S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=The golden;43613299]They kill you instantly when they explode. No shit I've reloaded my saves. About 20 times. I even restarted my game. I also tried reloading a save before I even entered the swamps and disabled it then. They were always present. The mine on the bridge was invisible (I even approached it and looked at the spot where it was to confirm it) but I couldn't tell you about the ones in the swamp because they were under grass and foliage. They are also brown and so is the ground. I would have to move across the swamps at the speed of a slug while analyzing every patch of ground in order to make to my destination - and that is not my definition of fun, sorry.
I play all my Stalker games and mods on Master (or Veteran is the difficulty is wonky) and I am no stranger to hard Stalker games. The unforgiving nature and you're-not-a-hero aspect is great. The thing is though, it's hard but it's also fair as well. For the most part, anyway. Mods like SGM and Misery are made artificially hard by being unfair and dickish. They will totally screw you for no reason other than to be ~hardcore~ because apparently being a dick to the player means difficulty. You might find enjoyment from this but I personally do not. I have little desire to play mods/games that waste my time by screwing me.[/QUOTE]
The mines at the swamp are quest related. I thought you were referring to mines in the OTHER maps, which ARE visible. No, the mines at the swamps are NOT visible, as they are QUEST RELATED. You can NOT turn off the mines in the swamps.
SGM is not anywhere close to being Misery-level difficulty (if you find SGM to be THAT difficult, I'm sorry, try another version like 2.1, without the pointless grinding through shitty early game quests that resemble a horribly executed MMO). Yes, you CAN turn off mines, just not in the swamp map. Any other map will allow you.
Honestly, the thought of you trying to reload your game an upwards of 20 times to turn off the fucking mines in the swamp makes you look like an idiot, and makes me laugh all the more harder. Why would something that is key to a quest (albeit a very poorly made one) have an option to make it piss-easy (literally just walk right in)? Of course they can't be turned off, use your head...
[QUOTE=The golden;43613299]Mods like SGM and Misery are made artificially hard by being unfair and dickish. They will totally screw you for no reason other than to be ~hardcore~ because apparently being a dick to the player means difficulty. You might find enjoyment from this but I personally do not. I have little desire to play mods/games that waste my time by screwing me.[/QUOTE]
I personally think SGM is not "hardcore" hard. It's more like mindless fun with some randomness.
Can't say the same with Misery though.
[editline]21st January 2014[/editline]
[QUOTE=MilSchwitz;43614414]Honestly, the thought of you trying to reload your game an upwards of 20 times to turn off the fucking mines in the swamp makes you look like an idiot, and makes me laugh all the more harder. Why would something that is key to a quest (albeit a very poorly made one) have an option to make it piss-easy (literally just walk right in)? Of course they can't be turned off, use your head...[/QUOTE]
Peace yo. You sound like you could use a herbal treatment from us Freedom.
[editline]21st January 2014[/editline]
[QUOTE=Bloodshot12;43611084]I thought that mine was in the original CoP, since mines are invisible in vanilla, but SGM mines are visible.[/QUOTE]
As far as I can remember, the only place that has mines in vanilla CoP is one of those Stingray crash sites around the Jupiter area. Ya know, that place near the exit of the Oasis.
Finally home after two weeks. Somebody want to give me a summary of what has happened in the thread? Any news?
Some sort of new Winter mod for Clear Sky found with a neat feature that requires you to warm up at campfires or get frozen and die, OLR getting translated, discussion about which game's maps are the best, [Green] loves AA2.
And so I'm back again :v: I've missed a lot! Read up on this thread a bit. Awesome discussions.
[QUOTE=The golden;43615708]Holy shit. It was pitch black outside and an Izlom zombie started to charge at me when it hit a Burner anomaly along the way.
Fucking flaming zombies chasing methrough the swamps at night. I hauled my ass back to the Skadovsk.[/QUOTE]
Bloody hell, flaming zombies? What mod for which game?
My progress on the MSO/Variation Merge with character_desc_general:
Yesterday:
[t]http://puu.sh/6rz0M.png[/t]
Today:
[t]http://puu.sh/6sKK3.png[/t]
It's starting to get a bit more complicated though.
You are a very brave stalker ... :v:
Well, I may not speak either. I managed to increase the size of the file 'artefact.ltx' by over 10 times now hah.
[B]Got something in mind at the last moment. Hence why the BETA for PPx went slow guys.[/B]
[QUOTE=LoNer1;43616749]You are a very brave stalker ... :v:[/QUOTE]
I think I might be able to do it. I just now finished the base merging. I just need to create the profiles needed for MSO like hunters and then remove any weapons in the loadouts in character_desc_general to possibly finish it up.
