S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=Dub!;44973490]JESUS CHRIST X18 IS HORRIFYING
LISTENING TO LOUD RAP MUSIC WHILE PLAYING THROUGH IT AND STILL SCARED
GOD NO[/QUOTE]I was in Agroprom in Lost Alpha listening to Straight Outta Compton and you just hear "CRAZY MOTHERFUCKER NAMED ICE CUBE" as a Burer bursts through the door in front of me like the Kool-Aid man and fucking kills me
[QUOTE=Combineguy;44973592]I was in Agroprom in Lost Alpha listening to Straight Outta Compton and you just hear "CRAZY MOTHERFUCKER NAMED ICE CUBE" as a Burer bursts through the door in front of me like the Kool-Aid man and fucking kills me[/QUOTE]
That's so great. This game is just wonderful.
[editline]1st June 2014[/editline]
OH MY GOD I ESCAPED X18 AND WHEN I WAS RUNNING TOWARDS THE REALLY BIG BRIDGE WITH THE TWO MILITARY, I JUST ZIG-ZAG RAN PASSED THEM AS THEY MISSED ALL THEIR SHOTS
I am so sorry for all caps but I can't express my joy in words right now. :dance:
[QUOTE=Dub!;44973490]JESUS CHRIST X18 IS HORRIFYING
LISTENING TO LOUD RAP MUSIC WHILE PLAYING THROUGH IT AND STILL SCARED
GOD NO[/QUOTE]
I'm in X18 right now and I have a Vintar
man what a bad choice of weaponry for this area, I keep about 20 fresh pairs of underwear on me
[editline]2nd June 2014[/editline]
So spooked I don't even want to play the game
[QUOTE=Jetpack Bear;44974858]I'm in X18 right now and I have a Vintar
man what a bad choice of weaponry for this area, I keep about 20 fresh pairs of underwear on me
[editline]2nd June 2014[/editline]
So spooked I don't even want to play the game[/QUOTE]
Listen to loud music
I think I broke my CoP savegames. I was switching gamedata folders between Misery and SGM; it worked for awhile but suddenly neither savegames are loading. I would leave the played mod as gamedata and switch the other one to something like gamedata_sgm or gamedata_misery. Is this a no-no in the first place, or did something else happen to mess it up?
I just make separate maps for mods that will take a long time to finish.
Copy your whole CoP directory, place gamedata MISERY in 1, SGM in the other, separate save path (through fsgame.ltx iirc) and just create an unique shortcut for both and voila!
At the height of my SoC playtime I had mod folders named like "game", "gamed", "gameda", "gamedat", "gamedata", and several other mod-named folders sitting inside my root folder, most of which I had no idea what were like.
Someone visited and took photos of the inspiration for [url=https://www.facebook.com/media/set/?set=a.483157241829483.1073741903.261404220671454&type=1]X-16[/url] - pretty cool!
[QUOTE=Beacon;44980697]Someone visited and took photos of the inspiration for [url=https://www.facebook.com/media/set/?set=a.483157241829483.1073741903.261404220671454&type=1]X-16[/url] - pretty cool![/QUOTE]
I dunno, the person just says he saw the crane and thought of X16, it doesn't say X16 was based on that place.
Still neat I guess :v
Man the amount of people who're asking a complete for LA is too much
[QUOTE=LoNer1;44981664]Man the amount of people who're asking a complete for LA is too much[/QUOTE]
Should be asking for LA Soup instead.
How can people genuinely enjoy Complete. It's just such a fucking garbage with zero interesting content and unfitting textures. Way too much shit to be a "Vanilla+", not enough shit to be considered interesting in its own right. What is there to enjoy.
[QUOTE=Beacon;44980697]Someone visited and took photos of the inspiration for [url=https://www.facebook.com/media/set/?set=a.483157241829483.1073741903.261404220671454&type=1]X-16[/url] - pretty cool![/QUOTE]
Looks more like 'generic factory area' in SoC to me. :v:
Yantar, Dark Valley, Rostok, and even the old Cordon ATP...
Survarium just got updated, still no freeplay but it has equipment based matchmaking now, so if you wanna go bareback mosins vodka only then sure, go right ahead.
[QUOTE=Ownederd;44981808]holy fuckin' olr 2.5[/QUOTE]
Damn, what is this OLR 2.5 you speak of?
[QUOTE=Daemonion;44981874]Damn, what is this OLR 2.5 you speak of?[/QUOTE]
[url=http://www.moddb.com/mods/oblivion-lost-remake]Oblivion Lost Remake[/url]
2.5 is still in development.
OGSE just posted an update regarding [B]description, system requirements and features.[/B]
Here, it's pretty damn long!
