S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=LEETNOOB;43593847]Playing OLR 2.0.
My flashlight ran out of batteries just as I got inside X18. There is no way out until you get the documents. There is pitch-black darkness everywhere, screamers, weird voices, zombies, kid-zombies, rats, bloodsuckers and burers.
Help me.[/QUOTE]
Crank up the gamma/brightness?
idk if I should keep playing OLR2.0 or not
I want to, but maybe I should wait for a translation so I can understand it.
Also the fucking labs. That midget enemy that isn't a burer was running at the locked door so I figured "I'm safe, whatever" but lo and behold, Stalker uses physics for its doors so he just fucking pushed the locked door open and ran right at me and I freaked out.
[QUOTE=Etcetera;43593610]And hey, look who it is.[/QUOTE]
Simon Pegg ?
[QUOTE=Bloodshot12;43594037]That midget enemy that isn't a burer[/QUOTE]
It's called a Karlik. [URL="http://stalker.wikia.com/wiki/Karlik"]Not too much about it on the English S.T.A.L.K.E.R. Wiki page[/URL].
[QUOTE=Jamie1992GSC;43593962]I remember you in previous thread versions also if I recall.[/QUOTE]
And I remember you aswell, especially from Super Mod Pack 2.4, a great mod with a great potential, but with serious "Quantity over quality" issues. Also, 2.5 was canceled =\
You still work on mods?
You know what's funny? In Stalker mode, I gave up and started over, but in Master mode, I beat it. And when I say I beat it...
[B]...I...[/B]
[t]http://cloud-4.steampowered.com/ugc/486687790853755725/4FFB14639B7A38CDC9B7DAF60B6E533C4B44728F/[/t]
[B]...FUCKING...[/B]
[t]http://cloud-2.steampowered.com/ugc/486687790853758484/EE16DC333E2DDE732D316451FC7D6ABAC309951B/[/t]
[B]DID IT![/B]
[t]http://cloud-3.steampowered.com/ugc/486687790853763601/6C9F1B402526A0AD995C6A4E97F93F1B2F43336B/[/t]
Now someone get me Clear Sky.
[QUOTE=Devil Traitor;43594209]You know what's funny? In Stalker mode, I gave up and started over, but in Master mode, I beat it and when I say I beat it...
[/QUOTE]
Stalker is always easier on Master if you're a good shot, it just ups the damage of everything, including bullets and that's VS enemies too so they go down quicker.
[QUOTE=nater;43594224]Stalker is always easier on Master if you're a good shot, it just ups the damage of everything, including bullets and that's VS enemies too so they go down quicker.[/QUOTE]
Difficulty scaling is strange in STALKER.
[QUOTE=nater;43594224]Stalker is always easier on Master if you're a good shot,[/QUOTE]
Not really, since headshots are almost always lethal even if you were playing on Novice so the enemies can't really most of the time shoot the player in the head while the reduced gun damages (Novice lowers the gun damages to roughly half) make it easier for the player to get close to make those headshots.
On lower difficulties the game also is supposed to give you more meds and ammo from those breakable blue boxes, at least in SoC.
What the hell, I was just looking through the music files in SoC, and amb22_l.ogg is the night time music from jupiter.
I didn't realize they used leftover music from SoC
Since I'm pretty damn lazy, I'm going to do the attachments for random loadouts on another day for my little merge. Right now I have it so any stalker can spawn with any weapon(except the gauss rifle) with either normal or AP rounds.
You guys do realize that there are some people out there who visit this thread that have not completed the game? You should still beware of such people and at least tag stuff that could be spoilers.
Got a question regarding Autumn Aurora 2:
Where does one edit timescale of the mod?
Time passes by way damn quickly; I can barely travel through a level before it's night time. By the way guys, [B]you can fucking stealth assassinate the entirety of Freedom base in night-time.[/B] I did it off-stream just now and it was the most glorious fucking thing ever. I had previously bought ammunition for my sassy weapon from Skinflint and then come nightfall, used it to annihilate everyone from a distance with silenced lovetaps. I seriously killed everyone except Lukash and his buttbuddy bodyguards and Skinflint without them ever realizing it and thus coming hostile. Come dawn, I went to Skinflint and happily traded more ammo and fixed my weapon. He was none the wiser and I let the Duty squad in a glorious assault to kill Lukash.
