• S.T.A.L.K.E.R Series Megathread: Maybe someday games releasing edition
    999 replies, posted
https://www.youtube.com/watch?v=7_muUZpnB7o&t > punching it's a very inconsistent feature and just immersion breaking when youre aiming at an NPC and he decides it'd be a good idea to punch you which shoots your head around 180 degrees and inflicts red level bleeding - simultaneously grabbing your weapon leaving you with the only options to either buy it back (which you cant if the weapon the npc stole from you is better than their current weapon) or kill them (which might not even be possible or practical at times). > psi storm it's just a copy paste of the blowout script with the sounds and some of the effects changed/removed. i'd rather just remove psi storms and overhaul blowouts (which is what im doing) instead of leaving psi storms as a sort of tacked on feature. > deserted hospital a horrible map - atleast for CoC. blowouts are specifically scripted to never trigger in the deserted hospital level due to it's weird layout, and it also contains the least amount of smart spawns in the entire game. of course this is due to it's smaller size, but it also means that there are ever only 2 possible squads that will ever spawn in the map on top of the fact that it's a completely linear map - meaning whenever you go through here you WILL encounter these same two spawned squads. all of the scripted functionality of the map was removed in CoC to make it work in freeplay but that also means the map is just completely pointless and bland. this is ontop of the fact that the level transitions and AI nodes on this map are messed up - meaning NPCs will teleport to the wrong map when their offline squad is travelling from zone to zone. this could all be fixed by me but I really don't think it's worth the effort for how bad of a map I think it is. i also plan to do something else with CPP so I dont think it being removed as a route will end up being that big of a deal. i appreciate the thoughts though - as they do genuinely make me rethink what im doing and where im going, and (as usual) hope I dont come off as "im right youre wrong" - moreso my thoughts as to why i'm making these changes.
maybe someone conditioned them to like it
If you remade blowouts maybe then psi storms would be not needed, I just like those vortex effects and overall idea of something ""different" than blowout But still.... I like Hospital it have nice atmosphere and for me thats the whole point of stalker, it kick you with atmosphere even if rest of game is boring or empty..... but I get your point.
Stalker just needs more enterable spaces in buildings and structures
any specific requests? asking for a friend
im surprised nobodys ported the escape from tarkov maps to stalker. seems like the kind of thing somebody would have done
I'm not surprised, the level of work involved would be fucking insane. a modder may have an easier time building a new map from scratch
All of them When I get home I'll take some pics ingame of what I'm thinking
This but unironically. Immersion goes out the window sometimes because I want to know what's in some tiny buildings with textured-on doors. TELL ME YOUR SECRETS, ZONE.
I'd appreciate it. I'd also appreciate any ideas as to what to put in these areas - I have some ideas of my own but if you have something specific you'd like to see I would really like to know also, it always annoyed me how after death you can only use escape or spacebar to get back into the main menu to load a save on top of the fact that there was a delay before it even registered the input. i went ahead and removed the delay, made any key or mouse press trigger the main menu, but also made it so that any input you put in to initially open up the main menu doesn't trigger any of the options accidentally (so you dont accidentally double click and immediately open the menu and load the last save)
A little delay maybe, cause 0 delay would cause you to instantly enter the menu after death during a fight without recognizing the mistake that got you killed, right?
correct - i over simplified. on top of the double input prevention there is an actual delay value of about 0.5 seconds but i tested it thoroughly and there seems to be an additional internal delay because even with only this you wont really ever end up accidentally instantly opening the menu after dying unexpectedly.