Ok, a few things about Cold Blood (that winter mod for Clear Sky):
1. Freeplay. Yes, no storyline, you can do whatever you want.
2. Swamps are a difficult place to survive. Getting gear from bandits is a really bad idea, mostly because they have literally no ammo and medical supplies.
Killed 20 cheekie-beekie warriors just to die from bleeding, because none of them had a single bandage.
3. Cold is a really neat feature but with all the campfires/drinks you'll never die from it.
4. FPS drops in a big firefights. Blame additional particles.
5. VERY LOUD sound effects. Footsteps 10m away sounds like someone is shoving his boots into your ears. Oh that fucking bird...
The mod is not bad, but lack of any kind of story makes it really boring to play at the beginning.
While not everyone may need this or want this;
[URL="http://www.moddb.com/mods/stalker-misery/downloads/game-guide"][img]http://media.moddb.com/cache/images/downloads/1/65/64633/thumb_620x2000/MISERY_GameGuide-1.jpg[/img][/URL]
[QUOTE][B]This is your MISERY GAME GUIDE (MANUAL) by [URL="http://www.moddb.com/members/trikzter"]Trikzter[/URL] of MDT updated for MISERY version 2.1
Contents of download: PDF manual in 18 pages [/B]
[URL="http://www.miserymod.com/?p=1554"]Read it online here at miserymod.com[/URL]
__________
[B]INDEX[/B]
:::::::::::::::
1) INTRODUCTION
2) FEATURES
3) DIFFICULTY
4) ITEMS
5) MECHANICS
6) TECHNICAL ISSUES
7) USEFUL LINKS[/QUOTE]
Finally got a TRG in Misery 2.1 but even with minimum AI switch distance the framerate was below 25 :C
Swapped to static lighting, didn't help. Kinda killed my CoP-boner. Think I'll stay with AA2, it's just too sweet to not play.
Lost all composure after [quote]Q: Why is the game so artificially difficult?
A: There’s no such thing as artificial difficulty, there are just different tastes.[/quote]
Cause you know. Wonky gun play and AI that know EXACTLY where you are, can shoot 100% accurate through bushes and on occasion are able to shoot through walls AND FLOORS and know EXACTLY where you are at the same time without having visual contact with you is totally correct.
[QUOTE='[Green];43617130']Finally got a TRG in Misery 2.1 but even with minimum AI switch distance the framerate was below 25 :C
Swapped to static lighting, didn't help. Kinda killed my CoP-boner. Think I'll stay with AA2, it's just too sweet to not play.[/QUOTE]
Bummer man. I do agree. AA2 is really, really tempting to keep playing. Superb mod.
Also, [B]Araknid[/B]. I remember a request you placed? What'd you think of this:
[t]http://media.moddb.com/images/mods/1/23/22878/Screenshot32141.jpg[/t]
[editline]21st January 2014[/editline]
[QUOTE=Jamie1992GSC;43617139]Lost all composure after
Cause you know. Wonky gun play and AI that know EXACTLY where you are, can shoot 100% accurate through bushes and on occasion are able to shoot through walls AND FLOORS and know EXACTLY where you are at the same time without having visual contact with you is totally correct.[/QUOTE]
Wow that one went over my head :v:
[QUOTE=Jamie1992GSC;43617139]Lost all composure after
Cause you know. Wonky gun play and AI that know EXACTLY where you are, can shoot 100% accurate through bushes and on occasion are able to shoot through walls AND FLOORS and know EXACTLY where you are at the same time without having visual contact with you is totally correct.[/QUOTE]
I am inclined to agree. Artificial difficulty does exist in, for example, SGM 2.1 and above where you literally have bullet sponge enemies that absorb even hundreds of rounds depending on your gun and the only way to even the odds is to get a weapon so fucking overpowered that even they die from a single magazine or so (see Bomber Vintar for reference).
Oddly enough Misery's AI isn't that wallhax and even with "hardcore" aim seem to miss pretty often if I'm not standing still out in the open. In fact the combat was the best part of 2.1. Artifact hunting was second best and the inventory/health/satiety management was the weakest link so far, if you ask me.
[QUOTE='[Green];43617182']I am inclined to agree. Artificial difficulty does exist in, for example, SGM 2.1 and above where you literally have bullet sponge enemies that absorb even hundreds of rounds depending on your gun and the only way to even the odds is to get a weapon so fucking overpowered that even they die from a single magazine or so (see Bomber Vintar for reference).
