S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=Ghost101;45055946]So how much has been done to mod LA then so far, Don? You seem in the know for that kind of stuff. Do we have any major changes, or just tweaks and fixes so far?[/QUOTE]
There are no major mods only parts of the game are modded and tiny mods everywhere. There are things like MiseryLA and similar ones that convert graphics/sound but no total conversions. (all made by Nod33Eset)
Go generic: ThaOneMod
[QUOTE=alundaio;45056174]Go generic: ThaOneMod[/QUOTE]
LOL thats actually good
My suggestion is name the mod exactly what it does, so you can tell what it does just by reading the name. That also makes it much more memorable.
[QUOTE=K1ngo64;45056903]My suggestion is name the mod exactly what it does, so you can tell what it does just by reading the name. That also makes it much more memorable.[/QUOTE]
Well then it would Textures Effects Audio Gameplay and Bugfixes Collection by ThaOneDon. Kinda long but..... ok.
T.E.A.B by ThaOneDon
name it TEABAG
Textures, Effects, Audio, Bugfixes and Gameplay.
Even though survarium plays like some weird russian call of duty, it at least looks the part of a stalker game.
[QUOTE=Falchion;45058919]name it TEABAG
Textures, Effects, Audio, Bugfixes and Gameplay.[/QUOTE]
Double attention towards the audio? :v:
(and)
[QUOTE=Lizzrd;45059226]Even though survarium plays like some weird russian call of duty, it at least looks the part of a stalker game.[/QUOTE]
Jagged edges and sexy volumetric sunrays?
[QUOTE=Daemon White;45059434]Jagged edges and sexy volumetric sunrays?[/QUOTE]
Something in that direction.
It just looks... right.
All it needs now is for vostok games to add the freeplay...
[QUOTE=Doom14;45047285]nofun.jpg
Tired of Toxx popping up any time someone says they'll do anything big in the future. Who gives a fuck.
That aside, is there any ETA on the new OSGE or Call of Chernobyl?[/QUOTE]
I may have heard a rumor that OGSE is working towards a release this month.
ok its still going to be SLAM Project, this just too much :zoid:
Hey, in case this hasn't been posted yet, a store run by /k/ users is having a [URL="http://www.kommandostore.com/stalker-sale.html"]stalker-themed sale[/URL], they have faction patches and shit. Good shipping rates, too.
[IMG]http://i.imgur.com/FBFbZg8.png[/IMG]
[QUOTE=evil_twin;45052714]Oooh I like the way you think. Do you have ideas for any interesting artifact effects? Because its a shame how artifacts can only do things like +2 bulletproof or whatever. 45 new artifacts just means 45 slightly different ways of altering your stats. Of course you can use postprocess effects or sounds to help differentiate between them. (Except... artifact activation, mwuahahaha.)[/QUOTE]
[QUOTE=evil_twin;45052714]Any chance of new anomalies? It would be awesome if activating your new artifacts could create a new type of anomaly. (Even if it was spawned from one of the ordinary existing anomalies.)[/QUOTE]
I explained what I was gonna do with them a [I]loooot[/I] of pages back :v: I'll wrap it up:
-Found the text-
[URL]http://pastebin.com/MmzLyYFJ[/URL]
[URL]http://pastebin.com/xCvDNmPa[/URL]
I was going to randomize artefacts and anomalies completely and redesign them as well. There's no 'specific' set of artefacts or anomalies anymore. Sure, there will be weak, normal and strong variants, but each variant will have:
- It's own name,
- Stats,
- Effects
And optionally;
- Sounds,
- Spawns
There's no set table of what 3 variants of artefacts spawn in what anomaly. Don't be looking for fireballs in the Burner anomaly because chances are you won't find it there. What I in essence want with the artefacts is simple; Emphasize their presence in the game and especially their randomness and thus rarity.
Also, I am at a certain point going to do it. An artefact-unique activation system. Yes. 45 new activations. But, I've not yet found the motivation to do this, while I have it set up already.
I've also made the implementation of new artefacts very handy. I cut the important stuff out of the artefact.ltx. I left the base stats in there and created separate files per artifact 'tree' (based on rarity and value) so you'll have the files "artefacts_rare.ltx", "artefacts_common.ltx" and "artefacts_unique.ltx". You may ask why there's a 'unique' file when I claim to have made 45 unique ones? Well, I'll -hopefully soon- showcase [I]why[/I].
I'll expand on this later :v:
[QUOTE=evil_twin;45052714]Or if some could be used directly as weapons, rather than bombs that spawn anomalies. Hold a crystal in your hand and shoot out fire or lightning or a cloud of darkness or something. Or create an anomaly in the distance wherever you are pointing, rather than at your feet.
Of course, those ideas are rather moving away from the 'vanilla' part of the Vanilla+ mod... but the thought of 45 new artifacts gets me too excited about the possibilities for me to care about that. ;)[/QUOTE]
Engine limitations ... they're tingling in my neck :'(
Also ... [B]GUNSLINGER[/B]
[video=youtube;u3Q0vCPSeSA]http://www.youtube.com/watch?v=u3Q0vCPSeSA[/video]
[t]http://4put.ru/pictures/max/927/2849771.jpg[/t]
My merge :(
[QUOTE=LoNer1;45073746]I explained what I was gonna do with them a [I]loooot[/I] of pages back :v: I'll wrap it up:
-Found the text-
[URL]http://pastebin.com/MmzLyYFJ[/URL]
[URL]http://pastebin.com/xCvDNmPa[/URL]
I was going to randomize artefacts and anomalies completely and redesign them as well. There's no 'specific' set of artefacts or anomalies anymore. Sure, there will be weak, normal and strong variants, but each variant will have:
- It's own name,
- Stats,
- Effects
And optionally;
- Sounds,
- Spawns
There's no set table of what 3 variants of artefacts spawn in what anomaly. Don't be looking for fireballs in the Burner anomaly because chances are you won't find it there. What I in essence want with the artefacts is simple; Emphasize their presence in the game and especially their randomness and thus rarity.
