S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=Araknid;40798619]was bored and made a thing
[media]http://www.youtube.com/watch?v=bKmvf_NiAqI[/media]
may be a dumb or may be a funny either way im sorry[/QUOTE]
Not believable. The graphics settings are too high.
is the stalker reanimation project compatible with the complete 2009 mod?
[QUOTE=falcont2t;40803967]is the stalker reanimation project compatible with the complete 2009 mod?[/QUOTE]
inb4 aneurysms because complete
[QUOTE=falcont2t;40803967]is the stalker reanimation project compatible with the complete 2009 mod?[/QUOTE]
Yeah, probably.
[QUOTE=gufu;40781769]Alright, since I remember someone distinctly talking about STALKER: The Roguelike as a concept, I am actually wondering how do people imagine it, in comparison to other roguelikes:
> Do want randomly generated levels? Do we want levels based closely on the combinations from STALKER games? Perhaps the area themes will always be set, but the dungeons/buildings/terrain will constantly change?
> 2D or 3D? As in, the importance Y height value.
> Random stats for special weapons? Random characters? Or just randomness for X-Life?
> Should it actually have the storyline copying the STALKER games? Or just be a free play?
> Content - should it consists of original STALKER features, or be improved and augmented upon (more items/weapons/anomalies/enemies)?
> How would gunplay work? System based upon the cover mechanics? Or perhaps there would be even more RPG elements previously lost?
Basically, if you can come up with a paragraph on how the game should be, make a summary.[/QUOTE]
-2d
-minor npcs/X-life should be random
-new story
-expanded weapons/anomalies/enemies/artifacts
-don't go full Bethesda with the RPG elements, but don't exclude it either. Be smart about it.
When I'm talking about RPG elements, I'm talking about a heavily limited version of what Bethesda does. Improvable attributes for stuff like running, jumping, pain and damage resistance, weapon handling and stuff like that. Just don't set it up so you can shrug off Anti-Tank rounds because you're wearing an Exoskeleton and have 100 in Heavy armor. Physics should be able to tell you to shut up and sit down, not the other way around.
For injuries, I'm thinking something along the lines of what DF has, but with less room for error on your part. If you get shot in the leg, it could easily cut an artery or tendon. If you get stabbed in the chest, there's a chance that you'll have to deal with a punctured lung. All in all, the best policy is not to get hit.
To that end, I recommend at least a rudimentary cover system. Maybe a suppression system too. You wouldn't necessarily have to hit your target to do some good, which would make it a little easier on fresh characters.
Take my advice with a grain or two of salt. It's entirely possible that this stuff is impossible to code for in a roguelike, or worse yet would detract from the fun of the game. Just don't disregard it out of hand.
[QUOTE=DigitalySane;40804100]inb4 aneurysms because complete[/QUOTE]
did i miss something?
What's wrong with Complete/SGM?
[QUOTE=falcont2t;40804222]did i miss something?[/QUOTE]
The gist is that Complete series of mods is super-popular and always gets recommended in most other places where S.T.A.L.K.E.R. is discussed but here a lot of people feel that the "vanilla 2.0" advertising is misleading since the mod tinkers with a lot of balancing aspects and kind of streamlines the experience to be easier (which is fine if you're just looking to breeze through the game) and it goes against the general guideline of playing vanilla first so that you know what you want the mods to add and you know to compare the mods to eachother better.
The fact that Complete for Clear Sky and CoP is not only kinda obsolete (you can just get AtmosFear and Absolute Texture Pack and it'll look just as good) but for Call of Pripyat it fails to fulfill it's advertised "bugfix" function and actually makes it [I]more[/I] buggy experience. This is not to scoff or look down on people who use the mod but an encouragement to look into the mods' features and see if that's what one really wants for their first / whatever playthrough since many communities seem to think that the games are "unplayable" with the Complete mods which definitely is not the case.
[editline]herp[/editline]
Oh yeah and in the not-so-distant past the mere mention of Complete was enough to send the thread into a multi-page discussion of people just ragging on the mod.
I think a large portion of the dislike comes from our scorn for the mod's [I]Illustrious[/I] creator, ~artist~ Pavel.
[QUOTE=kaine123;40804308]What's wrong with Complete/SGM?[/QUOTE]
SGM is sex. Except mines. Mines are fucking awful. Good thing you can turn them off.
Complete is really outdated graphics mod with really bad balance tweaks. It make game a cakewalk at any difficulty.
SGM increases system requirements doesn't it? by how much?
Also, again i'm playing redux and have personally modded it so it feels right. the only thing i'd like though is some kind of mod that shows every stalker's position on the PDA map and better ironsights for the street sweeper shotgun.
I may have asked this before and i apologize if i have but there wouldn't happen to be a mod where you could call in backup NPCs that basically follow you around and protect you? is there at least a mod with that mechanic so i could take it out of that mod and put it in redux?
