S.T.A.L.K.E.R Series Megathread: Maybe someday games releasing edition
999 replies, posted
I thought the warfare mod for CoC featured better equipped factions when they had more resources?
The new 1.5r7 is really cool, not just for players, but for developers as well. Lots of fixed bugs and exported engine functions to lua, giving me more control over stuff.
Theres now a variety of flashlights, ranging from shitty to several different top tier flashlights with varying stats, meaning there is no "best" flashlight, it's preference.
Flashlights aren't nessecarily expensive, but a high-powered one is rare, as only the more common ones will be readily available from your average trader. The more powerful ones will only be attainable through special circumstances.
There's currently 12 different flashlights, but the final number might change if it feels like the difference between them becomes to insignificant.
Heres a few examples:
Normal:
https://files.facepunch.com/forum/upload/180967/5501177d-da85-4e5c-a0d5-351d08ac3338/xrEngine 2018-07-03 21-55-25-76.png
Damaged:
https://files.facepunch.com/forum/upload/180967/4155a821-bb15-4238-b027-3037039ea30b/xrEngine 2018-07-03 21-56-20-66.png
Halogen:
https://files.facepunch.com/forum/upload/180967/a5fcc201-ed90-4e11-97f7-839be085b433/xrEngine 2018-07-03 21-55-03-61.png
And "Zonemade":
https://files.facepunch.com/forum/upload/180967/a5508d4b-36b2-4ed1-a496-1d779172bce1/xrEngine 2018-07-03 21-59-45-81.png
Collectable flashlights.
Cool.
people soup
Potential idea for a new system that hopefully introduces more mutant hunting. Pretty long, but here it is:
Monsters, similar to Stalkers, are ranked and have rank names. These are alife monsters that are spawned in with certain presets such as custom names, varying rankings that indicate their threat level, as well as their general area. The player can hunt these monsters down via circles on the map that show where the monster was last seen and collect the bounty on the monster if they kill it.
Monsters get points and can rank up for killing other monsters, or killing Stalkers. Similar to how Stalkers rank up.
The higher the rank of the monster, the more dangerous they are and the more the bounty is. Perhaps resistances could be scaled up with rank, so the number one monster, for instance, a Chimera, would be stronger than your average Chimera. This should be balanced so its not unrealistic or unfair, but offers more of a challenge to end-game players.
After killing a monster, you can then skin them (this ties into the knife quality script, having a better knife would allow you to collect better "trophies") that gives you trophies. Trophies can be sold to traders for that monster's bounty or kept for bonuses of some sort (still needs to be figured out)
idk, i've heard the creator is pretty shameless
no he's pretty cool actually
Reposting a tutorial I wrote on the CoC forums on how to remove difficulty selection. The reason I'm posting it here is because while searching for Stalker related stuff I often get links to Facepunch and so I figure if anyone looks up "how to remove difficulty stalker" or "how to remove difficulty selection stalker" I hope that maybe they find this post. Also, yes, there will be no difficulty selection in our mod, as we're going to focus on primarily balancing it around one single difficulty and economy. Anyways, without further ado, here's how to remove the difficulty selection when starting a game:
I actually found a solution myself, and thought I'd post it here in case anyone else was wanting to do the same. It's not the best solution, and more of a workaround, but it works how I wanted it to.
Basically, we're going to turn the credits button into the new game button. The credits screen isn't all that important anyways. The reason we're using the credits button is because it has a functional callback unlike the new game button.
The majority of our changes are going to be in these folders:
gamedata\scripts\ui_main_menu.script
gamedata\configs\ui\ui_mm_main.xml
gamedata\configs\ui\ui_mm_main_16.xml
First, in the ui_main_menu script we see this callback for the credits button:
self:AddCallback( "btn_credits", ui_events.BUTTON_CLICKED, self.OnButton_credits_clicked, self )
We're going to change the callback to this:
function main_menu:OnButton_credits_clicked()
get_console():execute( "g_game_difficulty gd_master" ) -- Sets the difficulty to master, since we're skipping difficulty selection
self:ShowFactionUI() -- Shows the faction selection UI, which is the next step of the new game process. From there we actually start the game.
end
Now, when you press the credits button, instead of the credits playing, it'll instantly take you to the faction selection screen, and you can choose your faction and start the game like normal.
Next, we're going to change the credits button to instead say "New Game" and move it to the top of the menu. We're also going to remove the old new game button. This is where the XML files come in. For every XML menu, there are 2 files. One with a normal name, and one with a _16 suffix. The files are the same, BUT YOU NEED TO MAKE THE CHANGES IN BOTH!!!
So follow these steps in one, and then just repeat the process in the other.
