S.T.A.L.K.E.R. Series Megathread: Maybe someday mods releasing edition
3,237 replies, posted
Alright, thoroughly convinced Meltac's rainbow shader won't work in DX10. I fixed the compilation errors, but now all it does is make the corners of the skybox a bright white when the rainbow is rendering :v:
[QUOTE=Lyokanthrope;51871572]So for shits and giggles I tried forcing DX10 ultra shadows (PCSS filter) on all light sources that cast shadows.
[/QUOTE]
That's really impressive, it's stuff like this that keeps making me clear out my STALKER games of mods and install new ones.
[QUOTE=Bloodshot12;51876514]Does Call of Misery include any doctorX stuff? If not, is something like dynamic faction relations compatible with it?[/QUOTE]
I've been trying to figure this out as well. I don't think CoM really messes with the factions or quests or anything though, so I think it should work, but I'm afraid to test it and break my gamedata install.
I have the strangest bug on all my stalker games, I have CoP, SoC and also call of chernobyl. In each of these games I will run for less than a second and then my character does a really strange walk/run animation until I press the "x" key to run again.
This means I need to continuously press x to run distances.
Have tried validating game files to no avail, have reinstalled call of chernobyl and the problem persists. Tried new saves as well and yet nothing.
Can anyone help, I am lost with this
[b]Video of the problem[/b]
[video=youtube;-jh8fPhli84]http://www.youtube.com/watch?v=-jh8fPhli84[/video]
How the hell do you light a campfire in CoM with campfire saving on
While waiting for Ninja's models, i'm reinstalling my mods, and I have a choice to make :
STCoP or AO?
I have both on my HDD, and it's only a matter of extracting one of them.
I've found that between the two stcop+stcop distribution+manually tweaking weight back up to default values is my favorite. more progression and better economy imo.
[QUOTE=WrathOfCat;51882320]I've found that between the two stcop+stcop distribution+manually tweaking weight back up to default values is my favorite. more progression and better economy imo.[/QUOTE]
What do you mean by Tweaking the Weight back up to default?
You mean the player Max weight? Or the individual weapons weight?
there are two variables for player carry weight, the encumberence threshhold (50 by default) and the absolute maximum (70 by default)
[QUOTE=Bloodshot12;51881978]How the hell do you light a campfire in CoM with campfire saving on[/QUOTE]
I put it on one of my hotkeys (F3 for me) and I just use it while looking at a campfire. It should light on it, won't waste it if you're too far away. You can also use them on existing campfires to save without consuming a fire kit.
Oh wait, so you need a fire kit?
[QUOTE='Ninja Nub[NOR];51856088'] i will release another test build, should be sometime during this week[/QUOTE]
whoa i guess i was full of shit!
however i will make an effort to push out the next build pretty soon, so dont worry none
Always those modders who promise shit but can't deliver!
Heh, just take your time Ninja. Did you manage to replace "that guy", btw? The masked loner?
[QUOTE='Ninja Nub[NOR];51886100']whoa i guess i was full of shit!
however i will make an effort to push out the next build pretty soon, so dont worry none[/QUOTE]
Welcome to "never ever" club.
oh no, now i am the meme, too
[QUOTE=JeSuisIkea;51878554]Honestly some of them shouldn't be too hard. The Bar, for instance, possibly the worst offender, is actually really simple and doesn't involve too much that an intermediate modeller / texturer couldn't run through. I imagine scripting is the problem.
[editline]26th February 2017[/editline]
But if they can basically build the Truck Cemetery from scratch I imagine it can't be the most difficult thing.[/QUOTE]
Truck Cemetery is a project a single person worked on a few years off and on. It started as a SoC map but eventually he gave up because the SoC SDK wasn't up to the task. Then later it wasn't until the x64 compilers showed up on gameru.net that he was actually able to pick up the project again. Then there is Lost Alpha, it took 7 years just to polish existing levels from old builds. I think you underestimate the work involved. It's not the editing the level geometry that is the hard part it is using the SDK, solving bugs or crashes with LE that have no cause or reason, placing HOM and LOD objects, placing space restrictors, smart covers, waypoints, smart terrains, building AI Map, etc.
[QUOTE=Ghost101;51880316]I've been trying to figure this out as well. I don't think CoM really messes with the factions or quests or anything though, so I think it should work, but I'm afraid to test it and break my gamedata install.[/QUOTE]
Yeah, it has DoctorX tasks. It should be easy to tell if I'm wrong, you can't cancel tasks with DoctorX quests.
[quote]Also hey alundaio, what happened to the CoC engine github repo? I wanted to tinker with something but it seems to have disappeared.[/quote]
A new repo exists that I didn't make public yet because of a visual glitch. I think there was something defective in that old Open Xray fork and as Shoker pointed out Open Xray has issues with Luabind and silent lua errors. Game should crash when doing stuff like obj:position(nil,"string",nil) but it doesn't, it just stops executing current thread and keeps running. Making some errors impossible to find.
[quote]I have the strangest bug on all my stalker games, I have CoP, SoC and also call of chernobyl. In each of these games I will run for less than a second and then my character does a really strange walk/run animation until I press the "x" key to run again.
This means I need to continuously press x to run distances.[/quote]
What fixed it, and is it me or does it seem like your game is sped up? EDIT: Nevermind you said it was your keyboard in the comment of the video.
