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The Warmongers mod (re)announced

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  13:56:03  19 April 2010
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
04/19/2010 17:57:27
Messages: 268
The Warmongers mod (re)announced

Mod: The Warmongers
Version: not released yet
Author: Firmament
Game: Clear Sky patched to 1.5.10


Main features:

/GAME - GAMEPLAY/

- Storyline and secondary quests all preserved. Except (maybe) a minority of them I haven't managed to get working like in vanilla game.

- Vastly improved faction wars. Factions are more aggressive and greedy as well. Many new targets added to the faction war, few waypoints improved or fixed. The Monolith, Zombied and Mercenaries now act as real factions, with objectives and respawn points to hold (the player still cannot join any of them though). Factions can now exterminate other ones, and use their bases as their own.

- The relations system has been improved to fit best with the current Zone (basically, most of the groups of people are no longer rallied or even neutral towards the other ones. One of the only exception to this is that the Duty still doesn't have any sort of problems with the Loners.. Few flaws from the vanilla game have been fixed).

- NPCs now buy almost everything. They may also sell you weapons and outfits (even the upgraded ones!), along with various items (basically, nearly everything the game has, except quest or unique objects). Is hopefully balanced, as this feature has been done in a way that all NPC's inventories actually depend on the character's rank and faction. But, technically, everyone may happen to sell you everything.

- Much more interesting trade system (buy upgraded and rare items. Plus every trader now really act differently to each other...).

- Stalkers are now a little less keen on trying to get you out of their way all the time.

- Working sleeping bag. Don’t forget to sleep or you will get tired and then eventually fall asleep by your own.

- Scar now jumps much better, but won’t carry more than 50kg max.

- You can now sprint while carrying an exoskeleton armor, a PKM or a sniper rifle.

- Better and more realistic headlamp.

- More realistic consumables (food, drink and drugs have been improved and balanced to act more coherently. Overally, they are noticeably less helpful than in GSC's game). Without reporting all the changes that have been made, I must point out that the vodka removes radiation much better than drugs, this being due to the fact that getting drunk is much more embarassing, when playing, than loosing few health and stamina (in other words, vodka isn't as useless as it is in vanilla game).

- No more automatic health restoration or bleeding ceasure, unless when using a special artefact or outfit.

- Better Artefacts respawn system (anomalies may or may not contain an artefact. And whether they do, you have no mean to guess which one until you see it. The artefact may be spawned absolutely everywhere in the anomaly. Hopefully, all this has been balanced carefully).

- The weakest artefacts all have been arranged. They now really have a direct impact on the game rather than just being vaguely helpful whenever the player meets an anomaly.

- Over ten new armors included. A hard work has been done in order to have some of them to feature both an original and a balanced upgrade system.

- A stunning amount of upgraded items (weapons and armors) has been added to the game. You can get them by looting bodies, buying them to traders and NPCs, or, if you are lucky enough, finding them inside stashes.

- Emissions are disabled.

- Added a new extremely rare artefact that can absorb bullets.

- Most doors now stay open (definitely improves certain aspects of the faction war). Will most likely try to manage to find a way to include COP's script in which NPC are able to open closed doors.


/FIGHT - WEAPONS/

- Each faction is granted many new types of fighters (Bandit exoskeleton, Army commando, Monolith elite soldier, scientist, etc...).

- The weaponry has been revisited and improved (accuracy, damages, upgrades...). Many bugs from the yet 1.5.10 patched game have been fixed. A lot of work has been done to propose truly balanced and interesting weapons.

- 16 new weapons included, plus 4 new types of grenades.

- You can now use your weapon in camps.

- Weapons react more realistically depending on whether the actor is running, standing still or crouching. In Clear Sky, that yet crucial feature needed real improvements.

- Better Ai: Stalkers reload, heal themselves, know which weapon to use according to certain notions such as the distance and strenght of the enemy, loot corpses (includes Smog2's script to prevent scripted squads from acting stupid when performing some special task, and more). Precious other tweaks.

- Each Stalker spawns with a random weapon. According to the faction, the rank, you will still detect some tendancies in certain people’s commonly used weapons, but technically, anyone may carry anything.

- Small and yet existing new possibilities to find more useful and rare items on dead bodies. Dead people will also drop stuff according to their faction (but, for gameplay’s sake, everyone has little chances to drop things he shouldn’t normally carry. I think I’ve worked long enough on this).

- Silencers, while guaranteed to give actual results, now slightly decrease the power of any weapon they're attached to (by power I hear bullet speed, fire distance, and damages).


/MUTANTS/

- All cut out monsters (Burer, Cat...) are back.

- Many new mutants' lairs. The more you hunt them the stronger and more agressive they become.

- On ambient purpose, certain mutants may now happen to eat dead corpses.

- Mutants not only are more numerous, but also have a more agressive behavior towards the player and NPCs.


/UI - HUD/

- New transparent inventory menu.

- New arms and HUDs when carrying certain armors.

- No crosshair, no grenade warning, no minimap, no map spots for mutants and enemies in general, and no hit marks.

- No more frames nor detect sound when using binoculars.

- No more loading disk from the HUD.


/VISUALS - SOUNDS/

- Much better textures for food, drink, walls, woods, roads, ground, floors, briks, glasses, weapons, etc...

- New scopes.

- New ingame animations for the Winchester 1300.

- More blood...

- Fully detailed PDA map (most locations now do have a name).

- Weather is more varied, coherent, and visually amazing.

- Many new sounds; the weapons, specially, have been entirely revisited on that purpose. Many of them now have unique sounds for reloading, firing, etc...


Pics of the mod can be seen here: http://profile.imageshack.us/user/Francoista4?n=y

I believe there are many high quality ones, so don't hesit to watch them all! However, most of them are coming from older alpha or beta versions of the mod, so they may not absolutely reflect what awaits you on final release.


Due credits will appear in final readme.


This mod represents an absolutely fearsome amount of work, and is not finished yet. But I sense that, with a bit of luck, the official release could be planned at the end of the spring
  14:09:12  19 April 2010
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SetaKat
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Looks good. Be interesting to see the readme.
  02:19:38  21 April 2010
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Teh Soul Eater
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On forum: 03/21/2010
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Looks great. I've seen a few of those screens on a thread about screenshots. I guess your that guy.
  01:33:47  25 April 2010
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
04/25/2010 1:34:33
Messages: 268

---QUOTATION---
Looks great. I've seen a few of those screens on a thread about screenshots. I guess your that guy.
---END QUOTATION---



Yes, I am.


It's sad that Clear Sky is not very popular anymore ( was it ever at all, anway :/ ), and yet there are still many excellent mods available for it (I'm obviously not refering to mine, since it's not out yet and who am I to say whether it's excellent or not ).
Regardless, the more I play Pripyat (modded or not) the more I feel motivated to make this a really exciting and challenging mod (two yet crucial notions that were sadly put aside by GSC when they made COP, imho). It'll feature an extremely rich gameplay, perhaps at the expense of loneliness, fear, etc... But was Clear Sky scary and empty? I believe the developpers wanted to make something different with that game, and I want to expend what I believe were their original intents a little more.
  04:35:46  25 April 2010
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Teh Soul Eater
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On forum: 03/21/2010
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I agree with what your saying. I don't see why people dis clear sky, it is the same as CoP in so many ways. If I can get some properly animated guns i will let you use them in your mod, so people will begin to notice.
  05:54:55  25 April 2010
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GeeNo
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Personally, I like clear sky and shadow of chernobyl pretty much to the same extent, while in my opinion call of pripyat was a step forward and back so to speak, but back on topic. This mod seems impressive, if what you say is true ie you can now actually conquer the other factions then it is the first mod I've seen where it will actually work. Faction commander and mods like it usually have the same problems as vanilla, or are just annoying, try playing as the army in faction commander and try conquering the monolith, i got as far as the barrier to red forest or limansk, and couldn't do it. TFW i tried but the inventory was screwed up, and the fix for it never fixed for me, ie the file was corrupted if i remember, if that wasn't it then it just didn't fix it. And the spartan mod i tried, never got into the faction warfare as it's only beta, and i didn't want to make it any more unstable then it was . Anyway good luck to you and i hope it goes well.
  02:48:13  1 May 2010
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Freke
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On forum: 03/11/2009
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I'm intrigued. 100%.


Your forum cheerleader has arrived.

GOGOGOGOGOGOOGOGOO
  03:31:51  1 May 2010
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PhoenixHeart
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Message edited by:
PhoenixHeart
05/01/2010 3:32:05
Messages: 1165
Cross-posted to the relevant thread:


---QUOTATION---
Well my point is that while you do indeed balance the normal weapons to usable status, you can still upgrade them, and they become ri-freakin-diculously powerful. I can use an AK74, which you can easily get in the swamps, to take out an entire squad in a matter of seconds. If I have AP rounds, then I can take out a duty exo and Bulat squad before they get a chance to fire back enough to do serious harm.

