S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=exostalker;44497617][video=youtube;ShoOjLj_euQ]http://www.youtube.com/watch?v=ShoOjLj_euQ[/video]
I hope something like this is in Lost Alpha, or at least will be after some modding :D[/QUOTE]
This kind of stuff is what I look forward to in mods.
I love it.
I wonder if they got back in LA the "lower your weapon or I'll shoot" mechanic which wasn't REALLY implemented in the final release.
I don't understand what is even going on in that video. They kill you because you dropped stuff and picked it up?
[QUOTE=alundaio;44503157]I don't understand what is even going on in that video. They kill you because you dropped stuff and picked it up?[/QUOTE]
The way I see it is this: The NPCs spotted a useful object on the ground, they go to try to pick it up, but if you pick it up before they do they will attack you. Finders keepers. I'd like to see stalkers do this with each other as well and not just the player, but I don't mod so maybe it's a complicated thing to make.
Isn't there a stalker mod that does the same thing but with bodies instead? I vaguely remember it being in TFW for CS.
[QUOTE=seano12;44503250]The way I see it is this: The NPCs spotted a useful object on the ground, they go to try to pick it up, but if you pick it up before they do they will attack you. Finders keepers. I'd like to see stalkers do this with each other as well and not just the player, but I don't mod so maybe it's a complicated thing to make.
Isn't there a stalker mod that does the same thing but with bodies instead? I vaguely remember it being in TFW for CS.[/QUOTE]
Yeah I remember it in TFW. It was annoying as all fuck.
Especially if you wanted to go full Loner and was gasping for cash or weapons/ammo. Which meant finding a battle in progress or just finished. You'd be lucky to have anything but the chat options could mean you could keep the stuff but with faction relationship decreased.
The guy working on CS 2014 posted a download containing all the different arm models he used for the mod.
[url]http://www.mediafire.com/download/1rcunnzyaz7jnz7/CS_arms.7z[/url]
Could be useful, a lot of them are really nice and way better to look at than those ugly default hands
[QUOTE=Thomo_UK;44503285]Yeah I remember it in TFW. It was annoying as all fuck.
Especially if you wanted to go full Loner and was gasping for cash or weapons/ammo. Which meant finding a battle in progress or just finished. You'd be lucky to have anything but the chat options could mean you could keep the stuff but with faction relationship decreased.[/QUOTE]
Which was a massive pain in the ass, so what I'd do is grab all the shit there was and continuously close the dialogue. They'd keep following me and asking to hand the shit over, so I'd usually just go through a level transition and sell the loot.
Also, Izlom bones are heavy as fuck.
[media]http://www.youtube.com/watch?v=GiCAYVQv5Kk[/media]
quite literally my first attempt at modding x-ray. this is simply a revised/changed reloading sound
One thing i hate in SoC is that stashes only fill up when you find about them from dead bodies or whatever.. Playing AA2 and I've come across so many stashes at Yantar and x16 only to find that they're fucking empty, probably didn't "discovered" them.
I would play that STALKER GTA San Andreas mod if it was multiplayer only and involved a faction war.
Maybe not; I am just now remembering how bad SA:MPs netcode/hit detection was. I could shoot a guy 30 times and he would only take a little bit of damage or something.
[QUOTE=Danny.B;44503934]One thing i hate in SoC is that stashes only fill up when you find about them from dead bodies or whatever.. Playing AA2 and I've come across so many stashes at Yantar and x16 only to find that they're fucking empty, probably didn't "discovered" them.[/QUOTE]
I'd like it if stashes had stuff in them by default, but then if you find stash coordinates maybe you could find better stuff/find it refilled again.
I mean in reality it's not impossible that a stalker might come across a good place to stash something, not realizing that somebody else stashed shit there and had their stuff taken.
Also, I modified the music files in CoP, so Zaton Day now plays SAD and the cordon theme immediately after, but CoP keeps randomizing the song start when I play and it always knows to go to the beginning of the cordon part of the file somehow, even though it's one OGG file
How
[QUOTE=seano12;44504023]I would play that STALKER GTA San Andreas mod if it was multiplayer only and involved a faction war.
Maybe not; I am just now remembering how bad SA:MPs netcode/hit detection was. I could shoot a guy 30 times and he would only take a little bit of damage or something.[/QUOTE]
i don't think it's even in english
but i would play it as well
mta > samp
Man, even with russian voices Degtyarev's VO is dull as fuck
Oh god the lab nopenopenopenopenopenopenopenopenopenopenopenopenope
Wait, which game are you playing?
