• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
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Is it possible to make gore gibs on bodies in XRay? Replace the model with one of the different dismembered variants and replace the arm / leg with a gored object?
I like the arena in SoC. Shame it was the only one with it. I hope LA has it, along with having mutant fights like they were going to have.
[QUOTE=Daemon White;44531951]Is it possible to make gore gibs on bodies in XRay? Replace the model with one of the different dismembered variants and replace the arm / leg with a gored object?[/QUOTE] You could replace the visual of the stalker with a dismembered body and spawn separately the dismembered parts. In Soc/CS you can change visual mesh using packet utils. In Cop you can do it with a function. You could probably make it seemless if you spawn the parts at the proper bone positions. If the 'gibs' objects were the attachable class you would be able to attach them to their respective bones (like how bread is attached to hand bone). So then all you would need is a single dismembered mesh and separately attach the parts if they weren't the part that was dismembered. But this is just theory.
Expression : SG Function : CRender::model_CreateParticles File : D:\prog_repository\sources\trunk\Layers\xrRenderPC_R3\r3.cpp Line : 538 Description : Particle effect or group doesn't exist Arguments : monsters\polter_black_hidden wot do this is with pripyat reborn
Same thing as Alun said a few pages back when someone else had the same crash
[QUOTE=alundaio;44532535]You could replace the visual of the stalker with a dismembered body and spawn separately the dismembered parts. In Soc/CS you can change visual mesh using packet utils. In Cop you can do it with a function. You could probably make it seemless if you spawn the parts at the proper bone positions. If the 'gibs' objects were the attachable class you would be able to attach them to their respective bones (like how bread is attached to hand bone). So then all you would need is a single dismembered mesh and separately attach the parts if they weren't the part that was dismembered. But this is just theory.[/QUOTE] Holy shit somebody do this please I'd even modify the model meshes and textures for it if someone did [sp] though I'd have to learn how to export/import stuff into stalker[/sp]
I think Swartz mod was going to include gibs, which probably means some Russian somewhere has already figured it out
I actually really like STALKER SoC's/CS's CG cutscenes. they are a lot better made than the ingame ones in all the games and make the story a little more interesting I think. They hired a company to do them right?
[QUOTE=Araknid;44532687]Expression : SG Function : CRender::model_CreateParticles File : D:\prog_repository\sources\trunk\Layers\xrRenderPC_R3\r3.cpp Line : 538 Description : Particle effect or group doesn't exist Arguments : monsters\polter_black_hidden wot do this is with pripyat reborn[/QUOTE] You must have missed the patch a few days ago. There is a new one being authed as we speak [url]http://www.epicstalker.com/Downloads/CoPR_1.14.6_PATCH.zip[/url] But I'm not sure it save compatible with 1.14.3. Either way download the patch and put what is in the ADDON FIXES directory and put it in your gamedata. The OWR 2 addon was using old squad_descr.ltx from Pripyat Reborn 1.14. Now if you don't want to start a new game, then only copy that over. Otherwise if you don't care to start a new game just copy the entire patch over and stop reading. To fix your current game there is a workaround to remove poltergeists: 1. Take the gamedata/scripts/axr_main.script from the patch. Put it in your gamedata. 2. Find and Uncomment --create_delayed_event(0,"remove_poltergeists",60,remove_poltergeists) 3. Start and run your game. Play a little bit and then save, remove line. Then play as you wish.
Any ideas about my new one that popped up? [QUOTE]FATAL ERROR [error]Expression : !m_error_code [error]Function : raii_guard::~raii_guard [error]File : D:\prog_repository\sources\trunk\xrServerEntities\script_storage.cpp [error]Line : 748 state_mgr.script:272: C stack overflow lua stack: [ 9|-1] (no value): [ 8|-2] (string): `C stack overflow' [ 7|-3] (string): `st' [ 6|-4] (userdata): userdata (FEB99930) [ 5|-5] (function): function (FC2DAA90) [ 4|-6] (nil): nil [ 3|-7] (nil): nil [ 2|-8] (nil): nil [ 1|-9] (userdata): userdata (FEB99930) stack trace: 0023:69737365 D3DCompiler_43.dll [/QUOTE] Would taking what's in the ADDON FIXES folder help this too, or nah?
[QUOTE=Bloodshot12;44532982]Any ideas about my new one that popped up? Would taking what's in the ADDON FIXES folder help this too, or nah?[/QUOTE] Try the new patch. But backup your current gamedata\scripts folder in case it's not save compatible, but it should be.
[QUOTE=Bloodshot12;44531850][t]http://i4.minus.com/ibmPZxBqwomKoU.jpg[/t] I know this is a small thing but way too many modern games omit this. When you don't have a gore system a satisfying way to show enemy deaths are bullet decals on bodies. It's just an overlay but it makes it feel like your weapon is doing so much more damage. I always find it weird when you shoot someone in a game and there's blood behind/underneath them but not on them.[/QUOTE] I fail to see how they plan to do this. From what I recall from playing with the DDS files and the UV Maps on the models. Most of the textures are mirrored. IE Left half and right half. Unless they plan to do it via a different method other than textures or Decals.
