S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
Beacon ...
[I]Beaconelle[/I]
[QUOTE=rikimaru6811;43641407]Oh yeah, I know how to draw female body now
Lemme think who's gonna get sucked.. :v:[/QUOTE]
[b]IT BEGINS[/b]
wat
[QUOTE=Beacon;43641446]wat[/QUOTE]
riki must draw you like a female, so the stalkers of the zone can fulfill their needs. lol
plz no
[B]BTW the stream is live people, get in[/B]
[url]http://www.twitch.tv/datsurge[/url]
Hey guys, I've graduated university! Say hello to Panzedraco BSC!
Expect some more LURK stuff in the meantime. Yannick is putting together a comp of our various new soundtracks, and I've finished a bunch of backend stuff. Millenia is merging new models and shit into the game while also moving house.
[QUOTE=1239the;43641534]Hey guys, I've graduated university! Say hello to Panzedraco BSC!
Expect some more LURK stuff in the meantime. Yannick is putting together a comp of our various new soundtracks, and I've finished a bunch of backend stuff. Millenia is merging new models and shit into the game while also moving house.[/QUOTE]
That's awesome news! Congrats man! And I'm looking forward to the updates :)
Forgive me if late
[video=youtube;FUaKelpyAXE]http://www.youtube.com/watch?v=FUaKelpyAXE&feature=youtu.be[/video]
also great news for LURK
bunnyhopping demonstrated by a true wizard
[QUOTE=1239the;43641534]Hey guys, I've graduated university! Say hello to Panzedraco BSC!
Expect some more LURK stuff in the meantime. Yannick is putting together a comp of our various new soundtracks, and I've finished a bunch of backend stuff. Millenia is merging new models and shit into the game while also moving house.[/QUOTE]
Congrats mate! What degree did you do?
He mentioned that in one of the LURK dev videos.
I'm getting a crash on AA2 when I start it up. xr_3da.exe is crashing, no logs or anything.
I've already tried disabling steam overlay, and deleting the sweetfx folder, i've tried it with and without the 4GB patch, with and without fov and grass settings, and I have .0006 version of stalker. What should I try now?
Have you deleted the d3d9.dll in the bin folder?
[QUOTE='[Green];43642514']Have you deleted the d3d9.dll in the bin folder?[/QUOTE]
That fixed it, thanks bru
that intro screen was one of the most satisfying things i've ever seen
Another problem.Previous problem got fixed but now when i try to enter Jupiter factory to get documents for "Herrmann i get a crash and this.
Expression : ai().level_graph().valid_vertex_id(vertex->data().level_vertex_id())
Function : CPatrolPathManager::select_point
File : D:\prog_repository\sources\trunk\xrGame\patrol_path_manager.cpp
Line : 173
Description : patrol path[jup_b47_dogs_2_walk], point on path [wp06],object [dog_normal8012]
i think that's an absolute nature bug with a waypoint being blocked by one of the new trees, don't know if that was fixed?
So it means i have to use lite?Eh.
Another russian wizardry - [URL="http://ap-pro.ru/forum/59-4082-1"]History of the Sorcerer[/URL] mod for CoP.
[t]http://img.maryno.net/images/470c535b7ea50957dfdbddd9249d9a68/e751b135638c479635a3bc777a428ae9.jpeg[/t]
New inventory.
[t]http://img.maryno.net/images/470c535b7ea50957dfdbddd9249d9a68/d902ad23807b7a24ad3170e65bbc84c2.jpeg[/t]
Repair menu.
[t]http://img.maryno.net/images/470c535b7ea50957dfdbddd9249d9a68/3f3bd88a53660678eb309bac603b1fcf.jpeg[/t]
Container for artifacts.
Check the screens on the modpage. It also says there gonna be 18(!) locations with quests, npcs, etc.
[QUOTE=Hammer7;43642992]Another russian wizardry - [URL="http://ap-pro.ru/forum/59-4082-1"]History of the Sorcerer[/URL] mod for CoP.
[t]http://img.maryno.net/images/470c535b7ea50957dfdbddd9249d9a68/e751b135638c479635a3bc777a428ae9.jpeg[/t]
New inventory.
[t]http://img.maryno.net/images/470c535b7ea50957dfdbddd9249d9a68/d902ad23807b7a24ad3170e65bbc84c2.jpeg[/t]
Repair menu.
[t]http://img.maryno.net/images/470c535b7ea50957dfdbddd9249d9a68/3f3bd88a53660678eb309bac603b1fcf.jpeg[/t]
Container for artifacts.
Check the screens on the modpage. It also says there gonna be 18(!) locations with quests, npcs, etc.[/QUOTE]
[code][drool_strong]:default_drool
intensity = 10 ;2
[/code]
[QUOTE=Hammer7;43642992][URL="http://ap-pro.ru/forum/59-4082-1"]History of the Sorcerer[/URL][/QUOTE]
Oh man, russians and their mod naming schemes.
