• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
    21,541 replies, posted
AA2 Is pretty [t]http://fc08.deviantart.net/fs70/f/2014/010/5/8/8_by_mod_a_holic-d71mway.png[/t][t]http://fc07.deviantart.net/fs70/f/2014/010/5/5/9_by_mod_a_holic-d71mwfc.png[/t] [t]http://fc01.deviantart.net/fs70/f/2014/010/8/1/10_by_mod_a_holic-d71mwmh.png[/t]
I can't talk to the first guy at the beginning of that Joint Pak mod, it just CTD's without error what do
[QUOTE=XeroG;43490121]I can't talk to the first guy at the beginning of that Joint Pak mod, it just CTD's without error what do[/QUOTE] Describe the scenario please, what exactly crashes it?
[QUOTE=LoNer1;43486987]I'm sure Troj would be better at explaining this, but misery has some key elements in mind. With the Xray, we're forced to 'teach' the player [I]not[/I] to do certain things in / out of safe zones and or combat. Eating a chocolate bar in combat gets you killed, [I]because you wont be wielding that ak with a chocolate bar in your left hand.[/I] Forced realism, altho slightly flawed and not so well executed. I'm sorry, but you'll have to cope with it or find a way to disable the F2B animation :v:[/QUOTE] why would anyone eat chocolate in a fight anyway? it doesn't restore health, does it? we've had lowering the player's weapon while he bandages and uses medkits for a long time in Redux v2.0, which I'm totally in agreement with, but eating seems like it would be a non-issue in the first place unless eating somehow restores health
[QUOTE=Beacon;43490614]why would anyone eat chocolate in a fight anyway? it doesn't restore health, does it? we've had lowering the player's weapon while he bandages and uses medkits for a long time in Redux v2.0, which I'm totally in agreement with, but eating seems like it would be a non-issue in the first place unless eating somehow restores health[/QUOTE] Over time it grants a small health bonus iirc. Also, did anyone forget we have a 1P animator on the team? We're working on getting that stuff into the game. The F2B screen animations just serve as placeholder now :v: Soon you'll see your character in 1p eat something, or drink something etc. Also, Gunslinger implanted drinking into CoP?
[QUOTE=Etcetera;43487902][t]http://static.giantbomb.com/uploads/scale_small/0/24/177488-kleiner.jpg[/t][/QUOTE] To be fair, that really comes out of left field. The rest is pretty damn sweet.
Oh, stalkersoup. I just tried to shoot the guy at the military outpost while he had his back to me and he insta 180'd around and one-hit killed me
[QUOTE=Beacon;43490614]why would anyone eat chocolate in a fight anyway? it doesn't restore health, does it? we've had lowering the player's weapon while he bandages and uses medkits for a long time in Redux v2.0, which I'm totally in agreement with, but eating seems like it would be a non-issue in the first place unless eating somehow restores health[/QUOTE] If you're forced to survive a really drawn out firefight then you usually have to burn through bandages/stimpaks which (in Misery) means a great decrease in stamina. I've had the combat-munchies before and a candybar is just the ticket.
[QUOTE]we've had lowering the player's weapon while he bandages and uses medkits for a long time in Redux v2.0, which I'm totally in agreement with, but eating seems like it would be a non-issue in the first place unless eating somehow restores health [/QUOTE] The more sloppy you are in combat the more nutrition you have to replenish - as stimpacks (and other buffs) lower it. Its a part of the general approach that nutrition is sort of a '2nd currency' with which you pay for to make your life easier or to fix your mistakes. [QUOTE]What are the motivations loner? [/QUOTE] As with everything else (and as you well know Beacon), working on this aspect is trying to make the best out of the restricted possibilities, rather than implementing stuff the best way one can think of. General approach we've taken in situations like that, is that the 'realism of the effect' always comes before 'realism of specific action'. In above example the effect - being succesfully prevented (in most cases) from eating in the middle of combat (and thus forced to plan this action) is more important than even a bit lacking execution (due to technical restrictions) on the item usage level. Some more specific reasons are that we coudn't accept sprinting full speed and eating - for us personally its that much of an immersion breaker. Since I cannot restrict only the sprinting I prefer to restrict the movement altogheter. And secondly - to prevent eating of multiple items at once (ie. spamming the item usage which we've also found quite unacceptable) one needs to completely cut off the keybord imput for the duration of the sequence. Note the effort taken by our sound guy - Damjan who has made the whole thing that much sweeter, or maybe even possible as its the sounds which tie the sequences togheter.
