S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=rikimaru6811;43918988]It's normal. The icons are from LURK.[/QUOTE]
yeah Holden coloured them per caliber for some reason
[QUOTE=Cutthecrap;43915358]oh, in SHOC they did something alike but without a knife. If they see you camping, one of them might flank you, go slowly towards you cruching-prone and at the last moment blast your face. Its also very scary because you do not hear them and if you turn around before they get very close they´ll just unload their magazine into you.[/QUOTE]
I definitely had that happen a bunch of times while playing misery, though I'm not sure if it it was present in the original game and misery just made the enemies smarter and more likely to flank
[QUOTE=1239the;43919372]yeah Holden coloured them per caliber for some reason[/QUOTE]
SoC lacks the highlight when hovering over a weapon compared to CoP/CS(?) and probably making it hard to click on icons. At least that's how I feel.
[IMG]http://puu.sh/6WVQo.jpg[/IMG]
Check it, got all the pistol ammo models ingame.
[QUOTE=1239the;43920292][B][U]Check it[/U][/B], got all the pistol ammo models ingame.[/QUOTE]
[url=https://img.4plebs.org/boards/s4s/image/1385/55/1385555010908.jpg]I don't want to link directly because ban but that reminded me of something and I laughed because I am easily entertained.[/url]
Coolbeans. That ammo looks pretty good, Panzer!
[QUOTE=1239the;43920292][IMG]http://puu.sh/6WVQo.jpg[/IMG]
Check it, got all the pistol ammo models ingame.[/QUOTE]
just have to make some new icons now! nice work mate
[IMG]http://i.imgur.com/cZrHUyF.jpg[/IMG]
[I]Decided to up the textures, obviously downscaled and with a black background (75% compression + nice jpg artefacts)[/I]
Today, I've made some new high resolution smoke sprites.
I'm actually damned proud of these, as sprites have always been my obstacle in particle creation (hq sprites make a particle that much more crisp and pretty)So far 8 unique 1024x1024 smoke sprites, for Gunslinger and PPx3. Also did a how-to vid.
Might up it for the public.
Also, have some [B]4096x2160 Autumn Aurora 2[/B]
[t]http://fc05.deviantart.net/fs70/f/2014/046/4/b/autumn_aurora_4k_by_mod_a_holic-d76kzzm.png[/t]
[editline]15th February 2014[/editline]
my merge ...
damn you 2 hours in between
[QUOTE=opaali;43925642]
...[/QUOTE]
That's an annoying as fuck glitch that happens always in SGM 2.2. I've had that exact scenario happen there too.
We all once experienced something like that.
[QUOTE=V;43877007]Anyone have an idea on how to fix this? I had an older version of Misery for CoP and updated to the newest 2.1. Afterwards, it crashes every time after launching it, not even getting to the main screen.[/QUOTE]
Expression : wave&&wave->length()
Function : CSoundRender_Source::LoadWave
File : D:\prog_repository\sources\trunk\xrSound\SoundRender_Source_loader.cpp
Line : 65
Description : Can't open wave file:
Arguments : d:\steam\steamapps\common\stalker call of pripyat\gamedata\sounds\music\_menu_misery_bloodinthestreets_stereo.ogg
Here's what came out when the game crashed.
Great, now the game crashes on launch
[editline]16th February 2014[/editline]
Fixed it and then my computer crashed and now its broken again GOD DAMN
SGM 2.2 is so crashy.
I wish I knew what it was. For me it is always related to killing a guy. I kill him, he falls over, game locks. That is every SGM crash for me. Often while killing alpha squad guys, but I think that is just because the game tries to kill me so goddamn often with alpha squads.
Usually they succeed once or twice. Which I'd feel bad about, but I can headshot them three times in a row and they don't go down or even flinch. It is hard to feel like you suck when you land three headshots before they launch a burst of ultra accurate return fire and insta-kill you and your little merc armor.
Could you post the crash log, GunFox?
Also, are you using David.Me's merge? It's the most stable one iirc which includes various fixes and tweaks
[editline]16th February 2014[/editline]
[QUOTE=V;43926000]Expression : wave&&wave->length()
Function : CSoundRender_Source::LoadWave
File : D:\prog_repository\sources\trunk\xrSound\SoundRender_Source_loader.cpp
Line : 65
Description : Can't open wave file:
Arguments : d:\steam\steamapps\common\stalker call of pripyat\gamedata\sounds\music\_menu_misery_bloodinthestreets_stereo.ogg
Here's what came out when the game crashed.[/QUOTE]
There's either:
[I]a typo in the mm_mainmenu.xml file[/I]
[B]or[/B]
[I]The wave (.ogg) file doesn't exist in the gamedata\sounds\music\ folder[/I]
Check either of these. If it doesn't exist, copy an existing music file and give it the name, although i recommend changing the name to be something without a space. Do this in this folder;
[I]gamedata\configs\ui\[/I]
There you will find the before-mentioned file
[editline]16th February 2014[/editline]
Question, did you 'update' the 2.1 [B][I]on top[/I][/B] of the older version?
