• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
    21,541 replies, posted
I'm close to completing ShoC, and already have CoP. Is Clear Sky necessary to understand Call of Pripyat?
Yes and no. Its kinda tiresome to get through imho
[QUOTE=Bloodshot12;46644935]I'm talking about mechanics and balancing, not gamemode variety[/QUOTE] they could do that just as well with a freeplay game imo
[QUOTE=spekter;46644878]You aren't going to build a solid base with a boring mode that's not remotely unique VS something that only they could offer correctly.[/QUOTE]You're gonna make a solid networking base that way, which is what they need.
I get what they are doing - get the gunplay, movement, weapon balance etc. done with PVP, then use that to make an awesome freeplay. Yes it makes sense, but man I'm itching for an open-world experience !
[QUOTE=Beacon;46645050]they could do that just as well with a freeplay game imo[/QUOTE] I got to be blunt about it, because I can see why you and other people think this, but I don't think its a realistic form of development. Why would I start making my game and test it on a very ambitious mode that requires not only the core gameplay to be finished and solid, but unique factors all on its own, such as AI. The game just recently got a basic melee system in place and hasn't even got ladder climbing yet. It would be foolish to design huge open levels, and drain your resources on designing those, fixing/refining them, adding/refining open world features, and then also trying to actually finish your core gameplay elements and make sure it is balanced. Death Match levels are small and confined, this means the content itself is easy to design, its a non-demanding mode with small maps; and because its so focused, its the perfect place to test gun balance and gameplay mechanics. I'm not a real game designer, and every game has been made differently, but it completely makes sense that you would want to use small and inexpensive levels that allow for rapid testing of game balance and new features. [editline]5th December 2014[/editline] [QUOTE=Lizzrd;46645378]You're gonna make a solid networking base that way, which is what they need.[/QUOTE] This too, it goes beyond just gameplay balance and features, other systems need to be designed and refined.
[QUOTE=jazxsora;46645003]I'm close to completing ShoC, and already have CoP. Is Clear Sky necessary to understand Call of Pripyat?[/QUOTE] clear sky is a prequel to soc
[url=http://www.moddb.com/mods/call-of-pripyat-redux/images/45-acp-suppressor-bronson-boomslang][t]http://media.moddb.com/images/mods/1/15/14909/silencer1.png[/t][/url] [B].45 ACP Suppressor - "Bronson Boomslang"[/B] [I]The 'Boomslang' is a US-designed suppressor chambered in .45ACP that has recently become popular in the Zone due to its low cost and high durability. Used primarily by Mercenary groups, the Boomslang can be fitted to any .45 weapon outside of the IMI Desert Eagle, and significantly reduces the sound and visibility of shots fired from the weapon. .45 ACP rounds are inherently subsonic, so handguns chambered in the round are highly suited to being suppressed. Shots are more accurate and recoil less, but conversely drop sooner over the course of their trajectories.[/I] 'Here you can see the first of our brand new caliber-specific suppressors, the .45 ACP 'Bronson Boomslang'. The Boomslang is based on a very distinctive real-life silencer, expertly modelled by our newest team member, Virgil. We're very excited to have him on the team, and he's already producing excellent work as you can see! We're planning a total of seven caliber-specific suppressors to replace the illogical 'universal silencer' in the vanilla game. You'll be able to buy these new items from traders, as well as find them in the world and being used by NPCs.'
I really wish MISERY wouldn't crash as much as it does for me. It's bad enough that it stutters randomly when I'm walking around. Anyone have any ideas? [editline]somehope[/editline] I set the Xray engine exe to run as admin, and that fixed my latest crashing issue, but I don't see it holding up. Guess time will tell.
[img]http://i.imgur.com/TbonbJM.jpg[/img] Alright, fully stocked on ammo and meds, time to head over to Agroprom and see what's happeni- [img]http://i.imgur.com/ih4hVif.jpg[/img] [i]papali, papali suki[/i]
So i was playing AO 2.4 with pripyat reborn, doing the quest to disrupt the transaction. I kill em all, go up to the guy who gives me my reward, and he tells me to holster my weapon. I hit the number, forgetting which one i was on, so instead of holstering my AK it takes out my Mosin. The stalker then punches me in the face, and takes my mosin nagant and then gives me the quest reward, and I can't even trade with him to get it back because he's not the squad leader GG
such is life in the zone
I've been out of the loop, just playing SGM 2.1 while waiting for new mods to come out since last year, is LA out and super disappointing compared to the hype?
