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Stalker modder for 5 years. Gameplay lead for Misery v2.

Comment History  (0 - 30 of 679)
trojanuch
trojanuch - - 679 comments @ MISERY

STALKER 2 on UE4 :D Yeah :)

Good karma+5 votes
trojanuch
trojanuch - - 679 comments @ TidesLoader

Any chance you guys add a simple mod which allows for a character walk toggle (or at least a console command allowing to enforce walking animations)? Some ppl including me find it immersion-breaking seeing characters run everywhere and I don't think there is a chance that it'll be patched in any time soon. For Pillars of Eternity this feature has been added via the IE mod. Anyways - thanks for great work already and great thanks in advance for making above happen.

Good karma+1 vote
trojanuch
trojanuch - - 679 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Ha - grats guys on the reward :)

Remember how I told you like 2 years ago or so to stop f*ckin around with the cancelation, get your ***** togheter and release the damn thing :D Now I'm the one to thank haha

But seriously - awesome stuff here!

Have a great New Year and let it be even better for Stalker scene than the previous one!

Good karma+1 vote
trojanuch
trojanuch - - 679 comments @ Brutal Doom

Guys sorry for extremely stupid question but how do I play the old Doom and Doom 2 maps with Brutal Doom?

Good karma+1 vote
trojanuch
trojanuch - - 679 comments @ MP5 Blue Tiger

Wow - nice to see you back Twist :) And great stuff as always.

Good karma+1 vote
trojanuch
trojanuch - - 679 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

I think it might actually be an engine change. In m_stalker.ltx there's an info regarding the formula used to calculate vision - I don't know if it's CoP vanilla formula or the new one - created especially for CoC.

Aside from actual calculation though - info says that value has to get equal or above the visibility_treshold (this part actually has not changed) - however, even if I've lowered the visibility_treshold to sth 5.0 (40x lower than our setting and 4x lower than CoC default setting) the improvement in NPC reaction is slight or negligible.

Same goes for other params - I've pushed time_quant, transparency and luminocity tresholds to extreme values and still no proper effect - detection is delayed, NPCs fire short bursts like if the detection got broken and had to be reestablished after each shot (normally they queue bursts ahead and even fire last of them after you hide, producing sort of 'pin fire' effect).

There's definately something funny going on here and it doesn't seem to be scripts.

Hope we'll get the reply from authors soon.

Good karma+1 vote
trojanuch
trojanuch - - 679 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Guys, what's wrong with the NPC detection times?

No matter what vision setting I apply to them (especially default CoC ones) I cannot force them to start shooting at me properly fast. It's always like 2-3 secs of visibility before they open fire.

Sometimes they are unable to see me at all - like when I am standing in the window or only stick out partially out of cover. This get's especially prominent in low light conditions.

Generaly it seems like it takes them much longer / harder to reach the regular visibility_treshold - on vision settings on which in regular CoP they react almost instaneusly, here they are like sitting ducks. Also they almost never shoot while moving (but that might be connected with this delayed shooting altogheter).

Was there anything in the scripts which has changed the rate at which they are able to react? If so, where can it be edited to less forgiving values?

Good karma+6 votes
trojanuch
trojanuch - - 679 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

The 'hud off' debug command does not work - the texts of screen remain. That's a bit of pain as it's impossible to have only the spawn menu available and no texts for convenient testing.

Good karma+1 vote
trojanuch
trojanuch - - 679 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

I think it might be a different problem: they 1st detect 'enemy_sound' and set it as their best_danger. Until the timer for that ends they will not visually detect. So it's like best_danger takes priority before the visual detection. Is it possible that it's the problem?
tbh I have also noticed that sometimes they do not start shooting as they should (and it cannot be due to vision setting or fire_queues - I know the time in which fire should start by heart).

Good karma+1 vote
trojanuch
trojanuch - - 679 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Gratz on the release guys! And thanks for this fantastic resource you have provided us all with :)

Good karma+5 votes
trojanuch
trojanuch - - 679 comments @ Heere's Johnny!

No chopping down trees unfortunately. Zone's flora is way too contaminated for that ;)

But otherwise axe is fully integrated with the new micro-management systems. Nothing beats mutant looting using it, especially with the proper sound sample that we have for this activity :)

Good karma+6 votes
trojanuch
trojanuch - - 679 comments @ A tour of Trucks Cemetery

Wow - that's just pure awesomness there alun :) I already feel like in the old days.

Now - not that I wan't to cross the requests overload treshold or anything but here's another one that has been bugging me greatly :) :

In short: would it be possible to have stackable booster effects?

