• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
    21,541 replies, posted
Oh just a heads up guys. Managed to get STALKER working with the Oculus Rift last night but there is no head/positional tracking, it's basically like having a huge 3D monitor strapped to your face.
[QUOTE=K1ngo64;46069748]Oh just a heads up guys. Managed to get STALKER working with the Oculus Rift last night but there is no head/positional tracking, it's basically like having a huge 3D monitor strapped to your face.[/QUOTE] Literally better than nothing. Also, any screenshots or footage?
[QUOTE=nige111;46073740]Literally better than nothing. Also, any screenshots or footage?[/QUOTE] Taking screenshots with Steam or STALKER results in a 2D photo so I used the TriDef driver screenshot which saves in anaglyph. Sorry about the driver overlay in the way, I didn't realise it would be there when I took the picture. [t]http://i.imgur.com/k6EWNmM.jpg[/t] [t]http://i.imgur.com/jaOVghn.jpg[/t]
A while back somebody asked me if I was gonna get an oculus rift and my response was basically "only if somebody manages to get STALKER to support it" Guess I'm gonna have to shell out for one now.
[QUOTE=Bloodshot12;46078551]A while back somebody asked me if I was gonna get an oculus rift and my response was basically "only if somebody manages to get STALKER to support it" Guess I'm gonna have to shell out for one now.[/QUOTE] It's not worth getting one right now for STALKER since there is no headtracking and you can't see your HUD. Also there are some graphical glitches with things like shadows. This will all be fixed in due time [editline]26th September 2014[/editline] Also you need a fat as fuck GPU.
Guys, I've got a few questions for V+ [QUOTE] - Should long-barreled shotguns (TOZ34, SPAS, W1300) be a O.H.K. at 20-30 meters or not ... why? - Should NATO weapons (L85, LR300, MP5 etc.) be focussed more on durability / accuracy and useability while soviet weapons (AK / AN, Groza, AS VAL /VSS etc.) should pack-a-punch at less durability / accuracy? And Why? - How should the reaction times with NPC be kinda in line with those of the player without making them super-human headshotting you with a knife from CNPP all to cordon :v: - Should I consider dropping NPC-grenades as they're always PIN POINT on target? - What about weather. What would you consider the best variant for 'vanilla like' weather? - ZRP 1.07 or 1.07 EE? (Might take a while merging Vanilla+ with 1.07 EE)[/QUOTE]
I haven't been here for a while so bear with me if there's anything I say wrong. - No. Also it depends on the buckshot type and if the target has armor or not. - Thought it has always been like this? Anyhow that seems good. - I'd say take the fastest reaction time of 110ms, adding the "surprise" factor and time for the muscle to move, 290ms would be good for Master stalkers (enemies don't take time to sway their view). For each lower rank, add 30ms. - Should make it optional for players. - Mostly cloudy (like, white clouds that provide enough light to see everything, but not eye-blinding). Occasionally clear sky... - Dunno
[quote]- Should long-barreled shotguns (TOZ34, SPAS, W1300) be a O.H.K. at 20-30 meters or not ... why? [b]Generally yes, but against shit like exosuits or heavy armour, no. buckshot grouped together so tightly would be pretty lethal. If anything make just the TOZ be a O.H.K as having to unload two shells into each target and having to reload inbetween would be pretty shit if you get ambushed or suprised or something like that.[/b] - Should NATO weapons (L85, LR300, MP5 etc.) be focussed more on durability / accuracy and useability while soviet weapons (AK / AN, Groza, AS VAL /VSS etc.) should pack-a-punch at less durability / accuracy? And Why? [b]NATO weapons should have better accuracy and less recoil, while Soviet weapons should have better damage and better durability. Cheaper ammunition aswell (maybe) but that might make Soviet weapons OP compared to NATO. Possibly make NATO weapons have better penetration.[/b] - What about weather. What would you consider the best variant for 'vanilla like' weather? [b]Cloudy, sometimes clear, sometimes stormy (maybe in particular areas if possible?) Maybe foggy in Yantar[/b] [/quote]
Usually I feel like the best weather settings for atmosphere come from about 60-65% bad/overcast weather to 40-35% good weather.
[QUOTE=LoNer1;46080118]Guys, I've got a few questions for V+[/QUOTE] Generally speaking, soviet weapons such as the AK platform are extremely durable, especially when you compare it to an AR-15 platform, though the latter generally performs better. Hell, you can fill your standard AK with mud or sand and it'll still shoot. I'd say go along the lines of what Araknid posted.
amazing [url]http://www.moddb.com/mods/stalker-radux[/url]
Oh yeah, one more thing: Now that the source code has been released, is it possible to unfuck the "teleporting recoil" model? As in, instead of swaying your gun like it does IRL, it teleports your aiming center around more and more the more you shoot.