With an AK.

In vanilla.

My other issue with increasing the guns like that is all you do is increase the number of times you have to load your game. That's even less realistic, and even less fun, as you don't get to load in RL.

I'm not sure, but I think there are ways to make guns more realistic without just making the player load more. I'd have to think on this.

So yea, them's my thoughts on "realistic-alizing" the guns in Clear Sky. As I stated before, this is not true for SoC, as I do agree they needed a boost.

*EDIT* You know what, actually what I think would completely solve this problem is changing the way the upgrades work. Make them normally accurate anyway, and make the upgrades modify other things, like recoil (already does, but still good to keep), weight, etc. I'll see if I can come up with some other ideas. But honestly, upgrading for accuracy has always seemed really dumb to me. What are your thoughts on this? This would make it so that you can actually afford to use a non-upgraded gun and still kill things more than 5 feet in front of you. As it is, you have to fully upgrade your replacement before you can .. well, replace it, or else it's a step back in effectiveness, which is just dumb.
---END QUOTATION---



from thread: https://gsc-game.com/index.php?t=community&s=forums&offset=300

Thoughts?
  22:07:34  2 May 2010
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Freke
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On forum: 03/11/2009
 

Message edited by:
Freke
05/02/2010 22:09:05
Messages: 189

---QUOTATION---
I agree with what your saying. I don't see why people dis clear sky, it is the same as CoP in so many ways. If I can get some properly animated guns i will let you use them in your mod, so people will begin to notice.
---END QUOTATION---



The reason they do it is because Clear Sky's storyline doesn't unfold like SoC's does. SoC's story was developed as "quest" driven, around faction fights. Clear Sky's story was 80% faction warfare with story (decently) integrated into it.

In SoC there's a feeling of suspense as you don't know what you're going to walk into once you step through the level changer. As for Clear Sky, the little dots generally give away who's just around the corner.

CoP is way more similar to SoC than it is to CS. It's got the original feel of SoC. And that's another thing, Clear Sky doesn't really give the same feeling SoC does. And don't get me started on modding..my god. xD

-On Topic-
It'd be nice to get an update on mod progress. You know, what's going on, what's been done, what needs doing next..or even if you're just ranting off some 3 thousand word paragraph explaining how you stubbed your toe walking to your computer.

As for the cross post, I don't understand what the fellow is talking about.
A lot of the automatic guns sucked at long range. They would always have significant down drop, or completely veer off course like a musket. But I'd love to see something unique done with upgrades, I'll give him that. Like instead of an under-barrel 'nade launcher, make it a under-barrel shotgun that operates like a real gun, and in the same way.
  01:45:01  3 May 2010
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Teh Soul Eater
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On forum: 03/21/2010
 

Message edited by:
Teh Soul Eater
05/03/2010 1:48:51
Messages: 1667
Those dots are easily removed. While clear sky was plauged with minor gameplay issues, SoC was filled with bugs. I never made it through SoC with less than 20+ ctds. My first playthrough of clear sky had 3 or 4 ctds. About the below, in SoC, I had few of those moments. It was too... predictable.


---QUOTATION---
In SoC there's a feeling of suspense as you don't know what you're going to walk into once you step through the level changer. As for Clear Sky, the little dots generally give away who's just around the corner.
---END QUOTATION---



Edit: added the quote.
  01:28:15  4 May 2010
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
05/04/2010 1:40:09
Messages: 268

---QUOTATION---
Cross-posted to the relevant thread:

Well my point is that while you do indeed balance the normal weapons to usable status, you can still upgrade them, and they become ri-freakin-diculously powerful. I can use an AK74, which you can easily get in the swamps, to take out an entire squad in a matter of seconds. If I have AP rounds, then I can take out a duty exo and Bulat squad before they get a chance to fire back enough to do serious harm.

With an AK.

In vanilla.
---END QUOTATION---



I understand your point, but as you said it you're refering to vanilla (or mods that are, in essence, very close to it). The mod I'm making is deeply different to the original game, there's almost nothing comparable bewteen the two. In this mod, for many, many reasons, to attack an experienced squad alone with a better weapon than an AK is often extremely challenging, unless you get really lucky (or the squad acts really stupid, which, hopefully, is quite rare). And to attack some exoskeletons alone with a fully upgraded FN2000 can still have you succeed in that, but it's *far* more challenging (nearly suicidal if the NPCs happen to have good smart covers all around). The mod is overally much harder than vanilla, and a good weapon, whichever one, would only help you on not to appear as completely ridiculous, but nothing more


---QUOTATION---
My other issue with increasing the guns like that is all you do is increase the number of times you have to load your game. That's even less realistic, and even less fun, as you don't get to load in RL.
---END QUOTATION---



Not sure I get your point there. How would increasing the accuracy of a gun cause you to load more? Using bad weaponry actually increases not only the amount of loads, but also the amount of medikits used, which is twice less realistic! You've confused me


---QUOTATION---
*EDIT* You know what, actually what I think would completely solve this problem is changing the way the upgrades work. Make them normally accurate anyway, and make the upgrades modify other things, like recoil (already does, but still good to keep), weight, etc. I'll see if I can come up with some other ideas. But honestly, upgrading for accuracy has always seemed really dumb to me. What are your thoughts on this? This would make it so that you can actually afford to use a non-upgraded gun and still kill things more than 5 feet in front of you. As it is, you have to fully upgrade your replacement before you can .. well, replace it, or else it's a step back in effectiveness, which is just dumb.
---END QUOTATION---



The problem is that I'm not sure I would agree with you on what a "normally accurate" weapon should be. If you're ok with the vanilla non-upgraded weapons, well, that's your right, but I'm not To me there's something wrong in the fact that CS has some of the best weapons in the world, and in the same time this game keeps well-known for featuring a rather random accuracy, and totally unapropriate ballistics.
Hell, in real life, let's suppose that you're crouching on the wagon, the one facing the elevator in Cordon, carrying an Lr3000, don't you think you could kill some guys shoting at you from here? Try this in vanilla, it automatically brings up some laughable and rather unrealistic situation in which you send 50 bullets at the same guy, with him not even replying, just repeating the same injured anim again and again... To me, such things kill everything about realism, and God knows I've had to endure many of these pathetic situations when playing vanilla (still loved the game, though, no doubt on that) :/
In The Warmongers mod, not only do the NPC reply when you fire at them on long distances (doesn't that mean they would *engage* you if you don't attack them in the first place!), but when hit, as they actually enter a state of agressiveness (instead of keeping passive), things happen more naturally, since they can even harm you badly as they aim rather well and may carry snipers (and use them as such, which, as you probably know, is impossible in vanilla).
The ai in my mod is very smart and accurate. I know some people will hate this, but if these same people are the ones who enjoy events like the one I've just reported above, then they're clearly not on the same wavelenght than I... The idea is that if you can do *that*, whatever it may be, to NPCs, then so do they. Doesn't that sound normal?
Plus I like the idea that, in a place like the Zone, the survival instinct makes people to act much more efficiently than they would do in sport, gun competition, etc...


---QUOTATION---
It'd be nice to get an update on mod progress. You know, what's going on, what's been done, what needs doing next..or even if you're just ranting off some 3 thousand word paragraph explaining how you stubbed your toe walking to your computer.

---END QUOTATION---



It'd be hard for me to write what I still need to do; I would loose you all in my explanations more than anything else
Well, basically, marsh's, cordon's, garbage's and dark valley's logics are all ready. But the last one needs more testing. I've already created some advanced logic for the other places, but they need more work, which is the point where I am right now. What do I hear by logic? Well, spawns/respawns, squads, NPCs, scripts, factions' targets (all done), fixes, etc...
At last, I'll have to create new upgrade systems for a couple of exoskeletons.
It shouldn't take *that* long depending on how nicely or badly the testing happens
  19:55:04  4 May 2010
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PhoenixHeart
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You completely missed my point. One of those is my fault. I meant when people upgrade the accuracy on guns, they always do it for both the player and the NPC's. The NPC part is the thing I was referring to with more loading.

Also, this part:

"Try this in vanilla, it automatically brings up some laughable and rather unrealistic situation in which you send 50 bullets at the same guy, with him not even replying, just repeating the same injured anim again and again... To me, such things kill everything about realism, and God knows I've had to endure many of these pathetic situations when playing vanilla (still loved the game, though, no doubt on that"

Did you ever upgrade your weapons for accuracy in CS? 3-4 bullets is all it takes to drop an enemy at long range (range is very short in this game due to terrain blocking view)


I do disagree with how stupidly inaccurate the base weapons are in CS. However, when upgraded with accuracy, they become perfect. Any more accurate and it's just too easy. So, to put it in simple terms, if you fix base accuracy, remove the accuracy upgrades or you WILL break the game.

