S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=alundaio;44819420]Turns out we were mistaken about the cap on smart terrains. This can be fixed by altering the smart terrain mask. So we can add as many smarts as we want now. :)[/QUOTE]
Wait, what? So there is no hard-coded limit on smart terrains?
[QUOTE=alundaio;44819420]Turns out we were mistaken about the cap on smart terrains. This can be fixed by altering the smart terrain mask. So we can add as many smarts as we want now. :)[/QUOTE]
wooooooooo
So does this mean AI behaviour between levels will be massively improved in CoC? Will there be more jobs and etc for NPCs to utilize? More dynamic encounters?
[QUOTE=Lyokanthrope;44819629]So does this mean AI behaviour between levels will be massively improved in CoC? Will there be more jobs and etc for NPCs to utilize? More dynamic encounters?[/QUOTE]
Can someone give me a quick brief on what those "smart" terrains do, what are "gulags2 about, "jobs" etc etc?
I never understood all those terms
So I'm playing SGM. Just started, already rolling in the dough. Ranking up left and right, shooting bitches and mutants. Got sick guns and the best detector really quickly, too. I like how the world feels really alive, but it is a bit of a repetitive type of alive. The psi-storm stuff is cool though, had to clear out like 20 rookie stalker-zombies from the mill. Some Freedomers, prolly high as a kite, were helping me. They got like 2 zombies on the ground doing their toddler "I can't get up" thing and these 3 decked out Freedomers just spraying and spraying at the ground. I come over and shoot the zombies in the head and I don't even get a thanks. Luckily the Freedomer's intelligence stayed on the low end, as they were leaving the area they encountered another zombie that hadn't even pulled its gun. One of the dude lobs a grenade at it. Kills his fellow Freedomer and the zombie just walks around. I kill the zombie and get the idiot's stuff. Win win, kind of.
Did anyone ever figure out what particular flavour of Wizardry this was?
[video=youtube;DL2tO0z5dIs]http://www.youtube.com/watch?v=DL2tO0z5dIs[/video]
Is that supposed to be like the aiming in Red Orchestra 2? It looks a little weird. Always hated that firing noise on the Colt, too, sounds like balloons popping.
[QUOTE=Ghost101;44822356]Is that supposed to be like the aiming in Red Orchestra 2? It looks a little weird. Always hated that firing noise on the Colt, too, sounds like balloons popping.[/QUOTE]
nah i think its just youtubes shitty stabilization bullshit because you can see the minimap moving around aswell
[QUOTE=Araknid;44822389]nah i think its just youtubes shitty stabilization bullshit because you can see the minimap moving around aswell[/QUOTE]
Its youtubes nonsense.
I was more wondering if anyone ever found this weapon/animation pack for Misery - its supposedly on ModB somewhere, but I can't seem to find it : \
[QUOTE=Araknid;44822389]nah i think its just youtubes shitty stabilization bullshit because you can see the minimap moving around aswell[/QUOTE]I wonder if one could simulate freeaim by having a software screen that's bigger on the edges than the hardware screen, and then move it around as you move your mouse, or have it semi-stabilized.
[QUOTE=Lizzrd;44822570]I wonder if one could simulate freeaim by having a software screen that's bigger on the edges than the hardware screen, and then move it around as you move your mouse, or have it semi-stabilized.[/QUOTE]
I did, but on accident. I later removed it as well so I wouldn't know how I did it. See this vid:
@0:25 ... the flashlight looked like -some sort of- free aim effect. I later thought it was pretty neat :v:
[video=youtube;MyR56wg0Aq1]http://www.youtube.com/watch?v=MyR56wg0Aq1[/video]
[QUOTE=LoNer1;44822741]I did, but on accident. I later removed it as well so I wouldn't know how I did it. See this vid:
@0:25 ... the flashlight looked like -some sort of- free aim effect. I later thought it was pretty neat :v:
[video=youtube;MyR56wg0Aq1]http://www.youtube.com/watch?v=MyR56wg0Aq1[/video][/QUOTE]
Way too much bloom and contrast. Also the flashlight effect is caused by playing with your cam_inert setting.
oh god when you swung the view around at the start almost made me vomit haha
[QUOTE=K1ngo64;44822802]Way too much bloom and contrast. Also the flashlight effect is caused by playing with your cam_inert setting.[/QUOTE]
Ah, I see. Well, trust me, I'm no shader expert and I was only tweaking some files here and there, haha!
