• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
    21,541 replies, posted
[QUOTE=croguy;44894250]Are you running in DX10? Switch back to DX9.[/QUOTE] Shit, yeah I am. I got attached to using dx10 from the get go I forgot to try dx9. I'll see if that fixes it. [editline]24th May 2014[/editline] Yup, that fixed it. Cheers for that. Kinda hoping they fix the R3 renderer though. Those graphic features are damn good. I just wish steep parallax worked. Everything is so damn flat.
[QUOTE=Blaberry;44889747]Hi stalkers! Sad to have been gone for so long, things have been quite insane in the last half year or so, it's a whole lot of long stories... Decided to move to England and get a job last week, I'll be moving come next friday. When I've crashlanded in Britain the plan is to get the stalker repo up and running, like old times. You better be playing on WIZARD.[/QUOTE] welcome back! and welcome to the best country on the planet~~~ [editline]24th May 2014[/editline] (apart from glorious mother ukraine)
I should be able to install an Absolute Nature pack over Misery 2.1 to make it less brown right? I wanna try out this dark mode thing because it actually sounds pretty fun, but I don't really like everything being brown.
Fuck those invisible bloodsuckers in RMA mod, they're invisible all time. At least those kind of bloodsuckers doesn't spawn normally, only on the quests.
This article only makes me sad. [t]http://stalker.pl/wp-content/uploads/Glaeken/2014/05/nii_02.jpg[/t][t]http://stalker.pl/wp-content/uploads/Glaeken/2014/05/scientist_03.jpg[/t] [t]http://stalker.pl/wp-content/uploads/Glaeken/2014/05/bandit_01.jpg[/t][t]http://stalker.pl/wp-content/uploads/Glaeken/2014/05/scientist_04.jpg[/t] [url]http://stalker.pl/2014/05/24/projekt-stroi-frakcji-do-gry-stalker-2/[/url] [IMG]http://i.somethingawful.com/forumsystem/emoticons/emot-smith.gif[/IMG]
I just noticed the hammer and sickle tattoo on the bald bandit's dome, neat touch :v:
I am working on the implementation of an Idea I had into my mod; [I]Psychic effects from approaching an artefact in combination with silent whispering sounds that increase in volume if you approach it.[/I] This will only apply to certain artefacts. Would this be a cool thing to do? I want to give artefacts their own postprocess effects, as well as sounds. They'll in fact become independent anomalies which you can carry, instead of mere offsprings from a certain anomaly. [I](I took this idea from a science program is saw yesterday involving dwarf stars and how the eruption of a star may influence others around it in such a way that they can change nature (as in evolve into a black hole, or become a supernova and such).[/I] I also had the idea to add all my 45 new artefacts to each anomaly in the game (ofc. electra goes with electra, psychic ones with psychic anomalies etc.) and make the spawn probability slightly higher but equal for all artefacts? [B]Yes / No, and why?[/B]
Downloading some "plagins" for 3dsMax to export stuff into the SDK from a random Russian site, where the download button looks like this: [IMG]http://puu.sh/90tQK.jpg[/IMG] Wish me luck! :v: [editline]ii[/editline] Yeah, I think I better save this adventure for a day when I literally have nothing else to do.
[QUOTE=LoNer1;44903541]I am working on the implementation of an Idea I had into my mod; [I]Psychic effects from approaching an artefact in combination with silent whispering sounds that increase in volume if you approach it.[/I] This will only apply to certain artefacts.[/QUOTE] They should be having attributes similar to what the anomalies would have. Those spawned in burner anomalies should shoot flames out of themselves, the gravitational ones should visually warp the area around them and/or drag dust towards themselves, the electric ones should make an effect similar to a plasma ball etc. Of course, the purpose of such effects all depends on how you'll present the artifacts; While the SOC approach would make a lot of fancy particle effects on maps like Agroprom, it'd ultimately lead to making artifacts piss easy to find. CS-COP approach(maybe mixed with SOC approach for low-grade artifacts) would make a neater spawn effect, but the player wouldn't see the particles and the effects so much. However, as we're talking visual effects, did anyone bother tinkering with the radiation/psi effects? As you all know radiation makes your view washed out and grainy to simulate the effect it has on cameras, while psi-emissions warp your colors and create attacking hallucinations. Would it be possible to add more effects to the radiation vision, such as white streaks popping in and out? Sound and player effects for psi-emissions are also a must; A controller-like effect that gets stronger the more intense the emissions get could be pretty interesting. Hallucinations should also be tinkered with, perhaps to include more than transparent mutants running towards you. A manipulation of the Psy-Dog effect would be fairly neat to see applied to psi-emissions.
