• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
    21,541 replies, posted
I got bored with Dooms LURK+Freeplay merge for SHOC, Is AMK Complete stable, or should i just use the Sidorovich edition? E: by Complete i mean this [url]http://i.imgur.com/Z9Jn630.jpg[/url]
L.U.R.K. Update! [t]http://media.moddb.com/images/mods/1/13/12990/bisonlowpolyrender.jpg[/t]
[QUOTE=Araknid;42062199][img]https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn2/1268795_521030014652650_399560476_o.jpg[/img] why[/QUOTE] aw yeah steam trading cards
[QUOTE=Pops;42061740]wait a sec, are you crossing roadside picnic with soc in soc there is only one zone, the zone that c-con unintentionally created.[/QUOTE] I was referring more to things like Southern Comfort.
[QUOTE=Muukkis;42064999]Zone of Alienation. To sum it up it's basically souped-up AMK with a magazine system, [I]very[/I] deadly gunplay, overhauled medical system, vast arsenal (some LURK stuffs and some higher-quality weapons from Arsenal(?) and the A-Life and mutants seem to have gotten a boost as well. The only real downside to the mod currently is some bugginess and the way ammo drops are a bit too plentiful but on the other hand it's not like you ever really experience ammo scarcity in SoC mods anyway.[/QUOTE] I tried it on 1.0005 and 1.0004, both crashed on loading and does the mod have a custom menu? Because the menu is vanilla.
Posted my issue earlier and no one could help, but now I know what the graphical issue is. It's a fucking wireframe: [T]http://cloud-2.steampowered.com/ugc/882991962589537975/010B86EBD7C13ED348F2ADAF1B3EF92D0FC58E43/[/T] It only shows up in that one spot, is there a way to fix it?
Actually nevermind. I just downloaded 40mb of the for some reason. [editline]3rd September 2013[/editline] I actually only downloaded a patch.
[QUOTE=Rollindeep;42063427][IMG]http://i.imgur.com/9QvjB0H.jpg[/IMG] damn she's hot[/QUOTE] Max Payne 4 confirmed.
So I was replaying SHOC on vanilla (haven't played vanilla since I first got the game, man it was quite hard to go back to) since I had no internet for the past few days and noticed something I never did before (which everyone else did I bet) [t]http://cloud-2.steampowered.com/ugc/902132261026515610/D06A043C6EE66DF8B1E757656797F0B2811E4A95/[/t] Who the hell is Crazy/Psycho? I am guessing it is that guy from Army Warehouses, I guess he had more of a purpose before the version we have today. I wonder why they didn't take out that journal entry.
[QUOTE=PaChIrA;42067558]noticed something I never did before (which everyone else did I bet)[/QUOTE] I've never seen that entry and I've played the game for around 5 years now so that's a completely new one on me. [QUOTE=PaChIrA;42067558]Who the hell is Crazy/Psycho?.[/QUOTE] In the old design document for SoC there are mentions of an old man living in the Red Forest that was supposed to help the player with the Psy-Antennas or something. I'll dig it out in a jiffy. [editline]herp[/editline] Ah , here it is : [I]"As soon as they entered the “Red forest” frenzied mutants started to attack as if someone was controlling them. The player enters the underground level, the aerial control center. Hordes of creatures attack him from all directions hampering his headway. Finally, he reaches the second level, which is queerly empty. The player destroys the aerial control equipment. The aerial is offline and all protective devices can be turned off now. Suddenly the player notices an old man running away. The man is chased and caught. He turns out to be a notorious “Saint man”, well-known among stalkers. Fearing for his life the man reveals he was a member of the group testing the experimental field generators, which lead to formation of the Zone. After expelling, he got to the aerial, fixed the equipment and irradiated his colleagues with psychotropic waves in revenge. He settled down in the underground bunker at the aerial, also learned to control the mutants. The man discloses the details of the experiment and its consequences."[/I]
[QUOTE=Muukkis;42067678]I've never seen that entry and I've played the game for around 5 years now so that's a completely new one on me.[/QUOTE] The above applies to me as well and I've been playing it each and every day since the release of shoc :v: Should I feel bad .. (I normally don't read stuff in quests as well, no matter the mod)
[QUOTE=Muukkis;42067678]I've never seen that entry and I've played the game for around 5 years now so that's a completely new one on me. In the old design document for SoC there are mentions of an old man living in the Red Forest that was supposed to help the player with the Psy-Antennas or something. I'll dig it out in a jiffy. [editline]herp[/editline] Ah , here it is : [I]"As soon as they entered the “Red forest” frenzied mutants started to attack as if someone was controlling them. The player enters the underground level, the aerial control center. Hordes of creatures attack him from all directions hampering his headway. Finally, he reaches the second level, which is queerly empty. The player destroys the aerial control equipment. The aerial is offline and all protective devices can be turned off now. Suddenly the player notices an old man running away. The man is chased and caught. He turns out to be a notorious “Saint man”, well-known among stalkers. Fearing for his life the man reveals he was a member of the group testing the experimental field generators, which lead to formation of the Zone. After expelling, he got to the aerial, fixed the equipment and irradiated his colleagues with psychotropic waves in revenge. He settled down in the underground bunker at the aerial, also learned to control the mutants. The man discloses the details of the experiment and its consequences."[/I][/QUOTE] Where do I get these design docs? Might make a good read when I have no internet and am bored out of my skull. STALKER's old beta stuff really interests me (and HL2 as well)
