S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=TheKingofBees;42558919]
*Guns n' Guns*[/QUOTE]
Those guns looks like they could either lay out an entire room of people or explode in your face. Either way, I'm really digging the first one. Almost looks professionally made.
[QUOTE=TheKingofBees;42558919]so i was just wasting time when major degtyarev sent me a link to some chechen improv guns, so i send back some ukrainian syndicate ones. then i got to thinking. is there a mod that adds in improv guns? it would be intresting since then rookie areas could be more populated by it
[T]http://i.imgur.com/oiNHUHK.jpg[/T] [T]http://i.imgur.com/Cpbsy2h.jpg[/T]
[T]http://i.imgur.com/rT8oegy.jpg[/T] [T]http://i.imgur.com/43qXt4D.jpg[/T]
[T]http://i.imgur.com/nn2qnqv.jpg[/T] [T]http://i.imgur.com/xHcOCyx.jpg[/T]
[T]http://i.imgur.com/X0311rA.jpg[/T] [T]http://i.imgur.com/DTjCoTW.jpg[/T][/QUOTE]
these are pretty cool, but (imo) they have more of a metro vibe to them than stalker.
[QUOTE=Pops;42559688]these are pretty cool, but (imo) they have more of a metro vibe to them than stalker.[/QUOTE]
Of course, because Stalker has never had guns like these, and Metro features them.
[QUOTE=TheKingofBees;42550824]depends how far from vanilla do you want to go. the starter pack is pretty good for going as core vanilla as possible.[/QUOTE]
Well, I played it a long time ago so I don't really need new content to make it "fresh". So bug fixes and graphics improvements should be enough I guess.
[QUOTE=axelord157;42559605]Those guns looks like they could either lay out an entire room of people or explode in your face. Either way, I'm really digging the first one. Almost looks professionally made.[/QUOTE]
huh, so you're a stalker too? small world.(i saw your news post and was interested to find a person in my county, and city for that matter)
the two bottom pistols are known as drop pistols since they're unreliable. most of the others are reliable enough.
that would be the chechenskaya sobak, or chechen dog i believe it would translate to. they're the bread and butter of most criminal organizations.
It's been a while since I played a Stalker I was wondering if SGM is still one of the best balanced/featured mods for CoP or if there were any other recommendations for a fresh play through? Any links would be helpful.
[QUOTE=Kirovich;42558043]That method does work.
Open your registry (windows key + R -> regedit).
Navigate to:
32bit systems: HKEY_LOCAL_MACHINE\SOFTWARE\GSC Game World\STALKER-SHOC.
64bit systems: HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\GSC Game World\STALKER-SHOC.
If you can't find it there, search for "installvers".
If there is no "InstallLang" value located here, you need to add a string and enter the language code you use (for the US version, this is "en").
Install the 1.0004 patch which will install the files into a THQ folder in your Program Files by default.
Copy all these files into your STALKER installation's gamedata folder.
If you encounter an error saying the patch can only be used for "[en]", then replace the aforementioned language value with whatever is it in the brackets in the error message.
Delete gamedata.dbc and gamedata.dbd as these are 1.0006 only files.[/QUOTE]
glad to hear that you confirmed it! At least amez should be able to play OGSE
while improv guns are cool and all I don't think they really fit Stalker since the Zone has a steady supply of weapons flowing into it and even the shittiest rookie can get a makarov
Imho that gun is severely underrated in most mods (except for LURK)
I mean, the makarov isn't a beast like the deagle is, or the Berretta, but it can kill someone wearing a poncho in real life with 2 shots, why would it take 3 clips to down a bandit with it then :v:
realism or no realism a game needs weapon progression (something realism mod makers seem to forget sometimes) and makarov isn't an amazing pistol in real life either
This being true, it's still heavily dumbed down from something like an P99 or M1911. Sure, diff. cal. weapons, diff. fire rates etc. but, I think each gun class should have it's own progression system, not a whole system where you're granted the choice of a makarov or an AR like an AKS74u or something. It doesn't make a lot of sense if you think about it:
Progressional system; Small choice of weapons in the start of a game > choose between an AR with enough ammo and semi-auto fire modes OR pistol ... the choice is pretty obvious. Sure, you could say "the pistol serves as backup" but again, in this game switching to your pistol will get you killed plus that most people don't find use in such guns because they're just taking up inv. space :v: (I'm one of them)
If I run and gun, I take an MP5 or Berretta with some AP rounds, but it's not really possible (in vanilla) to really do this because the pistols themselves give you a handicap. Why would a P99 with AP rounds be less effective than an AK with FMJ rounds? What I meant was, the guns should in some sort of way be on par with the rest ...
