S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=Jamie1992GSC;44419845]It can't be just me that finds all this April fools stuff tedious and painfully stupid right?[/QUOTE]
I'm glad this isn't an april fools joke (the cromm mod). Other stuff just got me mad.
One of my fav. bands told us one of the band members passed away in a fire, when they were getting up in the morning. They said 'we're doing everything to support the family members' and they even included a donation pool for the relatives. People really did give them money and this later on proved itself to be a joke :v:
[QUOTE=Jamie1992GSC;44419845]It can't be just me that finds all this April fools stuff tedious and painfully stupid right?[/QUOTE]
i like a lot of them, that are obviously jokes, it's just a bit of fun
[QUOTE=Jamie1992GSC;44419845]It can't be just me that finds all this April fools stuff tedious and painfully stupid right?[/QUOTE]
[IMG]http://i.imgur.com/O6p638Z.jpg[/IMG]
[sp]I made this specially for you[/sp]
Take a chunk of Styrofoam, sprinkle it with some bits and pieces from another artifact, spraypaint it red and sell it as a newly-discovered artifact.
April fools, suka!
[QUOTE=Psychokitten;44420277]Take a chunk of Styrofoam, sprinkle it with some bits and pieces from another artifact, spraypaint it red and sell it as a newly-discovered artifact.
April fools, suka![/QUOTE]
Jellyflowerobok, the latest find in the centre of the zone!
S.T.A.L.K.E.R. Megathread on page 2? I will not accept this.
[QUOTE]BUG: Trying to merge OWR 2.1 (with weapons addon) with Pripyat Reborn via Compatibility patch (the latest). CTD. Log tells me the game can't find a specific section in the weapon files.
CAUSE (apparent): The compatibility patch does not bring the promised OWR 2.1 weapon configs but replaces the OWR files with the original weapon .ltx'es...
SOLUTION (for now, only for advanced users): Just take the OWR 2.1 Patch, extract the folder config/weapons into your gamedata.[/QUOTE]
I don't understand shit here, is OWR 2.1 Patch suposed to be the compatibility one or the official patch, and this would obviously mean i need to start a new game? I need those weapons argh
[QUOTE=Jamie1992GSC;44423103]order[/QUOTE]
Though the patch DOES NOT work with OWR2.1 ADDONS
[QUOTE][URL="http://facepunch.com/member.php?u=244091"]Jamie1992GSC[/URL][B]
[/B]
[/QUOTE]
No mate, I'm talking about OWR 2 with weapons addon(which adds 20 or so weapons) which there is no patch available for yet
[QUOTE=Danny.B;44423187]No mate, I'm talking about OWR 2 with weapons addon(which adds 20 or so weapons) which there is no patch available for yet[/QUOTE]
Ah my mistake. My apologies.
Has anyone tried this?
[url]http://szone-online.net/[/url]
this isn't that old stalker online game is it?
well, either it is and my old account got deleted or i just registered for a new game.
edit: nope, it is good ol' stalker online, i put in the wrong number on my email. i guess they finally got the english translation down, and the game seems a little better from these screenshots from what i see. maybe i'll give it a go again.
[B]"S.T.A.L.K.E.R. 2 on Frostbite 2 engine. ETA 2015."[/B]
[IMG]https://scontent-b-sjc.xx.fbcdn.net/hphotos-frc1/t31.0-8/1899723_638438096212107_1056224721_o.jpg[/IMG]
STALKER 2 fake-outs are literally cyberbullying, even when obvious April Fools jokes.
:l
[QUOTE=MilSchwitz;44424477][B]"S.T.A.L.K.E.R. 2 on Frostbite 2 engine. ETA 2015."[/B]
[IMG]https://scontent-b-sjc.xx.fbcdn.net/hphotos-frc1/t31.0-8/1899723_638438096212107_1056224721_o.jpg[/IMG][/QUOTE]
Boolsheet.
Yoo are lie-eeng.
Let de zone teyk me eef eye em.
