• S.T.A.L.K.E.R. Series Megathread: We have Fashion Designers and Wizard Difficulty, does Metro?
    10,004 replies, posted
I never liked the gasmask overlays, personally. Never helped immersion at all for me..mainly since most of the immersion I have is within the sound environment. Also, do something about that constant wind noise - it doesn't work.
Speaking about the atmosphere : I don't know if I'm with the majority on this one but I think that the S.T.A.L.K.E.R ambience should be way less music-y and more sounds of nature or eerie quiet. The default "music", especially the CoP one is sort of hampering of my efforts to actually immerse myself into the game world.
Also, please include a music player similar to SGM, I loved dat :3c
[QUOTE=Muukkis;34515662]Speaking about the atmosphere : I don't know if I'm with the majority on this one but I think that the S.T.A.L.K.E.R ambience should be way less music-y and more sounds of nature or eerie quiet. The default "music", especially the CoP one is sort of hampering of my efforts to actually immerse myself into the game world.[/QUOTE] Nonsense, I enjoy gunning down my foes with the Bandit groove playing. Vastly increases the realism.
[QUOTE=Lyoko774;34515620]I never liked the gasmask overlays, personally. Never helped immersion at all for me..mainly since most of the immersion I have is within the sound environment. Also, do something about that constant wind noise - it doesn't work.[/QUOTE] It just doesn't seem possible to do gasmasks properly in STALKER. Metro did them amazingly well. [editline]2nd February 2012[/editline] [QUOTE=Muukkis;34515662]Speaking about the atmosphere : I don't know if I'm with the majority on this one but I think that the S.T.A.L.K.E.R ambience should be way less music-y and more sounds of nature or eerie quiet. The default "music", especially the CoP one is sort of hampering of my efforts to actually immerse myself into the game world.[/QUOTE] CoP ambience isn't very good in my opinion, I prefer the SoC ones even though they are a bit "musicy" at times. Dat Yantar track.
[QUOTE='[Green];34515573']I have a slight complaint about the overlay though. It's way too intrusive, in real life your eyes would adjust a little to ignore the mask around the goggle areas, making it just and just visible from the corner from your eye. If you'd actually look at it, though, of course it'd become bigger.[/QUOTE] don't worry it's a placeholder :) [QUOTE=Lyoko774;34515620]I never liked the gasmask overlays, personally. Never helped immersion at all for me..mainly since most of the immersion I have is within the sound environment. Also, do something about that constant wind noise - it doesn't work.[/QUOTE] it'll be optional and really? why not?
[QUOTE=Zezibesh;34515705]It just doesn't seem possible to do gasmasks properly in STALKER. Metro did them amazingly well. [editline]2nd February 2012[/editline] CoP ambience isn't very good in my opinion, I prefer the SoC ones even though they are a bit "musicy" at times. Dat Yantar track.[/QUOTE] well, I suppose it depends if it's possible to come up with a gasmask overlay that isn't a flat texture. Metro had the advantage that the gasmask was just a screen design, they didn't have to include unbelievable eye holes
You guys must've been having fun while I've been in the middle of the tedious task of iron sight aligning. Oh well, here's progress so far. I'm off to bed. [T]http://cloud.steampowered.com/ugc/614975698526397193/D085C53EDCB9DD4991D37605D480395B6F7DB936/[/T]
[QUOTE=Thorny;34515752]don't worry it's a placeholder :) it'll be optional and really? why not?[/QUOTE] It loops too audibly. It'd get on my nerves really easily. [editline]2nd February 2012[/editline] [QUOTE=Muukkis;34515662]Speaking about the atmosphere : I don't know if I'm with the majority on this one but I think that the S.T.A.L.K.E.R ambience should be way less music-y and more sounds of nature or eerie quiet. The default "music", especially the CoP one is sort of hampering of my efforts to actually immerse myself into the game world.[/QUOTE] The music in CoP is pretty...eh. It's TOO music-y. The ambient tracks in SoC are amazing, though. They manage to be just the right volume to not be distracting. I actually made myself a little minimod that played different tracks from different times..Morning would be Radwind, noon would be general Cordon/Garbage/Army Warehouses ambience, evening would be the Chnpp ambience, nights would be silent, and underground would be things like Rads Pt. 1. I wish I still had that minimod. I was an idiot and deleted that experimental gamedata folder because it was 6 GB in size :v:
[QUOTE=Lyoko774;34515943]It loops too audibly. It'd get on my nerves really easily.[/QUOTE] well you sir have better hearing than I do! i personally like the wind ambience, it'd be too quiet otherwise I think - anyone else got any opinion?
[QUOTE=Thorny;34516043]well you sir have better hearing than I do! i personally like the wind ambience, it'd be too quiet otherwise I think - anyone else got any opinion?[/QUOTE] Play with the ambient setup, try make the sound quieter and add different wind sounds for variation. (Are you using ambient configs or pre-placed sounds in the editor?)
