S.T.A.L.K.E.R Series Megathread: Maybe someday games releasing edition
999 replies, posted
This is why I was desperately trying to keep going, 1.5 had these for literally a year now.
https://www.youtube.com/watch?v=7IggekQKqnA
Question, how is this inertia different (if it is) from the one Gunslinger advertised here?
https://www.youtube.com/watch?v=4i0XYg2QhRU
Those are probably coming out in our lifetime unlike Gunslinger.
AI Improvements:
Squads travel from place to place more frequently.
Squads will only stay idle for a shorter period of time
Squads tend to walk from place to place instead of running long distances.
Squads move in a slightly randomized formation with better spacing
NPCs (especially squads) will more actively avoid clumping up. They will also not clump together while travelling
NPCs are much less likely to instantly eat/take any items when near them without limit
NPCs will only pickup stuff if under a certain weight limit
NPCs will no longer abandon their squad to run across the entire map to light a campfire
Only NPCs that aren't busy or needed somewhere will now light campfires.
NPCs notice the player walking up to them with a gun from a larger range
"xr_meet" which handles first walking up to a NPC and interacting with them has been improved
Surges can now properly turn NPCs with or without a squad into zombies (surges rarely even killed NPCs outside of shelter before. very broken).
The amount of zombies able to be created has been increased signifigantly.
Large (5+) squad behavior improved
Deer season in Zone...
https://media.moddb.com/images/members/5/4060/4059935/deer_tark.jpg
Wasn't Two-K canceled?
It is. I just couldn't remove that damn thing from my head so I made it...
Lot's of improved weapon functionality has been finished. Still more to come.
https://files.facepunch.com/forum/upload/180967/f4c15cbc-44bd-4086-8872-a5edf56d4800/5b6c170056f846b127e1c3c1a8e5ff9d.png
Notable stuff:
Can't shoot while sprinting
Small delay after sprinting before being able to fire. It's the same amount of time it visually takes from your weapon to go from the sprinting animation back to the "idle" animation where it's ready to fire (so very small delay)
Weapons wont automatically switch ammo types in any situation (ammo switching itself works the same)
Shotguns can no longer fire faster than they can pump by spamming the fire button and interrupting the pumping animation before it completes
Spamming primary fire with a weapon with a low RPM will no longer cause a second shot to fire long after youve stopped clicking for the first fire
Opening the inventory or PDA holsters your weapon if it's out. Closing the menu automatically unholsters the weapon
There is now a background blur when looking in the inventory (blurs the world that is still visible when the backpack is open. doesnt blur the backpack menu)
Sounds (that are made to not be spammed) added for: leaning, crouching, aiming, jumping
Hi and Yes! That class is valid. This line is from class_registrator.script. The "client_object_class" is also in xrGame.dll. WP_ASHOT is used at wpn_protecta. It's not like in CoP where class is WP_ASHTG.
But it's very interesting why is not recognized as weapon.
cs_register(object_factory, "CWeaponAutomaticShotgun", "se_item.se_weapon_shotgun", "WP_ASHOT", "wpn_automatic_shotgun_s")
Anyway thanks for hints.
S.T.A.L.K.E.R. 2
After hearing all the shit about GSC, this wasn't something I was expecting.
I'm a little dumbstruck at the moment, this is real, right?
It's real but bear in mind GSC of today isn't GSC of yesterday. There are no original STALKER devs left on the team. My expectations are set very low.
https://discord.gg/GHvXWTc
Can't wait to backport all the assets to Call of Chernobyl
Right, that leaves me rather discouraged, I can hope that this succeeds but I'm not sure if I can bare to watch.
SO who has the balls to reach their hand into the anomalous zone that is their "info@" email, eh? I'll put up half a dozen bottles o' cossacks to the first dumb bastard to do so.
that being said it's not like the original stalker team was particularly competent in what they did
I know you're somewhat joking, but I respect the original dev team a lot. They did some incredible things that were really impressive for the time, and a lot of them went off to form 4A and do even more impressive things over there.
Didn't GSC pretty much have a revolving door of employees because no one could stand to work for Sergei for more than a few months.
Also haven't they announced Stalker 2 like three times already?
horseradish carnage suit
First we need to remember that GSC was not AAA company, it was literally bunch of guys doing a game, it was proper company but just on paper...
Problem was that whole team had ideas, between early talks going between Sergei and others to finished game, Stalker went through HUGE amount of changes, and Im not talking only about change from OL to stalker, because there is more story behind that. Team didnt had proper plan for game it was all test what will worka and what not. Then, we need to remember that team was working with x-ray engine, that is not sandbox WYSIWYG engine, and because of its limitations and limitations of hardware back then they had to make lots of changes. For example kordon map was changed more than 5 times in 3 years, rest of maps where changed also 3-4 times, hell whole Wild territory and bar was one big map totally different what we know even from other mods.
Then where times of THQ and famous hippie that had to clean game and prepare it for release that also really crap things up in team and because of that game was sliced like a bread...
Stalker team had just bad luck and not enough resources to actually put it together, it was all really playing what will work and what will fit...
As for Stalker 2, actual work on X-ray engine 2.0 started just before finishing SoC, as Sergei said in one of interview, in 2008(even if rumors say 2005), but it was just test of new tools.
