• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
    21,541 replies, posted
What's the point of Oculus and that fish eye? I don't see anything special, except for the minor annoyance when you walk and everything always jiggles
[QUOTE=RazorsharpLT;41896020]What's the point of Oculus and that fish eye? I don't see anything special, except for the minor annoyance when you walk and everything always jiggles[/QUOTE] Maybe it's the fact that you're wearing a gadget on your head in front of your eyes projecting it like you're in the gaming world, aka you see and notice the depth? :v: Pics don't always do a thing like this justice.
[QUOTE=RazorsharpLT;41896020]What's the point of Oculus and that fish eye? I don't see anything special, except for the minor annoyance when you walk and everything always jiggles[/QUOTE] Peripheral vision
[QUOTE=Daemon White;41896091]Peripheral vision[/QUOTE]Change the fov then, it's easy. You don't need a fish eye for that
You know what I would love? Being able to sucker punch anybody who gets too close with the middle mouse button.
[QUOTE=RazorsharpLT;41896099]Change the fov then, it's easy. You don't need a fish eye for that[/QUOTE] The aspect ratio and the way it looks is because of the FOV change to give you the added peripheral vision.
[QUOTE=Daemon White;41896111]The aspect ratio and the way it looks is because of the FOV change to give you the added peripheral vision.[/QUOTE]Still looks uncomfortable as hell, since you already have peripheral vision, but watched a bit more and still interested in trying it out before jumping to any sudden conclusions [editline]19th August 2013[/editline] [QUOTE=SatansSin;41893835][img]http://filesmelt.com/dl/hrrrm.jpg[/img] What's the story behind this place? The short radio signals of some people running out of supplies? Is there any way to find them? Or is it just like, a haunted place?[/QUOTE]Get the experimental detector from the scientists and then head up to the anomoly
[QUOTE=RazorsharpLT;41896139]Still looks uncomfortable as hell, since you already have peripheral vision, but watched a bit more and still interested in trying it out before jumping to any sudden conclusions[/QUOTE] You have more to look at. If it was not using the screen as it was, then it would be comparable to looking at a large theatre screen (Sony HMD does this). If you used your peripheral vision on a rectangular screen, you would be able to see the black outline of the screen. By using the new view, it eliminates the black edges that a rectangular screen would have, thus giving the peripheral vision. But like you, I haven't tried it yet. This is how I'm guessing it works based on what I've seen, and how my logic works.
I'd use it, albeit not for combat. I'd need all my patience and probably a change in difficulty to get used to fighting with it on.
[img]http://i.imgur.com/YcT6dOl.jpg[/img] Oh christ, what did I do :v:
[QUOTE=RazorsharpLT;41896020]What's the point of Oculus and that fish eye? I don't see anything special, except for the minor annoyance when you walk and everything always jiggles[/QUOTE] You do realize you are looking at a video of it right? It isn't "jiggling", that's the person's head [I]tilting[/I] because it's on their head like a visor and [I]they[/I] are moving their head around, and the fov is tailored to work better as a visor in front of the eyes. You can't accurately record something like that because it's not designed to be viewed on a monitor with borders, it's designed to be viewed by your own eyes.
Perfect timing leads to an amusing result. [media]http://www.youtube.com/watch?v=vnKMYUwpsxA[/media]
[QUOTE=RazorsharpLT;41896020]What's the point of Oculus and that fish eye?[/QUOTE] The fish eye is there because inside each eye piece is a lens tailored to it. It allows you to see more shit without warping when you are actually wearing it.
[QUOTE=RazorsharpLT;41896099]Change the fov then, it's easy. You don't need a fish eye for that[/QUOTE] I didn't know you worked on the Oculus Rift dev team.
What purpose does XP serve in the TFW mod for CS?
[QUOTE=Teh Zip File;41896288][img]http://i.imgur.com/YcT6dOl.jpg[/img] Oh christ, what did I do :v:[/QUOTE] Is it made out of goddamn adamantium?
