• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
    21,541 replies, posted
[QUOTE=Mkadeshkode;44285579]How do I check my rank in SGM 2.2? All I see is little white text next to the minimap telling me that I ranked up though it doesn't tell me what rank I actually am[/QUOTE] You should have a PDA item in your inventory. Use it. It will show you a bunch of SGM statistics.
Wasn't there a literal rank counter near the minimap?
Give this stalker some views he makes nothing but stalkersoup let's plays, but never gets many views: [video=youtube;_B4iDKedI-w]http://www.youtube.com/watch?v=_B4iDKedI-w[/video]
[QUOTE=Doneeh;44285769]Wasn't there a literal rank counter near the minimap?[/QUOTE] Its default turned off. Though it can be changed in the SGM menu options.
he jumped on that container at the start like a spectre in titanfall
Urgh, SGM 2.2 keeps crashing on me, with stack trace: as the crash log every time, and bugtrap locks up, so I can't even get anything from that
What is the best game to play for a first timer and with what mods if any?
nvm
According to the drug distribution notes in Misery, aspirin is a hard drug on par with cocaine :v: New version's great so far, just as a chemistry nerd I couldn't help but find the mention of salicylic acid in the same line as cocaine rather amusing. [editline]19th March 2014[/editline] Well technically aspirin is acetylsalicylic acid, which the body metabolises into the active form of salicylic acid. [editline]19th March 2014[/editline] Hit me with a stick if i'm getting too technical
[QUOTE=Sgt Doom;44287815]According to the drug distribution notes in Misery, aspirin is a hard drug on par with cocaine :v: New version's great so far, just as a chemistry nerd I couldn't help but find the mention of salicylic acid in the same line as cocaine rather amusing. [editline]19th March 2014[/editline] Well technically aspirin is acetylsalicylic acid, which the body metabolises into the active form of salicylic acid. [editline]19th March 2014[/editline] Hit me with a stick if i'm getting too technical[/QUOTE] [img]http://i.imgur.com/IwK5sDa.gif[/img]
Well after playing the latest misery for quite awhile. It's evident that all my former issues are still there, bullet sponge AI, Ability to know EXACTLY where you are even without LOS or me emitting noise, followed by being shot THROUGH walls/floors, and now where I usually camped on the bridge. If I engage people below the bridge the mercs near the plant all start to engage at me and proceed to fire upon me with frightening accuracy, and this issue also seems to make my entire rig fall to it's knees upon this issue starting, even on absolute lowest settings. I also had the odd issue of watching some Bandits fight some mutants, one of which survived. I hadn't moved or even made any noise and was just sat watching through my scope. At which point said bandit suddenly turned around and started aiming RIGHT at me in the middle of said conflict. And this bandit was a fairly large distance away, and I was leaning from the side of a pillar in lowest crouch whilst watching through my scope. So unless it's just me, but I very VERY highly doubt that said person could even feasibly know my location out of the blue. Those old issues and new issues mixed with the still cone style ballistics. I just cannot bring myself to enjoy the mod simply because elements of it are beyond stupid, or simply isn't fair nor realistic in any sense and gives NPC's abilities that you yourself can't even do.
The new 2.1 patch thingy has a Rookie mode which apparently removes bandit-makarov-sniper gameplay and there's also a hardcore AI aim option in the game options menu that you can turn off. As for the bullet sponginess I actually just added .2 to all the hit_power values in the weapon files which made it much more deadly and fast (no more shooting the same fuck five times in the head to kill him, but also still realistic bullet-proof vest wise). I also used a lot of configs from 1.1 and it just feels generally more fun. Now I'd probably get stabbed by hardcore misery fans for doing this but, hey, who cares what other people think, it's your game to do what you want with it. Just don't expect help from the dev team if you break everything. I feel as if everything kinda balances itself out in the end anyway, making my guns hit harder makes my enemies guns hit harder as well. What I'm more disappointed about is how there's no Fallouts or Psi-Storms like it said in the changelog. im actually pretty sad about that and im finding it difficult to get back into the mod without it working
[QUOTE=InUndenial;44287629]What is the best game to play for a first timer and with what mods if any?[/QUOTE] Play them in chronological order (SoC, CS, CoP) and with no mods for the first time. Though it might seem odd, you learn truly to love mods once you face the unmodded zone. Also they are still very playable without mods.