First we have:
<menu_main btn_height="34" font="graffiti19">
<btn name="btn_new_game" caption="ui_mm_newgame" />
<btn name="btn_load" caption="ui_mm_load_game" />
<btn name="btn_lastsave" caption="ui_mm_last_save" />
<btn name="btn_options" caption="ui_mm_options_n" />
<btn name="btn_af_options" caption="ui_mm_weather_options" />
<btn name="btn_credits" caption="ui_mm_credits" />
<btn name="btn_quit" caption="ui_mm_quit2windows" />
</menu_main>
We're going to remove the btn_new_game, move btn_credits to the top, and then change btn_credits caption to "ui_mm_newgame", so it says "New Game" instead of "Credits".
Here's what it looks like now:
<menu_main btn_height="34" font="graffiti19">
<btn name="btn_credits" caption="ui_mm_newgame" />
<btn name="btn_lastsave" caption="ui_mm_last_save" />
<btn name="btn_load" caption="ui_mm_load_game" />
<btn name="btn_options" caption="ui_mm_options_n" />
<btn name="btn_quit" caption="ui_mm_quit2windows" />
</menu_main>
Now, when you open up the game, and press New Game (which is secretely the credits button), it'll take you immediately to the faction select screen and skip over difficulty selection.
You'll also need to remove the credits button in places of the menu where you wouldn't want the player to be able to quickly start a new game, as well as remove the new_game button anywhere as it is now redundant, but I'm sure you can figure that out on your own.
but why
Several reasons. Primarily, using multiple difficulty levels in Stalker requires major configuration and script additions when time could rather be spent elsewhere on the mod, and considering I want this mod not only actually released but also released within a reasonable timespan, it forces us to make a choice on whether or not to support the frankly under used difficulty system or ditch it entirely. And it's not really a surprise that most veteran Stalker players ALWAYS pick master (realistic in r7) difficulty, as the way the difficulty system is set up it only makes weapons weaker for both the player and the NPCs on lower difficulties, causing enemies to feel spongier and dumber. As for a more subjective and design choice based reason, the mod is attempting to create a fresh take on the Stalker setting, hopefully immersing players in our world as much as they were immersed in their first playthroughs of Stalker, therefore I (subjectively) feel that the world should be trying to create a very specific atmosphere and experience, which just isn't possible with the amount of settings CoC offers.
But, ultimately it is just a design choice that we decided on, and while I do fully understand everyone may not agree with it, I hope they can atleast understand the reasoning behind it.
Oh no I agree with it and if I was building a new mod I'd do it, difficulties below master are redundant. I just don't get why you'd go through the trouble of editing an existing mod to bypass difficulty selection.
Oh, that's a lot easier to answer: I'm OCD.
When developing for CoC, there's no lua auto refresh or very good exception handling. If you make a typo? Restart. Need to adjust something in the script? Restart. Make a lua error? Restart.
The load times aren't bad without mods (which is fine since Im just scripting anyways), and I can start the game up in about 20 seconds due to a very powerful processor. But clicking that difficulty button, every time I loaded up a new game (which you do after every restart, basically. To refresh the saved data), really grated on me to the point where I spent a considerable amount of time creating that workaround solution. It's definitely a bit creative, and it took me more time than I'll ever admit to figure out that solution, but now that I've done it I can only think of the milliseconds it's saving me.
You really don't know how difficulties work?
First of all, weapon damage only changes in SoC. NPCs do master damage, which is the LEAST of the four.
Hit probability never existed for actor shots, it's always a dodge chance aka a benefit.
Vanilla games change the amount of loot and actor resistance, then something else based on which game. SoC changes player weapon damage, CS changes NPC grenade distance and the final boss resistance, CoP adds a last chance where instead of dying you survive with really low health.
https://files.facepunch.com/forum/upload/257251/65e287f9-5dc4-4325-9ac3-bdc04e091ed2/image.png
I FUCKING HATE THE DOGS IN THIS MOD. okay. i'm good.
In game design you need to consider people with disabilities both physical and mental as well as Age.
Click once instead of clicking twice. and create a droplist for difficulty right in the select faction menu alongside with the other options as it should be.
Well, I hate to say it but...no. The mod really isn't intended for a general audience. This is an incredibly valid point, and I completely see where it's coming from, but I feel like Stalker is already a bit of a niche that's already incredibly unaccessible to people with disabilities (no color blind mode, no great settings for people with vision problems, etc) just due to the games age. Maybe that's something that could be added to CoC, with time? I know it wouldn't be a priority feature, but it could be cool to possibly add a few things like that in the future.
Of course Stalker is not popular game, its known, but not popular among general audience, and its played mostly by people who want good old FPS experience with good atmosphere.
I dont see any reason to FORCE game to be accessible for anyone, if you do that you end with medicore product that is filled with junk, and before you even start some idiots show up and demand equality mutants and dumping down stalker because they are to ""manly"" -_-
(Of course this is joke, but looking at today world I would not be surprised....)
Stalker is game that need to slap player in the face and throw him to zone naked. Whats really matter is how much naked you will be in game and how much game slap you. Or in other words: how realistic game/mod will be: you will make it hard by artificially boosting stats of enemies/trade like in Misery-like mods, or you will make game hard and realistic by balancing gameplay it self to be challenging and force player to focus and thing before doing something.