Hoping I got my point across this time.
  23:54:42  5 May 2010
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Firmament
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Message edited by:
Firmament
05/05/2010 23:58:16
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My bad, now I see what you mean. Anyway, What you call super-accuracy isn't really a problem in my mod. At least, in my opinion. That's why I'll await the first reports from players to see whether I change this or not

I'm almost done with editing Agroprom's new logic. The recent play-testing I've just had is very satisfying (made it to the end of story in Dark Valley - including side quests) with no real problems... Except many patrol manager bugs, but I'll fix these ones easily (anyway, my whole factions' respawn system needed some tweaks - already done).
Another annoying issue I have, but perhaps this one will please people who want realism, like PhoenixHeart, nearly 95% of the loads crash the game the first time you use them. It's a problem with having too many respawn points I believe - I had the same issue with saves but found a way to fix it. Fortunately, when you restart the game, and load your file again, then it works fine. Knowing this, I swear you'll actually take care on how to plan your attacks, much like in real life
I'm half-joking, and sure hope to have this fixed on the first release; but if that's truly an engine limitation, then sadly there's nothing much I can do for this.

Btw, I've added more pics on the Warmongers' screenies page, here: http://profile.imageshack.us/user/Francoista4?n=y
As you can see, I've added some weapons I've borrowed to other mods, such as basic monstruosity. Again, due credits will come in time It's sad that very few people actually watch those screenshots... Certain ones are really some of the best I've ever seen for a Stalker game (specially the ones on pages 6-7)
  20:18:50  7 May 2010
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Pseudostomp
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On forum: 04/17/2010
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I like a challenge. This sounds so good, especially the npc's responding and engaging from a distance.

When the player becomes a nearly invulnerable walking tank I lose interest.


---QUOTATION---
...In this mod, for many, many reasons, to attack an experienced squad alone with a better weapon than an AK is often extremely challenging, unless you get really lucky (or the squad acts really stupid, which, hopefully, is quite rare). And to attack some exoskeletons alone with a fully upgraded FN2000 can still have you succeed in that, but it's *far* more challenging (nearly suicidal if the NPCs happen to have good smart covers all around). The mod is overally much harder than vanilla, and a good weapon, whichever one, would only help you on not to appear as completely ridiculous, but nothing more

... In The Warmongers mod, not only do the NPC reply when you fire at them on long distances (doesn't that mean they would *engage* you if you don't attack them in the first place!), but when hit, as they actually enter a state of agressiveness (instead of keeping passive), things happen more naturally, since they can even harm you badly as they aim rather well and may carry snipers (and use them as such, which, as you probably know, is impossible in vanilla).
The ai in my mod is very smart and accurate.
---END QUOTATION---

  11:11:14  13 May 2010
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RSteve503
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On forum: 02/07/2010
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Just want to give an encouragement to ya...

I have recently played the heck out of Pripyat, and find it, like someone said, a step forward and backward.

One thing I noticed was lack of purpose. There is no really compelling need for the hero to succeed.... The whole thing seems inconsequential. Or just didnt make sense....

Now I love freeplay, and dont need an overall mission if there are interesting things going on, but the story is there, and not well done. And dominated by scripted sequences. Some moronic dialog, too....standing outside the ship, holding a gun, and hear the speaker telling you over and over that you cant come on board with a gun, when out the door walk several stalkers, all with guns out....moronic.

I think Clear Sky is the best of the series. More and much bigger areas....(in Pripyat there are cliffs all over that force you on certain paths. and only 3 areas.) And no radioactive water.

The Swamp in CS has no parallel in Pripyat. In Pripyat you can just do a straight line thru any swamp portion, and can always see high ground.

So I look forward to your mod.... THANKS FOR THE WORK!!!
  23:04:13  13 May 2010
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Teh Soul Eater
I didn't do it.
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On forum: 03/21/2010
Messages: 1667

---QUOTATION---
Just want to give an encouragement to ya...

I have recently played the heck out of Pripyat, and find it, like someone said, a step forward and backward.

One thing I noticed was lack of purpose. There is no really compelling need for the hero to succeed.... The whole thing seems inconsequential. Or just didnt make sense....

Now I love freeplay, and dont need an overall mission if there are interesting things going on, but the story is there, and not well done. And dominated by scripted sequences. Some moronic dialog, too....standing outside the ship, holding a gun, and hear the speaker telling you over and over that you cant come on board with a gun, when out the door walk several stalkers, all with guns out....moronic.

I think Clear Sky is the best of the series. More and much bigger areas....(in Pripyat there are cliffs all over that force you on certain paths. and only 3 areas.) And no radioactive water.

The Swamp in CS has no parallel in Pripyat. In Pripyat you can just do a straight line thru any swamp portion, and can always see high ground.

So I look forward to your mod.... THANKS FOR THE WORK!!!
---END QUOTATION---



I agree with most of that. Except the "no radioactive water" There is one, measly, example of radioactive water. The glowing steering wheel mission had radioactivity in the water.
  00:14:12  14 May 2010
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Firmament
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Message edited by:
Firmament
05/14/2010 0:17:25
Messages: 268
Thanks, all.


---QUOTATION---
I think Clear Sky is the best of the series.
---END QUOTATION---



So do I, that's why I'm modding it


I still have some work to do, but things evolve well... I've updated the readme, put in it few things I forgot to mention or recently made (it's sad I can't edit my initial post, though)


Main features:

/GAME - GAMEPLAY/

- Storyline and secondary quests all preserved. Except (maybe) a minority of them I haven't managed to get working like in vanilla game.

- Vastly improved faction wars. Factions are more aggressive and greedy as well. Many new targets added to the faction war, few waypoints improved or fixed. The Monolith, Zombied, the Army and Mercenaries now act as real factions, with objectives and respawn points to hold (the player still cannot join any of them though). Factions can now exterminate other ones, and use their bases as their own.

- The relations system has been improved to fit best with the current Zone (basically, most of the groups of people are no longer rallied or even neutral towards the other ones. One of the only exception to this is that the Duty still doesn't have any sort of problems with the Loners.. Few flaws from the vanilla game have been fixed).

- NPCs now buy almost everything. They may also sell you weapons and outfits (even the upgraded ones!), along with various items (basically, nearly everything the game has, except quest or unique objects). Is hopefully balanced, as this feature has been done in a way that all NPC's inventories actually depend on the character's rank and faction. But, technically, everyone may happen to sell you everything.

- Much more interesting trade system (buy upgraded and rare items. Plus every trader now really act differently to each other...).

- Stalkers are now a little less keen on trying to get you out of their way all the time.

- Working sleeping bag. Don’t forget to sleep or you will get tired and then eventually fall asleep by your own.

- Scar now jumps much better, but won’t carry more than 50kg max.

- You can now sprint while carrying an exoskeleton armor, a PKM or a sniper rifle.

- Better and more realistic headlamp.

- More realistic consumables (food, drink and drugs have been improved and balanced to act more coherently. Overally, they are noticeably less helpful than in GSC's game). Without reporting all the changes that have been made, I must point out that the vodka removes
radiation much better than drugs, this being due to the fact that getting drunk is much more embarassing, when playing, than loosing few health and stamina (in other words, vodka isn't as useless as it is in vanilla game).

- Default health restoration is now much, much slower.

- Better Artefacts respawn system (anomalies may or may not contain an artefact. And whether they do, you have no mean to guess which one until you see it. The artefact may be spawned absolutely everywhere in the anomaly. Hopefully, all this has been balanced carefully).

- The weakest artefacts all have been arranged. They now really have a direct impact on the game rather than just being vaguely helpful whenever the player meets an anomaly.

- Over ten new armors included. A hard work has been done in order to have some of them to feature both an original and a balanced upgrade system.

- A stunning amount of upgraded items (weapons and armors) has been added to the game. You can get them by looting bodies, buying them to traders and NPCs, or, if you are lucky enough, finding them inside stashes.

- Emissions are disabled.

- Added a new extremely rare artefact that can absorb bullets.

- Most doors now stay open (definitely improves certain aspects of the faction war). Will most likely try to manage to find a way to include COP's script in which NPC are able to open closed doors.

- No more treasures (secret stashes revealed after having killed and looted random NPCs. I might work on this again later, but for now, they're disabled).

- NPCs no longer ignore mutants hunting the player, or standing significantly far away from their original spawn point (thanks to Smoq2 for that fix)

- Certain secondary quests or special tasks have been little or deeply arranged, most of them are now a little less repetitive and predictable, and specially are more challenging.

- You can now recruit squads provided that you pay them the right price. Once you have become the commander of one squad, you can give it basic orders such as follow, wait, hold position.


/FIGHT - WEAPONS/

- Each faction is granted many new types of fighters (Bandit exoskeleton, Army commando, Monolith elite soldier, scientist, etc...).

- The weaponry has been revisited and improved (accuracy, damages, upgrades...). Many bugs from the yet 1.5.10 patched game have been fixed. A lot of work has been done to propose truly balanced and interesting weapons.

- 18 new weapons included, plus 4 new types of grenades.

