S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=Gray Altoid;44682155]Okay, I've made great progress in my merge efforts. Most of the changes are fairly simple and since I know I'm going to be merging atmosfear and absolute nature onto redux (because I can't install redux into a dummy folder), I'm able to mostly just insert the ltx/xml/script differences into atmosfear's.
I've ran into a problem though. Of the 16 conflicting files, 5 of them are crazy complicated each in their own right. I've only barely managed cracking surge_manager.script, but most of the ui stuff is completely different, and I don't know what/if atmosfear and absolute nature change things in them
The ones I'm having the most trouble with are ui_actor_hint_wnd.xml, maingame.xml, maingame_16.xml, and ui_custom_msgs.xml[/QUOTE]
Update: managed to piece together that all of these 4 xml files' differences are just caused by different sorting and ordering, and redux is the only one that has any changes.
Now I just have to tackle surge_manager.script, a 750+ line file, full of differences that aren't arbitrary in the slightest.
So in Lost Alpha, where's the best place to store items? I already found two stashes around the bar I could use. I have no idea if they'll despawn or not in the stashes. Is there some sort of container like in SoC?
Someone on the GSC forums made a rebalance mod for LA ([url]http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=2&thm_id=22444&sec_id=19[/url]) Not sure I agree with everything they changed, though.
- Increased power of all bullets by 10-25%
- Added "Scientic Bandage" which heals you (little bit) aswell as stops bleeding
- Changed some descriptions of food/drink items
- Food now also replenish your power
- Ordinary bandages no longer heals you
- Decreased prices of artifacts by 40-60%
- Completely changed monsters' items, decreased prices
- Medkits heal less
- Increased damage of hand grenades
- Enemies have worse weapons than before, means that you will not find good weapons so early
- Enemies have less ammunition when you loot their bodies
- Complete money (trading) overhaul - increased prices of buying items from traders, decreased prices of selling items to traders
- Decreased battery duration by 30%
- Fixed bug with P90 in secret stash, where game would crashed, because there is no P90 in the game yet
- Changed loot of all secret stashes (mostly less items)
- Increased weight of sleeping bag from 0.5kg to 1.5kg
- Changed weights of food items, so they are more diverse
- Enemies no longer have special ammunition (armor piercing etc.), but normal one
- Slightly decreased chimera's immunity to bullets
- Barman and bandit trader now have a small chance to have small amount of .44 ammunition (used in revolvers) for sale
- All bullets have now smaller impact power, which means enemies will not fly away when u kill them, they will rather just fall down or fly away just slightly (if killed with shotgun or strong weapon)
- Enemies now have a chance to drop new types of food and drink items (vodkas, beers, cans etc.)
- Weapons are now balanced in terms of damage, accuracy and effective range
- No zoom when aiming through ironsights
___________________________________________________________
Traders' prices may not be balanced so far, if needed I can re-work them. I aimed for generally less cash through your gameplay, so you can't just buy everything soon etc.
Install instructions in ReadMe file.
Download: [url]http://www.mediafire.com/download/ka84wap8bdnt8z4/Patch.rar[/url]
[B]Stronger[/B] bullets?
I would've expected making them weaker considering how quickly things go down.
Also when the hell is this coming
[video=youtube;f-X5l2_3hcU]http://www.youtube.com/watch?v=f-X5l2_3hcU[/video]
These weapons need to go into LA god damnit
I can't stand how he throws perfectly good magazines away.
[QUOTE=Beacon;44679311]Just finally arrived at the Bar in LA. Such a weird convoluted route through the new level, it's refreshing! Especially tricky to find my way in considering it's night-time. If I were a level designer in Dezowave I'd have put up some signs, it would make more sense I think.
[editline]29th April 2014[/editline]
According to Dez, some levels in LA are pushing the engine limits so hard that even adding one more prop makes the level unable to compile. Compared to SoC's level maxes of 1 million polygons, LA levels can be more like 4 million.[/QUOTE]
I thought 1 million polygons is roughly what can be rendered on screen? It's probably much higher for the level in total.
[QUOTE=Ap0c;44682326]So in Lost Alpha, where's the best place to store items? I already found two stashes around the bar I could use. I have no idea if they'll despawn or not in the stashes. Is there some sort of container like in SoC?[/QUOTE]
There's backpacks around the bar that you can use easily, and there's a container in the bar itself under a table. AI appears to be vanilla (yet some how acts even a tad more daft) so they wont loot it.