[url]http://www.moddb.com/mods/old-good-stalker-evolution/news/ogse-0693-announcement/#4641430[/url]
[editline]2nd June 2014[/editline]
[QUOTE]While working on the graphics components of the engine, we have added the following optimizations and features (shown only differences from the 0692 version):
Note: All this effects are don't require any DirectX 10 or DirectX 11 support by hardware, it's all simple old good DirectX 9.
- Shadow of the player (full dynamic shadows from all light sources, not fake ones as on the static render)
- Bloodmarks of the bullet hits on the bodies of humans and monsters.
- Ability to adjust the density and range of grass rendering.
- Ability to turn on shadows cast by grass.
- Antialiasing. Two types are available - FXAA (Fast Approximate AntiAliasing) and SMAA (Subpixel Morphological AntiAliasing), first is faster, second is higher quality, both can significantly improve the image quality.
- Correct shadows cast by trees and landscape from the sun, with a length corresponding to the actual angle of sunlight.
- Volumetric light rays onto the dust particles in the air (aka godrays), you can choose two types: from Crysis or from STALKER: Clear Sky. The second option seems more reliable, but also has a greater performance hit.
- Soft water edges - now the water at the edge of lakes and swamps does not look like rough plane.
- Soft particles - particle effects such as smoke, dust, fog, etc. now have no sharp edges that manifest themselves in particle interaction with the geometry of level.
- Soft shadow edges.
- Global illumination - a technology that allows the calculation of objects luminosity with account of their mutual shading and shadows from small geometry details. Creates a more plausible picture of lighting with penumbras. Two different algorithms are available, SSDO and HBAO.
- Improved surfaces detalization using the Steep parallax mapping algorithm. This algorithm uses ray tracing to calculate bumps instead of height maps, which gives a more realistic and qualitative effect.
- The effects of eyes focusing and the depth of the scene when aiming, reloading and looking at close and distant objects.
- Lamps glows (flares).
- Dirt on the lens.
- Raindrops on helmet or mask glass of the player.
- Dynamic puddles from the rain.
- Wet surfaces during rain.
- Volumetric lights for some lamps.
- Plausible reflection on the water and wet pavement.
- Volumetric fog.
- The increase in the sharpness of the image.
- Real collimator sights on the weapons, with self-luminous aiming mark visible in any light conditions.
- The effects of being under water (work in progress)
Improvements of the gaming platform and game engine (shown only the differences from version 0692):
- In scripting system we've implemented the unique debugging system for catching script binders deadlocks, which completely eliminates situations with a-life hanging and provides detailed information on the sequence of a module failures and calls in them, that allows us to quickly troubleshoot any problems.
- Liquidation of the original bug with armor bullet protection inoperability. Due to this bug in the original game armor did not give any ballistic protection at all, and even worse, with higher armor's bullet protection, more damage is dealt to the player from firearms.
- We've made entirely new, unique storage system for in-game data and variables, which provides virtually unlimited storage space that allows developers to not cross the limits when creating a lot of quests.
- Redesigned and improved system of widescreen support for game interface - no more stretching textures, UI elements, etc.
- Fixed original game CTDs with e_parent && e_entity error logs, when you kill an NPC in the process of reloading his weapon.
- Added an infrastructure to equip weapons with interchangeable scopes, underbarrel shotguns and other equipment. Unfortunately, we were not able to integrate appropriately such weapons of sane quality within a reasonable time in the game, but the entire system is fully available for use by developers of mod's additions.
- Huge refactoring and optimization of the script code (a critical places was completely rewritten), which resulted in even greater operating stability than in version 0.6.9.2.
- The engine is completely self-contained and DRM-free, but the original game files are still needed for the mod.
- The new system of quick and stored timers.
- Automatic connection of scripting modules with error handling.
- Introduced new handy tools for development and testing - the in-game debugging information collection system, the editor of shapes, etc.
- Completely reworked netpackets system, easy to use and secure.
- Fully corrected all the possible problems with the states manager that caused NPC to hang when changing behavioral patterns.
- All AI behavior schemes were modified, improved, and all possible conflicts between them were eliminated.
- Implemented unique armor effects, not working in the original game, such as wound healing, hemostasis, hunger, fatigue.
- Implemented exoskeletons worn over the armor, they can be put on almost any armor except scientific suits (air regeneration system on theirs back prevents this) and heavy military armor (too bulky).
- Fixed bug with incorrect change of protagonist's visual.
- Night vision goggles (NVG) are now wearable equipment and sold separately from the armor.
- Implemented the thermal imagery device.
- Implemented separate slots for all equipment (knife, detector, biosensors, helmet or mask, NVG).
- Advanced light sources, including outdoor lighting lamps and spotlights with the possibility of scripting control (on / off by schedule, etc.).