[QUOTE=NeoSeeker;40805717]I may have asked this before and i apologize if i have but there wouldn't happen to be a mod where you could call in backup NPCs that basically follow you around and protect you? is there at least a mod with that mechanic so i could take it out of that mod and put it in redux?[/QUOTE]
SGM allows you to hire specific bodyguard NPCs to follow you around. Misery has a companion script that allows you to have any "friendly" NPC following you around but it corrupts savegames. Swartz mod has a companion mod as well that functions similar to one in Misery but my memory as far as how well it works is kinda hazy.
ok made a second thing but with redux
[media]http://www.youtube.com/watch?v=VCCM4CSL4v0[/media]
[QUOTE=NeoSeeker;40805717]SGM increases system requirements doesn't it? by how much?
Also, again i'm playing redux and have personally modded it so it feels right. the only thing i'd like though is some kind of mod that shows every stalker's position on the PDA map and better ironsights for the street sweeper shotgun.
I may have asked this before and i apologize if i have but there wouldn't happen to be a mod where you could call in backup NPCs that basically follow you around and protect you? is there at least a mod with that mechanic so i could take it out of that mod and put it in redux?[/QUOTE]
It in SGM. As for putting it in Redux. Good luck.
[editline]27th May 2013[/editline]
[QUOTE=Muukkis;40805823]SGM allows you to hire specific bodyguard NPCs to follow you around. Misery has a companion script that allows you to have any "friendly" NPC following you around but it corrupts savegames. Swartz mod has a companion mod as well that functions similar to one in Misery but my memory as far as how well it works is kinda hazy.[/QUOTE]
I don't ever recall the swartz mod script working.
i wouldn't mind playing a different mod from redux. how does redux and sigerous compare in terms of gameplay? and again does SGM bump up system requirements? and is there a limit to npc companions?
[QUOTE=NeoSeeker;40805895]i wouldn't mind playing a different mod from redux. how does redux and sigerous compare in terms of gameplay? and again does SGM bump up system requirements? and is there a limit to npc companions?[/QUOTE]
SGM bumps up the requirements a lot. It's very different from Redux, in that it has a lot more features and is pretty much a complete overhaul. It's Russian though, so these features might not be very polished. And I think you can only have 1 at a time, but don't hold me to that.
well considering i have to run redux on all low with foliage modded out for a halfway acceptable framerate i guess i'm gonna have to pass on SGM...
although i had this idea last night of giving my character superpowers like being able to jump really high and run really fast. sure it's just simple editing of certain variables but i think it would also mix up the gameplay a lot. if the speed from running really fast transfers the momentum to the jump i'd be able to jump across insane distances. but until i make everything this way i won't know if inertia from running is properly introduced into a jump. making for a shorter height of the jump but a much longer distance covered. and taking out fall damage all together.
not to mention my precious one hit kill desert eagle.
[QUOTE=Araknid;40805842]ok made a second thing but with redux
[media]http://www.youtube.com/watch?v=VCCM4CSL4v0[/media][/QUOTE]
Haha I love it. What FOV are you using? It seems perfect!
[QUOTE=Beacon;40807085]Haha I love it. What FOV are you using? It seems perfect![/QUOTE]
seconded.
the FOV in redux currently is insanely cramped...
also why when aiming down the ironsights of a grenade launcher attached to either the sig 550 or the lr3000 non-existant? it simply zooms in
[QUOTE=NeoSeeker;40807854]seconded.
the FOV in redux currently is insanely cramped...
also why when aiming down the ironsights of a grenade launcher attached to either the sig 550 or the lr3000 non-existant? it simply zooms in[/QUOTE]
Use FOV switcher.
cut this short while i was trying out some custom music for stalker, and when i tried this one.
oh wow this track fits so well into areas like yantar or any other zombie infested maps
[video=youtube;P5Mk_Rr5EiI]http://www.youtube.com/watch?v=P5Mk_Rr5EiI&list=PLA8DBEBA1C44B0D87[/video]
it really conveys of being zombiefied by a controller
[QUOTE=NeoSeeker;40807854]the FOV in redux currently is insanely [I]vanilla[/I]
[/QUOTE]
fixed for you!
iirc, my fov is 73 or something, i'll check soon.
[editline]asd[/editline]
May be 83
[QUOTE=Beacon;40810431]fixed for you![/QUOTE]
Having played STALKER long enough, now I feel more comfortable with 50-65 FOV :v:
yeah I normally don't mind it at all, but that video had a really really nice FOV
Wow. This is an amazing game. Just purchased SoC and CoP.
Few questions (for SoC):
1) How do I change the FOV?
2) How do I turn of the head bob? Honestly, its like this guy sinks into the ground a foot with each step.
[QUOTE=Histrionic;40810788]Wow. This is an amazing game. Just purchased SoC and CoP.
Few questions (for SoC):
1) How do I change the FOV?
2) How do I turn of the head bob? Honestly, its like this guy sinks into the ground a foot with each step.[/QUOTE]
Use FOV switcher, as said above.
Somehow the cam_inert guide has not been added to the OP despite being suggested about 10 times.
console > cam_inert x
x = 0 to 1
0 = least headbob
There are more commands, but I forgot.
added to the OP :)
Does the FOV switcher work with the steam versions?
Yep
Sorry, you need to Log In to post a reply to this thread.