S.T.A.L.K.E.R. Series Megathread: "A Typical Day In The Zone"
5,003 replies, posted
[QUOTE=Araknid;49908593]I'd like that but the issue is it would get old and annoying rather fast, maybe unless it was to the point of detail as World of Guns but that isn't really possible in stalker[/QUOTE]
I don't think I'd implement it as a requirement, if I was a modder. Hand loading would have to be fast, but gun maintenance would be more a bonus thing, like maybe better stats for the gun for a little while until it degrades again, sort of like an "overheal/repair" for the gun. We kind of already have it when mods let you get weapon/armor repair kits that you can take with you.
The thing with reloading in like Receiver is you can reload an empty magazine in a few seconds and you only ever have 2-3 magazines, unless you have the revolver. In STALKER you could have like 6 magazines of ammo for one gun, and sometimes you might have 2 or 3 weapons. with how slow reloading mags was in that video it could take like like 5 minutes every time you have to reload your magazines
Why not just have one of these?
[video]https://youtu.be/vf76iM1E3fk[/video]
Use something like this for just reloading a mag with the same type of ammo, if you want to load multiple types of ammo in a mag then you can just hand load it.
Honestly I think it would be cool to have one of these at base locations. You can speed load at bases before you go out or you can hand load anywhere if you bring the bullets with you. You could either have a trader do the loading for you if you have no animations for it or you could have one free to use in the base, and just fade to black with a sound effect or something.
I quite like the idea of being able to use different mags for your gun.
In the video for the mod it looked like when you were in safe zones you could instantly load mags using your inventory
Honestly you'd probably never have to hand load them
[QUOTE=NeverGoWest;49908457]All which are arts which I have no experience in, and which are huge things to learn by themselves. While I can sculpt and draw IRL I wouldn't be able to afford any professional software for 3d sculpting etc.[/QUOTE]
Maybe not 3D sculpting, but Blender is a really good tool that's free.
Any of you lads remember that minimalistic UI i was working on? Well, I hit a brick wall.
My design skills are one thing, but SoC HUD is so much more complex than CoP. CoP is straight forward and there's only so many elements present in each file where as SoC describes every single element individually :v:
Well, I'm sorry for making anyone poke out their eyes but this is the progress so far:
[t]http://orig03.deviantart.net/2812/f/2016/071/6/e/xr_3da_2016_03_06_15_23_39_47_by_mod_a_holic-d9ut3fs.png[/t]
I used the CoP hud for SoC since it uses the proper layout I wanted to use but hot damn this is difficult. I might just migrate to CoP and do the HUD for that game, since it allows textures greater than 1024x1024 to be used :v:
hey guys, where can I find good SoC mods anymore? moddb is an unnavigable mess unless you actually know what you want
[QUOTE=LoNer1;49912151]I might just migrate to CoP and do the HUD for that game, since it allows textures greater than 1024x1024 to be used :v:[/QUOTE]
Dunno what you're on about, SoC handles larger sizes just fine.
Haven't actually played in a few years so I thought I'd install stalkersoup and get back into the series a bit
Within 2 hours I've had my first CTD
[sp]Just like I remember, it's good to be back in the zone[/sp]
For anyone playing OGSE 0693, how are the weapons in terms of quality? I've seen some OGSE videos with some nice models/anims, but is it consistent quality? or do some look worse than others like a lot of other stalker mods?
[QUOTE=Bloodshot12;49912689]For anyone playing OGSE 0693, how are the weapons in terms of quality? I've seen some OGSE videos with some nice models/anims, but is it consistent quality? or do some look worse than others like a lot of other stalker mods?[/QUOTE]
kinda weird. mods like shoker have spoiled me. what I do like is that I can choose between 30, 40 and 60 round magazine.
the MP-40 can be reloaded and shot somehow without it switching back to the firinganimation fast enough before the muzzleflash shows up.
EDIT: this explanation makes no sense. I should probably make a vid of it.
[QUOTE=TKGP;49912659]Dunno what you're on about, SoC handles larger sizes just fine.[/QUOTE]
Is there something I need to be cautious of? I know I should define the size in the header of the xml using that specific texture (so if it says width = "1024" height = "768" and I make it 2048x2048, ill have to do w "2048 / h "2048") and edit the coordinates accordingly.
But other than that, anything else?
[QUOTE=LoNer1;49912769]I know I should define the size in the header of the xml using that specific texture[/QUOTE]
You should not do that.
[QUOTE=TKGP;49913025]You should not do that.[/QUOTE]
So leave it as is?