[QUOTE=Beacon;46080726]amazing [url]http://www.moddb.com/mods/stalker-radux[/url][/QUOTE] Would you prefer STONKER Redux instead?
[QUOTE=Beacon;46080726]amazing [URL]http://www.moddb.com/mods/stalker-radux[/URL][/QUOTE]I'm expecting Radox next.
[QUOTE=Beacon;46080726]amazing [url]http://www.moddb.com/mods/stalker-radux[/url][/QUOTE] Judging from his ModDB comment history this is not the first time he's stealing stuff from others.
[QUOTE=LoNer1;46080118]Guys, I've got a few questions for V+[/QUOTE] If you guys are doing any modelling/animating stuff I'd like to request that you guys get new hands. After playing some CS and CoP mods with new hands the sausage finger deformity that is the defaults make me want to throw up. Seriously, the outdated NPC models don't bother me one but, but those hands - eugh.
[QUOTE=LoNer1;46080118]Guys, I've got a few questions for V+[/QUOTE] [QUOTE=LoNer1;46080118]- Should long-barreled shotguns (TOZ34, SPAS, W1300) be a O.H.K. at 20-30 meters or not ... why?[/QUOTE] Depends on the damage model that the other weapons are using, and what kind of distances you expect players to be engaging at. I seem to remember 20-30m being on the long end of engagement distances for vanilla stalker, so I'd lean towards a "no" for this one. Maybe with flechette or slug rounds, esp. if rifles/SMGs kill very quickly at that range. [QUOTE=LoNer1;46080118]- Should NATO weapons (L85, LR300, MP5 etc.) be focussed more on durability / accuracy and useability while soviet weapons (AK / AN, Groza, AS VAL /VSS etc.) should pack-a-punch at less durability / accuracy? And Why?[/QUOTE] I'm all for individualizing the weapons, but that sounds like a decent guiding principle. [QUOTE=LoNer1;46080118]- How should the reaction times with NPC be kinda in line with those of the player without making them super-human headshotting you with a knife from CNPP all to cordon?[/QUOTE] Keeping the average NPC reaction time in line with the average player reaction time sounds like a good idea, if that's what you're implying. IIRC the mean and average for that both fall in the 240-250ms range. Lower-ranked enemies could be somewhat slower, and perhaps really high-level enemies could be closer to 200. [QUOTE=LoNer1;46080118]- Should I consider dropping NPC-grenades as they're always PIN POINT on target?[/QUOTE] Make it optional with a colorfully worded warning? I kind of like them, though I imagine that my inclusion of the Rulix Grenadier mod in my first playthrough has something to do with that. [QUOTE=LoNer1;46080118]- What about weather. What would you consider the best variant for 'vanilla like' weather?[/QUOTE] I associate vanilla weather with ~65% cloud cover pretty much all the time, short light showers almost daily, and one or two heavily overcast and rainy days a week. I also seem the remember sunlight in 1.0005 being somewhat dull and very slightly bluish. What's most important is that the overall tone be moody but not grimdark-- maybe with Yantar and the Red Forest representing one extreme, and Cordon the other. [QUOTE=LoNer1;46080118]- ZRP 1.07 or 1.07 EE? (Might take a while merging Vanilla+ with 1.07 EE)[/QUOTE] Is 1.07 the unofficial patch? I like the changes it makes a lot, but I also feel like bugfixing trumps all.
[QUOTE=LoNer1;46080118][B]- Should NATO weapons (L85, LR300, MP5 etc.) be focussed more on durability / accuracy and useability while soviet weapons (AK / AN, Groza, AS VAL /VSS etc.) should pack-a-punch at less durability / accuracy? And Why?[/B][/QUOTE] I'd personally make the Warsaw Pact weapons function better in low durability, make 5.56x45 weapons be characterized by accuracy but have the Warsaw Pact weapons have a better k_pierce(as in, they pierce light cover better). Clear Sky made it so that the NATO weapons had flatter trajectory but WP weapons had higher cover pierce ability but you can't play with the trajectories so much on SoC,I'm afraid.
[QUOTE=Sgt Doom;46080776]I'm expecting Radox net.[/QUOTE] [img]http://i.imgur.com/SKQVkgL.png[/img]
Great things to come for Stalker? [URL="http://forums.steampowered.com/forums/showpost.php?p=35764371&postcount=15231"]http://forums.steampowered.com/forums/showpost.php?p=35764371&postcount=15231[/URL]
So will this ever mean a fully fleshed out COOP mod in the not too distant future (end of next year maybe)
Imagine, a non-crashy and stable Stalkersoup.
I heard talk of CS earlier and was summoned to this thread. Also, what's new that's happened in the past two weeks? I've been without internet because I didn't realize I fucked up a network bridge using Hamachi, so I haven't been able to give you all my political treatises on STALKER.
