S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
That lighting looks sublime.
[QUOTE=LoNer1;43974080][video=youtube;3nRvhR3eiS0]http://www.youtube.com/watch?v=3nRvhR3eiS0[/video][/QUOTE]
barrel tilt on slide movement :0
Yeah, the barrel tilt is perfect and so rarely seen in animations.
[QUOTE=GunFox;43980838]Yeah, the barrel tilt is perfect and so rarely seen in animations.[/QUOTE]
Another even more rare thing is proper sounds for gunshots. The sounds in that vid are fine, but they're lacking that slight echo off of the surroundings that a real gunshot would give. It's hard to capture that with a mic though. I also noticed the lack of a supersonic crack in the vast majority of games. I can only name one game(out of those i've played) that has all of those, and it's Battlefield: Bad Company 2.
One other thing i'd like to see as far as gun sounds go, is in suppressed weapons, the sound of the bullet going through the air.
[QUOTE=zombini;43980883]Another even more rare thing is proper sounds for gunshots. The sounds in that vid are fine, but they're lacking that slight echo off of the surroundings that a real gunshot would give. It's hard to capture that with a mic though. I also noticed the lack of a supersonic crack in the vast majority of games. I can only name one game(out of those i've played) that has all of those, and it's Battlefield: Bad Company 2.
One other thing i'd like to see as far as gun sounds go, is in suppressed weapons, the sound of the bullet going through the air.[/QUOTE]
This all is pretty difficult to do in Xray. LURK is doing it, to a pretty far extend, but the implementation of such a system is really, really tedious. I wouldn't start it by myself.
[URL="http://www.moddb.com/mods/lurk/news/a-key-element-during-stormy-weather"]Here you go[/URL]
[video=youtube;MbfEaIbqSxI]http://www.youtube.com/watch?v=MbfEaIbqSxI&feature=youtu.be[/video]
L.U.R.K. is doing supersonic asscracks.
Daemonion has been grinding his butt to the bone on audio it's not even funny.
[QUOTE=1239the;43982042]supersonic asscracks.
grinding his butt to the bone on audio.[/QUOTE]
hmm
[QUOTE=1239the;43982042]L.U.R.K. is doing supersonic asscracks.
Daemonion has been grinding his butt to the bone on audio it's not even funny.[/QUOTE]
So, when you'll get shot, you'll hear the cracks? I love this effect in Battlefield. It's actually a pretty overwhelming and intimidating feature.
[QUOTE=alundaio;43976093]Well, my latest optimizations were so good that Bangalore can use a more diversified simulation.ltx he previously created that was choppy when playing. It has 88+ starting squads with 256 smart terrains! Runs smooth as butter now. I also think Borovos is working on a merge between a few of the maps and a new original map though I think the mod will be released regardless if that is ever finished.
The mod is going to be more then just a map pack and Alife. The mod literally cannot run without Pripyat Reborn at it's core since all the bug fixes and optimizations I have made over the years are pretty much required to run Alife of this size. OWR 2 will also be included. Aside from that, most additions will be necessities, like basic dialog function for traders, mechanics and sim NPCs. There will be a new stash system and removal of unused COP files among other things. We won't add forced features for "Immersion." If we do it will be optional and disabled by default. Quests may be possible but that is last on the list and they will most likely come after release as an addon.
Not only will the mod stand on it's own. It will serve as a base and give extra functionality and tools to modders who use it. I think Bangalore mentioned he may release just the maps, too, if you don't want to use the CoC "engine."[/QUOTE]
very exciting about the smart terrain stuff indeed! when you're done with that, I'm really gonna have to ask you to come and integrate a custom version of Reborn into Redux 2.0 with me!
slightly saddened it's no longer the originally-intended 'maps and NPCs' it used to be, but hopefully the other stuff will be easy enough to strip out for use as a base if needed!
I just bought Shadow of Chernobyl. It feels pretty dated but I feel like some mods could fix that. Are there any mods to make shooting enemies have more feeling to it? I feel like Im shooting a ghost every time I fight somebody.