[B]And ok, enough talking, I'll just show you guys what I mean. Ill create a vid with before and after shots about what I mean. My vacation started so hell, why not![/B]
[QUOTE=LoNer1;42562230]This being true, it's still heavily dumbed down from something like an P99 or M1911. Sure, diff. cal. weapons, diff. fire rates etc. but, I think each gun class should have it's own progression system, not a whole system where you're granted the choice of a makarov or an AR like an AKS74u or something. It doesn't make a lot of sense if you think about it:
Progressional system; Small choice of weapons in the start of a game > choose between an AR with enough ammo and semi-auto fire modes OR pistol ... the choice is pretty obvious. Sure, you could say "the pistol serves as backup" but again, in this game switching to your pistol will get you killed plus that most people don't find use in such guns because they're just taking up inv. space :v: (I'm one of them)
If I run and gun, I take an MP5 or Berretta with some AP rounds, but it's not really possible (in vanilla) to really do this because the pistols themselves give you a handicap. Why would a P99 with AP rounds be less effective than an AK with FMJ rounds? What I meant was, the guns should in some sort of way be on par with the rest ...
[B]And ok, enough talking, I'll just show you guys what I mean. Ill create a vid with before and after shots about what I mean. My vacation started so hell, why not![/B][/QUOTE]
You could run around in MISERY for the first half with only an upgraded colt 1911 + DU rounds and you would be owning everything and everyone. The feeling it gives you to see the recoil, the bullet hit a bandit's head and how he falls to the ground is amazing. Plus, the receiver and the iron sights are like, SO FUCKING AWESOME MAN
That's what I meant yeah. But SHoC does it kind of differently. I'll show the progress some days, I'm guessing some of you are going to like this nifty little thing I've just encountered
Redux has lethal Makarovs.
[QUOTE=rikimaru6811;42562546]Redux has lethal Makarovs.[/QUOTE]
Ahh! True. But it also had bandits with RPG's which always screwed me over lol
[QUOTE=cjone2;42561610]It's been a while since I played a Stalker I was wondering if SGM is still one of the best balanced/featured mods for CoP or if there were any other recommendations for a fresh play through? Any links would be helpful.[/QUOTE]
You shouldn't use SGM and balanced in the same sentence.
[I]Really.[/I]
redux has lethal everything
guns are guns, unless you're wearing an exosuit they should put you down pretty damn fast
This above me
[QUOTE=Beacon;42563054]redux has lethal everything
guns are guns, unless you're wearing an exosuit they should put you down pretty damn fast[/QUOTE]
too bad the fucking dogs are so bullshit
same with flesh
what were you thinking man
[editline]18th October 2013[/editline]
redogx
[QUOTE=Beacon;42563054]redux has lethal everything
guns are guns, unless you're wearing an exosuit they should put you down pretty damn fast[/QUOTE]
Although a 9mm doesn't necessarily incapacitate you, I've seen people who've kept running away after eating 1-2 shots just because they were in shock. Yes, they nearly died of blood loss until the ambulances arrived but it takes a really heavy pistol or a rifle caliber to put you down in a single shot. This is not taking headshots into account, though. Just bodyshots or hits to your limbs (which ironically are more lethal due to the probability of hitting an arterie being much higher) won't necessarily kill you outright. Though pumping eight bullets into an unarmored target will still kill it pretty quick.