[QUOTE=Muukkis;42067678]I've never seen that entry and I've played the game for around 5 years now so that's a completely new one on me. In the old design document for SoC there are mentions of an old man living in the Red Forest that was supposed to help the player with the Psy-Antennas or something. I'll dig it out in a jiffy. [editline]herp[/editline] Ah , here it is : [I]"As soon as they entered the “Red forest” frenzied mutants started to attack as if someone was controlling them. The player enters the underground level, the aerial control center. Hordes of creatures attack him from all directions hampering his headway. Finally, he reaches the second level, which is queerly empty. The player destroys the aerial control equipment. The aerial is offline and all protective devices can be turned off now. Suddenly the player notices an old man running away. The man is chased and caught. He turns out to be a notorious “Saint man”, well-known among stalkers. Fearing for his life the man reveals he was a member of the group testing the experimental field generators, which lead to formation of the Zone. After expelling, he got to the aerial, fixed the equipment and irradiated his colleagues with psychotropic waves in revenge. He settled down in the underground bunker at the aerial, also learned to control the mutants. The man discloses the details of the experiment and its consequences."[/I][/QUOTE] that sounds pretty shit in all honesty
[QUOTE=PaChIrA;42067755]Where do I get these design docs?[/QUOTE] Here's the SoC one I quoted : [url]http://www.mediafire.com/view/9a1pijbw43l78py/OldDesigneDocument_Story.pdf[/url] And here's the Clear Sky "Anarchy Cell" design document : [url]http://www.mediafire.com/view/vbb69lot7b94d48/stk_pre_dc.pdf[/url] I think it's posted by Tagaziel (runs the S.T.A.L.K.E.R. wiki) on NMA(No Mutants Allowed, a Fallout fan site) as well IIRC. [QUOTE=Beacon;42067768]that sounds pretty shit in all honesty[/QUOTE] Not entirely sure what part you mean but I guess they found out that it was not feasible to translate their vision into the game and make the sequence exciting so they scrapped that and replaced it with what we have now.
So I've been modifying grenades for SoC Doom's Free LURK and I'm a bit curious about some of the things in here: [code] blast = 2.00 blast_r = 8 blast_impulse = 350 ;delete blast_impulse_factor = 1 frags = 120 frags_r = 100 frag_hit = 1.50 frag_hit_impulse = 240 hit_type_blast = explosion hit_type_frag = fire_wound up_throw_factor = 1.2[/code] What do the blast variables mean and what does frags_r do? Also would it be possible to have the fragment amount up to something like 300 without the game lagging?
[QUOTE=Gatekeeper828;42068951]So I've been modifying grenades for SoC Doom's Free LURK and I'm a bit curious about some of the things in here[/QUOTE] [code] blast = 2.00 [/code] This sets the power of the blast. It's not in pure air pressure values, but somewhere between 2 and 4/5-ish is doable unless you want bodies flying through the levels. [code] blast_r = 8 [/code] Implies blast [B]RANGE[/B], so 8 meters (units are always in meters) [code] blast_impulse = 350 [/code] Impulse on the body, aka kinetic energy iirc. The higher the value, the more bleeding that's caused [code] blast_impulse_factor = 1 [/code] The multiply factor of the blast, currently set to [B]x 1[/B] [code] frags = 120 [/code] Self explanatory I guess (more sharpnel = more computing power) [code] frags_r = 100 [/code] Range of the sharpnel [code] frag_hit = 1.50 [/code] Hit intensity, same as hit_power in a weapon config. [code] frag_hit_impulse = 240 [/code] Same as the blast, the higher the value, the more bleeding caused by the hit. [code] hit_type_blast = explosion [/code] Sets the type of explosion it is. With a different hit_type it can affect different modules of the players suit. For instance, changing it to electric or fire will affect those params. [code] hit_type_frag = fire_wound [/code] ??? [code] up_throw_factor = 1.2 [/code] Range of throwing the frag. Something like 2.0 will make you able to lob it 200 m far or something (allows you to be dead on accurate)
Alright, thanks for the info. Time to make nades a bit more fun. [editline]uuu[/editline] RIP, blew up barkeep and my game crashed.
hit_type_frag is the damage type of the fragments if they collide with something.
frags = 6000 blast_r = 6000 blast = 60.00 Get on/out of my level.