[QUOTE=Lyoko774;34515943]The music in CoP is pretty...eh. It's TOO music-y[/QUOTE] To be fair some things I liked in CoP ambience like the distant loudspeaker mumbles in Jupiter and the whispers in nighttime Pripyat but other than that I'd much rather have sounds of nature and peace with the occasional (but rare) sound of distant gunfire or animal sounds than have my ears constantly being occupied some irritating music loop. I hate to mention Misery but I liked the russian "distress calls" followed by radio static that come occasionally. [QUOTE=Thorny;34516043]well you sir have better hearing than I do! i personally like the wind ambience, it'd be too quiet otherwise I think - anyone else got any opinion?[/QUOTE] The wind ambience isn't bad as long as it's at least a bit varied and not constant. [editline]herp[/editline] Speaking of sounds I [I]love[/I] certain locational sound effects in S.T.A.L.K.E.R, particularly the [I]extremely[/I] haunting sounds of machinery near Forester's Tower.
the wind is pre-placed sounds, hence it's constant and changes volume as you move, rather than just playing intermittently among other ambient sounds
[QUOTE=Muukkis;34516125]To be fair some things I liked in CoP ambience like the distant loudspeaker mumbles in Jupiter and the whispers in nighttime Pripyat but other than that I'd much rather have sounds of nature and peace with the occasional (but rare) sound of distant gunfire or animal sounds than have my ears constantly being occupied some irritating music loop. I hate to mention Misery but I liked the russian "distress calls" followed by radio static that come occasionally.[/QUOTE] red forest ambient rustles *sits in corner, crying to self* Even with a pimped out RPK and Bulat, and three buddies similarly armed, just the ambient rustles in Red Forest scared me. [I]Even though I knew nothing made that sound.[/I]
I don't like having random gunshots and yells in the BGM since you can tell that they're not actually events occurring in the game. If there was a decent sound system and better weapon sounds it'd be much more creepy to hear gunfire erupt across the map and then slowly die out with accompanying screams.
[QUOTE=Thorny;34516132]the wind is pre-placed sounds, hence it's constant and changes volume as you move, rather than just playing intermittently among other ambient sounds[/QUOTE] Is it possible to script it so it changes depending on time of day? I'm not too certain on how stuff like that works so sorry if it's not possible.. [editline]2nd February 2012[/editline] [QUOTE=Zezibesh;34516214]I don't like having random gunshots and yells in the BGM since you can tell that they're not actually events occurring in the game. If there was a decent sound system and better weapon sounds it'd be much more creepy to hear gunfire erupt across the map and then slowly die out with accompanying screams.[/QUOTE] Welll, that's kind of possible but it'd be really tough on your system. If you really wanted to you could set the A-Life online distance to a stupidly high value. But this is extremely buggy and breaks quests a lot, and stalkers tend to get stuck when they hear/see a stalker from all the way across the map. :v: Also, I believe X-Ray still supports sound extensions eg reverb but they're only used sparingly in SoC (RMA seems to restore them in most of the maps interestingly) and not at all in CS/CoP. I wonder if the EAX effects still work in the newer engine versions?
[QUOTE=Etcetera;34516155]red forest ambient rustles *sits in corner, crying to self* Even with a pimped out RPK and Bulat, and three buddies similarly armed, just the ambient rustles in Red Forest scared me. [I]Even though I knew nothing made that sound.[/I][/QUOTE] First time heading there on my third playthrough. "Man, I should have stayed back in the Garba---[B]OH FUCK WHAT WAS THAT[/B]?!" Then I proceeded to hide in that mine shaft next to Devilish Encampment, shining a flashlight at the exit the whole night. [editline]2nd February 2012[/editline] [QUOTE=Lyoko774;34516233]Is it possible to script it so it changes depending on time of day? I'm not too certain on how stuff like that works so sorry if it's not possible..[/QUOTE] Shouldn't it be fit to weather?
[QUOTE=croguy;34516322]"Man, I should have stayed back in the Garba---[B]OH FUCK WHAT WAS THAT[/B]?!" [editline]2nd February 2012[/editline] Shouldn't it be fit to weather?[/QUOTE] Time of day or weather, I suppose. But he did say he's using pre-placed sounds, and I'm not sure to what extent those can be controlled by scripts.
[QUOTE=Lyoko774;34516233]Welll, that's kind of possible but it'd be really tough on your system. If you really wanted to you could set the A-Life online distance to a stupidly high value. But this is extremely buggy and breaks quests a lot, and stalkers tend to get stuck when they hear/see a stalker from all the way across the map. :v: Also, I believe X-Ray still supports sound extensions eg reverb but they're only used sparingly in SoC (RMA seems to restore them in most of the maps interestingly) and not at all in CS/CoP. I wonder if the EAX effects still work in the newer engine versions?[/QUOTE] It wouldn't be that resource intensive, to be honest. Battlefield 3 has amazing sounds (most of it is just recording with different mic setups from different distances) and it runs better than STALKER pretty often.