And yeah, the bloom was there because I like it like that, for some reason. It's all user dependent, though. The shaders on its own + vanilla STALKER are like this:
[t]http://media.moddb.com/images/mods/1/20/19369/ss_kevin_03-23-13_14-34-30_l01_escape.jpg[/t]
This with some few contrast tweaks
[t]http://media.moddb.com/images/mods/1/20/19369/ss_kevin_03-14-13_22-37-19_l01_escape.jpg[/t]
[QUOTE=Beacon;44822813]oh god when you swung the view around at the start almost made me vomit haha[/QUOTE]
Yeah, it's not recommended to do that if you're so easily getting nauseous. I just wanted to demonstrate the blur. With the help of some people I managed to get good looking motion-blur without performance hits.
[QUOTE=Lyokanthrope;44819629]So does this mean AI behaviour between levels will be massively improved in CoC? Will there be more jobs and etc for NPCs to utilize? More dynamic encounters?[/QUOTE]
Well, not much more then it is already. It just means we may at least [i]attempt[/i] to add CoP to CoC at a later time (Possibly after first CoC release) and end up with 395 smart terrains and cop full story. I'm curious to see how far we can push this and maintain stability.
Bolts are OP
[video=youtube;aHf2SPleqBE]http://www.youtube.com/watch?v=aHf2SPleqBE[/video]
[QUOTE=alundaio;44823981]Well, not much more then it is already. It just means we may at least [i]attempt[/i] to add CoP to CoC at a later time (Possibly after first CoC release) and end up with 395 smart terrains and cop full story. I'm curious to see how far we can push this and maintain stability.[/QUOTE]
So it still has an original story or is it Freeplay only until that happens?
[QUOTE=ThaOneDon;44825138]So it still has an original story or is it Freeplay only until that happens?[/QUOTE]
We haven't decided. It will take a lot of time to rip out COP story...this will be almost irreversible too. So anyone who wants to use CoC and wants COP main story will not be able to do it. All those configs files, logic, etc, are connected to the very existence of zaton, pripyat and jupiter. We will have to reuse all these logic files and remove all quest elements (ie. smart terrain logic, quest doors, space restrictor logic) Basically keep just the maps, waypoints, traders and guide.
In my opinion it's easier just to leave the story intact.
[QUOTE=alundaio;44825180]We haven't decided. It will take a lot of time to rip out COP story...this will be almost irreversible too. So anyone who wants to use CoC and wants COP main story will not be able to do it. All those configs files, logic, etc, are connected to the very existence of zaton, pripyat and jupiter. We will have to reuse all these logic files and remove all quest elements (ie. smart terrain logic, quest doors, space restrictor logic) Basically keep just the maps, waypoints, traders and guide.
In my opinion it's easier just to leave the story intact.[/QUOTE]
So the quests have to anyway take advantage of all the new features...
I think we cant just dump the whole piece, maybe break the quests into parts, like try adding back side-quests first and then move on to bigger ones once those are working/stable/bugfree?
Personally I'd prefer CoC just as a freeplay mod. There's virtually no freeplay mods without story for CoP and always being Major Degtaryev and having to jump through the hoops of the story to find the helicopters would, in my opinion, just get tedious as all hell and A-Life mods already seem to break the hell out of many CoP Vanilla's quests (like M.S.O, the increased A-Life in Pripyat just breaks the hell out of One Shot).
Not that I don't like CoP's story or quests, it's just that many of the quests that the Vanilla has, would require immense amounts of rebalancing to make them worth a damn for a player that has spent 15+ levels' worth of gearing up, getting upgrades and that sort of thing, it's just flat out and perfectly pointless as well as make setting the player up against the military at any point a ridiculous premise unless you also provided a story reason for it. Which means that 1 out of 4 possible hostile-on-sight factions for the player is out of the picture which contributes to either lack of hostile A-Life or lol, Monolith everywhere.
It's up to the modders to make the call of course, but if you're asking opinions then honestly, the story would end up just chaining the freeplay portion of the game for a relatively little return.
[QUOTE=ThaOneDon;44825254]So the quests have to anyway take advantage of all the new features...
