S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
Oh so do I but I was talking more something that might be more easily possible to do (or at least figure out if it is)
It's doable. But the problem is that you'll need to bind the particle to a bone, rather than having it play from a random position. If you make a blood fountain now (easy), it will play fine, with blood drops but ... if the NPC moves, the blood stays in the same spot
aka floating in air :v
I never got around finishing it.
[editline]7th December 2014[/editline]
[QUOTE=Daemon White;46655896]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?[/QUOTE]
ABC Inferno 2.0 had this. Never hit the surface, tho. Looked awesome.
If it's done simply enough (head, arms and legs, no sub-dismemberment ((Like at knees or elbows)) ) then it would probably be along the lines of playing the Vortex death particle at the joint, spawning a gore gib (Head, arm leg, whatever) and give it a direction to fly off in dependent on the angle of blast, and then replacing the body mesh with a dismembered mesh (To make it easy, only allow 1 dismemberment per body). In theory, it seems easy. Not sure how well it would transfer over to X-Ray engine.
Ok
I've got used to scream SUKA BLYA everytime something bad happens
That when I crashed my car a week ago in rainy day inside a curve I shouted "SUKA BLYA"
EDIT: Talking about effects when you get killed by a whirlgig....it would had been awesome is GSC coded and animated different deaths for humans and mutants alike in different anomalies. For example, if somebody is killed in a electro his body twitches, if somebody is killed in a fruit punch you can see how the body slowly melts, if its killed by a fire anomaly you can see how it gets charred etc etc
[QUOTE=Cutthecrap;46656443]Ok
I've got used to scream SUKA BLYA everytime something bad happens
That when I crashed my car a week ago in rainy day inside a curve I shouted "SUKA BLYA"
EDIT: Talking about effects when you get killed by a whirlgig....it would had been awesome is GSC coded and animated different deaths for humans and mutants alike in different anomalies. For example, if somebody is killed in a electro his body twitches, if somebody is killed in a fruit punch you can see how the body slowly melts, if its killed by a fire anomaly you can see how it gets charred etc etc[/QUOTE]
The twitching is already in CoP
i wish people replaced the annoying as hell low quality weapon swap sounds and/or footstep sounds
they're iconic to stalker, sure, but they're iconic because they're god-awful placeholders like everything in the game
i feel like i'm the only one that's done it. the atmosphere of fighting just changes when it sounds like boots crunching on grass and gravel as people walk around instead of the sound of clopping flip flops
-snip-
What do you guys think about LA's new Developer's Cut announcement? I played LA a patch after its release and the reality of them releasing a game several months too early set in almost immediately. You all know what the issues are like the shitty unskippable cutscenes and so on but maybe they might do a little better with this re-release.
What I really want for Lost Alpha is those fixes they're working on which will hopefully include an option to skip the cutscenes or disable them entirely.
If everything turns out good maybe there might be some 3rd party devs that would be willing to mod LA and add extra weapons, suits, and other goodies. Very unlikely but a man can dream.
[QUOTE=Amez;46657372]What do you guys think about LA's new Developer's Cut announcement? I played LA a patch after its release and the reality of them releasing a game several months too early set in almost immediately. You all know what the issues are like the shitty unskippable cutscenes and so on but maybe they might do a little better with this re-release.
What I really want for Lost Alpha is those fixes they're working on which will hopefully include an option to skip the cutscenes or disable them entirely.
If everything turns out good maybe there might be some 3rd party devs that would be willing to mod LA and add extra weapons, suits, and other goodies. Very unlikely but a man can dream.[/QUOTE]
I have some hope they'll fix things. If we can even just get better A-Life in there then you could potentially ignore the story and just roam around for a bit. I'm surprised nothing big has really been made from it yet, though. We had LAMP and a few other mod/patches, but no big overhaul of A-Life, opening up areas, etc. Is it just formatted weirdly and hard to work with?
I've been playing AO 2.4 and I found a glock 17. I bought a 9mm silencer for it, went out to do some stalking, then pulled it out to use it against a blind dog that didnt see me (ha). Game crashed and I got this error
Expression : SG
Function : CRender::model_CreateParticles
File : .\r2.cpp
Line : 410
Description : Particle effect or group doesn't exist
Arguments : weapons\pistol_shells_rt2
how do I even fix that
[editline]6th December 2014[/editline]
also how can I disable the forced DoF
[editline]6th December 2014[/editline]
also the scopes seem broken
[QUOTE=Ghost101;46657478]I have some hope they'll fix things. If we can even just get better A-Life in there then you could potentially ignore the story and just roam around for a bit. I'm surprised nothing big has really been made from it yet, though. We had LAMP and a few other mod/patches, but no big overhaul of A-Life, opening up areas, etc. Is it just formatted weirdly and hard to work with?[/QUOTE]
That's what I'm wondering. They even released the SDK for the game as well so there must be some reason as to why no one has bothered developing for it. I've seen miracles with just stock maps but with the incredible amount of maps in LA there is some serious potential. Maybe 3rd party devs are just waiting on the LA team to fix all the bugs and other undesirable features before starting to work on it. Or people are still examining the game files to see what they can change, seeing as that's what the case was with each new STALKER release. People have to fiddle around with the game first before they can really start making some serious changes.
