• S.T.A.L.K.E.R. Series Megathread - We have death during loading - does Minecraft?
    4,985 replies, posted
Should always skip a windows release! Win 98 -> Win XP -> Win7
[QUOTE=MattyDienhoff;29033237]I agree that games don't have to be 100% realistic, but that right there is a fallacy. Anomalies are science fiction, so they don't have to abide by the rules of the real world (the fact that they defy natural laws is the whole point, that's what makes them [i]anomalies[/i]), so the devs can make anomalies do whatever they like, and no one can and say "anomalies don't work like that in the real world!". But a Kalashnikov assault rifle is real world technology, it's something players may be familiar with outside the context of the game, so for the sake of immersion and to avoid unnecessary suspension of disbelief any representation of that weapon in game should be true to the real one at least to a point. An "AK" that's made out of stone and which shoots lightning would just be stupid, even in a sci-fi game. Of course, where exactly that line should be drawn is subjective, and GSC apparently drew it just above putting the working parts on the correct side of the guns. Honestly, it doesn't bother me much, but the reason people gripe about the mirrored weapon models is because it contradicts reality for no good reason. The only reason for it I'm aware of is so you can see the empty casings flying across the screen, but who seriously thinks brass flying across the screen is cool? At worst it can be distracting and at best you don't notice it at all because you're paying attention to what you're shooting at.[/QUOTE] All guns imported to the Zone are left-handed versions. There, happy?
[QUOTE=Zezibesh;29033988]All guns imported to the Zone are left-handed versions. There, happy?[/QUOTE] that carries the risk of shell casings flying into the eyes of the user that should be a feature of people soup, actually
[QUOTE=DainBramageStudios;29034106]that carries the risk of shell casings flying into the eyes of the user that should be a feature of people soup, actually[/QUOTE] They all wear invisible goggles [editline]7th April 2011[/editline] I can explain everything!
[QUOTE=K1ngo64;29030204]I am assuming you are using my shader mod, if so you can force enable motion blur in the ShaderSettings.txt file.[/QUOTE] But I'm not. I shall take a peek at it!
[QUOTE=Zezibesh;29034137]They all wear invisible goggles [editline]7th April 2011[/editline] I can explain everything![/QUOTE] You must now become a superhero, under the name of EXPLAINATOR!
Guys, problem. I fucked around with the trading values of the energy drink in all the trade_ .ltx files that you can and made them sell for 1,000,000 RU (to see if it was possible), but obviously Hawaiian doesn't have that much moolah, so tried dropping it down to 50,000. However, everytime I try to sell them, it still says the value is 1,000,000. I've checked all the files and nowhere does any one of them have a value of 1,000,000. [B]Edit:[/B] It does fix itself if I throw my backup configs folder into place, but even if I change the default values straight to 50k, it still shows up as 1,000,000. Is there another file somewhere that has the 1,000,000 value stored after I run the game with that value once?
You gain bonuses with some traders etc Like if you side with Freedom, Hawaiian gives you discounts. I think that's what's effecting it Why don't you just use a trainer?
How can I change the minimum weight limit? I already changed the max walk limit. Lurks 35kg limit is silly.
actor.ltx and system.ltx
[QUOTE=Zezibesh;29034944]actor.ltx and system.ltx[/QUOTE] Danke
[QUOTE=Zezibesh;29034857]You gain bonuses with some traders etc Like if you side with Freedom, Hawaiian gives you discounts. I think that's what's effecting it Why don't you just use a trainer?[/QUOTE] I haven't done anything with Freedom to get a discount, though. I haven't even done any missions in Yanov yet. And I think I tried a trainer but it didn't work.
And now for a slightly different question. Does anyone know how to enable a weapon to be used in a different weapon slot? Like the TOZ-35 short from People's Soup. How do I go about changing that from the 3rd slot to the 2nd?
