S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=LoNer1;45466958]Bloom can be configured with use of the weather files and user.ltx,
Lighting ditto[/QUOTE]
What settings should I mess with to turn down the brightness of the sky. I don't like seeing a glaring white sky when I'm not looking directly at it.
Areal have launched direct funding through their website
[QUOTE=Beacon;45470063]i would literally jizz in my pants if STALKER had a real-time editor like CE and UE etc.[/QUOTE]
Couldn't agree enough. Converting the SoC maps for use in the 0.4 SDK and figuring out how to compile them was a crazy process.
[quote]It really demands for a business-like organization, instead of people running wild they strictly follow a pre-written design document.[/quote]
Yea, like I mentioned, strong leadership and a cohesive vision is the only way it would work. It would, I imagine, warrant the same care and work that any other game project with 20+ devs needs to survive and thrive, which means being taken much more seriously than most modders/mod teams are probably used to.
The way I see it, it would be difficult for such a project to be met with the focus and "seriousness" it would need to succeed without:
1. Financial support, or
2. Devs who really believe in the project and are willing to consistently dedicate 30+ hours a week without pay (which happens with plenty of Indie games, I'm sure), or
3. Both
After hearing the reactions of some people here, if a true leader stepped up to organize everyone and maybe scrapped some starting cash together, there could actually be a chance to put out an alpha product that could then be taken to Kickstarter/investors (assuming enough experienced modders get on board). This will sound like a low-blow to Areal, and I don't really mean it to be, but if [I]they [/I]raised ~$30k with [I]little to no assets[/I], I can only guess what kind of an excited response a well-polished presentation would get from the community, if all the modders from the big projects they knew and loved were involved.
Fun to think about :)
Well at least it won't blow up like it did. I doubt after what happened many people will even buy into it.
Also they claim to have shown from the start what they had nad were doing, when all they had to show was purchased unity packs from the apocalypse set, and edited 'ingame shots' of other peoples work. Yeah that's totally showing us.
If it does turn out to be a legitimate thing, I'll fucking buy copies of it for myself and my friends. I'll fucking dish out the cash for it.
[QUOTE=LoNer1;45466958]SweetFX? More visible with light sources? ENB presets?
What the hell are you talking about? All I was talking about were mod-related things, not 3rd party plugins. Adding SweetFX to your game isn't considered [I]modding[/I] in my book.
Bloom can be configured with use of the weather files and user.ltx,
Lighting ditto,
Sharpness is due to wrong texture compression / wrong use of mipmaps. Adding mipmaps =/= having the right algorithm.
I'm getting the vibe that you actually don't know what you're talking about. I've also read that recently, how you denied putting something game-breaking in your modpack, while it indeed was there and blamed it on someone else? IIRC the author of that minimod? You know once you implant something into your own creation, you're the one responsible, right?
And while I'm at it now, I'm starting to ask myself a question. [I]What did you actually do with LA[/I], except of adding in other people their content with a few of your own 'tweaks', then calling it your own? Do you even have the slightest of modding knowledge or ... ?
Sorry, but you're making a very bad impression on me. I'm just astounded by your reactions. You're getting feedback from people who know what they're talking about (not only me here on this forum, but GSC as well), yet you blow everything out of the way and tell them "yeah it's already present [I][B]you[/B] just dont see it[/I]".
You're acting like Vintar and I don't like him either. Also, there's no need to 'amplify your emotions'. What emotions? If you're clear, things should be quite easy for anyone. Putting emotion in your posts wont make the content any better.
Cheers[/QUOTE]
Fudgin chill bro.
Whats wrong with these internet hipsters.
Yes i didn't make it myself. I stated that many times. I'm not a prick about it like you. It's just a MODPACK dammit. Thanks for the feedback anyway.
What do think is wrong mipmaps? You saying that i'm using them on wrong objects or wrong way, what exactly because i'm trying to do exactly whats in vanilla. You are not being specific enough that it helps me. Vague answers.
UPDATE
Thanks for those tags.
[img]http://i58.tinypic.com/rvy1e8.jpg[/img]
[highlight](User was banned for this post ("Image macro" - Craptasket))[/highlight]
[QUOTE=ThaOneDon;45472334]Whats wrong with these internet hipsters. [/QUOTE]
So because people disagree with you they're hipsters now?
[QUOTE=ThaOneDon;45472334][img]http://i58.tinypic.com/rvy1e8.jpg[/img][/QUOTE]
Stop, just fucking stop.
I will stop, but just because you asked for it.
