• S.T.A.L.K.E.R Series Megathread: Maybe someday games releasing edition
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I dunno maybe i'm broken or something but i really didn't find it very funny at all, to be honest.
I always hated how in CoC, the world sometimes didn't seem to recognize the player doing something big, such as killing faction leaders. I implemented something small to remedy this, and while it currently only sends you a message and makes you an enemy of the faction (in this case, duty), the system could easily be expanded upon to allow for more complexity and make the world of STALKER seem much more reactive. https://files.facepunch.com/forum/upload/180967/ec6a121d-88fb-4e9e-ac79-ce61604dcd8c/Untitled.png This message plays after killing Colonel Petrenko. https://files.facepunch.com/forum/upload/180967/dc07d4f4-73d3-4e75-b8b6-091a79dcade5/ss_david_09-07-18_08-48-01_(l05_bar).jpg Not only do you get a angry email from Duty, but you're now also their enemy! I've disabled invincibility on all "important" NPCs which allows you to kill them without having to trick the system and kill someone of the same faction close to them first, but the plan is to add upon the system to add more reactivity in the world of STALKER, and potentially even have NPCs replace certain important characters, or maybe even have factions elect a new leader? There is a lot of possibility here.
I can only find itemsoup and stalker soup on google. Can you help me?
Sorry, a bit of inside humor you'd only really get if you knew I've been working on a mod that is currently in really early stages of development. Didn't mean to send you on a fruitless search. If you're at all interested in trying it out sometime though, feel free to reach me at: wepl#1549 on discord.
https://www.youtube.com/watch?v=S9-QWKkfSTY
Hello FP. I've been developing a CoC mod from the ground up on the side for the nostalgia and relaxation I get from it, and some small modding questions. Can anyone tell me what DDS settings I need to save build_details files in? And the terrain material map files? The ones that dictate where and what surface type and texture the level uses. I've been reworking the SoC and CS maps to be more in line with CoP's terrain design, I enjoy the more muted and balanced colormaps compared to the outdated ones in the older games, where you could get very high contrast spots on the map, along with discoloration. I've also been trying to port over some small features from Dead Air recently. Namely the dosimeter and the flashlight system (The handheld flashlight/lighter/etc + the headmounted one) For the dosimeter I've simply used the actor_on_item_use function (the anabiotic on use effects are there as well) in bind_stalker_ext for the text prompt feature, which works just fine. However, I'd like to make it so that you'll only get the audio radiation warnings (the crackles and clicks) if you have one in your inventory (and not on use). Kind of like how detectors in SoC worked, only that you don't have to place the item in a slot to "activate" it. Where would I start? I've been looking for a "on item in inventory" function I could hijack but I haven't had any luck yet. For the flashlights I've managed to get the handheld one in your detector slot working, but only on a basic level. It does not use the relevant sections from the xr_actor.script that should affect how the light itself looks and behaves. Right now it only goes for the default flashlight settings when it's used. Plus the head-mounted light is not working at all. So here I'd like to know which script files are used for the whole flashlight system if anybody is fiddling around with it as well, so that I could at least know if there's something I've missed. I'm no scripter per se but I've been modding for long enough to get a feel for how the LUA system stalker uses behaves. Otherwise if there's a standalone version somewhere of it that would be grand of course. Sorry for the wall of questions, and hello to anybody who might recognize me from the older days!
1) gamedata/textures/terrain 2) Disable the default geiger counter sounds entirely. Iterate through the player's inventory every tick, if they're near a radiation zone and have the dosimeter item, play the sound through script. I wrote this for you: function on_game_start() RegisterScriptCallback( "actor_on_upd.. function on_game_start() RegisterScriptCallback( "actor_on_update", actor_on_update ) end -- A list of every radiation zone in the game. This is sadly the only way to do this, as there is no way to tell what the zone's type is through LUA. local radiationZones = { "val_zone_field_radioactive_average_0000", "val_zone_field_radioactive_weak", } function actor_on_update( delta ) local function checkForDosimeter( temp, curItem ) if not hasDosimeter then local se_item = alife():object( curItem:id() ) if se_item then local curSection = se_item:section_name() if curSection == "item_dosimeter" then for k, zoneName in pairs ( radiationZones ) do local zone = db.zone_by_name[zoneName] if zone:inside( db.actor:position() ) then local sound = xr_sound.get_safe_sound_object( "wepl\\dosimeter" ) sound:play_no_feedback( db.actor, sound_object.s2d, 0, VEC_ZERO, 1.0 ) end end hasDosimeter = true end end end end ply:iterate_inventory( checkForDosimeter, nil ) end This code is untested, and doesn't do EXACTLY what you want it to do, but you should be able to expand upon it if you know what you're doing. 3) Make sure you add your flashlight section to the attachable_items line in gamedata/configs/creatures/actor.ltx attachable_items = device_torch, attachable_item, hand_radio, device_torch_zonemade As for the flashlight settings, that is actually handled in gamedata/configs/models/objects/light_night.ltx Hope this helps. Add me on steam: Steam Community Or discord: wepl#1549 I can provide further help there, and I'd also like to talk about your mod.