I'm writing the story with a passion now, two chapters in 1 hour :v:
[QUOTE=Thorny;29032017]Gmod4ever do you have any idea what you're getting yourself into? ;)[/QUOTE] Oh trust me, I know all too well what I'm doing. I'm not a stranger to modding STALKER, trust me. I was in the fray when the overhaul mods for Shadow of Chernobyl were a big deal. The only reason I didn't finish mine was because I was taking too long to perfect all the little things, and by the time I was actually nearing release, Clear Sky came out. I instantly hopped on board (like a week after it's release, unless it needed a new extractor, then a week after that [I can't recall exactly, but it was early]) and began converting my mod over to Clear Sky. Then life happened, progress slowed down, and the same thing happened - I finally got back into it, was nearing a release date, then bam, Call of Pripyat came out. Started working on it [b]again[/b] for CoP, but finally said fuck it. I know what this particular mod idea entails as well. I've dealt with STALKER AI more than I would care to admit, and I know for a fact they're a pain in the ass from beginning to end. Dealing with the online/offline AI is annoying enough, but combine that with the lack of any persistent method of keeping track of things (even the ability to save a text file would be nice!) Using the xt_stor or whatever it is (I can't recall it's exact name, it's been too long) is a pretty crap solution, especially when you have a lot of information to store, because the buffer is so god-damn small I always overflow the fucker and have to end up dumping variables and hoping no one notices the inconsistencies. That aside, if my mod requires any new AI behaviors (which I'm sure it will), I am downright fucked. I've tried to create new behaviors before, and I just can't get it to work. I'm hoping to have to avoid doing this, though, and just run with existing behavior. Trust me, I know what I'm getting into. And I know it's a nightmare to even begin. :smith:
[QUOTE=K1ngo64;29031126]That bloom effect is just turning on r2_ls_bloom_fast in the console, it is disabled by default. The mod's scripts (This is where I am impressed with Holden) automatically enable it. Don't worry, they are completely separate things. Just make sure to merge over the options you have selected in ShaderSettings from LURK to the updated version.[/QUOTE] I did a simple script that changed the reflectiveness of surfaces over time, and he turned it into the massive one it is today. :3:
almost forgot when i was walking across the waste treatment plant and avoiding being dropped like a retard i met a dude named Vetal tour Guide that motherfucker had a guitar for sale just when i went to kill off the sawmill i found him being killed by blind dogs [editline]7th April 2011[/editline] vetal tour guide 2011-2011 never forget
[QUOTE=Zezibesh;29034944]actor.ltx and system.ltx[/QUOTE] Mines still crashing :smith:
[QUOTE=Gmod4ever;29035512]Oh trust me, I know all too well what I'm doing. I'm not a stranger to modding STALKER, trust me. I was in the fray when the overhaul mods for Shadow of Chernobyl were a big deal. The only reason I didn't finish mine was because I was taking too long to perfect all the little things, and by the time I was actually nearing release, Clear Sky came out. I instantly hopped on board (like a week after it's release, unless it needed a new extractor, then a week after that [I can't recall exactly, but it was early]) and began converting my mod over to Clear Sky. Then life happened, progress slowed down, and the same thing happened - I finally got back into it, was nearing a release date, then bam, Call of Pripyat came out. Started working on it [b]again[/b] for CoP, but finally said fuck it. I know what this particular mod idea entails as well. I've dealt with STALKER AI more than I would care to admit, and I know for a fact they're a pain in the ass from beginning to end. Dealing with the online/offline AI is annoying enough, but combine that with the lack of any persistent method of keeping track of things (even the ability to save a text file would be nice!) Using the xt_stor or whatever it is (I can't recall it's exact name, it's been too long) is a pretty crap solution, especially when you have a lot of information to store, because the buffer is so god-damn small I always overflow the fucker and have to end up dumping variables and hoping no one notices the inconsistencies. That aside, if my mod requires any new AI behaviors (which I'm sure it will), I am downright fucked. I've tried to create new behaviors before, and I just can't get it to work. I'm hoping to have to avoid doing this, though, and just run with existing behavior. Trust me, I know what I'm getting into. And I know it's a nightmare to even begin. :smith:[/QUOTE] Awesome, I thought you were a rookie modder with big dreams, but it's nice to see you know what you're talking about! Hit me up on Steam or whatever if you need another pair of eyes to look at something :)
[QUOTE=xpod1;29035800]almost forgot when i was walking across the waste treatment plant and avoiding being dropped like a retard i met a dude named Vetal tour Guide that motherfucker had a guitar for sale just when i went to kill off the sawmill i found him being killed by blind dogs [editline]7th April 2011[/editline] vetal tour guide 2011-2011 never forget[/QUOTE] I remember that some lone sargent from Duty that was lurking around Cooling Plant in Yanov carried around a guitar and a harmonica with him. Came back two days later and he was killed by a burer.
