• S.T.A.L.K.E.R. Series Megathread: "A Typical Day In The Zone"
    5,003 replies, posted
[QUOTE=OlegFreeman;47005942][video=youtube;sHWZS4woaJM]http://www.youtube.com/watch?v=sHWZS4woaJM[/video][/QUOTE] If animations can be rigged and slapped onto other weapons, then my beautiful Maya 2014 is gonna have a good time expanding this mod.
[QUOTE=Mata Nui;47006520]If animations can be rigged and slapped onto other weapons, then my beautiful Maya 2014 is gonna have a good time expanding this mod.[/QUOTE] Quick pistol whip or something?
[QUOTE=Etcetera;47006544]Quick pistol whip or something?[/QUOTE] Yeah, maybe that. if I only knew scripting to assign the currently held pistol model you're whipping with. ;-;
[QUOTE=Etcetera;47006544]Quick pistol whip or something?[/QUOTE] I'd love to have a knife + pistol combo, though. Combat knife, like in CoD (yes I know, don't bash me). That's the only thing I liked 'bout knifing in CoD.
[QUOTE=LoNer1;47006710]I'd love to have a knife + pistol combo, though. Combat knife, like in CoD (yes I know, don't bash me). That's the only thing I liked 'bout knifing in CoD.[/QUOTE] Well, personally I'm a big fan of how L4D handled it - a quick melee attack that deals minimal damage but pushes back/stuns enemies, and has a longer cooldown with repeated use so as to prevent spamming. I think it'd go some way to reducing how irritating melee combat is in Stalker.
[QUOTE=Etcetera;47006711]Well, personally I'm a big fan of how L4D handled it - a quick melee attack that deals minimal damage but pushes back/stuns enemies, and has a longer cooldown with repeated use so as to prevent spamming. I think it'd go some way to reducing how irritating melee combat is in Stalker.[/QUOTE] You mean melee attack like NPCs do when you shove a gun in their faces?
[QUOTE=Hammer7;47006891]You mean melee attack like NPCs do when you shove a gun in their faces?[/QUOTE] Yes. It's pretty annoying when NPCs do it (better range than a knife attack, doesn't require them to switch weapons, overblown effectors and head-spin when you get hit), but if it was refined and given to the player too, it'd be a good feature, I think.
Irradiation did an update, after like 4 months of hearing nothing! [t]http://media.moddb.com/images/mods/1/20/19093/XR_3DA_2015-01-24_13-23-56-63.jpg[/t] [t]http://media.moddb.com/images/mods/1/20/19093/XR_3DA_2014-10-11_05-07-06-68.jpg[/t] [t]http://media.moddb.com/images/mods/1/20/19093/XR_3DA_2014-03-16_18-46-44-62.jpg[/t] I know many aren't fond of the colors, but I am!
This just further supports the fact that Chernobyl itself IRL is the greenest fucking place on earth.
I dont know how, but I just accidentally made a shotgun fit in the grenade slot.
congrats you broke the game and the mod you wannabe modder now go sit in that corner and think about what you've done
[QUOTE=Gatekeeper828;47002084]Adblock didn't stop those ads automatically for me so I don't think it's an issue of your computer being infested with shit. If you have Adblock+, you should be able to use block element and block all the dumb ads permanently.[/QUOTE] I just use Ghostery in tandem with Adblock, never see any ads anymore. It's pretty damn nice.
[QUOTE=Mata Nui;47007347]congrats you broke the game and the mod you wannabe modder now go sit in that corner and think about what you've done[/QUOTE] I done fixed it now. BETA for Vanilla+ is going up soon, bretheren!
[B]Wormwood Features: Radiation Revamp[/B] [URL="http://www.moddb.com/mods/stalker-wormwood/images/wormwood-features-radiation-revamp"][t]https://dl.dropboxusercontent.com/u/3676303/Wormwood/Media/Relaunch/RadiationOverhaul.png[/t][/URL] Radiation has been overhauled and now poses a constant, looming threat. Through drugs and other means, you'll need to mitigate the effects of ambient, induced and localised radiation. The Zone's iconic invisible killer just became deadly again. [I]Radiation levels now increase slowly through simply being in the Zone, simulating the ambient low-level radiation present in the environment. Utilising artifacts, eating and drinking irradiated consumables, and frequenting localised radiation hotspots will all add to this underlying ambient radioactivity, which you will need to control using the various tools now at your disposal.[/I]
I so much wanna contribute to Reducks 2.0®™ by doing an audio overhaul beac plsplspslplpslspslpss
[QUOTE=Araknid;47001748]Why did I find this so funny[/QUOTE] Probably because you will be WOOOOOOOOORM FÜÜÜÜÜÜÜÜÜÜD.
Now the question is, will the actual effects of radiation be overhauled? It'd be interesting for radiation to have different effects other than health loss... Say, stamina loss, decreased ability to stop bleeding, etc [editline]25th January 2015[/editline] [QUOTE=LoNer1;47007010]Irradiation did an update, after like 4 months of hearing nothing! [t]http://media.moddb.com/images/mods/1/20/19093/XR_3DA_2015-01-24_13-23-56-63.jpg[/t] [t]http://media.moddb.com/images/mods/1/20/19093/XR_3DA_2014-10-11_05-07-06-68.jpg[/t] [t]http://media.moddb.com/images/mods/1/20/19093/XR_3DA_2014-03-16_18-46-44-62.jpg[/t] I know many aren't fond of the colors, but I am![/QUOTE] I love those colours.
[QUOTE=Lyokanthrope;47007686]Now the question is, will the actual effects of radiation be overhauled? It'd be interesting for radiation to have different effects other than health loss... Say, stamina loss, decreased ability to stop bleeding, etc [/QUOTE] That's the plan. Rather than just health loss, the player's ability to fight and function will reduce as their radiation sickness intensifies. Think Fallout 3/NV's rad system.