On the side note, totally different topic:
God damn remaking trains/vehicles textures in Stalker is pain in the ass...
It took me two days to make freight wagons:
https://media.moddb.com/images/mods/1/34/33982/veh_vagon1_01.jpg
And I still need to make bumps for it...
Its pain because I need to make them in 4096x4096px res(for game they will be resized to 2k) and fallow exact lines of original texture because game use its parts and any change can look weird on model...
Right now I dont plan any update for Stalker Two-K but I already have 22 new textures, and slowly Im starting to optimize it(resize textures that dont need to be big).
Few of new textures can be seen in Anomaly mod:
S.T.A.L.K.E.R. Anomaly mod for S.T.A.L.K.E.R.
Does anyone know what "adjust the x" does in the repair menu does in Dead Air? All I know is that it lowers the condition recovered.
Can't be assed to get my dvd drive connected (all my sata cables are routed to my hard drives) so I'm not doing an unpatched playthrough like I wanted. Vanilla it is!
And if I ever wanted to do AMK through the steam copy is there any way to downgrade it to 1.0004?
https://www.moddb.com/mods/amk-autumn-edition
I believe this installation includes a readme.txt that contains instructions to downgrade the steam version to 1.0004. Sadly, I don't have just the readme or remember the full instructions, so you might have to just download the entire mod just for the readme.
If you're feeling particularly adventurous, you could try and registry edit the Stalker SHoC installvers key from 1.0006 to 1.0004, I remember reading somewhere that most of the changes between to the two patches were primarily multiplayer-focused. It might work.
You can do this by launching regedit.exe, navigating from HKEY_LOCAL_MACHINE>SOFTWARE>Wow6432Node>GSC Game World>STALKER-SHOC.
The key you want to edit is "installvers".
If you can't find that key, right click and make a new String value, and then put in 1.0004 yourself.
Good luck.
No videos or pictures yet, but there have been some pretty big changes to the mod lately, specifically for the weapons.
I've redone all the .anms for player movement, and each weapon now has a unique recoil .anm when firing, on top of 1.5's enhanced recoil. They're both subtle, but make the weapons feel much more reactive and responsive, as well as encouraging the player to stop moving to shoot and better control their recoil.
Also, thanks to Swartzy (who doesn't have a FP account, but you might know him from Radium), we're going to be one of the only weapon packs to give proper weapons behaviors to bolt action rifles, the SKS, and revolvers.
What does this mean?
Well, for the Mosin, it is now possible for you to open the bolt and load the correct amount of bullets. Say you shoot twice, if you decide to then reload you will open up the bolt and then insert two rounds before closing the bolt. This works for any amount of rounds shot, up to the gun's maximum magazine capacity of five.
The SKS on the other hand actually encourages you to empty the internal magazine, as not firing all the rounds makes it so you have to first empty the magazine before inserting another 10-round strip. However, with a empty magazine, you can just immediately insert the 10 round strip, giving it a unique play style.
Revolver reloads are not smart too, and work similar to the mosins. Instead of dumping out all the rounds and not magically losing any ammo, the animation depends on the amount of rounds fire. Firing three shots for exampe, will play an animation of opening the cylinder, holding the right three rounds in, and dumping the left three (now spent rounds) out, and then replacing those rounds.
I don't have a video of this yet because the animations are still being worked on, but I hope this hypes you guys up for some of the upcoming features I'll be showing off.
gods work
I've given up on Dead Air. What a fucking chore of a mod. Guess I'll just play Autumn Aurora 2 again for the 15th time. I will never understand why idiots think making mods so fucking hard they become disgusting slogs is good game design. What a bunch of fucking bullshit.
The hate on Misery/Dead Air is making me a bit scared about the difficulty of my own mod. I'm obviously not a Russian masochist, but I'm still worried the mod will feel unfair.
Mind adding me at Steam Community
I'd like to talk about what you specifically disliked, and I'm also gathering up a small group of people for very early alpha testing.
If anyone else if interested, feel free to add me as well.
For me the most annoying thing about misery and such is that they make stuff cost way more than they should.
Curious.. What exactly turned you off for good?
I thought most problems were solved with those extra starting options to make the game economy more forgiving (more guns to sell, less expensive items, extra rewards from mission completion).
Personally, I played through with these all on - and still found myself turned off by many other annoying mechanics and features. The economy, in my opinion, wasn't all that bad for Misery-based mod, it was mostly the way medical items and food worked.
Just don't make the movement speed disgustingly low.
It's already a bit of a bitch to walk from place to place in the vanilla game, don't make it an even bigger bitch.
It honestly is pretty slow, but the mod is still in such a early stage I'm not really too attached to any specific ideas yet, so maybe this is something that changes? I've also made the sprint much slower, but last much, much longer. It's more of a jog that you'd use to get from place to place, rather than a full dead sprint like in SoC (for example, in our mod, sprinting doesn't lower your weapon)
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