S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=Cone;46355910]you run into a guy with gorilla-sized hands bigger than his head and weird long legs[/QUOTE]
We try avoid such problems with the proportions, but the model's skeleton also imposes restrictions
Felt the urge to do something stalker related today, which resulted in this WIP duty stalker.
[img]http://i.imgur.com/PpY81sN.jpg[/img]
Based on a mesh by UR_RF on the AMK forums, I'll probably finish it up and make some bumpmaps some other day.
[QUOTE=BuddieBBB;46368334]Felt the urge to do something stalker related today, which resulted in this WIP duty stalker.
[img]http://i.imgur.com/PpY81sN.jpg[/img]
Based on a mesh by UR_RF on the AMK forums, I'll probably finish it up and make some bumpmaps some other day.[/QUOTE]
This looks awesome. Very realistic to the original STALKER style, too. Doesn't hint to other games as much as those ripped CoD models / Metro ones do :v:
Keep it up man. Also, what are you doing nowadays? LURK got put on hold, so ... ?
[QUOTE=LoNer1;46368459]This looks awesome. Very realistic to the original STALKER style, too. Doesn't hint to other games as much as those ripped CoD models / Metro ones do :v:
Keep it up man. Also, what are you doing nowadays? LURK got put on hold, so ... ?[/QUOTE]
Thanks, I guess that's because I've only fetched texture resources from within the Stalker games themselves.
Yeah, Stalker LURK is pretty much gone. I dropped out as well when the move to UE4 was done because I don't really have the time or interest to learn the ins-and-outs of a new engine these days. Otherwise when it comes to modding I just do small things like these from time to time.
[QUOTE=Melnek;46360668]so was redux scrapped or abandoned or something[/QUOTE]
no?
[QUOTE=Jamie1992GSC;46362082]Indeed. I'm actually half surprised the engine can cope with that sort of witchcraft. :v:
But seriously. I would love to know WHY the hell they did it like that. Never once have I ever seen or known of anyone to build meshwork in that manner. And I learnt myself the hard way to NEVER do it that way.
GSC is crazy...was crazy...[/QUOTE]
the reason for this is that the SDK level editor compiler (xrLC) combines meshes within a certain distance (that is actually customisable) into one mesh, for optimisation.
you can also use the -le2 flag when decompiling levels to get every mesh separated by the decompiler for you
So, My last attempt at STALKER was Lost Alpha on release which basicly didnt let me play after a wastedump area due to bugs. Now, while the bugs did kill my curiosity the first time, I have finally chosen to play STALKER: Call of Pripyat with MISERY installed.
The fact that I found midget cloaking beings that two shot me in 100 steps from start sure tells me that mod name isnt just for kicks.
[QUOTE=olivius74;46366628]Hi,RobberBaron
I search some infos about SOC 1.0007 engine source (because I'm trying a great mod beta with this exe),and the google search give me some of your post here.
Thank's for infos you gave us.
It's old files,but I 'm really surprised by play it in game (smooth,beautiful ,many options...)
Do you know how or where we can know more infos on the bin files 1.007?
(I can send you all the bin files (very few!)if you want.I have several version of VB,but can 't see the new option they choose...I can see file with CCF
[url]http://i.imgur.com/3D2aOen.png[/url]
Do you know some forum or discussion about the structure of these files?
And apologise my question,but are you also Bangalore I know on GSC or EpicForum?
Have a good day![/QUOTE]
Hi Olivius! Yes, RobberBaron and Bangalore are the same person.
In this thread you can find some infos:
[url]http://www.gameru.net/forum/index.php?showtopic=55777[/url]
If you have more questions, you know my mail.
[QUOTE=LoNer1;46368459]This looks awesome. Very realistic to the original STALKER style, too. Doesn't hint to other games as much as those ripped CoD models / Metro ones do :v:
Keep it up man. Also, what are you doing nowadays? LURK got put on hold, so ... ?[/QUOTE]
I don't know if that's a good thing though, default STALKER character models are pretty damn awful and look really outdated even for their time.
Meanwhile all Stalker games are on sale.
Grab it while it's hot, guys.
Oh many thank's ,RobberBaron .
I know that you ,you have always the good info or good link when I can't find! :)
Thank you again.
You guys should hang out here more often, GSC forums are so dead these days
I joined this forum specifically for the alive and kicking STALKER thread - lol
Frozen Zone and Neya-7 can't come soon enough - I need to scratch that STALKER itch.
[QUOTE=Doit4tehlulz;46370699]I joined this forum specifically for the alive and kicking STALKER thread - lol
Frozen Zone and Neya-7 can't come soon enough - I need to scratch that STALKER itch.[/QUOTE]
Welcome STALKER!
[QUOTE=Jamie1992GSC;46370760]Welcome STALKER![/QUOTE]
Thanks! Amazing games that gave me a sense of dread and immersion that has yet to be matched. I really love 4A games, even though they are more linear.
It just blows my mind that development studios don't see a place for a game that has such a perfect mix of FPS, RPG and open-world elements.
Oh well, at least we have an amazing mod-scene!
Cheers
To be fair, aren´t games like S.T.A.L.K.E.R. kind of hard to make?
Or is just me and being a bit ignorant since i have a bit of Slovanian heritage in my blood :v:.