It'd might've been cool to see some deathtrucks actually driving into the zone and getting blown up in game
Also god damnit I want to play Gunslinger but its not out, I want to play CoP with pripyat reborn and OWR but it doesn't support the weapons addon, I want to play Lurk 1.2 but it's not out yet, the first release of CS2014 was pushed to april 10th and by the time OLR2 has the english translation LA will probably be out at the rate they are going.
I'm in the mood for a good overhaul, guess I can continue playing SoC with AA2 now that I have some free time but I kinda want something different (but polished)
[QUOTE=Bloodshot12;44425230]It'd might've been cool to see some deathtrucks actually driving into the zone and getting blown up in game
Also god damnit I want to play Gunslinger but its not out, I want to play CoP with pripyat reborn and OWR but it doesn't support the weapons addon, I want to play Lurk 1.2 but it's not out yet, the first release of CS2014 was pushed to april 10th and by the time OLR2 has the english translation LA will probably be out at the rate they are going.
I'm in the mood for a good[/QUOTE]
I just want to play Lost Alpha but it's okay I can wait as long as the 8xx series Nvidia cards come out at the same time.
I wish every custom weapon mod had weapon textures as good as LURK/Gunslinger/OWR.
So many other mods always have weapons with really simple painted on lighting which I think just makes them look like a typical CSS skin and I really don't like that.
Also even though the vanilla textures are kind of odd, the MP5/Viper 5 texture is actually extremely good looking.
EDIT:
I wonder how AA2 would look with PRZ2's shader download
[QUOTE=LoNer1;44417674]Damn, thanks man. Makes someone like me smile.
First off, the flowers indeed look out of place, mostly because of the saturation filter applied in the shaders (in the CORE map indeed, the rest is optional). I won't explain how this works because it's pretty useless for you to tweak the shaders. I recommend the following;
Get rid of the grass textures. I'll personally send you the new ones within the coming days so you may use them and test them a bit. I've tried to blend them with the environment some more.
Next up, I'll update the shader package. I'm always using my own shaders in all screenshots I make, unless I play another mod. I want to give a 1:1 representation of my mod to my audience. I DO make screenshots with FRAPS so they're HQ .PNG ones, not low quality engine generated .JPG's.
And yes, I was the one who created AA2's particles. Those particles have been in my previous mod, Particle Paradise 1.1.1.8, which was released late 2009. I then improved them a bit and offered them to Vandrerer. [I]I'm working on a new version for him[/I], but it's going slow. And yes, I love distortion effects, I try and make good use of them in a scientifically correct way!
For PPx2.2 (the latest version) I've not yet announced a release. I'm working on creating classes of artefacts / anomalies and implement them in-game. I am going to release a stand-alone PPx and an ADDON version, for use with -most- mods / merges.
And lastly, AA2 can't really be 'fixed' with PRZ2 without using AN3's textures which aren't included in the mod. I'm going to make an AA2 patch eventually, because I own AA2 and I wondered what it would look like as well in green :)
Cheers![/QUOTE]
Cool, I'd love to test out your new textures and shaders and so-on!
On the subject of Autumn Aurora 2... I do have Absolute Nature 3 for CoP so I could try copying textures the plant textures from from that into AA2 and see how that looks. I think it might be interesting putting those graphics into ordinary vanilla Shadow of Chernobyl, so can get an interesting texture overhaul without the gameplay changes.
I actually want to create a sort of "vanilla+" mod for SoC. Every mod likes to add a hundred new guns or change how enemies detect you and stuff, I want to keep that stuff same as original game, but add new interesting features. So I'm thinking the Zone Reclamation Project to eliminate bugs, and your new particles and anomaly effects to make gunshots and explosions and anomalies awesome. New shaders and new textures that keep the original feeling of the game (not too bright and summery, not too dead and depressing), and a few gameplay mods that reintroduce features that were cut from the game.