- Fixed original game's bug with impossibility to switch type of grenades you are holding.
- Fix original game's bug with NPCs falling in a state of panic, from which they can't get out (in situations of weapon loss for example).
- Interception of keyboard keys - now any Scripting action can be assigned to any key that allows you to conveniently control any appliances, devices and instruments. Widely used in our modification.
- Central unified convenient script spawn base.
- A new engine weather system randomizing weather cycles (still in progress).
- Revised weapons manager.
- Revised and fixed the NPCs danger reaction system, eliminated problems of the original game with oversized reaction to insignificant risk and self-scaring, followed by a prolonged search for the source of danger. Implemented a reaction to the discovery of friendly NPCs corpses.
And scripting and gameplay improvements (shown only the differences from version 0692):
- Added a lot of unique hand-made quests. Many new devices and items are used in these quests, including readable books, safes with rotating knob locks, appliances, jukebox, etc.
- Supplemented and extended storyline.
- Added guides to move quickly through already visited locations.
- Adapted module of offline a-life from AMK (optional and can be switched off) with generated news based on the offline events.
- Modified and improved the NPCs and companion outfit change scheme.
- Redesigned anomalies traversal algorithm using double restriction-scripted logic. Dynamic anomalies spawn system made to eliminate the anomalies on fixed routes of quest characters and in transition zones.
- Changed the sleep system, its interface and scripting part. You cannot sleep under the rain, you need to be in shelter. Sleeping in the open area in the absence of a friendly NPC or companion nearby may end fatally in an attack on a sleeping protagonist.
- Implemented the control system of population in the Zone, uncontrolled endless respawn is now impossible.
- Seriously modified cars, its physics, interface and interaction with them. Now it is necessary to refuel them, camera angles are corrected, the grass on the locations no longer passes through the car model, and not displayed in its interior. Also, you can ride in the car with a companion.
- Redesigned controlled APC, its control and guidance system. When riding on it with a companion he can help fire the guns, taking over the management and guidance of the shooting. It is also possible to sleep and wait for a blow-out to pass inside the APC.
- During the blow-out, all the electronics are shutting down, including night vision goggles and electronics of APC.
- Refined effects of monsters on protagonist.
- Made hand-held machine guns and portable machine gun turrets (you can take a stationary machine gun with you, install it and fire).
- New biosensors system no more requires user to wear on a belt decaying parts of corpses - all recognition patterns are now added by a firmware packages.
- Mini games with quest characters.
- New autodoc with graphical interface, and charging cartridges instead of using drugs from player's inventory.
- A new system of dynamic campfires, reacts the same way to the NPCs and to the protagonist.
- Implemented effects of critical hits for the main character - player can drop the weapon from the hands, can take heavy headshots etc. (this oprion can be disabled).
- The effects of burning of NPCs and monsters when you are using a flamethrower on them, new realistic flame effects for flamethrower, the usage of a flamethrower by the companion and NPCs.
- Revised slow treatment module and effects of addiction to the action of drugs, implemented new drugs.
- Improved system of shelters from the emission, an icon appears while you in the shelter.
- Redesigned minigun, its model, sounds, animation, etc. Pre-roll of barrels works now.
- Random awards for typical quests with the ability to choose your reward.
- Randomly filling stashes.
- A new revised blow-out (work in progress).
- Redesigned scheme of looting the bodies with new animations and comments on the death.
- New version of the "Companions" scheme - it's improved and carefully modified. With a companion, you can now easily and conveniently, without delay, move between locations, ride in the car, and there is a selector of weapon type implemented. Companions are now provided with improved scripting combat intelligence, and better fighting with experience grows.
- Improved the protagonist's zombied state.
- Improved camps scheme so now NPCs do not fight for a place near the fire, etc.
- New scripting combat AI to replace original AI - with maneuvering, different behaviors, using shelters and arranging ambushes. With the growing complexity proportional to the experience of NPCs.
Revised game world:
- All locations redesigned - we've corrected all of the remainder of the original unfinished geometry, added a new, expanded locations, equipped them with three-dimensional panoramas around (it creates the effect of an infinite world), completely redone AI-Net on the locations, corrected all the holes in it and its multiple overlays (sandwiches) in some places.
- Added new locations with the population and quests.
At this point in the development these parts of modification remain requiring finishing:
- Some quests
- Some additions of storyline
- The weather system (engine part)
- Wildlife on locations (will be made after the completion of quests)
- Balance of prices and assortments of traders
Development are continues, so stay tuned for news and updates. As soon as above features will be finished, we'll set a release date.[/QUOTE]
Oh man, oh man, I can't wait for their next dose of wizardry.