- You can now use your weapon in camps.

- Weapons react more realistically depending on whether the actor is running, standing still or crouching. In Clear Sky, that yet crucial feature needed real improvements.

- Better Ai: Stalkers reload, heal themselves, know which weapon to use according to certain notions such as the distance and strenght of the enemy, loot corpses (includes Smog2's script to prevent scripted squads from acting stupid when performing some special task, and more). Precious other tweaks.

- Each Stalker spawns with a random weapon. According to the faction, the rank, you will still detect some tendancies in certain people’s commonly used weapons, but technically, anyone may carry anything.

- Small and yet existing new possibilities to find more useful and rare items on dead bodies. Dead people will also drop stuff according to their faction (but, for gameplay’s sake, everyone has little chances to drop things he shouldn’t normally carry. I think I’ve worked long enough on this).

- Silencers, while guaranteed to give actual results, now slightly decrease the power of any weapon they're attached to (by power I hear bullet speed, fire distance, and damages).


/MUTANTS/

- All cut out monsters (Burer, Cat...) are back.

- Many new mutants' lairs. The more you hunt them the stronger and more agressive they become.

- On ambient purpose, certain mutants may now happen to eat dead corpses.

- Mutants not only are more numerous, but also have a more agressive behavior towards the player and NPCs.

- Few changes in mutants' abilities and capacities. Most noticeable ones being the Psydog's phantoms now giving light but actual damages, and the Controllers' telepathy aura having an influence over a much wider area than before (the Controller is also clearly faster).


/UI - HUD/

- New transparent inventory menu.

- New arms and HUDs when carrying certain armors.

- No crosshair, no grenade warning, no minimap, no map spots for mutants and enemies in general, and no hit marks.

- No more frames nor detect sound when using binoculars.

- No more loading disk from the HUD.


/VISUALS - SOUNDS/

- Much better textures for food, drink, walls, woods, roads, ground, floors, briks, glasses, weapons, etc...

- New scopes.

- New ingame animations for the Winchester 1300.

- More blood...

- Fully detailed PDA map (most locations now do have a name).

- Weather is more varied, coherent, and visually amazing.

- Many new sounds; the weapons, specially, have been entirely revisited on that purpose. Many of them now have unique sounds for reloading, firing, etc...

- Few unique characters (mostly the ones seen in side quests or special tasks).


Also added a new pic showing a new kind of NPC, Clear Sky dude carrying a SEVA suit. Each faction will have its own SEVA suit, btw (Clear Sky has even two type of SEVA) ^^
As usual, watch it there: http://profile.imageshack.us/user/Francoista4?n=y

Now, I'm going to start a massive play-testing again, hoping to manage to finish the game normally (even though Red Forest, Military Warehouses and Limansk still need to be done).
  00:18:27  14 May 2010
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Teh Soul Eater
I didn't do it.
(Resident)

 

 
On forum: 03/21/2010
Messages: 1667

---QUOTATION---
RSTEVE03 I think Clear Sky is the best of the series.

Firmament So do I, that's why I'm modding it



---END QUOTATION---



I know CS is the best.
  22:52:06  14 May 2010
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Bowcaster
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On forum: 03/02/2010
Messages: 205
no emissions, and no hidden stashes...

  23:04:50  14 May 2010
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Teh Soul Eater
I didn't do it.
(Resident)

 

 
On forum: 03/21/2010
Messages: 1667

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


---END QUOTATION---



If you want me to i'll see about re-adding the stashes.
  05:19:29  15 May 2010
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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
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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
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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
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Firmament
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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
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johnnythewolf
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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
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Bowcaster
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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
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PhoenixHeart
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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
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Firmament
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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
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Bowcaster
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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
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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.
  16:50:12  25 April 2011
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Firmament
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On forum: 06/02/2009
Messages: 268
So, today the mod enters the final phasis of beta-testing before release!

I'll probably add few couple of weapons later on, some that I absolutely want to be in the first release, but this won't take too much time at all.
I'm positive that the current testing will happen very well (as the previous recent ones I've made) and thus allow me to finally grant you the full mod.

Randomness of events, of situation, of item used... Improved faction wars (factions ain't *too* strong and omnipresent either)... Top visuals (except that I haven't modded the sky for now, as I don't have a good enough config for now)... Incredible sounds (over 540 quality sounds for weapons in the mod's folder!)... Very clever ai... Many small surprises...
Be prepared for utter awesomness


I'll post the full changelog list soon, sorry about that...
  19:46:43  25 April 2011
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Lito602
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On forum: 04/27/2010
Messages: 217
Final phasis of beta-test, so released soon? Really lookin forward to this, sounds nice.
  07:31:16  6 May 2011
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iloveSHOC
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On forum: 02/03/2010
 

Message edited by:
iloveSHOC
05/06/2011 7:32:02
Messages: 747
First time ive looked at this cant wait. oh dear lord. Nice work
  08:50:42  6 May 2011
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L0n3r
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On forum: 02/20/2011
 

Message edited by:
L0n3r
05/06/2011 8:59:47
Messages: 50

---QUOTATION---
First time ive looked at this cant wait. oh dear lord. Nice work
---END QUOTATION---

The same, very interestimg!
And nice title too!
  09:04:02  6 May 2011
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Morter
(Novice)
 
On forum: 03/19/2011
Messages: 44
I like the sound of this mod. Very ambitious and very interesting. Just answer this question:

Throughout playing with this mod and enjoying all it has, would you say that the major portion of the ride will be enjoyed going from "Start to finish"? Or can you sort of stagnate at any point, just indulging in the zone, or the factions if you want to, etc etc?
  23:19:01  7 May 2011
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
05/07/2011 23:22:18
Messages: 268
Finished installing my new config today, so now I can actually try to play a full game, from the beginning, to the end. And then add the few last stuff I've spoken of above. When I'm done with that, I think I'll start creating an account on modb to upload a little something...

I had very few crashes in my past playtesting, except that there's one terribly annoying bug which messes 50% of the new games (the emission on the tower simply won't start and then nothing happens - you can't even return to the clear sky base). This one is entirely due to the sleeping bag I'm using. I don't think there's anything I can do for this, aside from removing the sleeping bag... Anyway.



---QUOTATION---
I like the sound of this mod. Very ambitious and very interesting. Just answer this question:

Throughout playing with this mod and enjoying all it has, would you say that the major portion of the ride will be enjoyed going from "Start to finish"? Or can you sort of stagnate at any point, just indulging in the zone, or the factions if you want to, etc etc?
---END QUOTATION---



If I understand well your question, you wonder if we can ignore storyline at certain points, to focus on faction war, or simply the search of very rare or unique items (and there are many of them)? About the faction war, the answer is a definite yes, because to help a faction completing its objectives is *very* challenging and takes long.
The other factions operating in the same area are obviously hard to defeat, but not only that, certain attacks controlled via respawns can really cause them and you to loose some of your positions for a certain period of time. I can tell you that you'll be proud to control both the military outpost and Loners' base with the mercenaries, if you manage to do it... Cause there are these thousands of little details that should prevent you from doing this just with a good armor and a well loaded PKM.
I'm positive that there's even a real tactical aspect in the mod's faction wars ("mercs are trying to hold the Village center, so quick, recruit a squad and block the two bridges in cordon to prevent reinforcements coming from the Loners' base... or just try to hunt that military squad patrolling over here to see whether we can loot some decent items"!); again, the overall difficulty of the mod should force you to think you decisions twice before commiting a terrible error (enemy factions can erase yours as well... And it may be rather hard for a factin to recover some strenght after having endured so many losses).

There's however something that needs to be considered about faction wars: NONE happen in "places" (but not especially "maps"!) that have yet to meet storyline events... Once these last ones are completed, factions are technically allowed to move to there, but never before.


And now, about the time spent and enjoyed searching super rare items, hell yes, the mod also offers a vast potential in that aspect of the gameplay... Of the hundreds and hundreds of available stuff, I've even made some that are so rare or so costly that it's nearly impossible to get them! It shows how far I wanted to avoid the feeling of not evolving anymore, nor having anymore surprises to discover...
Note, about the weapons, but specially the armors, that the real top ones are balanced in a way that you absolutely need to be a true master to be able to keep them your own: the repair costs on these items are so high that if you damage them too much without making enough money in the meantime, you'll see them becoming useless very shortly. Even in terms of "realism", this could be justified this way: everyone knowns that any rookie can have small chances of finding some excellent outfit lying on the ground... To prevent people lacking of knowledge of the Zone from getting armors they didn't deserve, which can lead to some dangerous and confusing situations, technicians have decided to apply repair costs depending on the amor's or weapon's rank, which makes very well estimated ones to be *highly* ressources consuming.
It adds some more pressure to the gameplay, because, even when you are very, very good, you can still face some situations that truly harm your equipment... And eventually require you to use some secondary one while you gather enough money to repair it.
Anyway, you'll see all this by yourself when I'm done with this mod

I don't know if I've answered your question, but, regardless, thank you all for the comments. The reason why I'm not often here is that I need to work to earn my life, obviously, but specially (mind you) because I'm constantly working on The Warmongers mod. I really want to make something for this great game; something BIG
  00:44:36  8 May 2011
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Lito602
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On forum: 04/27/2010
Messages: 217
I think Spartan mod had the same emission thing, well at I had it when playing his mod.

