S.T.A.L.K.E.R. Series Megathread: Maybe someday mods releasing edition
3,237 replies, posted
[QUOTE=v1ld;51972742]Feature-wise, all you get with 10 over 9 is volumetric smoke (not light, that's in 9) and wet surface shaders. The tradeoff in load times and stability are not worth it for me, though I have the gpu to run 10/11. There's also the necessity to remove MS patches. So I stay at Enhanced Full Dynamic Lighting in all the games.
Alundaio has said here that 9 has the most optimized code of the three. I believe 11 runs faster than 10 because it is lacking some of the features in 10. Your choices is between 9 and 10.1.[/QUOTE]
There's also the PCSS shadow filter for the sun in DX10 and support for tesselation in DX11 but both of those are pretty minor as well.
I personally play in DX10.1 because I have no real issues with it past long load times.
Wolf gave me a job to guide some rookie stalkers somewhere, so I said "no prob my dude."
[t]http://i.imgur.com/rv7FzjY.jpg[/t]
I gotta fuckin' deliver these guys to northern Limansk, from the Cordon.
[QUOTE=Oblivion Knight;51973383]Wolf gave me a job to guide some rookie stalkers somewhere, so I said "no prob my dude."
[t]http://i.imgur.com/rv7FzjY.jpg[/t]
I gotta fuckin' deliver these guys to northern Limansk, from the Cordon.[/QUOTE]
They look like they are the ones escorting you tbh.
Rookies wearing clear sky gear and SEVAs?...
[QUOTE=Beacon;51973614]Rookies wearing clear sky gear and SEVAs?...[/QUOTE]
The four in the back are rookies, three up front are my buds.
Also they all got slaughtered by Chimeras and my game crashed so god bless & RIP
Cany anyone help me with weapon sounds? All my custom weapon sounds don't change according to distance, they always sound like they are fired from the actor perspective. How do i need to structure the ogg files so it behaves like normal sounds. They are all real recorded sounds with ton of reverb btw
[QUOTE=alundaio;51973902][video=youtube;ayQsgfXQNf4]https://www.youtube.com/watch?v=ayQsgfXQNf4[/video][/QUOTE]
This looks pretty sweet, I like mutants that you can't just unload on and be done with.
[QUOTE=Danny.B;51975937]Cany anyone help me with weapon sounds? All my custom weapon sounds don't change according to distance, they always sound like they are fired from the actor perspective. How do i need to structure the ogg files so it behaves like normal sounds. They are all real recorded sounds with ton of reverb btw[/QUOTE]
You can't. The engine only allows one weapon firing sound, really.
(CoC does have features for additional sounds but no distance/perspective based stuff)
[QUOTE=Lyokanthrope;51976399]You can't. The engine only allows one weapon firing sound, really.
(CoC does have features for additional sounds but no distance/perspective based stuff)[/QUOTE]
And because of this, modded shotguns being fired will forever continue to scare the shit out of me
Welp. Turns out that windows update that caused me all those crashes when not using DX9, is [I]exactly[/I] one of the updates VR headsets require to function
Guess DX9 it is
[QUOTE=Lyokanthrope;51976399]You can't. The engine only allows one weapon firing sound, really.
(CoC does have features for additional sounds but no distance/perspective based stuff)[/QUOTE]
Wait weren't the LURK Team people onto something like the BF system for stalker?
[QUOTE=Cutthecrap;51977307]Wait weren't the LURK Team people onto something like the BF system for stalker?[/QUOTE]
Anything they were onto went down with the ship, so that's a bit of a moot point. Pretty positive M. Swartz posted a similar thing for Radium but he seems to have deleted almost all of his videos.
¯\_(ツ)_/¯
[QUOTE=Lyokanthrope;51976399]You can't. The engine only allows one weapon firing sound, really.
(CoC does have features for additional sounds but no distance/perspective based stuff)[/QUOTE]
You actually can, the ogg's just need to be mono instead of stereo and it works like a charm!