Any other recommended mods would much appreciated.
[QUOTE=4yourmalice;43982780]Are there any mods to make shooting enemies have more feeling to it? I feel like Im shooting a ghost every time I fight somebody.[/QUOTE]
You want a hit markers/sound, right?
Well. I managed to get past the loading screen and into the game. But as soon as a fired my first shot the game crashed again.
[code]FATAL ERROR
[error]Expression : SG
[error]Function : CRender::model_CreateParticles
[error]File : D:\prog_repository\sources\trunk\Layers\xrRenderPC_R3\r3.cpp
[error]Line : 538
[error]Description : Particle effect or group doesn't exist
[error]Arguments : weapons\9x18
stack trace:
[/code]
[QUOTE=1239the;43978642]What are you trying to achieve? For small edits, the gamedata decompiler and notepad or notepad++ is usually sufficient.[/QUOTE]
Replacing sounds and/or textures, etc.. That seems like it'd be the easiest thing to change.
[QUOTE=zombini;43980883]Another even more rare thing is proper sounds for gunshots. The sounds in that vid are fine, but they're lacking that slight echo off of the surroundings that a real gunshot would give. It's hard to capture that with a mic though. I also noticed the lack of a supersonic crack in the vast majority of games. I can only name one game(out of those i've played) that has all of those, and it's Battlefield: Bad Company 2.
One other thing i'd like to see as far as gun sounds go, is in suppressed weapons, the sound of the bullet going through the air.[/QUOTE]
It is difficult because it takes a stupid amount of mics and recording equipment combined with a very sophisticated sound engine. To do it right, you need at least 7 - 8 microphones (of different types) all the way from lavalier mics attached to the gun itself to stereo mics out to 400m+ away.
On the sound design front, you then have to mix together several different layers to make a satisfying, powerful, textured and distinct gun shot.
On the audio engineering side, you need an engine that can make slight variations on all these layers on each shot by randomly altering the pitch and stitching them together in an especially smooth way for automatic fire. Your engine also needs to have a fairly sophisticated environmental model to change the samples played by weapons based on how far away they are from you. It also has to be able to compute the speed of sound to be authentic. The engine also has to take into consideration what kind of reverb has to be applied based on what kind of room/space you are in. Then it can add that wonderful, all-encompassing "slight echo" off of the environment you mentioned. Throw in a dynamic range modifier and you'll have yourself a pretty decent, loud and convincing gun shot.
DICE has the best sound design for firearms, in my opinion. They have always been very far ahead of everyone else in that department. However, other games are doing pretty great things on that front.
[video=youtube;qKwTEDj4jh8]http://www.youtube.com/watch?v=qKwTEDj4jh8[/video]
The other approach is what the Metro 2033 series has, which is called Wave Tracing. It is like Ray Tracing, but with audio. The "sound" is split up into particles that are zipped across the environment, bouncing off of surfaces and having DSP applied all along the way. The Last of Us uses a similar approach to determine how to dynamically alter sound based on how many walls over it is, what kind of surfaces the sound is reflecting off of, etc. It is really, really cool.
Games are getting [I]very [/I]sophisticated with audio. It is a shame that I just can't really do any of these things in STALKER. Hell, getting it to play stereo sound files accurately has been a pain in the ass, but I did it. We'll see what kind of stuff I can do with the guns. It won't be easy, but I have to try.
[QUOTE=LoNer1;43982020]This all is pretty difficult to do in Xray. LURK is doing it, to a pretty far extend, but the implementation of such a system is really, really tedious. I wouldn't start it by myself.
[URL="http://www.moddb.com/mods/lurk/news/a-key-element-during-stormy-weather"]Here you go[/URL]
[video=youtube;MbfEaIbqSxI]http://www.youtube.com/watch?v=MbfEaIbqSxI&feature=youtu.be[/video][/QUOTE]
If only more of the engine was exposed. Manually placing space restrictors for rain splatter is insane. A simple raycast method straight up into the air is all you would need.
