S.T.A.L.K.E.R. Series Megathread: Maybe someday mods releasing edition
3,237 replies, posted
I don't know about you guys, but I already preordered
https://files.facepunch.com/forum/upload/207991/e62a55c9-126d-4214-baef-b3e3ababbbbd/image.png
Could be a lost in translation thing, but I guess GSC is planning on updating the STALKER games soon?
What? What even?
it was a joke
I know, I was joking back.
I hope zero of their efforts go into patching the old games so that 100% of their efforts go into the new title.
..I expect every mod team would agree if only to keep their own headaches to a minimum. If out of the blue steam updated SoC how many of you STALKERS would instantly be lost to the zone ?
STALKER CoP mods repository
Lost Soul is SGM + graphic overhaul (a big one) with reworked arsenal+new guns - STCoP Weapon Pack Final.
And a bunch of minor ones.
Honestly it would be pretty cool if GSC pulled a Running with Scissors and started patching up and slightly expanding the old games
although it's true that I'd rather they focused on the sequel. god, still feels weird to think about.
Trying to patch the games at this point can only bring in more bugs.
I mean, 324 new "unplanned features".
Especially when probably 90% of players play modded game and God know what such update could unconsciously break...
Cleaned out Agroprom underground and the military base. Now I have more shit than I know what to ever do with in one place, thank god for the chest under those stairs in the research institute.
soup players be like
Blowout soon fellow stalkers.
S.T.A.L.K.E.R. 2 was only announced so the devs could find a pub..
https://youtu.be/Ag1o3koTLWM
GSC Gameworlds is the new Cannon Films
Wasn't that obvious?
I said before that game was probably in early design stage, because SG was slightly push to the wall after his previous interview wherehe stated that "creating game/money was not a problem". investors and fans where get hyped, and wanted to milk that golden cow so now we have first step to do it.
Most of games start with idea and documentation and then look for publisher, Its nothing weird, for games that are not AAA/license series. Difference is that for most of time we get the news about creating game AFTER that point.
On a somewhat brighter note...working with @Balathruin to get some script changes done for the development version (and then hopefully 1.5 for you guys) of CoC! Very excited to be working on it. Even if its small stuff now, hopefully with his help I'll be making lots of script changes over time
Once again, big thanks to @Balathruin for even the oppurtunity.
This looks pretty neat, combined with this: STALKER Backpack Expanion 1.5 R6 1.1 addon
https://www.youtube.com/watch?v=JQy3VchlPok
I think you guys may have misinterpreted GSC's statement about supporting the old games. They have been patching them, not that they are planning new patches. There was the multiplayer patch, the Windows 10 patch and another one I can't remember.
Finally something to replace Complete in "better graphic in Shadow of Chernobyl" category.
https://www.youtube.com/watch?v=rcVmpgbX5B4
this is like one of those SUPER ULTRA HD minecraft texture packs
sure it all looks great individually, but how does it look overall? it's going to have too much noise
It was never the environments that looked lacking to me in STALKER, it was always the goofy character models and animations.
A decade later and the environmentals still hold up really well. I couldn't help but think to myself the other day that the visuals in PUBG weren't any better than what we have in Stalker, a game a decade older on a supposedly better engine. I think it's the lighting that does it.
And the shooting mechanic.
Wait, what's wrong with STALKER's shooting mechanics?
The rifles feel like they have rubber barrels
The environments bother me moreso than the character models. The foliage, cliff faces, and rocky surfaces in STALKER look really bad. The lack of variation in map borders also stands out to me. There's so many more options than endless barbed wire fencing and ugly, out-of-place cliffs. The lighting and weather can mask it sometimes but I still notice those things a lot.
It's really too bad replacing the foliage requires recompiling the maps. Nicer looking trees and bushes would go a long way.
Vehicles, structures and props all still look fantastic. Lighting is gorgeous. Weather effects are nice. Some of the particle effects haven't aged well but I don't think it's as noticeable as the other things I mentioned.
I think if GSC had been given more time by their publishers, especially with ShoC, they could have fleshed some of these things out better, but it's a moot point.
They delayed the game a handful of times and were given 6-7 years to work on it, I kind of side with the publisher at that point
If you're at all interested in modifying STALKER's weapons, heres a good majority of their values explained. Hope this helps someone. Also somewhat unfinished. I also organized the values.