[QUOTE=Ownederd;44503761][media]http://www.youtube.com/watch?v=GiCAYVQv5Kk[/media]
quite literally my first attempt at modding x-ray. this is simply a revised/changed reloading sound[/QUOTE]
I notice this with quite a few mods, and even some published games: The sound the firearm makes when the character pulls back on the charging handle, and as well as the sound of the bolt moving forward (I'm no /k/ommando so correct me if my terms are wrong) is not synced with the animation.
Is it hard to sync it correctly, or do people just not care if it's synced or not?
[QUOTE=seano12;44504724]I notice this with quite a few mods, and even some published games: The sound the firearm makes when the character pulls back on the charging handle, and as well as the sound of the bolt moving forward (I'm no /k/ommando so correct me if my terms are wrong) is not synced with the animation.
Is it hard to sync it correctly, or do people just not care if it's synced or not?[/QUOTE]
stalker uses just one specific ogg vorbis file for firearm reload sounds. you have to sync them with the animation manually, which requires a bit of effort and concentration. i normally try to use the original weapon reload sound for reference in terms of syncing
[QUOTE=exostalker;44502083][video=youtube;j7WEINzj3C0]http://www.youtube.com/watch?v=j7WEINzj3C0[/video]
Stalker in gta... Was it really needed? Someone probably spent a lot of time porting models and making maps for it, but wasn't it quite useless? Also, save yourself and turn off the audio of this video, all you hear is bl*a bl*a bl*a and some lame russian jokes, not worth it.[/QUOTE]
The ingenuity of Russians always perplexes and amazes me
[QUOTE=Ownederd;44503761][media]http://www.youtube.com/watch?v=GiCAYVQv5Kk[/media]
quite literally my first attempt at modding x-ray. this is simply a revised/changed reloading sound[/QUOTE]
Where'd you get those sounds? :v: They sound familiar.
[QUOTE=LoNer1;44505878]Where'd you get those sounds? :v: They sound familiar.[/QUOTE]
i just used the reloading sound sample that was used for various weapons (sig 550, g36 etc) in clear sky/call of pripyat. i implemented it into shoc out of curiosity
Lowering the sprint speed to human instead of motorcycle makes CoP's world (and the prior games) feel a lot bigger
Pripyat Reborn does satisfy my feeling of the world being to empty, though I would like it if there were more irradiated areas to explore (and more areas in general). Aside from pripyat (which was empty before but I'd imagine it's fixed), it doesn't quite feel like you "shouldn't be here" like SoC.
I hope call of chernobyl delivers in that regard. [sp]I also hope LA does as well because that would suck if it didn't considering how interesting the maps look at least[/sp]
[QUOTE=Bloodshot12;44506909]it doesn't quite feel like you "shouldn't be here" like SoC.[/QUOTE]
This difference is easily explained by the fact that SoC progression is very guided, and forces the player through action-packed chokepoints, while CoP's gameplay is more reliant on the A-Life and world simulation, so you're not guaranteed as many 'hectic' situations as you are in SoC.
That's why as far as first impressions go, I preferred SoC greatly over CoP (although CoP was, in my opinion, better than CS), but as the years have went by, I now much prefer CoP with a proper A-Life simulation mod (such as M.S.O. / Reborn or any mod that includes one or the other + extra spawns) versus having to play through SoC again unless it's Doom's Mod Merge or other freeplay mod since I've gotten so tired of having to go through the same Agroprom Underground, same X-18, same X-16 all over again. I have confidence that Lost Alpha will breathe so much new life into the levels and spice up the level sequence so much that it won't be as much of a chore (since all of the levels are remastered even from the beta levels) but only time will tell whether the A-Life simulation in it will be exciting to the degree of same levels.
[QUOTE=Bloodshot12;44506909]Aside from pripyat (which was empty before but I'd imagine it's fixed)[/QUOTE]
It's fairly action-packed in M.S.O at least, and it makes for much more exciting gameplay, since you'll be battling inside buildings more rather than just around them.
Any explosive damage mods for CS? I'm rather tired of enemies taking a m320 to the face without a flinch (then proceeding to one-shot me in exo suit)
[QUOTE=Muukkis;44507932]This difference is easily explained by the fact that SoC progression is very guided, and forces the player through action-packed chokepoints, while CoP's gameplay is more reliant on the A-Life and world simulation, so you're not guaranteed as many 'hectic' situations as you are in SoC.
That's why as far as first impressions go, I preferred SoC greatly over CoP (although CoP was, in my opinion, better than CS), but as the years have went by, I now much prefer CoP with a proper A-Life simulation mod (such as M.S.O. / Reborn or any mod that includes one or the other + extra spawns) versus having to play through SoC again unless it's Doom's Mod Merge or other freeplay mod since I've gotten so tired of having to go through the same Agroprom Underground, same X-18, same X-16 all over again. I have confidence that Lost Alpha will breathe so much new life into the levels and spice up the level sequence so much that it won't be as much of a chore (since all of the levels are remastered even from the beta levels) but only time will tell whether the A-Life simulation in it will be exciting to the degree of same levels.
