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Comment History
TwistX
TwistX - - 23 comments @ TheMrDemonized

+rep i remember your initial works on amomawy discord. based modder. much love.

Good karma+2 votes
TwistX
TwistX - - 23 comments @ Dialog Dynamic UI (UPDATE 3)

incredible how a seemingly benign feature resolves such an immersion factor... impressed. sorry to pester with questionaires, is this designed for anomalies fork or could it be adapted into any 64-bit branch? cheers for this.

Good karma+1 vote
TwistX
TwistX - - 23 comments @ [1.0005-1.0006] Jacob_MP's Explosive Bolts Mod (SoC)

paired this with bullet_manager tweaks, bolt frag 1000+ projectiles that bounce around creating lots of lag :)

best mod 2023

Good karma+2 votes
TwistX
TwistX - - 23 comments @ Oblivion Lost Remake

i do enjoy but the game is full of 1 hit kills on master, quicksave bound to mouse-1, made it to medpribor and quit, retry on novice-- same 1 hit crap, atleast mutants and bullets were easier... the trap after collecting mil-docs for toad is just bad. atleast make the props breakable or make the larger ones static...

the rooms full of fuzzy blood rapist plants is beyond bad. cool assets though. i enjoyed replacing all the crap build engine sounds to make the playtime bearable, the satiety affecting stamina is crap, give more food, make it cheaper-- or even in stock... let me eat mutant ****, only a few rats...

the game is full of tiny zones of 1000% radiation, this is beyond a joke, the starting village is beyond a joke, every single anomaly is a 1 hit kill, the AI is largely broken in combat, mutants interactions seem fleshed out until you realize the pack of dogs is just cycling between two squads of invulnerable zombies.

the blood sucker village was creepy and awesome until upon combat i found i could just walk around the side of their attacks, the most fearsome enemy is a push-over.

pseudogiant was fun medpribor watever. spent around 420 bullets of 5.45 to break both its legs, reloaded the game and stabbed it once in the eye. wow. bad.

so... i love it but its still ******, how can so many blatant gameplay issues stand tall in the earliest parts of the game? my personal bugfix count +100 and im not even onto rosktok or dark valley yet.

and people say lost alpha is bad, not a dig at you personally but holy ****, SHoC is a masterpiece compared to these retarded fanfic old-build crack fever dream ****.

--mic drop queue next 1000 broken *** sdalger mods--

Good karma+1 vote
TwistX
TwistX - - 23 comments @ S.T.A.L.K.E.R. - Oblivion Lost 3.1

i ran outside and died to the burny boi and immediately quit the game and changed the time of day to 9am and suddenly i didnt die instantly.

+rep idk mod made me skip my meds

Good karma0 votes
TwistX
TwistX - - 23 comments @ TwistX

i never figured out how to make the omni light work in SoC please help its been 7 years and i think i have shader sickness, please help me optimize static renderer and recompile every single map i can find into ausoup with kangaroo bloodcykas

Good karma+1 vote
TwistX
TwistX - - 23 comments @ S.T.A.L.K.E.R. Anomaly 1.5.1 to 1.5.2 Update

1.6 when and also, did we finish the sky texture blending through fog radius? these PCF shadowmaps are lovely and also, where is my HLSL guide luvnuter

Good karma+1 vote
TwistX
TwistX - - 23 comments @ S.T.A.L.K.E.R. Anomaly

awfully awesome

Good karma+2 votes
TwistX
TwistX - - 23 comments @ OWR3 + ZRP and Tweaks + Increased Weapon Damage

high time for a hardcore recoil version of this. horizontal recoil is punishing as $%@!%

Good karma+1 vote
TwistX
TwistX - - 23 comments @ S.T.A.L.K.E.R. Desolation

wait im sitting here trying to unpack old GSC bloatware and these ******* are making **** like this?

what the ****. where is this document of power revealing xray easy street?

Good karma+1 vote
TwistX
TwistX - - 23 comments @ [BETA] Call of Chernobyl 1.5 R6 Full

i always expected coc to be a baseline foundation for porting official titles to more user-friendly engine/frameworks with configs etc. alun did great work, infact this baselined for anomaly/gamma etc.

this is actually one of the best stalker mods because you just get ****** over. its great to **** around with and cheese.

i wanted to play CS>SOC>COP storyline in CoC, given the plethora of upgrades offered by this aging beauty.

its still a boring game though, kinda reminds me of anomaly when you peel back all the fluff, essentially the same software demo of unified configs and patched xr_3da+xrgame.dll with exposed files aplenty, nay.

oh wel, more and more gatekept docs and info on xray, how long before modders paywall this engine and it becomes mass obscurity?