This would be in gamedata\configs\defines.ltx
; A very general base used by most things
[identity_immunities]
inv_name = st_dev_item
inv_name_short = st_dev_item
description = st_dev_item_desc
slot = -1
sprint_allowed = true
default_to_ruck = false
zoom_rotate_time = 0.25
control_inertion_factor = 1.0
immunities_sect = sect_identity_immunities
; Once again not really used, but kept to prevent crashes
[default_weapon_params]:identity_immunities
hit_probability_gd_novice = 1
hit_probability_gd_stalker = 1
hit_probability_gd_veteran = 1
hit_probability_gd_master = 1
hit_power = 0.50, 0.50, 0.50, 0.50
hit_power_critical = 1, 1, 1, 1
hit_impulse = 10
silencer_hit_power = 0.45, 0.45, 0.45, 0.45
silencer_hit_power_critical = 1, 1, 1, 1
silencer_hit_impulse = 9
k_hit_critical = 0
frag_hit_critical = 0
use_aim_bullet = false
use_first_bullet = false
ironsight_zoom_factor = 1.1 ;Really only used for Grenade Launcher Attachments
script_binding = bind_item.bind_weapon ;To keep track of special scope
; This is what we actually base our weapons on. Inheriting from default_weapon_params only to grab very minor stuff.
[wepl_weapon_base]:default_weapon_params
; Primarily engine stuff that you don't really want to change.
GroupControlSection = spawn_group
scheduled = off
cform = skeleton
; Useless stuff we'll never see, since CoC has no multiplayer
kill_msg_height = 32
kill_msg_width = 93
kill_msg_x = 119
kill_msg_y = 199
; General stuff we want all weapons to inherit and most likely wont change. If there is no comment I have no idea what it does.
hit_type = fire_wound ; Bullet wound hit type
min_radius = 0
max_radius = 500
orientation = 0, 0, 0
time_to_aim = 1 ; Doesn't work, use zoom_rotate_time instead
launch_speed = 0 ; Effects the speed of the grenade from the grenade launcher. Buggy.
startup_ammo = 0
zoom_enabled = true ; Whether or not to allow ironsights
hand_dependence = 1 ; All guns require at least one hand, this should almost always be 1
installed_upgrades = ; Setting it to blank means the weapon comes with no upgrades
; Stuff we want all weapons to inherit to avoid crashes, but most likely will change
single_handed = 0 ; Whether or not the player can also use a secondary weapon like a bolt or detector. Should only be true for pistols
holder_fov_modifier = 1 ; Factor of how the NPC's FOV is effected while this weapon is equipped
holder_range_modifier = 1 ; Factor of how the NPC's view distance is effected while this weapon is equipped
; Attachment stuff. Set it all false to default, only change it to true in the nessecary weapons
silencer_name = wpn_addon_silencer
silencer_status = 0 ; Statuses are as follows: 0 is none, 1 is integrated, 2 is attachable
silencer_x = 0
silencer_y = 0
scope_name = wpn_addon_scope
scope_status = 0
scope_x = 0
scope_y = 0
grenade_launcher_name = wpn_addon_grenade_launcher
grenade_launcher_status = 0
grenade_launcher_x = 0
grenade_launcher_y = 0
grenade_class = ammo_vog-25
; Effects. These work well by default
shell_dir = 0.0, 0.0, 0.4
light_disabled = false
light_color = 0.6, 0.5, 0.3
light_range = 10
light_time = 0.05
light_var_color = 0.05
light_var_range = 0.5
smoke_particles = weapons\generic_shoot_00
silencer_light_color = 0.6, 0.5, 0.3
silencer_light_range = 0.5
silencer_light_time = 0.02
silencer_light_var_color = 0.05
silencer_light_var_range = 0.5
silencer_smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01
This would be in your weapon file, the example I gave is the beretta. I'll finish this up soon but heres what I got ( the most of it )
[wpn_beretta]:wepl_weapon_base
inv_name = st_wpn_beretta ; Item name
inv_name_short = st_wpn_beretta ; Not sure exactly where this is used, but the game crashes if you don't have it
description = st_wpn_beretta_descr ; Item description that shows when you hover over the item
slot = 1 ; Which slot the weapon defaults to. Should be 1 or 2 (1 is typically pistols)
cost = 1200 ; The base cost of the weapon the trader uses to calculate the actual price based on the two numbers in the trader file
inv_weight = 1.0 ; Weight of the item in KGs
inv_grid_width = 2 ; Length of the item, in slots, the weapon takes up in the inventory
inv_grid_height = 1 ; Height of the item, in slots, the weapon takes up in the inventory
inv_grid_x = 0 ; X coord of the weapon's inventory visual in ui_icon_equipment
inv_grid_y = 10 ; Same as above, but the Y coord
visual = dynamics\weapons\wpn_beretta92fs\wpn_beretta92fs.ogf ; The item's world model that you see when it is on the ground
single_handed = 1 ; Whether or not you can also use a detector/bolt with this weapon. 0 for false 1 for true. Should only be used with pistols.