[QUOTE=Wulfram;46657820]I've been playing AO 2.4 and I found a glock 17. I bought a 9mm silencer for it, went out to do some stalking, then pulled it out to use it against a blind dog that didnt see me (ha). Game crashed and I got this error
Expression : SG
Function : CRender::model_CreateParticles
File : .\r2.cpp
Line : 410
Description : Particle effect or group doesn't exist
Arguments : weapons\pistol_shells_rt2
how do I even fix that
[editline]6th December 2014[/editline]
also how can I disable the forced DoF
[editline]6th December 2014[/editline]
also the scopes seem broken[/QUOTE]
what lighting are you using
[QUOTE=Daemon White;46656094]If it's done simply enough (head, arms and legs, no sub-dismemberment ((Like at knees or elbows)) ) then it would probably be along the lines of playing the Vortex death particle at the joint, spawning a gore gib (Head, arm leg, whatever) and give it a direction to fly off in dependent on the angle of blast, and then replacing the body mesh with a dismembered mesh (To make it easy, only allow 1 dismemberment per body). In theory, it seems easy. Not sure how well it would transfer over to X-Ray engine.[/QUOTE]
Why not just make it so a direct hit from an RPG or launched grenade turns them into the Vortex/Whirligig particles and bones? Granted it wouldn't be as realistic or cool as proper gibbing (especially if we want heavy non-explosive weapons to gib as well), but you wouldn't have to actually create any new gore system. I dunno how the anomaly-gibbing works, but if it's set as a ragdoll animation, creating this could be as simple as setting said "animation" to play once a certain amount of (explosive) damage is taken in one hit, and then just set it so high that nothing except the RPG and maybe 40mm nades can possibly trigger it.
[QUOTE=GhostFoxote;46657978]Why not just make it so a direct hit from an RPG or launched grenade turns them into the Vortex/Whirligig particles and bones? Granted it wouldn't be as realistic or cool as proper gibbing (especially if we want heavy non-explosive weapons to gib as well), but you wouldn't have to actually create any new gore system. I dunno how the anomaly-gibbing works, but if it's set as a ragdoll animation, creating this could be as simple as setting said "animation" to play once a certain amount of (explosive) damage is taken in one hit, and then just set it so high that nothing except the RPG and maybe 40mm nades can possibly trigger it.[/QUOTE]
The rocket bit could be useful if it was a direct hit by the rocket, but that's about all i can see it being visually correct for. If anything, that can be a start.
[QUOTE=Daemon White;46657997]The rocket bit could be useful if it was a direct hit by the rocket, but that's about all i can see it being visually correct for. If anything, that can be a start.[/QUOTE]
Yeah, it would be a sort of quick and easy alternative to/step towards actual gibbing. I just figure using it for a RPG direct hit is the only thing that wouldn't be completely over the top.
[QUOTE=LoNer1;46656466]The twitching is already in CoP[/QUOTE]
It's in ShOC too
[video=youtube;qLOPy1D7mGI]http://www.youtube.com/watch?v=qLOPy1D7mGI[/video]
[QUOTE=Wulfram;46657820]I've been playing AO 2.4 and I found a glock 17. I bought a 9mm silencer for it, went out to do some stalking, then pulled it out to use it against a blind dog that didnt see me (ha). Game crashed and I got this error
Expression : SG
Function : CRender::model_CreateParticles
File : .\r2.cpp
Line : 410
Description : Particle effect or group doesn't exist
Arguments : weapons\pistol_shells_rt2
how do I even fix that
[editline]6th December 2014[/editline]
also how can I disable the forced DoF
[editline]6th December 2014[/editline]
also the scopes seem broken[/QUOTE]
[url]http://www.moddb.com/mods/arsenal-overhaul[/url]
You should just get the patches.
[QUOTE=GhostFoxote;46658087]
It's in ShOC too
[video=youtube;qLOPy1D7mGI]http://www.youtube.com/watch?v=qLOPy1D7mGI[/video][/QUOTE]
Oh memories.
