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Posts by D3ads

  • S.T.A.L.K.E.R: Call Of Pripyat

    • D3ads
    • May 12, 2009 at 11:43 PM

    Some detailed info about the new sequel off of the GSC forums:

    Quote

    Call of Pripyat: exclusive preview from Gameplay magazine (5.2009)The plot is starting few days after SoC final events - Gunslinger is turning the psy-antennas off, but too, being out of it for few days. In the meantime, all the stalker realized the possibilities and perspectives of the pass opening, rush there. Of course, the way was too narrow for all the people, so factional conflicts raise again and the whole place became a battlefield.

    Unexpectedly, the military forces become more active too. News about the psy-emission source liquidation reach military headquarters, and so, the development of "Fairway" operation started. The whole point of it is search for the safe way deep into the Zone for sending heavy-armed troops there and establish full control over the place. But something goes terribly wrong, and all the helicopters sent for reconnaissance vanish.

    As said in the old wisdom, probably the one scout can make it where the big group failed. So the HQ send one operative to the place to inquire about facts of the case, while being undercover as a stalker. But, well - why "undercover"? He's actually a stalker, just having an eye on Ministry of Defense pays, so - on the military side. His name is Alexander Degtyarev, and he will be the protagonist.

    Our main task will be to find and investigate what happened to those five helicopters. You'll find some info while searching for each of them, and of course in result we'll reveal the inconceivable Mystery. But, of course, the developers won't say anything about it before the release

    Alex arrived at the place a bit late - stalkers already settled there, opened the small Bar in the old rusty ship, used some houses around, revealed the nearest anomalies etc.

    Only two small groups of Duty and Freedom reached the Backwater, so they concluded a temporal truce and organized a base in the old suiting building. It is divided in two parts - for each faction. Everyone agreed that this will be neutral territory where no one will shoot.

    Of course, bandits appeared there too, searching for easy money. One of them, Sultan, smart bastard, started a mess trying to gain control all over the place. But he's not going to kill anyone in sight, so it's possible to work for him.

    So, we have 3 factions available for interaction, working etc. It won't be possible to join one of them (because it'll ruin the possibility of visiting lots of places and bring way too much shooting against the aggressive faction stalkers into the game. But you can change the force balance, do various tasks, help faction you sympathize to dominate.

    Of course, there won't be any infinite wars for control points! Everything is a lot more interesting. For example: the scientist camp lose mercenary guarding. You can give them an advice like "I know some guys from Freedom, they'll help you, no problem". For faction it'll be the new earning source, and you - will receive respect from faction members, good equipment etc. you need.

    Duty members usually prefer the heavy armor assault rifles and machineguns, Freedom - to sniper weapons and light, but protected against the Zone dangers equipment, suiting for those who like to explore the Zone. Developers didn't revealed anything about bandits propensity, but we think it'll be shotguns. And, of course, all the dark side adepts will choose that faction

    Weapon assortment will grow a bit. By the way, developers decided to give more attention on smooth-bore weapons, so, for example, you can find and use automatic barreled-magazine shotgun (model prototype is DOA-12). Whole weapon balance will be reworked for higher damage and a lot longer distances.

    For players not to suffer while choosing between sniper rifle and machinegun, devs made both two weapon slots universal - for now you can put anything you want into them. Of course, if you want to be armed while using the detector, you'll need one-handed weapon like pistol, but their role on the late stages of the game will probably decrease - everyone will prefer more powerful weapon

    Suits will be divided into torso part and helmet part, both with separate stats. There will be 4 quick-use slots for items like bandages, medkits, antirads etc. Also, the new medical item class will appear - boosters. These are the preparations allowing the user to temporary raise some organism functions - for example, some of them will allow to sprint longer, some will speed up the blood coagulability, and so on.

    Blowout can happed anytime, so you'd better keep in mind the ways to closest hideouts. You'll have about a minute to hide, and, which is most interesting, the hideout can be already taken by aggressive stalkers. Of, for example, you could the the members of Duty and Freedom in gunfight for the hideout. It's possible to help one of the sides, or just wait and collect the loot later.

