• S.T.A.L.K.E.R. Series Megathread: "A Typical Day In The Zone"
    5,003 replies, posted
[QUOTE=Lyokanthrope;48344969]Might as well just install PRP and merge in MSO if you can :v:[/QUOTE] If I could find the PRP anywhere that would be an alternative. I just want to polish the game up some with AF3/AN3/OWR2.1 and whatever nice HUD I come across, make it more lively, fix what needs fixing, spend another ten hours aligning muzzle flashes in the scope view for everything that can mount one or comes with one, do a manual spell-check on the entire mess before I strangle myself over a bunch of misplaced semicolons and then dump that whole creation somewhere safe so I have "Vanilla 2.0" and a base to work with. PRP I can't find anywhere, MSO I have, but I was looking for Reborn 1.01b since I gathered that this was the most stable version hence why my interest in it.
[QUOTE=Xerys;48345074]If I could find the PRP anywhere that would be an alternative. I just want to polish the game up some with AF3/AN3/OWR2.1 and whatever nice HUD I come across, make it more lively, fix what needs fixing, spend another ten hours aligning muzzle flashes in the scope view for everything that can mount one or comes with one, do a manual spell-check on the entire mess before I strangle myself over a bunch of misplaced semicolons and then dump that whole creation somewhere safe so I have "Vanilla 2.0" and a base to work with. PRP I can't find anywhere, MSO I have, but I was looking for Reborn 1.01b since I gathered that this was the most stable version hence why my interest in it.[/QUOTE] [url]http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=6203&page=8&sec_id=18#119787[/url]
[QUOTE=Lyokanthrope;48345117][url]http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=6203&page=8&sec_id=18#119787[/url][/QUOTE] Oh, yay. Thanks. This is going to be so much fun.
[url]https://drive.google.com/file/d/0B0JtTjU3ezz4c3k2WDhhdzBoMVk/view?usp=sharing[/url] Here's a version of that freeplay/owr merge with 1.21 if anyone wants to test it out, let me know if you find any issues. (I forgot to update the readme, don't believe its lies) I've been testing quite a bit and haven't had a CTD yet aside from a stupid one in the dark valley that was my fault.
[QUOTE=Bloodshot12;48345664][url]https://drive.google.com/file/d/0B0JtTjU3ezz4c3k2WDhhdzBoMVk/view?usp=sharing[/url] Here's a version of that freeplay/owr merge with 1.21 if anyone wants to test it out, let me know if you find any issues. (I forgot to update the readme, don't believe its lies) I've been testing quite a bit and haven't had a CTD yet aside from a stupid one in the dark valley that was my fault.[/QUOTE] That's for LA, right? So is it like the SoC freeroam mod that lets you join a faction, do random jobs, etc?
[QUOTE=Ghost101;48346020]That's for LA, right? So is it like the SoC freeroam mod that lets you join a faction, do random jobs, etc?[/QUOTE] Oh nonono it's for ShoC still. It's basically DMM missing a few things but with a shiny CoP-quality weapons pack. I'd love to see/make a freeroam mod for LA but it depends on the release of the DC since a freeroam mod for LA in it's current state would be only as much fun as your sightseeing capabilities allow
the fucking burer in cop which makes the crying noise in the lab scared the shit out of me
[QUOTE=Bloodshot12;48345664][url]https://drive.google.com/file/d/0B0JtTjU3ezz4c3k2WDhhdzBoMVk/view?usp=sharing[/url] Here's a version of that freeplay/owr merge with 1.21 if anyone wants to test it out, let me know if you find any issues. (I forgot to update the readme, don't believe its lies) I've been testing quite a bit and haven't had a CTD yet aside from a stupid one in the dark valley that was my fault.[/QUOTE] Is this using the vanilla weapon stats? Because I just tried it and god damn the damage and accuracy is horrible [editline]1st August 2015[/editline] I haven't played vanilla in ages and forgot how bad it is
Got all stuff together. Step 1: Take PRP 1.1.7, add Absolute Nature + Structures, Atmosfear 3, OWR 2.1 Lite, Russian Audio, English Subtitles. Step 2: Figure out how to add MSO into that. Step 3: Add MSO into that. Step 4: Tweak anything that needs tweaking. Which should be little. Step 5: Find more cosmetic stuff to throw in there. Step 6: Finally play game two weeks later. Step 7: ??? Step 8: Surely not profit.