I always liked the idea they had with food, how not eating would damage your stamina recovery, thus effecting your combat ability, so I'm glad to see more stuff like that being worked into radiation
[QUOTE=Beacon;47007583][B]Wormwood Features: Radiation Revamp[/B] [URL="http://www.moddb.com/mods/stalker-wormwood/images/wormwood-features-radiation-revamp"][t]https://dl.dropboxusercontent.com/u/3676303/Wormwood/Media/Relaunch/RadiationOverhaul.png[/t][/URL] Radiation has been overhauled and now poses a constant, looming threat. Through drugs and other means, you'll need to mitigate the effects of ambient, induced and localised radiation. The Zone's iconic invisible killer just became deadly again. [I]Radiation levels now increase slowly through simply being in the Zone, simulating the ambient low-level radiation present in the environment. Utilising artifacts, eating and drinking irradiated consumables, and frequenting localised radiation hotspots will all add to this underlying ambient radioactivity, which you will need to control using the various tools now at your disposal.[/I][/QUOTE] So.... pack all the vodka?
[QUOTE=Daemon White;47007740]So.... pack all the vodka?[/QUOTE] [B][I]ALL[/I][/B] the vodka
[QUOTE=Etcetera;47007708]That's the plan. Rather than just health loss, the player's ability to fight and function will reduce as their radiation sickness intensifies. Think Fallout 3/NV's rad system.[/QUOTE] I was actually thinking of a mod for SoC from age back called the Cardio and Radiology mod. It completely overhauled the way radiation accumulation worked. [url]http://www.amk-team.ru/forum/index.php?showtopic=6746&page=1[/url] *) With the accumulation of 25 R begins to deteriorate endurance - quickly spent, slowly recovering *) For accumulating 50 R begins to deteriorate psy-health, not to the end, but rather significantly *) Also with 50 R begins to deteriorate health, decreases its maximum level. This is not fatal, but complicates the game in irradiated form *) For accumulating 350 R radiation becomes deadly - health gradually decreases to zero, there is no lower limit health. With further accumulating dose rate of decay of health increases. *)
[t]http://puu.sh/f0WBn/74a12a4e5b.png[/t] Yantar is a lil' bit spooky at night.
[QUOTE=Beacon;47007583][B]Wormwood Features: Radiation Revamp[/B] [URL="http://www.moddb.com/mods/stalker-wormwood/images/wormwood-features-radiation-revamp"][t]https://dl.dropboxusercontent.com/u/3676303/Wormwood/Media/Relaunch/RadiationOverhaul.png[/t][/URL] Radiation has been overhauled and now poses a constant, looming threat. Through drugs and other means, you'll need to mitigate the effects of ambient, induced and localised radiation. The Zone's iconic invisible killer just became deadly again. [I]Radiation levels now increase slowly through simply being in the Zone, simulating the ambient low-level radiation present in the environment. Utilising artifacts, eating and drinking irradiated consumables, and frequenting localised radiation hotspots will all add to this underlying ambient radioactivity, which you will need to control using the various tools now at your disposal.[/I][/QUOTE] So, radiation is [I]everywhere[/I] on the level? I had this idea for Particle Paradise 2.1.1.9 back in the day, too. I always imagined there'd be radiation everywhere in the zone, other than set areas with extreme amounts of radiation in them
[QUOTE=LoNer1;47008118]So, radiation is [I]everywhere[/I] on the level? I had this idea for Particle Paradise 2.1.1.9 back in the day, too. I always imagined there'd be radiation everywhere in the zone, other than set areas with extreme amounts of radiation in them[/QUOTE] Yeah, basically. The Zone is irradiated, so you're breathing in radioactive particles and absorbing gamma rays all the time. Hotspots are areas of increased radioactivity, and you can also be further irradiated by artifacts and other items.
[QUOTE=Snood_1990;47008015][t]http://puu.sh/f0WBn/74a12a4e5b.png[/t] Yantar is a lil' bit spooky at night.[/QUOTE] I wish Yantar was bigger, it's a cool little area. Is it as big as it was always going to be, or was it intended to be larger like how the Cordon was supposed to be bigger?
i tried playing stalker again [media]http://www.youtube.com/watch?v=eJ2jGqgQXcE&feature=youtu.be[/media]
[QUOTE=Ghost101;47008406]I wish Yantar was bigger, it's a cool little area. Is it as big as it was always going to be, or was it intended to be larger like how the Cordon was supposed to be bigger?[/QUOTE] We can still like port Lost Alpha maps over to anything else. LA Yantar was very vast. Someone on /sg/ started fixing them.
[QUOTE=Beacon;47008140]Yeah, basically. The Zone is irradiated, so you're breathing in radioactive particles and absorbing gamma rays all the time. Hotspots are areas of increased radioactivity, and you can also be further irradiated by artifacts and other items.[/QUOTE] Wearing gas masks and CRC helmets should allow you to drag down the ambient process, though, as you can't inhale the radioactive particles that way. Of course, you should compensate for that by making a lot more hotspots throughout the Zone, especially when the player gets around to owning a SEVA suit or the like.
[QUOTE=croguy;47008488]Wearing gas masks and CRC helmets should allow you to drag down the ambient process, though, as you can't inhale the radioactive particles that way. Of course, you should compensate for that by making a lot more hotspots throughout the Zone, especially when the player gets around to owning a SEVA suit or the like.[/QUOTE] Wearing helmets and closed suits will definitely slow, and eventually virtually eliminate the ambient process. It ties nicely into another new feature we're announcing this week.
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