Oddly enough Misery's AI isn't that wallhax and even with "hardcore" aim seem to miss pretty often if I'm not standing still out in the open. In fact the combat was the best part of 2.1. Artifact hunting was second best and the inventory/health/satiety management was the weakest link so far, if you ask me.[/QUOTE]
A main example is the Merc Factory/Plant, if you stand in the sewers after shooting at them above, some will venture down, however Its happened numerous times where the Mercs above know EXACTLY where you are in the tunnels below, even though realistically they have NO FUCKING WAY of knowing where you are, apart from maybe thinking "He's below us" Not to mention after that fact, a magical hail of bullets get pumped into your head from above.
Which begs the question. What bullets are they using that go through not only a pure concrete floor, but also the support structure inside the floor and tunnel pieces, then also still have enough energy and velocity to be deadly to you as well. Unless it's a very large Caliber. (Which Nato AR's generally aren't OTT with) It makes no sense.
Still maybe it's just me.
I also always had the problem that, when a person surrendered. You'd talk to them, but without time to read anything said, they'd get up and shoot you instantly in the face. WHICH, is somewhat understandable. BUT the fact that you CANNOT shoot them. (Literally I tried with a shotgun, it literally wouldn't fire at all for a brief second or two.) That the dude is standing up and shooting you. In that time he probably could have manually inserted the bullets.
I love Misery. Just not the way that some aspects of it are handled.
[QUOTE=LoNer1;43617148]
Also, [B]Araknid[/B]. I remember a request you placed? What'd you think of this:
[t]http://media.moddb.com/images/mods/1/23/22878/Screenshot32141.jpg[/t]
[/QUOTE]
That model is sexy as fuck.
Plus it's probably the first mosin model for STALKER where the front of the gun actually looks long enough, and not stubby.
that weapons addon needs to come out.
Check this shit out.
[t]http://cloud-3.steampowered.com/ugc/505825743529103797/52DF843A52E00D53D76F55926AC6875CA857EA11/[/t]
Mercenary signet ring.
[QUOTE=Melnek;43610518]The Jupiter plant is the best example [/QUOTE]
You're right, it is the best example but also in the other meaning. The thing about CoP and many locations being essentially one-off locations after which nothing happens there (Clear Sky was also hella guilty about this but we're mostly talking SoC / CoP here) is that it was actually something players sort of let out GSC know that they wanted, after the complaints about "respawning enemies" in SoC / CS so they made it so that the camps for the most part do not respawn and while it was sort of a good decision in regards to the type of game they were going for (more stalker-y, less like a traditional shooter) but they went clearly overboard with it by making sure that no hostiles will spawn there or even really wander there so that's kind of a missed opportunity.
And the thing about atmosphere in my opinion is that okay, having calm periods between shootouts and unpredictability is a good thing, which is why I think modded CoP has a really strong atmosphere (emphasis on modded) because of the A-Life and it's day / night cycles but when you figure out that hey, no hostiles are going to really ever spawn or camp out here, the atmosphere is gone, hence the Pripyat map only really remains the map where you run into hostile enemy patrols in vanilla.
GSC dropped the ball on this one in many occasions since they [I]did[/I] have randomly patrolling enemy spawns for Zaton / Yanov, they just hid it into a mission path that hardly anyone takes (player must side with the Mercs in The Hit and ensure that Morgan survives The Transaction at the Ranger Station) which causes mercenaries to spawn around Zaton / Yanov until Morgan is killed. The dumb part of this is that it's really easy to not even realize this after many runs through the game since the default choice is to side with the free stalkers and even if you do end up siding with Morgan, the mercenary spawns only last until he is killed. The smarter choice would've been to make slaying Morgan spawn the hostile mercenaries through the entire game in Yanov. Same thing with the bandits in Jupiter and Vano's Debt ; if you threaten Jack into not taking up Vano's interest, he will send bandit squads after you until he dies but it's too easy to miss this one too, especially since Jack becomes a sim_squad and easily dies after he leaves the bandit base, effectively screwing you out of the hostile bandit spawns.
Yes, their decisions were guided by the feedback of the fans, much like Far Cry 3 devs did with making it so that enemies don't respawn in Far Cry 3 after taking over the outposts after people complained about the respawning checkpoints in Far Cry 2 but they scaled back the enemy activity too far and that really [I]did[/I] hurt the game.
