S.T.A.L.K.E.R. Series Megathread: "A Typical Day In The Zone"
5,003 replies, posted
playing the soup or any other mod where bullets kill people really puts the fear of lead into your heart
[url]http://www.twitch.tv/theravenwhite/c/6943933[/url]
what mod is this
[QUOTE=creec;48722605]What would be cool is if it were possible to make NPC's AI complex enough to have a big picture event's and quests occur dynamically. Sort of improving on the dynamic life of the zone making it truly a living universe that you can affect and relive.
I don't think it would even be so difficult to do. By combining simple mechanisms for npc behaviour you can get some artificial life going. I'm not talking about Dwarf fortress level of depth, but that would be a good direction.
Maybe i should give a go at stalker modding, since it seems like lots of stuff is in lua.[/QUOTE]
are you able to work in Lua?
also, I'm back!
What's the best Clear Sky mod particularly in terms of content? I'm not too fussed about additional missions and features and shit, just mainly guns that look and sound nice and don't look like they were animated in 2001
[QUOTE=creec;48722605]What would be cool is if it were possible to make NPC's AI complex enough to have a big picture event's and quests occur dynamically. Sort of improving on the dynamic life of the zone making it truly a living universe that you can affect and relive.[/QUOTE]
So do you mean something like : x number of military is killed in this area within a span of a day ---> a detachment of military stalkers will be dispatched to the area. ?
Or : NPC kills a mercenary --> a quest is generated for player to go kill that NPC if they accept ?
Would be cool to see some dynamic quests like an artifact spawned on an NPC and someone else wants it, they could try to trade the artifact, follow the person around to wait and see if they get killed, or assassinate the person and steal the artifact, that sort of thing.
So I was returning from an expedition into Agroprom which left me with no medkits, my suit beat all to hell and not even half a mag for my rifle. Upon entering garbage I'm greeted by a group of around 12 bandits with pretty much just a pistol to try and fend them off. After about 3 minutes of ducking behind some pipes trying not to get murdered, the guy on the opposite side drops dead. I look out and it's Bes, the mad cunt's leading an army of stalkers, charging straight at them
Pictured is me [sp]running away like a little girl[/sp] making a tactical retreat while Bes & the entire population of garbage clean up the bandits
[t]http://i.imgur.com/PFPUxyd.jpg[/t]
Also, the Duty exos in Autumn Aurora are baller as fuck
[t]http://i.imgur.com/LlyTMAc.jpg[/t]
[QUOTE=Bloodshot12;48723093][url]http://www.twitch.tv/theravenwhite/c/6943933[/url]
what mod is this[/QUOTE]
Definitely looks like the HUD from SGM.
[QUOTE=Cutthecrap;48722810][video=youtube;ampgT8GMXhI]http://www.youtube.com/watch?v=ampgT8GMXhI[/video][/QUOTE]
Completely unrelated to the actual content of the video, but watching it made me realize that STALKER doesn't like low bitrates. At all. 1080p seems like the bare minimum when uploading footage of STALKER, otherwise it's blockland on the slightest motion.
[QUOTE=Beacon;48723327]are you able to work in Lua?
also, I'm back![/QUOTE]
Lua was basically my childhood revolving around garrysmod. As of then i know Lua, Python, C, C++, PHP, JS.
[editline]20th September 2015[/editline]
I just want to do some fun programming to fill my spare time.
well we're always in need of help if you fancy helping out on wormwood
[QUOTE=Furioso;48714129]Is it normal for CoC+AO3 to crash every few minutes without generating a crash log? :v:
Googling this just regurgitates a lot of SoC/CoP content. I'm not really sure where to look for addressing glitches like this, I'd appreciate a nudge in the right direction[/QUOTE]
Okay, so, I found out that this is happening with vanilla CoP as well... just a straight CTD after a few minutes in-game. No bugtrap, no "end program" dialogue, just CTD. It stays in the task bar and XrEngine won't end until I end it manually with task manager, which results in a completely empty xray_user.log. I have no idea what the fuck is going on :I
Specs, since I can't provide a crash log:
Intel Core 2 Duo E8400 @3GHz
ATI Radeon HD 4870
4 GB DDR3 Ram
Great, I just quicksaved right on a fucking mine. Loading the save causes me to die immediately. Fuck these mines in SGM, man. What do I do?
The last save I've made is way back, and it's a shitload of progress I would lose.
Godmode through actor.ltx?