Related but Radium has those dynamic indoor/outdoor sounds, the videos are on their moddb page and i can't wait for it
[QUOTE=TKGP;51979015]Anything they were onto went down with the ship, so that's a bit of a moot point. Pretty positive M. Swartz posted a similar thing for Radium but he seems to have deleted almost all of his videos.
¯\_(ツ)_/¯[/QUOTE]
what's up with people doing that. Developing new stuff and then nuking it preventing anyone from using it to improve other stuff?
BTW, seeing Alundaio intended CoC to be used as a platform for modding, any news on other developments apart from the mentioned ones here (Like extended quests, warfare, CoM, ninja models, etc)?
[QUOTE=Danny.B;51979363]You actually can, the ogg's just need to be mono instead of stereo and it works like a charm!
Related but Radium has those dynamic indoor/outdoor sounds, the videos are on their moddb page and i can't wait for it[/QUOTE]
Oh, I misunderstood what you meant, derp.
And yeah, I can't wait to see Radium's changes. I just hope Swartz bothers to open source his changes...
[QUOTE=Lyokanthrope;51979453]Oh, I misunderstood what you meant, derp.
And yeah, I can't wait to see Radium's changed. I just hope Swartz bothers to open source his changes...[/QUOTE]
Swartz was just using the layered sounds that are in CoC and also in CoC is the exported obj:luminocity_hemi() method which in the Engine GSC uses to tell when the player is indoors to play rain sound. The stuff is there, it just needs utilitized. Darryl I think is going to be using the layered sound system for Chernobyl Weapon Pack.
Is there a way to adjust the aggression level on regular dogs? I feel like they're way too aggressive and basically lock down areas, even if there's only 2 or 3 of them. Playing CoM right now and they actually seem to be the most dangerous mutant for me right now. I remember in SoC they'd break and run if you killed a few, but the whole pack just keeps coming for some reason in CoP/CoC.
I've also noticed that random technicians and vendors will sometimes wander off and get killed. Just now I saw Xenotech get killed by dogs inside the base in Cordon, which doesn't even make sense.
I think they turned that off, I had a modded ltx file that turned it back on a while back, not anymore though.
I think it's like a single value change in m_dog.ltx or something like that
Is it the morale value, or something else?
morale and panic_threshold
[QUOTE=Lyokanthrope;51980880]morale and panic_threshold[/QUOTE]
Ah, okay. Would the panic threshold be higher so it happens sooner, or lower?
[QUOTE=Ghost101;51980894]Ah, okay. Would the panic threshold be higher so it happens sooner, or lower?[/QUOTE]
Lower, I think..
A flesh had a value of like .45 and a bloodsucker was .0005 or something, so it might be higher to panic sooner, but not sure.
Finally escorted Xenotech back to base after the dumbass ran after a dog pack with a sawn off he picked up somehow. In one of the saves where I tried to rescue him the dogs piled on the closed door so hard it broke off the frame, flew into me, and killed me.
Mechanics can get killed? It seems for me bandits or military take over that base and plug a billion rounds into Xenotech and he's always fine. Same goes for me when I try to kill mechanics from enemy factions.
[QUOTE=Sewer guy;51981331]Mechanics can get killed? It seems for me bandits or military take over that base and plug a billion rounds into Xenotech and he's always fine. Same goes for me when I try to kill mechanics from enemy factions.[/QUOTE]
Yeah, he'll wander out and fight things and sometimes die. I think I've seen the Clear Sky Librarian guy do it too. I'm not sure if it's a bug with Call of Misery or what. Normally they're invulnerable and don't move at all.
Messing around with the dog morale seems to have helped a little bit at least. They're a little less willing to just mob everything and run a little quicker. Is there any way to turn them dragging corpses around back on? I always thought that was a cool feature in SoC, seeing stalkers drag bodies away from camp or mutants pull dead guys away to eat them near their nests.
Why does Dead City run so terribly? I always seem to be in the 15-30FPS range there whereas I'm 100+ in most other areas
[B]Happy 10th Birthday, Shadow of Chernobyl![/B]
[IMG]http://puu.sh/uRddk/722183d2cc.jpg[/IMG]
(at least the American release)
Here's to a decade of some of the strongest memories of gaming I have, and a most excellent community.
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