[QUOTE=Doneeh;46093439]I heard talk of CS earlier and was summoned to this thread. Also, what's new that's happened in the past two weeks? I've been without internet because I didn't realize I fucked up a network bridge using Hamachi, so I haven't been able to give you all my political treatises on STALKER.[/QUOTE] cop's source code thing got leaked so great mods will be coming within the next several months i told a man to buy the entire trilogy that's about it i think
Hi, I'm the dude doing the Rd to Limansk mod for CS. I wanted to reply to a few comments but Can't figure out how to add quotes, guess I need to read the forum help rules. As for what I'm trying to do...I'm not trying to reinvent the wheel. New weapons, graphics, sounds. with CS, thats all. Adding in those missing RPG elements that were cut out. I tried to get NPC looting and Rulix's AI working with the original 2014 release, but CS is like a damn Rube Goldberg machine and that was the cause of most of the crashes. I thought I should probably reach out the community. I'm a long time Stalker fan and the GSC forums are dead these days. Also, Moddb is just....well I get the impression that most of the people playing CS on there are doing so because they got it for $5 on steam and aren't a true fan. Anyway, Hi, if anyone has an Q&A ask and if anyone as any advice let me know. I have a domain registered for this project and will eventually do a forum, just haven't had time with RL getting in the way.
Glad to have you with us, welcome! It's always cool seeing modders here talking with the community.
[QUOTE=Pops;46093962]cop's source code thing got leaked so great mods will be coming within the next several months i told a man to buy the entire trilogy that's about it i think[/QUOTE] Bah. Boring with the exception of you telling people what to do, I think. Such is life in the thread. Anyway, I'm not too sure why, but ever since playing LA, I've sorta been turned off to playing STALKER. Maybe it was the constant sprinting back and forth between shit or the fact I've played all the games to hell and back, but it just doesn't feel the same anymore.
L.U.R.K. is dead. [QUOTE]Firstly, allow us to get this out of the way: L.U.R.K. mod is no longer in active development, and we're launching a new project on Unreal Engine 4. For a long time now, a lot of you have been asking about L.U.R.K. 2.0. Truth be told, we were enthusiastic about the future of the mod, and all the recent developments in the STALKER modding community were extremely promising. Within the past few months, we've seen the release of the much-awaited Lost Alpha mod, as well as the source code leaks for both SoC and CoP. We were spoiled for choice, and took a step back to reassess the direction of the mod, now we had so much more to work with. Despite all these new and exciting developments, we kept having to face the grim reality: no matter what, we'd still be working with half-broken tools, shoddy SDKs, and messy code just to make it all work. Relatively recently, Epic Games launched their new Unreal Engine 4 on a new subscription model, making it accessible to many indie developers putting their foot in the door of the games industry. Some of us who already hold game dev jobs were already working with UE4 and enjoying its power and usability immensely, which made going back to STALKER development all the more frustrating. So in the end, we made the decision: we're going to march into the future, and carve out something from scratch. A new game that serves as a spiritual successor, but without all the shortcomings and buggy workarounds inherent to working with STALKER's engines. This decision was based on a lot of factors - with the amount of assets we've made for LURK, we can painlessly move them over to UE4 to have a solid foundation to work with. We'd also be gaining a lot of relevant experience working with UE4, so even if we fail, we'd still walk away with something we can take into potential future careers. However, it's still sad to say goodbye to the project that first inspired us to become developers, and I hope that you all understand that we don't make this decision lightly. L.U.R.K. has been my baby for over three years now, but now is as good of a time as any to move on to bigger and better things. Keep on lurking, fellow LURKers. We have great confidence in the STALKER modding community still, and we know that you'll all find enjoyable mods still being released into the future for this great game series. Expect to hear from us again about our new project sometime soon! - Panzerdraco Team LURK Lead Manager [/QUOTE] Will be hopefully revived on Unreal Engine 4. Not sure how I feel about this. One one hand it'll probably be an amazing looking game with a stable engine. One the other hand... I don't know if it'll have that XRay 'S.T.A.L.K.E.R' feel to it.
I think it'll be way easier for us to build something enjoyable with UE4. Xray is so bad to work with :P
[QUOTE=ManRod;46095579]L.U.R.K. is dead. Will be hopefully revived on Unreal Engine 4. Not sure how I feel about this. One one hand it'll probably be an amazing looking game with a stable engine. One the other hand... I don't know if it'll have that XRay 'S.T.A.L.K.E.R' feel to it.[/QUOTE] Yeah, I understand what you mean. STALKER had a lot of elements that somehow fit together in one of those rare lightning strike moments. It's really difficult to boil it down to what makes it special, and I know that if we were aiming to duplicate it, we'd fail hardcore. So we're not going to try to do anything but make what amounts to more or less a spiritual successor rather than a clone.
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