[QUOTE=LoNer1;43490423]Describe the scenario please, what exactly crashes it?[/QUOTE] when the game starts there's a guy you're supposed to talk to but it crashes when you try, i think i need a 1.0005/6 patch but i can't find one
[QUOTE=LoNer1;43479892]For CoP he means pops :v:[/QUOTE] doesn't matter someone make soup for cop then
i cant seem to get Autumn Aurora 2 to work. did a fresh install of SoC patched the mod to the latest version and even disabled steam overlay and deleted sweetfx folder still nothing has anyone got the same problem
Right as I thought RMA might have not been worth it; I played through a scene where a helicopter was chasing me while I was driving a car. Oh and there were military guys trying to hit me with RPGs and explosive barrels along the way. This is an instant favorite. And it's one of the few mods I can almost say people would be fine playing on their first run, since it basically doesn't touch gameplay/graphics at all. (Except for needing an anomaly detector on the belt.)
[QUOTE=trojanuch;43491554]The more sloppy you are in combat the more nutrition you have to replenish - as stimpacks (and other buffs) lower it. Its a part of the general approach that nutrition is sort of a '2nd currency' with which you pay for to make your life easier or to fix your mistakes. As with everything else (and as you well know Beacon), working on this aspect is trying to make the best out of the restricted possibilities, rather than implementing stuff the best way one can think of. General approach we've taken in situations like that, is that the 'realism of the effect' always comes before 'realism of specific action'. In above example the effect - being succesfully prevented (in most cases) from eating in the middle of combat (and thus forced to plan this action) is more important than even a bit lacking execution (due to technical restrictions) on the item usage level. Some more specific reasons are that we coudn't accept sprinting full speed and eating - for us personally its that much of an immersion breaker. Since I cannot restrict only the sprinting I prefer to restrict the movement altogheter. And secondly - to prevent eating of multiple items at once (ie. spamming the item usage which we've also found quite unacceptable) one needs to completely cut off the keybord imput for the duration of the sequence. Note the effort taken by our sound guy - Damjan who has made the whole thing that much sweeter, or maybe even possible as its the sounds which tie the sequences togheter.[/QUOTE] Ah, I get it. Still, if you're open to suggestions, hear me out. You could implement this mechanic in more depth into the class system if at all possible; the Recon class for example, being a fast-moving squirrel could chow the smaller snacks and take glucose shots without stopping, only lowering his weapon. Assault could only use glucose shots and the sniper would have to halt for each of these. It doesn't have to be this exactly, but you get the idea. Of course most foods, the larger portions such as rations would still require you to stop and open the damn thing like usual. As for immersion breaker, this is just me talking but I find it kind of immersion-breaking that even when powered by anomalous items like artifacts, pumped full of adrenaline by upgrades and equipment and well fed, Degtyarev can still sprint a good 100 meters before stopping into an exhausted halt. Special USS operatives, at least I would imagine, should be able to run a Cooper's test for 3000 meters (basically you have 12 minutes to run as much as possible). Due to map size it may be that you're trying to prevent the AMK syndrome where players, even when overencumbered, can just equip 5 Moonlights and 420 blaze it through every single map because they have so much stam regen. Thing is, to me that's what artifacts do; they are items that affect people to bring them over their natural limits. And for Degtyarev's natural limit in the game (at least on sniper) to be a meager 70 meters of full-on sprinting feels like he's a couch potato, not a special op. Here I get that you might think of how this might conflict with the experience you wanted to deliver in the first place (might be wrong) but modularity is always a plus. You could, for example, provide options in several aspects of the game like you have already done (like with batteries and power) so that the default options are how you perceived it to be best and if people don't feel like changing anything they can play from the get-go. Then again I can imagine that it'd be quite a bit of work to do all this shit several times just to make optionals but hey, suggestions, suggestions... edit: and as you might've noticed during the release of 2.0, if people don't like the experience they [I]will[/I] change it themselves, so it's just a matter of who does it on the bright side, you guys fixed the combat! great job on that, i really enjoy the current state of affairs in gunplay
[QUOTE=spawny;43492827]i cant seem to get Autumn Aurora 2 to work. did a fresh install of SoC patched the mod to the latest version and even disabled steam overlay and deleted sweetfx folder still nothing has anyone got the same problem[/QUOTE] You have to delete the d3d9.dll file in the bin folder.
