• S.T.A.L.K.E.R Series Megathread: Maybe someday games releasing edition
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The animations are still being worked on, and code-wise it's essentially still a shotgun, but I present to you: https://www.youtube.com/watch?v=uuFxQrQsQ3Y&feature=youtu.be It includes: Placeholder shotgun sounds Unfinished animations Deprecated shotgun behavior And more!
https://i.imgur.com/cXYEprE.mp4 The zone is a very mysterious place
This is art.
I just finished SoC for the first time...ever. Wow. That was a fucking experience.
Which ending did you get?
Typical greedy one. I had like 200,000 in my pocket lol.
are SoC endings still considered spoiler worthy? i mean that game is 11 years old, i think enough time has passed
How does one install the English translation for Dead Air? Don't know where to put the gamedata files :/
You put the gamedata folder in the same folder as "appdata" and "database". But what I've found out, is that this actually doesn't switch the mode to English. They forgot to make the default language in the English translation to well..English. So once you've put the gamedata folder in the correct spot, go inside of it, and go inside of configs and look for axr_options.ltx. Open it and scroll down and find "localization". Switch it from rus to eng. Next, launch the game. You'll notice it's still in Russian. This is because they made the default localization Russian, even in the English translation. So close the game, and go back to gamedata/configs and find localization.ltx. You should see "language = rus". Change rus to eng again. Relaunch the game, it should be in English now.
literally just drag gamedata into the main dead air folder and voilà
There should be a disclaimer in the OP
if it werent for spoilers i would have never known that there were multiple endings (and that i got a bad one). which is great because i played through and got the good ending and it was awesome.
Well best spoiler for SoC would be mentioning that to get proper ending and about 40min of additional gameplay you need to go to monolith control center though door where you use decoder from doctor, not straight to monolith. When I bought SoC at its premiere i never knew about real ending, and it took me actually almost year before I realize that there is one -_-
I mean, there's new people being born every year. It's not like at some point everyone knows the endings.
i got that ending first try cuz my dad told me to listen (yeah my dad got me hooked on stalker)
You know I still have dreams about STALKER sometimes, usually with some cool types of anomalies that are like electrical ones with plasma emissions colored various ways. One time there was an anomaly I had a dream of where it was underneath a stretch of power lines maybe two or three blocks long, and whenever someone was walking underneath it had a random chance to trigger. When it does initially there are these little motes of plasma that float on the ground sort of like in a mercury arc rectifier, and then what looks like a massive corona discharge occurs between the power lines and the ground vaporizing everything.
sometimes i wish i was a real stalker. I could cheeki breeki so hard despite being brown skinned Asian, and fat, and not actually being proficient with fire arms, and having severe eczema, and I can't speak urkrainian.
The zone is dynamic - constantly shifting and changing, so why doesn't it always feel that way? https://files.facepunch.com/forum/upload/180967/915174b0-b669-42fb-8ed5-5415d2d20db5/878f71a2ce7d0de148dbcd725c7c9064.jpg You might not even recognize where this is at. It's a small little camp in the top right of Radar. In base CoC, the only possible event that happens here is that a group of Monolith spawns here. But, before I explain WHAT I did, let me explain to you how a Stalker picks up to what I will henceforth refer to as a "job", which can be anything from sitting around a campfire, guarding an area, or just even playing guitar. https://files.facepunch.com/forum/upload/180967/60221bc0-db4e-4e36-980e-c8b7932ee946/71f5ccfa570c4d000c9173ef4b50b5da.png This is a map of Radar with CoC's (extremely useful) debug hud on. There are two things to take notice of: The yellow dots - those are squads of NPCs. Human or mutant. The circles with Ts in them - these are referred to as "Smart Terrains". So what are smart terrains? They're essentially areas of the map that NPCs can enter and then be assigned a job inside of - if you see a NPC with a job (as previously mentioned, even something as simple as sitting around a campfire) they're actually being told by the smart terrain to do that. Smart terrains are also the entities that spawn in new squads of NPCs (human or mutant). But, even with the amount of smart terrains, the majority of them simply look like this: [smart_terrain] squad_id = 9 max_population = 3 respawn_params = respawn@rad_snork1 respawn_idle = 86400 [respawn@rad_snork1] spawn_snorks [spawn_snorks] spawn_squads = simulation_snork spawn_num = 2 This is taken from one of the smart terrains in radar, "rad_snork1". As you can see, all it EVER does is spawn snorks every 24 in game hours (86400/60/60 = 