[QUOTE=Xerys;48347214]Got all stuff together. Step 1: Take PRP 1.1.7, add Absolute Nature + Structures, Atmosfear 3, OWR 2.1 Lite, Russian Audio, English Subtitles. Step 2: Figure out how to add MSO into that. Step 3: Add MSO into that. Step 4: Tweak anything that needs tweaking. Which should be little. Step 5: Find more cosmetic stuff to throw in there. Step 6: Finally play game two weeks later. Step 7: ??? Step 8: Surely not profit.[/QUOTE] don't forget variation mod and OpenXray :v:
[QUOTE=alundaio;48344010]No. Call of Chernobyl is not canceled. But someone did post the hash part of a url to a real build and the testing team was dismissed. It's not something to be hugely concerned about. Plenty of testers have already came and gone with no issues simply because they were inactive. The two most contributing testers have been and still remain on the actual development team.[/QUOTE] You should probably make a post to clarify, reading the thread everyone's flipping shit because it looks like the debacle was caused by the joke "leak" of dolphin porn. Furthermore, if QA and testing is such an issue, why not do public alpha builds through SVN or some such, like they do for Jagged Alliance? It seems to me that the intuitive solution to these sorts of testing issues would be to make everyone an alpha/beta tester. Even if not, it would be great to hear an indepth discussion of why, especially since all the news seems to have been removed from the moddb page.
[QUOTE=The Spartan;48350573]You should probably make a post to clarify, reading the thread everyone's flipping shit because it looks like the debacle was caused by the joke "leak" of dolphin porn. Furthermore, if QA and testing is such an issue, why not do public alpha builds through SVN or some such, like they do for Jagged Alliance? It seems to me that the intuitive solution to these sorts of testing issues would be to make everyone an alpha/beta tester. Even if not, it would be great to hear an indepth discussion of why, especially since all the news seems to have been removed from the moddb page.[/QUOTE] I can give you one main reason why, even as an outsider. Making ANY kind of public release translates to "It's out" in many people's minds, and they will bitch up a STORM if there's anything broken, and the mod's reputation will be damaged a ton. [editline]1st August 2015[/editline] Unrelated; [url]https://www.dropbox.com/s/vt4a92qrfjlbyqx/OpenXray_Volumetrics.7z?dl=0[/url] I didn't get the fog thing working but here's a vanilla compatible version of the volumetric headlamps mod. Not extensively bugtested but should work fine.
[QUOTE=Lyokanthrope;48350699]Making ANY kind of public release translates to "It's out" in many people's minds, and they will bitch up a STORM if there's anything broken, and the mod's reputation will be damaged a ton.[/QUOTE] (YMMV) Maybe it's because I spent the lion's share of my time in the goldsrc modding community, but I've encountered no such issues as long as it's [B]EXPLICITLY STATED UP FRONT[/B] that the product's an unfinished early release.
[QUOTE=The Spartan;48350745](YMMV) Maybe it's because I spent the lion's share of my time in the goldsrc modding community, but I've encountered no such issues as long as it's [B]EXPLICITLY STATED UP FRONT[/B] that the product's an unfinished early release.[/QUOTE] yeah, that doesn't really work these days.
[QUOTE=Lyokanthrope;48349109]don't forget variation mod and OpenXray :v:[/QUOTE] What would I need OpenXRay for though? While I'm not entirely in over my head yet, I'm starting basic and working my way through combining PRP with the eye-candy and Russian Audio with English Subtitles first, after that I think I'll do the Variation Mod before trying to shove MSO in, but I haven't touched this stuff in two and a half years.
