S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=Beacon;45252394]nice work! interesting choice to use the CoP levels in those locations, but to each their own! loving the amount of smart terrains, nice job[/QUOTE]
The place of the COP maps on the SOC/CS global map are chosen by the map geometry.
In Jupiter, you can see the Ferris wheel in the distance at the eastern side of the map. SOC Pripyat have the actual Ferris wheel, so Jupiter have to be west from SOC Pripyat.
Same with COP Pripyat, the Ferris wheel is in the distance at the western (north-western) side of the map, so COP Pripyat have to be east (south-east) from SOC Pripyat.
Zaton is north from Jupiter in vanilla COP global map, so it was chosen to link Jupiter and the Chernobyl NPP.
Jupiter underground is an underground link below SOC Pripyat, to link Jupiter and COP Pripyat, so i could say it's Pripyat underground too.
So all 3 stalker games maps are merged into one game world.
Honestly, GSC played so fast and loose with level and world layout across the three games that it's unavoidable that any merged map comes out looking a bit funny. Still, you guys seem to have been pretty diligent in making sure that everything lines up reasonably logically and neatly.
[QUOTE=RobberBaron;45252517]The place of the COP maps on the SOC/CS global map are chosen by the map geometry.
In Jupiter, you can see the Ferris wheel in the distance at the eastern side of the map. SOC Pripyat have the actual Ferris wheel, so Jupiter have to be west from SOC Pripyat.
Same with COP Pripyat, the Ferris wheel is in the distance at the western (north-western) side of the map, so COP Pripyat have to be east (south-east) from SOC Pripyat.
Zaton is north from Jupiter in vanilla COP global map, so it was chosen to link Jupiter and the Chernobyl NPP.
Jupiter underground is an underground link below SOC Pripyat, to link Jupiter and COP Pripyat, so i could say it's Pripyat underground too.
So all 3 stalker games maps are merged into one game world.[/QUOTE]
yeah I understand that, but as Etc. said, GSC designed the maps so badly that the levels don't really work together haha
[QUOTE=Etcetera;45252509][GAME NAME]\gamedata\textures\ui\ui_icon_equipment.dds
You'll need plugins to open it - search for .dds plugins for whatever editor or viewer you're using.[/QUOTE]
Thanks, I have .dds plugins and all already. Just needed to know the exact location to save me the time to find them :3 Thanks a bunch!
Why would you even want to use SoC and CoP Pripyat maps at the same time? They're not their respective halves of the city, it just so happens that the SoC map was a gigantic piece of shit that was completely scrapped and replaced with the one from CoP. If you want a genuinely good Pripyat map, finish the Western side of the CoP map using the assets from both maps as well as what the world map shows of it.
As for Zaton and Jupiter, while Jupiter fits to-scale between Limansk and Pripyat Zaton has an issue where it's located in the absolutely nearest proximity to the CNPP, and it's location cuts off the original roadway connecting the Plant and Pripyat in SoC/CS. That can be fixed by moving the CNPP further up North in order to allow room for Zaton to exist without the question of why the Monolith isn't swarming it doesn't get brought up.
[QUOTE=Beacon;45252559]yeah I understand that, but as Etc. said, GSC designed the maps so badly that the levels don't really work together haha[/QUOTE]
Yep, but i can't fulfill everyone's wish. Maybe you would like to see a new global map, made from scratch and maps with modified geometry to fit better to each other?
This global map is just my vision of the Zone. Modders who use CoC as a resource, can modify this global map as they wish.
Pripyat's place is evident. How would look like Jupiter with Ferris wheel in the distance on any the other part of the global map? It would be pretty bad.
Only Zaton could be elsewhere, but all other places on our global map are occupied, the big empty place in the north from Dark Valley is reserved for Borovos's Vehicle Graveyard, it has to be around Garbage, somewhere in the edge of the Zone.
I liked the Zone as a whole, when i walked through Jupiter and Zaton to the CNPP, it wasn't weird. The Zaton - Stancia level changer is near the sawmill, where plenty of zombied squads are roaming. If i would make an extended SOC storyline with these maps, i would spawn a big deadly psy-zone in the north part of Zaton, with more zombied dude, and it would explain why the road is closed to NPP.
[editline]30th June 2014[/editline]
[QUOTE=croguy;45252620]Why would you even want to use SoC and CoP Pripyat maps at the same time? They're not their respective halves of the city, it just so happens that the SoC map was a gigantic piece of shit that was completely scrapped and replaced with the one from CoP. If you want a genuinely good Pripyat map, finish the Western side of the CoP map using the assets from both maps as well as what the world map shows of it.
As for Zaton and Jupiter, while Jupiter fits to-scale between Limansk and Pripyat Zaton has an issue where it's located in the absolutely nearest proximity to the CNPP, and it's location cuts off the original roadway connecting the Plant and Pripyat in SoC/CS. That can be fixed by moving the CNPP further up North in order to allow room for Zaton to exist without the question of why the Monolith isn't swarming it doesn't get brought up.[/QUOTE]
Yeah, maybe once someone will unify COP and SOC Pripyat with fixed map geometry, but i don't want to wait another years to make it happen. It can happen later, maybe, now accept it as a temporary solution. Merging and extending SOC and COP Pripyat is not the easiest thing in the world, we would need more modelers. Currently only Borovos is capable doing it in the team, but he said merging Pripyats would take an eternity for him. We have only so much time for modding, what our real life allows for us.