I think we cant just dump the whole piece, maybe break the quests into parts, like try adding back side-quests first and then move on to bigger ones once those are working/stable/bugfree?[/QUOTE]
What do you mean? CoC script base is Pripyat Reborn. I've made it side-by-side with vanilla all through it's development. I even sometimes test script base on vanilla cop to ensure it works properly.
It's all or nothing. Either have the story and logic or take it all out. All those logic files, dialog, scripts exist in the build data for the objects on those 4 levels. You either use it or you blank it out with empty files.
If you add the maps and smarts you'll have to use the configs/scripts/smarts/ files unless you want to rename all the smart terrains and create new logic. You can either manually go through all the logic and disable quests you don't want or blank them all out and start over from scratch.
Is there a freeplay mod for CoP? Maybe that would be possible to use.
[editline]16th May 2014[/editline]
[QUOTE=Muukkis;44825315]Personally I'd prefer CoC just as a freeplay mod. There's virtually no freeplay mods without story for CoP and always being Major Degtaryev and having to jump through the hoops of the story to find the helicopters would, in my opinion, just get tedious as all hell and A-Life mods already seem to break the hell out of many CoP Vanilla's quests (like M.S.O, the increased A-Life in Pripyat just breaks the hell out of One Shot).
Not that I don't like CoP's story or quests, it's just that many of the quests that the Vanilla has, would require immense amounts of rebalancing to make them worth a damn for a player that has spent 15+ levels' worth of gearing up, getting upgrades and that sort of thing, it's just flat out and perfectly pointless as well as make setting the player up against the military at any point a ridiculous premise unless you also provided a story reason for it. Which means that 1 out of 4 possible hostile-on-sight factions for the player is out of the picture which contributes to either lack of hostile A-Life or lol, Monolith everywhere.
It's up to the modders to make the call of course, but if you're asking opinions then honestly, the story would end up just chaining the freeplay portion of the game for a relatively little return.[/QUOTE]
Of course. But the issue is time.
[QUOTE=alundaio;44825318]What do you mean? CoC script base is Pripyat Reborn. I've made it side-by-side with vanilla all through it's development. I even sometimes test script base on vanilla cop to ensure it works properly.
It's all or nothing. Either have the story and logic or take it all out. All those logic files, dialog, scripts exist in the build data for the objects on those 4 levels. You either use it or you blank it out with empty files.
If you add the maps and smarts you'll have to use the configs/scripts/smarts/ files unless you want to rename all the smart terrains and create new logic. You can either manually go through all the logic and disable quests you don't want or blank them all out and start over from scratch.
Is there a freeplay mod for CoP? Maybe that would be possible to use.
[editline]16th May 2014[/editline]
Of course. But the issue is time.[/QUOTE]
Main problem with adding COP story back in is Stability right?
So how about we try to identify as many changes that were in CoC that could possibly break the quests....
like AI moving out of boundaries or whatever
[QUOTE=ThaOneDon;44826750]Main problem with adding COP story back in is Stability right?
So how about we try to identify as many changes that were in CoC that could possibly break the quests....
like AI moving out of boundaries or whatever[/QUOTE]
The initial problem was not being able to have all 395 smarts. CoC was using 255.
I'm not sure what could break. I did remove level specific stuff but those are things that can be added back easily, like dialog, squad descriptions and text.
Man SGM got boring fast. Maybe the loot progression is too fast?
[QUOTE=WTF Nuke;44827927]Man SGM got boring fast. Maybe the loot progression is too fast?[/QUOTE]
It's not really that hard, either. So once you burn through a lot of the content as far as new gear goes, there's not much left to enjoy unfortunately.
[QUOTE=Ghost101;44827936]It's not really that hard, either. So once you burn through a lot of the content as far as new gear goes, there's not much left to enjoy unfortunately.[/QUOTE]
Which is why I went back to Misery. Even if the weapon animations make my eyes twitch.
Nearly to the CNPP in LA and I haven't found or seen a single GP-25 underbarrel grenade launcher. It's all I need to complete my loadout!
Managed to kill a pseudogiant in Misery. Pretty much wasted all of my grenades and my shotgun ammo on it, but it was worth it!
This is Cordon (1935) in CoP with some tweaks ... Have to say, looks [I]very[/I] nice
[t]http://media.moddb.com/images/members/2/1090/1089949/xrEngine_2014-05-14_20-53-50-61.png[/t]
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