• S.T.A.L.K.E.R Series Megathread: Maybe someday games releasing edition
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Has someone ever tried to remake stalker in a different engine? I vaguely remember something like that with cryengine, years back
Jesus christ that video is some ear rape.
It's a tremendous amount of work. STALKER is hugely complicated and faithful recreations of its game mechanics get very difficult. Speaking from experience.
Damn! https://youtu.be/ZvPnJ7TD2S8
@Beacon ?
New barman, I also have sidor but I dont have much free time to finish them... https://media.moddb.com/images/members/5/4060/4059935/new_barman_test_02.jpg
@wepl see this... in source is it but in compiled xrGame.dll not. https://i.postimg.cc/13sJWHCp/source.png
I'm looking for help with LUA scripts. Anyone?
he looks so disappointed and grumpy
Well I though that barman, as one of most powerful person in Zone(because he is powerful, he have connection to all factions he and sidor probably run most of stuff from and in to the zone). And such powerful person would be rather person with lots of charisma and "look" of person in charge than rather "frog" like current barman... Zone if tough place and I think it should make important character look tough. After all barman and sidor where one of first stalkers they should "see stuff that you would not believe" Just look at barman face and tell me that you would trust him with something important to do https://i.imgur.com/ZAEAwg8.jpg
Barman has seen some shit okay?
This may seem like a loaded/biased question - and it's completely random but I want some other perspectives: What purpose does the sleeping mechanic have other than to allow players skip nights or pass time to respawn artifacts? How often do you explore the zone at night if sleeping is an option? If sleeping wasn't an option, what would you do?
Answering in order: Immersion/realism and just skipping times of day/night you don't want to deal with I suppose. See below point. Honestly, not too often - I kinda hate exploring at night unless there's specific reasons for it (eg hunting certain monster parts, scripted NPC paths that change at night, or collecting Electro artifacts in SoC since they only appeared after midnight) Just deal with it, I guess. Or go out of my way to merge a sleeping bag mod back in I can't really think of any alternatives that wouldn't seem kind of odd. I think the day/night cycle is incredibly crucial to STALKER and I'd rather see it expanded upon to give reasons (quests? Rare artifacts? Improvements to stealth?) for players to go out at night...with a risk/reward factor, of course.
The best thing about day/night, is when you're deep in enemy territory, or on an expedition and the sun starts setting. You have no damn sleeping bag. Suddenly EVERYTHING is dark. You hearing noises. You know bad things come out at night. Seriously enough to put your neck hairs on edge and immersion is key.
Skipping night time. Skipping to specific times obnoxious time-sensitive quests. Rarely. Suffer. Some benefit to being up at night. It rarely feels like the AI has any issue at all fighting in (modded) pitch black. No rare artifacts. No benefit, just squinty eyes and "immersion"/forced spooky times.
Sleeping is just one of those things that help tie the player in to the world.. After a long period of stalking around you find a nice little crack in the wall to hide your ass, unroll that sleeping bag, drink the last of your highly coveted tea from Beard, and sleep tight~ Roleplay, I guess? It's definitely one of those things that benefit the most from a simple checkbox labelled "require sleeping".
sleep is ok, it immersive and useful. What I dont like are sleepbags.... stalker maps are just too small and empty to use sleep bags. Im personally ok if they are used in specific places(dry, clean, safe) but putting sleep places anywhere or in random locations work bad and just have no sense at all. If maps would be big and with WAY more buildings and covers it would be nice addition, but now its useless
Really looking forward to seeing Cordis Project release one day. It's the Gunslinger of ... all the things Gunslinger doesn't touch. Very promising stuff: YouTube: https://www.youtube.com/user/corryzeron/videos ModDB page: S.T.A.L.K.E.R. https://www.youtube.com/watch?v=ZeRo_p0w91M
sad that it will be probably another "never ending" development made purely for portfolio of modders and as showoff. Also lots of models are taken from https://p3dm.ru/ so its not that they made them all from scratch. I actually took that barman from there and just modified it to fit my idea of barman(beside face that I made from scratch). And taking this in to the account its a bit weird that we not gonna see it, because even with new animation its really max one month to put that into the stalker...
Don't let people joke around, this is cool as fuck.
i just gave up and am just playing escape from tarkov and pretending its stalker with pvp tbh, tired of waiting for decent weapon packs
FFF.. I know it's the exact opposite of what Tarkov is about, but imagining a blood sucker or two roaming around the factory at night is giving me chills~
Just popping in to remind folks that my STALKER mods spreadsheet is still around, and I'm back to keeping it updated after a hiatus. I'm trying to sample every mod on it and am making notes on my playthroughs, or at least why I quit each mod. Does anyone have an archive for Old Episodes: Epilogue? The only sources I can find are down, or require a Russian phone number. This is the only 1.004 base mode I've been unable to find.
I'm contemplating a rather big choice as for the development of my well... everything I've made. I'm curious of what you think of this: OWR3 with a variety of new weapons ( 6 shotguns, a few smgs, a few rifles, 10 pistols - all with good quality animations and models ) Redone sounds for weapons, attachments, etc Improved foley (bullet casing sounds, aim sounds, improved quality of all existing sounds, new sound queues ) Bullet chambering Vastly improved balancing (much more lethal for both players and npcs, even exos arent that spongy) Removed default weapon sway - completely replaced with a new script that has dynamic sway based on health, aiming, etc Enhanced recoil Fixed shotgun RPM Would this count as a "decent weapon pack"? It's not technically a new weapon pack, considering it's just OWR3 with my additions - but I am trying to make it as good as possible considering my limitations (lack of a modeller, animator, script limitations, etc)
it would, but i have to play with a finished version (i have no prob waiting) so i could pass final judgement, the problem is mostly with me, im extremely hard to please when it comes to guns, im extremely autistic when it comes to guns and gunplay, animations and just general interaction between guns and the world take extreme precedence over say quantity, for me personally, my biggest pet peeve with any weapon pack, shitty red dots that have fucked up and huge reticles and just generally the way red dots have to be done in XRay piss me off so much (dunno why. it just does)
that sounds excellent.
https://media.moddb.com/images/members/5/4060/4059935/tushkano.png Finished female Tushkano animations and texture.... aaaand finished with Stalker modding. So officially my Stalker Two-K and anything what I was making for Stalker and other mods is canceled. I lost interest and I just dont have free time to play with it anymore. Not much people where interested in what I made so its not big deal anyway. Probably just like last time I will go back to stalker in next 3-4 years, but for now Im done.
It's sad to see another good modder go. Will you release what you made?
So I've been playing Metro Exodus and seeing how much it's changed since the first game it made me think how amazing a new Stalker game would be with the right amount of care and talent. What would you guys improve if you could choose? I'm afraid of the lack of modding in new games, and Stalker without modding would be a very tough sell for me..
gunplay, models, animations, engine. atmosphere and music is absolutely nailed in the games as it is anyways
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