In long: the way it is now the actor can have only a single 'stats midifier' per each statistic on him at every particular time. For ex. if you have an effect on you that boosts stamina regen by 5% for 30 minutes and you use another booster that boosts stamina regen by 1% for 2 minutes - then the 1st effect gets completely overriden by the 2nd one and the boost ends after 2 minutes (timer of the 2nd booster).

What would be extremely cool would be if game stored info about each booster effect (or even more broadly each actor stat modifier) separetly including both: the stat modification and it's timer.

Above limitation is the only thing that prevents us from having a true RPG-like perks / consumables system comparable to what some more insightfull Fallout 3 mods provide.

And I mean not only a properly robust drugs system (including additictions which in such case would only be some extremely pronlonged modifiers of actor stats) but also stuff like 'perks / traints / levels' - which in fact would simply be indefinite booster-like effects triggered by item usage, dialogs, xr_statistic etc. etc.

I know it might be way more complicated that above multi-use tweak but then again - if we have it, we have a shot a beating 'true' RPGs in what we can do with our dear actor.

Tempring? - definately :) Possible? - I'm leaving it to you to judge :)

Good karma+3 votes
trojanuch
trojanuch - - 679 comments @ A tour of Trucks Cemetery

Yeah - great stuff with expanded functionality.

But still - it would friggin fantastic if the item usability could be expanded by multiple, definable 'use' functions. So that when you press the RMB on item in the inventory, you get a custom list with what you can do with it.

Like 'use1' >>> do... or 'use2' >>> do...

The possibilities of such solution in-place would be tremendous.

Possible?

Good karma+2 votes
trojanuch
trojanuch - - 679 comments @ A tour of Trucks Cemetery

The level looks awesome :) Great job on this one guys.

Good karma+12 votes
trojanuch
trojanuch - - 679 comments @ MISERY axe

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trojanuch
trojanuch - - 679 comments @ MISERY micromanagement

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trojanuch
trojanuch - - 679 comments @ MISERY tent

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trojanuch
trojanuch - - 679 comments @ MISERY micromanagement

This comment has been posted in a private group.

trojanuch
trojanuch - - 679 comments @ S.T.A.L.K.E.R. - Oblivion Lost 3.1

I'm the first.

Glad to see some of the scene veterans back in business.

Gratz on the release guys.

Every true fan Stalker has to check the absolute classic that Oblivion Lost definately is. May the AMK spirit live forever!

Good karma+3 votes
trojanuch
trojanuch - - 679 comments @ MISERY

New forum thread for people playing the mod on LINUX:
Moddb.com
Enjoy! :)

Good karma+4 votes
trojanuch
trojanuch - - 679 comments @ MISERY

Posted:
Moddb.com

Good karma+1 vote
trojanuch
trojanuch - - 679 comments @ Stalker: Open World Online - THE Update

Will you guys release the full map for single-player too? So that it can be run locally and enjoyed only with a-life and / or in LAN?

Also it would be cool to be able to mod your project.

Good karma+3 votes
trojanuch
trojanuch - - 679 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Just dont ****** tell me that this is not going to be released. Alun - c'mon man - please, please dont **** this up. After so many years of involvement both you and community deserves having this thing out.

Good karma+9 votes
trojanuch
trojanuch - - 679 comments @ DS 2.0 CTP in SWO 3.1

Wow thanks for bringing up my old work :) Almost brings a tear to my eye.

Also - huge gratz for this great achievement your mod is!

Good karma+2 votes
trojanuch
trojanuch - - 679 comments @ MISERY

It's just trivia - something that you can read during long night at the camp-fire. There are many more such documents / reporst scattered around the Zone.

You might even find a Monolith litany if you search enough of their cold corpses :)

Good karma+1 vote
trojanuch
trojanuch - - 679 comments @ S.T.A.L.K.E.R.: Wormwood

Wow - just saw the news.

Gratz Beac for this announcement - it's an awesome way in which Stalker mooding is advancing :)

Wish you the best of luck with the project mate.

Good karma+6 votes
trojanuch
trojanuch - - 679 comments @ FAQ for MDT

Hehe thanks for asking :)

It's all sweet and great. We even started to eat mashed carrot two days ago as the very first meal after milk :)

Good karma+3 votes
trojanuch
trojanuch - - 679 comments @ MISERY

Can you please post a link to this Misery section of wiki?

Good karma+1 vote
trojanuch
trojanuch - - 679 comments @ MISERY

OK. Great thx again!

Good karma+1 vote
trojanuch
trojanuch - - 679 comments @ MISERY

Hmmm, can you please post a link to the thread? I can't seem to find it.

Good karma+1 vote