• S.T.A.L.K.E.R. Series Megathread: "A Typical Day In The Zone"
    5,003 replies, posted
[QUOTE=LoNer1;49422801]I like how modern shooters like Rainboy Six take the approach. With armor around your body, depending on the type of armor, you're better protected. Damage to your legs and arms will penalize movement and induce long-term damage in different ways. And a headshot is a headshot. No real way of surviving that one But, I don't know how well such a model would fit in STALKER. For all I can remember, back in the day in DayZ, a headshot didn't really mean anything. But that was also because of buggy code lol. And mods like ZoA who're taking the hardcore approach tend to get boring to me, because the gunplay is just too damned easy. When you're accurate yourself, it doesn't really matter how much bullets your enemies do if they don't even have the time to take a pop at you.[/QUOTE] It would obviously take some tweaking. Having someone be hard to kill due to chest armor wouldn't make the game easier for sure. Probably the opposite. [editline]31st December 2015[/editline] [QUOTE=Furioso;49425633]As well as addressing the bullet sponge, it would be nice to see the bandit/stalker AI have a sense of self-preservation, like the mutant animals do (running away after the rest of the pack is dead, for example, or simply fleeing to begin with). Currently, every firefight is a fight to the death with NPCs and that's a bit immersion breaking for me... I wish you'd see wounded stalkers try to limp away after being wounded, or try to tend to their wounds or whatever. It'd also be neat if, like the mutant animals, stalkers/bandits "decide" whether or not they would survive an encounter with you based on their numbers, your gear, etc. It's kinda dumb that a lone bandit in nothing but a leather jacket would start pew-pewing at you with his PM when you've got a full exoskeleton on. That bitch should be running away or trying a sneak attack. Probably just a pipe dream though, I don't know.[/QUOTE] That would also make the monolith so much more scary. Everyone would be somewhat self-preserving, perhaps surrendering even would be an option for the player/the AI, but the monolith would say fuck that I'm taking you down even if I gotta take you with me
I've always wanted to take the realistic approach to Exoskeletons. I wanted to make it so that the "metal" parts of your body wouldn't inflict damage to your health when shot. It would only deteriorate your suit. If the bulletproof section on your chest or lower abdomen was shot, you'd get slight damage and ofc the damage done to your health would be in direct correlation with the suits condition. Sadly, I've been guessing you'd have to find a way to materialize your whole body (full body awareness) for this to have an effect + fix it so that each material has the corresponding sounds / traits. I'd be cool to have bullets ricochet from your exo :D
[QUOTE=Furioso;49425633]As well as addressing the bullet sponge, it would be nice to see the bandit/stalker AI have a sense of self-preservation, like the mutant animals do (running away after the rest of the pack is dead, for example, or simply fleeing to begin with). Currently, every firefight is a fight to the death with NPCs and that's a bit immersion breaking for me... I wish you'd see wounded stalkers try to limp away after being wounded, or try to tend to their wounds or whatever. It'd also be neat if, like the mutant animals, stalkers/bandits "decide" whether or not they would survive an encounter with you based on their numbers, your gear, etc. It's kinda dumb that a lone bandit in nothing but a leather jacket would start pew-pewing at you with his PM when you've got a full exoskeleton on. That bitch should be running away or trying a sneak attack. Probably just a pipe dream though, I don't know.[/QUOTE] don't dogs already run away if you kill most of them?
Have you people noticed ray of hope has a certain play event going on? I guess its similar to the previous one which was simple but fun. I can't try it myself but hopefully some of you can upload some footage. [editline]31st December 2015[/editline] [url]http://roh-online.com/launcherv2/bin.zip[/url]
[QUOTE=LoNer1;49425888]I've always wanted to take the realistic approach to Exoskeletons. I wanted to make it so that the "metal" parts of your body wouldn't inflict damage to your health when shot. It would only deteriorate your suit. If the bulletproof section on your chest or lower abdomen was shot, you'd get slight damage and ofc the damage done to your health would be in direct correlation with the suits condition. Sadly, I've been guessing you'd have to find a way to materialize your whole body (full body awareness) for this to have an effect + fix it so that each material has the corresponding sounds / traits. I'd be cool to have bullets ricochet from your exo :D[/QUOTE] You'd have to have two suit conditions then, the armir part and the actual exo part. The exo part health would affect things such as reload speed and mobility, eventually bringing you to a snail pace or complete stop, while the armor health would affect the damage you'd take just like you said.
New gunslinger [video=youtube;FBK9tBxaKbg]https://www.youtube.com/watch?v=FBK9tBxaKbg[/video]
[QUOTE=lintz;49426009]don't dogs already run away if you kill most of them?[/QUOTE] That's what I'm saying, and fleshes do the same thing. So it should be possible to implement for stalkers and bandits too, right?
They never fail to deliver.