[QUOTE=croguy;44903620]They should be having attributes similar to what the anomalies would have. Those spawned in burner anomalies should shoot flames out of themselves, the gravitational ones should visually warp the area around them and/or drag dust towards themselves, the electric ones should make an effect similar to a plasma ball etc. Of course, the purpose of such effects all depends on how you'll present the artifacts; While the SOC approach would make a lot of fancy particle effects on maps like Agroprom, it'd ultimately lead to making artifacts piss easy to find. CS-COP approach(maybe mixed with SOC approach for low-grade artifacts) would make a neater spawn effect, but the player wouldn't see the particles and the effects so much. However, as we're talking visual effects, did anyone bother tinkering with the radiation/psi effects? As you all know radiation makes your view washed out and grainy to simulate the effect it has on cameras, while psi-emissions warp your colors and create attacking hallucinations. Would it be possible to add more effects to the radiation vision, such as white streaks popping in and out? Sound and player effects for psi-emissions are also a must; A controller-like effect that gets stronger the more intense the emissions get could be pretty interesting. Hallucinations should also be tinkered with, perhaps to include more than transparent mutants running towards you. A manipulation of the Psy-Dog effect would be fairly neat to see applied to psi-emissions.[/QUOTE] These are all very valid and cool ideas. One thing, the warping of space / shooting out flames [I]can[/I] be done, but only to a certain amount. You can't actually warp solid objects in real time in Xray, not without heavy modifications to the engine. I don't even know what engine nowadays is capable of such things :v: For the flames, it's possible but I can't bind 'real' anomaly properties to them I guess (like, coming close will burn you), which is unfortunate. I'd have to change the class of the artefacts to anomaly, which can be done, but then you'd be unable to equip the artefact because the class doesn't correspondent with the engine code making it an equip-able item. Might have to look into some stuff scripting wise before this will be made true :v:
[QUOTE=rikimaru6811;44900620]This article only makes me sad. *Pictures* [url]http://stalker.pl/2014/05/24/projekt-stroi-frakcji-do-gry-stalker-2/[/url] [IMG]http://i.somethingawful.com/forumsystem/emoticons/emot-smith.gif[/IMG][/QUOTE] The art style of what is basically the bandit faction in Survarium is pretty much identical to the bandits in those stalker 2 concept art pics. To be honest a lot of the stuff that is in the beta, art style wise is very much like the stalker 2 concepts. Another random tidbit from the beta is a lot of the stalker trees and pipework are now Survarium trees/pipework :)
[QUOTE=kittykaty;44904050]The art style of what is basically the bandit faction in Survarium is pretty much identical to the bandits in those stalker 2 concept art pics. To be honest a lot of the stuff that is in the beta, art style wise is very much like the stalker 2 concepts. Another random tidbit from the beta is a lot of the stalker trees and pipework are now Survarium trees/pipework :)[/QUOTE] They did the same thing in Metro. A lot of random industrial tech is lifted from SoC. I also recall seeing pictures of a tan-and-blue rookie. You know, the most common found ones. He even had a radiation symbol on the belt of his jeans. [editline]25th May 2014[/editline] [QUOTE=LoNer1;44903756]These are all very valid and cool ideas. One thing, the warping of space / shooting out flames [I]can[/I] be done, but only to a certain amount. You can't actually warp solid objects in real time in Xray, not without heavy modifications to the engine. I don't even know what engine nowadays is capable of such things :v: For the flames, it's possible but I can't bind 'real' anomaly properties to them I guess (like, coming close will burn you), which is unfortunate. I'd have to change the class of the artefacts to anomaly, which can be done, but then you'd be unable to equip the artefact because the class doesn't correspondent with the engine code making it an equip-able item. Might have to look into some stuff scripting wise before this will be made true :v:[/QUOTE] I thought of the warp effect to look more like this: [IMG]http://www.thenakedscientists.com/HTML/uploads/RTEmagicC_750px-Black_Hole_Milkyway.jpg.jpg[/IMG] Speaking of which, weren't you going to add me on skype so I can funnel all those anomalies I wrote up at you? :v:
[QUOTE=Lyokanthrope;44889926]Good luck friend! [editline]23rd May 2014[/editline] OGSE 0.6.9.3 [/QUOTE] Fuck the detector, that minimap! If only the dots were static until the sweeper passes over them again, or maybe something like the HB sensor in MW2 where it gets all blurry and hard to tell where it is if you look around.
