:22:41  24 March 2012
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BobBQ
2007-2017
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On forum: 07/30/2007
Messages: 3336
1994 part two: http://www.youtube.com/watch?v=Ju6p96jvB9M
  02:25:47  31 March 2012
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dezodor
level designer
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On forum: 04/08/2007
 

Message edited by:
dezodor
03/31/2012 2:28:21
Messages: 3803
golden mine for mappers and level designers

gsc gave green light, so my mate released a couple of "garbage" for players and uninterested modders, but a real "goldenmine" for beginner mappers, who would like to use gsc's assets instead of making new.

It's basically an 'old' GSC sdk backup from dec 2004 to 2009. It contains almost all objects (those are lost, which were overwritten with new versions) which gsc modelers made since 2001, and level files from 2004 dec to 2006 dec (including testmaps), clear sky and call of pripyat sdk objects + maps too. You can find sources of the very first cordon (which i was talking about a few posts above), garbage, radar, deadmil, milrad, and other historic levels, or some forgotten mutants, like the green dwarf, or the old controller. (unpacked size is more than 100gb)

Links are on gameinator forum, but it's down due to ddos attack, so you should wait a day or 2 before you start to download, or follow the topic, and grab stuff from mirrors.

main topic with links: http://www.gameru.net/forum/index.php?s=&showtopic=45394&view=findpost&p=1233589

note: its not build, not playable, these are just objects and level files.
  10:13:26  31 March 2012
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Florence
Senior Resident
 

 
On forum: 07/19/2007
 

Message edited by:
Florence
03/31/2012 10:20:11
Messages: 1197
Heard those whimpers of joy? That's the sound of buildomaniacs right now.
  10:58:15  31 March 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
03/31/2012 14:02:33
Messages: 1148

---QUOTATION---
golden mine for mappers and level designers

gsc gave green light, so my mate released a couple of "garbage"...
...It's basically an 'old' GSC sdk backup from dec 2004 to 2009. It contains almost all objects (those are lost, which were overwritten with new versions) which gsc modelers made since 2001, and level files from 2004 dec to 2006 dec (including testmaps), clear sky and call of pripyat sdk objects + maps too. You can find sources of the very first cordon (which i was talking about a few posts above), garbage, radar, deadmil, milrad, and other historic levels, or some forgotten mutants, like the green dwarf, or the old controller. (unpacked size is more than 100gb)
---END QUOTATION---




Thanks GSC!
So GSC gives out almost all source objects, level editor scenes... I hope it means something positive about Stalker2.
Nice little pack, it helps to build completely new maps.
The 2 car levels, Milrad, Deadmil... let's see them.
If they deserve, let's see them in the game.

LOOOOL, the Green dwarf:
http://ifotki.info/10/5ed89b37314faa7ae39616179a2decba6db8e8115790385.jpg.html
  14:22:22  31 March 2012
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
Messages: 3803
those 2 maps werent finished, in designer eyes, lets say milrad was around 10% ready, deadmil is around 40% ... geometry-wise. i guess it was just an idea to make cars useful, finally they only kept the dscape connection map, but after cars were deleted completely, even that one became useless.
  14:35:48  31 March 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
03/31/2012 15:39:25
Messages: 1148

---QUOTATION---
those 2 maps werent finished, in designer eyes, lets say milrad was around 10% ready, deadmil is around 40% ... geometry-wise. i guess it was just an idea to make cars useful, finally they only kept the dscape connection map, but after cars were deleted completely, even that one became useless.
---END QUOTATION---



Thanks, i saw some level editor screenshots before gameinator was shutted down again (damned ddos attacks), and the screens were disappointing, milrad and deadmil are really very-very far from to be ready.

http://images.gameru.net/image/bad7ec6d48.jpg

http://images.gameru.net/image/482571525e.jpg

http://images.gameru.net/image/23b9252aa8.jpg
  14:58:47  31 March 2012
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
 

Message edited by:
dezodor
03/31/2012 14:59:01
Messages: 3803
yup, it took me several months last year to bring deadmil in "good shape" for la

my revision:

http://media.moddb.com/images/mods/1/12/11987/3_febr2012.jpg
http://media.moddb.com/images/mods/1/12/11987/4_newyear_la.jpg
http://media.moddb.com/images/mods/1/12/11987/calendar_11_november_en_4_3.jpg
http://media.moddb.com/images/mods/1/12/11987/2.25.jpg
http://media.moddb.com/images/mods/1/12/11987/1.26.jpg
http://media.moddb.com/images/mods/1/12/11987/3.19.jpg

gsc-s draft: http://img.gameru.net/?v=d9455.jpg
my remake: http://media.moddb.com/images/mods/1/12/11987/calendar_october_en_4_3.jpg

gsc-s village: http://img.gameru.net/?v=7f782.jpg
my rework: http://media.moddb.com/images/mods/1/12/11987/3.18.jpg

gsc draft: http://img.gameru.net/?v=4914a.jpg
my rework: http://media.moddb.com/images/mods/1/12/11987/2.24.jpg
 
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