Refer to my moddb page from now on

I will only be using this site to host files from this point forward. If you have comments, questions, etc. then go to my moddb page. It is also going to be the primary place where I am hosting the mod and all changes.

If you don’t have the link already it’s http://www.moddb.com/mods/swartz-mod

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Small update released

I released this before on the SA forums but not everyone ventures over there so here it is: http://web.igniferous.net/Swartz/downloads/swartz_update.rar

Features:

*Enabled new “Amik mod” particle effects for bullet hit effects (except metal), blood effects, and some minor effects added to electa, acid, and thermal anamolies.

*New knife model courtesy of Kapplan994

*New bullet whine sounds

*Footstep sounds from “Misery” mod

*Several inventory sounds from “Misery” mod

*Generic AK reload sound replaced with a better one

*Generic draw & holster, as well as grenade pin-pull sounds replaced

*Optional file: No more radioactive water in Zaton (should make radiation more balanced for all areas).

*Optional (but reccomended): “NMC Textures”. Selected textures that blend well with the rest of the textures and makes everything look a lot better in my opinion.


I reccomend backing up any replaced files in-case you don’t like the new sounds, effects, etc.

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Although I said before there would be no v1.3 I may end up releasing a new version this summer. I apologize for not keeping this site more updated, but just so people know I can also be found on moddb.com now at http://www.moddb.com/mods/swartz-mod

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Hub ub dub in tub

I’m making a new mod. It has no purpose. It’s removing the main storyline. You’ll kill lots of shit. It will be fun.

Recruiting doods to help. Photoshop, LUA, sound design, etc. leave a comment and your wallet.

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There won’t be a 1.3

I have many real-life reasons for this, as well as the reason that I’ve been working on Swartz mod for close to a year and as of 1.2 I’m satisfied with it. I’d like to move on to new projects/mods.

This does not mean I’m discontinuing support for 1.2, it just means no more new features. I hope people will understand.

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Hotfix released

http://web.igniferous.net/Swartz/downloads/Hotfix1.rar

*Fixed the VSK-94 sights (they’re still slightly off, but better than before).

*Fixed a crash when approaching Strelok’s stash.

*Fixed ‘Mincer Meat’ artifact emitting radiation.

*Added two ‘clean-up’ scripts.

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Too early for new features?

I’ve been experimenting with some new scripts with some neat results.

My question is, in the first hotfix/patch is it too soon to introduce new features since you’ve mostly already started your games or is it ok?

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1.2 released

http://web.igniferous.net/Swartz/downloads/Swartzmod_v1dot2.rar

*Overhauled radiation system. There are no on-screen indicators, instead you’ll notice the effects of radiation based on visual cues such as screen wobble, blurred vision, etc.
Radiation does not do any immediate harm, it’s an invisible and long term threat that is everywhere. To help with this, pack lots of vodka, grab antirads when you can afford them, and carefully read the hints during load screens.

*New AI by Alundaio. AI is far more intelligent and responsive. Pointing a gun in someone’s face may get you shot. Shooting at NPC’s will result in them chasing you down to kill you. AI runs from big threats. NPC’s use scopes, can hit you with the butt of their rifles, heal themselves, and can engage in long-range firefights for the first time ever.

*Atmosfear 3. Now incorporates numerous new features, like customizable weather in-game, chemical/radioactive fallout, psi-storms, moon cycles that cast shadows, meteor showers at night, and generally amazing looking weather. Fully customizable so mess around with the weather settings to create whatever atmosphere you’re looking for!

*31 new weapons

*Incorporated Shoker mod and other models from AMK forums which re-animate and correctly mirror the majority of the vanilla weapons.

*Incorporated a tweaked version of Massive Simulation Overhaul by trojaunch. This breathes even more life into the Zone as various groups hunt for artifacts, secure abandoned bases, hunt for mutants, engage in faction wars, and many other things.

*My own version of ‘Variation mod’, which is less taxing but also more lore friendly and more varied. Some new meshes are used as well as new textures.

*Artifacts completely rebalanced in a way that is similar to SHOC.

*The third toolkit will be available earlier

*Bandits will turn hostile to you after completing the first two “Help the stalkers” missions.

*Tons of new post processing effects for psy-effects, injuries, need for sleep, etc.

*New loot spawns

*Random weapon loadout system for all AI that dynamically randomizes weapons for all factions and ranks.

*Ammunition now plays a bigger role in how you will play the game. Enemies will drop very little loot, and in terms of ammo they mostly drop surplus ammo due to it’s wide availability. Although it’s cheap and readily available, it’s less accurate and will degrade your weapon much faster than usual. Buy regular ammunition from traders to keep your weapon in good working condition.

*Cut parts off of mutants and sell them to traders for money

*Better looking terrain, highly inspired by Complete and Cromm Cruacs detailed environments, and further melded together for a new look. Grass draw-distance should now be far less noticeable.

*Subtitles & Russian audio mod incorporated. Subtitles can be configured or even turned off in the Sound menu.

*Very mild new recoil effect added to all automatic weapons.

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1.2 will be released on Sunday

I’m very disappointed in the way testing has turned out. I started with seven, I now trust a total of one (that I’ve been in touch with). I’ve never encountered anything like this in all the years I’ve spent modding.

Be that as it may, I’m going to play through the fucking thing myself and then just release it and hope there’s not too many bugs. It’ll certainly be finished by Friday and I have decided to release it Sunday and then just release patches if needed.

Time for another drink.

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Going through testing

I have 7 people testing a beta of 1.2.

I’ve only heard back from two people so hopefully no news is good news.

Since the beta I’ve begun finalizing the variation mod, as well as fixed the issues with stash locations sometimes not spawning (except for one mystery I have yet to solve).

1.2 is on it’s way soon as long as no major bugs are found.

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Update

Making very good progress on 1.2.

I’ve decided not to add as many weapons as previously stated as I’d like to release this sometime this century.

Right now I’m brushing up on new stash locations. Although I was given tons of locations by volunteers, I’ve decided to limit it to 10 per map (and a few in Jupiter Underground). The reason for this is I want to hurry the release up and I’m making the stashes all weapons.

Earlier today I said it might be a month off, but since I’m cutting back and saving some features for 1.3 I’d say it’s more like two weeks tops.

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