S.T.A.L.K.E.R. Series Megathread - Buzz off lurker, we don't let every loser post here!
3,000 replies, posted
[QUOTE=Thorny;30387228]The lighting in STALKER always astounds me.
This is my lighting, by the way! :D
-snip-[/QUOTE]
Those shadows. Now THAT would scare me in Lab X18.
[editline]11th June 2011[/editline]
[QUOTE=croguy;30386968]I killed about 20 poltergiests in X18 while I was playing LURK 1.1.
And they [I]kept on coming.[/I] :byodood:[/QUOTE]
By the end of lab X18 when I had to come back down for the documents I forgot, They started throwing more stuff at me and all I could say was "FUCKING COMMON, I FREAKING MUST HAVE KILLED YOUR ENTIRE SPECIES!"
lol.
[b] WARNING IMAGE DUMP COMING UP[/b]
Should I just make links?
[QUOTE=croguy;30387247]Lightning in WoTW or just STALKER in general?[/QUOTE]
The lighting in STALKER in general is great, but I'm really trying to make it spectacular for WotW.
Okay so I've been having issues lately with games where it will take textures and replace them with other textures. So when I went to attack the military base in lurk my screen decided to do this:
[img]http://i733.photobucket.com/albums/ww332/guywiththename/ss_john_06-11-11_22-20-22_l01_escape.jpg[/img]
The main menu
[url]http://i733.photobucket.com/albums/ww332/guywiththename/ss_john_06-11-11_22-20-12_l01_escape.jpg[/url]
and the view
[url]http://i733.photobucket.com/albums/ww332/guywiththename/ss_john_06-11-11_22-20-06_l01_escape.jpg[/url]
How beautiful the lighting is on stalker, even with the optimized version of lurk
[img]http://i733.photobucket.com/albums/ww332/guywiththename/ss_john_06-11-11_22-11-00_l01_escape.jpg[/img]
The mixture of lighting sources
[img]http://i733.photobucket.com/albums/ww332/guywiththename/2011-06-08_00002.jpg[/img]
And then theirs the lighting epic fails
[url]http://i733.photobucket.com/albums/ww332/guywiththename/ss_john_06-06-11_21-40-36_l04_darkvalley.png[/url]
Where is the yellow light source?
Is that Duke Nukem's M1911?
Another shot of the dynamic fan with a bit more lighting around the place.
[img]http://dl.dropbox.com/u/3676303/WotW/xrEngine%202011-06-11%2014-35-36-33.png[/img]
[QUOTE=Blaberry;30384580]I have it up on my FTP which is on my website, link under avatar.[/QUOTE]
When I installed Blackbyte, the ironsights zoom out. On a 16:9 monitor which is probably why, is there a fix for this?
[QUOTE=Morbo!!!;30388102]When I installed Blackbyte, the ironsights zoom out. On a 16:9 monitor which is probably why, is there a fix for this?[/QUOTE]
Reminds me of the glitch my SGM-B has where if you right-click for sights on an unscoped Eliminator, it zooms to an infinite level.
[QUOTE=Morbo!!!;30388102]When I installed Blackbyte, the ironsights zoom out. On a 16:9 monitor which is probably why, is there a fix for this?[/QUOTE]
You must have not played SGM before. And you seem to think it has better quality than, lets say, AMK.
How naïve :v:
Sorry if this isn't an appropriate question Thorny but when will it be ready?
[QUOTE=Zombii;30388137]Reminds me of the glitch my SGM-B has where if you right-click for sights on an unscoped Eliminator, it zooms to an infinite level.[/QUOTE]
On the bright side, that helps you out with counting pixels on the textures! :v:
I've got two of the Stalker games but I can never get into them.
[QUOTE=Chickens!;30388252]Sorry if this isn't an appropriate question Thorny but when will it be ready?[/QUOTE]
When it's done ;)
Yo bros, what's going on he-
[QUOTE=Thorny;30388044]Another shot of the dynamic fan with a bit more lighting around the place.
[IMG]http://dl.dropbox.com/u/3676303/WotW/xrEngine%202011-06-11%2014-35-36-33.png[/IMG][/QUOTE]
:gizz:
Oh yea, Thorny, are you planning on making a short demonstration on how everything works in one of the levels?