[QUOTE=Tureis;42065872]I was referring more to things like Southern Comfort.[/QUOTE] that's one of those spinoff novels, right? never read 'em, are there any english translations floating around?
[QUOTE=nige111;42069261]hit_type_frag is the damage type of the fragments if they collide with something.[/QUOTE] Oh yeah! Now I see :) Also, some cool shots of PRZ2 by various people in the 100 rads group [t]http://media.moddb.com/images/groups/1/12/11490/ss_amd_07-04-13_10-28-38_l05_bar.jpg[/t][t]http://media.moddb.com/images/groups/1/12/11490/ss_kevin_05-22-13_21-49-01_l05_bar.jpg[/t] [t]http://media.moddb.com/images/groups/1/12/11490/deep.jpg[/t][t]http://media.moddb.com/images/groups/1/12/11490/meltac_awesomeness2.png[/t]
[QUOTE=LoNer1;42069010]words[/QUOTE] This is actually mostly incorrect. To understand how explosions are handled in STALKER you need to know they have two methods of dealing damage - the first is the "blast", a radius around the origin point that raytraces to NPCs and physical objects around it and deals damage/impulse to them if the raytrace hits. (so things behind cover will have the raytrace intercepted and not get dealt effects). The second stage is fragmentation, most explosions will fling out several additional raytraces in pseudo-random quaternion angles that are basically simplified bullets without drop or other physics calculations. [code]blast: The damage of the blast from the centre, tapering off to zero at the very edge of the radius on a linear gradient. blast_r: The radius of the blast (where the damage falloff equals zero) blast_impulse: The amount of physical impact applied to physical objects that are hit by the blast. (also tapers off with distance) blast_impulse_factor: A multiplier for impulse. Not sure why it exists. frags: The number of fragments generated from the blast. The game tends to crash around the 500 mark or so. frags_r: The distance fragmentation will travel before being removed. frag_hit: The amount of damage frags do. This does not taper off with distance from the explosion's origin. frag_hit_impulse: The amount of physical force applied to things hit by fragmentation. hit_type_blast: The damage type of the blast, for resistance calculations. hit_type_frag: The damage type of the fragmentation (same type as regular bullets) up_throw_factor: This actually controls the direction of the fragmentation from the origin point. The higher this value is, the more fragmentation will have a tendency to be flung upwards (relative to world) as opposed to evenly at all angles. This basically means that less fragmentation will hit the ground beneath the origin, and will spray more to the sides and upwards. I'm not sure exactly how the value is handled (whether it's a standard degree, quarternion or other abstract value) but this is based on tinkering and observation.[/code]
Great, the misery dev team forgot to update/adjust Owl's info price...im not selling these documents, which I had to take from the hands of 12 mercs equipped with high tec shit for 7950. NO FUCKING WAY. Min is 20.000 Jesus? Really? 600 for the docs from the military jeep?
It's a hard knock life brother. 600 is bullets to get your meal, or your meal. but if you choose the bullets, are you sure you will live to eat your meal?
[QUOTE=Fausty;42066529]Posted my issue earlier and no one could help, but now I know what the graphical issue is. It's a fucking wireframe: [T]http://cloud-2.steampowered.com/ugc/882991962589537975/010B86EBD7C13ED348F2ADAF1B3EF92D0FC58E43/[/T] It only shows up in that one spot, is there a way to fix it?[/QUOTE] I don't see any issue at all. That's a cool shot though.
[QUOTE=Daemon White;42070218]I don't see any issue at all. That's a cool shot though.[/QUOTE] Mysterious green thing in the bottom right?
[QUOTE=Thomo_UK;42070296]Mysterious green thing in the bottom right?[/QUOTE] Oh... I thought that was just a texture.
anyone know if lurk 1.1 is compatible with 1.0006? just double checking.
Fellow stalkers, anyone know a good mod for CoP? I tried pripyatan, although fun, it had its share of buginess and was rather unplayable around pripyat I'm trying Misery now but I feel as if the economy is stupid and it has the, "oh the enemy can two shot me in the body but I have to pump 5 rounds into theirs" despite the fact I have the same armor as them. I don't mind the concepts and ideas but some of the other "difficulty factors" are off-putting to the point I don't really want to play it anymore mainly looking for mods that enhance vanilla play, adds tons of realistic weapons, and nice graphics and is stable recommendations? I had my eye on swartz mod but I want to wait until the next version comes out
[QUOTE=TheKingofBees;42070992]anyone know if lurk 1.1 is compatible with 1.0006? just double checking.[/QUOTE] I played it with 1.0006 just fine. The current version of OGSE on the other hand, I needed 1.0005 for.
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