S.T.A.L.K.E.R. Series Megathread: Thread lock imminent, get to cover Stalkers!
999 replies, posted
[QUOTE=Royalpain;40193376]So uh.. I've been waiting for Misery 2.0 to come out until I start my next play through but going through the thread some of you are against Misery? Could you say why and state a better mod to play?[/QUOTE]
I dislike the aesthetic but the main dev seems like a decent guy
[QUOTE=Muukkis;40192995]S.T.A.L.K.E.R. isn't that difficult honestly, it's comparable to the SOULS series where you can get fucked if you're just rushing ahead blindly but if you take it carefully you'll be fine aside from situations that arise from glitches and the few curveballs the game throws your way.[/QUOTE]
But I rush blindly with both and still win.
[QUOTE=Doneeh;40196903]But I rush blindly with both and still win.[/QUOTE]
You [I]can[/I] get seriously messed up in both games because they don't pull any punches but if you don't screw up you'll do fine. Though STALKER will throw a lot of curveballs at you that you don't really know to expect like the bullshit at the CNPP levels in both SoC and CS, weird spawning with the level changers where it can put you smack-dab in the middle of 10 military guys when you spawn, dying [I]during the loading screen[/I] and things like vortex anomalies and radiation pockets even if you're really good at the whole shooting thing.
But for the most part I was talking about new players in general, of course with any game there's a certain percentage of people who can pick it up and do great in the game.
STALKER needs a dexterity modifier so you can reload and knife faster. Strength increases knifing damage until a certain threshold, at which point they become really powerful punches. Attunement for artifacts, vitality for higher health, resistance for natural damage resistances (works without suit), endurance for increased weight capacity and stamina, intelligence to use artifacts to their full potential, and faith for being able to walk through/around anomalies without triggering them and mutants sometimes ignoring you while also sometimes aggroing human NPC's.
So you want a full RPG set in the Zone.
It's a dark souls joke
I've never played Dark Souls.
[QUOTE=Doneeh;40197256]STALKER needs a dexterity modifier so you can reload and knife faster. Strength increases knifing damage until a certain threshold, at which point they become really powerful punches. Attunement for artifacts, vitality for higher health, resistance for natural damage resistances (works without suit), endurance for increased weight capacity and stamina, intelligence to use artifacts to their full potential, and faith for being able to walk through/around anomalies without triggering them and mutants sometimes ignoring you while also sometimes aggroing human NPC's.[/QUOTE]
Why not make accuracy and damage completely and totally based on dice rolls while we're at it, and make it so when you start the game it'll be impossible to kill anything bigger than a dog?
[sp]I don't like RPGs much[/sp]
[QUOTE=JoeSibilant;40195613]Wait, SGM 2.2 has a problem with sights alignment in widescreen? Well that explains a lot. Anyone got a fix?[/QUOTE]
I thought it was because it just used vanilla CoP's shitty ballistics where every gun was a bullet hose until you upgraded its accuracy v:v:v
It's also pretty bad when People Soup's quests are better than SGM's quests... at least they told you where to go.
[QUOTE=Zezibesh;40197294]It's a dark souls joke[/QUOTE]
Some basic skills wouldn't be bad, to be honest. It worked well in Boiling Point.
[QUOTE=Doneeh;40197256]STALKER needs a dexterity modifier so you can reload and knife faster..[/QUOTE]
You're joking (or are you, can't always tell) but it would be nice if the exoskeleton made your melee attacks stronger or allowed you to lift and throw objects like barrels.
Or if the exoskeleton lowered the kick on some weapons.
[QUOTE='[Green];40197588']Or if the exoskeleton lowered the kick on some weapons.[/QUOTE]
[video=youtube;jwu3ivAJ68U]http://www.youtube.com/watch?v=jwu3ivAJ68U[/video]
I've always felt that you should be able to get huge heavy machine guns that you can't equip unless you have an exo. By the time you can afford to buy and maintain an exoskeleton the ammunition wouldn't be a problem for you.
