S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=XeroG;43098506]Is there an OGSE spawn mod? I need to get some artifact for a quest but it flew away and I can't get to it lol[/QUOTE]
Where in the game are you now? and what artefact would that be? i know of a pretty cheaty but nifty technique that doesn't involve merging atlas with OGSE (as it's pretty script-heavy) and it would quite possibly screw up your game
[QUOTE=LoNer1;43098522]Where in the game are you now? and what artefact would that be? i know of a pretty cheaty but nifty technique that doesn't involve merging atlas with OGSE (as it's pretty script-heavy) and it would quite possibly screw up your game[/QUOTE]
I'm pretty early in the game because I just installed OGSE again, and the artifact is a kolobok.
What's your technique?
edit: also no probs if it screws everything up, I'm in the beginning and could just re-install it again.
[QUOTE=XeroG;43098738]I'm pretty early in the game because I just installed OGSE again, and the artifact is a kolobok.
What's your technique?
edit: also no probs if it screws everything up, I'm in the beginning and could just re-install it again.[/QUOTE]
If you go into
gamedata / config / misc /
Allocate the files called "death_items_by_community" and "death_items_count" or something like that. (I'm on my mac now so I won't be able to find it for you with the right name)
For the 'community' one there's a value for all of the artefacts / weapons and items in there. The kolobok is also in there and the value behind it indicates the spawn rate and chance of how many of the X item there is spawned in the body of said community member. There's multiple communities in stalker (aka factions) so I would suggest changing the value to 1 for all communities and the amount to one.
The count is what is says. How much is spawned in the inventory of the NPC.
Now, once changing these values, start up your game. Next time you kill someone, they'll have a kolobok in their inventory. Reverting this would be easy. If you backup your original ltx'ses and replace them, you'll have the artefact in your inventory :)
You can ofcourse utilise this cheat to your liking ahaha:
[t]http://screenshots.filesnetwork.com/52/files2/95318_3.jpg[/t]
[t]http://media.moddb.com/images/members/1/366/365208/XR_3DA_2013-09-26_19-39-37-38.jpg[/t]
[QUOTE=Cutthecrap;43097511]Hey guys, does anybody have inside info on Lurk development?
I mean, the last things I remember reading that involved gameplay were dynamic sound and stereo sound plus weather changes. Every once in a while some amazing gun models pop up in the front page.
But anything regarding maps, AI, armors, factions, etc etc?[/QUOTE]
Hi, I'm Panzerdraco, one of the lead designers on LURK 2.0.
Ask any questions you want.
[QUOTE=1239the;43099083]Hi, I'm Panzerdraco, one of the lead designers on LURK 2.0.
Ask any questions you want.[/QUOTE]
when is it coming out
[QUOTE=1239the;43099083]Hi, I'm Panzerdraco, one of the lead designers on LURK 2.0.
Ask any questions you want.[/QUOTE]
I love how open you are.
If I may,
What platform is LURK currently being build on? I've heard you're using 1.0006 with RMA as base and you're expanding upon this?
Secondly, will you guys overhaul the way (interaction between) AI is done / how the AI acts? Example of this would be trading with the traders, dynamic ranking, looting corpses, dragging corpses away, grenade lobbing, equipment usage and the likes.
My 3rd question would be, would you guys mind showing gameplay video's anytime soon or just video's with the new weapons / weather / misc items you've implanted? Like many say, the mod-page is kind of dead. There's an update from time to time with a new weapon render which I personally enjoy, but this is only for a short period. Showcasing stuff like particles, a weapon showcase with multiple ones, animations or other cool stuff would attract more people and would suffice more for compensation between updates than 'a simple' image, to say it bold.
And finally, are you adding in new levels / modifying existing ones and if yes, how many or which ones?
Thanks :)
[editline]7th December 2013[/editline]
[QUOTE=DeeCeeTeeBee;43099290]when is it coming out[/QUOTE]
Even I can give you the answer to that, IIRC millenia said:"It's done when it's done. We don't have an estimated release date yet"
Ofcourse, this is quite a while ago. Panzer, feel very free to correct me on this!