I really want to include the blowout/psyzone merged mod, because blowouts were always a promised feature of SoC and so it was lame that it only happened at a scripted moment in the game, and that mod works very well in terms of NPCs running and hiding in shelters etc.
I also want to include Artifact Activation. No-one cares about the weak artifacts that give you +2 to bulletproof cap and +3 radiation, so they just get sold for money... much more interesting if instead you can set it off like bomb that creates a black hole vortex and sucks in a group of bandits! So the player has to ask himself, what is more important, keeping artifacts to sell for money, or the ability to create a vortex or a fire trap to kill enemies? That means the player has a dilemna, do you keep the artifacts until you can get to a trader and earn some money, or do you waste thousands of roubles to create a clever trap for killing your enemies?
And I think it makes sense - artifacts are the energy of anomalies that has condensed and crystallised over the course of days or weeks or months, and if it is possible to release that energy, then you create another small anomaly. Also, in the normal game it makes no sense that people outside the zone would want to spend lots of money buying artifacts, if all they do is make you slightly more resistant to being stabbed and they poison you with radiation. But objects that can mess with gravity, or spontaneously create electricity or fire, that I can imagine being very useful for scientists, the military, businesses, terrorists etc. In the book Roadside Picnic all the cars in the world are now powered by some material from inside the zone, the artifacts have many strange powers rather than some meaningless videogame idea like +2 damage resistance. (Of course, I'll still be keeping all those properties, I don't want to remove anything from the game.)
There is an artifact activation mod where you see proper the proper artifact in your hands when you activate it (rather than just a sphere for every artifact), it had a bug where the fireball artifact crashed the game but I figured out a workaround to fix that.
I've also been editing the Stalkers Are Not Blind mod (anomaly evasion), so that when NPCs are not in combat they are good at avoiding anomalies - you won't see stupid sight of a group of soldiers casually walking down the road straight into a death trap - but when they are busy fighting they will not notice anomalies if they are low ranked (rookie, experienced). Given the number of times I have been running from mutant creatures and gotten myself killed running into an anomaly, it makes sense that it should happen to other stalkers as well! But I've made it so that veterans/masters are usually smart enough to avoid anomalies even when they are fighting.
[QUOTE=Bloodshot12;44425328]Also even though the vanilla textures are kind of odd, the MP5/Viper 5 texture is actually extremely good looking.[/QUOTE]
Yeah I always liked Stalker's Viper. I remember I used to play Counterstrike Source with a Viper ported model/skin.
I love the new blood particles from PPx/AA2, though I kinda wish there was a bit more when you shot someone (and also it would be awesome if the blood spurt would create a decal on the ground too)
Also what the hell? Playing AA2 and killed a freedomer to try the SVU, and the animations are very strange. The way the reload is done and the sprint it looks like a vanilla anim from SoC so it actually fooled me, but it's actually a new animation.
But it feels like a vanilla animation the way it was done, and that makes it seem strange/out of place almost with the other guns. Also I wish every gun had textures like the AKS-74u. It just looks so good compared to the other guns.
[QUOTE=evil_twin;44425930]Cool, I'd love to test out your new textures and shaders and so-on!
On the subject of Autumn Aurora 2... I do have Absolute Nature 3 for CoP so I could try copying textures the plant textures from from that into AA2 and see how that looks. I think it might be interesting putting those graphics into ordinary vanilla Shadow of Chernobyl, so can get an interesting texture overhaul without the gameplay changes.
I actually want to create a sort of "vanilla+" mod for SoC. Every mod likes to add a hundred new guns or change how enemies detect you and stuff, I want to keep that stuff same as original game, but add new interesting features. So I'm thinking the Zone Reclamation Project to eliminate bugs, and your new particles and anomaly effects to make gunshots and explosions and anomalies awesome. New shaders and new textures that keep the original feeling of the game (not too bright and summery, not too dead and depressing), and a few gameplay mods that reintroduce features that were cut from the game.
I really want to include the blowout/psyzone merged mod, because blowouts were always a promised feature of SoC and so it was lame that it only happened at a scripted moment in the game, and that mod works very well in terms of NPCs running and hiding in shelters etc.