[QUOTE=Lyokanthrope;48350833]yeah, that doesn't really work these days.[/QUOTE] That's a matter of opinion, but it doesn't matter because who I really want to hear from is Alundaio, since he's the prime figure in this incident and also the one most directly affected by it.
There was a statement made on the epicstalker forums about it, but mainly for the testers. We were still waiting to finish TC before release and we were going through different builds of Open Xray to try to figure out why DX10 and DX11 does not show up in the renderer list for some Nvidia GPU. It isn't a big deal since you can use a command line to skip where the engine verifies if your GPU can load the renderer. I was never worried about people hating on the mod, that is only natural there will be critics of all types. What I worry about is project management. We use a bug tracker and revision control. When you have a dedicated team it's much, much smoother to work on a team project. When you have an "open beta" it becomes a nightmare because you will have people of posting issues all over the place and not following a specific guideline. Then you will have people who won't properly install patches and then report issues that might not even really exist. It's more trouble then it's worth, really. Especially when it is just 2 guys working on the project full time. CoC, by the way, actually leaked. We are continuing to work on the project still.
[QUOTE=alundaio;48351964]There was a statement made on the epicstalker forums about it, but mainly for the testers. We were still waiting to finish TC before release and we were going through different builds of Open Xray to try to figure out why DX10 and DX11 does not show up in the renderer list for some Nvidia GPU. It isn't a big deal since you can use a command line to skip where the engine verifies if your GPU can load the renderer. I was never worried about people hating on the mod, that is only natural there will be critics of all types. What I worry about is project management. We use a bug tracker and revision control. When you have a dedicated team it's much, much smoother to work on a team project. When you have an "open beta" it becomes a nightmare because you will have people of posting issues all over the place and not following a specific guideline. Then you will have people who won't properly install patches and then report issues that might not even really exist. It's more trouble then it's worth, really. Especially when it is just 2 guys working on the project full time. CoC, by the way, actually leaked. We are continuing to work on the project still.[/QUOTE] Point well taken, but I strongly recommend considering an SVN repo for any future projects. The (relative) complexity of setting up TortoiseSVN or w/e software makes a great idiot filter and helps with issues of people using old/legacy builds, plus separate branches for unimplemented features, community mods, etc. is all kinds of awesome.
[QUOTE=The Spartan;48352009]Point well taken, but I strongly recommend considering an SVN repo for any future projects. The (relative) complexity of setting up TortoiseSVN or w/e software makes a great idiot filter and helps with issues of people using old/legacy builds, plus separate branches for unimplemented features, community mods, etc. is all kinds of awesome.[/QUOTE] Yeah, I use both TortoiseSVN and TortoiseGIT. The main problem though is hosting binary assets (dlls, textures, meshes, sounds, etc) which complicates things. CoC is split between a private git repo for configs/scripts and a dropbox folder with all the assets setup as a git repo.
Has anyone played SGM 2.2 for COP? Ive just started and the enemies dont take any damage. Any idea why?
[QUOTE=Shirky;48352450]Has anyone played SGM 2.2 for COP? Ive just started and the enemies dont take any damage. Any idea why?[/QUOTE] SGM has two states of mind: bullshit and ez The former is the first 50% of the game. The latter is the second half of the game. Seriously, when you start eating .50 BMGs to the face like it's a can of tuna and carry an RPG with 30 rockets just because it's "standard" you start realizing how broken that piece of shit is. And you play it anyway because it's too fun.
Alpha squad also seems to be bugged, I checked them on and had to check them off after 10 minutes because I had literally had to fight about 8 waves of them in those 10 minutes, one squad after the other.