[QUOTE=Beacon;46647825][url=http://www.moddb.com/mods/call-of-pripyat-redux/images/45-acp-suppressor-bronson-boomslang][t]http://media.moddb.com/images/mods/1/15/14909/silencer1.png[/t][/url] [B].45 ACP Suppressor - "Bronson Boomslang"[/B] [I]The 'Boomslang' is a US-designed suppressor chambered in .45ACP that has recently become popular in the Zone due to its low cost and high durability. Used primarily by Mercenary groups, the Boomslang can be fitted to any .45 weapon outside of the IMI Desert Eagle, and significantly reduces the sound and visibility of shots fired from the weapon. .45 ACP rounds are inherently subsonic, so handguns chambered in the round are highly suited to being suppressed. Shots are more accurate and recoil less, but conversely drop sooner over the course of their trajectories.[/I] 'Here you can see the first of our brand new caliber-specific suppressors, the .45 ACP 'Bronson Boomslang'. The Boomslang is based on a very distinctive real-life silencer, expertly modelled by our newest team member, Virgil. We're very excited to have him on the team, and he's already producing excellent work as you can see! We're planning a total of seven caliber-specific suppressors to replace the illogical 'universal silencer' in the vanilla game. You'll be able to buy these new items from traders, as well as find them in the world and being used by NPCs.'[/QUOTE] Nice, but ... why the god awful old model? Or is it just a showcase, expected to be changed with a newer model?
Short on modelers. Redux team only consists of a few dedicated people.
[media]http://www.youtube.com/watch?v=foh0KsMlH-Y[/media] the zone is a fickle mistress (can someone tell me where the grass textures are? i really don't like the ones in argus's texture pack. they make yantar look dumb.)
[QUOTE=Odellus;46651908][media]http://www.youtube.com/watch?v=foh0KsMlH-Y[/media] the zone is a fickle mistress (can someone tell me where the grass textures are? i really don't like the ones in argus's texture pack. they make yantar look dumb.)[/QUOTE] You talking about the actual waving grass or the ground texture?
[QUOTE=Lyokanthrope;46652111]You talking about the actual waving grass or the ground texture?[/QUOTE] the waving grass. [URL="http://i.imgur.com/vIP508k.jpg"]this "grass"[/URL] in particular.
If you kill a stalker and no one is there to see, will the faction remain friendly?
[QUOTE=Odellus;46652118]the waving grass. [URL="http://i.imgur.com/vIP508k.jpg"]this "grass"[/URL] in particular.[/QUOTE] I don't think Argus replaces those... But regardless, that'd be gamedata/levels/l06_yantar/build_details.dds
[QUOTE=Lyokanthrope;46652141]I don't think Argus replaces those... But regardless, that'd be gamedata/levels/l06_yantar/build_details.dds[/QUOTE] are you sure? i don't remember it looking like that. it's really ugly. might've been absolute nature. e ok it definitely isn't that either. what the shit. i guess that's vanilla or something. don't really remember all the graphics mods i installed.
[QUOTE=mecaguy03;46652140]If you kill a stalker and no one is there to see, will the faction remain friendly?[/QUOTE] usually yes however you have to be a true wizard for that to work
[QUOTE=LoNer1;46651833]Nice, but ... why the god awful old model? Or is it just a showcase, expected to be changed with a newer model?[/QUOTE] we're not a weapon overhaul mod
[QUOTE=Beacon;46654340]we're not a weapon overhaul mod[/QUOTE] So manual merging of something like UWR is required? Whelp. Still, not bad! But I'll be sure to patch it up with some nice weapons after the release. Might release it if the demand is there. Once you're used to OWR / STCoP Wpn's pack quality ... there ain't no going back Btw we need this [t]http://media.moddb.com/images/members/1/366/365208/m1911_special_hr_blue-finalrender.png[/t] In S.T.A.L.K.E.R. ... and Gunslinger will deliver
[QUOTE=ThatCrazyGmanV2;46651819]I've been out of the loop, just playing SGM 2.1 while waiting for new mods to come out since last year, is LA out and super disappointing compared to the hype?[/QUOTE] LA is okay but nothing compared to the hype. From the way people were creaming themselves about it I thought it was going to be this massive open world freeplay STALKER that was lost to time. Its really just SHOC but with larger and more detailed environments. Oh and vehicles that you dont want to use anyway because they flip if you turn at more than 2km/h
[QUOTE=Pops;46653167]usually yes however you have to be a true wizard for that to work[/QUOTE] I walked around shooting duty members in the face, with other people watching, and no one cared. Such is life in the zone.
[QUOTE=LoNer1;46654449]Once you're used to OWR / STCoP Wpn's pack quality ... there ain't no going back[/QUOTE] Hate to say it but it's true, Once i played shit like OWR I found it hard to play other mods that don't come with at least better weapon animations. Now i just wish every mod swapped out the stubby hand models too like some do (STCoP, AO, etc.)
This CW mod looks awesome [url]http://www.amk-team.ru/forum/index.php?showtopic=12855[/url]
You know I'm curious. I always see mods a lot of times that replace the blood spray particles when you shoot people, I'm wondering if SMOD-style blood particles can be made where the blood will spray out from the wound and leave decals on the ground beneath it? It's not gore but I think that might be nice to have in stalker.
I would personally like to have gore in STALKER. I mean, people get ripped apart and gibs spread out when they hit a whirligig (Or was it a Vortex?). So why not have dismemberment when they get killed by an explosive blast or high-powered weapon like a shotgun at close range?
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