It's fairly action-packed in M.S.O at least, and it makes for much more exciting gameplay, since you'll be battling inside buildings more rather than just around them.[/QUOTE]
Yeah, I believe I was in that discussion if you are talking about the one we had a while back about SoC vs CoP, but I actually think it doesn't have to be guided and have areas you have to go to - CoP's maps could stand to be a little bigger and have more places like kopachi village with a bunch of hazards you have to avoid - but larger.
In the game there is too few areas like that IMO, and the ones that are there like kopachi are waaay too fucking tiny (another reason I'm excited for LA) and the small size almost gives it an artificial feeling (not sure if the real one is but it still feels like it should be bigger regardless)
[QUOTE=Bloodshot12;44508343]CoP's maps could stand to be a little bigger and have more places like kopachi village with a bunch of hazards you have to avoid - but larger.[/QUOTE]
The one thing this series could use is more built-up areas that you could battle through, [I]and it would be accounted in A-Life simulation too[/I] so that there would be three-dimensional battle environments that wouldn't just be on/off in terms of combat, like for example the built areas wouldn't necessarily be packed with hostiles or battling factions, but they would accommodate A-Life simulation, so they could have NPCs of opposing factions venturing through it, but not necessarily.
That would make the areas more interesting, if you had a mix of built and open environments, so that it would accommodate A-Life simulated squads going through the area, but not necessarily meeting every time, like you have the Car Park where the loners and the bandits are just butting heads 24/7 and they will just respawn into the pre-determined places and the scene will play again the exact same. For example the Jupiter factory could've been used brilliantly this way, if it was designed to be a little more open and approachable from more than just one side. I understand that they wanted it to be the "end dungeon" for Yanov area, but the design makes it less than stellar for A-life simulation based gameplay.
[QUOTE=Bloodshot12;44508343]and the small size almost gives it an artificial feeling (not sure if the real one is but it still feels like it should be bigger regardless)[/QUOTE]
The "real" Kopachiy is almost completely torn down and buried into the ground, but since the one in the game is a fantastical version, it might have as well taken more artistic liberties.
I hate going into the Jupiter Plant, it's just an exercise in finding open doors scattered around the place.
[QUOTE=Ghost101;44508857]I hate going into the Jupiter Plant, it's just an exercise in finding open doors scattered around the place.[/QUOTE]
The place was really underused too. When I first went in there, I was practically shitting myself, waiting for the inevitable bloodsucker nest to chew my face off.
I was disappointed.
Does anyone know how do I delete posts, because what I posted before in this post was just bullsh*t from not doing enough research before asking questions (I thought that LA story will be the same, but the truth is that it will share certain elements, but won't be completely same).
[QUOTE=Psychokitten;44508931]The place was really underused too. When I first went in there, I was practically shitting myself, waiting for the inevitable bloodsucker nest to chew my face off.
I was disappointed.[/QUOTE]
That was also the one-shot charm of it. You spend all day checking corners and changing your pants, and by the time you reach the end of the plant you look back, think about how much of an idiot you were for being scared of rusted machinery sitting in abandoned plant chambers, and ask yourself: "...where the FUCK is all the crazy shit?"
It just about defines how much an empty setting can leave an impact on the players purely by making them [I]think[/I] there's trouble in the next hallway. But it can only work in a setting once, unless the game changes it by a little every time, keeping you on the toes every time you enter.
That's also why it's a missed opportunity
Imagine going back there at night after the first time to get something else thinking "this place ain't scary, I know nothing's here" only to be greeted by a bloodsucker's tentacles in your neck
[QUOTE=Bloodshot12;44509679]That's also why it's a missed opportunity
Imagine going back there at night to get something else thinking "this place ain't scary, I know nothing's here" only to be greeted by a bloodsucker's tentacles in your neck[/QUOTE]
It's always a bit of a probability. There's a bit of variety added(what with the blast door, the admin building stairway area, and the secret stash), but it's not impossible that the AI sometimes manages to sneak its way into the facility. I recall getting jumped by a pack of ordinary dogs in the South-Eastern yard once or twice.
But come to think of it, that's essentially where the trilogy found its biggest hook; It's all atmospheric settings with pre-determined plans for characters, and a dash of completely unexpected events occurring on a per game basis. STALKER would be forgettable at best without the third bit, and I'd say that being able to implement that tidbit into the game is something GSC should be praised for.
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