I also want to include Artifact Activation. No-one cares about the weak artifacts that give you +2 to bulletproof cap and +3 radiation, so they just get sold for money... much more interesting if instead you can set it off like bomb that creates a black hole vortex and sucks in a group of bandits! So the player has to ask himself, what is more important, keeping artifacts to sell for money, or the ability to create a vortex or a fire trap to kill enemies? That means the player has a dilemna, do you keep the artifacts until you can get to a trader and earn some money, or do you waste thousands of roubles to create a clever trap for killing your enemies?
And I think it makes sense - artifacts are the energy of anomalies that has condensed and crystallised over the course of days or weeks or months, and if it is possible to release that energy, then you create another small anomaly. Also, in the normal game it makes no sense that people outside the zone would want to spend lots of money buying artifacts, if all they do is make you slightly more resistant to being stabbed and they poison you with radiation. But objects that can mess with gravity, or spontaneously create electricity or fire, that I can imagine being very useful for scientists, the military, businesses, terrorists etc. In the book Roadside Picnic all the cars in the world are now powered by some material from inside the zone, the artifacts have many strange powers rather than some meaningless videogame idea like +2 damage resistance. (Of course, I'll still be keeping all those properties, I don't want to remove anything from the game.)
There is an artifact activation mod where you see proper the proper artifact in your hands when you activate it (rather than just a sphere for every artifact), it had a bug where the fireball artifact crashed the game but I figured out a workaround to fix that.
I've also been editing the Stalkers Are Not Blind mod (anomaly evasion), so that when NPCs are not in combat they are good at avoiding anomalies - you won't see stupid sight of a group of soldiers casually walking down the road straight into a death trap - but when they are busy fighting they will not notice anomalies if they are low ranked (rookie, experienced). Given the number of times I have been running from mutant creatures and gotten myself killed running into an anomaly, it makes sense that it should happen to other stalkers as well! But I've made it so that veterans/masters are usually smart enough to avoid anomalies even when they are fighting.
[/QUOTE]
Heh, you and I think [B]alike[/B]:
[QUOTE]I am loving these ideas and discussions, so allow me;
My intake on these aspects:
First and foremost, I'd like to talk about the anomalies. Like zombini said, they lack imagination. Most of the anomalies are, albeit in the zone, pretty 'usual' phenomenas. I mean, the vortex, for example, was probably inspired by a black hole, with a few minor modifications to it. It's not so difficult to actually give them an explanation in your mind, you know? And this factor, which is key to a place like the zone, actually shouldn't exist. You shouldn't be able to explain the anomaly, because this takes another factor out of the game; fear. The unknown is what we fear as humans, explaining things gives us comfort. Most games take this away, and STALKER should've also, on this front.
I know it may look like I'm talking nonsense here, but think about it. Once you know what you're dealing with, you aren't afraid anymore, in most cases, right? Who's actually scared of anomalies? Almost everyone in here probably isn't. That's what bothers me. I would've loved to see the following:
You walk through a highly forested area. Suddenly, the wind becomes slightly noticeable. You start seeing leaves above you and around you, falling down and bursting into fire once they reach the ground. Then, you start to take a little bit of damage, every 2-3 seconds. You look around you, but you can't find the source of the 'thing' hurting you. The damage becomes more and more and weird sounds erupt. If you don't escape, you'll die there. So, you start to run out of the forrest, seeing your arms and gun catch fire as well. Once you've escaped the forrest and bandaged your wounds, you look back at the place only to see something like a huge psychedelic sphere overlaying the forest you've just been in and it slowly fades away. And next time you enter the forest, it's not there.