Thanks for the reply. I misworded my post a little, I already have located the terrain material files, I just don't know how to save them properly like the build_details as the DDS settings I've tried don't seem to fly. Thanks very much for the script, I'll see if I can get it kicking. I suppose you could fetch all of the radioactive zones from the all.spawn, though tedious. Forgive me if this is obviously mistaken, but perhaps there is some way you could check if the zone is a certain class? Because the radioactive zones have their own separate from the other anomalies. Would perhaps streamline the thing if it's even possible, I'm only guessing as I haven't written anything myself, only stitched together parts of LUA I understand somewhat. cs_register (object_factory, "CRadioactiveZone", "se_zones.se_zone_anom", "ZS_RADIO", "zone_radio_s") Regarding the flashlight, I'm fairly certain Dead Air uses some scripting to get the light effects to be called from their xr_actor.script instead of the light_night.ltx. From function UpdateTorch: if itms_manager.TorchType == TorchType then return end if itms_manager.TorchType == 2 then torch:torch_switch_spot(true) torch:torch_set_range(80) torch:torch_set_radius(25) torch:torch_set_animation("light_torch_01") torch:torch_set_texture("internal\\torch1") torch:torch_set_offset_y(0.1) torch:torch_set_offset_z(0.4) elseif itms_manager.TorchType == 1 then torch:torch_switch_spot(true) torch:torch_set_range(60) torch:torch_set_radius(50) torch:torch_set_animation("light_torch_01") torch:torch_set_texture("internal\\torch1") torch:torch_set_offset_y(0.1) torch:torch_set_offset_z(0.4) elseif itms_manager.TorchType == 3 then torch:torch_switch_spot(false) torch:torch_set_range(8) torch:torch_set_radius(60) torch:torch_set_texture("internal\\torch_gas") torch:torch_set_animation("empty") torch:torch_set_color_r(0.0) torch:torch_set_color_g(0.4) torch:torch_set_color_b(0.3) torch:torch_set_color_a(1.0) torch:torch_set_offset_y(-0.1) torch:torch_set_offset_z(0.35) The light.night.ltx only contains the default headmounted flashlight settings in Dead Air as well. I think I'm missing part of a script somewhere so for now I'm starting over to see if I pick up anything new on the way. Their actor.ltx doesn't contain the new flashlight items either, but it could have an effect if you were add another headmounted light. I'm not usually on steam, but I'll add you and maybe pop in the future.
For the textures, youll need to download the CoC SDK located here: Release of SDK files for Call of Chernobyl news Once installed, open up the Shader Editor. In the top left corner, there'll be a tab down called "Images", and then select Image Editor. This is where you choose a texture's surface type, bump map, and any other details for individual textures. Once you are done making your changes, hit ok, then go back into the Image drop down and select Synchronize Textures. This'll generate the .thms for textures. Yes, I wrote the code pretty quickly and completely glanced over the fact that radiation zones actually have separate classes from anomaly zones. My mistake, but good catch. I havent looked through Dead Air's scripts, but there are multiple ways to do flashlights depending on what you exactly want. Also, keep in mind, there have been changes to how flashlights work in R7 (the version Im developing for), so the proper way to do flashlights in R7 might be different than what you would want to do in R6. Dead Air runs off a modified version of R6, so I'd take a look on how they did things and just try and copy it.
Don't know if you guys have been / are following Gunslinger on VK, but they post updates from time to time. Artist: https://www.artstation.com/artwork/b913G https://files.facepunch.com/forum/upload/242145/0db1b418-7142-4cbd-a7ad-83a2580dc045/afbeelding.png https://files.facepunch.com/forum/upload/242145/75e18855-3e6f-4913-bb6a-6f0a1d9b8003/afbeelding.png https://files.facepunch.com/forum/upload/242145/8331ecf9-9bb0-4b28-afac-eaeba211a8f5/afbeelding.png
I can smell the cosmoline off that picture
Anyone down to do a STALKER LARP in the US?
tell me more
There's a big one happening each year here in Lithuania for a couple of days, weird how many people turn up from all around https://www.youtube.com/watch?v=_XADm6HKb50
Been a while since i've romped in a gas mask and a track suit. I'm down to do it again.
It's going to be set in Detroit AKA Pripyat. Plenty of mutants there. Don't know if they'll appreciate the roleplay.
get better memes
I have some classic stalker 'memes' https://files.facepunch.com/forum/upload/235863/d641d757-549a-44e9-b80a-6c5792ad8b1c/1255300767431.png
this is a good meme here have one of mine: https://i.imgur.com/8GKlCU4.png
https://i.gyazo.com/f8c158f5899f386ce285942257bb2b41.jpg
HELLO HELLO MOTHERFUCKER
Was there a specific mod that made barkeep explode guns or was it just a common problem back in the early days? I always assumed it was just an older version of OL or ABC.
Wasn't that a LURK bug?
https://media.moddb.com/images/members/5/4060/4059935/profile/two-k_grass_pack_beta_01.jpg Coming Soon... More info at: https://www.moddb.com/mods/stalker-two-k (after Moddb do their authorization article will be there about this mod )
i totally forgot to put up the source files to the hd models pack i was working on, so let me fix that rn here's the model files, in smd format smdsrc.7z — Yandex.Disk and here's the texture files, in dds, png and tga formats texturessrc.7z — Yandex.Disk
got any pictures
Call of Chernobyl HD Models Addon
Oh mama. Is this the complete version of that?
nope, i stopped in the middle of doing military models when the game started being really unstable of how much memory everything was taking up, the pack was very poorly optimized from the start and if i ever were to redo it i'd do it from the ground up to make it consume less
I've seen the chart that shows different stalker mods and what they're going for, but is there a mod that does a better job than any other at offering a fleshed out new story/missions? I've pretty much just played each of the original games 4-5 times over the years with minor tweaks. I don't want to have another experience like Lost Alpha where they include an entire map by having you run all the way across it, press x to advance the mission and then run back.
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