[QUOTE=Vaun Strungel;41897894]What purpose does XP serve in the TFW mod for CS?[/QUOTE] You get "perks" from the XP and leveling up, not sure how many levels there are or how much XP it takes. You get stuff like "can see the HP of mutants/stalkers" etc. Do the factions play differently at all? I've played as the Mercs and Clear Sky and it felt pretty much the same, like the loadouts aren't different enough. You wouldn't happen to be in the business of modding in more weapons/gear, would you, Zip File? :v:
[QUOTE=Ghost101;41897969]You get "perks" from the XP and leveling up, not sure how many levels there are or how much XP it takes. You get stuff like "can see the HP of mutants/stalkers" etc. Do the factions play differently at all? I've played as the Mercs and Clear Sky and it felt pretty much the same, like the loadouts aren't different enough. You wouldn't happen to be in the business of modding in more weapons/gear, would you, Zip File? :v:[/QUOTE] Do level ups and perks happen automatically or do I need to do something special? I haven't noticed for myself if the factions have played differently, still on my first playthrough. Also, does TFW have a definite ending where you capture every single base in the zone and kill off all the other factions?
There 3 levels in TFW, I'm pretty sure they happen automatically but you have to select the perk you want, there's no actual "Game's over, go home" ending, just there's nothing left to kill except mutants, and the loadouts don't differ much, you're correct. It's all based on resource points, and you tend to get the same loadout for both the individual stalkers as well as from traders.
That's a shame, I was hoping for a bit more diversity.
So yeah LURK looks fucking awesome but why do so many purists talk shit on it? Honestly it looks way more cooler than the vanilla game, Stalker has always been mediocre until you start adding mods that make the game why more interesting IMO.
There are some minor variations, I think. Mostly in that some factions get some equipment earlier than others. I'm not sure though, I think I've only done Freedom and Mercs.
Anyone know what Beacon is talking about [url=http://z4.invisionfree.com/STALKERRE/index.php?showtopic=885]here?[/url] I have both outfit.ltx and outfit_redux.ltx, but I can't figure out what to remove. I'm sure it's some super-obvious shit that I'm just not seeing, but after about a dozen tries I'm done with trial and error.
[QUOTE=ART1E117;41899373]Anyone know what Beacon is talking about [url=http://z4.invisionfree.com/STALKERRE/index.php?showtopic=885]here?[/url] I have both outfit.ltx and outfit_redux.ltx, but I can't figure out what to remove. I'm sure it's some super-obvious shit that I'm just not seeing, but after about a dozen tries I'm done with trial and error.[/QUOTE] Remove the comments '//' to enable lines of code.
I gathered that much. But I don't see any of those around. Though it seems like either ; or # serves a similar purpose, but I already tried that and it crashed. I dunno if it'll help to see it [code];#include "outfit_upgrades\outfit_delayed_action_fuse.ltx" ;#include "outfit_upgrades\outfit_upgrades_properties.ltx" ;#include "outfit_upgrades\outfit_upgrades.ltx" ;Vanilla Suits #include "outfit_upgrades\o_novice_outfit_up.ltx" #include "outfit_upgrades\o_stalker_outfit_up.ltx" #include "outfit_upgrades\o_svoboda_light_outfit_up.ltx" #include "outfit_upgrades\o_scientific_outfit_up.ltx" #include "outfit_upgrades\o_cs_heavy_outfit_up.ltx" #include "outfit_upgrades\o_dolg_outfit_up.ltx" #include "outfit_upgrades\o_svoboda_heavy_outfit_up.ltx" #include "outfit_upgrades\o_specops_outfit_up.ltx" #include "outfit_upgrades\o_exo_outfit_up.ltx" #include "outfit_upgrades\o_dolg_heavy_outfit_up.ltx" #include "outfit_upgrades\o_military_outfit_up.ltx" ;Vanilla Helms #include "outfit_upgrades\helm_battle_up.ltx" #include "outfit_upgrades\helm_hardhat_up.ltx" #include "outfit_upgrades\helm_protective_up.ltx" #include "outfit_upgrades\helm_respirator_up.ltx" #include "outfit_upgrades\helm_tactic_up.ltx" [/code] And then the rest is all just stuff that looks like it's left over or something (I think)
We should have some sort of FP competition to see who can get the farthest in SoC on master [I]without saving[/I].
[QUOTE=ART1E117;41899582]I gathered that much. But I don't see any of those around. Though it seems like either ; or # serves a similar purpose, but I already tried that and it crashed. I dunno if it'll help to see it And then the rest is all just stuff that looks like it's left over or something (I think)[/QUOTE] Remove the ; from the first three lines. [editline]20th August 2013[/editline] [QUOTE=Bloodshot12;41899603]We should have some sort of FP competition to see who can get the farthest in SoC on master [I]without saving[/I].[/QUOTE] A no-loading run of vanilla SoC on master wouldn't be that bad.
It makes it crash on startup.
So which version of LURK should I get? 1.05 or 1.1?
Post the crash log here or CTRL+V after you crash
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