[editline]7th April 2013[/editline]
And fighting an NPC with an exoskeleton and a Kord would be fucking terrifying
Stalker Soup has a half life 2 gravity gun, All my what.
[QUOTE=Lyoko774;40197309]Why not make accuracy and damage completely and totally based on dice rolls while we're at it, and make it so when you start the game it'll be impossible to kill anything bigger than a dog?
[sp]I don't like RPGs much[/sp][/QUOTE]
A STALKER game with the Morrowind system would be pretty badass.
[editline]7th April 2013[/editline]
Also, having an exoskeleton kick instead of a knife attack would be amazingly good.
[QUOTE=Doneeh;40198246]Also, having an exoskeleton kick instead of a knife attack would be amazingly good.[/QUOTE]
"Brutal Doom"-like finishing moves? :V
[QUOTE=proch;40197409]Some basic skills wouldn't be bad, to be honest. It worked well in Boiling Point.[/QUOTE]
Wait, did you just say something worked well in Boiling Point?
[QUOTE=Hammer7;40198454]"Brutal Doom"-like finishing moves? :V[/QUOTE]
I was thinking SMod's Gordon Kick would be better, because I don't know what the fuck you're talking about. Also, not a finisher, an actual attack to use that has a chance of staggering whoever/whatever you hit while still doing damage to them.
Oh hey, Swartz mod is about to get an update soon.
[QUOTE]I've decided to make a new version of this mod which I expect will be released this Summer.
Hrnchamd fixed a long-standing bug in the script for the radiation effects where sometimes you would still have radiation effects play even after being healed. He also pointed out a few typos and other bugs which I fixed as well, and the patch is linked at the bottom of this news post.
The new project I was going to be doing is cancelled. I don't want to go into the details to avoid drama, but it's my fault. I went a bit nuts.
So what is going to be different this time? I'm planning on the following:
--Inclusion of Absolute Nature 3 Lite by default. I'll include a compatibility patch for the full version as well. I'll also probably be including a merge I have of some Absolute Structures textures as well as some from several other structure texture packs I have installed (it looks good together).
--Radiation system will be COMPELETELY re-worked as well as OPTIONAL. I know some people like the other things in this mod but hate the radiation, which I understand, so I'm no longer going to force that on anybody (in fact I'm tired of it too, but it's part of the mod's theme from the start so I can't really get rid of it). In addition to the radiation itself being optional I'll also have it change around the new loading screen tips, actor effects, etc. so that they still make sense.
--For those that do use it: I'm going to re-do all the animations and ppe's so that everything melds well together and nothing seems out of place, I'll include the fix Hrnchamd did with the script, and most importantly the Geiger counter will work properly this time.
The reason it will work now is because before I added the new radiation mostly via gamemtl.xr which although can do radiation damage, it does not work in conjunction with the Geiger counter for some dumb reason. The proper way of doing radioactive areas is either with radioactive zones which can be done in all.spawn, or with the water can be done in the Level Editor (which I'm now able to do some basic stuff with). Also, before due to all the water being radioactive most of the radiation in the Zone was concentrated in Zaton, whereas both Jupiter and Pripyat didn't have much. I'll be re-balancing that.
--Some re-worked shaders. I've tried again and again and it looks like brand new shaders are not possible in Call of Pripyat, but I do have some modified ones I will be including for DX9, 10, and 11.
The changes so far: Better/more realistic light model, better looking skybox and vastly better looking fog, tweaked SSAO so it's a little more "accurate".
--Re-worked AI. Alundaio is doing some awesome things for Misery 2.0 which I would love to use, but obviously I have to wait until it gets released and either carefully extract the needed scripts from it or wait until he makes an independent version with AI Tweaks. Either way, AI will be a LOT better.
--Guns re-balanced, some models changed, some guns removed, others added. I will also carefully be going over all the gun sounds and try and overhaul them to sound better.
--Some new items: one of which will be proximity mines. I've adapted them from Shoker mod for CS and they're a lot of fun to use.