Fucking stealth man. The thing is though is that it's horrifyingly binary: during night you can assassinate targets as long as they're not within direct line of sight and are unaware of you, i.e asleep or back towards you. During daytime, no matter how sneaky you are, the nearby friends of your target know you killed him and become hostile.
So assassinations are night-time only. The GOOD NEWS is that all those assassination missions are now viable; go do them during night-time and you won't fucking piss off loners as a collective.
Overall I can recommend Autumn Aurora 2 for pretty much everyone. Here's my summary of what I have experienced it to be so far:
[B]Pros:[/B]
- combat remains tight and relatively similar to vanilla, albeit deadlier
- medkit spamming has been properly addressed
- health management is actually quite well executed
- AMK-like random stashes can provide clutch moments during desperate times
- hunger and sleep systems are decently integrated without being obnoxious
- mutants are same as usual
- stealth is now a legitimate option
- flora has been overhauled with new trees, bushes, extra grass and navigation meshes have been appropriately altered
- new weapons have been added such as Saiga-12, AK-74 Cobra, PP-2000...
- artifact detectors have been integrated into ShoC gameplay pretty much as perfectly as they can be
- [B]dem particle effects[/B]
[B]Cons:[/B]
- couple crashes here and there, however minor
- enemies can still see through foliage, giving them a ridiculous advantage especially since AA2 adds a lot of vegetation to ShoC's more barren vanilla environment. Taller grass and high density does not help this.
- sometimes stalkers get stuck trying to walk through walls
- artifacts have a tendency to fall underground at times, making them unretrievable
- due to the color scheme and overlapping HUD elements of the mod, visibility can be quite a big issue at times and you can't tell what the shit's going on (however that's been a part of SGM as well so hardly the first time i've seen this)
[B]Notes:[/B]
- the Zone looks like Far Cry 2 now
- some vanilla bugs persist (such as Lukash's kill prompt remaining on the PDA after he's dead, for example)
- enemies don't seem to use grenades at all
- weapons degrade pretty much at LURK speed if not even faster
- to compensate however repair kits for both armor and weapons (universal ones for each) are available and I heavily recommend everyone to carry at least weapon repair kits at all times
- medkits aren't optimal as the sole source of healing; water and juice are excellent pick-me-ups, although heavy (0.5kg per item whereas medkits are 0.3kg)
- artifacts haven't been changed in terms of effects, so prepare for dat AMK-like infinite sprint and late game ignoring of all radiation (i [U]love[/U] it)
- mask HUD elements are present (the reason this is a note and not a pro is that while neat of a concept i've personally never liked this idea since they ignore some biological factors of human beings and end up taking away from gameplay, but i didn't want to make it a con because of personal opinions either)
- instead of jelly screen, low health is indicated by a much more tolerable red outline of screen (seriously guys, it's a lot more tolerable plus it's gradual which i find kind of neat)
- high ground saves your life 99% of the time (since you see enemies in foliage that much easier. trust me, there is no better thing than a really high-up position to shoot from in this mod)
[B][U]Overall:[/U][/B] I really, [I]really[/I] like this mod. It pretty much is fighting for my #1 ShoC mod spot with OGSE. And trust me, ain't no-one fucking with OGSE. That piece of wizardry isn't easily rivaled by anyone or anything. But Autumn Aurora 2 has impressed me enough to get up there alongside it.
Just to show what I mean when I said ShoC looks like Far Cry 2, [url=http://cloud-4.steampowered.com/ugc/706238342148374820/BA860A66151D0FB7E8ED3DDD57B8A868F7D33844/]have a look.[/url]
[QUOTE=Foxzone91;43594173]And I remember you aswell, especially from Super Mod Pack 2.4, a great mod with a great potential, but with serious "Quantity over quality" issues. Also, 2.5 was canceled =\
You still work on mods?[/QUOTE]
Yeah, we all ended up throwing in more content than we could handle. :v:
I work on my own private mods, and touch up mods of others that I play. I am still working on my Shell Ejection mod for COP, but as I work 7 days a week and 12 hours a day, finding time to devote to it is somewhat sparse. Which makes me pretty sad, as I'd LOVE to be able to throw more time into the project.