[QUOTE=croguy;44904073]They did the same thing in Metro. A lot of random industrial tech is lifted from SoC. I also recall seeing pictures of a tan-and-blue rookie. You know, the most common found ones. He even had a radiation symbol on the belt of his jeans. [editline]25th May 2014[/editline] I thought of the warp effect to look more like this: [IMG]http://www.thenakedscientists.com/HTML/uploads/RTEmagicC_750px-Black_Hole_Milkyway.jpg.jpg[/IMG] Speaking of which, weren't you going to add me on skype so I can funnel all those anomalies I wrote up at you? :v:[/QUOTE] You're totally right, I was going to, but I ended up leaving home for a couple of days to spend some time with my girl. I'll add you now
So I tried installing Autumn Aurora 2, and now STALKER crashes on launch. I get this error from xray: [code]XR_3DA.exe caused BREAKPOINT in module "C:\Program Files (x86)\Steam\steamapps\common\STALKER Shadow of Chernobyl\bin\xrCore.dll" at 0023:0082CC85, xrDebug::backend()+165 byte(s)[/code] Anybody know what I can do to get this working? Or if not how about a better/different graphics mod
[QUOTE=HybridTheroy;44905507]So I tried installing Autumn Aurora 2, and now STALKER crashes on launch. I get this error from xray: Anybody know what I can do to get this working? Or if not how about a better/different graphics mod[/QUOTE] Are you sure you're using 1.0006 patch?
[QUOTE=exostalker;44905810]Are you sure you're using 1.0006 patch?[/QUOTE] So the worldwide version of the patch says I have [us] version and cant use [worldwide] patch US patch says I have [] version and need to use [en] version halp D:
Okay, I never asked for permission so I'm not really going to release this besides this post, here's the [URL="http://www.realitymod.com/"]Project Reality[/URL] shooting sounds for Lost Alpha. This includes all rifles, pistols, shotguns, the knife, rpg, and hand grenades. Also included are the "whiz" sounds as bullets go over your head as they were too damn loud. Some notes: The Bulldog 6 (revolving grenade launcher) uses the Toz34 sound by default...why? I don't know. And a few weapons share sounds because I didn't want to edit the config files, just the sounds folder you can drop in. [URL]http://www.mediafire.com/download/6v2n6wcwiip52f8/PRSoundsforLA.rar[/URL]
[QUOTE=croguy;44904073][IMG]http://www.thenakedscientists.com/HTML/uploads/RTEmagicC_750px-Black_Hole_Milkyway.jpg.jpg[/IMG] [/QUOTE] [i]We in Corcosa now, boy.[/i]
[QUOTE=Pops;44906081][i]We in Corcosa now, boy.[/i][/QUOTE] Off topic but fuck, what a show. Also, for LA if I want to play it with the new patches do I need to go through both patches or can I just get the newest one? I ask because I got the first patch before they fixed it so I'm not sure how to proceed.