zoom_rotate_time = 0.175 ; How long it takes to aim down the sights.
scope_zoom_factor = 1.3 ; How much the FOV "zooms in" while aiming down the sights. 1 is default.
crosshair_inertion = 3.25
control_inertion_factor = 1.0 ; How much the weapon "drags" and decreases mouse sensitivity while in use. 1 is default.
rpm = 300 ; Rounds per minute
rpm_empty_click = 120 ; How fast the player can trigger the weapons "shoot_empty" sound while the gun is empty. Used to prevent the spam of that sound.
fire_modes = 1 ; Different fire modes, seperated by a comma if more than one. ( -1 is full auto. 0 is safety. 1 is semi-auto. 2 is 2 round burst. 3 is 3 round burst. )
ammo_class = ammo_9x19_fmj, ammo_9x19_pbp ; What ammos the gun can use, doesn't nessecarily have to make sense (as in, it could use 9x19 and 5.45 for an alternate ammo)
ammo_elapsed = 15 ; Don't know exactly what this does. But keep it the same value as ammo_mag_size or there could be problems
ammo_mag_size = 15 ; Mag size of weapon.
; Bullet/Accuracy
hit_power = 1.25 ; The amount of damage the bullet does. A good way to think of it is a value of 1 kills an unarmoured human at full health at point blank range. Use this to scale your damage values to how you want.
hit_impulse = 15 ; The amount of physics force applied to the corpse of any NPC killed by this gun. Low values work best but high values can be comedic
bullet_speed = 370 ; The speed in meters per second at which the physical bullet travels. Should be set to as close to a realistic value as possible (you can find most weapon's muzzle velocity on wikipedia)
fire_distance = 400 ; The distance at which the bullet will cease to exist. It can not travel beyond this distance in meters. Typically good to set this value at double a weapon's effective firing range
fire_dispersion_base = 1.2 ; The base spread of the weapon, lower values make the gun more accurate.
fire_dispersion_condition_factor = 1.75 ; A multiplier that decreases the accuracy of the weapon based on how damaged it is
PDM_disp_accel_factor = 6 ; A multiplier that increases bullet spread as the player accelerates
PDM_disp_vel_factor = 6 ; A multiplier that increases bullet spread based on the player's velocity
PDM_disp_base = 0.8 ; Base "PDM". This effects accuracy similar to how fire_dispersion_base does. Lower value makes it more accurate. Also effects the handling stat of the weapon, alongside control_inertion_factor
PDM_disp_crouch = 0.8 ; Multiplier that effects spread while the player is crouched
PDM_disp_crouch_no_acc = 0.55 ; Multiplier that effects spread while the player is crouched, and not moving (basically at the player's most accurate)
; Durability
condition_shot_dec = 0.000875 ; How much durability is lost per shot. Durability is a maximum of 1 and a minimum of 0.
condition_queue_shot_dec = 0.000875 ; Not sure what this does, doesn't seem to be used. Set it to the same as above to be safe.
misfire_start_condition = 0.475 ; Point at which the weapon will begin to even have a chance to jam. This would be 47.5%
misfire_end_condition = 0 ; Point at which the chance to jam maxes out, and uses the misfire_end_prob value as the chance to jam.
misfire_probability = 0 ; Adds a flat value chance to always misfire. Personally I set this to 0.
misfire_start_prob = 0.0001 ; The chance to jam at misfire_start_condition
misfire_end_prob = 0.2 ; The chance to jam at misfire_end_condition
So, a discord just found this
https://cdn.discordapp.com/attachments/429761498261225492/453099298645868544/yQJm0HU_ftI.png
https://cdn.discordapp.com/attachments/429761498261225492/453099299170025492/CxA_d2VEiPs.png
thats fake, but it would be cool to have workshop
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