    Stalkers will act with the correct day/night behavior cycle - at night they're mostly sleeping, in the morning they wake up, prepare the equipment and leave the camp to search for artifacts - individually or as groups. As evening comes, they'll start to return to the camp with loot (or without it). Developers are going to rework the behavior and trade system, so you won't see the 5000 rubles and vodka in the backpacks of stalkers - they'll carry what they actually bought or collected. It allows some interesting schemes for dark side adepts - for example, you can wait for stalker to collect the artifacts and kill him returning to the camp to get your hands over the loot

    Monsters will raise their activity at night. By the way, yes - there will be burer and chimera. Those models were already been in SoC recourses, but wasn't used in game due to various reasons. Developers said that they wanted unique enemies, so another dog-like close combat mutant is not needed. So, in sequel, they gave burer and chimera unique abilities and behavior. Chimera will use swift and deadly leaps from the dark while staying unnoticed and stealthed, try to avoid player to see it before the attack. Burer will widely use his telekinetic abilities - for example, for disarming characters. Or at least to make concrete block fall on your head

    The stats balance for other monsters will be reworked. For example, bloodsucker will be a bit weaker, but more dangerous, his invisibility won't make him immortal, he will act slightly different.

    The attention to details in Call of Pripyat is really surprising. For example, after the blowout anomalies will change their position and the artifacts will appear in completely different places, making almost impossible to memorize the safe route and run without detector like in Shadow of Chernobyl. By the way, it'll be possible to sleep! You won't be able to sleep under the bush within the bag, but on every base you'll find the suiting places to sleep at night. Much better than waiting for the morning in SoC while having time for a tea. Ten cups of tea. Or even more.

    But, well, maybe you won't want to sleep at night. There are a lot tactical possibilities and, also - many quests are available only at night

    There will be about 70 new unique quests. Small corridor-like locations are in past - prepare to explore three giantic territories:

    - Darkwater - marshy territory, heavy affected with anomalies and densely built with various agricultural structures.

    - "Jupiter" - industrial territory around and in the huge abandoned factory (by the way, the "Jupiter exists in the real Desolation Zone | translator note).

    - Pripyat - 100% precise recreation of east Pripyat part, with central post office, school and other famous places. By the way, the city will be properly placed on the global map - north-west from NPP, not south, as in the previous games. The most important is that this level won't be corridor-like as Limansk in CS or Pripyat in SoC - no, it'll be huge territory with lots of various quests and non-linear exploring possibilities.

    To say straight, Call of Pripyat looks like the wise and massive work on mistakes done in previous games. There won't be helicopter bosses, infinite faction wars and other elements that are theoretically interesting, but doesn't fit to S.T.A.L.K.E.R at all. Well-turned features like new detection system or weapon upgrading will be there too, but in overall look the Call of Pripyat is closer to the original S.T.A.L.K.E.R concept with dangerous, desolated and silent Zone where stalkers are rare and gloomy loners, where's no place for huge groups and tons of gunfights. We really hope that the developers will follow this line, because this time they've chosen really proper vector.

    We're looking forward for the meeting with the dark and cloudy world of eternal autumn where it's not possible to live, but... where you still want to return. Again and again.

    to see some magazine scans... follow the links below

    http://radikal.ru/F/s43.radikal.ru/i100 ... e.jpg.html

    http://radikal.ru/F/i041.radikal.ru/090 ... 4.jpg.html

    http://radikal.ru/F/s59.radikal.ru/i164 ... a.jpg.html

    Display More
  • Duke Nukem Developer 3D Realms Shuts Down (??)

    • D3ads
    • May 12, 2009 at 11:25 PM

    http://ve3d.ign.com/articles/features/4 ... -The-Years

  • Call of Duty: Modern Warfare 2 Teaser

    • D3ads
    • May 12, 2009 at 10:43 PM
    Quote from CompoSITe

    There is Call of Pripyat for that, lol.

    True dat.

    Project sounds good, look forward to seeing the new footage

  • Call of Duty: Modern Warfare 2 Teaser

    • D3ads
    • May 11, 2009 at 10:41 PM
    Quote

    ":3tmk84ll]I want another Chernobyl level, with sniping and sneaking... damn, I loved that level.

    Yeah, but actually make it look like Pripyat this time without photosources from Western Europe

  • Duke Nukem Developer 3D Realms Shuts Down (??)