[QUOTE='[Green];43594456']Got a question regarding Autumn Aurora 2:
Where does one edit timescale of the mod?
[/QUOTE]
configs\alife.ltx
[I]time_factor[/I] and [I]normal_time_factor[/I]
Lower values mean slower passage of time. Changing it may require a new game though.
Man, first gen nightvision sucks so fucking bad
I'm thinking about replacing CoP's music with SoC's, which themes do you guys think fits jupiter's day and night tracks?
[QUOTE=Bloodshot12;43594735]Man, first gen nightvision sucks so fucking bad
I'm thinking about replacing CoP's music with SoC's, which themes do you guys think fits jupiter's day and night tracks?[/QUOTE]
Can't say night or day but Yantar's theme is definitely fitting.
Perhaps the X-10 theme for Pripyat day?
[video=youtube;1cK7GOfFT8Y]http://www.youtube.com/watch?v=1cK7GOfFT8Y[/video]
[QUOTE=Bloodshot12;43594735]Man, first gen nightvision sucks so fucking bad
I'm thinking about replacing CoP's music with SoC's, which themes do you guys think fits jupiter's day and night tracks?[/QUOTE]
I never even noticed any difference between first-gen nightvision and second-gen night-vision.
[QUOTE=Melnek;43594923]I never even noticed any difference between first-gen nightvision and second-gen night-vision.[/QUOTE]
I find second gen to be the worst, ironically enough. The first one, while technically grainier, is still better for spotting figures. The second one is too smooth and blurry. The difference or should I say improvement is that second generation lets you see further than first generation...at least that's what I remember to be the case.
To me it was always green-NV and purple-NV. I was surprised when there was a 'second gen' at all when I accidentally noticed it as one of the available helmet upgrades.
After a bit of time using SWTC, I've gotta say that I prefer it over AtmosFear. I think it looks prettier and there is no more annoying fog to worry about.
[QUOTE=Melnek;43594965]To me it was always green-NV and purple-NV. I was surprised when there was a 'second gen' at all when I accidentally noticed it as one of the available helmet upgrades.[/QUOTE]
After wearing actual military NV's stalkers NVG system is very forgiving.
Atleast things after 20 meters don't become a hazy black/green mess with honeycomb overlay.
Whoever is feeling courageous enough can try out the really early WIP translation for OLR 2.0. I probably won't be able to do anything until next weekend, so yeah. You guys may want to check out Buzzard_Burbridge's machine translation since all dialogue files save for the escape aka Cordon one can be safely replaced. As usual, download it from [URL="https://mega.co.nz/#!pQtASIiL!G4eNmgTsUW0G3uz5_OWBDnMSStx9mErASK1YmPChIqQ"]here[/URL] or [URL="http://www.sendspace.com/file/k6fso4"]here[/URL].
[t]http://media.moddb.com/images/members/3/2382/2381753/ss_ralfs_01-19-14_21-11-51_lvl1_escape.jpg[/t] [t]http://media.moddb.com/images/members/3/2382/2381753/ss_ralfs_01-19-14_21-13-49_lvl1_escape.jpg[/t]
[QUOTE=LoNer1;43563212]Yup, go here:
[url]http://enbseries.enbdev.com/forum/viewtopic.php?f=14&t=2008[/url]
Second page, 2 links, download them both.
Also, facepunch wished me a happy Bday. Nice[/QUOTE]
Hey, sorry to disturb you guys but I really want that ENB mod to work. I sent you a MP LoNer1 but you didn't answer.
So I downloaded the 2 files, one of them is full of saves and the other has the mod. I installed the mod (no I didn't forget to put "d3d9.dll" in the "bin" folder) and launched the game. The message saying that ENB is on appears, but I don't see any difference in game. I then thought that maybe the saves will do something. So I put them in my saves folder and loaded one, but that made my game crash...
I need a little help here ! :v:
Again, sorry to disturb.
[QUOTE=Devil Traitor;43594209]You know what's funny? In Stalker mode, I gave up and started over, but in Master mode, I beat it. And when I say I beat it...