I moved the Soup to a new location and reinstalled vanilla ShoC. Soup runs fine (relatively) and vanilla works as it should. I then copied vanilla to a new location, to install Autumn Aurora on it. Every time I attempt to launch Autumn Aurora using the XR_3DA.exe, it boots up steam and runs vanilla ShoC instead. How do I get AA2 working?
I'm loving these discussions here. Also [QUOTE=XeroG;43491693]when the game starts there's a guy you're supposed to talk to but it crashes when you try, i think i need a 1.0005/6 patch but i can't find one[/QUOTE] Here you go: [url]http://stalker.filefront.com/files/Stalker/Shadow_of_Chernobyl/Official_Releases/Patches;10544[/url]
Been playing some Misery lately, and as someone that likes to play with no hud there really should be some sort of indication when you're hungry. Like your stomach growling or something, because unless if i'm missing something the only way to tell if you're hungry is to re-enable the hud.
[QUOTE=Whyt546;43495817]Been playing some Misery lately, and as someone that likes to play with no hud there really should be some sort of indication when you're hungry. Like your stomach growling or something, because unless if i'm missing something the only way to tell if you're hungry is to re-enable the hud.[/QUOTE] You can open the inventory and look at your stamina
[QUOTE='[Green];43493668'] ... As for immersion breaker, this is just me talking but I find it kind of immersion-breaking that even when powered by anomalous items like artifacts, pumped full of adrenaline by upgrades and equipment and well fed, Degtyarev can still sprint a good 100 meters before stopping into an exhausted halt. Special USS operatives, at least I would imagine, should be able to run a Cooper's test for 3000 meters (basically you have 12 minutes to run as much as possible). Due to map size it may be that you're trying to prevent the AMK syndrome where players, even when overencumbered, can just equip 5 Moonlights and 420 blaze it through every single map because they have so much stam regen. Thing is, to me that's what artifacts do; they are items that affect people to bring them over their natural limits. And for Degtyarev's natural limit in the game (at least on sniper) to be a meager 70 meters of full-on sprinting feels like he's a couch potato, not a special op. [/QUOTE] From my personal stance, not representative of the opinions from any of my teams members, I see it like this: While I agree with you here that artefacts grant the player special powers, the problem to the series also lie into this same sentence. [I]"The[/I] [I]Player"[/I], meaning the only [B]non-NPC[/B] in the whole game, is the only one making use of the effects of these artefacts. Thereby [I]I[/I] think it's perfectly reasonable that in a mod where we want to equalize both player and NPC, we bring the player down to the NPC's level, because we can't the other way around, you know? [B]*IF*[/B] we found a way for NPC's to equip artefacts, well then forget what I said, but until now, no one managed to do this. So, leveling the playfield, although slightly going off the original game's path, is imho a small sacrifice.
[QUOTE=Araknid;43495823]You can open the inventory and look at your stamina[/QUOTE] What so like, memorize what it's at usually and if it's lower than usual i'm hungry?
[QUOTE=Whyt546;43495865]What so like, memorize what it's at usually and if it's lower than usual i'm hungry?[/QUOTE] Or eat on a regular basis. I found eating every 1,5 hours in game to be pretty effective.
[QUOTE=LoNer1;43495878]Or eat on a regular basis. I found eating every 1,5 hours in game to be pretty effective.[/QUOTE] That's what I usually do, but I don't want to waste food since I try to save on as much money as possible.