Who was the guy that wanted to make the changing suit texture mod for LA?
the model pack uses Csky hands so it's doable now.
Also
[t]http://cloud-3.steampowered.com/ugc/597035495639875927/3B1CAB3B1935FE4B8A75553D5C8F69845AEE1330/[/t]
marked one is not held back by the laws of physics
[QUOTE=Jazer;44682568]I thought 1 million polygons is roughly what can be rendered on screen? It's probably much higher for the level in total.[/QUOTE]
The largest GSC map is Marsh with 4.6 million faces.
Borovos tested an original map in SoC that had 7 million faces and in cop 14 million faces.
[quote="Borovos"]You're right. It's around 3-4 million for vanilla level.
You could create a level with more poly count, but you need to add a lot of Hom object to improve the scene stability.
Now, my trucks cemetery is around 14 million faces and 6 million vertex.
Ofc, i switched it to CoP Engine for more stability. For Soc, i only tested level with around 7 million faces.
It's good, but i have a problem (two bad models with invalid faces) that created visual artefact in Dx10-11 render.
When you increase the geometry count, you increase the time for compilation and the risk of error during compilation.[/quote]
God fucking dammit.
What supplies do I need to take to the Duty guys the the Rostok factory? I think I dropped something and now I can't finish it.
[QUOTE=Tureis;44682608]There's backpacks around the bar that you can use easily, and there's a container in the bar itself under a table. AI appears to be vanilla (yet some how acts even a tad more daft) so they wont loot it.[/QUOTE]
Ah excellent! I figured that would be the case; however, I thought I'd check before putting anything in there. These bandit Grozas are too valuable to simply drop on the ground!
[QUOTE=Ap0c;44682718]Ah excellent! I figured that would be the case; however, I thought I'd check before putting anything in there. These bandit Grozas are too valuable to simply drop on the ground![/QUOTE]
Try looking for Stalkers with 5000 RU to sell them to. You could've also sold stuff to the Monolith while you were neutral with them.
Anyways I just made it to Dead City [sp] Doctor's VA and new character bugs me to no end [/sp]
[QUOTE=Gray Altoid;44682259]Update: managed to piece together that all of these 4 xml files' differences are just caused by different sorting and ordering, and redux is the only one that has any changes.
Now I just have to tackle surge_manager.script, a 750+ line file, full of differences that aren't arbitrary in the slightest.[/QUOTE]
I thought i had gotten everything lined up, nope. Ctd on launch.
[code]
FATAL ERROR
[error]Expression : fatal error
[error]Function : CInifile::Load
[error]File : D:\prog_repository\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 274
[error]Description : <no expression>
[error]Arguments : Duplicate section 'indoor' found.
stack trace:
[/code]
Guess I'll just delete gamedata in frustration and cry myself to sleep.
[QUOTE=Tureis;44682744]Try looking for Stalkers with 5000 RU to sell them to. You could've also sold stuff to the Monolith while you were neutral with them.
[/QUOTE]
It actually turned out that I had only one Groza for some reason and I wanted to keep it anyway. Finding a 9x39mm weapon this early in the game is pretty convenient because I don't have to go searching for one later in the game.
Also on another note, with all of these locations being different, I'm constantly on my toes whenever I'm searching through buildings. Especially the factory above X18. It doesn't help that the AI either doesn't notice me from five feet away or spots me way before I do. I think it's the inconsistency that keeps me on edge, which really isn't a good thing.
[QUOTE=Ap0c;44683135]It actually turned out that I had only one Groza for some reason and I wanted to keep it anyway. Finding a 9x39mm weapon this early in the game is pretty convenient because I don't have to go searching for one later in the game.
Also on another note, with all of these locations being different, I'm constantly on my toes whenever I'm searching through buildings. Especially the factory above X18. It doesn't help that the AI either doesn't notice me from five feet away or spots me way before I do. I think it's the inconsistency that keeps me on edge, which really isn't a good thing.[/QUOTE]
I've noticed that as well. I got so used to having to out-think them that when they just don't react to things and do nothing it throws me off and I'll end up getting shot in the back by a bandit that just "activated" after 2 minutes of shooting and clearing a building.
I'd suggest you guys get the AI tweak mod at the GSC forums.
Sneaking in the dark no longer really works but the AI is back to their challenging selves, about to enter X18 right now and fighting through the [sp]leftover monolith[/sp] is now pretty challenging unlike before i got it.