Something completely different:
First thing that pops up when i visit the AREAL website is that Iron Forest art work. Its so terrible.... :v:
[QUOTE=Daemon White;45470783]What settings should I mess with to turn down the brightness of the sky. I don't like seeing a glaring white sky when I'm not looking directly at it.[/QUOTE]
Ah, that's these values:
[QUOTE]r2_tonemap [on, off]
On / Off Tone Mapping. Inclusion make HDR better quality without performance degradation. R2_tonemap_ * The following options allow to configure it.
r2_tonemap_adaptation [0.010 - 10.000]
This option specifies the time of adaptation to changes in lighting.
r2_tonemap_lowlum [0.000 - 1.000]
This setting adjusts the Tone mapping'a in dark areas. The higher the setting, the darker the HDR.
r2_tonemap_middlegray [0.000 - 2.000]
This setting has the greatest impact on the HDR, and if you raise it, the HDR effect will be more abundant. For example, try a value of 1.2 to HDR in STALKER looked like a Oblivion'e.
[/QUOTE]
Try and tinker with these values as you see fit. Do mind, it's also worth looking into these values because they also indirectly control the overall "gloss" (some confuse it to be bloom but it's not)
[QUOTE]r2_ls_bloom_fast [on,off] - Toggles enhanced Bloom effect, doesn't interfere with tonemapping.
r2_ls_bloom_kernel_b [0.010,1.000] - Determines level of haze from HDR/Bloom effect for the option "off"
r2_ls_bloom_kernel_g [1.000,7.000] - Determines level of haze from the effect when the option is turned "on".
r2_ls_bloom_kernel_scale [0.500,2.000] - Determines the 'range' of the gloss
r2_ls_bloom_speed [0.000,100.000] - Adaption speed
r2_ls_bloom_threshold [0.000,1.000] - Controls overall level of the lighting effect used.[/QUOTE]
[QUOTE=ThaOneDon;45474089]I will stop, but just because you asked for it.
Something completely different:
First thing that pops up when i visit the AREAL website is that Iron Forest art work. Its so terrible.... :v:[/QUOTE]
It looks waaay better without the filters.
[IMG]http://areal.west-games.com/wp-content/themes/areal_theme/images/slide/slide1.jpg[/IMG]
[IMG]https://s3.amazonaws.com/ksr/assets/002/180/970/16d12df4c171b971c337cb36f2751fe1_large.jpg?1403492197[/IMG]
[QUOTE=ThaOneDon;45472334]Fudgin chill bro.
Whats wrong with these internet hipsters.
Yes i didn't make it myself. I stated that many times. I'm not a prick about it like you. It's just a MODPACK dammit. Thanks for the feedback anyway.
What do think is wrong mipmaps? You saying that i'm using them on wrong objects or wrong way, what exactly because i'm trying to do exactly whats in vanilla. You are not being specific enough that it helps me. Vague answers.
UPDATE
Thanks for those tags.
[img]http://i58.tinypic.com/rvy1e8.jpg[/img][/QUOTE]
Are you serious? Hipsters...crappy memes, calling people pricks... This thread isn't about that, well we have crappy memes but ya get the idea. If you can't handle criticism. You really shouldn't be in a position of modding.
[QUOTE=ThaOneDon;45472334]Fudgin chill bro.
Whats wrong with these internet hipsters.
Yes i didn't make it myself. I stated that many times. I'm not a prick about it like you. It's just a MODPACK dammit. Thanks for the feedback anyway.
What do think is wrong mipmaps? You saying that i'm using them on wrong objects or wrong way, what exactly because i'm trying to do exactly whats in vanilla. You are not being specific enough that it helps me. Vague answers.
UPDATE
Thanks for those tags.
[img]http://i58.tinypic.com/rvy1e8.jpg[/img][/QUOTE]
CALM DOWN BEFORE I BREEK YOUR CHEEKS
So if I get this right. Areal is now trying to take your money and offer nothing in return?
[QUOTE=Judqment8;45474523]So if I get this right. Areal is now trying to take your money and offer nothing in return?[/QUOTE]
They're offering a game of exact if not greater quality than the STALKER series, and they have the help of many expert and seasoned game designers to prove it. Honest.
[URL="http://www.bundlestars.com/store/"]http://www.bundlestars.com/store/[/URL]
CoP and ShoC -50% and Clear Sky -75%.
Since it seems we are talking about a true succesor to stalker, With the right people its completly possible, hell who knows maybe we end up getting a true stalker game from FP? :v:
The tools are out there ( UE4 is a incredibly versatile and awesome engine overall to work with )All it would need is a dedicate group of people, get up a prototype going on and launch it up on Kickstarter i would seriously trow my non-existent wallet at my screen if that happened..
[QUOTE=Araknid;45474427]CALM DOWN BEFORE I BREEK YOUR CHEEKS[/QUOTE]
:tinfoil:
ok
Hey guys, im outta ideas for particles. What should I make? What would you wanna see appear or get improved upon?
[QUOTE=LoNer1;45475294]Hey guys, im outta ideas for particles. What should I make? What would you wanna see appear or get improved upon?[/QUOTE]
Vodka burp particles.
[QUOTE=LoNer1;45475294]Hey guys, im outta ideas for particles. What should I make? What would you wanna see appear or get improved upon?[/QUOTE]
Sims thought bubbles for Bandits.