If you're interested in customizing/editing artifacts - here is something that may be helpful to you. Here is the default af_medusa (jellyfish): [af_medusa]:af_base ; other info visual = dynamics\artefacts\af_medusa.ogf description = st_af_medusa_descr inv_name = st_af_medusa_name inv_name_short = st_af_medusa_name inv_weight = 1 inv_grid_x = 0 inv_grid_y = 1 cost = 7000 jump_height = .5 particles = artefact\af_gravi_idle det_show_particles = artefact\af_gravi_show det_hide_particles = artefact\af_gravi_hide af_rank = 1 lights_enabled = true trail_light_color = 0.4,0.4,0 trail_light_range = 2.0 artefact_activation_seq = af_activation_bold ; stuff below this is what decides stats health_restore_speed = 0 radiation_restore_speed = -0.002 satiety_restore_speed = 0 power_restore_speed = 0 bleeding_restore_speed = 0 additional_inventory_weight = 0 additional_inventory_weight2 = 0 hit_absorbation_sect = af_medusa_absorbation [af_medusa_absorbation] burn_immunity = 0 strike_immunity = 0 shock_immunity = 0 wound_immunity = -0.022 radiation_immunity = 0 telepatic_immunity = 0 chemical_burn_immunity = 0 explosion_immunity = 0 fire_wound_immunity = 0 But its wound_immunity (wound protection, or just wound) is -0.022, and in game it's 2. And its radiation restore speed (radiation) is -0.002, and in game it's -2. This is because the values all have different "factors" that are used to determine its displayed value. To get the "actual" value you need to put into the artifact's config from the real displayed value that you want is done with something like this: PROPERTY MAGNITUDES: health_restore_speed - HP regen - 6600 radiation_restore_speed - radiation - 1000 satiety_restore_speed - hunger - 10000 power_restore_speed - endurance/power - 2000 bleeding_restore_speed - bleeding - 100 burn_immunity - thermal - 200 shock_immunity - electrical - 70 radiation_immunity - radiaton PROTECTION - 1000 telepatic_immunity - psi protection - 300 chemical_burn_immunity - chemical protection - 200 wound_immunity - wound - 100 fire_wound_immunity - dont use - 100 strike_immunity - strike - 100 Say we want an artifact to have a value of 7 electrical protection. 7 (our desired value) 70 (our desired stat's number from the above table) 7/70 = 0.1 shock_immunity = 0.1 This will give your artifact 7 electrical protection. https://files.facepunch.com/forum/upload/180967/e44dbcb2-004c-445a-af68-3d5c38e729d1/7066606a274d478856152c997959f268.png Hope this helps someone. Took me a long time to figure out these specific values.
Just imagine discussion in GSC team when they make that" "Siergiej, make that artifact system. Keep it simple and easy to modify in testing stage" "Ok Alexei" few days later: "Sergiej you moron...."
pipedream, doubt they'd look good as well
I wonder if these are based on default actor immunities?
precisely. once you think about it - it makes sense - but the thing that's confusing is that every "entity" (vehicles, the player, bread, and weapons) all have "immunities" - even if most of the times they aren't used. outfits, for example, actually use their immunities for condition degradation calculations (they have seperate values for what protections they provide) which confused me for the longest time. haven't made a video in a long time so i just put something together real quick showing some of the smaller features that i've been working on. i've actually made a ton more progress, but unfortunately a lot of it is mostly background stuff that isn't very good to show off in a video. https://youtu.be/rsw3CC_4lnk the majority of my recent changes have been massive, here's a few of the highlights: > complete "treasure"/stash overhaul (not player stashes, the ones you find) -removed a lot of the old stashes on all maps through the level editor -completely rewrote the script with massive optimizations/cleanup -stashes work with a whitelist rather than a blacklist now, and the quality of available items has been nerfed -"box" stashes that work as containers are much more rare and scarcely placed, but typically contains better loot -there are now physical stashes (items in the open world) that spawn dynamically - there are preset locations that can spawn a certain selection of items - meaning it will be very different on multiple playthroughs (it does take into account the "secrecy" of the location) > major AI optimizations -cleaned out so much old/redundant/useless code that i want to die -major smart terrain optmizations for bigger maps like jupiter/zaton -squads tend to travel more making the zone feel less dead
-removed a lot of the old stashes on all maps through the level editor nooooooooo! This is one of reason why I always get more money/gear at the beginning of the game. Because I spend 20-30min checking all possible stashes on every map im on. I think I remember every damn stash placement on every map
Hi buddy! I desperately need your help in moding Lost Alpha. Mainly in goddamn Lua scripting. I am working on HQWP mod. High Quality Weapon Pack. I need this things to by implemented if it's possible.. -Dynamic scopes for weapons, not dynamic zoom. I messed around with shoker mod and arsenal overhaul but no luck. Those lua scripts are too hard for me. -Somehow remove 2D scope_texture overlay at some scopes. I would like to use 3D scopes instead. -Add code for sounds of reload_not_empty. It's just reload without pulling bolt. I am not in rush with this. Still waiting on some of weapons from WoG App. And thank you! Anyway I really wonder why nobody modding LA. Just some edits here and there.