I just set all of the immunities of my SEVA suit to 2.0
eat shit gay mine
[QUOTE=Recurracy;48732172]Great, I just quicksaved right on a fucking mine. Loading the save causes me to die immediately. Fuck these mines in SGM, man. What do I do?
The last save I've made is way back, and it's a shitload of progress I would lose.[/QUOTE]
Maybe temporarely edit your armor rating or hp to make you invincible?
EDIT: Well I was late.
[t]http://images.akamai.steamusercontent.com/ugc/430447961053790413/359678F0D6968DFDF21ABF7D706C326EAE42730C/[/t]
I accidentally did a thing
I've quite often wondered why I prefer looking at ShoC to CS and CoP, and I think I've finally realized why, even though the god rays are great, the natural lighting in general is a lot less colorful/saturated.
I miss the sunsets making the levels more orange, or rainy days sometimes making things purple, and the skyboxes in ShoC I feel have more contrast and catch my eye more than atmosfear skyboxes that are used in CoC/many other mods
I remember ShoC to be cloudy 80% of the time. It was nice when it was sunny, but I personally prefer CoP's exterior lighting more (Aside from volumetric rays).
[url]http://stalker.wikia.com/wiki/Fog[/url]
Fuck why was this cut, this would be amazing - low visibility, requiring a protective suit or it burns you, and you could have entire towns covered in an anomaly like this.
EDIT:
Oh god can somebody who knows how to script make it so when fog rolls in it burns you like those acid anomalies or the radiation storms in AF3 unless you have a decent suit + gasmask
[QUOTE=Bloodshot12;48739063][url]http://stalker.wikia.com/wiki/Fog[/url]
Fuck why was this cut, this would be amazing - low visibility, requiring a protective suit or it burns you, and you could have entire towns covered in an anomaly like this.
EDIT:
Oh god can somebody who knows how to script make it so when fog rolls in it burns you like those acid anomalies or the radiation storms in AF3 unless you have a decent suit + gasmask[/QUOTE]
In theory it is possible to recreate. Many years a go a friend of mine and myself made a fog particle (He did the particles, I did the coding) - effect that would go across the entire level. Pretty much just a weather effect, but you could in theory code in the effects that it describes. It would take quite a bit of work. But it is very much doable.
[QUOTE=Jamie1992GSC;48741926]In theory it is possible to recreate. Many years a go a friend of mine and myself made a fog particle (He did the particles, I did the coding) - effect that would go across the entire level. Pretty much just a weather effect, but you could in theory code in the effects that it describes. It would take quite a bit of work. But it is very much doable.[/QUOTE]
It'd look like shit if it was just a big particle imo...
I think the best way would be to do it like the volumetric particles OGSE has (probably taxing) and have a section of the map that is covered in it.
[QUOTE=Bloodshot12;48742168]I think the best way would be to do it like the volumetric particles OGSE has (probably taxing) and have a section of the map that is covered in it.[/QUOTE]
Or just a modified version of the volumetric fog used in Clear Sky's tunnels, if someone can modify the engine to allow for larger, 'static' fog volumes.
Alternatively, it'd be nice to see classic Unreal style volumetric fog with some visual modifications to add a bit of a cloudy 'texture' to it.
You could make a big fog particle that just follows the actor around when you are in 'foggy' areas.
[QUOTE=Lyokanthrope;48742130]It'd look like shit if it was just a big particle imo...[/QUOTE]
It actually wasn't anywhere near as bad as you'd imagine it was. Worked amazingly well.
If you say so...
Maybe I just haven't seen it done that well.
you sure you aren't thinking of a particle as one sprite/effect, instead of as a collection of effects?
[QUOTE=Bloodshot12;48747176]you sure you aren't thinking of a particle as one sprite/effect, instead of as a collection of effects?[/QUOTE]
I'm thinking of a collection of particles ala atmosfear 3's blowouts.
In my head it doesn't look that good.
Speaking of fog...
[t]http://i.minus.com/inKGox9ogHIL1.jpg[/t][t]http://i.minus.com/ibgI339iz3fFF8.jpg[/t]
[t]http://i.minus.com/iKZ66Whakrtb6.jpg[/t][t]http://i.minus.com/iN5mu5dCMayQC.jpg[/t]
"Burial Ground" from [URL="http://ap-pro.ru/forum/36-9761-1"]Myatezhnik's locations pack[/URL].
Oh that's another problem with particles.
They're not affected by lighting properly.
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