For example, the loot xml looks like this:
[CODE]<ui_texture>
<file_name>ui\ui_cop_loot</file_name>
<texture id="ui_cop_loot" x="0" y="0" width="1024" height="768" />
<texture id="ui_cop_item_cond_empty" x="344" y="995" width="240" height="10" />
<texture id="ui_cop_big_loot_button_d" x="720" y="926" width="256" height="24" />
<texture id="ui_cop_big_loot_button_e" x="720" y="950" width="256" height="24" />
<texture id="ui_cop_big_loot_button_h" x="720" y="974" width="256" height="24" />
<texture id="ui_cop_big_loot_button_t" x="720" y="926" width="256" height="24" />
</ui_texture>
[/CODE]
If I increase the size, shouldn't I edit the id "ui_cop_loot"?
That's not a "header" of anything, it's just a regular texture region like the other 5 entries. Yes, if you change the size of your textures you should change the texture coordinates to match them.
[QUOTE=TKGP;49913159]That's not a "header" of anything, it's just a regular texture region like the other 5 entries. Yes, if you change the size of your textures you should change the texture coordinates to match them.[/QUOTE]
Sorry, I got confused with the textures_desc method CoP uses. I'll see if it works ingame.
Thanks!
X-16 is really something special in the new OGSE version
[IMG]http://i.imgur.com/hQ1yRvH.png[/IMG]
are artifacts weightless or did you just slowly hoof your way back to civilisation
[QUOTE=lintz;49914965]are artifacts weightless or did you just slowly hoof your way back to civilisation[/QUOTE]
They weight a decent amount. Some weigh 0.50kg, some even a 1kg, it depends on the artifact. I had to drag a lot of bodies to get it done. The hardest part was to get all the artifacts from the X-16 exit to Yantar.
Does Wolf only give you the Fort if you solo the bandit camp in Cordon?
[editline]12th March 2016[/editline]
Also how do I fix this weird shadow shit on the roofs?
[video=youtube;Kx4k0MVdFOs]http://www.youtube.com/watch?v=Kx4k0MVdFOs[/video]
"Though OGSE team doesn't exist anymore, I'd like to thank all the people, connected with it:"
Does that mean the OGSE team has disbanded after finishing this version? Unfortunate to hear, but glad that they finished it up before that.
[QUOTE=Lone Wolf807;49916293]Does Wolf only give you the Fort if you solo the bandit camp in Cordon?
[editline]12th March 2016[/editline]
Also how do I fix this weird shadow shit on the roofs?
[video=youtube;Kx4k0MVdFOs]http://www.youtube.com/watch?v=Kx4k0MVdFOs[/video][/QUOTE]Had that problem in CS and COP, but long since forgot the command. Something about the sun viewing angle; r2_sun_........
[QUOTE=Lone Wolf807;49916293]Does Wolf only give you the Fort if you solo the bandit camp in Cordon?
[editline]12th March 2016[/editline]
Also how do I fix this weird shadow shit on the roofs?
[video=youtube;Kx4k0MVdFOs]http://www.youtube.com/watch?v=Kx4k0MVdFOs[/video][/QUOTE]
r2_sun_near_border 1.00
How do I get the [sp]vehicle for the weapons delivery at the beginning of OGSE working?[/sp]
[QUOTE=Sgt Doom;49918068]How do I get the [sp]vehicle for the weapons delivery at the beginning of OGSE working?[/sp][/QUOTE]
You need gas for it, which you can get either from [sp]the farm near where you find the bandit jacket in vanilla or there's another canister in the car park next to the parked truck in the garage.[/sp] To refuel the car, stand behind or to the right of it and aim at the back and press the refuel key which is numpad del or 0 by default, check the keybinds.
Is there a way to increase the distance that the high detail shadows are drawn in? It currently looks like the detailed shadows are drawn in ~10meters in front of me.
IIRC try r2_sun_near 30
[QUOTE=Sgt Doom;49918068]How do I get the [sp]vehicle for the weapons delivery at the beginning of OGSE working?[/sp][/QUOTE]
Be careful driving back the car, don't crash it. I managed to crash into one of the fences in the rookie village. The military outpost went on alert, sent out a Hind, Wolf and Sid's bunker guard somehow died. Then my game crashed with a stack trace :v:
[QUOTE=demotech;49918624]Be careful driving back the car, don't crash it. I managed to crash into one of the fences in the rookie village. The military outpost went on alert, sent out a Hind, Wolf and Sid's bunker guard somehow died. Then my game crashed with a stack trace :v:[/QUOTE]
Ah
The game has been spiced with some slavic peppers
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