[QUOTE=DeeCeeTeeBee;43099290]when is it coming out[/QUOTE]
LURK has publically stated that it is not gay and does not need to come out.
[QUOTE=LoNer1;43099297]I love how open you are.
If I may,
What platform is LURK currently being build on? I've heard you're using 1.0006 with RMA as base and you're expanding upon this?[/QUOTE]
That's essentially correct, yes. Though we're also probably integrating ZRP and a variety of other mods.
[QUOTE]Secondly, will you guys overhaul the way (interaction between) AI is done / how the AI acts? Example of this would be trading with the traders, dynamic ranking, looting corpses, dragging corpses away, grenade lobbing, equipment usage and the likes.[/QUOTE]
On the agenda is improvements to AI detection (thus enhancing stealth gameplay) and a more defined ranking system within factions. Grenade throwing is a possibility but will need to be severely balanced if implemented (i.e. no more olympiad throwing).
[QUOTE]My 3rd question would be, would you guys mind showing gameplay video's anytime soon or just video's with the new weapons / weather / misc items you've implanted? Like many say, the mod-page is kind of dead. There's an update from time to time with a new weapon render which I personally enjoy, but this is only for a short period. Showcasing stuff like particles, a weapon showcase with multiple ones, animations or other cool stuff would attract more people and would suffice more for compensation between updates than 'a simple' image, to say it bold.[/QUOTE]
You can definitely expect some more videos in the near future showcasing mod progress. I graduated from university recently so I have way more time on my hands.
[QUOTE]And finally, are you adding in new levels / modifying existing ones and if yes, how many or which ones?[/QUOTE]
RMA adds several new levels which are awesome.
Thanks for the answers!
Also, IIRC, you're doing the particles right? if you need help or textures, feel free to PM me on moddb.
Can anyone help me out with the xRay engine 1.6 error fix? I've had it since Misery 2 came out.
[QUOTE=UncouthJungle;43099419]Can anyone help me out with the xRay engine 1.6 error fix? I've had it since Misery 2 came out.[/QUOTE]
What's the error?
[QUOTE=1239the;43099396]LURK has publically stated that it is not gay and does not need to come out.[/QUOTE]
i feel that this is both discriminatory and an insult to the atmosphere and meaning of S.T.A.L.K.E.R. Shadow of Chernobyl.
the game taught me that being gay was okay, and that it didn't matter which male species i lusted after, so long as there were multiple male sex organs involved and i could put it in to a story. if lurk 2.0 is going to go against this concept, then i won't be buying it. simple as that.
[QUOTE=DeeCeeTeeBee;43099509]i feel that this is both discriminatory and an insult to the atmosphere and meaning of S.T.A.L.K.E.R. Shadow of Chernobyl.
the game taught me that being gay was okay, and that it didn't matter which male species i lusted after, so long as there were multiple male sex organs involved and i could put it in to a story. if lurk 2.0 is going to go against this concept, then i won't be buying it. simple as that.[/QUOTE]
Cheeky breeky
Why don't you enjoy this, this will make you pure again
[video=youtube;98OJqv15ZYI]http://www.youtube.com/watch?v=98OJqv15ZYI[/video]
[QUOTE=LoNer1;43099435]What's the error?[/QUOTE]
I start the game, choose a load and start playing and after like a minute or two it crashes saying "xRay engine 1.6 has stopped working". Sometimes it does it in the menus too. I didn't have this problem with misery ver. 1
[QUOTE=1239the;43099083]Hi, I'm Panzerdraco, one of the lead designers on LURK 2.0.
Ask any questions you want.[/QUOTE]
Great!
Are you guys retaining or improving Holden's stealth system? I recall seeing how the player could be in front of a grunt in Agroprom if he was in total darkness
And what about AI combat abilities? Are you making each rank/faction behave diferently in combat?
Final one: Will the Fn FAL be in game?
It needs American guns.
Counterbalancing that disgusting post-Communism with true Democracy and Liberty made of metal.