If yes, delete everything and download the BETA + BETA patch alone, from the page.
First install the 2.1b version (2,5GB)
Then patch it with the one download above that and start a NEW GAME. [B]Delete all your previous saves, as well.[/B]
Let me know how things go
See now - the AKM's reload is good stuff LoNer1. Little annoying that the bolt and magazine don't move, but at least everything's in the right place. All we need now is a proper '74 - not just AKS-74's ([I]I saw those textures in there, I KNOW you had one planned at one point <_<[/I]) - with anim's like the AKM.
Oh and is EVERYONE in this game meant to be hostile to me on sight? >_> I swear that's the third patrol who I've walked up to and been greeted by buckshot to the face.
[QUOTE=opaali;43925642][media]http://www.youtube.com/watch?v=hwzlXPaE1tM[/media]
...[/QUOTE]
Funny thing is. Even the Evolution Engine Warframe runs under - has this problem. And that was made in 2012 :V
I tried out that merge of Pripyat Reborn and OWR2 with the guns addon. Jesus fuck the sound effects for the addon weapons are so shitty. Half of them sound like BB guns. That pewpew effect that loads of games have.
[QUOTE=zombini;43928463]I tried out that merge of Pripyat Reborn and OWR2 with the guns addon. Jesus fuck the sound effects for the addon weapons are so shitty. Half of them sound like BB guns. That pewpew effect that loads of games have.[/QUOTE]
Replace with Missouri fire sounds. Problem solved.
[QUOTE=11meister;43929806]Replace with Missouri fire sounds. Problem solved.[/QUOTE]
Tried that, was a bigger pain in the ass than you can imagine. I'd need to go over every file and rename them, and change the weapon configs to use the newer sounds. After i did a few weapons, all i got was crashes. Also don't ever compare Missouri and Misery, one's a world of pain and agony, the other is a mod for Call of Pripyat.(in case you haven't guessed, i'm a Missouri inhabitant.)
[QUOTE=zombini;43930106]Tried that, was a bigger pain in the ass than you can imagine. I'd need to go over every file and rename them, and change the weapon configs to use the newer sounds. After i did a few weapons, all i got was crashes. Also don't ever compare Missouri and Misery, one's a world of pain and agony, the other is a mod for Call of Pripyat.(in case you haven't guessed, i'm a Missouri inhabitant.)[/QUOTE]
I was born there. I can back this claim.
I tried OGSE and it crashes every time I try to start it. What do?
What's your SoC version? OGSE only works with 1.005 if I recall correctly.
[url]http://www.moddb.com/mods/old-good-stalker-evolution/tutorials/how-to-roll-back-game-version-from-10006-to-10005[/url]
[QUOTE=AppleJackson;43930507]I tried OGSE and it crashes every time I try to start it. What do?[/QUOTE]
As ever, paste the crash log.
[QUOTE=Etcetera;43930694]As ever, paste the crash log.[/QUOTE]
You know how the News node has all those bots that automatically post announcements and shit?
We need one in this thread that constantly scans posts and when it detects the words "crash" and either "help" or "what do" it tells them to ctrl+v
[QUOTE=zombini;43930106]Tried that, was a bigger pain in the ass than you can imagine. I'd need to go over every file and rename them, and change the weapon configs to use the newer sounds. After i did a few weapons, all i got was crashes. Also don't ever compare Missouri and Misery, one's a world of pain and agony, the other is a mod for Call of Pripyat.(in case you haven't guessed, i'm a Missouri inhabitant.)[/QUOTE]
Apologies if I upset your sense of....statism? But I'm calling the mod "Missouri" and "Miserii" and other such bastardised wordings, as a satirical nod to those who consider the mod rubbish.
As for weapon sounds, yes it is a bit of work, but thats modding Stalker for you. If you only change the fire sound you shouldn't get any additional crashes though. I did the same for my merge of SGM Geonezis, and never got an error log that pointed to sound effects. If you throw up your log I, or one of the others could maybe help you find a solution.