[QUOTE=Leon;46657865]what lighting are you using[/QUOTE]
enhanced full dynamic (dx 10)
[QUOTE=doommarine23;46658101][url]http://www.moddb.com/mods/arsenal-overhaul[/url]
You should just get the patches.[/QUOTE]
Thanks
How is LWO with the english translation from the ModDB page?
[url=http://www.moddb.com/mods/call-of-pripyat-redux/images/chemical-burns#imagebox][t]http://media.moddb.com/images/mods/1/15/14909/xrEngine_2014-12-07_18-10-18-03.png[/t][/url]
[B]'Chemical Burns'[/B]
[I]We are adding brand new anomaly fields in which to search for artifacts, just be careful of the anomalies or you'll end up like this poor guy.
This area is due to be expanded upon heavily in our 'interior expansion' plans, so consider this a heavily WiP shot.[/I]
It's surprising the disparity in quality with the guns in AO 2.4. I just got to Jupiter and I made a save so I could get all the weapons the freedom and duty leaders offer and wow. Some have awesome models and gunslinger tier animations (the ARs and most of the AKs and the 9x39 weapons) and then some look worse than vanilla weapons( most of the nato weapons, especially the Aug. It's model makes it look like it's made of wood.)
[editline]7th December 2014[/editline]
[QUOTE=Beacon;46654340]we're not a weapon overhaul mod[/QUOTE]
If Gunslinger gets released before you guys finish REDUX 2, do you think youd be able to make them mergeable?
[QUOTE=Wulfram;46662768]
If Gunslinger gets released before you guys finish REDUX 2, do you think youd be able to make them mergeable?[/QUOTE]
It wont be mergable easily. Wolf said that merging Gunslinger will require a lot of dedicated merging
[QUOTE=LoNer1;46663099]It wont be mergable easily. Wolf said that merging Gunslinger will require a lot of dedicated merging[/QUOTE]
So instead most people will probably use Gunslinger as a base and work on top of it? Seems to be the easiest way as opposed to attempting to merge it with an existing mod.
What all is suppose to spawn at the Yubileiny Service Center in MISERY?
Getting my ass handed to me by zombies, monolith, packs of dogs, several pseudodogs, and two pseudogiants. Not sure if I should just reload a prior save and try to go there at some other time or what.
I've died around 30 times now trying to make it out or survive.
[editline]yep[/editline]
Ended up jumping out of a window and almost killing myself from the fall just to get out of there. Really hope that doesn't happen again.
what the fuc, someone told me to go download AO 2.4 and then there was no download
[url]http://www.moddb.com/mods/arsenal-overhaul[/url]
did this like JUST get taken down or what
Yeah, it did. I don't know why but i think the dev got self-conscious or something, because it works flawlessly for me and many other people despite him taking it down because too many issues.
He's been a bit of a pretentious shit over that mod, first taking down an old version a week before putting the new one up because the new one is gonna be so much better. Now he takes it down because it has issues and i guess his pride is hurt over a few bugs.
Modder drama, so many of them have such egos. I sympathize with probably getting tons of comments/emails etc with retarded questions or just insults, but so many of them act like babies and you have to tread carefully while talking to them.
[QUOTE=venom;46664323]what the fuc, someone told me to go download AO 2.4 and then there was no download
[url]http://www.moddb.com/mods/arsenal-overhaul[/url]
did this like JUST get taken down or what[/QUOTE]
I really liked it but 2.4 has started CTDing a couple mins after I'm in jupiter
I have pripyat reborn addon so maybe that's it but I'm not sure how to fix it
Speaking of AO2.4, I found an amusing FoV issue with the SIG 550.
[media]http://www.youtube.com/watch?v=nLg96hnapPA[/media]
[QUOTE=IAOEGIJaKe;46663878]What all is suppose to spawn at the Yubileiny Service Center in MISERY?
Getting my ass handed to me by zombies, monolith, packs of dogs, several pseudodogs, and two pseudogiants. Not sure if I should just reload a prior save and try to go there at some other time or what.
I've died around 30 times now trying to make it out or survive.
[editline]yep[/editline]
Ended up jumping out of a window and almost killing myself from the fall just to get out of there. Really hope that doesn't happen again.[/QUOTE]
Misery likes to spawn TONS of shit in certain places, which is supposed to make it "harder", but in my personal experience it just makes it more frustrating, because sometimes there just isn't any alternative paths to take, or you are forced to take a loadout which you barely use regulary. Tbh I just god moded these sequences because I didn't find them enjoyable at all.
Misery has some other "difficulty" tweaks, such as NPCs eating TWICE AS MUCH bullets as you (check actor.ltx and m_stalker.ltx for that).
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