ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Clear Sky Forum » Mod discussion
The Warmongers mod (re)announced

« Previous 10 events | 1 2 3 4 5 6 7 8 9 | Next 10 events »| All Messages
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  05:19:29  15 May 2010
profilee-mailreply Message URLTo the Top
Freke
Chris Metzen's Son
(Resident)

 

 
On forum: 03/11/2009
Messages: 189

---QUOTATION---
no emissions, and no hidden stashes...


---END QUOTATION---



you can always re-add them. Stalker isn't a very hard game to mod..

As for the update on screenies, it seems to me your teasing us with these amazing looking screenshots.

And my only problem with making the guns un-super accurate, is the fact that when people do that, they also make ammo scarce, which means that not only are you using more ammo trying to pop someone from a decent range, you have less ammo to do it with. Which, in turn, means that the only chance you have is CQC (Close Quarter Combat). And to be honest, that's no fun if the AI is allowed to auto target people regardless of what you do.
  17:54:00  15 May 2010
profilee-mailreply Message URLTo the Top
Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
05/15/2010 17:55:14
Messages: 268

---QUOTATION---
no emissions, and no hidden stashes...


---END QUOTATION---



As I said it, I could (and probably will) work on this better once the mod is released. But for now, I have tons of other things to think about.
However, emissions will remain disabled, and I frankly don't recommand anyone to re-enable them (not only are they annoying and useless, but also they somewhat mess the faction war and sometimes even quests...).


---QUOTATION---
Stalker isn't a very hard game to mod..
---END QUOTATION---



Hidden stashes editing is probably the easiest thing to do in this game... Certain other parts of it are actually very hard to mod


---QUOTATION---
And my only problem with making the guns un-super accurate, is the fact that when people do that, they also make ammo scarce, which means that not only are you using more ammo trying to pop someone from a decent range, you have less ammo to do it with.
---END QUOTATION---



You will find enough ammo in this mod; it is clear however that you won't find too much advanced ammo in earlier levels (swamps, Cordon). And nice NATO or 9x39 rounds are obviously sold at rather high prices specially in those very levels. Again, I think I got the balance quite right on this, but will be open to all suggestions after the mod has been played by other people
  18:04:16  15 May 2010
profilee-mailreply Message URLTo the Top
Teh Soul Eater
I didn't do it.
(Resident)

 

 
On forum: 03/21/2010
Messages: 1667

---QUOTATION---

However, emissions will remain disabled, and I frankly don't recommand anyone to re-enable them (not only are they annoying and useless, but also they somewhat mess the faction war and sometimes even quests...).
---END QUOTATION---



Why don't you include fluffy22's radioactive emmision? They don't kill you, but irradiate you.
  01:47:08  16 May 2010
profilee-mailreply Message URLTo the Top
Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
05/16/2010 1:52:19
Messages: 268

---QUOTATION---

However, emissions will remain disabled, and I frankly don't recommand anyone to re-enable them (not only are they annoying and useless, but also they somewhat mess the faction war and sometimes even quests...).

Why don't you include fluffy22's radioactive emmision? They don't kill you, but irradiate you.
---END QUOTATION---



That's a very nice suggestion, I must have missed the release of this mod (or I thought it was for SOC or something...). However, correct me if I'm wrong, but I believe it doesn't prevent NPCs from being temporarly removed, which is also what I hate about emissions. So I'll have to dig myself to find a way to prevent NPCs from vanishing magically as soon as the emission actually happens. Also, I'll have to find a way to make emissions "really" random (rather than appearing, most of the time, just after you've entered a new level). At first glance, I hear, judging by the script only, it seems very simple to do... Too simple. Stalker is actually rather complex and I've never heard of anyone who managed to make emissions really random, so... I'll end up with *much* more work to do than I would, and also some doubt on whether to arrange this is even possible in this game

I prefer to finish what I've planned to do first (Red Forest, Military Warehouses and Limansk, last armors to tweak and then release) rather than adding more and more stuff there and here (I have many other ideas but they won't be included in first release). Believe me, the new gameplay of this mod will be rich enough to keep you interested for a little while, at least, I hope
But don't worry, much like treasures, radiocative emissions might come very soon after the first version is out
  20:41:17  16 May 2010
profilee-mailreply Message URLTo the Top
johnnythewolf
Senior Resident
 