    • D3ads
    • May 11, 2009 at 1:29 AM

    Oh and I Can't believe the 2001 trailer is actually just scripted events made for the media showcase, I loved that trailer, made me want the game so bad, now that memory is shattered

  • totally random texture thread

    • D3ads
    • May 11, 2009 at 12:30 AM

    Yay, cgtextures

    They look pretty good, not great but decent for a first try, try combining many different surfaces and experimenting with layer types and opacity. Cloning is fine as well so long as you're careful to make it less obvious that bits are copied over

  • WIP in WIP, post your level screenshots!

    • D3ads
    • May 11, 2009 at 12:16 AM

    Nice work, I recognise that pink tag from graffiti.org, I used that myself once in the past, sharp eye me

  • What have you purchased recently?

    • D3ads
    • May 11, 2009 at 12:03 AM

    Quake 4 is a great game but as a sequel to Quake 2 it sucks balls

  • Duke Nukem Developer 3D Realms Shuts Down (??)

    • D3ads
    • May 10, 2009 at 11:52 PM

    Can't seriously believe this has happened really... but then again, if DNF was actually released, I think it would be a sign of the end of the world That gameplay footage is seriously underwhelming, the pigs jumping over the building reminded me of the Imps in Doom 3 :roll: The full body awareness has been done before too but it looks pretty cool in DNF. Who knows what's going on now...

  • Now Playing/completed thread 2009

    • D3ads
    • May 10, 2009 at 11:46 PM

    Well I just finished Stalker, one of the endings anyway (join the project). The game wasn't as big as I thought it would be, it seemed like Cordon was the biggest level of the game with the others being pretty small in comparion (or maybe that's me). Never encountered any bugs in the game except for when npcs spawned inside fire barrels and died - why does that happen? Wolf died on a friggin garbage can damnit!

    Game got really boring once I got to Pripyat, nothing to look for and the building interiors had no detail compared to earlier levels, guess they must have rushed this area when they had to rebuild it, a pity. The NPP was annoying as well,

    Quote

    a huge great facility populated with narrow corridors.. wtf? There were about 90 monolith soldiers in there too with little or no room to manoeuvre, really frustrating and nearly made me give the game up.

    . Another thing that pissed me off was assigning tasks like "protect the factory from the bandits" when I enter a new area without me agreeing to it, ok so it just means a task failed status if I didn't bother doing it, but still...

    What was with those

    Quote

    mutant ghosts when running upto the Brain Scorcher

    ? Freaked me out quite a bit :S

    Not sure if I'm going to bother with Clear Sky, might just watch a HD walkthrough and wait for COP next.

  • S.T.A.L.K.E.R: Call Of Pripyat

    • D3ads
    • May 2, 2009 at 8:07 PM

    Surprised no one's posted this yet...

    Funnily enough whilst visiting the official site coinciding with my playthrough of the first game, it appears that GSC are working on another S.T.A.L.K.E.R titled "Call Of Pripyat":

    Quote

    GSC Game World is glad to announce a new project in the S.T.A.L.K.E.R. series – S.T.A.L.K.E.R.: Call of Pripyat (working title) for PC.S.T.A.L.K.E.R.: Call of Pripyat will become a third stand-alone game in the highly-acclaimed Survival FPS S.T.A.L.K.E.R. series. The project is slanted for release in autumn 2009.

    The events of S.T.A.L.K.E.R.: Call of Pripyat unfold shortly after the end of S.T.A.L.K.E.R.: Shadow of Chernobyl. Having discovered about the open path to the Zone center, the government decides to hold a large-scale military "Fairway" operation aimed to take the CNPP under control.

    According to the operation's plan, the first military group is to conduct an air scouting of the territory to map out the detailed layouts of anomalous fields location. Thereafter, making use of the maps, the main military forces are to be dispatched.

    Despite thorough preparations, the operation fails. Most of the avant-garde helicopters crash. In order to collect information on reasons behind the operation failure, Ukraine's Security Service send their agent into the Zone center. From now on everything depends on the player.

    Key game features:

    * Photorealistic exclusion Zone – Pripyat town, Yanov railway station, Jupiter factory, Kopachi village and more, recreated by their true-to-life prototypes.

    * New story, a number of unique characters.

    * Extended system of side quests.

    * New monsters: Chimera and Burer. New behaviour and abilities for all monsters.

    * New A-Life system, created using the players' best-liked elements of the first two games in series.

    * Emissions considerably influence the world of the Zone.

    * Sleep function added into the game.

    * New player’s interface.