[QUOTE=Furioso;49429735]That's what I'm saying, and fleshes do the same thing. So it should be possible to implement for stalkers and bandits too, right?[/QUOTE] You can. There's a panic_threshold section for every NPC. It's disabled for most humans in vanilla, iirc.
i was just thinking stalker default FOV is 55 (which is why everything looks so fucking stubby) is gunslinger running at 75? it looks like it
Is there an imgur album or something of the leaked STALKER 2 concept art?
Happy new year Stalkers! Ever thankful for this group of cool guys to roam the Zone with
[QUOTE=lintz;49431227]i was just thinking stalker default FOV is 55 (which is why everything looks so fucking stubby) is gunslinger running at 75? it looks like it[/QUOTE] It doesn't look like it. The angle of most of the building at the start look pretty clean even when turning (higher fov gives the warping effect). I am thinking they instead use the same fov with a more distant arm mesh, using the hud_fov command (maybe). I can see higher fov being a problem with certain animations which are supposed to be "up in your face", hence they probably made it so they look best at standard fov (mag checking feature, pda, stimpack in your shoulder with seva etc.)
God I want gunslinger so bad Call of Chernobyl + Gunslinger + Some kind of TFW would basically be Stalker: Ultimate edition
Too bad gunslinger will be pretty much impossible to merge if they don't release their source
They're not using source code engine changes, so it will not be compatible with anything ever, as it stands :/
Shame, but oh well CoC + some kind of Factions Wars still would be amazing I would literally pay money for it if it meant it was polished and of good quality Honestly I would pay money for a lot of mods if that meant they were polished/fleshed out/of good quality [editline]1st January 2016[/editline] Sent the Gunslinger vids to one of my gun nut friends and he got lost his shit at how amazingly detailed everything is
[QUOTE=Beacon;49434410]They're not using source code engine changes, so it will not be compatible with anything ever, as it stands :/[/QUOTE] Gunslinger isn't a matter of replacing models textures and animations?
[QUOTE=Daemon White;49435505]Gunslinger isn't a matter of replacing models textures and animations?[/QUOTE] No, they are probably using their own lua injector to call the scripts that do the PDA feature, the injecting of anti rads, the laser sights / different models on upgrades etc. etc. So unless they reveal how they are doing it, we won't be ever able to merge it with a mod with engine changes
[QUOTE=LoNer1;49435512]No, they are probably using their own lua injector to call the scripts that do the PDA feature, the injecting of anti rads, the laser sights / different models on upgrades etc. etc. So unless they reveal how they are doing it, we won't be ever able to merge it with a mod with engine changes[/QUOTE] So they are doing things like Shoker? hm. Neat.
I could ask Hamza. I've still got him on Skype. I don't know if he lurks, but he used to lurk the forums. He even has an account.
[QUOTE=Daemon White;49435505]Gunslinger isn't a matter of replacing models textures and animations?[/QUOTE] It hasn't been about that for years.
Would kinda suck if they didn't release the source, I'm so sick of CoP's maps/storyline
[QUOTE=Bloodshot12;49437191]Would kinda suck if they didn't release the source, I'm so sick of CoP's maps/storyline[/QUOTE] i like cop's maps but the storyline is pretty weak, i feel something got lost in translation. that one quest with the cannibal doctor guy is the highlight of the game.
[QUOTE=Pops;49437771]i like cop's maps but the storyline is pretty weak, i feel something got lost in translation. that one quest with the cannibal doctor guy is the highlight of the game.[/QUOTE] I'd forgotten about that. That's actually a really fucking good quest. Shame the rest of the game was all about finding a squad you gave no fucks about.
FoV in stalker is kind of low, and most models are made for the low FOV. You easily get weird things with FoV over 70, such as this. The FoV here is 70 [media]http://www.youtube.com/watch?v=nLg96hnapPA[/media] This happens with a lot of weapons once you go to 70 or above, and its more noticeable with vanilla weapons.
[QUOTE=Gunner th;49437870]FoV in stalker is kind of low, and most models are made for the low FOV. You easily get weird things with FoV over 70, such as this. The FoV here is 70 [media]http://www.youtube.com/watch?v=nLg96hnapPA[/media] This happens with a lot of weapons once you go to 70 or above, and its more noticeable with vanilla weapons.[/QUOTE] yeah, it's very common for games in general to do this-- things which the player won't see may not be modelled or animated. a lot of older games won't even have all sides of a gun modelled.
[QUOTE=wat_am_i_doin;49437919]yeah, it's very common for games in general to do this-- things which the player won't see may not be modelled or animated. a lot of older games won't even have all sides of a gun modelled.[/QUOTE] Wasn't it CSS where most of the guns only had one half modelled? I remember seeing that for the first time and wondering why they did it.
[QUOTE=spekter;49439201]Wasn't it CSS where most of the guns only had one half modelled? I remember seeing that for the first time and wondering why they did it.[/QUOTE] css and half life 2 both only had partial first person models
[QUOTE=69105;49439245]css and half life 2 both only had partial first person models[/QUOTE] So they remade them for Gmod? That's pretty cool
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