• S.T.A.L.K.E.R. Series Megathread: No new mod releases edition.
    1,000 replies, posted
No futuristic cars plz. In meaning of cars, Stalker is all about [URL="http://en.wikipedia.org/wiki/Zaporozhets"]ZAZ[/URL], [URL="http://en.wikipedia.org/wiki/VAZ-2101"]VAZ[/URL], [URL="http://en.wikipedia.org/wiki/Lada_Niva"]Niva[/URL] and [URL="http://en.wikipedia.org/wiki/Kamaz"]KAMAZ[/URL]. So yeah, still waiting for Lost Alpha.
i actually like the idea of old soviet-era vehicles retrofitted with DIY anti gravity locomotion
whirlycars. I can totally see that working.
I have made an anomaly of rendering [img]https://dl.dropbox.com/u/8664592/ShareX/2013-03/2013-03-21_23-12-01.png[/img] it makes everything behind it the same light intensity as what its currently in stand in light, point at shadow > shadow is light through gun and vice versa
I'm not a huge fan of vehicles in a game like this because it really ruins the atmosphere imo. The game is about you scraping by and surviving in the most dangerous and hostile environment on Earth. The area is filled with things that [I]just don't make sense[/I] like anomalies and mutants. It's this perilous struggle with you against the world that I enjoy and I feel like vehicles cheapens that somehow. I enjoy having to walk everywhere because it forces me to maintain a sense of immersion greater than games where you can simply open up a minimap and fast travel somewhere because you don't have the patience to walk and actually explore the world the devs created. Vehicles sort of turn the game into a more instanced deal since one could speed away from unwanted conflict and it also turns the game into a quest jerk-off. Both of these things go against the spirit of Stalker. Stalker is all about making do with what you have and dealing with it. Plus, although somewhat cool those vehicles look pretty friggin retarded for Stalker or anything Stalker related. One last little thought to this clusterfuck of thoughts is, how exactly would cars work with anomalies? Anomalies can be found everywhere, roads included. I mean anomalies don't give a fuck about what goes in it, its just gonna get fucked up, cars are no exception. Even hovering off the ground a foot or two doesn't get around most anomalies. That's why helicopters are prevalent by those who can use them because they can get a high enough altitude to avoid them.
i just realized that the STALKER games now take place in the past back in 2007 i thought "wow 2012 seems far away" but now 2012 has come and gone
Yep, Strelok is now in Russian government hands.
[QUOTE='[Green];39997788']Yep, Strelok is now in Russian government hands.[/QUOTE] Ukraine
Finally finished a playthrough of vanilla CoP and wanted to mod it. Does redux make night darker and make the flashlights and nightvision actually useful? If not is there some other mod I can install over the top of it. Also, does it change the gun sounds to make them not shit?
I'd love to have a freeplay mod like dooms one for CoP with more content. Stalker is the kind of game that makes itself. Give it a few things it can do on itself, and It will arrange it in a dynamic and awesome way. A true, living sandbox. The features I had in mind is something like generated personalities for all stalkers - be it what they say or how they act in Combat, perhaps also their tactical view on things if there was also a faction wars part, you know all that jazz and similar. Basically, mods consisting of scripts that make the Zone run itself in a more living, dynamic way. It's kind of hard to word it. My dream.
[QUOTE=GyroburnerV2;39998160]Finally finished a playthrough of vanilla CoP and wanted to mod it. Does redux make night darker and make the flashlights and nightvision actually useful? If not is there some other mod I can install over the top of it. Also, does it change the gun sounds to make them not shit?[/QUOTE] Redux does have Atmosfear 3 and AbsoluteTexture (IIRC) in the full version, so you can customize how nights and days look like, it also has CoP sound overhaul, which replaces almost all sounds in the game and add more ambient sounds.
