S.T.A.L.K.E.R. Series Megathread: "A Typical Day In The Zone"
5,003 replies, posted
-nvm-
Spliced together a full CoC map to show a friend, figure you guys may have some random use for it.
[t]http://i.imgur.com/VvMhcp0.jpg[/t]
It amazes me that Call of Pripyat maps are barely bigger than ShoC's army warehouses and smaller than some maps (though ShoC you sprint as fast as a car so that might have something to do with it)
[QUOTE=Bloodshot12;48410524]It amazes me that Call of Pripyat maps are barely bigger than ShoC's army warehouses and smaller than some maps (though ShoC you sprint as fast as a car so that might have something to do with it)[/QUOTE]
They're not, CoC just decided to make the map regions tiny for some reason.
[QUOTE=Hammer7;48409141]Shoker 3.0
[video=youtube;SmDzLFjHpMA]http://www.youtube.com/watch?v=SmDzLFjHpMA[/video]
The scope mount is kinda ridiculous.[/QUOTE]
nice hip weld :ok:
Apprently someone merged SGM 2.1 and Misery in a mod called Cataclysm ([url]http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=5252&sec_id=18[/url]) has anyone tried it?
[QUOTE=TKGP;48410761]They're not, CoC just decided to make the map regions tiny for some reason.[/QUOTE]
Do you have an accurate comparison? Looking at STALKERSOUP looks like the maps are more the proper size but jupiter isn't even as long as the vanilla cordon is
Also from trying the leak a bit the maps feel pretty similar in size in the new engine.
[QUOTE=Ghost101;48411000]Apprently someone merged SGM 2.1 and Misery in a mod called Cataclysm ([url]http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=5252&sec_id=18[/url]) has anyone tried it?[/QUOTE]
Gonna check this out
CoCK's minimap is a little bit off center. all in all it runs better than CoP on my machine, i don't know why, it just does, getting over 15-20fps more, thats a good improvement.
wat
There's no Gamedata folder in the STALKER directory. I keep reinstalling but it wont give me the Gamedata files...
fsgame.ltx open that with your favorite text editor and edit $game_data false | true to both true
[editline]8th August 2015[/editline]
Also, how do i spawn stuff in debug mode in CoC? anybody got experience with that, im p.much a noob at that
[QUOTE=FUCK MY ASS;48411469]wat
There's no Gamedata folder in the STALKER directory. I keep reinstalling but it wont give me the Gamedata files...[/QUOTE]
There isn't supposed to be a folder like that by default.
[QUOTE=cr4sh!;48411579]Also, how do i spawn stuff in debug mode in CoC? anybody got experience with that, im p.much a noob at that[/QUOTE]
No idea, what do you need though? If it's credits, Cheat Engine can do that super easy with a 4 Byte search. If it's toolboxes, head to the Red Forest and find Forester - he can do all the repairs/upgrades to anything right off the bat.
Also, does it actually run better for you in actual CoP maps? Because the SoC/beta maps are still pretty much 1:1 format, so it's no shock that they run better than CoP's larger and more effect/shader heavy maps.
If you are playing CoC
r__detail_radius 140
thank me later
Also they seem to have implemented some sort of AA that works in DX9
[QUOTE=Doom14;48411766]No idea, what do you need though? If it's credits, Cheat Engine can do that super easy with a 4 Byte search. If it's toolboxes, head to the Red Forest and find Forester - he can do all the repairs/upgrades to anything right off the bat.
Also, does it actually run better for you in actual CoP maps? Because the SoC/beta maps are still pretty much 1:1 format, so it's no shock that they run better than CoP's larger and more effect/shader heavy maps.[/QUOTE]
Yeah it runs better in CoP maps.
[editline]9th August 2015[/editline]
[QUOTE=Doom14;48411766]No idea, what do you need though? If it's credits, Cheat Engine can do that super easy with a 4 Byte search. If it's toolboxes, head to the Red Forest and find Forester - he can do all the repairs/upgrades to anything right off the bat.