[QUOTE=Everest;44287902]The new 2.1 patch thingy has a Rookie mode which apparently removes bandit-makarov-sniper gameplay and there's also a hardcore AI aim option in the game options menu that you can turn off. As for the bullet sponginess I actually just added .2 to all the hit_power values in the weapon files which made it much more deadly and fast (no more shooting the same fuck five times in the head to kill him, but also still realistic bullet-proof vest wise). I also used a lot of configs from 1.1 and it just feels generally more fun. Now I'd probably get stabbed by hardcore misery fans for doing this but, hey, who cares what other people think, it's your game to do what you want with it. Just don't expect help from the dev team if you break everything. I feel as if everything kinda balances itself out in the end anyway, making my guns hit harder makes my enemies guns hit harder as well. What I'm more disappointed about is how there's no Fallouts or Psi-Storms like it said in the changelog. im actually pretty sad about that and im finding it difficult to get back into the mod without it working[/QUOTE] Well the thing is Hardcore AI Aim is off. But they are still stupidly accurate and deadly with pathetic peashooters, yet my Mosin takes a good 3-4 rounds to kill a Trenchcoat bandit...like....what? I shouldn't have to switch to rookie when the issues aren't through a personal lack of skill and it more comes down to the specifics of the mod.
When I recommend switching to Rookie I don't mean to be condescending, I'm just saying it has more balanced enemy aim / damage shit things (i think) which you might enjoy beyond that I have some pretty good tweaks that make it much more believable / fun if you're at all comfortable with that
[QUOTE=InUndenial;44287629]What is the best game to play for a first timer and with what mods if any?[/QUOTE] Play in release order. SoC doesn't really need any mods first time, though you can use ZRP for an unofficial bugfix. Clear Sky, you want to go with SRP (Sky Reclamation Project, it's an unofficial bugfix) because it fixes some damn annoying bugs in the game. Call of Pripyat, get AtmosFear 3 and Absolute Texture Packs but disable PSI-storms and chemical+radioactive fallouts from the AtmosFear 3 menu.
I haven't had any problems with headshotting trenchcoated bandits with Mosins in one shot, but I do have to get close enough to smell their farts to even hope to hit their heads; most of the time it'll either hit their body or go wide. If I were to, for example, to snipe Goblin from the treeline northwest of the workshop, i've got little chance of hitting his head. Granted, i'd probably have much better luck upgrading it, but dammit it's a long rifle in a full-size cartridge with a scope; I wanna snipe with it, not ram it up the arses of bandits.
[QUOTE=Everest;44287967]When I recommend switching to Rookie I don't mean to be condescending, I'm just saying it has more balanced enemy aim / damage shit things (i think) which you might enjoy beyond that I have some pretty good tweaks that make it much more believable / fun if you're at all comfortable with that[/QUOTE] No I understand what you meant. I didn't take any offence. I was mainly implicating the way the mod itself classes potential non-bullshit mode as "Rookie" Which specific changes did you personally make. It seems we have the same vision for what we want out of Misery.