    * Possibility to continue the game after completion in a freeplay mode.

    * The game is developed on X-Ray engine v.1.6

    Display More

    http://cs.stalker-game.com/en/?page=news&item=123

    Hopefully it wont have as many bugs as Clear Sky had The "Possibility to continue the game after completion in a freeplay mode." sounds like an excellent idea, finally when the game's finished, it wont actually be over

  • Now Playing/completed thread 2009

    • D3ads
    • May 2, 2009 at 7:10 PM
    Quote from Cybbe

    Yeah, I haven't got to Garbage yet but I know of the bar. I appreciate the help but I think I'll continue to use the mod since I can't be arsed going back and forth between locations all the time especially when there's miles between points and no working vehicles, I had enough of a headache travelling between places in SH4...

    Btw there's supposed to be a hidden stash directly under the roof of a farmhouse just by the side of the collapsed bridge in Cordon but I can't find it at all, the online guides don't seem to offer much help on that subject.

    You need to traverse the roof on the outside to get further in or something. It's fairly easy to find. Also, there's an artifact somewhat down as well. If you throw in a bolt and grab it, you can make it in, then throw a bolt and make it back out without losing too much health. I dunno if this is the right way, but I'm a collector and I want EVERYTHING and I'll sure as hell find a way

    Thanks for the advice on the artifact, I saw that before and wondered how to get it, didn't realise there was a low crouch button, doh.

    Still can't find the stash in the farmhouse (factory actually I think), I found a jacket on a platform below the roof but the icon is still there indicating I haven't found the stash, there's a higher roof but I can't jump upto it as it's too steep. Mind you, there are icons in the village by the trader showing stashes in the house basements that I found at the beginning of the game... perhaps a bug?

  • happy bday dux

    • D3ads
    • April 30, 2009 at 9:34 PM

    Happy birthday sheep humper

  • Now Playing/completed thread 2009

    • D3ads
    • April 30, 2009 at 9:31 PM
    Quote

    Get out of here stalker..

    Yeah, I haven't got to Garbage yet but I know of the bar. I appreciate the help but I think I'll continue to use the mod since I can't be arsed going back and forth between locations all the time especially when there's miles between points and no working vehicles, I had enough of a headache travelling between places in SH4...

    Btw there's supposed to be a hidden stash directly under the roof of a farmhouse just by the side of the collapsed bridge in Cordon but I can't find it at all, the online guides don't seem to offer much help on that subject.

  • Now Playing/completed thread 2009

    • D3ads
    • April 30, 2009 at 12:17 AM

    Pffft, the weight limit is rediculous. Realistic? Yes. Annoying as buggery fuck? Hell yes.

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/stalker_nostupidlowweightlimit.jpg]

    Fuck yeah

  • Now Playing/completed thread 2009

    • D3ads
    • April 29, 2009 at 8:56 PM

    Oh yeah and is there a working mod that removes the weight limit, if I have to see "You are too heavily loaded to continue" one more time, I'm going to scream I found a couple but they don't seem to work...

  • Now Playing/completed thread 2009

    • D3ads
    • April 29, 2009 at 8:34 PM

    I decided to take out the military blockade in Cordon in S.T.A.L.K.E.R. and with that I found some goodies, including a bulletproof case with documents in it, which for some reason can't be dropped. Does anyone know what I do with it?

  • Happy bday buddy

    • D3ads
    • April 27, 2009 at 11:31 PM

    Hippy burfday

  • Limbo of the lost

    • D3ads
    • April 27, 2009 at 11:30 PM

    I'm guessing the games companies decided they were just sad and it wasn't worth sueing them.

  • Mafia 2 website/screens

    • D3ads
    • April 25, 2009 at 8:19 PM

    Looking pretty good, glad they got rid of the excessive bloom. I think the pavements are missing fine details though, they look a little too clean and could benefit from some trash on the ground/road. I'm hoping the cutscenes are going to be as good as the original, since the cinematics were one of the best aspects of the first game, excellent dialogue, voice acting and animation and direction, still haven't played a game with cutscenes as good as Mafia's.

    I think the six million dollar question here is do we get chased by the police again if we run through a red light, that was so damn annoying!

    [edit]Oh and the footage has to be from the Xbox360, due to all the stuff popping up and the fact that Gametrailers usually lick's Microsofts butt I'm betting the PC footage will be a lot prettier.

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