Also, does it actually run better for you in actual CoP maps? Because the SoC/beta maps are still pretty much 1:1 format, so it's no shock that they run better than CoP's larger and more effect/shader heavy maps.[/QUOTE]
also just general weapon and suit spawning obv, money i know how to myself
[editline]9th August 2015[/editline]
also are there guides who can lead you somewhere for money in CoC? havent found any so far
[QUOTE=cr4sh!;48411794]Yeah it runs better in CoP maps.
[editline]9th August 2015[/editline]
also just general weapon and suit spawning obv, money i know how to myself
[editline]9th August 2015[/editline]
also are there guides who can lead you somewhere for money in CoC? havent found any so far[/QUOTE]
There are no guides. You can pass -dbg through command line to activate debug mode. From there you can toggle off the overlay HUD in game options or open the debug menu by pressing 'S' while in the main menu. Spawning is as easy as double clicking the item you want.
But I warn you. It is very easy to become addicted and dependent on the debug features and it will ruin your overall gaming experience.
EDIT: The FAQ has been up for quite some time, which should answer some other questions: [url]http://forum.epicstalker.com/viewtopic.php?f=32&t=297[/url]
[QUOTE=alundaio;48411871]There are no guides. You can pass -dbg through command line to activate debug mode. From there you can toggle off the overlay HUD in game options or open the debug menu by pressing 'S' while in the main menu. Spawning is as easy as double clicking the item you want.
But I warn you. It is very easy to become addicted and dependent on the debug features and it will ruin your overall gaming experience.[/QUOTE]
yeah i know i had the same problem in misery, it's just wanting to fuck around really, i kinda want to fuck around till CoC finally releases or people build kitchen sink and beyond stuff on your foundation, then the real playing begins for me.
I did an ironman run of CoC for fun as duty - got to sid, got a contract to kill a dude in dead city - went through army warehouses, survive dead city, avoid chimera and legion of bloodsuckers on my way back, made it all the way to the cordon.
And i died because i thought it was a good idea to try and get an artifact surrounded by springboards in a leather jacket. When it materialized it set off the springboard and it instakilled me.
Speaking of, yeah if you want to be scared of stalker mutants again do ironman mode. The fear is back when you come across a chimera that starts chasing you and you know if you die you loose everything.
Hey alundaio, despite the drama, I personally appreciate the fact that you're not completely ignoring the fact that the leak happened and you're answering people's questions about the mod. It's pretty nice to see.
i had a little play of coc and i have to say i really enjoyed it. it also ran amazingly and i never went below 120 fps which is real nice
And yeah, I've been playing with it myself. It's fucking brutal sometimes (brutal to someone who doesn't play MISERY or Redux or anything) but I love it. The AI spawns are slightly ridiculous in whatever build that was leaked and I've had quite a few crashes related to the AI scheduler, I think, but I'm loving it, and can't wait for the release - I'll have fun modding it, that's for sure.
[QUOTE=Lyokanthrope;48412380]Hey alundaio, despite the drama, I personally appreciate the fact that you're not completely ignoring the fact that the leak happened and you're answering people's questions about the mod. It's pretty nice to see.[/QUOTE]
Yeah, I think that's the best way to handle it. CoC is great even in its early, leaked form. I feel like the economy could be a little tougher, though. Maybe not quite Misery level, but a Redux-like pass would be nice so you're scrounging for a bit and really moving between the maps to get money and gear.
someone summarize CoC for me
[quote]CoC is great even in its early, leaked form.[/quote]
It's not really an early leaked form. When we planned on releasing it when we all came back from break it was as stable as 1.0.9 but was missing some of the recent features, like Iron Man mode, the Persistent storage system, companion actions, a few debug features, Wish granter, a few tasks, a ton of dialog rework by Darryl and a bunch of other stuff. But we all decided we had more steam and felt like working on it again. 1.0.8 hit and it was unstable because of a lot of new features added or completely rewritten functionality of some of the core scripts. From here it has been a slow walk back up to stability.