 
On forum: 04/30/2007
 

Message edited by:
johnnythewolf
05/16/2010 20:44:55
Messages: 707
This mod sounds interesting, but how is it different than, say, Total Faction War? I don't mean to start a rivalry between the two, but from the look of the readmes, both mods seem to share many features.
  21:25:02  16 May 2010
profilee-mailreply Message URLTo the Top
Bowcaster
Senior Resident
 

 
On forum: 03/02/2010
Messages: 205
When is the mod being released...
Can't wait any longer...
Must play STALKER...
  03:44:57  17 May 2010
profilee-mailreply Message URLTo the Top
PhoenixHeart
Senior Resident
 

 
On forum: 10/22/2008
Messages: 1165
The two mods are completely different. This one modifies the vanilla game, and enhances the factional wars there. TFW removes the vanilla storyline completely, changes your character, and moves the factions around. Plus, will incorporate it's own story when it's finished. TFW is as close to being a "total conversion" mod as you can get without changing the premise of the game.
  13:10:46  17 May 2010
profilee-mailreply Message URLTo the Top
Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
05/17/2010 13:13:22
Messages: 268
It could be released at the end of this month... The problem is that I fear such a complex mod can't be anything else than a little buggy
I'm still having couple of CTD when playing. It's far from being unplayable, but it's far from not being annoying either. And yet, I think most of my "code" is safe. Maybe I'll need to cut out certain features when it's out, I don't know (it has started getting crashy since the time I've added the recruit mod, so I may disable it latter. It's not the mod itself that's wrong, I believe, it's just that I couldn't merge one specific part of script with another already existing one... Maybe I'll require some help from a script expert on this, we'll see.
Another annoying crash I have, but I have this one since long, and while extremely irritating, it fortunately doesn't happen often, is that certain couple of loads can be corrupted. It's a "copy constructor closure" error, with no real information on what the error really is (or sometimes it points out certain parts of script that belongs to the rulix ai mod... Again, perhaps I'll need some advice from a good scripter on whether the code is safe or isn't).
Overally, considering what it does, the mod is rather stable. But not exactly bugfree. And I want it to be as clean as possible, so I may need few more days to work on stability issues.


---QUOTATION---
This mod sounds interesting, but how is it different than, say, Total Faction War? I don't mean to start a rivalry between the two, but from the look of the readmes, both mods seem to share many features.
---END QUOTATION---



Aside from certain common characters used, and the extended faction war (though the one in this mod doesn't work like TFW's at all - targets, respawns, factions' strenght, etc...), I don't think there are actually that many similarities between the two mods
  01:19:59  31 May 2010
profilee-mailreply Message URLTo the Top
Bowcaster
Senior Resident
 

 
On forum: 03/02/2010
Messages: 205
Do you have anymore updates Firmament?
Do you have an ETA for the mod?
Full list of features that are going to be in v1.0?
  16:09:59  9 December 2010
profilee-mailreply Message URLTo the Top
Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
12/09/2010 16:15:09
Messages: 268

---QUOTATION---
Do you have anymore updates Firmament?
Do you have an ETA for the mod?
Full list of features that are going to be in v1.0?
---END QUOTATION---



Sorry for the late reply, but... I'm currently very, very busy. Busy with things in real life, this goes without saying... But also extremely busy with that mod, for sure

More news will come very soon... I've left the mod down for a couple of months, but since September/October, I've been in insane modding form, and did hell a lot for it. I'll post the new changelist when I can.
Really you can't imagine how much work there's behind the Warmongers mod... Release date is still very uncertain, but once it is out, trust me you won't regret to have waited it for long. The whole mod aims at pushing nearly every aspect of CS to its perfection. Sure, I'm not fully convinced that everyone will be pleased with its rather vehement and harsh (but also incredibly open) gameplay... But it'll clearly add some more gems to the already brillant modding scene!


Really interesting faction war, *huge* amount of new weapons (fully working, balanced, having unique sounds and also fitting and nice scopes when required, etc... Seriously, this mod will be the biggest database for 100% usable weapons ever - doesn't that mean you'll see them all in say, even 10 hours of playing, because many of them are very rare and hard to find), extremely smart ai (even using scopes, silencers and grenade launchers when the weapon allows it - thanks to Rulix ai), new outfits, new unique nightvisions for unique outfits, proper icons, unique models for most unique NPCs the game has, many new unique scopes for unique weapons, new items, etc...
This is what I've been dealing with it recently.
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Clear Sky Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2021 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.