S.T.A.L.K.E.R. Call of Chernobyl - это фриплейный мод состоящий из локаций всех трех частей S.T.A.L.K.E.R. Основными изменениями являются: - переработанные локации за авторством Bangalore и Borovos - переделанный AI за авторством Alundaio - полностью измененная погода - переработана система работы gulag - измененный A-Life - полностью заселенные уровни
jein, ну это уже вопрос к разработчика на самом деле Возможно Borovos сможет ответить на этот вопрос. Лично я могу закрыть глаза на некоторые косяки в плане анимаций или звуков, если мод хороший. Если говорить про CoC, то вполне вероятно что у них нету аниматора, чтобы поправить анимацию у излома, да и не думаю, что сейчас это у них в приоритете стоит.
You're right SamOzero. We doesn't have animator or sound engineer in our team. We are using mainly GSC resources. They are as they are, not more. This is the same thing for textures, sounds, animations and shaders. I didn't count them, but more than 95% of textures comes from GSC.
Sometimes, we are using community resources but we doesn't want to create another modpack. As we doesn't want to do something like gunporn.
People need to understand that we make the choice of stability (for me, OGSE is the example of stability). So, it take time and maybe some features or part of gameplay will not be perfect for player.
As we plan to share everything as a sandbox, people can do it later. Apply textures from Misery if they want, or take particle from Sky Anomaly...
Our priority is a mod without a mountain of bugs. So, a inappropriate sound is nothing for us. It's a choice.
As example, i did a mistake when I resized mutants models. I forgot a smooth step. So, beta tester are playing with very bad model for Bloodsucker. Their eyes are not burning I will correct it, one day, when I will have the time to do it. It's not the core of the mod, not a priority.
Bangalore and Alundaio did a fucking work to create this alife, to fix all bugs in scripts, in waypoint, to add smart terrain with a good respawn... Now, we can release the mod like this but they continue to work on it.
- Будет ли русская локализация? - Будет ли адаптация известных оружейных модов? (например Шокер или пак Газика) - Насколько существенно переработаны локации- растительность, террайн, новые объекты и т.д ?
1 - For now, the mod is only in English. As we are a lot of French guys, maybe it will be in French too. But no russian. If Russians want to translate it, why not. It will be easy to do (script for dynamic news, faction description and choose menu, Atmosfear menu, few dialog for quests).
2- We doesn't want too much weapons, we are using Original Weapon Renewal by R_Populik, not more.
I have a good base of work for a "Dead_Mil" level made from scratch (i didn't use the gsc object but created something based on global map). I have few problems with ivy generator script for 3DS and invalid faces. But geometry is 80-90% done in 3DS. This is few screens http://imgur.com/a/p2fp3 or a global view http://i.imgur.com/l3qT56u.jpg
I'm working on a merge between all Stancia levels (Stancia 1 and 2 from SoC, Stancia from CS and part of object from build). So, it can replace 2 levels. I did a draft this weekend, screenss are in my previous post.
I started to increase Limansk city, and i'm working to another level that use build resources.
As we planed to release the mod as soon as possible, maybe we will do a patch with new levels if i have the time to do all of this.
So, no real big changes in vanilla levels and no new 3D object.
This is a lot of small modifications. - [url=http://imgur.com/LEmr5ok,PNuJPiK,VeRKcRg,0WgnmPa,tTWAvYG]open the bandit base in CS Darkvalley (as in SoC) and add living places[/url] - I cut fences and fake object to connect Clear Sky's base with the rest of Marsh - [url=http://imgur.com/mQFKhNQ,YCJrtG6]delete few fences in CS Agroprom to extend the playable area, or open doors to restore the access on the roof[/url] - I have a lot of work to do to improve Darkscape, [url=http://imgur.com/h6SUYx0,YBzPZqY]this is a current view of LE scene[/url] - I opened few roads to my graveyard with different levels Et cetera
And I'm here to correct errors in vanilla scenes, add a no sun object, delete a unnecessary fake object as example, correct error in aimap...
