• S.T.A.L.K.E.R Series Megathread: Maybe someday games releasing edition
    999 replies, posted
I'd really like to see and participate in mutant sieges on populated areas like Skadovsk and the like.
like the ones in sgm, with noah's barge and dawn's attempt at retaking the army warehouses speaking of modding, it'd be pretty cool to be able to turn generic npc's into technicians/traders in coc, i think it'd take a day or two to actually convert them, but this'd let you put up some helpful spots so you wouldn't have to run all the way back to pripyat if you're a monolith, just set up some of these guys in the bar if you're slaughtering everyone like i am now
You know what else would be cool? Time based zombies. Like not in every area (since hand placed zombies are a thing), but since plenty of mods do zombies from blowout/controller it'd be cool if after a set amount of time with the player not have seen them they turn from shooting zombies into those cut shambling ones Plus it'd be a neat little optional mechanic if a controller turns a base against you to be able to avoid the area for for a while until the zombies lose enough function that taking them on becomes more manageable
Here's something kind've cool. https://www.youtube.com/watch?v=zDtmzYZTM6s&feature=youtu.be Added particle effects for NPCs in my "hit effects" script. The particle effects also depend on the location of the hit and armor type - and there's some random variation in there for each hit type as well. There was already a blood splat when shooting humans, but I added some sparks for exos, a little spark as well as slight dust for helmets, and glass for glass helmets. There's also some other, more subtle effects, and there is now typically more blood on any gunshot. I might try and do some effects for mutants, next.
I might have an older RADIUM particle.xr file laying around. It would require some editing of texture paths, but I have many of these effects already in place. We did the exact same thing, apart from never actually continuing work on the mod. I could share through discord if you'd like? I love the effects, but considering the size of them, they look almost comedical
Yeah, performance is a pretty big concern for me and I already have some code for optimization as well as more to come. I'd also really like to check out what you have, yeah. I can look at particles in my particle editor - but trying to import anything complains about two "crommuac/elec_crow" particles having the same name but renaming or deleting one or the other doesn't seem to fix it.
Reloading like a boss: blender 2019
https://imgur.com/gallery/g6anUGU Chimera dog, more below. https://imgur.com/gallery/hGtZ3DA
Man, the responses to the new post on CoC's moddb page are kind of a shitshow. There's a fair bit of support but also quite a few ungrateful assholes just bitching about completely unrelated things.
I thoroughly enjoyed and despised reading through that. Nearly forgot this community and felt nostalgic. Glad the air has been cleared. I still yearn the golden days of stalker modding, where when mentioning a "community" (Good old GSC forums), we'd talk about actual modders (be that 'big' names like dez0wave or just someone who makes yet another automatic gauss pistol mod(me)), instead of the "community" we speak of now. They seem to do a lot more typing in forums and comment sections than in .ltx or scripts. Sure, not so much a 'dime in a dozen' modders out there who 'suddenly leave', so not representable, but I completely understand why people leave out of the blue. It's one thing to have your work out there, underappreciated (and / or stolen / uncredited). But it's something totally different when you notice you do get attention, but all you're getting is "(we demand) more more more". Also, paranoia, don't mind them. That John guy is probably not a modder himself. I'm grateful for what the community has come up with throughout the years. And I honestly love whenever new people pop up and make an impact, so hats off to people like Balathruin, wepl and paranoia for their advancements of stalker modding, but with that being said, taking (valuable) time to do something of your own is way more important than pleasing an online community. Good luck in future efforts Balathruin. And I still look forward to seeing CoC flourish once again someday. Who knows Alundaio might feel the same ache I felt and we all find the time to dive back into this again.
I'm really happy that @Balathruin mustered the strength to go through with that post Even if some peoples are really ungrateful, I feel it's a really important step to take, and I think post people will understand Good luck Balathruin!
does that actually import fine in xray? I always thought the ShoC animations had their own charm to them, but on a technical level they are simply flat out broken. I'd love to basically remake those to higher standards of quality
and for it to be like the absolute nightmares in SGM ;)
Guys does anyone know how export animation with scaled bones? Everytime i export them with scaled bones from 1.000 to 0.650 it turns back on 1.000. Stupid shit-ray engine. I bet it doesn't support bone scaling in animation. But i will appreciate any info since i can't get from whole fucking google nothing. No info no clue no nothing. Thanks!
It's a shame some modders loose interest but honestly what can you do? It happens. They're not getting paid for it or anything, and what would be the point of it if they're not enjoying it? It'd be fantastic if people didn't get burnt out, but if they do then I can't really blame them at all for quitting.
They are obviously too old and exhausted so they must take a break on while. Anyway pay for mods like seriously? They should migrate to some game studio then. Also start with mod which not only changes only few things here and there but whole levels is stupid idea imo especially when you run out of manpower. I always doing things "small one" for free a you know what? because i enjoy it! And that's about it. But don't do something you can't handle. You end up pretty fast. Money makes you happy but how long?
