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Call of Chernobyl mod (Official Thread)

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  05:22:21  4 June 2015
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
 

Message edited by:
Alundaio
06/04/2015 13:20:57
Messages: 2225
Call of Chernobyl mod (Official Thread)

Moddb: http://www.moddb.com/mods/call-of-chernobyl
Website: http://forum.epicstalker.com/
Release Date: TBD

* Re-worked maps from all three games:
--- This means not only are we using all the maps from the old stalker games but with some fixes or additions, like Clear Sky base in Swamps being accessible by foot or CS Dark Valley bandit base being opened back up.

* AI overhaul:
--- New schemes such as stalkers radio-in Helicopters (if on same level), light camp fires, engage in helicopter combat, improved friendly fire avoidance, new scheme that can dynamically read positional waypoints from .ltx for lazy people who can't edit all.spawn and enhanced existing schemes found in vanilla and Rulix AI.
--- New companion system
--- Minigunner jobs. Stalkers who have a minigunner job will fire a MG at their targets. Sadly we did not add animation for this, they just stand next to it.
--- Expanded A-life and smart terrain property system
--- A-Life can transition levels
--- New Helicopter A-life system. Helicopters can be spawned in smart respawn logic, have communities and take jobs at smarts. The smart they take jobs from becomes a restricted area for their community. For example if Military chopper is at an army base, anything that comes within perimeter of that area is 'kill-on-sight'

* Environment:
--- Fully modified and integrated Atmosfear 3 by Cromm Crauc.
--- Tree sway, grass detail density and actor shadow added back in to engine

* Gameplay:
--- Working Brain Scorcher with phantoms, Yantar Brainlab and Wish Granter
--- Dozens of repeatable dynamic tasks that are based on A-life. No repeated task will be exactly the same.
--- These news tasks include, Hostage Rescue missions, Hunt Mutant missions, Bounty Hunter missions, Destroy all Faction at a location, Fetch Item tasks, Escort Bandits to kill/loot stalkers and Escort Scientists to Anomalies or to investigate mutant corpses.
--- Enhanced Helicopter combat against the player and NPCs.
--- Cut mutants cat, izlom and rat.
--- New mutant variants that spawn phantoms of themselves (Not added to any respawner by default).
--- CoP features like sleep zones, mechanics, traders, surge covers and anomalies added to all the old maps
--- Dynamic stash system. Stashes are procedurally created on a new game start.
--- Faction selection and name creation at New Game Start.

* Bugfixes:
--- No longer crashes when dragging consumables larger then 1x1 to quickslots (Engine)
--- No more 'error in stalker with visual' crashes (Engine)
--- No more 'non-inventory object has parent!?' crashes (Engine)
--- No more crashes related to stalker active weapon being nil after spamming "H_PARENT", etc. crap to log. (Engine)
--- No more 'invalid vertex for object' crashes on game load when objects miraculously spawn outside the AI Map when used_ai_locations is true (Scripts)
--- No more 'C Stack Overflow' specifically caused by motivation planner inside state_mgr end evaluator (Scripts)

* Misc:
--- Features over 396 active smart terrains with hundreds of alife squads (Yes, no lie!)
--- FOV and HUD_FOV can be changed in developer console (Engine)
--- Dozens of stalker and mutant variations by Darkenneko himself!
--- Optimized gulag job system. The system in place that gives stalkers their jobs and logic has been re-written and optimize to remove some serious performance issues (deep recursion, thousands of string.concat, etc.) with the vanilla one.
--- Luajit-2 (Engine)
--- Functional Abakan with two-shot burst at high RPM and a cycledown to normal RPM (Engine)
--- New launcher.exe that passes it's own command line to bin\xrEngine.exe
--- In-game Debugging UI and toolkit, if -dbg passed to command line, that features an equipment icon viewer and attachment viewer with the ability to save coordinates and reload system ini without ever needing to exit application to see changes.
--- Robust logging if -dbg passed to command line
--- All unused textures were removed from data. All three games had a lot of unused textures loaded in for no reason. Every texture in use by the game was found by scanning all the .object, .ogf, level and SDK data, logs and config then compiled to ensure that CoC only has textures actively used. This cut about 2GB from textures.

And much, much more.
  08:35:07  4 June 2015
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Khimicheskiy Ali
Senior Resident
 

 
On forum: 01/10/2015
 

Message edited by:
Khimicheskiy Ali
06/04/2015 8:53:13
Messages: 306
Haven't played any complete overhaul mods yet, but this is one of the few that I've been really looking forward to. That feature list looks amazing.
  12:13:19  4 June 2015
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Kazeite
(Novice)
 
On forum: 01/29/2015
Messages: 26
"You know what Stalker needs? More helicopters"
  12:47:06  4 June 2015
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2818
Alundaio, are you using the same engine as OpenXray (working branch)?
  13:42:53  4 June 2015
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
 

Message edited by:
Alundaio
06/04/2015 13:43:47
Messages: 2225
My own fork of OpenXray, https://github.com/revolucas/xray-16 which is based on Avoitishin's working branch prior to his "Restructure and Cleanup" commit (Because it will not compile since he changed all the paths).
  16:19:03  4 June 2015
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
 

Message edited by:
notanumber
06/04/2015 19:06:27
Messages: 2818

---QUOTATION---
My own fork of OpenXray, https://github.com/revolucas/xray-16 which is based on Avoitishin's working branch prior to his "Restructure and Cleanup" commit (Because it will not compile since he changed all the paths).
---END QUOTATION---


Is it by any chance save-compatible with the engine in master branch?

EDIT: It isn't. I'll give it a try the next new game.
  18:52:56  4 June 2015
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Mac34
Senior Resident
 

 
On forum: 03/10/2013
 

Message edited by:
Mac34
06/06/2015 17:35:48
Messages: 292
This sounds simply amazing. Can't wait to try out this mod!

I notice this mod doesn't contain any weapon animations, shaders, particle or texture mod addons. I hope there will be all-in-one merges for CoC (for those of us STALKER players that don't have the know-how, myself included). After having played David's mod mergers for CoP, I'm a bit spoiled now...
  18:50:38  5 June 2015
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
 

Message edited by:
Alundaio
06/05/2015 18:51:07
Messages: 2225
CoC will come with an optional weapon addon. I won't say what yet, except that it's not gunslinger.
  20:44:47  5 June 2015
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2818

---QUOTATION---
CoC will come with an optional weapon addon. I won't say what yet, except that it's not gunslinger.
---END QUOTATION---


Great that you're making it an addon
Many mods have way too many useless weapons.
  00:17:27  6 June 2015
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
Messages: 2225
I agree. This mod will not be useless, though. It will only change vanilla weapons with new meshes, animations, sounds and textures.
 
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