[QUOTE=Jamie1992GSC;44533291]I fail to see how they plan to do this. From what I recall from playing with the DDS files and the UV Maps on the models. Most of the textures are mirrored. IE Left half and right half. Unless they plan to do it via a different method other than textures or Decals.[/QUOTE] I don't think that adding the blood marks is going to be such a pain in the ass since GSC already did it before and they'll be able to port it easily enough, well, I think they should be able to. [t]http://i.imgur.com/6aZcv02.jpg[/t] [t]http://i.imgur.com/eozpVRr.jpg[/t]
I need a new stalker game in my life.
[QUOTE=Bloodshot12;44531089]I feel like SoC's music sounds like it was made with a much better library of samples than CoP's was, at least for the tracks that aren't ambient CoP's action tracks especially feel this way, though I don't turn on dynamic music so I never hear that. Then again, I know some of CoP's music is cut stuff from SoC so maybe that's why the ambient tracks sound better.[/QUOTE] I feel like CoP's ambiance was pretty terrible, it lacks all the character of SoC's level themes. Every area feels distinct because they have their own unique tracks but in CoP all three maps sound mostly the same. Yantar has the best soundtrack of them all, of course.
[QUOTE=GTbrawlers;44533372]I need a new stalker game in my life.[/QUOTE] Lost Alpha is around the corner. Wait patiently.
Is Lost Alpha for a fully updated SoC? I think it was 1.0007 or something.
[QUOTE=Covalency;44533925]Is Lost Alpha for a fully updated SoC? I think it was 1.0007 or something.[/QUOTE] Lost Alpha is standalone.
[QUOTE=Jamie1992GSC;44533932]Lost Alpha is standalone.[/QUOTE] Oh. How pleasant. I'm glad I don't have to find my hard copy of SoC around here somewhere.
[QUOTE=Jamie1992GSC;44533932]Lost Alpha is standalone.[/QUOTE]So it might end up being the base for other mods then, right?
Yes.
[QUOTE=alundaio;44532535]You could replace the visual of the stalker with a dismembered body and spawn separately the dismembered parts. In Soc/CS you can change visual mesh using packet utils. In Cop you can do it with a function. You could probably make it seemless if you spawn the parts at the proper bone positions. If the 'gibs' objects were the attachable class you would be able to attach them to their respective bones (like how bread is attached to hand bone). So then all you would need is a single dismembered mesh and separately attach the parts if they weren't the part that was dismembered. But this is just theory.[/QUOTE] Can this please be a thing now? Gore and stuff would add a bit more grit to the STALKER world. I feel like it would fit in rather well with the world and gameplay.
[QUOTE=Daemon White;44534497]Gore and stuff would add a bit more grit to the STALKER world.[/QUOTE] Imo detached limbs make games looks more cartoony than they actually make it look "real". [QUOTE=LoNer1;44534540]Soldiers of Fortune anyone? lol.[/QUOTE] Yeah, Soldier of Fortune games were pretty good in modeling this, but even the more "realistic" gore of Soldier of Fortune 2 was in my opinion more befitting of a Rambo videogame than much anything else. Then SoF : Payback was just absolutely throwing itself into silly territory, you could shoot a person in the head with a pistol and it would completely pop off like if you had shot a balloon full of red paint.
[QUOTE=Muukkis;44534514]Imo detached limbs make games looks more cartoony than they actually make it look "real".[/QUOTE] Soldiers of Fortune anyone? lol.
I wouldn't mind seeing something like arms or legs getting blown off by explosives, but anything more than that would probably be ridiculous.
[QUOTE=Muukkis;44534514]Imo detached limbs make games looks more cartoony than they actually make it look "real".[/QUOTE]Depends on the amount of force required to remove them tbh.
[QUOTE=Muukkis;44534514]Imo detached limbs make games looks more cartoony than they actually make it look "real".[/QUOTE] Depends on how it's done. It's pretty damn satisfying to crack somebodies head off with a perfectly cooked grenade or tear their arm off with a high powered sniper rifle. In the least sociopathic way I can put it, that is. It just makes it feel much more powerful. As long it's not like Fallout New Vegas where shooting someone with a pistol blows all their limbs off.
[QUOTE=LoNer1;44534540]Soldiers of Fortune anyone? lol.[/QUOTE] I loved that game. But I was thinking like CoD: World at War. Decaps and dismemberment. You need a really powerful weapon before you can tear something off.
if you want an example of a game where dismemberment feels powerful play red orchestra 1 or 2 it's pretty gruesome to see some soldier with both their legs blown off by a grenade writing on the ground screaming in pain
[QUOTE=Zezibesh;44535246]if you want an example of a game where dismemberment feels powerful play red orchestra 1 or 2 it's pretty gruesome to see some soldier with both their legs blown off by a grenade writing on the ground screaming in pain[/QUOTE] Feels better in RO1, but I enjoy the screaming in RO2 which makes it feel like a real battle. [video=youtube;57mICfWeAVg]http://www.youtube.com/watch?v=57mICfWeAVg#t=124[/video] Skip to 2:04
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