This is a whole new gameplay element as well. Surely we've tried, with randomized anomalies, but what's fun at randomizing anomalies we're already familiar with? I'd love new stuff like electrical anomalies, hovering a meter or so above the ground, pulling everything inwards. So, if you, for example, threw a grenade towards or over the anomaly, or rolled a barrel towards it, it would be sucked in and either vanish for forever, or teleport you to somewhere random. Or, if you managed to accidentally leave an artefact behind it would slowly 'go' towards the anomaly, to be sucked in as well and immediately 'spit out' with a whole new appearance and stats / effects. All these little 'inconsistencies' and random situations in the game would probably make STALKER the game with huge replay value. It already has this, but imagine this being in-game.
And my last idea which I'm currently working on (trying to get this to work), an anomaly that covers the whole level, constantly. Inspired by Cromm's radiation fall / acid rain and blowouts, I started working on my own version for SHoC. I won't spoil too much, but it consists of 5 things; 1, radiation, 2, acid, 3, rain, 4, fog and 5, electricity. I won't tell you how it'll work, but I hope it'll succeed.
And this all was just about the anomalies. I could go on about the artefacts as well, but I don't want to make this too long. I can ramble on for quite a while actually :v:
Ok, you know what? I'll just do it. I have to let it out:
Second notion; Artefacts. Where are these from? How do they exist? What are the side effects? What are the positivities of these things? All these questions, should also, just like with the anomalies, be left unanswered once you enter the zone. It's pretty weird to already know each and every artefacts effects in stats. Sure, it might make the game a lot harder if they aren't there, but there's a way around this.
For example:
Take MISERY. You have an artefact container. You can't equip artefacts to your belt because of the immense radiation they give off. What I should add in the game, if I were on the STALKER team; An improved appearance of scientist in the zone. They are vital to the artefact system. You should place the artefacts into a container, to take it with you on a long journey to the scientists bunker / team or whatever. You should then give the artefact to them for either of these actions:
Sell, and get some money for it,
Examine the artefact, vital to getting to know the artefact. You may also get bonusses if it's an unknown artefact, or get into situations where the scientists wouldn't want to return the artefact. Examination could take up to 5-7 in-game days as well, and you'd get a pop-up on your PDA once your artefact is ready to be used,
Merge, take 2 artefacts and merge them. Much like the O.L mod did, but again with a delay, so you'd have to sacrifice the artefacts and time for this to happen. The outcome could be either way; Good ... or bad,
Repair, (I will get back at this later)
And lastly, Erupt. Why should Major D / Strelok or anyone know how to activate an artefact? This would take over a week for the scientists, and you could possibly kill some of them with this, which in return could influence the relation you have with them and the prices they're going to charge you for later actions in the game, but it could also give you an artefact you could use as weapon in dangerous situations. They would influence the artefact with electrical spikes, trying to get it to activate. Once it's 'activated' you'd have a set period to use it or it would 'erupt' in your backpack.
Also, who ever said artefacts should always stay the same? Imagine, you place 4 artefacts in your 4-slot container. Once you've arrived at the scientific hideout / bunker, you've only got 3 left, or 2. Or maybe even 1? They merged in the container, or one's power did the other vanish? You could possibly have endless situations with this system where you'd plan to do something and The Zone shows you otherwise
And the very last thing I'd love to see about artefacts ... Durability. Once they start to degrade, you see an increase in radiation poisoning. If you wait too long with returning the artefact to the scientist for selling, or reparation, you'd either loose the artifact, or it would become stat-less and thus garbage. The value would severely decrease and the only thing it would do is poison you. If you'd place such an artefact in your container (taking into mind we have 3 'gens' of containers), the first 2 would probably break very quickly, leaking radiation into your backpack and such.
So yeah, my intake.[/QUOTE]
And Bloodshot,
[QUOTE=Bloodshot12;44426135]I love the new blood particles from PPx/AA2, though I kinda wish there was a bit more when you shot someone (and also it would be awesome if the blood spurt would create a decal on the ground too)
Also what the hell? Playing AA2 and killed a freedomer to try the SVU, and the animations are very strange. The way the reload is done and the sprint it looks like a vanilla anim from SoC so it actually fooled me, but it's actually a new animation.