So while I was steadily working forward towards my goal of Vanilla with Whipped Cream, I got to the point where to look at OWR 2.1. And there I saw the heinous Vikhr replacing the Val, and then I wept. And as I gazed upon the PKM being held by the carrying handle when aiming down the sights, I trembled. And when finally I laid my eyes upon that evil G36 I could not help but recoil in fear, for yet more work had to be done in order to find suitable replacements. Then I came across OWR 3 and it was beautiful. Like no really, it even has an Aug for some reason, how random is that. And a proper Val. And like aiming down the sights for the PKM. And really nice animations. And a lot of terrible weapon config files with a semicolon in front of each hit_power line. And a lot of work to be done. Ow.
[QUOTE=Heigou;48352874]Alpha squad also seems to be bugged, I checked them on and had to check them off after 10 minutes because I had literally had to fight about 8 waves of them in those 10 minutes, one squad after the other.[/QUOTE] Be a man! I had to fight 20+ of them because they didnt stop cgasing me and i kept encountering more, lol. Got the video on my moddb. [editline]2nd August 2015[/editline] [url]http://www.moddb.com/members/iloner1/videos/dat-lovely-alpha-sqd#imagebox[/url] Good times
All I can understand from the whole CoC shitfest going on is that the devs got paranoid and booted everyone on the testing people, including people who obviously didn't do it. I mean for what fucking purpose did you kick Darryl out from the dev team after the shitloads of work that he's done for you, you really think he would just leak it like that? Especially since he was the one that reported the fucking thing. It just reminds me of a situation where someone reports a crime and then get's thrown in jail for reporting it. [editline]2nd August 2015[/editline] [quote]I know a lot about liars and a liar is always the first one to tell you they aren't lying yes, he noticed leak and also said to pull the link which makes him the prime suspect.[/quote] It's just stupid. I understand that for a developer this shit would be very frustrating but fucking hell instead of even trying to investigate who did it you just instantly assume it was the person that reported the leak. [editline]2nd August 2015[/editline] And banning ALL /sg/ users? Even Beacon? What sort of fucked up childish kneejerk reaction is that [quote]But worse then you is Darryl. He is a fucking nut case, have fun being his friend Now go be a projecting double-crossing cunt somewhere else.[/quote] Seriously with this sort of attitude coming one of the lead devs, it'll be hard fucking trying to enjoy the mod when I know that people who act like that made it.
[QUOTE=Araknid;48354379]wørds[/QUOTE] I have a message from the other side [quote=Koma] it couldn't have been me either, I even explicitly donated to the development progress [/quote] [t]http://anony.ws/i/2015/08/01/Untitled.png[/t]
-snip sorry for a second here i though i read Koma's post here in thread-
[QUOTE=Araknid;48354379]All I can understand from the whole CoC shitfest going on is that the devs got paranoid and booted everyone on the testing people, including people who obviously didn't do it. I mean for what fucking purpose did you kick Darryl out from the dev team after the shitloads of work that he's done for you, you really think he would just leak it like that? Especially since he was the one that reported the fucking thing. It just reminds me of a situation where someone reports a crime and then get's thrown in jail for reporting it. [editline]2nd August 2015[/editline] It's just stupid. I understand that for a developer this shit would be very frustrating but fucking hell instead of even trying to investigate who did it you just instantly assume it was the person that reported the leak. [editline]2nd August 2015[/editline] And banning ALL /sg/ users? Even Beacon? What sort of fucked up childish kneejerk reaction is that Seriously with this sort of attitude coming one of the lead devs, it'll be hard fucking trying to enjoy the mod when I know that people who act like that made it.[/QUOTE] Can you read minds
can we keep this conspiracy leak shit out of here, it's dumb as fuck and disrespectful to the devs apart from anything else if you can't wait for CoC then go talk about this shit on 4chan