[QUOTE=Zezibesh;34516401]It wouldn't be that resource intensive, to be honest. Battlefield 3 has amazing sounds (most of it is just recording with different mic setups from different distances) and it runs better than STALKER pretty often.[/QUOTE] Different engines, though. X-Ray is not meant for large-scale online A-Life.. Plus a good chunk of X-Ray has barely changed since 2004 still :v:
Well I wasn't exactly expecting anyone to do it on the current X-Ray anyway
[QUOTE=Nathan;34509954]No the first 2 links are just the default RMA and translation, do you want me to gran the ShadowRMA link for you? If memory serves its also much larger than just default RMA[/QUOTE] I'd appreciate it if you could provide it.
[QUOTE=Thorny;34515486]looks nice doesn't it? and yeah that's a placeholder[/QUOTE] I think it should be just a slight round darkening at the edges of the screen.
huh, I just actually tried setting the alife switch distance to 1000 kind of cool, actually. Rapes performance a bit but not that bad, I suppose. (In CoP, mostly vanilla just with Atmosfear 3)
Do you guys think you'd use the Predator shotgun more if it was swapped with the reward for the Chimera Hunt quest in Zaton, so you got the Predator for killing the Zaton Chimera and the SPAS-12 for killing the Ventilation Complex Chimera in Yanov? The Predator's quite a cool weapon, but it's a pity you get it too late in the game for it to be really practical.
[QUOTE=Etcetera;34516669]Do you guys think you'd use the Predator shotgun more if it was swapped with the reward for the Chimera Hunt quest in Zaton, so you got the Predator for killing the Zaton Chimera and the SPAS-12 for killing the Ventilation Complex Chimera in Yanov? The Predator's quite a cool weapon, but it's a pity you get it too late in the game for it to be really practical.[/QUOTE] Nah, it's fucking worth it. It can pretty much oneshot everything except pseudogiants. Chimeras and bloodsuckers both die from a well-aimed facebuck.
[QUOTE=Etcetera;34516669]Do you guys think you'd use the Predator shotgun more if it was swapped with the reward for the Chimera Hunt quest in Zaton, so you got the Predator for killing the Zaton Chimera and the SPAS-12 for killing the Ventilation Complex Chimera in Yanov? The Predator's quite a cool weapon, but it's a pity you get it too late in the game for it to be really practical.[/QUOTE] Maybe, but usually I end up using the unique guns for their "sentimental" value. I don't use the SPAS-12 anyway much. I'd use the hell out of a unique engraved TOZ-34 if it had a unique model like Degty's Commemorative Makarov in IWA. [QUOTE=Etcetera;34516924]SGM had a fancy model for the scoped TOZ-34. I suppose the TOZ has a certain level of class and panache that none of the other guns can really ever achieve.[/QUOTE] To me the TOZ-34 represents what a "gun" actually is : A tool that is deadly in the hands of a good user. There's no tacticool attachments, no auto-fire to compensate for inaccuracy, no folding stocks or pistol grips. Just a simple and beautiful weapon of iron and wood. It makes hunting game in the swamps or forests feel like something because it just feels so [I]right[/I] to use an actual hunting shotgun to take down muties and lightly armored foes instead of being like a Bubba that goes hunting with an M4 carbine outfitted with the latest unnecessary tactilollery and drum mags.
[QUOTE=Muukkis;34516860]Maybe, but usually I end up using the unique guns for their "sentimental" value. I don't use the SPAS-12 anyway much. I'd use the hell out of a unique engraved TOZ-34 if it had a unique model like Degty's Commemorative Makarov in IWA.[/QUOTE] SGM had a fancy model for the scoped TOZ-34. I suppose the TOZ has a certain level of class and panache that none of the other guns can really ever achieve.
[QUOTE=Etcetera;34516924]SGM had a fancy model for the scoped TOZ-34. I suppose the TOZ has a certain level of class and panache that none of the other guns can really ever achieve.[/QUOTE] TFW had scoped TOZ-34's, I think. Those were fun to use.
[QUOTE=Muukkis;34516860]Maybe, but usually I end up using the unique guns for their "sentimental" value. I don't use the SPAS-12 anyway much. I'd use the hell out of a unique engraved TOZ-34 if it had a unique model like Degty's Commemorative Makarov in IWA. To me the TOZ-34 represents what a "gun" actually is : A tool that is deadly in the hands of a good user. There's no tacticool attachments, no auto-fire to compensate for inaccuracy, no folding stocks or pistol grips. Just a simple and beautiful weapon of iron and wood. It makes hunting game in the swamps or forests feel like something because it just feels so [I]right[/I] to use an actual hunting shotgun to take down muties and lightly armored foes instead of being like a Bubba that goes hunting with an M4 carbine outfitted with the latest unnecessary tactilollery and drum mags.[/QUOTE] This is why I always love the start of STALKER, it feels ghetto as fuck - ie sawn-off shotguns, the TOZ, or a silenced Makarov. Later on in the game it gets way more tactic00l, like the LR-300 outfitted with scope/silencer/M203.
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