Actual work on Stalker 2 started in 2009 when Sergei announced that they work on continuation of Stalker, in 2010 in one of Ukrainian magazine they announced that Stalker will be available on Consoles and there where fist test of world map and benchmark. They also mentioned that Stalker 2 will also be a trilogy. At the end of 2010 there was interview with one of main engine developer that said that actual game was really in early develop time, so it was obvious that X-ray 2.0 was dumped in trash and they had to start again. In middle of 2011 AGAIN they changed concept and as Sergei said in one of TV interview, game was almost completed with new system with one big map and with strielok as main character again, and they will publish it by them self. Then AGAIN we had leaks that console ports where canceled because of stability issues and game will use havoc engine for physic stuff.
In December of 2011 there was interview with one of team member where we could see maps and some animations.... and the same day where interview as released, on internet we saw lots of articles that Stalker 2 was canceled. Few days later one of member said that Sergei called whole team to a meeting, and just said "I decided to cancel Stalker 2. Good Bye". Yep, just like that. after that for few days we had weird infos on official channels of GSC where team said that they will say whats going on but nothing happen.... Then of course AGAIN we had totally different infos about stalker 2. One of team member and writer of few Stalker books(forgot his name, that bald guy) said that GSC actually work on S2 and they look for people with ideas.... then before April 2012 we had bunch of videos about animations(including famous new bloodsucker animations).... and before April end we had announcement that Vostok games where created....
So as you see we actually had one main continuation of Stalker.... I said "actually" because one of member of GSC in 2002 prepared concept of Stalker: Oblivion lost where Because of Strielok Zone expanded and new game would be in.... Kiev Metro... in 2006 guy who made that idea quit GSC and went to work on.... Metro 2033
Source: S.T.A.L.K.E.R. 2 (2002) — Zone Chronicles, энциклопедия S.T.A.L...
do you want upgrade horseradish carnage suit with vision of night?
fond soup memories
Having doubts about continuing development for Stalker in general.
It feels more and more like I'm making the wrong mod for the wrong game for the wrong audience.
I'd of course keep my word and release any assets that I feel would be useful to anyone.
I've been taking a break for the past few days since beforehand I was devoting ~6-14 hours a day on modding and I don't know if I'll be able to return to Stalker. I haven't nessecarily been having a blast playing other games but it has given me time to get a perspective of my work in general.
The overall quality of scripting in the entire Stalker community is exceptionally low except for the 1-3 other people I'm aware of that are competent (vastly moreso than I am).
And despite the effort that I put into everything I do it feels that my current project that has lots of improvements and additions that would still be vastly ignored in favor of all the mods that are essentially clones of Misery/Call of Misery.
I apologize for the rather defeatist post, especially after basically the death of CoC, but I guess I want some input and other perspectives before I make any major decisions. I have a somewhat have a bad history of overwhelming myself, losing motivation, and regretting it in hindsight.
This.... Its soooo true.
No mater what you will do, it will be always treated as some small project compared to other more known mods, especially when you work alone and you are not "well known" even for not making stuff but just wandering around in stalker community.
Just like with any other game/app, marketing is half of the job, and for that you need team or lots of friends in the same community to spam about it.
Also priority is always "fancy look", without it, your project will never get proper attention. :/
There are exceptions from that of course and one-men mods get popular but its still mostly related to spamming about it and make it look good on screens...
As for your amazing work @wepl I think you did exactly this thing: you didnt focused on marketing(I always have the same problem.... Im just not good at it).
Even before actual work you should make bunch of sites in ap-pro, moddb, nexus... all places you can think of, and update them once per month with even small stuff... trick is to make it look fancy, so lots of graphics, lots of screens(even if visually they are the same as other mods, numbers counts) and of course talk about it in all places.... After some time you would get some people that would update it all for you so you could focus on actual mod.
Even if I technically stopped working on my mods, I still do small stuff for others, and I thing its best way to work with stalker: Dont make anything big, put all ideas in those small works for other mods. You do it when you want and you dont get burned out... + people will steal your work anyway :P
But most important thing is that you can make stupid things that normally you would not put in your own mod
"The overall quality of scripting in the entire Stalker community is exceptionally low except for the 1-3 other people I'm aware of that are competent (vastly moreso than I am)."
is this just the english speaking community, and if so, why is this?
https://files.facepunch.com/forum/upload/110359/81c30f71-b9ed-4c25-8686-98a8862da0a2/image.png
no idea where this is from but someone posted it in this stalker discord and its cute
Moreso the English community, correct.
As for the other communities (Polish, Russian, Ukranian, etc..) - while they've managed scripting behaviour that I didn't even think possible, they've based a lot of their scripting practices off of the original Stalker scripts.
While basing your code off of the original developer's is actually typically a good idea - Stalker's scripts are awful.
I self-taught myself LUA from Garrysmod and mostly developed my own coding style and practices (Based off what is "proper") and learned a lot from looking at Garrysmod's scripts created by the development team. You can see remnant's of this in my scripts (use of ply, how I do vector calculations, etc)
Lots of Stalker's scripting community don't null check. Don't utilize local variables and constantly re-use the get functions in the same scope, and have horrible organization, readability, and style.
Part of my plan in releasing my own projects were to encourage better scripting habits.
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