You could ask Spartan how did he fix it.
  02:32:14  8 May 2011
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GeeNo
Caretaker of the infamous Pseudo duck
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On forum: 03/20/2010
Messages: 631

---QUOTATION---
I think Spartan mod had the same emission thing, well at I had it when playing his mod.

You could ask Spartan how did he fix it.
---END QUOTATION---



I don't think he did ever fix it, the fix was to simply avoid sleeping before the emission hit which is what caused the game to break on you I believe. You could probably just not have the sleeping bag spawn on the player at the beginning of the game and have it as a reward for doing the first "tutorial" mission I guess with the money and flash drive you'd normally get.
  03:28:27  8 May 2011
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x_Spartan_x
Whos got the Kokoretsi?
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On forum: 07/07/2009
Messages: 1971
Yes, that was a Sleeping bag glitch, basically you cant use the slep before the 1st tower mission, to be safe.
if i recall, i did fix it. (for the non-beta versions).
also, i have radically changed the sleeping bag system, you can sleep any where, i re-added the mystery mutant danger thing, but, i made it work off the danger level. AND most importantly, the mutant does kill you if you wake up, as in the vanilla mod version of the sleep bag.

depending where you sleep or the danger level, the mutant spawns a bit further away, so you have time to get up from bag and fight etc.

@ Firmament. WD nice.
  13:37:30  8 May 2011
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Diablow
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On forum: 07/08/2009
Messages: 713
I remember when I was taking the highest building in garbage to get some sleep (flea market) (next to bar entrance).Once I waked up a rat spawned and killed me.giant climbing rat
  20:10:08  8 May 2011
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PhoenixHeart
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On forum: 10/22/2008
 

Message edited by:
PhoenixHeart
05/08/2011 20:11:01
Messages: 1165
In regards to Spartan setting the sleeping bag back to insta-kill mode: Honestly I don't think it should instakill you. I figure if the mutant is capable of killing you comign out of sleep (while you're still weaving around with the wake-up animation) it will. And if not, then it wouldn't have killed you. It's a fairly unambiguous system - if the mutant can kill you, it will kill you, and if it can't or wouldn't have, then it won't and you'll probably fight it off, lol.

I don't think the dangerous mutants need any help killing you if they get a headstart and are next to you to begin with. There is no way you'd survive a bloodsucker attack with the weaving vision, starting with it on top of you without some sort of act of god, lol. And the not-so-dangerous ones (a dog, rat, etc) aren't likely to kill you before you can react, so why should get get to instakill you? If they can't do the job themselves, then they don't deserve to kill you.

Ok, back to you, OP! I think I'm done derailing this thread
  21:07:50  8 May 2011
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Firmament
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On forum: 06/02/2009
Messages: 268
About the sleeping bag, for some reasons I don't think it would be a good idea not to spawn it in player's inventory at the beginning... I haven't tested it yet, but I believe the script needs a sleeping bag as soon as possible, or bad things could happen...

I don't know how has Spartan fixed it, but I have noticed that this error is increasing as new items are added to the game... I mean, with about 40 ~ 50 new items (not counting the upgraded ones), the bug never appears (nor the one with the sleeping bag simply vanishing from the inventory when trying to sleep in Clear Sky's base, before the tower mission). Things get more complicated however when you reach 100 ~ 120 items (and over); there, the bug like I said it, happens basically 50% of the time, and maybe even more.
At least, that's what my beta-testing revealed for my mod...

Seriously, if you can pass that problematic emission at the tower mission, then the mod is incredibly bugfree (I'm at the garbage, digger messenger mission, and I had, what, just 3 corrupted saves - which I haven't seen in my recent previous games... Not a single ctd for now, even though I know some *may* happen at certain moments of the game - none that are absolutely impossible to bypass, I'll detail them in the readme).

Now, about Spartan's edit, as far as I'm concerned, I love the sleeping bag in its original form, and I will never make it instant-kill you. Having small chances of surviving attacks when waking up is absolutely essential, for the kind of realistic gameplay I'm looking for.


Damn it, judging by my play-testing, this version really needs to be released. I first wanted to include few more weapons (P90, "Metro" Vintorez, and some other ones), armors and items but I know this'll take some time (I'm also pretty certain I'm not far away from some engine limitation, with that many stuff included)...
Instead, it's likely I rather release all this via future patches, only once I'm certain that the stability isn't harmed in any way... The mod's arsenal is already vast enough.

Regardless, nothing is to be done before I actually finish my current game


PS: one thing is certain, the mod is terribly memory-consuming... You'll really need an excellent config in order to enjoy it in full details
  23:20:18  8 May 2011
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Lito602
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On forum: 04/27/2010
Messages: 217
Just mby remove the "front part" of the story. Just let him start from fishing hamlet. Or just start with 2nd wake-up scene.
  01:26:28  14 May 2011
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x_Spartan_x
Whos got the Kokoretsi?
(Resident)

 

 
On forum: 07/07/2009
Messages: 1971
oh no, dont get me wrong, the sleeping bag mod i used to work with, actaull kills you with a mutant on red etc, or bad sleeping spot.

i actaully removed it for my mod.

what i ment above is, i re-addid it, but with no instant kills, the mutant spawns further, and some other little details. im still in the middle of completing it how i want it, in the end.

as for the spawing the bag at start, yes, there is a weird glitch, when adding more to invetory, and even weirder when changeing original out fit to suit the vids story, as in my tests etc.

hopefully, i can complete the "sleeping" mod part in my mod, and you can grab that etc.( from TLB)

P.S.
  15:48:18  19 May 2011
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
05/19/2011 15:49:45
Messages: 268
All right, Spartan

Ok, so my playtesting was very positive. I however need to improve faction wars a little ( certain ones had real troubles to complete their objectives, due to the difficulty of them - poor bandits, trapped between Freedom and Duty attacks ). I've already created a whole new factions "map", that I'm going to test right now.

Meanwhile, I've added an Uzi to the mod

I'm going to have few vaccation in June, so the release date really gets closer and closer.

Ah, and about the sleeping bag, it would seem that the solution is simply to drop the one you're spawned with in Clear Sky base, at the beginning, and this just after the first dialog with Lebedev. So no story cut or anything; I'll eventually confirm this later on.
  02:43:32  23 May 2011
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
05/23/2011 2:56:00
Messages: 268
Ok, this starts getting really, really interesting

Did another game, all worked so fine that myself I'm impressed. It's almost shocking to see such a huge Stalker mod with only a couple of crashes for dozen hours of playing (well, to be honest, I haven't lead any faction to "victory" (about 30 expansions) for now... I know certain crashes may appear at certain moments; but they're either ones I can't fix because I may lack of some knowledge in certain aspects of the game, or few ones that are due to the fact that the mod features an extremely vast activity for squads. The only thing that bugs me on the stability issue is that Freedom may give some patrol manager crashes when walking to the Garbage. I think I'll leave it as is for the beta release because it's far, far from being unplayable either.

Also, still about the factions, one thing needs to be known: they behave very slowly *at certain moments* if you don't help them a little. I've tweaked all the terrains and expansions to be technically almost certain that they can make it without you... But in few specific locations, while random activity (spawns, patroling enemies clearing out a said position for them, etc...) can luckily help them to capture a place, they'll go much faster if you actually help them.
For example, the Duty has no problem controlling the first half of the garbage (holding the Depot may takes so time, depending on bandits' strenght, but normally, it should go relatively smoothly); the second one (with locations close or leading to the Dark Valley) is far more nightmarish for them (they encounter various resistance when walking to here - mercenaries, stalker, mutants...). After then, having captured the Defensive outpost, they must rush the Encampement on Farm (Dark Valley) from where they can respawn. Still very hard to complete, because at this stage, their closest respawn point is located at the Barricades (Garbage, to the Agroprom entrance)! But when done with this, then they can truly harm the Freedom men in their own homeland, and eventually capture their base.
I've done everything for the faction war to be as challenging, dynamic, but also actually working as possible. I won't have the time to fully test it, so I'll be glad to hear your criticism and comments about it


Oh, and for now, I can't truly complete the game, I had one crash in the hospital that can't be bypassed as it's a matter of missing anims... Looks like some of the new characters don't have anims meant for the scripted scenes in there ("third act" of the hospital, after having destroyed the army helicopter, and just at the second when the clear sky guys tell you to hold on, as they're coming... I'll try to find a solution to this (other than forcing vanilla characters into this place); but if you have any idea, then please tell
  05:44:12  23 May 2011
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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
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Tell me what animations are missing, and the model of the Stalker. I'll five into the SDK and see what I can find.
If your using a new visual mesh, you might want to send it my way. Its probably doesn't have a certain animation file linked into it. Once again, easy enough to do.
  21:47:27  30 May 2011
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
05/30/2011 21:48:18
Messages: 268