--Complete overhaul of the MSO system. From what I understand Trojaunch plans on releasing his updates of MSO behavior separate from Misery 2.0 as well when done, so I will likely use those as a base and then tweak them further for my own personal preferences. I'll also make sure Topol and his crew don't get killed constantly anymore ;)
--Merged Cut X-Ray Project and X-Ray Extensions. Features: corpses can now be collided with, bone-specific Actor hit effects enabled (wrote a script utilizing this already, it makes for some really cool effects that weren't possible before), and a FOV console command.
--I'll be adding new AI maps to each level to allow things like rooftop snipers, etc. I'm also going to try and add EAX-type sound environments to maps (will be script-based so that if you don't have a dedicated sound card or a motherboard that can simulate OpenAL you can still hear the difference).
--Some vanilla quests altered and new quests added. I'll be using the Russian "Second Way" mod as a base for these changes, and in terms of new quests I already have a few done for the previous project which i can easily add to this. I'm going to try and add as many interesting quests as I can manage (though I'm still learning).
--Misc. features: bullets penetrate cover better (and less when they shouldn't: no more shooting through thick trees with a 5.45x39mm rifle), NPC's can have their active weapon shot out of their hands (including grenades) which will cause them to switch to their sidearm (which cannot be shot out of their hands to prevent a bug), Monolith can be wounded and will sometimes have a suicide-vest to try and blow you up if you get close (OGSE featured adapted to CoP by DDraig).
[/QUOTE]
[QUOTE=Doneeh;40198831]I was thinking SMod's Gordon Kick would be better, because I don't know what the fuck you're talking about. Also, not a finisher, an actual attack to use that has a chance of staggering whoever/whatever you hit while still doing damage to them.[/QUOTE]
This
[video=youtube;S_zqSyL948g]http://www.youtube.com/watch?v=S_zqSyL948g[/video]
Is anyone SGM 2.2's installation extremely pearlescently white? And what settings do you guys use to prevent lag?
There a link to Sgt.Doom's mod merge anywhere? All link on the front page are dead.
Ehh, just googled it now found an older thread with link.
Oh, that's cool. Half of the swamps in SGM 2.2 is littered with mines, I can't find the military cargo and the SGM guide on the Steam forums is, again, no help at all. Time to find a different mod I guess.
[QUOTE=Teh Zip File;40200119]Oh, that's cool. Half of the swamps in SGM 2.2 is littered with mines, I can't find the military cargo and the SGM guide on the Steam forums is, again, no help at all. Time to find a different mod I guess.[/QUOTE]
You need to do the quest for mine detector and geo-scanner (whatever it calls in eng).
Then you'll be able to find it on railroads near exit to Zaton.
Awwwwwwwww yes
[IMG]http://i.cubeupload.com/XYifia.jpg[/IMG]
Yes, yes.
[IMG]http://i.cubeupload.com/cB4KsL.jpg[/IMG]
I used to have a shitty card that wouldn't allow CoP to start AT ALL. I got a hold of an old GT 240 and I'm in business aww yeah.
I've played through SoC so many fucking times via AMK and what have you that it honestly got boring for me. But now, fuck that shit. It's a whole new playground now.
It would be pretty cool to have a skill system like Deus Ex 1 in STALKER. You'd get points for progressing and completing tasks, and you can invest it in weapon specialisation, running, stealth etc.
[QUOTE=1239the;40200866]It would be pretty cool to have a skill system like Deus Ex 1 in STALKER. You'd get points for progressing and completing tasks, and you can invest it in weapon specialisation, running, stealth etc.[/QUOTE]
I'd like to see that. Could be fun.
I don't know, I like to keep my stat-centric games separated from the more realistic games.
[url]http://www.gameru.net/forum/index.php?showtopic=50240[/url]
Hey look, a new leaked build.
It has that blur effect I like so much. :D
[editline]7th April 2013[/editline]
[quote=common.h]
// we fapped on this build first
// just agree this
// love,
// dez0wave
[/quote]
I'm playing through SoC for the first time, and holy crap agroprom underground area scared the living shit out of me
[sp] Fucking bloodsuckers[/sp]
Sorry, you need to Log In to post a reply to this thread.