[QUOTE=Jamie1992GSC;44288110]No I understand what you meant. I didn't take any offence. I was mainly implicating the way the mod itself classes potential non-bullshit mode as "Rookie" Which specific changes did you personally make. It seems we have the same vision for what we want out of Misery.[/QUOTE] Essentially I tried to bring it closer to what it felt like in Vanilla. I wanted a more of a highly redone vanilla experience with a butt-load of new features and the atmosphere rather than fake difficulty, and I feel as if all the new features (and not the difficulty) is Misery's main strong point. I wanted to make it more believable without making it too easy. I haven't made too many changes. What I did was I opened all the gun config files and added 0.2 to all of the hit_power values. Now my Mosin Nagant can put down dudes in a leather trenchcoat at any reasonable range, as it should. With more heavily armored targets, it may take more, but effectively stuns the opponent. This balances itself, because now enemies do more damage to me with their guns as-well, and gives a heightened feel of tension. I went into actor.ltx and reduced the disp values by about .2-.3, making the weapons more accurate (but still degrade over time). Now my ability to aim relies on my ability to line up my sights with a target, which can be easy or hard depending on the situation, and not fucked by bad luck half the time. Other than that I replaced all the mutant configuration files with their 1.1 counterparts, bringing them closer to their vanilla counterparts, making them not extremely fast for no reason and a mega pain in the ass to chase down while hunting lol. I've turned off hardcore AI aim and haven't made any changes beyond that with the AI's ability to aim, I just try to stay out of their line of fire as much as I can and with correct accuracy its a fairer fight now. I boosted the chance of artifacts appearing after emissions, and I made emissions more common by setting opt_blowout_freq in atmosfear_parameters.ltx to 24 instead of 84 and they now occur usually once a day which is also reminiscent of vanilla. I've modified some of the suit weights, mainly the Sunrise Suit which I halfed (modern armor is usually 5kg + stalker lore), and is now 5kg with the upgrade (which is still 5x higher than in vanilla) and it takes the same power drain of the leather overcoat think that's about it. [editline]123[/editline] you can enable psi storms with 'opt_enable_psi_storm = 1' if you're into that but fallouts are broken as far as i can tell
Excellent. A great list. I shall proceed to make the same changes as yourself and see if it suits my style, which should seeing as we both appear to be after the same sort of experience. Thank you Everest.
[img]http://puu.sh/7BrtI.jpg[/img] [IMG]http://puu.sh/7BrnL.jpg[/IMG]
I have a feeling Hardcore AI Aim is still enabled if you turn it off. I never published implemented changes that reset the ai_aim values in user.ltx back to default values. So if you ever turned the feature on, just once, it will be there until you delete your user.ltx. Find on_game_load in axr_misery.script and add this: [CODE] local con = get_console() if (Config.GetValue("settings","hardcore_ai_aim",1)) then con:execute("ai_aim_max_angle 25.0") con:execute("ai_aim_min_angle 20.0") con:execute("ai_aim_min_speed 2.50") con:execute("ai_aim_predict_time 0.28") else con:execute("ai_aim_max_angle 0.7854") con:execute("ai_aim_min_angle 0.19635") con:execute("ai_aim_min_speed 0.19635") con:execute("ai_aim_predict_time 0.44") end[/CODE] The game will be much easier with hardcore AI aim off.
Lost Alpha please.
I made a little something for a friend, might as well post it here, too: [media]http://www.youtube.com/watch?v=zSTM5LQAhaY[/media]
But you used mods
[QUOTE=LoNer1;44297256]But you used mods[/QUOTE] It doesn't alter the map, and that's kind of the point. To show how different Rookie Village was early in development. Also, the old Yantar. Hot damn. [img]http://stalker-wiki.ru/mediawiki/images/7/7f/Jantar_2005.png[/img]
Alt Dragunov in Misery seems to be missing ironsights :c Wanted to use it w/o scope for moderately close range things, but it does the old CS pistol ironsights thing instead.
Oh the 'zoom your neck + head in to the start of the friggin grip of the gun' thingy? I'll get to it
I gave up on misery a few hours in when the mercenaries at the treatment facility consistently murdered me on the bridge, so I moved onto SGM. [video=youtube;xAic_Q-nggE]http://www.youtube.com/watch?v=xAic_Q-nggE[/video] Can someone please tell me what to do with all these mines?
[QUOTE=std DONOR;44297470]I gave up on misery a few hours in when the mercenaries at the treatment facility consistently murdered me on the bridge, so I moved onto SGM. [video=youtube;AN8Xs0_p5CA]http://www.youtube.com/watch?v=AN8Xs0_p5CA[/video] Can someone please tell me what to do with all these mines?[/QUOTE] You need to do the quests in Cordon and get yourself the mine detector. Of course, if you want to skip all that boring shit, you could always download the Zaton start for SGM 2.2 on david.me's ModDB page.
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