---QUOTATION---
Tell me what animations are missing, and the model of the Stalker. I'll five into the SDK and see what I can find.
If your using a new visual mesh, you might want to send it my way. Its probably doesn't have a certain animation file linked into it. Once again, easy enough to do.
---END QUOTATION---



Thanks for trying to help, but I migt actually need more testing to comprehend the issue better. It might not be due to "missing anims", at the purest definition of that term. It might be due to some weird stuff I did, sorry for being unclear. So I'll have to check this again with the little corrections I did just recently, and hopefully, I'll thus fix this myself.
If however, the issue is actually missing anims related, then I'll be glad to hear anyone's help on that


Now, about the mod; gah, like I said it I recently tried to do some minor things to improve the faction wars... Well, it just needs little more work for now. You can't imagine how fragile that game is, when it comes to factions editing... Change one little thing there, you end up with another one (seemingly without any connection) not working anymore as planned... So frustrating!
I'll get it right, but this'll take some more little time than expected
  20:35:17  3 June 2011
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Firmament
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On forum: 06/02/2009
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All right, playtesting has started again just yesterday, after some complicated modding; improving and fixing several things there and here.
It would seem that I got everything right though, as I'm currently in Cordon, all story events are completed, and I haven't had one single crash until now.

Now, I need to see by myself how factions behave in the long run, and try to complete the game once again (I don't known whether I fixed the hospital or not).

I might post some videos some time, too, but nothing is certain; as I prefer spending time on the mod itself (plus, videos, unless when very well made, may tend to mislead people on the actual content and gameplay, so meh)...
  22:06:54  3 June 2011
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GeeNo
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In case you haven't, you might consider doing a "speed run" of the game where you slow down a bit when you get to one of the four joinable factions, that way you can join one and test them out, then beat the game as them to make sure it works, then do it again. Also might consider joining Loners, then say Freedom, then the Bandits to see if anything happens...(Unless you changed game relations or something so that if you join loners and then freedom, bandits are still hostile.)
  17:11:44  15 September 2011
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
09/15/2011 17:22:21
Messages: 268
Hi again everyone; I've been delayed, as always

Anyway, on topic, I've completely stopped playing this game for more than two months (I needed a real break), but just yesterday, started the final (this time, it's real) playtesting. Depending on its stability, the mod will be released once I've completed the main quest.

Clearly though, the stability issue won't be a problem as the *first* crash appeared after the main Duty quest in Agroprom is completed - when all factions, except Monolith, are allowed to expend. Ok, I must admit that I haven't really tried to help prior factions before (like the loners, the mercenaries...), and I know that doing so may result in few patrol manager bugs. However, it is clear that they do their job fine with or without your help, and the way they evolve is really interesting.
At this point, I expect random but quite rare patrol manager bugs, but nothing too disturbing either.

I believe I've fixed the problem with missing anims reported just above, but only an actual playtesting can confirm this or not.

I won't have the time to add the last few stuff I wanted to mod before the first realease, but this is not a problem. The mod is already big enough, and I'll add them later on via patches.


Again, this time the release date is very, very close. Ah, one last thing that can delay the mod a little more: to finally gather all mods, minimods, and authors in a proper credits list
  18:54:12  3 October 2011
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Firmament
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On forum: 06/02/2009
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Recent playtesting has been very, very satisfying. Release date of the first playable version is really close. Meanwhile, you can now watch some videos of the mod, uploaded by me: https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=22982&sec_id=22
  02:32:45  4 October 2011
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Firmament
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Message edited by:
Firmament
10/04/2011 2:40:09
Messages: 268
And here's the final changelist. Things have been edited there and here, and added. It should be exactly the one that'll come with the 1_0 version of the mod.



Main features:

/GAME - GAMEPLAY/

- Excellent stability, specially for a mod of this size. Many bugs from the yet patched version have been fixed.

- Overall re-balance of all items (weapons, artefacts, medikits...). On one hand the mod is harder than the original game, but on the other you may now own a better equipment and access to ranges of very, very good items.

- Completely new and extremely wide respawn system. The Zone is much more alive, random and dangerous than in the original game.

- Storyline and secondary quests all preserved. Except (maybe) a minority of them I haven't managed to get working like in vanilla game.

- Total freeplay enabled after having completed the said storyline.

- Vastly improved faction wars. Factions are more aggressive and greedy as well. Many new targets added to the faction war, few waypoints improved or fixed. The Monolith, Zombied, the Army and Mercenaries now act as real factions, with objectives and respawn points to hold (the player still cannot join any of them though). Factions can now exterminate other ones, and use their bases as their own.

- The relations system has been improved to fit best with the current Zone (basically, most of the groups of people are no longer rallied or even neutral towards the other ones).

- NPCs now buy almost everything. They may also sell you weapons and outfits (even the upgraded ones!), along with various items (basically, nearly everything the game has, except quest or unique objects). Is hopefully balanced, as this feature has been done in a way that all NPC's inventories actually depend on the character's rank and faction. But, technically, everyone may happen to sell you everything.

- Much more interesting trade system (buy upgraded and rare items. Plus every trader now really act differently to each other...).

- Stalkers are now a little less keen on trying to get you out of their way all the time.

- Working sleeping bag.

- Scar now jumps much better, but won’t carry more than 50kg max.

- You can now sprint while carrying an exoskeleton armor, a PKM or a sniper rifle.

- Better and more realistic headlamp.

- More realistic consumables (food, drink and drugs have been improved and balanced to act more coherently. Overally, they are noticeably less helpful than in GSC's game). Without reporting all the changes that have been made, I must point out that the vodka removes radiation much better than drugs, this being due to the fact that getting drunk is much more embarassing, when playing, than loosing few health and strenght (in other words, vodka isn't as useless as it is in vanilla game).

- Default health restoration is now much, much slower.

- Better Artefacts respawn system (anomalies may or may not contain an artefact. And whether they do, you have no mean to guess which one until you see it. The artefact may be spawned absolutely everywhere in the anomaly. Hopefully, all this has been balanced carefully).

- The weakest artefacts all have been arranged. They now really have a direct impact on the game rather than just being vaguely helpful whenever the player meets an anomaly.

- Many new artefacts have been added to the game. Certain ones offers some really unique properties (absorbing bullets, reducing damages caused by wounds, etc...).

- Many, many new armors included. A hard work has been done in order to have most of them to feature both an original and a balanced upgrade system.

- A stunning amount of upgraded items (weapons and armors) has been added to the game. You can get them by looting bodies, buying them to traders and NPCs, or, if you are lucky enough, finding them inside stashes.

- Instead of killing you, emissions now stunt you for a couple of seconds and leave you more or less irradied, depending on the suit you're carrying.

- No more treasures (secret stashes revealed after having killed and looted random NPCs. I found it to be stereotyped and cheaty in the long run. I might work on this later on, but for now, they're disabled).

- NPCs no longer ignore mutants hunting the player, or standing significantly far away from their original spawn point (thanks to Smoq2 for that fix)

- Certain secondary quests or special tasks have been a little or deeply arranged; most of them are now less repetitive and predictable, and specially are more challenging.

- You can now recruit squads provided that you pay them the right price. Once you have become the commander of one squad, you can give it basic orders such as follow, wait, hold position.

- You may now offer a NPC to exchange his weapons with yours, if you don't want to or can't buy it. Beware though, Stalkers aren't foolish!

- Repair costs are now very high. A too lucky rookie having found a superb armor that keeps far above its actual rank will have to "work" a lot in order to even repair it.


/FIGHT - WEAPONS/

- Each faction is granted many new types of fighters (Bandit exoskeleton, Army commando, Monolith elite soldier, scientist, etc...).

- The weaponry has been revisited and improved (accuracy, damages, upgrades...). Many bugs from the yet 1.5.10 patched game have been fixed. A lot of work has been done to propose truly balanced and interesting weapons.

- Tons of new fully fixed and usable weapons included.

- You can now use your weapon in camps.

- Weapons react more realistically depending on whether the actor is running, standing still or crouching. In Clear Sky, that yet crucial feature needed real improvements.

- Far superior Ai: Stalkers reload, use grenade launchers (and the RPG), heal themselves, know which weapon to use according to certain notions such as the distance and strenght of the enemy, loot corpses (includes Smog2's script to prevent scripted squads from acting stupid when performing some special tasks), know how to attach silencers, scopes and grenade launchers to weapons, and do melee attacks when needed. Precious other tweaks.

- Each Stalker spawns with a random weapon. According to the faction, the rank, you will still detect some tendancies in certain people’s commonly used weapons, but technically, anyone may carry anything.