[QUOTE=Ghost101;44682427]
- Enemies have less ammunition when you loot their bodies
[/QUOTE]
That's pretty meaningless. Considering how you can already loot like 5-6 rounds from inventory, you still can just take their weapon and unload it, getting full mag almost every time. And considering you should pick up everything that lies on the ground and store it in a corpse anyway (because Xray is gonna be Xray, excessive shit lying around kills the crab), making corpses drop 1 round won't prevent you from having hundreds of 5,45 by leaving Agroprom.
Not that there's any better way to make player conserve ammo. Interesting question in and of itself actually, is it even at all possible to make ammo rare in stalker games?
I'd imagine you could if you limit the amount of enemies that use certain types of guns, though that'll gimp the AI too.
[QUOTE=gudman;44683204]That's pretty meaningless. Considering how you can already loot like 5-6 rounds from inventory, you still can just take their weapon and unload it, getting full mag almost every time. And considering you should pick up everything that lies on the ground and store it in a corpse anyway (because Xray is gonna be Xray, excessive shit lying around kills the crab), making corpses drop 1 round won't prevent you from having hundreds of 5,45 by leaving Agroprom.
Not that there's any better way to make player conserve ammo. Interesting question in and of itself actually, is it even at all possible to make ammo rare in stalker games?[/QUOTE]
I think after a certain point you can't. I'm so used to conserving ammo now that I end up with a ton no matter the difficulty, no matter the mod. Even with Misery or Redux at their hardest I have plenty of ammo after a little time has passed. You just get used to picking your shots and scavenging for ammo at every opportunity.
i'm stuck at the rostok factory - i have no idea how to get to lab x-14. do i have to get through that poisonous gas to find a key or something ?
You can just throw away or stash the excess gear for some other time. I'd rather not want to get caught with a handful of bullets in a meat grinder due to a system that doesn't let me collect bullets.
holy shit who the fuck moved the x18 entrance here what the hell
[QUOTE=Bloodshot12;44683406]holy shit who the fuck moved the x18 entrance here what the hell[/QUOTE]
It was there in the original build of the factory, but I recall you could jump through the anomaly hole in the main building.
Come to think of it, a lot of underground entrances are really obvius bar for the MCC in SoC and X-8 in CoP.
give me monies and I will make AI Tweaks for L.A.
I like how I opened the stash, gave Wolf back his key, and somehow I still have this fucking wagon key
[QUOTE=Combineguy;44683589]I like how I opened the stash, gave Wolf back his key, and somehow I still have this fucking wagon key[/QUOTE]
Even Wolf didn't want to bother trying to find it again. Can you spoiler link where it is?
[QUOTE=Ghost101;44683622]Even Wolf didn't want to bother trying to find it again. Can you spoiler link where it is?[/QUOTE][sp]It's in the Cordon underground, the stash itself is a trailer off the northern Garbage duty checkpoint[/sp]
[QUOTE=gudman;44683204]That's pretty meaningless. Considering how you can already loot like 5-6 rounds from inventory, you still can just take their weapon and unload it, getting full mag almost every time. And considering you should pick up everything that lies on the ground and store it in a corpse anyway (because Xray is gonna be Xray, excessive shit lying around kills the crab), making corpses drop 1 round won't prevent you from having hundreds of 5,45 by leaving Agroprom.
Not that there's any better way to make player conserve ammo. Interesting question in and of itself actually, is it even at all possible to make ammo rare in stalker games?[/QUOTE]
Making ammo rare always breaks immersion for me. Every enemy magically only having like three rounds just gets bizarre and annoying.
Ammo can be made heavy, which is a proper limitation. It also balances a lot of weapons and allows for a greater disparity in damage values. Like anything chambered in 7.62x54R is going to hit like a truck, but weigh a crapton. Likewise 9x18 doesn't score high on the lethality meter, but weighs very little.
holy fuck where is the x-18 computer password
I got all the docs but I can't find jack when it comes to this password
[QUOTE=GunFox;44683642]Making ammo rare always breaks immersion for me. Every enemy magically only having like three rounds just gets bizarre and annoying.
Ammo can be made heavy, which is a proper limitation. It also balances a lot of weapons and allows for a greater disparity in damage values. Like anything chambered in 7.62x54R is going to hit like a truck, but weigh a crapton. Likewise 9x18 doesn't score high on the lethality meter, but weighs very little.[/QUOTE]
LA's belt system kind of helps, since it means you can't really have 800 rounds ready to go, so it's at least eliminating it all being instantly available.
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