Redux has great balancing for a mod considering the mechanics available. Were more detailed and localized hitboxes and damage calculation a possibility, it would be much more interesting and sniping especially could become a nice thing. But that's just a dream, nobody short of a black mage would be able to pull off detailed hit damage calculations depending on the location on the character being hit.
[QUOTE=Svd;42562100]glad to hear that you confirmed it! At least amez should be able to play OGSE[/QUOTE]
It's the method I used for retail. Since Steam and Retail version share the same registry entry [which is really fucking weird] it should work really well.
He's just gonna have to turn off automatic updates and hope they stay off.
[QUOTE='[Green];42563051']You shouldn't use SGM and balanced in the same sentence.
[I]Really.[/I][/QUOTE]
It's been quite a while since I played it but I remember it being sensible than most of the other mods that added missions and items maybe I am only thinking in comparison to Misery.
Regardless were there any mod suggestions to freshen up a new CoP playthrough?
I'm just dumping 2 screens of PPx here (custom config combo with BETA shaders, hence FPS)
[t]http://media.moddb.com/images/members/1/366/365208/XR_3DA_2013-10-18_19-13-38-98.png[/t][t]http://media.moddb.com/images/members/1/366/365208/XR_3DA_2013-10-18_19-09-47-75.png[/t][t]http://media.moddb.com/images/mods/1/17/16481/XR_3DA_2013-10-18_19-10-30-16.png[/t]
[QUOTE=Beacon;42563054]redux has lethal everything
guns are guns, unless you're wearing an exosuit they should put you down pretty damn fast[/QUOTE]
Only if you're a pussy ass nigga. Real thugs incorporate the bullets into their body structure.
[QUOTE=Zezibesh;42562198]while improv guns are cool and all I don't think they really fit Stalker since the Zone has a steady supply of weapons flowing into it and even the shittiest rookie can get a makarov[/QUOTE]
that's probably the most sensible reasoning to it, i completely forgot about that whole tidbit and thought the zone was essentially on a island.
still if someone would make a mod of the zone in its wee years i think it would maybe find its home there.
[QUOTE=TheKingofBees;42566857]if someone would make a mod of the zone in its wee years i think it would maybe find its home there.[/QUOTE]
The Zone as we know it hasn't been really habitable to humans until around late 2010 - early 2011, with Clear Sky taking place in mid-2011-ish . PreSky was supposed to be one mod presenting the Zone a bit earlier than CS but apparently the development of the mod is either really slow or stopped altogether. In any case, I doubt we'd see any new guns in that mod. In fact, this is the prime reason why I was so hyped for Way of the Wolf - by the time Clear Sky rolls around all the factions have basically been locked in and formed into the Duty / Freedom / bandit gangs we know and love but from the lore standpoint it would be really exciting to actually witness the events that lead to the formation of these factions, with Duty being still just a bunch of military defectors with no clearly laid out ideologue or faction uniforms, Monolith being still groups of stalkers obsessed by the Zone but not yet transformed into the totally brainwashed cult. Maybe some rival bandit gangs picking fights with each other before Yoga arrives to unite them under one banner and so forth.
[QUOTE=LoNer1;42566743]I'm just dumping 2 screens of PPx here (custom config combo with BETA shaders, hence FPS)
[t]http://media.moddb.com/images/members/1/366/365208/XR_3DA_2013-10-18_19-13-38-98.png[/t][t]http://media.moddb.com/images/members/1/366/365208/XR_3DA_2013-10-18_19-09-47-75.png[/t][t]http://media.moddb.com/images/mods/1/17/16481/XR_3DA_2013-10-18_19-10-30-16.png[/t][/QUOTE]
seems very dark to me?
[QUOTE=Beacon;42567176]seems very dark to me?[/QUOTE]
Mostly because of the "[I]custom config[/I]" + shader combo part. I'm still figuring our how to properly use the hemisphere lighting cvar right. Some shaders make the game overbright, others darken it. Mine are based upon meltac's shaders, which also do the same :v:
Anyone have a link for that faction start thing for SoC?
Tired of standard start, just wanna run around and have some fun.
Shitz and gigglez
[t]http://media.moddb.com/images/groups/1/12/11490/monolith.jpg[/t]
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