[B][I]SO, about that update for MISERY ...[/I][/B]
[t]http://media.moddb.com/images/mods/1/19/18111/on_the_page.png[/t]
[QUOTE]Hey guys,
[TZP] LoNer1 here, devoted PR leader of the MISERY team and self-proclaimed environmental textures and particles genius. In all seriousness, ever since MISERY started out there was the complaint of it being 'too brown'. It was called 'SHITTERY', 'Shit', 'The P.O.O.P. mod' and a whole other array of names. Well, I took things into my own hands and decided to whip up PRZ3 (Yes, that's not a typo) for MISERY, exclusive. I started this project just after I've released PRZ2 for SHoC. The screenshots in this image can be found at the 100 Rads Bar (I update there frequently, so be sure to JOIN)
100 Rads: [URL="http://www.moddb.com/groups/100-rads-bar"]Moddb.Com[/URL]
--
Direct Image links
[URL="http://media.moddb.com/images/groups/1/12/11490/xrEngine_2014-02-15_14-32-09-84.png"]Media.Moddb.Com[/URL]
[URL="http://media.moddb.com/images/groups/1/12/11490/xrEngine_2014-02-15_14-33-54-79.png"]Media.Moddb.Com[/URL]
--
Credit to:
d4v33edz
Cromm Cruac
.:Dante:.
VincentVega
AMK Team
--
Thanks to:
d4v33edz, for the base shaders and some textures
The author of the SKYRIM vegetation mod for source files (idk it's name anymore)
.:Dante:., for the water normals[/QUOTE]
[editline]16th February 2014[/editline]
For the slow ones out there, it's almost done :v:
[editline]16th February 2014[/editline]
Also, [I]SWTC: CoP[/I] is now compatible with [I]AN3.01[/I]
[t]http://media.moddb.com/images/mods/1/22/21995/2.png[/t]
[t]http://media.moddb.com/images/mods/1/22/21995/4.png[/t]
[t]http://media.moddb.com/images/mods/1/22/21995/7.png[/t]
Good to see Misery growing better. But why 45/50%?
[QUOTE=LoNer1;43931710][B][I]SO, about that update for MISERY ...[/I][/B]
[t]http://media.moddb.com/images/mods/1/19/18111/on_the_page.png[/t]
[editline]16th February 2014[/editline]
For the slow ones out there, it's almost done :v:[/QUOTE]
That's a game changing update, brother. You got me intrigued.
[QUOTE=rikimaru6811;43931795]Good to see Misery growing better. But why 45/50%?[/QUOTE]
Meaning I'm at approx 45 OR 50%, not 45 OF 50%
[editline]16th February 2014[/editline]
[QUOTE=Hammer7;43931827]That's a game changing update, brother. You got me intrigued.[/QUOTE]
It will cover the whole spectrum. Particles, textures, sounds and lighting. I will probably contact Vincent or Cromm after a while. I want to make good use of the sublime weather STALKER uses, especially in combination with my new shaders.
[B]The idea is simple:[/B]
The zone will look lush and green. There's going to be an array of new textures implanted into the game, optimized to run with any kind of config (so, proper use of mipmaps and bump, as well as adjusting the size for each texture. There is going to be an [U]optional folder[/U] for higher resolution textures, but it will start out with 1/2 the res etc.)
I've come up with something after playing RAGE. Their technique to layer 1 16k (16384x16384) texture over an entire level and procedurally generate the objects was genius. I am doing the same, albeit in lower resolution, with the stalker maps. I'm painting unique landmarks on the ground textures, as well as adding diversity to the textures, based upon the area. Increasing the texture to lets say, 4k, will mean the distant ground textures will be more crisp, and when you're up close, you might catch more detail than when you're far away, etc. All these small tweaks are adding up to the bigger image. There is ofcourse going to be a higher resolution version of this, for the stand-alone (8k) but I'm still experimenting with the FPS hit as of now.
[B]Next up is the particles;[/B]
I want to do everything in the theme of 'summer'. Much distortion, less fake 'light', increased usage of bolts by pushing the player into such a situation. I want to replace almost all particle effects with distortion only, leaving some key elements to recognizing the particles in tact, like sparks coming of the burners by the burnt farmstead, or a little bit of blueish steam for the steamy version of this anomaly. [I]It's also going to random.
Random meaning: Instead of a [B]focussed[/B] area of the particle, I've increased the size by [B]2 meters[/B].[/I] This will mean you [I]HAVE[/I] to figure out the center of the particle to go around it, adding to the difficulty. Imagine you're seeing a bold anomaly in front of you (edited accordingly to eat away 90% of your health), but it constantly shifts from a meter or so from the last location. What do you do? Take the bet? Or take the time to find the center? That's what I want to achieve.
Let me know what you think of it and can be added etc. (the particles were also to improve performance with as I'm going to cut almost half of the count on all of them, might even be 3/4)
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