S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=Beacon;45338724]I was already in it, but I haven't tried it yet as yeah, I'm not really interested in all honesty, not 'till the freeplay[/QUOTE]One of the reasons I play a shitton now is that when freeplay releases, I won't really have all too much free time.
[editline]10th July 2014[/editline]
[QUOTE=LoNer1;45342090]Indeed, I heard it's a nice shooter and all, but STALKER-wise it lacks in a whole spectrum of areas.[/QUOTE]Stalker wise it has good firefights and very pretty maps, but right now it's not a wander'n'shoot like stalker, it's just a straight up regular shooter, even if a good one.
It also has some sweet guns according to [url=http://www.imfdb.org/wiki/Survarium]imfdb[/url]
[QUOTE=Jamie1992GSC;45344845]In a sense yes.
When I first read the interview I had assumed it was just a general goal, to attain the sort of player-base numbers as Call of Duty and have some sort of similar factors between the two. In a sense that it would merely be a influence for ideas rather than a basis for what they thought the game should be. As such. I lost much interest in Survarium but retained some hope in the idea that it wouldn't BECOME Call of Duty so to speak. Sadly however, upon playing I came to realise that it had indeed BECOME Call of Duty, except it just looks different.
It's a large blow simply because of the people whom made it and the background they came from. And how it was supposed to become a variant of STALKER or at-least a similar game to which you could relate too. I find that Survarium has one last chance to redeem itself (In my eyes and in many eyes of old STALKER players as an example) A lot of people I'm sure are very happy with what Survarium currently is, in relation to the current state of where it is in the development process.
At-least to me anyway I find Survarium lacking and disappointing with no real redeeming, or interesting features or mechanics to it's game-play that separate it apart from the hundreds of other shooters that are currently out. I'm not very good at portraying my point as I've had quite a large amount of Alcohol and as such my cognitive ability is somewhat inhibited.[/QUOTE]Gamemode is everything though, just look at CS (deathmatch vs tournament play), or even ArmA for that matter.
Does anyone know who the artist is behind the Misery main menu music?
Does anybody have any challenges for beating the games? I remember beating redogs without shooting everyting and with no armor.
[QUOTE=Tinter;45347558]I remember beating redogs without shooting everyting and with no armor.[/QUOTE]
By this you mean you were the only survivor and everyone else got bad endings? (Well maybe you got Cardan's good ending)
Technically I got to the end of the game, therefore beating it.
Play Clear Sky on Master, shotguns and grenades only[sp]plus, the E1M1 rifle of course, otherwise the game would be unbeatable[/sp]. You're allowed to edit the sawn-off to fit into the pistol slot.
[editline]herp[/editline]
[QUOTE=Tinter;45347824]It's the only stalker that usually ever crashes for me.[/QUOTE]
What a shame, have you tried the latest SRP ? It fixed quite a number of Clear Sky bugs for me.
Just beating Clear Sky is a challenge in itself. It's the only stalker that usually ever crashes for me.
[QUOTE=Drakortha;45347317]Does anyone know who the artist is behind the Misery main menu music?[/QUOTE]
IIRC from 2.1; David Levy, I am not sure though.
I'm reserving all judgement of Suvarium for when the Free-Roam components come out. I couldnt care about the PvP.
[editline]10th July 2014[/editline]
that being said, I am looking forward to the freeroam coming out. The gunplay looks solid and I'm excited to try out the freeroam, I just have no interest in the PvP front
Another detector/pistol anim update
[video=youtube;w6UDiI2-9z8]http://www.youtube.com/watch?v=w6UDiI2-9z8[/video]
*drools* Do want!
I can watch that reload way more times than the funniest vine i've ever seen
I decided to try the Call of Pripyat with Directx9 again since it loads so much faster and stutters less. What do I miss when you compare Dx9 to Dx11? First thing I see is the worse AA, but then it kinda looks samey...
wait, CoP has AA?
None of the AA methods in stalker are worth it. External AA forced by drivers is the way to go
[QUOTE=Lizzrd;45346132]Gamemode is everything though, just look at CS (deathmatch vs tournament play), or even ArmA for that matter.[/QUOTE]
I understand that to many people it's a perfectly acceptable and well made multiplayer mode or game. My viewpoint was merely from the stance of a very big STALKER fan. And a cynic of the gaming industry as it stands these days due to the fact that I just feel like the gaming industry has taken a horrible fucking dive recently and how games just aren't as good or moral as they used to be.
[editline]10th July 2014[/editline]
By Moral I mean the choices in regards to decisions and such made by the people who make games.
FWIW it's showing tendencies towards older MPFPSes, with no spotting system and friendly fire always on.
[QUOTE=Bloodshot12;45349254]Another detector/pistol anim update
[video=youtube;w6UDiI2-9z8]http://www.youtube.com/watch?v=w6UDiI2-9z8[/video][/QUOTE]
Wow, I am extremely impressed with the tactical reload (retaining a mag that still has good rounds in it by indexing it between your fingers). I don't think I've ever seen that in a game before. That kind of attention to detail makes me happy. I recall BF4 had similar detail put into shotgun reload animations.