But the mod sounds interesting on the surface, the number of locations kind of makes me wary that this might be yet another kitchen sink-type of mod though.
[QUOTE=Hammer7;43643272]This one has a new storyline, while DC is just a bad SOUP-like mess.[/QUOTE]
Well okay, that's positive at least. I welcome mods with new storylines, especially for CoP / CS because they feel like you're too much thrust into a specific role and have to fill the expectations of other people instead of just going around in the Zone on your own volition and doing your own thing. While that's nice in a way that it gives a certain feeling of belonging to a group and explaining the motivations of the character and you're actually quite rarely reminded of that in CoP, it's still kind of nice to get variations of the storyline so you don't have to dance the same dance with the choppers and the military over and over.
Further, it also makes it possible to pit the player against the military which were a fun enemy to fight in Shadow of Chernobyl.
[QUOTE=Muukkis;43643168]But the mod sounds interesting on the surface, the number of locations kind of makes me wary that this might be yet another kitchen sink-type of mod though.[/QUOTE]
Same here, I've had some disappointing experiences with mods that implement tons of maps and I just can't look too positively at them anymore.
[QUOTE=Muukkis;43643168]Oh man, russians and their mod naming schemes.
But the mod sounds interesting on the surface, the number of locations kind of makes me wary that this might be yet another kitchen sink-type of mod though.[/QUOTE]
Worst part is when they try to name it as unique as possible and in Russian. GL with translation.
I doubt it can be worse than Dead City. This one has a new storyline, while DC is just a bad SOUP-like mess.
New Lost Alpha video:
[video=youtube;HDgE5l367ls]http://www.youtube.com/watch?v=HDgE5l367ls[/video]
I hate the ammunition loading part. I think it's tedious and doesn't add anything to the game when there's no animation for it. Just my opinion though :v:
Like I said on the vid on moddb, the positives heavily outweigh the negatives. We'll see what they come up with next!
[QUOTE=LoNer1;43643719]I hate the ammunition loading part. I think it's tedious and doesn't add anything to the game when there's no animation for it. Just my opinion though :v:
Like I said on the vid on moddb, the positives heavily outweigh the negatives. We'll see what they come up with next![/QUOTE]
That's a feature from when the belt held more than just artifacts. It's meant to simulate having a limited amount of ammo within reach, even if you have boxes upon boxes of it in your backpack. There are a couple other mods that have reimplemented that part.
I believe there was a wizard mod for CoP with actual visuals complimenting magazine reloading. It was one of those animation mod compilations.
[QUOTE=Vivi_O;43643779]That's a feature from when the belt held more than just artifacts. It's meant to simulate having a limited amount of ammo within reach, even if you have boxes upon boxes of it in your backpack.[/QUOTE]
I know this. Still, I think it's really out of place. Especially because they're using boxes, instead of mags or separate bullets. ZoA does it right, loading separate bullets into a mag and then you're able to equip it to your belt. You need to buy both mags as ammo for this. But still, I think it doesn't add much other than slowing the pace of the game. And no, I don't need a COD invested action-packed LA, but most of the stuff SHoC did seemed pretty right to me. Sure, there was loads of room for improvement, but seeing as these guys are creating their own version of it, I can't agree with all of the design choices they make because mine differ from those.
Same thing goes for the weapons. Horrid models. Both NPC as weapon models could be improved upon, yes. This, however, would take more time, would delay the game, would not be beneficial to them on many more fronts than just financial etc. There's in LA also loads of room for improvement. And personally, I think getting rid of the old weapons / animation, NPC meshes, possible conflicting design choices, will make the game more enjoyable to me.
You may choose not to, but I definitely will :v:
[editline]23rd January 2014[/editline]
[QUOTE='[Green];43643814']I believe there was a wizard mod for CoP with actual visuals complimenting magazine reloading. It was one of those animation mod compilations.[/QUOTE]
Indeed. [I]I liked that[/I]. It adds to the atmosphere and lore of the game, the [B]believability[/B].
[I]Drag-and-dropping ammo boxes on my belt certainly don't.[/I]
I believe their point was to bring back the Lost Alpha experience as it was with the holes patched to the best of their ability. I doubt it'll take long before mods for LA begin popping up.
Player casts a shadow
Yay, now I'll be able to jump at my own shadow in the labs
(I wonder if the player has legs as well)
I really like the weapon/view bob when walking, and surprisingly I actually don't mind the original stalker viewmodels/animations. I would love to see the weapons from lurk 1.2 in this someday though, they'd fit perfectly with the rest of the game's graphics.
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