Needs barrel based physics puzzles.
HUNDREDS OF THEM!
[QUOTE=croguy;30388424]Oh yea, Thorny, are you planning on making a short demonstration on how everything works in one of the levels?[/QUOTE]
'How everything works'?
[QUOTE=Thorny;30388512]'How everything works'?[/QUOTE]
The mechanics that you implemented/are planning to implement in WoTW.
[QUOTE=croguy;30388520]The mechanics that you implemented/are planning to implement in WoTW.[/QUOTE]
Well if you've played CoP they should be pretty self explanatory but there'll be a pseudo-tutorial I guess, yeah.
Do bloodsuckers produce shadows when invisible? If so, Thorny could use it as a creepy lighting to display a figure on a wall, when the player himself cannot see anything.
[QUOTE=Rexen;30388556]Do bloodsuckers produce shadows when invisible? If so, Thorny could use it as a creepy lighting to display a figure on a wall, when the player himself cannot see anything.[/QUOTE]
That's something that bugged me a lot in games: if you're invisible, which means that light keeps on going the same way from one point of your body out of the opposite one and into the viewer's eye, creating an image that makes it seem like nobody is there, how do you cast a shadow?
Woohoo, I managed to find an option in lights for a bit of ambient occlusion - compare these two screenshots!
[B]No AO:[/B]
[quote][img]http://dl.dropbox.com/u/3676303/WotW/xrEngine%202011-06-11%2013-08-55-95.png[/img][/quote]
[B]AO:[/B]
[quote][img]http://dl.dropbox.com/u/3676303/WotW/xrEngine%202011-06-11%2015-28-22-47.png[/img][/quote]
AO shadows seem more smoother to me.
Plus you can actually see the walls/floor that aren't directly lit up by the light.
Oh yea, why are the shadows so sharp in STALKER? Like when in CoP you're strolling down down one of the maps in dawn and you notice that there is a perfectly sharp shadow right below your legs that is casted from an object one mile away from you.
They should blur out over distance or something.
I dislike the LED flashlight Strelok seems to tote on his head, I wish it was more toned down so exploring dark would be scary. Also the game needs like 3-4 underground areas that are huge and explorable. :iia:
[QUOTE=Lone Wolf807;30389789]I dislike the LED flashlight Strelok seems to tote on his head, I wish it was more toned down so exploring dark would be scary. Also the game needs like 3-4 underground areas that are huge and explorable. :iia:[/QUOTE]
There would be problems regarding exploration at night because of that. Besides, what kind of a stupid stalker doesn't bring a strong flashlight to The Zone?
I'd love that that reaches far as hell but fills like 5% of the screen.
I'd love a stronger one that has about 30 meters of range, but is only three or four meters wide. Kind of like a focused flashlight.
[QUOTE=Lone Wolf807;30389789]I dislike the LED flashlight Strelok seems to tote on his head, I wish it was more toned down so exploring dark would be scary. Also the game needs like 3-4 underground areas that are huge and explorable. :iia:[/QUOTE]
Yeah, I'd love an underground area that actually gradually fills with A-life after/before/during you do the quest there. After you've cleared the area, an opportunistic faction would go in and try to occupy the upper levels and the entrance, and there would be mutants/zombies coming from the sewers roaming around and occasionally try to make it to the surface.
e: Oh yeah, and here's something I'd like to be implemented in S.T.A.L.K.E.R 2 or a mod regarding zombies/bandits in Underground labs/important buldings :
They have the lab set as their camp to which they'll flock to when it's daytime. During nighttime most of them would leave the lab and go out to hunt for food/whatever and the rest will stay inside.
If a stalker wishes to go there and do that "dungeon" stealthily, he should wait until nightfall to go in when the majority of the inhabitants are away. The catch is that the bulding/UG lab entrance is in the middle of Red Forest(or other sinister forest) which makes the player more prone to mutant attacks if he chooses to go there at night.
Also, the lab should be labyrinthine enough so that the player could get lost there and would get nervous thinking that he should get out of there before dawn when the zombies come back en masse.
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