[QUOTE=Doneeh;43100490]It needs American guns.
Counterbalancing that disgusting post-Communism with true Democracy and Liberty made of metal.[/QUOTE]
counterbalancing that disgusting post-communism with true jamming and constant maintenance made of plastic*
[QUOTE=LoNer1;43098774]If you go into
gamedata / config / misc /
Allocate the files called "death_items_by_community" and "death_items_count" or something like that. (I'm on my mac now so I won't be able to find it for you with the right name)
For the 'community' one there's a value for all of the artefacts / weapons and items in there. The kolobok is also in there and the value behind it indicates the spawn rate and chance of how many of the X item there is spawned in the body of said community member. There's multiple communities in stalker (aka factions) so I would suggest changing the value to 1 for all communities and the amount to one.
The count is what is says. How much is spawned in the inventory of the NPC.
Now, once changing these values, start up your game. Next time you kill someone, they'll have a kolobok in their inventory. Reverting this would be easy. If you backup your original ltx'ses and replace them, you'll have the artefact in your inventory :)
You can ofcourse utilise this cheat to your liking ahaha:
[t]http://screenshots.filesnetwork.com/52/files2/95318_3.jpg[/t]
[t]http://media.moddb.com/images/members/1/366/365208/XR_3DA_2013-09-26_19-39-37-38.jpg[/t][/QUOTE]
That looks very good, thanks, but is it possible to still merge a spawn menu like Atlas?
[QUOTE=XeroG;43100676]That looks very good, thanks, but is it possible to still merge a spawn menu like Atlas?[/QUOTE]
Yes, but I recommend getting winmerge or beyond compare for that :)
[QUOTE=Cutthecrap;43100183]Great!
Are you guys retaining or improving Holden's stealth system? I recall seeing how the player could be in front of a grunt in Agroprom if he was in total darkness
And what about AI combat abilities? Are you making each rank/faction behave diferently in combat?
Final one: Will the Fn FAL be in game?[/QUOTE]
1. Rebuilding it from the ground up.
2. Probably not.
3. Yes.
[QUOTE=DeeCeeTeeBee;43100592]counterbalancing that disgusting post-communism with true jamming and constant maintenance made of plastic*[/QUOTE]
Hah, only a Stalinist or Maoist would think such a thing. There's a reason the U.S. won the war against Mexico and became a larger firearm manufacturer than them.
Freedom, interchangeable parts, and capitalism. The greatest inventions created by the greatest country.
I don't know wether I should ask you guys for feedback on the new misery 2.1 trailer or not. (I do want to increase my editing skill, so it's not only for MISERY but also for my personal sake)
Rating time!
Agree = yes
Disagree = no
Dumb = we don't care
Go ahead.
How come you don't ask us our opinion about Misery 2.0 instead?
[QUOTE=StickyWicket;43116851]How come you don't ask us our opinion about Misery 2.0 instead?[/QUOTE]
Probably because he already knows it; Misery 2.0 has been discussed through and through on the thread already. As for the trailer thing I find it funny how people rate you anything but agree/disagree/dumb.
[QUOTE='[Green];43118339']Probably because he already knows it; Misery 2.0 has been discussed through and through on the thread already. As for the trailer thing I find it funny how people rate you anything but agree/disagree/dumb.[/QUOTE]
True, and yeah. I knew I shouldn't have come here for positive feedback even when MISERY is not what I'm asking about. Quite frankly, to me it seems like I shouldn't come here for help on whatever I'd like help with [I]just because I'm part of the MISERY team[/I] :v:
[editline]9th December 2013[/editline]
Also, the shit you find when browsing stalker fan pages is hilarious
[t]http://media.moddb.com/cache/images/members/1/290/289282/thumb_620x2000/wtf.gif[/t]
[QUOTE=LoNer1;43121380]
[editline]9th December 2013[/editline]
Also, the shit you find when browsing stalker fan pages is hilarious
[t]http://media.moddb.com/cache/images/members/1/290/289282/thumb_620x2000/wtf.gif[/t][/QUOTE]
Can I just take a brief few seconds of everybody's time and tell you all [B]that when you make something funny or weird, you don't tell people how to react?