[img]http://cloud.steampowered.com/ugc/559775616463034903/DC9DDC28648715CDE31490F4E0F9C3E7F12B3D53/[/img]
[QUOTE=Thorny;29036050]Awesome, I thought you were a rookie modder with big dreams, but it's nice to see you know what you're talking about! Hit me up on Steam or whatever if you need another pair of eyes to look at something :)[/QUOTE] I shall undoubtedly take you up on that offer. I only have one person on my Steam friends who mods STALKER at all, and that's Evan the Useless (that's his Steam name; he's [one of?] the script-monkeys for LURK). In fact, I think I am going to add you to Steam right now, though I have to leave in about 45 minutes. :buddy:
Was going to Beard to buy some food and out of sudden two blood suckers chasing me down. Can't say I'm much of a stalker after I got mauled so hard...
On a very important note I solved my problem with getting into Pripyat in Redux.
[QUOTE=Blaberry;29036722]On a very important note I solved my problem with getting into Pripyat in Redux.[/QUOTE] Yay! [editline]7th April 2011[/editline] [QUOTE=Gmod4ever;29036508]I shall undoubtedly take you up on that offer. I only have one person on my Steam friends who mods STALKER at all, and that's Evan the Useless (that's his Steam name; he's [one of?] the script-monkeys for LURK). In fact, I think I am going to add you to Steam right now, though I have to leave in about 45 minutes. :buddy:[/QUOTE] I've accepted :)
Have you all heard of this mod? [url]http://forums.steampowered.com/forums/showthread.php?t=1824965[/url] Looks pretty interesting.... copy/paste from the description: "Control an NPC Companion who can fight at your side, Rewritten Emissions & PSI attacks (you can become and play as a zombie), Dynamic anomalies, Variety of improved and repairable vehicles (including some with a trunk for your loot, and an APC with a working turret gun), Graphical improvements with optional hi-res textures, Rebalancing, Dynamic weather, New characters. Improved NPC AI. Some new story lines in freeplay. Stronger anomalies may kill a person or a monster and create an artifact (lure monsters to doom, for profit). Lots of little stuff like breakable light bulbs, or campfires only lit if someone is around, plus a handy configuration tool for setting game options."
besides the fact this is the best name ever [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/ss_ian_04-07-11_13-37-46_jupiter.jpg[/IMG][/URL] i also just exploited my way past the concrete bath anomaly
[QUOTE=SomeFaggot;29035701]I did a simple script that changed the reflectiveness of surfaces over time, and he turned it into the massive one it is today. :3:[/QUOTE] Could you go into this script more? Does it increase r2_gloss_factor to a higher number on rainy weather schemes?
It's not as great as the German Woodpecker. It's an uncommon sight around Ukraine, so a mere sighting of one is a rare treat. On some occasions, you may be able to get close to one instead of viewing from binoculars. It may occasionally act hostile if you threaten it's territory, but most of the time it likes to roam around the wilds. [editline]7th April 2011[/editline] Here is a small mention of one, unfortunately killed by a superior predator. [img]http://filesmelt.com/dl/thezonehasornothologists.png[/img] I hope to come across another someday.
[QUOTE=Rexen;29037067]It's not as great as the German Woodpecker. It's an uncommon sight around Ukraine, so a mere sighting of one is a rare treat. On some occasions, you may be able to get close to one instead of viewing from binoculars. It may occasionally act hostile if you threaten it's territory, but most of the time it likes to roam around the wilds. [editline]7th April 2011[/editline] Here is a small mention of one, unfortunately killed by a superior predator. [img_thumb]http://filesmelt.com/dl/thezonehasornothologists.png[/img_thumb] I hope to come across another someday.[/QUOTE] Try using a German AA Gun to shoot one down and collect it while it's still alive. They're all around The Zone.
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