S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
Note to people using Misery, if you ever visit Noah in his barge, always close his door when you leave, after finding his corpse I found out the wildlife will get him if you leave his door open and you need him to reach the [sp]burnt farmstead anomaly[/sp].
[QUOTE=nox;46543676]Note to people using Misery, if you ever visit Noah in his barge, always close his door when you leave, after finding his corpse I found out the wildlife will get him if you leave his door open and you need him to reach the [sp]burnt farmstead anomaly[/sp].[/QUOTE]
Pretty sure you can get to the anomaly without him provided you know where it is
Even knowing the path it's hard to get in there in Misery with how much the thermals eat your suit.
In Missouri if you have an SP-99 ecologist and a flame you can walk through thermal fields in zaton without much suit degredation. I used an SP-99m for a bit but then ended up keeping my sunrise and sphere-08 because NPCs headshot me from 500m with iron sights
heres a random present for you stalkers
[url]https://www.google.com/maps/place/51%C2%B023'22.1%22N+30%C2%B005'53.3%22E/@51.3891051,30.0984189,708m/data=!3m1!1e3!4m2!3m1!1s0x0:0x0[/url]
can feel the radiation through my monitor
[QUOTE=Etcetera;46540225]Post the crash log/google the problem.[/QUOTE]
Where do I find the crash log?
[QUOTE=pvt.jenkins;46547364]Where do I find the crash log?[/QUOTE]
control v after you crash
[QUOTE=PollytheParrot;46547272]heres a random present for you stalkers
[url]https://www.google.com/maps/place/51%C2%B023'22.1%22N+30%C2%B005'53.3%22E/@51.3891051,30.0984189,708m/data=!3m1!1e3!4m2!3m1!1s0x0:0x0[/url]
can feel the radiation through my monitor[/QUOTE]
That map is missing out alot of buildings from ShoC, [sp]Which would suggest all the places found there were built after the 2nd reactor explosion by stalkers?[/sp]
[QUOTE=Mezzokoko;46547922]That map is missing out alot of buildings from ShoC, [sp]Which would suggest all the places found there were built after the 2nd reactor explosion by stalkers?[/sp][/QUOTE]
ShoC isn't 100% accurate. There's this thing called artistic liberties.
mosin based present for you guys :)
[media]http://www.youtube.com/watch?v=P6ue4XaPzj0[/media]
[QUOTE=Araknid;46547955]mosin based present for you guys :)
[media]http://www.youtube.com/watch?v=P6ue4XaPzj0[/media][/QUOTE]
Oooh, also what mod? I want to play something non COP as I'm kinda tired of the boring maps.
[QUOTE=TheHypnotoad;46548016]Oooh, also what mod? I want to play something non COP as I'm kinda tired of the boring maps.[/QUOTE]
Dooms mod merge anon edition (look for the SoC repository in the /vg/ stalker thread) merged with Autumn Aurora sounds and textures
[QUOTE=Mezzokoko;46547922]That map is missing out alot of buildings from ShoC, [sp]Which would suggest all the places found there were built after the 2nd reactor explosion by stalkers?[/sp][/QUOTE]
could have been the scientists maybe? i guess it's not like spatial reasoning is very consistent in the zone anyway
[QUOTE=Cone;46548408]could have been the scientists maybe? i guess it's not like spatial reasoning is very consistent in the zone anyway[/QUOTE]
I think trying to come up with an in-universe explanation for the disparity is doomed to fail.
[QUOTE=Etcetera;46548439]I think trying to come up with an in-universe explanation for the disparity is doomed to fail.[/QUOTE]
[QUOTE=spekter;46547946]ShoC isn't 100% accurate. There's this thing called artistic liberties.[/QUOTE]
Valid points, but I think it can be quite interesting to try atleast, it could give some places a bit more of depth. But considering the size of most facilities like Agroprom and the Scorcher, it is probably useless to even try.