Ugh, the combat is just absolutely brutal in Misery 2.0 I just get jumped on by something or get shot at and in 2 seconds im dead. I feel like im just powerless to stop this too, its not like hiding behind cover can do much because if i peek out the chances are is that i'll get shot straight in the head.
[QUOTE=KennyAwsum;44906400]Ugh, the combat is just absolutely brutal in Misery 2.0 I just get jumped on by something or get shot at and in 2 seconds im dead. I feel like im just powerless to stop this too, its not like hiding behind cover can do much because if i peek out the chances are is that i'll get shot straight in the head.[/QUOTE] Weird, I never had a problem with combat in Misery up until the last part. Just get your hands on a Colt and get the right ammo. You're all set. With 4-3 chest shots anything goes down. And the hydra rounds are a bonus agaisnt mutants.
Holy giant flying purple ocotpi. I'm playing through Missourree 2.1 after finally getting it to produce decent frames on Dx10 with sun shadow (mobile gpu) - and I just retrieved the stash from the crevasse in Zaton - when I emerged triumphantly from the snork den - to find silent hill had decided to immigrate to Ukraine. With almost no ammo left, I literally screamed when a boar tore past me missing me by inches. I finnished him off easily enough, but moments later a pseudodog tore out of the fog - utterly terrifed, I tripped over the road railing, but managed to get a lucky hipfire headshot on it. No sooner had the thought "[I]great, all I need now is a bloodsucker[/I]" - passed through my head - when I heard the familiar panting, and literally screaming I spent the next 3 minutes frantically pounding at the keyboard, trying desperatley to keep the railing between me and two of the horrid things. [img_thumb]http://cloud-4.steampowered.com/ugc/3263168371798711856/C36ED381B63B3DEF9B1712EC5303C3D893F1201E/[/img_thumb] Somehow I'm still alive, but my god could I do with a nice warm hot chocolate, and something a little less likely to cause heart failure.
[QUOTE=HybridTheroy;44906013]So the worldwide version of the patch says I have [us] version and cant use [worldwide] patch US patch says I have [] version and need to use [en] version halp D:[/QUOTE] I'm not too sure, I'm sorry, I don't have ANY experience with steam and stalker, I just don't have it on there :rolleyes: [editline]25th May 2014[/editline] [QUOTE=WTF Nuke;44906368] Also, for LA if I want to play it with the new patches do I need to go through both patches or can I just get the newest one? I ask because I got the first patch before they fixed it so I'm not sure how to proceed.[/QUOTE] Just get the newest patch, if you're talking about the 1st one, get the fixed one
Anyone got LURK animations for SHoC 1.0005/6, or do the ones for AMK work fine?
[QUOTE=exostalker;44905810]Are you sure you're using 1.0006 patch?[/QUOTE] I've installed the patch and still get the same error after reinstalling most of the AA2 content (including thanatos touch, excluding the ENB) I've disabled the steam overlay as well like the warning says and even tried renaming the 2 d3dx9 files in the bin but to no avail
So, i'm playing RMA for SHoC, and i need to give away mercenaries documents, to who i can give it to? I also need to find out about Vasili's fate(That dead guy in dead city), any help?
I spent about 2 hours piling up bodies and this is the aftermath of the attack on Freedom's base [t]http://cloud-4.steampowered.com/ugc/3280056870409421596/165D266AAEF297044B4EDEA8282BC4A4AA4769FB/[/t] Left pile is Duty bodies, relatively small, right pile is Freedom bodies, because it's their fucking base of course they'll have a lot of guys there
[QUOTE=Pops;44906081][i]We in Corcosa now, boy.[/i][/QUOTE] imagine a STALKER miniseries by Nick Pizzolatto [editline]26th May[/editline] [I]chimeras will come... ...and drag away your bones[/I]
Does anyone know where I can find the personalized weapon in SGM 2.0? I'm playing Geonosiz and have searched the Cement Factory top to bottom, no luck.
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