Also, I am at a certain point going to do it. An artefact-unique activation system. Yes. 45 new activations. But, I've not yet found the motivation to do this, while I have it set up already.
I've also made the implementation of new artefacts very handy. I cut the important stuff out of the artefact.ltx. I left the base stats in there and created separate files per artifact 'tree' (based on rarity and value) so you'll have the files "artefacts_rare.ltx", "artefacts_common.ltx" and "artefacts_unique.ltx". You may ask why there's a 'unique' file when I claim to have made 45 unique ones? Well, I'll -hopefully soon- showcase [I]why[/I].
I'll expand on this later :v:([/QUOTE]
Clever stuff! And I read through the text you put on pastebin, I love lots of those ideas. :)
Though I'm not sure about artifacts needing to be activated by scientists. It makes sense, logically speaking, but one of the nice things about anomaly activation is it gives artifacts a use other than simply selling them. So in the normal game you might go "meh, I won't bother picking that up, it's not a very useful artifact and I've already got plenty of money", but with anomaly activation it is worth it because you can use it as a sort of bomb/grenade. So you don't want to have too much hassle where you need to take artifacts to scientists to make them useful.
Of course, what would be great is if you could take them to scientists to make them more useful. As you say, stuff like merging artifacts or creating new artifacts. Or an artifact that can be activated to make an anomaly and yet be re-used. (If this isn't possible, than make the anomaly always spawn another copy of the artifact.)
[QUOTE=LoNer1;45073746]
Engine limitations ... they're tingling in my neck :'([/QUOTE]
I once heard someone mention about a mod that added laser guns and robots (which were apparently going to be in the old designs for the game). What did the lasers look like?
I'm thinking it might be possible to do a laser gun weapon that looks like an artifact you hold in your hand? Don't have to worry about artifact activation or whatever, just have it be an ordinary gun with an unusual weapon model. (Assuming it is possible to have a weapon be spawned by anomaly, instead of an artifact.)
this how soldier proper enter zone exclusion
[IMG]http://37.media.tumblr.com/bcd1524ceb445f763caf6a661e4801ef/tumblr_mw08jhf8Ik1sg08cqo1_500.jpg[/IMG]
[QUOTE=Rofl_copter;45077100]this how soldier proper enter zone exclusion
[IMG]http://37.media.tumblr.com/bcd1524ceb445f763caf6a661e4801ef/tumblr_mw08jhf8Ik1sg08cqo1_500.jpg[/IMG][/QUOTE]
"I remember when radiation affected me. Those were the days."
[t]http://media.moddb.com/images/mods/1/13/12990/Untitled-1.2.jpg[/t]
More LURK stuff :v
Man I always love seeing your stuff.
[QUOTE=LoNer1;45075100]Also ... [B]GUNSLINGER[/B]
[t]http://4put.ru/pictures/max/927/2849771.jpg[/t]
My merge :([/QUOTE]
Awww yes, now I can go Jack O'Neill on these bitches.
[QUOTE=Thomo_UK;45077991]Awww yes, now I can go Jack O'Neill on these bitches.[/QUOTE]
oh god
stargate/stalker crossover mod pls
[QUOTE=Pops;45078553]oh god
stargate/stalker crossover mod pls[/QUOTE]
My GF and I were just rewatching SG-1
Wow, for a beta in the Q1 timeline of development, I actually like Survarium quite a lot. The Nugget just feels so satisfying and the game looks good.
Also from a sound design standpoint, it actually sounds pretty nice, aside from the sounds for the PPSH which I think are unfinished/are a placeholder.
[QUOTE=mecaguy03;45079153]Wow, for a beta in the Q1 timeline of development, I actually like Survarium quite a lot. The Nugget just feels so satisfying and the game looks good.
Also from a sound design standpoint, it actually sounds pretty nice, aside from the sounds for the PPSH which I think are unfinished/are a placeholder.[/QUOTE]
the entire sound ambiance in survarium is just amazing, and some of the weapon sounds are DICE-level
[QUOTE=millenia3d;45077485][t]http://media.moddb.com/images/mods/1/13/12990/Untitled-1.2.jpg[/t]
More LURK stuff :v[/QUOTE]
hey mill, have you tried out the new quixel suite stuff?
[QUOTE=Beacon;45081232]hey mill, have you tried out the new quixel suite stuff?[/QUOTE]
Yeah I actually used it for a base here, it's really good. I did a ton of super quick hand painting on top to break it up and add more wear shapes to make it more natural and less procedural :D
Only took an hour and a half altogether! (I did spend 2-3 hours making the presets the other night, though)
[QUOTE=millenia3d;45077485][t]http://media.moddb.com/images/mods/1/13/12990/Untitled-1.2.jpg[/t]
More LURK stuff :v[/QUOTE]
Are you gonna make a Cz.58 for Lurk as well?
(Please say yes, it's such a sweet looking AK-clone)
Sorry, you need to Log In to post a reply to this thread.