S.T.A.L.K.E.R. Series Megathread: "A Typical Day In The Zone"
5,003 replies, posted
[QUOTE=Lyokanthrope;49564060]small things like the suicide scene in the bar[/QUOTE]
huh?
[QUOTE=cr4sh!;49564546]huh?[/QUOTE]
In Build 2232 there was a stalker who came from the brain scorcher.
He rants about one of his friends, makes you talk to someone out in the bar a few times, then eventually goes crazy.
He says something along the lines of "I'm sorry" and pulls out a pistol, blowing out his own brains.
It's kind of heavy.
[QUOTE=Lyokanthrope;49564555]In Build 2232 there was a stalker who came from the brain scorcher.
He rants about one of his friends, makes you talk to someone out in the bar a few times, then eventually goes crazy.
He says something along the lines of "I'm sorry" and pulls out a pistol, blowing out his own brains.
It's kind of heavy.[/QUOTE]
Damn, is there a video of it, might just download the Build to see that, even though its quite heavy it will look kind of awkward like [sp]Tremors suicide[/sp]
RMA 1.1.5vr restored this scene too, if I recall correctly :v:
[editline]19th January 2016[/editline]
oh ffs
oh god the way he flies into the wall :v:
I miss the way you could actually kill yourself with a ricochet in the older builds.
Somehow suicide scenes in STALKER never have quite the gravity they're supposed to.
[vid]http://puu.sh/mBH5D/c380943e37.webm[/vid]
What caught my attention more was that HUD.
[QUOTE=Lyokanthrope;49564635]I miss the way you could actually kill yourself with a ricochet in the older builds.[/QUOTE]
Reminds me of this one mod i played a while back (i forget which), where it made bullets ricochet like 15 times. In agroprom i got shot at by a wounded bandit and his shot hit the pillar and bounced around until it hit him right in the head and killed him.
[QUOTE=Bloodshot12;49565367]Reminds me of this one mod i played a while back (i forget which), where it made bullets ricochet like 15 times. In agroprom i got shot at by a wounded bandit and his shot hit the pillar and bounced around until it hit him right in the head and killed him.[/QUOTE]
Shit like that is amazing :v:
[QUOTE=Lyokanthrope;49564043]X-Ray's issue is mostly the assets.
The renderer in the engine is truly great, extremely ahead of its time. The per-pixel deferred shading model used is just fucking Russian wizardry at its finest.[/QUOTE]
Agreed. And it's simulation. Most of Gamebryo is Lipstick on the Pig, the renderer. By which I mean that it is all superficial. X-ray for all its age draws light from light sources honestly, casts shadows honestly and is still the most atmospheric experience there is.
One thing I've wanted more than anything else as a mod for STALKER is updated assets. And while Gunslinger is doing phenominal on the first person models and guns, STALKER's always been more about the environment, and I'd love to get something for that (More than what Absolute provides, which is still fantastic).
[QUOTE=Daemon White;49565593]One thing I've wanted more than anything else as a mod for STALKER is updated assets. And while Gunslinger is doing phenominal on the first person models and guns, STALKER's always been more about the environment, and I'd love to get something for that (More than what Absolute provides, which is still fantastic).[/QUOTE]
[IMG]http://media.moddb.com/images/mods/1/26/25727/0903957964.jpg[/IMG]
And
[url]http://www.moddb.com/mods/in-spite-of-the-death/videos/isotd3-objects-demonstration#imagebox[/url]
[QUOTE=simkas;49563384]What point? That a game from 2007 looks like a game from 2007?[/QUOTE]
Might be my bias but apart from the trees, stalkers graphical style is still nice to look at despite being fairly aged.
It's like Age of Empires 1/2, the graphics are old as hell but those cute little sprites are so adorable they'll never look bad
The only thing that really is a pain to look at nowadays are most of the viewmodels, but that's more to the weird animations than the models themselves.
The X-ray engine becomes a little more impressive when you realize it took complete advantage of DX9 back in 2003, and then DX10 right off in 2008. Russians are fucking graphic API wizards sometimes.
Most of the models and animations are so ugly because they were almost all modeled and textured back between 2001 and 2004.
DX11 has Tesselation as well, but it also had Contact-Hardening shadows as a minor additional detail.
this may be a common problem, but does anyone get a crash from looting mutated beasts in CoP Arsenal Overhaul 3.1 mod?
[QUOTE=Daemon White;49566536]DX11 has Tesselation as well, but it also had Contact-Hardening shadows as a minor additional detail.[/QUOTE]
DX11 also brought with it some performance improvements, but DX11's implementation into CoP's engine was a giant hack really.
[QUOTE=Beacon;49564042]Really? I love STALKER as much as anyone here, but new games like Fallout 4 blow it out of the water most of the time.[/QUOTE]
Fallout 4's the one game I wouldn't really agree with but that's only because it runs like a sack of turds on my ATI card. It looks pretty fantastic on my laptop(nvidia) but running it on my PC which should handle it fine maxed out just gives me nothing but shitty glitches. Texture quality's amazing on some things but lighting is absolute shit.
It's like the opposite of stalker.
One thing that amazed me in Clear Sky was the volumetric smoke/dust and wet surfaces. Stalker has this sweet as shader that covers everything as it starts to rain and makes it look like the surface is gradually getting wet by individual rain drops.
[QUOTE=Shirky;49567048]One thing that amazed me in Clear Sky was the volumetric smoke/dust and wet surfaces. Stalker has this sweet as shader that covers everything as it starts to rain and makes it look like the surface is gradually getting wet by individual rain drops.[/QUOTE]
I love how much of a gigantic hack that effect is, too.
It's basically just another sun shadow projected straight down with really large jitter applied to it, and where the 'light' would normally be it does some weird per-pixel voodoo and increases glossiness on surfaces that aren't in 'shadow' :v:
I called in too many support squads by accident in CoC Warfare
[vid]https://my.mixtape.moe/txobwc.webm[/vid]
[QUOTE=Mezzokoko;49566294]The only thing that really is a pain to look at nowadays are most of the viewmodels, but that's more to the weird animations than the models themselves.[/QUOTE]
I hate stock stalker weapons, the viewmodels and animations are awkward, charging handles on wrong side, and the proportions are wierd.
[url=http://stalker-mods.su/news/gunslinger_mod_ne_radostnaja_novost/2016-01-17-2521]Bad news folks, Gunslinger is indefinitely postponed, apparently.[/url]
What is the point of no return in vanilla SoC? I'm close to the end, but this time I want to play a bit more before ending it. Is it Pripyat? Or can I even explore CNPP without being forced to finish the game?
[editline]20th January 2016[/editline]
[QUOTE=Gunner th;49566378] Russians are fucking graphic API wizards sometimes.
[/QUOTE]
Ukrainians. Fun fact, about 10 years ago, it was commonly agreed in the slav community that Ukrainians always make better commercial games and Russians make better mods. There's exceptions of course, but still pretty interesting.
[QUOTE=Beacon;49570229][url=http://stalker-mods.su/news/gunslinger_mod_ne_radostnaja_novost/2016-01-17-2521]Bad news folks, Gunslinger is indefinitely postponed, apparently.[/url][/QUOTE]
Rip in advance
[QUOTE=Spor;49570265]What is the point of no return in vanilla SoC? I'm close to the end, but this time I want to play a bit more before ending it. Is it Pripyat? Or can I even explore CNPP without being forced to finish the game?[/QUOTE]
Once you head into Pripyat you are pretty much going to push for the end, you can technically still return as far as I am aware, but I can't really think of any reason why you would. Only once you reach the CNPP itself the game will actually lock you into the level without a chance of returning.
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