[QUOTE=Beacon;46368905]no?
the reason for this is that the SDK level editor compiler (xrLC) combines meshes within a certain distance (that is actually customisable) into one mesh, for optimisation.
you can also use the -le2 flag when decompiling levels to get every mesh separated by the decompiler for you[/QUOTE]
Even their uncompiled and converted Geometry is like it also.
At-least all the stuff from their old source files of old build content.
[QUOTE=simkas;46369704]I don't know if that's a good thing though, default STALKER character models are pretty damn awful and look really outdated even for their time.[/QUOTE]
I think the issue more is that when modders implement content from other games, they usually do not adapt the content so it "feels" right in the X-Ray engine.
It also peeves me when I see popular mods heralded as graphically detailed masterpieces when half of the added models and textures are missing things like correct bumpmapping (or simply don't have any), unnecessarily huge/small texture sizes or if the added content just looks inconsistent with the rest of the mod. Sometimes it's a question of artistic direction, in which cases you can't satisfy everybody, but for the most part I think it's just shoddy implementation.
[editline]30th October 2014[/editline]
For example, if you are going to add one new weapon in a mod, and you are keeping all the other guns vanilla, IMO you need to consider the art style of the vanilla weapons, as well as fidelity and texture resolution so it matches up with the other content, otherwise things start looking out of place.
[QUOTE={TFS} Rock Su;46370863]To be fair, aren´t games like S.T.A.L.K.E.R. kind of hard to make?
Or is just me and being a bit ignorant since i have a bit of Slovanian heritage in my blood :v:.[/QUOTE]
hard to make? no.
hard to get right? now that's a proper question. an open world rps can be made very easily (see: borderlands), but to add on the immersion, depth, modding, replay-ability, and overall awesomeness that stalker has is a bit more challenging.
I feel nit-picky when the spent shells don't have a hit primer. Just little details like that would be like woah.
I suppose the shells should be exhausting smoke as well when you take them out if you want to get into that type of little details
It's still WIP though I guess so maybe it'll be added later?
Reinstalling the series after getting hold of a 7.1 headset. This should be appropriately fucking terrifying once more.
'ello I need a coders help with a really simple problem. In order to fix a bug with a quest I got to kill of stalker who is close to a safezone. I dont want to block all interaction with the npcs, so I am trying to kill him off via lua. I got the misery lua interpreter enabled already, but here is the issue. I don't know how to target an entity via ID AND I don't know the command to kill it off. It is really hard to get any info from google, as there doesn't seem to be a proper wiki with the lua commands being nicely listed and documented. Any help appreciated.
[QUOTE=Mezzokoko;46383524]'ello I need a coders help with a really simple problem. In order to fix a bug with a quest I got to kill of stalker who is close to a safezone. I dont want to block all interaction with the npcs, so I am trying to kill him off via lua. I got the misery lua interpreter enabled already, but here is the issue. I don't know how to target an entity via ID AND I don't know the command to kill it off. It is really hard to get any info from google, as there doesn't seem to be a proper wiki with the lua commands being nicely listed and documented. Any help appreciated.[/QUOTE]
You won't really find any real documentation on Stalker coding or Lua commands or any of the sort to that kind of scale.
If the NPC in question is a unique NPC, and always has the same name of sorts. You can always try and use his entity ID that would be in a Char_Desc file for that specific level. Or you can just find the specific Infoportion for that specific kill quest and give yourself that info portion marking the entire quest or that part of said quest as complete without actually having to kill said person. Or even just disable all the triggers that are activated upon firing and kill a person in a safezone so that you can just happily waltz in and blow his face off and then be perfectly fine.
Depending on the way you wish to go about it and how competent you are with LUA.
[QUOTE=Jamie1992GSC;46383623]You won't really find any real documentation on Stalker coding or Lua commands or any of the sort to that kind of scale.
If the NPC in question is a unique NPC, and always has the same name of sorts. You can always try and use his entity ID that would be in a Char_Desc file for that specific level. Or you can just find the specific Infoportion for that specific kill quest and give yourself that info portion marking the entire quest or that part of said quest as complete without actually having to kill said person. Or even just disable all the triggers that are activated upon firing and kill a person in a safezone so that you can just happily waltz in and blow his face off and then be perfectly fine.
Depending on the way you wish to go about it and how competent you are with LUA.[/QUOTE]
I can get the ID with the MISERY debug screen, that is not the problem. I just need the bare commands to target an entity via id and to kill it.
Finally installing this for a playthrough. Are there any mods that are essential for a first time playthrough? I'm gonna install Complete, just wondering if there's anything else. What about graphical overhauls? I'm gonna need one of them I reckon!
[QUOTE=Cypher_09;46385235]Finally installing this for a playthrough. Are there any mods that are essential for a first time playthrough? I'm gonna install Complete, just wondering if there's anything else. What about graphical overhauls? I'm gonna need one of them I reckon![/QUOTE]
Complete completely destroys the vanilla experience. Pretty much all mods do but complete does it in the worst ways possible.
Something like ZRP and Kingo's shaders is all you need for a first time playthrough.
So after not playing stalker for like a year, I've been trying misery. It's pretty cool so far. The Audio changes are by far my favourite part atm.
[editline]1st November 2014[/editline]
Also, the fucking snorks
[QUOTE=spekter;46385317]Complete completely destroys the vanilla experience. Pretty much all mods do but complete does it in the worst ways possible.
Something like ZRP and Kingo's shaders is all you need for a first time playthrough.[/QUOTE]
Please tell me why, I'm hovering over the install button right now.
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