[quote]Holy shit I didn't know you could use the mounted guns in CoC.[/quote]
There is even a portable one that you can't obtain through normal means (It used to be rare in stashes):
[video=youtube;zUB-Slf8uD4]https://www.youtube.com/watch?v=zUB-Slf8uD4[/video]
And here is something based on similar concept that I didn't really show publicly; maybe a roleplay option:
[video=youtube;bKe1XrHcBqA]https://www.youtube.com/watch?v=bKe1XrHcBqA[/video]
It locks player camera to a position and you can restrict the rotation. Maybe I should tell that tent guy, and then you can use and get inside the tent.
Can somebody give me a hand with FOTOGRAF mod?
I've installed the version which has all the new guns ported over from other mods plus the stalkerstein translation yet I chose to use the default shaders
Now I'm in Dead City trying to speak to the friendly zombie which is supposed to activate some kind of strange device. But as soon as he completes it, the screen goes black and the game crashes.
Supposedly we should use the default shaders and object dynamic lightning but it still crashes for me. I don't what else do apart from having tried all kind of graphic configurations and restarting the level so I'm kinda stuck.
EDIT: So it seems that "fotograf all in one" is actually missing the needed shaders and so the original files must be downloaded in order to play it...
I am pretty sure this has been posted, but here it is again for those who might've missed:
[video=youtube;dTs1QbyhNrw]http://www.youtube.com/watch?v=dTs1QbyhNrw[/video]
I especially like the volumetric effects. This is what I meant when I said stalker needs more volumetric rendering. Such a difference it makes to see fog / sunrays / lights bounce and light up more than just a flat surface.
That video reminds me that STALKER could use mesh deformation for vegetation.
Imagine bloodsuckers were fully invisible sometimes and would silently sneak up on you, but you could track them by how the bushes/grass moved.
I remember the Lurk Team talking about a STALKER spiritual successor made in UE4 with all the custom asset they made.
Is there news about that or is it in the [sp]Never Ever[/sp] Category ?
[QUOTE=LoNer1;51889074]I am pretty sure this has been posted, but here it is again for those who might've missed:
[video=youtube;dTs1QbyhNrw]http://www.youtube.com/watch?v=dTs1QbyhNrw[/video]
I especially like the volumetric effects. This is what I meant when I said stalker needs more volumetric rendering. Such a difference it makes to see fog / sunrays / lights bounce and light up more than just a flat surface.[/QUOTE]
That looks really promising even though it still has a ways to go. I just hope it doesnt get never ever-ed before it gets finished.
the next build of the hd pack will be coming pretty soon, i just got the last sunrise loners done up
[QUOTE=LoNer1;51889074]I am pretty sure this has been posted, but here it is again for those who might've missed:
[video=youtube;dTs1QbyhNrw]http://www.youtube.com/watch?v=dTs1QbyhNrw[/video]
I especially like the volumetric effects. This is what I meant when I said stalker needs more volumetric rendering. Such a difference it makes to see fog / sunrays / lights bounce and light up more than just a flat surface.[/QUOTE]
Personally I don't like the way it looks. It really doesn't feel like STALKER, it's far too bright and bloomy, that camera movement is doing my head in (more so than stalker's default already does), and it's just...eh, overall.
Shoving stalker assets into a generic FPS doesn't make it into stalker.
I'm aware it's a WIP but it just doesn't click for me at this early stage.
I do agree though, it'd be nice to see STALKER with a few more volumetric effects, especially a proper fog implementation. Proper volumetric fog would be beautiful...Hell, something as good as the original Unreal engine would be good enough.
The graphics look fine to me, just because they seem to be targeting realism. the bloom and brightness is due to being in an hdr environment. - areas of sufficient brightness bloom, just like they would irl.
my gripes lie with the gameplay thusfar, seems too fast paced and not "tactical" enough
Well at least on the gameplay front it seems like a crysis 2 reskin with a bloodsucker model pasted over existing AI so it's probably super early
WIP Build 2 is now out!
[URL="https://yadi.sk/d/vdg71kza3EphgF"]Yadisk Link[/URL]
[URL="http://www.moddb.com/mods/call-of-chernobyl-hd-models-addon/downloads/wip-hd-models-build-2"]Moddb Link[/URL]
Make sure to share it to your friends who play stalker :v:
[quote]
[t]http://media.moddb.com/images/mods/1/32/31562/20170301011232_1.jpg[/t][t]http://media.moddb.com/images/mods/1/32/31562/20170228221615_1.jpg[/t]
[t]http://media.moddb.com/images/mods/1/32/31562/20170301010845_1.jpg[/t][t]http://media.moddb.com/images/mods/1/32/31562/20170228220604_1.jpg[/t]
[/quote]
[editline]1st March 2017[/editline]
There are now 235 new models by the way :v:
I love you.
What's missing now?
[QUOTE=soullink;51890094]I love you.
What's missing now?[/QUOTE]
Most mercs, every seva suit except for monolith, all military, all exoskeletons except for the bandit one, and allllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllll the zombies
Oh shit, I forgot that stalker use different models for Zombies, That's dumb as fuck.
[editline]Yo[/editline]
The only issue I can see though is for the Military
You will have a hard time making them stand out from Freedom, unless you have a trick up your sleeve
[QUOTE=Bloodshot12;51885800]Oh wait, so you need a fire kit?[/QUOTE]
Yeah, luckily they're pretty cheap, and sometimes you can find them as loot as well. So far it's worked pretty well; I have the occasional frustrating moment where I die too far from a fire and have to re-do things, but at least it makes things more tense. It also still works better than ironman mode.
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