Fuck this, I'm reinstalling the game instead.
[media]http://www.youtube.com/watch?v=33A3nSYAIw8[/media]
New STALKER fan film, not the best (especially the VA), but not the worst ever
EDIT: fucking media tags never work for me
[QUOTE=Beacon;43984284][video=youtube;33A3nSYAIw8]http://www.youtube.com/watch?v=33A3nSYAIw8[/video]
New STALKER fan film, not the best (especially the VA), but not the worst ever
EDIT: fucking media tags never work for me[/QUOTE]
as ever, you need to cut it down to just a watch? URL
thanks bb
as for the title, they could have made it sound so much better and deeper by just losing that s
Heh, the opening shot 2 seconds in reveals that it's shot in Finland.
The "pääkytkin" mean "main switch" in finnish, they just flipped the "k"s around to make it look cyrillic.
Reinstalled the game and got the gun mod.
Man it really feels like I've gotten a clip and dealing some damage. Shit drop like flies when you shoot them.
Found an M4A1 with silencer and ACOG scope on stalker when you are to collect the laptop for Sultan at the beginning.
Then I went to find the steel box in the car with all the Snorks around it, found three bandits sitting outside on a rock, singing and playing the guitar.
Shot one of them in the back of the head without them noticing, and his friend just said "Oppa!" while his friend dropped dead. :v:
[QUOTE=Zovox;43985643]Reinstalled the game and got the gun mod.
Man it really feels like I've gotten a clip and dealing some damage. Shit drop like flies when you shoot them.
Found an M4A1 with silencer and ACOG scope on stalker when you are to collect the laptop for Sultan at the beginning.
Then I went to find the steel box in the car with all the Snorks around it, found three bandits sitting outside on a rock, singing and playing the guitar.
Shot one of them in the back of the head without them noticing, and his friend just said "Oppa!" while his friend dropped dead. :v:[/QUOTE]
OWR2? Yeah, it's awesome. Just you wait till I release my sound 'patch'
A friend on steam linked me something he made.
[img_thumb]http://anonmgur.com/up/10730e251312d5c2392c28a947ad70c2.jpg[/img_thumb]
Pretty cool honestly, handwritten as well, that's some dedication alright.
That's pretty cool. Also, he has really nice handwriting :v: Mine's ... unreadable.
And, I also did this, just for SHoC. Never did anything with it though, mostly because it's 7 pages long. Might eventually re-use it for something else.
I'll give it a thorough read.
IDK if all of those screens and videos from LURK 1.2 are early/late in the day, but how exactly is the atmosphere and art design in the game going to change since Holden left?
[video=youtube;P4RlxP3h8Jk]http://www.youtube.com/watch?v=P4RlxP3h8Jk[/video]
Is it going to be like this, or am I correct when I say it will have changed?
[QUOTE=Saturn V;43986071]A friend on steam linked me something he made.
[img_thumb]http://anonmgur.com/up/10730e251312d5c2392c28a947ad70c2.jpg[/img_thumb]
Pretty cool honestly, handwritten as well, that's some dedication alright.[/QUOTE]
taking a leaf from the BF4 book of what happens when a chopper pilot dies!
[B]Path to the Zone[/B] strikes again! Anamorphic (shader based!) flares and HUD + [B]WATER[/B] reflections!
[t]http://media.moddb.com/images/mods/1/24/23267/ss_codepoet_02-20-14_14-42-23_l08_yantar.jpg[/t]
[t]http://media.moddb.com/images/mods/1/24/23267/ss_codepoet_02-20-14_14-49-20_l08_yantar.jpg[/t]
[t]http://media.moddb.com/images/mods/1/24/23267/ss_codepoet_02-20-14_14-47-25_l08_yantar.jpg[/t]
I'd love seeing that in motion. It's likely based upon DS2's shader code, though. Meltac already did this (and it looks very impressive)
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