[QUOTE=Etcetera;46548439]I think trying to come up with an in-universe explanation for the disparity is doomed to fail.[/QUOTE]
yeah i know it's just a dumb unexplainable disparity, i just like the idea of there being more buildings in an area than could logically be there or fit into it. i always thought the spatial anomalies were the coolest ones
well here's the crash log
[quote=Crash Log]xrEngine.exe caused BREAKPOINT in module "D:\Program Files (D)\Steam\steamapps\common\Stalker Call of Pripyat\bin\xrCore.dll" at 0023:0074E12E, xrDebug::backend()+174 byte(s)[/quote]
[B]Jupiter Factory - Warehouse[/B]
[URL="http://www.moddb.com/mods/call-of-pripyat-redux/images/jupiter-factory-warehouse"][t]http://media.moddb.com/images/mods/1/15/14909/xrEngine_2014-07-08_17-11-46-86.png[/t][/URL]
Something a little different this time, this is just a nice shot of one of the brand new areas we've created for the mod - a fleshed out smaller warehouse building in the Jupiter Factory complex.
The factory itself was processing a lot of stuff, so surely they needed somewhere to store things, right? Well, now you can explore it.
This area has a fire, so Stalkers will dynamically come here and camp for a while.
With more places like these, there should be a lot more interesting gameplay around the factory complex.
[QUOTE=Beacon;46549764][B]Jupiter Factory - Warehouse[/B]
[URL="http://www.moddb.com/mods/call-of-pripyat-redux/images/jupiter-factory-warehouse"][t]http://media.moddb.com/images/mods/1/15/14909/xrEngine_2014-07-08_17-11-46-86.png[/t][/URL]
Something a little different this time, this is just a nice shot of one of the brand new areas we've created for the mod - a fleshed out smaller warehouse building in the Jupiter Factory complex.
The factory itself was processing a lot of stuff, so surely they needed somewhere to store things, right? Well, now you can explore it.
This area has a fire, so Stalkers will dynamically come here and camp for a while.
With more places like these, there should be a lot more interesting gameplay around the factory complex.[/QUOTE]
I hope you're able to open that complex up more. It was disappointing getting there for the first time and having to take such a roundabout way to get anywhere. It should have been open, but more dangerous with lots of mutants/stalkers trying to make a living inside.
[QUOTE=Ghost101;46549852]I hope you're able to open that complex up more. It was disappointing getting there for the first time and having to take such a roundabout way to get anywhere. It should have been open, but more dangerous with lots of mutants/stalkers trying to make a living inside.[/QUOTE]
It's all open now, no more dumb fences.
[editline]22nd November 2014[/editline]
[t]http://puu.sh/d1f2l/429777da6c.png[/t]
[editline]22nd November 2014[/editline]
you get that exclusive lil' bonus picture cus I luv u all
Makes you wonder who's putting up all those chest-high fences around The Zone, huh?
It's probably Flint, another one of his horse shit stories.
"I'll tell you about THAT time I put up fences ALL around the zone!"
I wish there was a reason to stick to a place, like as your home or something.
I like it when I can have a "home" in my games. I'm weird like that.
[QUOTE=proch;46551837]I wish there was a reason to stick to a place, like as your home or something.
I like it when I can have a "home" in my games. I'm weird like that.[/QUOTE]
I usually pick a place close to the center of an area that is shielded from emissions, and then I put a stash and a sleeping bag there, and then I use it as my base of operations.
Currently in yanov I set up in the scientists bunker because its well defended, has a trader and a repair trader, and it is protected from emissions.
Beac will we be able to create our own stashes?
I like the idea of creating a home for my character, too.
[QUOTE=Hammer7;46554884][video=youtube;Qbgk35QFxVQ]http://www.youtube.com/watch?v=Qbgk35QFxVQ[/video][/QUOTE]
It's nice to see him making more actual gameplay to demo these features.
God I can't wait this makes COP look polished/fluid as fuck
[QUOTE=Bloodshot12;46556086]It's nice to see him making more actual gameplay to demo these features.
God I can't wait this makes COP look polished/fluid as fuck[/QUOTE]
He's got even cooler stuff inbound
stop it, the wait is too much
aaaah
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