- Small and yet existing new possibilities to find more useful and rare items on dead bodies. Dead people will also drop stuff according to their faction (but, for gameplay’s sake, everyone has little chances to drop things he shouldn’t normally carry. I think I’ve worked long enough on this).

- Silencers, while guaranteed to give actual results, now slightly decrease the power of any weapon they're attached to (by power I hear bullet speed, fire distance, and damages).


/MUTANTS/

- All cut out monsters (Burer, Cat...) are back.

- Many new mutants' lairs. The more you hunt them the stronger and more agressive they become.

- On ambient purpose, certain mutants may now happen to eat dead corpses.

- Mutants not only are more numerous, but also have a more agressive behavior towards the player and NPCs.

- Few changes in mutants' abilities and capacities. Most noticeable ones being the Psydog's phantoms now giving light but actual damages, and the Controllers' telepathy aura having an influence over a much wider area than before (the Controller is also clearly faster).

- Mutants are now extremely harmful. Only top armors can provide decent protection against their claws or various attacks.


/UI - HUD/

- New transparent inventory menu.

- New textures for arms when carrying certain armors.

- No crosshair, no grenade warning, no minimap, no map spots for mutants and enemies in general, and no hit marks.

- No more frames nor detect sound when using binoculars.

- No more loading disk from the HUD.

- Certain armors feature a totally unique nightvision.


/VISUALS - SOUNDS/

- Much better textures for food, drink, walls, woods, roads, ground, floors, briks, glasses, weapons, etc...

- New icons.

- New scopes.

- New loading screens.

- More blood...

- Fully detailed PDA map (most locations now do have a name).

- Weather is more varied, coherent, and visually amazing.

- Hundreds and hundreds of new sounds; the weapons, specially, have been entirely revisited on that purpose. Nearly all of them now have unique sounds for reloading, firing, etc...

- Few unique characters (mostly the ones seen in side quests or special tasks).

- Stalkers in camps may now play harmonica. Many new quality guitar songs have been added.

- New and truly scary faces for zombied Stalkers.


And more...
  10:35:07  14 October 2011
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kyfohatl
(Novice)
 
On forum: 10/07/2011
 

Message edited by:
kyfohatl
10/14/2011 10:39:35
Messages: 36
I can't wait for this mod; it's just what I've been looking for.


---QUOTATION---
- Repair costs are now very high. A too lucky rookie having found a superb armor that keeps far above its actual rank will have to "work" a lot in order to even repair it.
---END QUOTATION---


Yes! Economical difficulty. IMO clear sky is not economically challenging. Money is not a factor in any of your decisions because you have too much of it.


---QUOTATION---
- Far superior Ai
---END QUOTATION---


The new AI sounds great. Promises to add to the challenge of the game. I hated the fact that some enemies in vanilla clear sky would try to kill me with a shotgun from a mile away, rather than switching to their pistol.


---QUOTATION---
- Vastly improved faction wars.
---END QUOTATION---


I remember I used to join the bandits in the vanilla game, and after securing garbage, they were VERY RELUCTANT to attack other sectors (such as cordon or aprogrom). Basically, I was the only one capturing territory outside of garbage. And frankly, that seemed to be the same across all factions. Factions in general were not willing to expand out of their home sector for some reason. It sounds like you have managed to address that.


---QUOTATION---
- Many new mutants' lairs. The more you hunt them the stronger and more agressive they become.
- Mutants not only are more numerous, but also have a more agressive behavior towards the player and NPCs.
---END QUOTATION---


The original CS should have had this. Vanilla CS doesn't have enough mutants. It removes much of the horror/fear from the game and made the world seem far too hospitable; especially if you didn't join any factions (when most NPCs would be neutral to you). That's why I joined the bandits most of the time, because there weren't enough hostiles IMO (and even then I'd be neutral to freedom... why?).


---QUOTATION---
- No more treasures (secret stashes revealed after having killed and looted random NPCs. I found it to be stereotyped and cheaty in the long run. I might work on this later on, but for now, they're disabled).
---END QUOTATION---


I actually like this feature. In vanilla CS, every second dude I looted gave me the location to a stash, and I got to a stage where the whole map was filled with stashes, but I wouldn't even bother getting them because I already had lots of money/ammo/etc.

Once again, AMAZING mod Firmament. Keep up the brilliant work
  20:57:43  17 October 2011
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Firmament
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On forum: 06/02/2009
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Thanks for the comments

I'm still improving every bit of the mod; but you'll get it soon...
  01:02:50  24 October 2011
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ntex
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On forum: 01/28/2008
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---QUOTATION---
Thanks for the comments

I'm still improving every bit of the mod; but you'll get it soon...
---END QUOTATION---



When it will come out?
  01:44:04  24 October 2011
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Firmament
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On forum: 06/02/2009
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Still those little things to fix there and here; you'll thank me for polishing the mod this far
Nothing really serious (the mod could be released in its current state); and I'm slowly starting to find the best place where to upload it. Would you have any advice, by the way? Which one has the best download speed/upload limit/community support in your opinion? Filefront, Modb, another one...?
  01:50:25  24 October 2011
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ntex
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On forum: 01/28/2008
 

Message edited by:
ntex
10/24/2011 1:52:39
Messages: 327

---QUOTATION---
Still those little things to fix there and here; you'll thank me for polishing the mod this far
Nothing really serious (the mod could be released in its current state); and I'm slowly starting to find the best place where to upload it. Would you have any advice, by the way? Which one has the best download speed/upload limit/community support in your opinion? Filefront, Modb, another one...?
---END QUOTATION---



The 3 most popular share sites:

www.megaupload.com
www.filefront.com
www.moddb.com

Ill waiting for it seriously
  02:18:02  24 October 2011
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ntex
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On forum: 01/28/2008
 

Message edited by:
ntex
10/24/2011 2:34:19
Messages: 327

---QUOTATION---
The 3 most popular share sites:

www.megaupload.com
www.filefront.com
www.moddb.com

Ill waiting for it seriously
---END QUOTATION---



Or maybe www.mediafire.com
  03:18:08  24 October 2011
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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: 6342
I wouldn't go for filefront - they're still having issues with their sites, something they don't seem to be in a hurry to fix any time soon.
Their sites have probably been updated and designed so much their probably unmaintainable by now. Be quicker for them to bin the current design, and start from scratch.
  05:57:21  24 October 2011
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Firmament
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On forum: 06/02/2009
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Yes, Filefront still seems to uncertain... But the mod's filesize is huge (2GB uncompressed - probably around 800 - 900 in a rar archive), and I would not like to divide it in too many parts... Mediafire and Megaupload all propose 200mb for free users. I guess nothing is free and it would be hard to find any place to upload bigger files without paying anyone.


Anyway, meanwhile you can now take a look at the icon equipment, here: http://i54.tinypic.com/mkao79.png
It's not 100% final, but ALL items and weapons are included into the mod and fully working without major (mostly even minor) bugs. You will notice that many of the cool stuff you can see here is... quite hard to find
  06:03:35  24 October 2011
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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
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With such a large mod, its probably best to upload it in parts somewhere. That way, if a download becomes interrupted, we just have to redownload that part, and not the whole lot.
I've wasted 1 1/2GB on a download, simply because a) it was all in one archive, b) the server dropped out on me, so I had to redownload it all, since my download manager couldn't resume the download.
4-5 part rar archive about 200-250MB is a good way to go.
  13:28:37  24 October 2011
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ntex
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On forum: 01/28/2008
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Yes the best way for uploading to anywhere is to split the main file to around 200MB parts.
  17:45:00  25 October 2011
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
10/25/2011 17:46:03
Messages: 268

---QUOTATION---
When it will come out?
---END QUOTATION---



This time, I can finally give you all a concrete answer: The Warmongers mod will be released on November of this year.
  18:15:09  25 October 2011
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ntex
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On forum: 01/28/2008
Messages: 327

---QUOTATION---
This time, I can finally give you all a concrete answer: The Warmongers mod will be released on November of this year.
---END QUOTATION---



Oh I have come to believe you will release it maybe within hours or 2-3 days
  18:34:23  26 October 2011
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
10/26/2011 18:35:46
Messages: 268
The last thing I'm doing right now is adding few more eyecandy, textures being the easiest thing to edit and test ingame. Until now, I for example haven't edited the skies at all; even though I for some reason absolutely love GSC's, sometimes better than yet good quality ones made by talented artists.

Just today I'm done with all ground, road, weapons (etc...) textures and I can guarantee you that this mod is hell of a visual pearl. In full details, it's far from being ridiculous even compared to some of the top visual games around (Crysis, Witcher 2, Rage... Lol, not that one). But beyond its purely technical characteristics, it's the inimitable charm of the Zone that I wanted to preserve at all costs. This place has to look accidented and desolated, yet with the nature slowly taking back what is her.


So, now, I just need some more time (but not too much either) to do some work with the sky; to see if I can make anything that would reinforce the already good ambient of the mod.