[QUOTE=GyroburnerV2;39998160]Finally finished a playthrough of vanilla CoP and wanted to mod it. Does redux make night darker and make the flashlights and nightvision actually useful? If not is there some other mod I can install over the top of it. Also, does it change the gun sounds to make them not shit?[/QUOTE] Yes, nights are darker, and weapon sounds are all changed. [editline]22nd March 2013[/editline] [QUOTE=rikimaru6811;39998276]Redux does have Atmosfear 3 and AbsoluteTexture (IIRC) in the full version, so you can customize how nights and days look like, it also has CoP sound overhaul, which replaces almost all sounds in the game and add more ambient sounds.[/QUOTE] AtmosFear 2 in Redux v1.0*
[QUOTE=rikimaru6811;39998276]Redux does have Atmosfear 3 and AbsoluteTexture (IIRC) in the full version, so you can customize how nights and days look like, it also has CoP sound overhaul, which replaces almost all sounds in the game and add more ambient sounds.[/QUOTE] [QUOTE=Beacon;39998399]Yes, nights are darker, and weapon sounds are all changed. AtmosFear 2 in Redux v1.0*[/QUOTE] Oh thank fuck. What's the difference between the nightvisions anyway? In the older stalkers the better one was a blue/violet kinda colour, but I can't tell if it's any different, still sucks and I've had 3rd gen at one point. And could I just install Atmosfear 3 over the top of redux? Asking because I'm liable to break everything ever if I just charge in.
You can't just install AtmosFear 3 I'm afraid, it's a lot more intrusive to the files than AtmosFear 2.
Damn, oh well. Hopefully Redux 2 comes out eventually.
AtmosFear 2 isn't that different though in all honesty.
Huh, well alright then. First impressions with the redux mod, I love it. This is how stalker should be. Balls hard and always trying to kill you. Not to mention terrifying.
thanks, that's what i was going for :)
I miss stashes though, and being able to find more than one artifact at an anomaly at one time. I can see why they were changed, but is there any way to let the artifacts pile up again? It's way more satisfying to come back with a haul of 3 or 4 artifacts after visiting a couple of anomalies. Maybe make it so they despawn after a while for balance issues or something?
Stashes will be in big time in v2.0 :) If you go trawl through a few different anomaly zones you should find a couple of artifacts! The better your detector, the more likely you'll find artifacts too, since there are now 50+ they're spread amongst the tiers so an Echo will only find a few different ones, and there might be a great artifact at the anomaly zone but you can't find it if you only have a basic detector :)
New OGSE screenshots: [img_thumb]http://media.moddb.com/cache/images/mods/1/20/19185/thumb_620x2000/CNNP4362150.jpg[/img_thumb][img_thumb]http://media.moddb.com/cache/images/mods/1/20/19185/thumb_620x2000/CNNP4368262.jpg[/img_thumb] [img_thumb]http://media.moddb.com/cache/images/mods/1/20/19185/thumb_620x2000/CNNP4371366.jpg[/img_thumb][img_thumb]http://media.moddb.com/cache/images/mods/1/20/19185/thumb_620x2000/Swamps4342662.jpg[/img_thumb] [img_thumb]http://media.moddb.com/cache/images/mods/1/20/19185/thumb_620x2000/AC4390841.jpg[/img_thumb] CNPP remodel and new map :D They keep adding more i'll update this post.
asdagyaefsd awesome
I also have some sad news :c, SGM 3.0 has ceased development but it will still be released, the only thing incomplete was the added plot.
3.0 eh, sounds like a significant milestone
I'm surprised none of you read ap-pro.ru's newsletters; Its phrased so well that google translate well translates it pretty dam flawlessly.
[QUOTE=Beacon;39999965]Stashes will be in big time in v2.0 :) If you go trawl through a few different anomaly zones you should find a couple of artifacts! The better your detector, the more likely you'll find artifacts too, since there are now 50+ they're spread amongst the tiers so an Echo will only find a few different ones, and there might be a great artifact at the anomaly zone but you can't find it if you only have a basic detector :)[/QUOTE] Are we going to get weapon/suit upgrades back too? I kinda miss them.
[QUOTE=DigitalySane;40000177]I also have some sad news :c, SGM 3.0 has ceased development but it will still be released, the only thing incomplete was the added plot.[/QUOTE] What's the changes in comparison to SGM 2.2, anyways? 2.2 had a LOAD of retarded shit crammed on top.
[QUOTE=GyroburnerV2;40000213]Are we going to get weapon/suit upgrades back too? I kinda miss them.[/QUOTE] Of course.
Just installed redux for CoP, and am crashing left and right. Sadly the uninstall program for the mod is being confused as an army list by Army Builder, so I can't even uninstall it. :v:
[QUOTE=croguy;40000238]What's the changes in comparison to SGM 2.2, anyways? 2.2 had a LOAD of retarded shit crammed on top.[/QUOTE] No details just yet other than that it will be released soon for people to complete or use as a base or whateva.
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