The mod is feature complete, at least as far as we feel like working on it anymore. We put Truck Cemetery in (1.1.0) with spawns and about a dozen smart terrains. So this will be polished up when Banglaore comes back from a 2 week leave. Then we will release.
The economy was only touched slightly back when Darkenneko was still active. It's something he did quickly and only because I asked him to do it. Not much else was done about it. I have not ever seriously ever sat through and played it like a normal person. It's very difficult to do that. Even some of our testers became hooked on cheating stuff, making it even more difficult to judge what should be done about it.
Most of the work put into the mod was for AI and stability, at least on my end.
But if you think you know how to fix it and are willing to do it, send me the files and I will put it in and add you to credits.
It's a bit unfortunate that in it's current state there are no missions for Military or Duty but other than that its nice
[QUOTE=Araknid;48413175]It's a bit unfortunate that in it's current state there are no missions for Military or Duty but other than that its nice[/QUOTE]
I wanted at least one unique task type for each faction. Ecolog had the escort and the mutant analysis task, Sid offered a unique take over the car park and bounty hunter task, bandits had a task where you can take around a squad and let them loot victims and Clear Sky has it own unique tasks. I was trying to avoid just copy and pasting the same tasks for each faction.
[quote]Information Gathering
Your faction needs information, IE Duty. For this, you need to take someone alive (Certain individual or random, using those prison animations). Hunt him down, but don't kill him, after getting him to the ground interrogate/through dialogue get the information needed.
Patrol
Easily the most exciting or most boring. Walk around with a group, 2-6 of the faction. Making a routine patrol in the area to either find, scavenge, or just hang out. (Because A-Life can be super easy, or super hard, pay would be based around how many people made it back alive.)
[/quote]
I was going to implement these for Military and Duty but never got around to it. It's still possible.
Those seem pretty cool, could you be bothered to do it, i'd certainly play those quests.
Is there any kind of run down/tutorial on creating missions/quests? I might be willing to do some simple ones later on if I get to understand how to actually create them
[QUOTE=alundaio;48413077]It's not really an early leaked form. When we planned on releasing it when we all came back from break it was as stable as 1.0.9 but was missing some of the recent features, like Iron Man mode, the Persistent storage system, companion actions, a few debug features, Wish granter, a few tasks, a ton of dialog rework by Darryl and a bunch of other stuff. But we all decided we had more steam and felt like working on it again. 1.0.8 hit and it was unstable because of a lot of new features added or completely rewritten functionality of some of the core scripts. From here it has been a slow walk back up to stability.
The mod is feature complete, at least as far as we feel like working on it anymore. We put Truck Cemetery in (1.1.0) with spawns and about a dozen smart terrains. So this will be polished up when Banglaore comes back from a 2 week leave. Then we will release.
The economy was only touched slightly back when Darkenneko was still active. It's something he did quickly and only because I asked him to do it. Not much else was done about it. I have not ever seriously ever sat through and played it like a normal person. It's very difficult to do that. Even some of our testers became hooked on cheating stuff, making it even more difficult to judge what should be done about it.
Most of the work put into the mod was for AI and stability, at least on my end.
But if you think you know how to fix it and are willing to do it, send me the files and I will put it in and add you to credits.[/QUOTE]
That makes sense, I was surprised at how stable it all was. I think I had one crash the whole time I've been playing, and I wasn't able to reproduce it.
I'm not much of a STALKER modder, but maybe I can play around with the files a little based off what I've seen in other mods to try and make the economy tougher. Overall I think I'd say make the mutants tougher, but the parts more valuable to encourage hunting, make things a bit more expensive, and incentivize artifact hunting more with higher prices. Artifacts feel pretty rare to me, which is nice, but they're not always worth much when you do manage to find one.
I've heard as well that some of the underground/labs etc don't have anything in them, but I haven't reached them myself yet, nor am I sure if it was just no other stalkers, no mutants, or nothing at all.
is coc just vanilla stalker with all the game's maps and a new economy and a-life system or is there significant changes
i cant stand vanilla gunplay
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