Spawning Monolith squads on the north part of Zaton is just some ltx editing, i see no problems with it.
[QUOTE=alundaio;45251049]map[/QUOTE]
Oh man, I'm really stoked to play in Dead City with CoP-style A-Life. Or in fact, any kind of A-Life that isn't just a simple "spawn into place, then stand around doing nothing forever".
[QUOTE=RobberBaron;45252651]Yep, but i can't fulfill everyone's wish. Maybe you would like to see a new global map, made from scratch and maps with modified geometry to fit better to each other?
[/QUOTE]
We were doing exactly this for Redux 2.0 when we had a mind to use many of the SoC/CS maps. We even made a new world map that looked brilliant, if I do say so! But like you say, it takes too much time.
[editline]30th June 2014[/editline]
also, guess whooooo
[t]https://scontent-a-fra.xx.fbcdn.net/hphotos-xfp1/t1.0-9/10422244_706959232691787_620935547154643163_n.jpg[/t]
[QUOTE=ThaOneDon;45251634]look for textures that have "arm", "perchatka", "perchatko" in their name in textures/act folder, if its in gamedata.db*
file you might have to unpack it with socpup[/QUOTE]
Does anyone know the config file which combines the armor with specific "arms hud"? I've tried and tried to search for the file, but I can't find it.
it's in each armour's section in outfit.ltx afaik
So I got a package this morning with a mysterious note on it.
[t]http://puu.sh/9QMXK/f4e2ca37c7.jpg[/t]
(No idea why its rotated in thumbnail, its not when you open it in a new tab)
I had no idea I ordered anything in such a small package.
Opened it up and finally remember I ordered this sweet patch.
[t]http://puu.sh/9QMZp/b7d3e400e4.jpg[/t]
[QUOTE=Beacon;45254132]it's in each armour's section in outfit.ltx afaik[/QUOTE]
Yes I know that (I think). But in outfit.ltx is only this:
player_hud_section = actor_hud_01
And I'd like to know how can I link that specific actor_hud to a specific act_arm texture file. That way I could give all armors a unique textures if I could just link them all to different files.
oh, use agent ransack to search for actor_hud_01 and you'll find the file, I can't remember it off the top of my head
dynamics\weapons\wpn_hand\wpn_hand_01, in case you didn't find it yet. AgentRansack's a wonderful tool.
[QUOTE=Etcetera;45254709]dynamics\weapons\wpn_hand\wpn_hand_01, in case you didn't find it yet. AgentRansack's a wonderful tool.[/QUOTE]
Yup just found the same. Though it seems linking the armors will take a while >_>
Also can I just mess with the ogf files in Notepad +?
Meanwhile in [B]GUNSLINGER[/B].
[video=youtube;IxUAi4LjN6E]http://www.youtube.com/watch?v=IxUAi4LjN6E[/video]
[QUOTE=Judqment8;45254827]Yup just found the same. Though it seems linking the armors will take a while >_>
Also can I just mess with the ogf files in Notepad +?[/QUOTE]
As I understand, you need to open up the .ogf with a hex editor, and replace the referenced texture with another texture with a [I]name the same character length[/I] (anyone who knows better feel free to come correct me).
Alternatively, if you're in for the long haul, you can change the texture assigned to a model by opening the model in Maya (with the X-Ray plug-ins) and editing the file path that way.
Besides finally getting a P90 in the games that doesn't look or animate like ass, I [I]really[/I] adore the fact that you can [B]actually see the cartridges in the mag depleting through the see-through mag[/B].
Imagine CoC with gunslinger ...
My CoC gets rock hard thinking about it.
dat P90
now i really wonder if they did/plan to implement that with the G36 and Sig552 since that would be cool as heck
where to cop gunsligner mod?!?!?!
if it's not out, when will it be out? It's just the type of mod I've been looking for.
[QUOTE=myng;45257216]where to cop gunsligner mod?!?!?!
if it's not out, when will it be out? It's just the type of mod I've been looking for.[/QUOTE]
Take your time. It's still a WIP.
As I remember it was planned for this year but "when it's done..." seems to be more accurate.
[QUOTE=TheKingofBees;45257103]with the G36 and Sig552 since that would be cool as heck[/QUOTE]
I'm pretty sure they would, since some of their earlier vids showed mag checking, where a pistol's magazine would show on the model (well, player hud_view)how many rounds there were left in the magazine, so it would be likely that it's consistent across all guns that have the capacity of somehow determining the number of cartridges left in the magazine via visual glance.
[editline]herp[/editline]
The mag checking was an idle animation, not something you can invoke at will, but it showed the correct number of rounds in the magazine regardless.
[B]Frozen Zone[/B] update.
[t]http://i.minus.com/i314pE71VAieY.jpg[/t][t]http://i.minus.com/iCVbXrHzborLE.jpg[/t]
Don't mind 13fps - it's a common fps drop while making a screenshots with FRAPS.
So Areal have removed a lot of the Pre Alpha style stuff. And are now denying it's existence. This is beyond pathetic.
[media]http://www.youtube.com/watch?v=GAIACRwQCkk&feature=youtu.be[/media]
jesus christ
I need a sneeki breeki patch. Does he have any for sale on ebay?
so apparently gsc never officially supported areal
[url]http://www.pcgamer.com/2014/06/30/official-stalker-facebook-page-retracts-support-for-areal-kickstarter/[/url]
i guess someone hacked the stalker fb page?
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