[QUOTE=Doneeh;45475907]Sims thought bubbles for Bandits.[/QUOTE]
Metal Gear solid style markers complete with sound for when someone sees you.
[QUOTE=Daemonion;45468742]You know what is fun for me to think about sometimes?
A massive collaboration that features the modders and artists on these boards + some OGSE guys + GSC Forum vets like NatVac, Cromm and others, all coming together to build a proper successor.
Once the leadership was worked out and a cohesive vision formed, there'd certainly be a ridiculous amount of brain power and talent on one team.
[edit] and the gunslinger guys. They can come, too.[/QUOTE]
I have entertained that thought before. It's hard to even imagine the complexity of managing a project like that. Too many egos would clash and people would leave over disagreements before anything would take off. Leadership would be vital. Create a small executive team consisting of people broadly disciplined in various aspects of game design; story, programming, and art. This small team would create the initial design document. Hopefully, the design would receive consideration from every aspect given the team's experience and no unrealistic expectations would be made. You could think of this document as the constitution that everyone involved agrees upon and adheres to, so it needs to be well-written, have sufficient detail, and be accompanied by concept art. Everything should work more naturally from that point. Experienced writers, programmers, and artists would work more closely with the executive team to accomplish big goals. For example, experienced artists might create a map with core elements, and the less experienced artists would fill those maps with smaller props for detail.
Just rambling.
[QUOTE=Jamie1992GSC;45475937]Metal Gear solid style markers complete with sound for when someone sees you.[/QUOTE]
this, oh my god this
[QUOTE=Jazer;45477126]I have entertained that thought before. It's hard to even imagine the complexity of managing a project like that. Too many egos would clash and people would leave over disagreements before anything would take off. Leadership would be vital. Create a small executive team consisting of people broadly disciplined in various aspects of game design; story, programming, and art. This small team would create the initial design document. Hopefully, the design would receive consideration from every aspect given the team's experience and no unrealistic expectations would be made. You could think of this document as the constitution that everyone involved agrees upon and adheres to, so it needs to be well-written, have sufficient detail, and be accompanied by concept art. Everything should work more naturally from that point. Experienced writers, programmers, and artists would work more closely with the executive team to accomplish big goals. For example, experienced artists might create a map with core elements, and the less experienced artists would fill those maps with smaller props for detail.
Just rambling.[/QUOTE]
also, the current SDK is just not at all suited for multiple authors in the slightest
Hello.
I set up a repository containing all russian S.T.A.L.K.E.R. voiceover and text files. Make use of it if you want it to be more immersive and authentic.
[url]https://mega.co.nz/#F!BkIz1Ipb!QR_n_FizCkLXYpbukJiH6A[/url]
[B]Frozen Zone update![/B]
Some screenshots and gameplay video.
[URL=http://minus.com/i/XiqIVq4lD5IR][IMG]http://i.minus.com/jXiqIVq4lD5IR.jpg[/IMG][/URL] [URL=http://minus.com/i/oBG8mCbNQq0E][IMG]http://i.minus.com/joBG8mCbNQq0E.jpg[/IMG][/URL] [URL=http://minus.com/i/JpRsTTac3sic][IMG]http://i.minus.com/jJpRsTTac3sic.jpg[/IMG][/URL] [URL=http://minus.com/i/6RKt03erlDgz][IMG]http://i.minus.com/j6RKt03erlDgz.jpg[/IMG][/URL] [URL=http://minus.com/i/bqbHsDr5Eosol][IMG]http://i.minus.com/jbqbHsDr5Eosol.jpg[/IMG][/URL]
[video=youtube;T1-95Y9Sy1g]http://www.youtube.com/watch?v=T1-95Y9Sy1g[/video]
Oh my god I wanna play Frozen Zone so badly, but it's gonna be such a long time before any version of it is gonna come out. Lost Alpha took so long to get released and this has like 10 times the amount of entirely new content that Frozen Zone had. Also, how the hell is it that gameplay demo looks like a demo of some AAA game? Like, everything looks so high quality and the demo itself is so well directed. Who are the guys making this?
[QUOTE=simkas;45480001]Oh my god I wanna play Frozen Zone so badly, but it's gonna be such a long time before any version of it is gonna come out. Lost Alpha took so long to get released and this has like 10 times the amount of entirely new content that Frozen Zone had. Also, how the hell is it that gameplay demo looks like a demo of some AAA game? Like, everything looks so high quality and the demo itself is so well directed. [b]Who are the guys making this?[/b][/QUOTE]
Russian wizards?
I don't know what you guys think, but after a project like this I believe it can land anybody involved in it a good job....hope these guys can make a good living out of their dedication
Is it just completely built from the ground up in the engine? It's crazy how a lot of the time it doesn't even look like X-Ray unless you probably know exactly what to look for as a modder or something.
And [B]lafugix[/B] saves the day.
I hope Johann has some plans for english translation. Judging from this video FZ gonna stomp LA and Complete with ease.
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