Speaking of 8 waves of Alpha Squads, you know that the game has to have some hidden bullshit scale that the game either increases or decreases according to what it feels like doing to the player. Not the bad kind of bullshit, mind you, but the kind of bullshit that you look at and laugh, filled with glee and incredulity towards the scenario unfolding before your eyes. Let me elaborate. Once upon a time I was doing Noah's barge mission. Classic SGM -- mutants pouring out of every orifice imaginable and stalkers derping at best, dying at worst. My loadout to this day is an Eliminator, an RPG and a Gauss rifle, each with enough ammo to stock a merc group. I hauled a backpack stash to the top of the barge's tower in preparation and filled that with even more ammo. Thus, I had over 70 rockets, 1200 gauss rifle rounds and 800 buckshots to do this with. The battle began and I charged from the quest activation spot to the top of the tower. Going up the ladders, I already hear gunfire. Once I get to the top, I do a quick sweep of the area with my upgraded binoculars and find the mutant spawn points that are currently active. Switching to the RPG, I blast one into smitheroonies thanks to the absolutely ludicrous destructive power that the RPG possesses in SGM. After a quick reload, I blast another one down that's still far away from the barge so I won't accidentally kill stalkers with the blast. The remainders I snipe down from around David with the Gauss Rifle. This is sufficient. The first controller kill arrives and instead of traveling to said location, I fire an RPG where I remember the thing spawning. Well enough, I get a notification to the PDA channel that the defense must continue. Four rockets down, this is easy. And then I get shot from fuckville nowhere, with red level bleeding and 20% of my health gone in one hit. After prolific cursing and haphazard cover behind the feeble wood construction of the tower, I medkit myself up and look to where I think the shot came from. Lo and behold, it's a fucking Alpha Squad. They're being nibbled at by a pack of dogs but seem to all but ignore the mutants, instead focusing all of their singular hatred and bullshittery at me. Relishing the challenge and embracing it like a true wizard, I reply with a rocket to their midst. Ranking up over 30 ranks in a single rocket is a deeply satisfying feeling. But then I get fire again, this time from two directions. These boys didn't come alone, oh no. That would've been too easy. As a chimera and a pack of boars spawn, two more Alpha Squads spawn. This time, they come from Shevchenko and the old Circus, basically north and north-west. I decide that I am thoroughly done with this shit and begin rocketing them both, but then David dies because a pack of bloodsuckers killed him -- a pack that I'd failed to notice while I was being pounded with gunfire by a bunch of angry men like a dead Dutch prostitute in the red light district. Quickload, reload and try again. This time, I prioritize the mutant spawns. It appears to work fine, although my suit's durability degrades rapidly due to the damage I'm taking. Mind you, we're talking about a fully upgraded military exoskeleton with kevlar plating. Apparently the 50 calibre anti-materiel rifles couldn't give less of a fuck about my personal protection. Makes sense. Anyway, I turn my attention to these Alpha-males after blowing several loads (of explosive ordnance) onto the mutant hordes, taking cover and peeking up only to shoot a rocket in their direction, then reload the RPG. This was about when I used my first weapon and armor repair kits. I brought several since I figured things would start getting worn down sooner or later. The mutants were starting to encroach closer, however. The chimera was a fast mofo and the Gauss rifle didn't zoom in fast enough to catch it while it was turning between leaps. So, I jumped down from the tower like the exoskeleton-wielding terminator that I am and pulled out my shotgun to blast everything I had into its face. Now at ground level, I get the second controller kill task. This gave me a chance to climb back onto the tower and fire another RPG into the containers, killing the controller without leaving the comfort of my vantage point. From there on, the quest actually went pretty smoothly. David stayed alive, no more Alpha Squads showed up, mutants got #rekt and I gained like 90 ranks from it, no joke. Lost several thousand rubles worth of ammunition and consumables, unfortunately, but that was still one of the most hectic experiences I've ever had in STALKER. Second only to perhaps the warehouse defend mission in SGM with the Dawn faction. But then again, that was an unwinnable quest.
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