Regardless, again The Warmongers is technically finished and could be uploaded anytime. It is now a matter of days
  19:03:16  26 October 2011
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ntex
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On forum: 01/28/2008
Messages: 327

---QUOTATION---
The last thing I'm doing right now is adding few more eyecandy, textures being the easiest thing to edit and test ingame. Until now, I for example haven't edited the skies at all; even though I for some reason absolutely love GSC's, sometimes better than yet good quality ones made by talented artists.

Just today I'm done with all ground, road, weapons (etc...) textures and I can guarantee you that this mod is hell of a visual pearl. In full details, it's far from being ridiculous even compared to some of the top visual games around (Crysis, Witcher 2, Rage... Lol, not that one). But beyond its purely technical characteristics, it's the inimitable charm of the Zone that I wanted to preserve at all costs. This place has to look accidented and desolated, yet with the nature slowly taking back what is her.


So, now, I just need some more time (but not too much either) to do some work with the sky; to see if I can make anything that would reinforce the already good ambient of the mod.

Regardless, again The Warmongers is technically finished and could be uploaded anytime. It is now a matter of days
---END QUOTATION---



Thats really great. I think this one is the best mod for CS at this moment, so i really waiting for it Keep up the good work
  00:47:58  4 November 2011
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Firmament
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On forum: 06/02/2009
Messages: 268
I'm done with the skies, and textures, and everything. So now, I can finally start to think about uploading the mod somewhere.
I still have to finish my readme, though, and try to complete the credits list as best as I can.

Oh, and here's the final icon equipment, this time actually showing all the items you can get in this mod: http://www.imagup.com/data/1135025674.html ( not many changes from the other to this one I must admit )

Stay more than tunned, Stalkers!
  02:08:30  4 November 2011
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ntex
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On forum: 01/28/2008
Messages: 327

---QUOTATION---
I'm done with the skies, and textures, and everything. So now, I can finally start to think about uploading the mod somewhere.
I still have to finish my readme, though, and try to complete the credits list as best as I can.

Oh, and here's the final icon equipment, this time actually showing all the items you can get in this mod: http://www.imagup.com/data/1135025674.html ( not many changes from the other to this one I must admit )

Stay more than tunned, Stalkers!
---END QUOTATION---



Awesome, just let me get it
  02:35:03  4 November 2011
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PhoenixHeart
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On forum: 10/22/2008
Messages: 1165
Aww, no sniper sig 550? thats like my favorite gun ever, lol
  20:43:36  8 November 2011
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ntex
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On forum: 01/28/2008
Messages: 327

---QUOTATION---
I'm done with the skies, and textures, and everything. So now, I can finally start to think about uploading the mod somewhere.
I still have to finish my readme, though, and try to complete the credits list as best as I can.

Oh, and here's the final icon equipment, this time actually showing all the items you can get in this mod: http://www.imagup.com/data/1135025674.html ( not many changes from the other to this one I must admit )

Stay more than tunned, Stalkers!
---END QUOTATION---



So when u will share your mod?
  03:44:55  9 November 2011
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kyfohatl
(Novice)
 
On forum: 10/07/2011
Messages: 36

---QUOTATION---
I'm done with the skies, and textures, and everything. So now, I can finally start to think about uploading the mod somewhere.
I still have to finish my readme, though, and try to complete the credits list as best as I can.
---END QUOTATION---



F**K YEAH! I JUST FINISHED MY LAST EXAM This is almost perfect timing man! I can't wait to play your mod during my summer holidays.
  23:21:11  9 November 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
Damn it, I knew I was near some engine limitation... It would appear that the two last items I added, as well as new characters included, make the mod far more unstable than usual. It' a problem with overall memory used/loaded, I guess, and it somewhat messes up the faction war No new crashes, but way more crashes than before. Still nothing absolutely horrible either. I'm also trying to go further in the faction wars and I have tons of hours of playing, so maybe that's also why I meet more CTDs. Anyway, you'll get the mod very, very soon, nothing has changed on that. Probably this week-end, but I would like to finish the game before uploading the mod.
  23:37:17  9 November 2011
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ntex
Senior Resident
 

 
On forum: 01/28/2008
Messages: 327

---QUOTATION---
Damn it, I knew I was near some engine limitation... It would appear that the two last items I added, as well as new characters included, make the mod far more unstable than usual. It' a problem with overall memory used/loaded, I guess, and it somewhat messes up the faction war No new crashes, but way more crashes than before. Still nothing absolutely horrible either. I'm also trying to go further in the faction wars and I have tons of hours of playing, so maybe that's also why I meet more CTDs. Anyway, you'll get the mod very, very soon, nothing has changed on that. Probably this week-end, but I would like to finish the game before uploading the mod.
---END QUOTATION---



For SHoC have a modded XR_3DA.exe file for handling 2GB+ memory addressing, because defaultly it can handle 2GB only. Maybe Clear Sky have the same limitation, and maybe have a method to editing it for the same result.

And maybe this can solve the Out of Memory CTD's if have. But i dont know who can do this
  00:43:51  10 November 2011
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Vikingstalker
The Zones Blacksmith
(Resident)

 

 
On forum: 11/26/2009
Messages: 4575

---QUOTATION---

For SHoC have a modded XR_3DA.exe file for handling 2GB+ memory addressing, because defaultly it can handle 2GB only. Maybe Clear Sky have the same limitation, and maybe have a method to editing it for the same result.

---END QUOTATION---



Interestingly this modded XR_3DA.exe causes BSODs with Win7 x64.
At least on my machine.
  21:08:33  10 November 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
11/10/2011 21:12:17
Messages: 268
Okay, the game has become much more stable recently. Maybe I was unlucky, though I'm still almost certain that the last modifications harmed the mod somewhat. The faction war isn't as messed up as I feared it was, so it's all good.
Strangely, the "out of memory" problems (I had two crashes like that, in fact) always appeared when I saved just when an emission was over: the saving process worked fine, but the save itself was corrupted. Weird.

Anyway. I could be starting to upload some of those massive the rars this very night, so you can have the whole thing on next week-end

PS: I didn't know about that modded XR_3DA.exe. I'll try to see if such a thing actually exists for CS, thanks for the info (even though I'm generally against such "risky" files, and find it better to make mods fit with the game rather making them available only for people with no compatibility issues).
  12:13:28  11 November 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1991

---QUOTATION---
Anyway. I could be starting to upload some of those massive the rars this very night, so you can have the whole thing on next week-end
---END QUOTATION---




Hello

Wow ,so great!!!

Thank you soo much !!

I'm awfully excited to see this!!

Thank's again!

http://i.imgur.com/Fjwpr.gif
  12:31:52  11 November 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
All 3 XR engines have large address awareness enabled, although SoC seemed to have a bit of trouble with its one, and didn't work properly, probably since it was developed with XP in mind, which could only do 2GB.
Also, all of the games are 32 bit applications, so they will only ever be able to use ~3GB of RAM at any given time.
  12:05:25  12 November 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
Release planned for this evening
  15:01:03  12 November 2011
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ntex
Senior Resident
 

 
On forum: 01/28/2008
Messages: 327

---QUOTATION---
Release planned for this evening
---END QUOTATION---



great!
  15:43:46  12 November 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
11/12/2011 15:46:28
Messages: 1991
Yes!!

http://i.imgur.com/L44hB.gif
http://i.imgur.com/bC1nH.gif

Really thank's!

Dont'forget StalkerFrance !
Because sometimes it's difficult and more longer to write in english!

http://www.stalkerfrance.com/forum/viewtopic.php?f=24&t=4316&hilit=warmongers

Thank's

  10:58:06  13 November 2011
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smoq2
Forklift operator
(Resident)

 

 
On forum: 09/08/2008
Messages: 2433
Call this spam but...

Good luck mate!
  16:28:45  13 November 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
11/13/2011 16:31:50
Messages: 268

---QUOTATION---
Good luck mate!
---END QUOTATION---



Thank you!


The mod is now available, go in the downloads section to get it
And please, read carefully the whole readme. There are certain things to know before playing!

As for discussions and general help and comments on the mod, please let's not post them in there anymore. I'm going to start a whole new thread for that.
  17:17:52  13 November 2011
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PhoenixHeart
Senior Resident
 

 
On forum: 10/22/2008
Messages: 1165
You can ask Don Reba to lock this thread for you if you want. easiest way is to e-mail him. That's what we do with our old TFW threads so they don't get ressurected with out of date info, lol.
  18:03:20  13 November 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1991
Go go go!
Youpi!

Thank you soo much,Sir!

  18:20:19  13 November 2011
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Lito602
Senior Resident
 

 
On forum: 04/27/2010
 

Message edited by:
Lito602
11/13/2011 19:09:44
Messages: 217
So the things you suggest to do, like capture the outpost; agroprom to yantar, those are all unfixable bugs as I presume?
 
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