[B]...I...[/B]
[t]http://cloud-4.steampowered.com/ugc/486687790853755725/4FFB14639B7A38CDC9B7DAF60B6E533C4B44728F/[/t]
[B]...FUCKING...[/B]
[t]http://cloud-2.steampowered.com/ugc/486687790853758484/EE16DC333E2DDE732D316451FC7D6ABAC309951B/[/t]
[B]DID IT![/B]
[t]http://cloud-3.steampowered.com/ugc/486687790853763601/6C9F1B402526A0AD995C6A4E97F93F1B2F43336B/[/t]
Now someone get me Clear Sky.[/QUOTE]
getting that ending was probably the most relieving shit ever in a video game for me
[t]http://cloud-3.steampowered.com/ugc/684843638775492220/199A65003F14A5789520237DF9BEAE057FE00930/[/t]
[t]http://cloud-2.steampowered.com/ugc/684843638775495643/F5B536D1C6522A3E0A46D34AE1D00DDB1BB3C3B1/[/t]
i still want a soc movie
also i would have no problem buying you clear sky, though you may or may not hate it. it's mostly the same map as soc, with some new areas and different factions in different locations.
So do you guys prefer SoC's map design, or CoP's?
At first I preferred CoP's more open maps, but after playing both extensively, and revisiting SoC yet again, I'm starting to feel that SoC's setup, of multiple maps with different ones "leading" to major areas, feels kind of more rewarding for a sense of progression.
CoP's are nice and open, but also with their design it kind of feels like there's less to "overcome", for lack of a better word - like when I get a quest at a specific place I just go run there, whereas SoC the way the levels were designed almost felt like some of the maps were obstacles you had to get through to get to where you need to go.
Nothing wrong with CoP's though, just I'm thinking, especially if SoC had the bigger maps like ORL2, that travel would feel more rewarding to accomplish.
[QUOTE=Bloodshot12;43599105]So do you guys prefer SoC's map design, or CoP's?
At first I preferred CoP's more open maps, but after playing both extensively, and revisiting SoC yet again, I'm starting to feel that SoC's setup, of multiple maps with different ones "leading" to major areas, feels kind of more rewarding for a sense of progression.
CoP's are nice and open, but also with their design it kind of feels like there's less to "overcome", for lack of a better word - like when I get a quest at a specific place I just go run there, whereas SoC the way the levels were designed almost felt like some of the maps were obstacles you had to get through to get to where you need to go.
Nothing wrong with CoP's though, just I'm thinking, especially if SoC had the bigger maps like ORL2, that travel would feel more rewarding to accomplish.[/QUOTE]
SOC, hands down. Something about the way they're all so carefully made makes them special. There no equivalent setting out from the Bar on whatever kind of mission you've made for yourself and not knowing what you'll find. Each map makes up for the lack of size with the sheer number of memorable locations crammed in them.
The two biggest problems with the maps on COP are 1) You can see everything from the very start and 2) You can get everywhere by running in a straight line (this pisses me off to no end). The size of the maps is completely wasted by their openness, as odd as that sounds.
[QUOTE=Pops;43598707]also i would have no problem buying you clear sky, though you may or may not hate it. it's mostly the same map as soc, with some new areas and different factions in different locations.[/QUOTE]
I don't care I just wanna play for the story.
[QUOTE=Vivi_O;43599715]
The two biggest problems with the maps on COP are 1) You can see everything from the very start and 2) You can get everywhere by [B]running in a straight line[/B] (this pisses me off to no end). The size of the maps is completely wasted by their openness, as odd as that sounds.[/QUOTE]
That's actually exactly what I meant to say - I wish there was at [I]least[/I] more anomalies and irradiated areas by default to make travel in a straight line more difficult (hell I wouldn't even mind if there were entire outdoor areas inaccessible until you get the proper radiation protection, sort of like the underground).
Also the bar feels a hell of a lot bigger, and more like an actual place for people to stay and be safe as opposed to skadovsk/jupiter - which are kind of overloaded considering how big they are.
In CoP's defense I find the anomalies more appealing because they actually heavily impact the environment, which is something I'd expect them to do.
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