Except the new graveyard, geometry didn't change a lot. I have a work, a life, i need another life to do all that i want, and learn how use quickly 3DS Max. And as Bangalore wanted to release the mod quickly, we didn't take the time for a global change.
Очень интересный и нужный мод. Особенно мне нравится его простота, ведь благодаря этому у других людей появляется возможность создавать на его основе собственные модификации и что особенно важно - сюжеты. За работой Alundaio наблюдаю с AI Tweaks, понравились многие моменты с нпс в MISERY 2.0 и впечатлён CoP Reborn, ещё бы багов поменьше было , но было видно что проекту не хватает размаха. Сейчас самое то что надо, даже с горкой в виде самодельной локации. Удачи и багов поменьше.
Да, вопрос: Для SGM 2.2 существует адаптация Absolute Nature для нескольких локаций кроме оригинальных - на Кордон, Тёмную долину, Болота и Армейские склады. Можно ли её будет установить? Я видел на Moddb скриншот с Затона, на нём был установлен Absolute Nature 3.
Сообщение отредактировал ВрагНарода - Вторник, 02.12.2014, 14:18
Some of beta tester are playing with Absolute texture pack, it's a good choice.
In past, i asked Bangalore about use the "Absolute Nature 3 SDK Level Pack" by Cromm Cruac. We didn't choose to take it.
Ofc, it will be easy to replace current vegetation by new model. Replace all of them in each scenes, check the aimap around trees and bushes... correct few positions. But as Cromm's vegetation is high polygon models, it can kill the game for people with old computer. And it need to compile again each level and it's very time consuming.
So, this is it.
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но было видно что проекту не хватает размаха. Сейчас самое то что надо
This is a mod design choice. At the beginning, we doesn't plan to make CoC as a freeplay mod. We plan to release a map pack with alife for others developers.
Now, if we choose to change it, to add more quests, more features, to edit more levels, it delay the release and i'm not sure that we have the courage to continue during years.
Bangalore is a old member of stalker community, he work on stalker since several years. Alundaio worked on CoP Reborn, on Misery too. Previously, I was working alone to make something similar with Kostyan map pack on SoC (my first job on stalker was to translate a russian mod in french, so i make progress since this time).
We can not work during years. For us, modding is a passion, it's a pleasure. I don't want to see it like a wound or a obligation in future.
I hope that people will use CoC to create new mods, with new storyline, more changes... CoC could be a very good base of work.
As example, i don't know how create quest now. I plan to learn, i have my own idea for a new story mod, and i want to use CoC for it.
First, we need to release CoC. We will see other things later.
Borovos, Thanks you for information on the project, a lot I did not know . Yesterday played in Redux 1.02 + ZRP 1.05 - hard gameplay like many russian speaking fans and some complain about the lack of single anomalies in the CoP. I hope these will be at a majority of locations. The opportunity to play for different groups useful, too so I have no doubt that the mod will turn out very good. Questions: In current assembly using latest version OWR? And will replacement in event of a new version?
Сообщение отредактировал ВрагНарода - Среда, 03.12.2014, 17:01
Redux+ZRP, it's a very nice choice. I like it with Autumn Aurora v1 textures, and Dynamic Shaders by Meltac (one single .script file to merge). Particle Paradise is good too, but it kill my computer.
Felinix, As i was not sure that my reply is appropriate, this is few words from Bangalore:
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We can'T make CoC to the level of CS faction wars (which i didn't like, it's too much, a forced war), because CS engine is designed and specializted for that. Instead of this, with simple ltx editing, we can "call" multiple factions to the same smart terrains, and make them fight over it. Currently i'm happy with CoC's alife, i can see many random encounters, sometimes little wars, but sometimes it's quiet. I like this balance. I spiced up a little Army Warehouse and Pripyat's alife for next patch, and as Alundaio suggested, i will make in Dead City a "war" smart terrain in the building behind the Lenin statue. It will be a grave for dozens of bad guys. :D
Borovos, well, i think that's for the best. Also, what would you like to see in modder's community, when you will release your mod? Any crazy merging projects, or something else? I'd like to know your expectations about this.