24). This means, as you play through, even without realizing exactly where the smart terrain is, all you will ever see in this area is snorks. This can make the zone feel predictable and stale. So since we're re-arranging the maps, as well as most likely editing and adding our own, one thing I've been doing is making the smart terrains much more dynamic - and filling them with much more to do. NPC's now have many more areas to sit and rest at, new areas of curiosity to investigate, and I've even started to work on dynamic traders that travel around in caravans and can even be killed (by either you or alife). The top picture is a group of NPC's resting at one of the new rest locations, but now that I've gotten a grasp of the system I still feel like there are many more possibilities. Feel free to leave your ideas below, I'm still not fully comfortable with the system but I definitely want to try out some crazy ideas. Also: https://files.facepunch.com/forum/upload/180967/d0e17e73-5348-485a-b3cb-882985c4e8f5/1f3591e04e65d9256d24fb2118bbe04c.png
I always wondered if it is possible to create hunting jobs. Game checks the level for the most dangerous mutant squad and assigns it as the job's elimination target, when the job is assigned to some stalker squad they would start hunting it down. It's a thing in MSO mod, I think? There were Duty hunting squads that would apparently hunt mutants. I don't know how would the hunting look like and if it's possible for a game to update jobs elimination targets.
Definitely possible, but it'd require some scripting as well, which I plan on doing. I'm going to create a bounty system for the most dangerous mutants, and I'll most likely tie in the fact that other NPCs would try and hunt down and collect these bounties as well.
Never understood why a lot of places like the farm after the bridge, or the little manufacturing plant right before it never had NPCs hanging out or doing things. A lot of the Aprogram and the wilderness feel empty too.
All on my list, but maybe not with what you'd expect ;)
Dead Air is fucking insane. Took so many tries to finally make it safe back to rookie village from car park. Super low on ammo, but at least I got supplies. Not sure what to do from here, no idea how to bash the military megaphone that Wolf gave me as a quest. Love it so far tho, feel like I barely scratched the surface of all the interactions. Anyone know how to get my flashlight to work? It won't do anything when I press L even with it equipped.
It works like a detector, so you have to press whatever button you have bound to pull out your detector.
Wepl, is it possible to add any part of my idea I posted here before? I like how you modify AI and Smart Terrains to add more "life" to...well...A-LIFE Perhaps can you make something to trigger a mutant mass attack some faction base like player can see in ShOC when for first time he gets close to Duty outpost in Garbage. Neutral NPCs and NPCs of the faction can then converge to the point before mutants attack to defend. You set a radius of m distance at some point, and in an array you "recruit" all the mutants of same type or type that does not fight each other and that are in the circle and then make them go together by grouping first at a coordinate and then all go attack to the NPCs faction base. Also, you could create recon jobs for factions opposed to each other so to make a small squad of 2 or 3 high ranked npcs go outside a faction base and stay there crouced behind objects/bushes overwatching the enemy faction base. I think this is good opportunity to make "military stalker" in bulat suits more interesting. Can they have the characteristic of not appearing in contacts or making the "pip" sound when you get near them? They only attack enemy if it gets close or shot at first.
I always say that Stalkers need more small random "jobs", like sitting on rock/road rail and smoke, visit more often anomalies zones, make a raids on bases(like freedom would send squad to blockade in bar just to kill dudy members there and then run away) and do more hunting. Those small things actually give game more realism than any big missions or new fighting/cover animations.
Yes, I sort of "broke down" your previous post into various different ideas and scripts and I think the majority of it should be possible, I really like the ideas you posted. As for mutant attacks, they're actually technically already in CoC. It's just really, really rare. I'll see about upping the chances and making them more dynamic.
You could also experiment with controllers collecting mutant hordes to raid stalker bases.
It has been fixed 2 weeks ago in the repo https://github.com/Appuruu/dead-air-english-translation But since Dead Air's dev team is active as usual, they didn't bother updating the translations until yesterday.
So I was doing the Noah Ark defense mission in Lost Soul, and me and David were mopping up any stragglers that were left over. I went to go talk to Noah for the reward, couldn't get the door open. Then David pushes me out of the way, opens the door, kills Noah's dog in one shot, then closes the door and walks away.
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