Can someone familiar with animation explain to me in simple terms how someone like Gunslinger makes animations of such high quality? Is mo-cap needed or is it just very strict creation of the animation frame-by-frame? Does he also have to make a detailed rig for it? I also notice that there are a lot of script-based elements that really flesh it out (firing the gun when it is empty triggers a certain animation, walking triggers another, etc).
I've wondered that myself. It's very fluid, so I'm not sure if he's doing something special to animate it or just being really meticulous.
My information may be out of date but last I heard, the developer had gone outwith the engines limitations. He's written his own animation framework using something odd like Pascal? I think? Please correct me if I'm wrong.
It shows an incredible amount of devotion to the project though.
Edit- Delphi! As far as I remember, he's written an animation framework using Delphi.
Animation is generally done frame by frame excluding auto key. Which as a whole isn't as reliable as frame by frame unless it's for a certain motion of movement that doesn't require finesse but only a certain amount of keys made to lengthen an animation, preferably between states.
IE Moving an arm from one place to another with only a certain direction and minimal rotation or separate joint movement at a time.
However animation for reloads is best done frame by frame or with tiny increments done in auto key for point to point and then with overlapping key frames for separate joints (Fingers etc) A lot of it is entirely dependent upon the person animating and the workflow that they themselves find the best and most suited to the way they learnt or if they stick to conventional methods of animation taught in a wide spread manner. (Industry standard routes of animation)
Mo-cap is an entirely different ball game so to speak and requires precise equipment to get such clean and fluid animations with detail such as Gunslinger. Not to say a low tech version can be made to imitate motion capture, but for the detail created in those I'd assume the person in question either has access to some good equipment or just has a seriously good attention span and a good eye for detail in regards to the animation process itself.
[QUOTE=Fuxed;45354153]My information may be out of date but last I heard, the developer had gone outwith the engines limitations. He's written his own animation framework using something odd like Pascal? I think? Please correct me if I'm wrong.
It shows an incredible amount of devotion to the project though.
Edit- Delphi! As far as I remember, he's written an animation framework using Delphi.[/QUOTE]
Delphi? Never heard of it - what is it? How does one add a sophisticated animation framework to the engine without the source code, or am I missing something? Sounds really interesting amd something I may need to look into...
[QUOTE=Daemonion;45354724]Delphi? Never heard of it - what is it? How does one add a sophisticated animation framework to the engine without the source code, or am I missing something? Sounds really interesting amd something I may need to look into...[/QUOTE]
This is going to be a hard one to explain. First, off the bat, I don't know if it's a complete animation framework or just a set of helpers, I presume at the least that there's a shitload of helpers and hooks in there though.
Delphi is an evolution of the Pascal language, which is where I was getting confused. I'm a bit hazy on the specifics, I do Ada by trade. It's based on Object Pascal as far as I can tell, so, similar type rules. Also has some kind of crazy form based IDE. As far as the language goes, I really don't know and it's too late at night for me to bother looking it up.
All I know for sure and this is going by an old post by jketiynu, the guy who did Swartz Mod, is that Sin! has his own set of engine extensions compiled to a DLL written in Delphi that gets hooked into the game which allows for the various permutations and variations in the animations. You definitely don't need the source code to hook in a library like that. It's some intense stuff to do on a closed-box like a game engine though. This isn't a language specific thing, just to make it clear but if that's new information to you, it's going to be a long time before you're doing anything close to Sins! work.
Wolf explained to me on Skype, altho I can't quite remember how things exactly worked.
They (Sin! and wolf) both use the delphi plugin library(?) to enable a whole new array of animations for different actions in the game. For example: The bullets jamming, mag checking with actual bullet models in it and a whole arsenal of different features. I'll ask him for a detailed explanation later on. I'm still in contact with him, even though I had to pause all my projects and thus also working with him :v:
But, I can tell you;[I] There's so much more awesomeness planned.[/I]
i wonder whatever happened to the arsenal mod for call of pripyat. the work put into this looks extremely impressive
[media]http://www.youtube.com/watch?v=hiNq9VGHLmA[/media]
It was abandoned iirc. Dont know why because it's extremely high quality stuff indeed :/
[editline]11th July 2014[/editline]
[B]ALSO LOST ALPHA WAS PATCHED[/B]
[url]http://www.moddb.com/downloads/stalker-lost-alpha-v13002-patch[/url]
Finally
owwwwwwwwwwwwwwww
[QUOTE=LoNer1;45357193]It was abandoned iirc. Dont know why because it's extremely high quality stuff indeed :/
[/QUOTE]
Wasn't one of the problems them needing loads of different models for the same weapon.
Eg
Ak with PSO
Ak with Kobra
Ak with PSO and drum mag
AK with Kobra and drum mag
Then some code to switch the weapon you had with another which has a different attachment set.
I can imagine that making all kind of memory problems.
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