[I]It adds nothing.[/I][/B][I]
At all.[/I]
Besides nuance.
But on a note in relation to Missoori, I don't believe I have given my opinion on it.
Well, in short, I think while the survival elements are done well enough, the combat is just plain frustrating. You'd think keeping on the move, yet within cover would help you, but it really just gets you killed. For example, when grabbing the laptop from the mercs at the waste processing plant, all I did was camp in a single spot abusing a decent piece of cover and AI pathfinding and shoot people with a Desert Eagle whenever they came around the corner.
Really, it's the most camping heavy mod I've played so far. Although this is a bit of a problem with the base game as well, but at least combat was more dynamic when you could still stand a few shots taken from doing something risky.
i think the problem is that by the time you got here and people started to get to know you, the feelings were fairly ingrained about MISERY, and since you weren't here to discuss with people, they didn't have any reason not to be very one sided
[QUOTE=Beacon;43121653]i think the problem is that by the time you got here and people started to get to know you, the feelings were fairly ingrained about MISERY, and since you weren't here to discuss with people, they didn't have any reason not to be very one sided[/QUOTE]
I actually [I]am[/I] here to discuss anything with anyone, but whenever I notice I'm getting pointless non-arguments from (I won't call names but you know who you are) users who're only bitching about the [I]visual fidelity and art direction of the mod[/I], [U]not[/U] the core mechanics, I'll just choose not to waste any time on that.
Visuals can be changed, that's fairly easy, but I would understand trying to change or improve upon our scripts would be very, very demanding work. That's why I redirect reasonable arguments against some stuff in the mod to the team, once in a while.
[editline]9th December 2013[/editline]
Going on about this;
I've already read what the general feel towards MISERY is on this forum. Hence why I dropped ever trying to discuss it in the first place. I know only a slight percentage of you guys like it, so why bother you with our updates / achievements or whatever. For example, we've (recently) done a lot behind the scenes for 2.1, with the honest intent of fixing all the shit and giving the community the real MISERY, working on it in various departments, but whenever we conquer a matter that would (from multiple perspectives) help the overall S.T.A.L.K.E.R-modding community here on FP, I ask myself: "Why even share it, if they don't care? It's not like they think we're worth the shot anyway".
Bottom line, this community 'killed' it for me so I focussed on other sites. I'm merely here for the russian wizardry, mod suggestions, basic help and trying to help that 4% slice that does like MISERY :v: It's always handy having a dev on the forums for the people who need me.
[editline]9th December 2013[/editline]
[QUOTE=Gum;43121647]Can I just take a brief few seconds of everybody's time and tell you [B]that when you make something funny or weird, you don't tell people how to react?
[I]It adds nothing.[/I][/B][I]
At all.[/I]
Besides nuance.
[/QUOTE]
I don't get what you're on about, especially after the reply below.
I can add one word and it will be less directed towards a single person.
Gramer is very important.
Watch the majeek
I really didn't rate anything on the post because I don't even know what trailer was even being talked about. I'd be happy to offer criticism if I knew what trailer you were talking about. Hell, that's why I thought everybody else was rating random shit.
[QUOTE=Gatekeeper828;43121787]I really didn't rate anything on the post because I don't even know what trailer was even being talked about. I'd be happy to offer criticism if I knew what trailer you were talking about. Hell, that's why I thought everybody else was rating random shit.[/QUOTE]
I wanted to see who was even interested in it in the first place. The reasoning behind this is in my post before this one.
Here you go, although it's slightly outdated now as I've revisited some text:
[I][B]Before watching it, do know, some will enjoy it, some will find it horrible. I'm just trying to find a good balance in between. If you have examples of trailers you like yourself, please link them. I just did this out of the blue. Started with nothing all the way to this.
[/B][/I]
[video=youtube;OVpJe0kmU7U]http://www.youtube.com/watch?v=OVpJe0kmU7U[/video]
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