Money MAKE you happy. They pay taxes. Give you and your family food and roof over the head. They give you better hardware so you can make stuff faster and better. Sadly this is world we created and we cant deny that money dont make us happy. They MAKE us happy. As for mods, I give you small examples: When I was making mods for other games, like Fallout/Skyrim, MC, HL2, just from small donations, not even using patreon but good old PayPal, I could get about 30-60 Euro a month(this is bottom really, some modders get even 200-300). That was enough for me to spend more free time to make stuff because I didnt had to spend more time in my day work or spend more time doing smaller one-time-jobs that I normally do(ads, logos, banners for shops) that take most of my free time. It was all posible because players of those games support modders, even if not by money, but by annoying you with bug reports and suggestions. Now lest look at Stalker players... they always want something.... and they always suggest something that is not possible or require HUGE amount of work. And now lets look at their support... Just check top20 Stalker mods and their Patreon/Paypal... NOTHING, I often check mod sites and their donations, Im poor as fuck and I dont use Patreon but I donated few good times via paypal just to support some modders. Now someone can say that "Stalker players are poor". No they not. Someone can say that asking money for mod is shit idea. No its not. Remember that today players can pay almost QUARTER OF MILLION DOLLARS EVERY DAY, just watching other players play the same game they have... Lots of time I was watching streams of stalker game where guy playing or rather trying to play stalker got almost 120 bucks after 2h... Of course there are people who support Stalker modders, hell I got few donations. but its maybe 4-5% of players that are active and play Stalker often. Im not saying that Stalker community is filled with "bad people". Most of players are really good but I just cant get how its possible that players would rather support streamers that just play game or even mods, instead of supporting actual modders that made those mods... Probably now some people will say that Im an asshole because Im talking about money in modding community, but as I said in the beginning in other games its something normal. You have no idea how it boost people to make stuff for others, and its not like you need to play constantly, for most of time I was getting single small donations like 1-4euro and it was enough to...
Well so how much I must pay you to convert that hands which i send you before? Nah just kidding piss on it. I don't need it since those hands are hybrid one. CSS + something. And i am sure it's not easy to convert them to CS or CoP. Also i don't want waste of your precious time. Anyway if you or anyone else are making mods to feed family and give them roof over the head then you/they must be really on the edge. I am loner, no kids no wife "so far i don't need it". But hell i must also pay for electricity, food etc. Everyone is responsible for himself. Don't care about others. Do you know how much help me this stalker community what you talking about? ZERO. Everyone piss on me... And i am just asking. Not for work but for help/info. But for someone can be help as work. From now i will not ask because i know what i receive. I can tell you i was started with localization of games to our language. Got nothing for it. Now i don't have time and taste on it. I rather mod stalker LA nothing else + modeling and texturing. And lastly I am not a rich or poor just mid class. But I know there are only two class in this broken wolrd. Poor/Rich-Samrtass.
Im not saying that making mod feed your family, that was about money making us happy, not mods. In terms of mods and money, Its about free time. You have limited free time and you need to choose what you do in that time, donations give you a reason to spend that time doing more mods, thats it. As for that hand. Sorry, I have it in my to-do folder but such conversion need some work because of bones, I already converted gun it self, and prepared hands but as I said: I can choose do it, or do something else that give me even 5bucks... what would you choose?
Anybody remember if this one ever got expanded upon? http://i49.tinypic.com/2dv4or9.png
USAS 12 from WoG and drum mag by me since WoG doesn't have drum mag but classical stick. https://i.postimg.cc/kqP909QP/XR-3-DA-2019-03-17-23-27-30-83.png Also figure out how to talk with stalkers without needing to hide weapon. Same goes for barters. You can go to sidorovich or barman with weapon in hands. Solution was in changing the class to WP_ASHOT. Seems like game can't recognize the class. I must also edit one script bind_actor. https://i.postimg.cc/J1FCPWrg/XR-3-DA-2019-03-17-23-27-47-65.png
huh, wouldnt have guessed that WoG models could look that good
Are you saying you changed the weapon class JUST to avoid holstering the player's weapon when interacting with an NPC? If so, this is a very bad solution and will cause headaches in the future. Weapon class handles much more than just the holstering behavior and is used in many other script and logic behaviours. You will most likely start to notice unintended side effects from this change. Instead, look for the specific logic that handles when the player is interacting with an NPC. A good place to start would be in sr_no_weapon.script and any logic files associated with traders in configs/scripts.
Big update for anyone developing on CoC r7+: Alundaio added this: https://files.facepunch.com/forum/upload/180967/91bf2180-688a-4d57-b86d-f2305b535ac2/61e8ba9f04cd7f335acc3f41326ea68b.png plyFlags are the animation flags applied to the actor - however - there is no list for enumerated animation flags. So, because I hate myself so much, I went and figured them out: https://files.facepunch.com/forum/upload/180967/5380dca6-89ee-4df6-9009-0eb4455f7e7c/7fa82b1bbf6063cf8184358094d22f33.png Keep in mind this is NOT a global list, and if you use them in your script keep them as local variables so they don't interfere with anyone else keeping a reference to animation flags. To use them, simply do this: https://files.facepunch.com/forum/upload/180967/8f99c955-7f12-40ca-92a9-d5eab29e2973/e375cec49e12e0dbe34095a2cc5d56f5.png This is the best, least hackiest way to get whether or not the player is performing a certain action. You can obviously use multiple of these at the same time. It is 100% accurate (direct engine output) Are you saying you changed the weapon class JUST to avoid holstering the player's weapon when interacting with an NPC? If so, this is a very bad solution and will cause headaches in the future. Weapon class handles much more than just the holstering behaviour and is used in many other script and logic behaviours. You will most likely start to notice unintended side effects from this change. Instead, look for the specific logic that handles when the player is interacting with an NPC. A good place to start would be in sr_no_weapon.script, xr_meet.script, and any logic files associated with traders in configs/scripts.
https://www.youtube.com/watch?v=mvEjVGJ-wKY
it's ALIVE
the little tap of the magazine against the well is great
and now we wait six months for another content blast
Some new weapon effects. Inertion, enhanced recoil, particles, leaning. WIP https://www.youtube.com/watch?v=Z2L2HDWt3u8&feature=youtu.be Also theorizing how to make a possible dynamic attachment system that would allow for technically an unlimited amount of additional attachments with no model edits nessecary. If it's possible (which i think it is) - it's definitely going to be tricky.
you should tone down the screen shake when you shoot a little imo, it's a bit too over the top the rest looks fine tho, keep up the awesome work
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