[QUOTE=Vivi_O;43494049]You have to delete the d3d9.dll file in the bin folder.[/QUOTE] this fixed it thank you
[QUOTE=LoNer1;43495841]From my personal stance, not representative of the opinions from any of my teams members, I see it like this: While I agree with you here that artefacts grant the player special powers, the problem to the series also lie into this same sentence. [I]"The[/I] [I]Player"[/I], meaning the only [B]non-NPC[/B] in the whole game, is the only one making use of the effects of these artefacts. Thereby [I]I[/I] think it's perfectly reasonable that in a mod where we want to equalize both player and NPC, we bring the player down to the NPC's level, because we can't the other way around, you know? [B]*IF*[/B] we found a way for NPC's to equip artefacts, well then forget what I said, but until now, no one managed to do this. So, leveling the playfield, although slightly going off the original game's path, is imho a small sacrifice.[/QUOTE] I get what you're saying, but the player can never be on the same level as NPCs, even if one tries to make it so. You can try and close the gaping difference, but at the end of the day players have higher intelligence, quickloading and merchants on their side. Besides I haven't seen NPCs sprint from anything except grenades thrown at their feet. For that even shit tier endurance is enough or just walking around the corner. If you could code the NPCs to sprint around in appropriate situations, that would not only make combat more hectic but flanking maneuvres even deadlier since they could happen so quickly. As it stands, the NPCs don't use sprinting almost ever. As for equalizing, the player has to survive through hundreds of encounters during a playthrough, most of which are not [I]"fair"[/I] as in 1v1. The player has to encounter several opponents at once. Setting the damage values of weapons to be the same for both the player and NPCs is probably the fairest that one can get. And while we're on the topic of fairness, NPCs don't seem to suffer from hunger or sleep deprivation which are also player-centric worries. Both sides have different advantages and disadvantages. You can try to equalize them and give them the same footing to the darndest, but I would imagine it to be an extremely difficult process. The other option is to do like SGM did. Now hear me out before you burst laughing at me using SGM as an example. SGM's difficulty is wonky sometimes, but it also has a certain feel to it. Yes, the player can max out all immunities, yes, the player can get weapons that deal absurd amounts of damage per hit, yes, the player can become near immortal. But then you look at the shit the player has to deal with: mines that degrade armor at least 20% per hit, Alpha Squads that have aimbot accuracy, gather in packs of 30 exoskeleton Vintar-toting badmuthas, throw grenades at frequencies that make Grenade Sky cry in jealousy and tsunamis of mutants that will completely and utterly drown you in corpses if you survive. So while I do understand your point, as far as I have seen in modding it is just not possible to balance out quickloading and human intelligence versus permadeath and artificial intelligence on NPCs. It was a novel thought to try equipment checks, but the execution in STALKER wasn't optimal. Coming back to the original topic through this massive segue, the most that giving the player more sprinting capabilities provided that they have good artifacts and equipment for it will change the gameplay is maybe faster progression and faster paced combat. I've found out that since I can't do my usual combat style (running from cover to cover, taking potshots and throwing F1s) I've become a more camping, indoors combatant (never step outside because grenades, sit with gun aimed at a doorway because retarded NPCs will just walk in and get gunned down), especially when faced with great numbers of enemies. [sp]my playstyle will change once i get my god damn hands on a trg though when i get that babe and upgrade it, if I can see it, it will die[/sp]
[QUOTE=LoNer1;43495687]I'm loving these discussions here. Also Here you go: [url]http://stalker.filefront.com/files/Stalker/Shadow_of_Chernobyl/Official_Releases/Patches;10544[/url][/QUOTE] All the gamefront DL's are down and there's only german patches everywhere that aren't on gamefront. edit: nvm gamershell seems to work [editline]11th January 2014[/editline] Does the "NS joint pak something" mod have a spawn menu? It seems based of stalkersoup and i know taht one has it.
I got some free time to tinker with the translation again so here's a new version of it. This one's for the latest patch that got released 3 days ago. I still haven't finished it because there's still some Russian text lying around and other misc. things to deal with, but yeah. One script file for the console mysteriously makes X-Ray crash as soon as I modify the descriptions for the console commands that it supports. Check the readme file as well because I updated it with more stuff from the mod's topics. Download it from either [URL="https://mega.co.nz/#!JB8DxCSR!MpE_VEP5pAm1YC1j47EMUVTmuNh2y0w442eKKf_MZ_U"]here[/URL] or [URL="http://www.sendspace.com/file/ldc1va"]here[/URL].
Guys I need help with Soup. I can't give Strelok's gun to Adrenaline, same with the suit and Bes. I simply don't get a conversation option for it.
I didn't get the option to give a Groza to Guide either. Shit's fucked yo.
[QUOTE=SFArial;43499706]Guys I need help with Soup. I can't give Strelok's gun to Adrenaline, same with the suit and Bes. I simply don't get a conversation option for it.[/QUOTE] I was able to give the gun to adrenaline but I wasn't able to give the suit to Bes. I think it might have been because I used the suit a lot and it is really damaged.
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