Seeing things in the list like this-
[QUOTE]- Made hand-held machine guns and portable machine gun turrets (you can take a stationary machine gun with you, install it and fire).[/QUOTE]
-and knowing it's a Stalker mod, just blows my mind.
OGSE is win. Makes my CoC work look inferior. I wish I was Russian.
Holy fucking shit. It will differ a lot from 0.6.9.2
It sounds like it's gonna be awesome! I can't wait!
I should install 0.6.9.2 again. I love the ability to actually survive PSI but you'll become a zombie. I tried fighting my way trough the bar. I almost made it.
There were corpses everywhere.
i don't get how OGSE is supposed to work with the steam version. I have 1.0005 but the game flat refuses to start and the launch game option is greyed out in the config tool.
[QUOTE=LoNer1;44982258]OGSE just posted an update regarding [B]description, system requirements and features.[/B]
Here, it's pretty damn long!
[url]http://www.moddb.com/mods/old-good-stalker-evolution/news/ogse-0693-announcement/#4641430[/url]
[editline]2nd June 2014[/editline][/QUOTE]
[quote]- Bloodmarks of the bullet hits on the bodies of humans and monsters.[/quote]
mein gott
[QUOTE=Beacon;44980697]Someone visited and took photos of the inspiration for [url=https://www.facebook.com/media/set/?set=a.483157241829483.1073741903.261404220671454&type=1]X-16[/url] - pretty cool![/QUOTE]
[t]https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-xpf1/t31.0-8/10382395_483158021829405_3714300151599367647_o.jpg[/t]
Sweet
I hate when games don't do that.
I just shot you in the face - I think I should be able to tell the difference visually between the guy I shot in the face and the guy I didn't shoot in the face aside from the fact that one is laying down.
I could have missed and he could have just decided to take a nap at that very moment
Soldier of Fortune 2 had one of the best gore systems for that. Pretty much any weapon you used had a different mark on the bodies. Shotgun or explosions? Huge chunks gone, or limbs missing. Knife or bladed object? Different kinds of cuts and slashes. Regular guns? Different sized bullet holes, etc. I always wished STALKER had a bit more gore to it, it'd fit in with how unforgiving, grim and brutal the Zone is supposed to be. You can see a little with certain anomalies, but other than that everything's pretty clean.
And is it just me, or do mutants only drag away/eat bodies in Shadow of Chernobyl? I could've sworn I've seen packs of dogs eating dead stalkers in it, but never in CS or CoP.
[t]https://scontent-a-cdg.xx.fbcdn.net/hphotos-xpa1/t1.0-9/10414497_692997764087934_4711567529259921359_n.jpg[/t]
Here's what our old pal Sergiy has been up to recently.
[QUOTE=Beacon;44986338][t]https://scontent-a-cdg.xx.fbcdn.net/hphotos-xpa1/t1.0-9/10414497_692997764087934_4711567529259921359_n.jpg[/t]
Here's what our old pal Sergiy has been up to recently.[/QUOTE]
what a cunt
I think we all agree on that
[editline]3rd June 2014[/editline]
OGSE updated the article with pics!
Updated render and effects ingame:
[t]http://media.moddb.com/images/articles/1/161/160109/auto/4034230.jpg[/t]
Soft particles:
[t]http://media.moddb.com/images/mods/1/20/19185/untitled.jpg[/t]
Improved AA:
[t]http://media.moddb.com/images/articles/1/161/160109/auto/3223950.jpg[/t]
Dynamic water puddles:
[t]http://media.moddb.com/images/articles/1/161/160109/auto/acb875f807.jpg[/t]
[t]http://media.moddb.com/images/articles/1/161/160109/auto/5194730.jpg[/t]
[video=youtube;k-1fLGkAPEU]http://www.youtube.com/watch?v=k-1fLGkAPEU[/video]
Lens Flare:
[video=youtube;vw9q-3KlBRk]http://www.youtube.com/watch?v=vw9q-3KlBRk[/video]
Wet surfaces during rain + reflections(!):
[t]http://media.moddb.com/images/mods/1/20/19185/reflections.png[/t]
[t]http://media.moddb.com/images/articles/1/161/160109/auto/5611866.jpg[/t]
Volumetric effects (fog and light)
[t]http://media.moddb.com/images/mods/1/20/19185/4900916.jpg[/t]
[t]http://media.moddb.com/images/mods/1/20/19185/ss_kd_10-03-13_22-46-58_l01_escape.jpg[/t]
[video=youtube;XtiqSLCFy4M]http://www.youtube.com/watch?v=XtiqSLCFy4M[/video]
[editline]3rd June 2014[/editline]
There's only 1 gripe ... [B]they removed the r1 render[/B]. So only beefy PC's will be able to play this :v:
Sorry, you need to Log In to post a reply to this thread.