But it feels like a vanilla animation the way it was done, and that makes it seem strange/out of place almost with the other guns. Also I wish every gun had textures like the AKS-74u. It just looks so good compared to the other guns.[/QUOTE]
AA2 has SRP incorporated into it. It's not very common for some reason (KingFriday anims). He's good at making them 'believable'. And thanks! (I'll increase the blood indeed)
[video=youtube;SU6Qp0zA2LU]http://www.youtube.com/watch?v=SU6Qp0zA2LU[/video]
god [B]fucking[/B] damnit
Thanks Obama
[QUOTE=Bloodshot12;44427241][video=youtube;SU6Qp0zA2LU]http://www.youtube.com/watch?v=SU6Qp0zA2LU[/video]
god [B]fucking[/B] damnit[/QUOTE]
That's some nice gun animations. What mod is that?
[QUOTE=Spor;44427445]That's some nice gun animations. What mod is that?[/QUOTE]
[URL="http://www.moddb.com/mods/autumn-aurora-compilation-mod"]STALKER Complete 2014[/URL]
[QUOTE=LoNer1;44427221]Heh, you and I think [B]alike[/B]:[/QUOTE]
Heh, someone has actually done something similar to your suggestions for lots of strange anomalies. There is a Russian mod for Call of Pripyat called "Sky Anomaly". It adds loads of bizarre anomalies to the game, adds lots of new artifacts (some useful, some intentionally useless), and loads of creepy weird stuff using new particle effects and new textures. It includes the Russian ARS mod and Absolute Nature 3, and to play in English you can use the ARS english translation files (just delete the the scripts file from the english translation gamedata before adding it to the mod.)
It gets its name from the fact that Call of Pripyat's story implies there are anomalies in the sky (which crash the helicopters) but you never actually see any sky anomalies. This mod adds anomalies in the sky, on the ground, all over the place. Some are new types of anomaly zone that can hurt you, others are weird things designed to freak you out. You can just be walking along and suddenly hear some loud noises from nowhere, or see weird stuff sliterhing across the ground that doesn't seem to do anything, or have a giant moon appear in the sky ([i]or seemingly a few metres above ground level[/i]), get attacked by a monster made out of tree branches and twigs, or have some kind of amphibious seal creature come out of the water and chase you, see a train carriage spinning in a gigantic vortex, encounter a flying island covered in trees, see a figure waving to you from a window or a child playing on some swings...
Link to Sky Anomaly on a Russian forum: [url]http://ap-pro.ru/forum/36-3893-1[/url] (Google translate calls it "heavenly anomaly")
Direct link to the "maximum version" (google translate again, I guess means latest version): [url]https://disk.yandex.ru/public/?hash=s3/d%2Bw9xrmm%2BE1GUCqB1ey7a%2BAslGiHKvqrrOI1w%2BGo%3 D[/url]
[t]http://img-fotki.yandex.ru/get/6414/17974189.1/0_81cf0_57bf66bf_XL[/t]
[t]http://img-fotki.yandex.ru/get/9155/17974189.4/0_a524b_fb12ab2b_XL.jpg[/t]
[t]http://img-fotki.yandex.ru/get/6445/17974189.2/0_8e6be_876ff441_XXL.jpg[/t]
[t]http://img-fotki.yandex.ru/get/9361/17974189.4/0_a407b_a42447ed_XL.jpg[/t]
Beautiful but deadly
[video=youtube;Ad1ixscNMuE]http://www.youtube.com/watch?v=Ad1ixscNMuE[/video]
[video=youtube;P6aGONnWtZk]http://www.youtube.com/watch?v=P6aGONnWtZk[/video]
OH GOD THEIR EYES
[video=youtube;QFMHgkQM8Lw]http://www.youtube.com/watch?v=QFMHgkQM8Lw[/video]
http[B]s[/B]
remove the 's' and I know SAM. I've talked with the author a bit. I've done quite some research and he inspired me to do certain stuff
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