[QUOTE=Melnek;43610518]If the same Jupiter plant was to be included in SoC, it would have the military, the monoliths and other random stalkers having a chaotic shoot-out with RPGs flying around and gauss rifles or some other bullshit like that, which is simply not interesting or frightening.[/QUOTE]
There's more choices than simply "make it a constant combat section" and "make it a section where nothing spawns, ever" and with the Jupiter Plant, they could've opened it up to A-Life after the player has visited there and activated Black's mercenary squad and maybe even cut down the wires in the plant so that it would've allowed for A-Life to wander around the plant without necessarily running into the player if they take a different route. It would've been so much more atmospheric to freeroam around the plant if there was a possibility of mercenary / monolith patrols being there, but not necessarily.
Basically all I'm saying is that while there are camps of people who prefer SoC or CoP over the other that's entirely fine, they're aiming at different niches and both are good in some things while the other is superior in others, there's not really much denying that GSC faffed some of the opportunities that the CoP A-Life system offered and that used to be a real darn shame, at least before M.S.O was cooked up. That's not to say that SoC / Clear Sky are perfect, in fact they're both very much flawed in what comes to A-Life mechanics but SoC is usually forgiven more since well, it was a first game in the series so it was allowed to set the standard for the series and Clear Sky usually is [I]not[/I] forgiven for a lot of it's errors but it shares a bunch of flaws with vanilla CoP A-Life, in that most areas are also dead and empty after you complete the mission there (Swamps hardly have any bandit spawns, Cordon Car Park goes completely cold, Dark Valley base won't spawn anything, Yantar stops spawning stuff, Army Warehouses and so on).
I tried out the Autumn Aurora 2 mod, it was pretty damn good and didn't break or crash until I entered the Army Warehouses. From there everything began to break.
I couldn't help either the rogue Duty squad or the Freedom base since Skull (the leader of the Duty squad) got instantly sniped all the way from the tower to the wooden shack and everyone inside Freedom base is aggro'd against the peacefully sitting Duty soldiers in the shack. They can't reach them since their pathing tries to lead them through the unbroken wall. I wanted to get one of the true endings so I just tried going back to Cordon to meet the Guide but it crashes every time it finishes loading the map.
Is there any console command to remove the door leading to the true ending?
[QUOTE=FlyingAlien;43617591]I tried out the Autumn Aurora 2 mod, it was pretty damn good and didn't break or crash until I entered the Army Warehouses. From there everything began to break.
I couldn't help either the rogue Duty squad or the Freedom base since Skull (the leader of the Duty squad) got instantly sniped all the way from the tower to the wooden shack and everyone inside Freedom base is aggro'd against the peacefully sitting Duty soldiers in the shack. They can't reach them since their pathing tries to lead them through the unbroken wall. I wanted to get one of the true endings so I just tried going back to Cordon to meet the Guide but it crashes every time it finishes loading the map.
Is there any console command to remove the door leading to the true ending?[/QUOTE]
Just glitch it with a gun.
[QUOTE='[Green];43617526']Check this shit out.
[t]http://cloud-3.steampowered.com/ugc/505825743529103797/52DF843A52E00D53D76F55926AC6875CA857EA11/[/t]
Mercenary signet ring.[/QUOTE]
I know the guy who owns this, he asked if I wanted one but I'm not a ring guy
[QUOTE=FlyingAlien;43617591]Is there any console command to remove the door leading to the true ending?[/QUOTE]
No, but you can budge a rifle between the door and the wall and usually open it that way if you just keep trying long enough.
The key to throw your gun is "g" by default.
Found all the missing profiles from when I merged the character_desc_general. I'm almost at the point where I can literally start testing this shit so I'm rather happy.
Vanilla character_desc_general: 6547 lines of code
Merged character_desc_general: 24997 lines of code
[QUOTE=LoNer1;43617148]Bummer man. I do agree. AA2 is really, really tempting to keep playing. Superb mod.
Also, [B]Araknid[/B]. I remember a request you placed? What'd you think of this:
[t]http://media.moddb.com/images/mods/1/23/22878/Screenshot32141.jpg[/t]
[/QUOTE]
literally having a stroke because of how fucking awesome that thing is
need it now
[media]http://www.youtube.com/watch?v=PC0rIkBhFzU[/media]
The wizards are at it again.
[QUOTE=IronBar;43617971][media]http://www.youtube.com/watch?v=PC0rIkBhFzU[/media]
The wizards are at it again.[/QUOTE]
mother fucking russians
[QUOTE=IronBar;43617971][media]http://www.youtube.com/watch?v=PC0rIkBhFzU[/media]
The wizards are at it again.[/QUOTE]
what's with the weird cutting between each time he shows the magazine? makes me feel like it's not exactly as they're showing
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