Good karma0 votes
TwistX
TwistX - - 23 comments @ S.T.A.L.K.E.R. Repainted

where is file u edit lights i want to know the magic

Good karma+1 vote
TwistX
TwistX - - 23 comments @ Oblivion Lost Remake 2.5 (ENG)

config\misc\rx_facer.ltx
line 7, enabled = true > false

i had to use ST-cop decompiler for -2974ru mode, incompelte decompile however..

look into the other RX_.ltx files, like _ai and _gl, disabling grenade launchers saves alot of hassle. (i keep them on and just buff my explosive resistances or nerf the vog damages)

rx_ai.ltx has [look_into_os] this can make some AI ludacris accuracy if they also gain a scope from rx_addons (chance to give GL,SIL,SCOPE to npc) disable this entirely or exclude all communities except those you wish to keep a challenge. mercs, monolith, zombied and bandits by placing all faction names (except the ones you want) in rx_ai line 21 "excluded_communities"

also enabling medkits and such to be used line 15 in_combat leaves wounded npc's into using kits mid-fight, you can exploit this, to make it not so cheesy reduce delay, so they dont idle for as long and heal more frequently

Good karma+1 vote
TwistX
TwistX - - 23 comments @ Oblivion Lost Remake 2.5 (ENG)

what command lines should use to decompile the game? im trying to find the ltx for the junk artifacts, like the rad scrap-metal and bolt/camshaft. ive tried
;DB options:
; -unpack unpack game archive (expects list of file names)
; -pack pack game archive (expects folder name)
; -11xx assume 1114/1154 archive format (unpack only)
; -2215 assume 2215 archive format (unpack only)
; -2945 assume 2945 archive format (unpack only)
; -2947ru assume release version format
; -2947ww assume world-wide release version format
; -xdb assume .xdb archive format

i cant get a complete decompile, partial only, pls help :) xx 33.11 ftw!

Good karma+1 vote
TwistX
TwistX - - 23 comments @ HL Glow

this is actually cool. i first thought it was X-ray engine tweaked to look like goldsrc but its the opposite ha!

those origins / viewpositions look fantastic. is that the SoC AKM texture over the CS 1.6 AK47 model? holy **** that looks epic.

Good karma+1 vote
TwistX
TwistX - - 23 comments @ Arsenal Overhaul: Clear Sky 2.0 in development

hey bro its 2023 does this exist at all? im sure you have some hidden files!

ill have to live with AO 1.2, its pretty awesome anyway.

Good karma+1 vote
TwistX
TwistX - - 23 comments @ Oblivion Lost Remake 2.5 (ENG)

i dont trust fixx 46 when 33.11 works so good

please tell me 46 is worth it

pda news is in cyrillics, even dragging translation folder over valid install order, cyrillics.

33.11 ftw.

Good karma+1 vote
TwistX
TwistX - - 23 comments @ S.T.A.L.K.E.R: Oblivion Lost

how can i decompile the database files? ive tried a few different programs and cmd lines, trying to edit weapon cfg and build weathers.

xx oo xx olr 2.5 33.11 is great.

Good karma+1 vote
TwistX
TwistX - - 23 comments @ Grass shadows

it wont ruin FPS if you keep the density and radial distance below 150m

my rig crashes when i set my distance to 175m anyway so any real fps loss can be associated with your rig not being savvy on increased detail, i remember when this graphical option was available in SHoC, i used it constantly back then and never had a single dropped frame (albeit a strong rig back then for SHoC)

please please please add this in the next patch, it will look fantastic alongside some of the grass replacement mods, great work as always alun.

Good karma+2 votes
TwistX
TwistX - - 23 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

ive loved being able to play this for 6 hours (MANY CHEEKY CHEEKI.) without a crash with all my favourite mods/extras. fantastic work to everyone involved, and all the modders making me feel smart when i change xyz co-ords of the low-crouch, heres to you, prone mod. xxx ooo zzz

Good karma+5 votes
TwistX
TwistX - - 23 comments @ Darkvalley 2x size

should be a zone where you can command your army of devoted fellow stalkers to drive a new faction in the zone, THE BUGTRAPPERS!

Good karma+1 vote
TwistX
TwistX - - 23 comments @ DV progress

the flashlight has two components in both CoP and CoC (unsure of clear sky, perhaps it is similar), the projection light for shadowing and distant lighting, and the radial light for upclose AND (maybe you guessed it) lighting the players weapon model.

maybe you can "port" it into SHoC, you'd have to invest some time cruising the .LTX's associated with the flashlight/ambient light (for the flashlight ofc) in all honesty im not sure its possible for SHoC, unless someone who is a ninja can provide information otherwise, i think its a dead-end, albeit your idea would be a welcome change in my SHoC game-time, perhaps a port of SHoC into CoC would be an idea.

Good karma+2 votes
TwistX
TwistX - - 23 comments @ Higher quality map renders.

darkscape map... oh dear, my favourite to explore but the second you clear it, you steer clear for good, i love the encampment of stalkers (occasionally find them there) it needs more love, the forest terrain is FLAT, the trees FLAT, flat on its face this level fell.

trenches and AI pathing so they actually use it, more visual cover (bushes. MORE.) the south eastern portion where you find military/bandits (havent been through there enough to spot other factions, if they go there) that position needs to be fortified heavily, potentially even adding a small military complex, underground of course.

the bridge, i love it, it needs some more geometric love, and a selection of factions that fight for control, the frequency of artifacts should, (could they even?), be through the roof in this area, explaining the military presence and beyond, theres alot of interesting spots chosen to have anomalies, but theres no indication of them existing for a period of time there (zone changes obviously, but it is also powerful, look at generators map, the 6 pointed star, the terrain through there is PERFECT), for example in Zaton in CoP, many of the high-level anomalous areas had intense scenery showing off the gravitational effects of the anomalies around.

tldr; are those sorts of changes welcome toward CoC future updates? id love to lend a hand with tweaking some levels, x-ray will soon be my forte thanks to 100's of hours of tutorials.

oh yeah great work by the way, CoC is setting a great standard for the stalker community

Good karma+3 votes