https://files.facepunch.com/forum/upload/242145/9dd38b2e-f513-4149-8342-2617a2108746/afbeelding.png The "Replace Models" mod is making nice progress. Sauce: https://vk.com/replace_models
Lost Alpha Easter Egg... https://www.youtube.com/watch?v=KrijSjVwaho
gunslinger when
https://www.artstation.com/artwork/GX1d0B ray of someday maybe
I love when they show you models and animations with candy "look at that gun from this and this side" stuff on 3D editor engine.... You see, I can make or get HD ultra models anytime, trick is to port them to Stalker that if we like it or not, will butcher its look a bit and in game it will look WAY different than in fancy 3D editor engine like on videos. For example look at that "Replace Models" that Loner posted. In that stage its imposible to just copy/paste this model to game, because NPC have about 2600 animations(including smart cover) and because of that you really need to prepare model to fit default skeleton of stalker instead of making new one, and rigging model to fit bones and smoothing weight paint is slow and annoying, and then you need to convert it to stalker format and test it and because Actor editor is sometimes slow to save model its take some time to do it. And even if model was hand-made from scratch to use stalker bones structure(and trust me they are not made from scratch...) moving it to actual game is still long way and way different than recording fancy video. I had the same problem with unity project that I made for past year where advertising content of animation and models look way different than in game, and stalker is game that really "highlight" those differences...
> dynamic scopes not possible without engine changes - unless the LA engine has already been modified to support this. requires implementation of either 3D2D texture overlays ( CoC actually supports this ) or a RT Texture swap. > remove 2D scope overlay replace the texture with a fully transparent texture, or add a new type of scope that uses a fully transparent texture. > add sounds for reload_not_empty also requires engine changes. CoC, too, supports this.
Can I have a look?
Ok and thanks for confirming... There's nothing to see for me... But i don't give it up. There is always a way. Make everything permanent. No attachments. Also i send you request on discord so you can ignore it. BTW i have old src of lost alpha from 2015 which i accidentally found on some russian forum. But it's outdated compared to new and i doubt that devs will share it eventually. Now messing with tritium sights. I would like use them as attachment but the only way is replace them with silencer bone which make dumb text effect when you detach them "detach silencer" and/or as fixed animation. Also what is strange that both of sights uses same shader "lightplanes" but... front sight is a bit darker than rear. Maybe it's caused by angle of mesh which is rotated to fit the angle of front sight. maybe... https://i.postimg.cc/bpn4XptV/XR-3-DA-2019-02-09-19-15-42-36.png And here some real sh!t. https://www.youtube.com/watch?v=ae5zrDA4QoA
Are you sure? Because Arsenal Overhaul 3.1 has this function without engine changes. There are only scripts.
they just hollowed the scope model out and put a floating crosshair in the middle of it, like this: https://files.facepunch.com/forum/upload/180967/4b740b32-771e-49fd-98bb-648cd105a39b/19969fe199fff4922cbafb11652f3e0c.png https://files.facepunch.com/forum/upload/180967/4bc548d3-8fec-416f-ba6a-77c1dfc8ab5c/53516011a05c874f70483ce5aacb9273.png
Ok last thing... Can you write code which execute console command when you press and hold key? Console command is "time_factor(value)" the value will be 0.5 and after release key it set back to 1.0. It's like slowmo mode. Lost Alpha has this command. Lost Alpha has also lua support. Here is something from lua_help.script function get_time_factor(); function set_time_factor(number); const on_button_hold = 33; const on_button_press = 31; const on_button_release = 32;
Sorry, you need to Log In to post a reply to this thread.