• S.T.A.L.K.E.R Roleplay
    213 replies, posted
Eh that is large map and way different than what I've planned. I have planned a Cordon-like place, with crashed train. I am going to use CS:S models on the map too, becuase it has the cool trains and militia stuff. Then I'll make some little town, with the some smashed buildings, some camps, with the fires and cars. And maybe other city and Military outpost. Then I'll add something else. And about Trader room, it is just the Trader place. I made large terrain once with all foliage and trees but it just... I thought it was too empty and so. I'll try to make something Stalker-ish with the road on middle and some large things on the sides like Dark Valley.
[QUOTE=Stene]Eh that is large map and way different than what I've planned. I have planned a Cordon-like place, with crashed train. I am going to use CS:S models on the map too, becuase it has the cool trains and militia stuff. Then I'll make some little town, with the some smashed buildings, some camps, with the fires and cars. And maybe other city and Military outpost. Then I'll add something else. And about Trader room, it is just the Trader place. I made large terrain once with all foliage and trees but it just... I thought it was too empty and so. I'll try to make something Stalker-ish with the road on middle and some large things on the sides like Dark Valley.[/QUOTE] Yea, good idea. The map size I was thinking about was something around the size of gm_hugeflatconstruct. The reason why it looked empty is because you did make real terrain. Like hills, plateaus, rivers, that kind of stuff. Most average mappers always end up creating a boring map because the whole map was flat and nothing seemed like it was real. I'll create some sample pictures later about what I mean.
I made large map, like, 1 ½ / 3 of the grid. I am using fog system, so everything behind the fog wall is not drawn. That makes the FPS very nice. I compiled the map, with some trees and few houses, and average fps was 150 all the time. It dropped to 100 sometimes when I had things like campfire and so. Now I started a little village. I'm gonna place Traders hideout there, and some houses for people to rest. I try to make them even a bit detailed. The map is not totally flat like some cscdesert, the roads go up and down, there are little hills and such. But I am going to go to watch Neste Rally Finland tomorrow, and I'll come back at monday, so I can't work on the map for weekend. The current atmossphere is very dead and grey. There are no ambient sounds or anything. Totally silent everywhere.
[QUOTE=Stene]I made large map, like, 1 ½ / 3 of the grid. I am using fog system, so everything behind the fog wall is not drawn. That makes the FPS very nice. I compiled the map, with some trees and few houses, and average fps was 150 all the time. It dropped to 100 sometimes when I had things like campfire and so. Now I started a little village. I'm gonna place Traders hideout there, and some houses for people to rest. I try to make them even a bit detailed. The map is not totally flat like some cscdesert, the roads go up and down, there are little hills and such. But I am going to go to watch Neste Rally Finland tomorrow, and I'll come back at monday, so I can't work on the map for weekend. The current atmossphere is very dead and grey. There are no ambient sounds or anything. Totally silent everywhere.[/QUOTE] Great, as long as the map looks like the game STALKER. You might want to make a town close to each corner of the map, detailed and furnished so each faction has a place to rest. Add a natural looking plateau around the border of the map, kind of like the one used in rp_csdesert so people can't see outside the map. And just like in STALKR, add hills and interesting terrain. As for ambience, you can try to make the fog in the distance a little dirty looking and add the sounds from ravenholm in each town. Time of day should be something like late evening w/ overcast clouds. Here is a sample trade house I made using crappy paint program. It's just a layout. [URL=http://imageshack.us][IMG]http://img169.imageshack.us/img169/613/trderroomrj6.jpg[/IMG][/URL] Shot at 2007-08-02 As you see, you walk down some stairs into the underground trade house. At the base of the stairs, to the right, there is a storage closet, to your left, another pair of short stairs leading to the restroom. The stairs emphasize the interesting change in terrain. Standing in the waiting room, to your right is a picture containing things you can buy, prices, ect. To your left is a couch. To the front is where the merchant sits in a chair behind a locked door, desk, and bullet proof glass. You need to make it look like the merchant actually lives down here. To one side of the merchant, near the door, is couple of lockers. To the other side is a large file cabinet. You can put a bed behind where the merchant sits.
Eh I am making it on day. I like it the most. And I changed the fog to different. And why does Trader room need to be so complex? I am going to add Bar in the map. I am just having problems with deciding how the buildings should work.
[QUOTE=Stene]Eh I am making it on day. I like it the most. And I changed the fog to different. And why does Trader room need to be so complex? I am going to add Bar in the map. I am just having problems with deciding how the buildings should work.[/QUOTE] Try copying your map then editing it to the day/night script vmf. That is what the leader of the werewolf gamemode is telling me to do when I map.
abp1192 is right. Try to find out how to use the day and night script. It would be perfect for a STALKER map. The reason for making the trade room so complex is because people like things when they are detailed and complex. Just look at STALKER. That game is complex. It gives reason to explore.
Day/Night script makes shitty FPS and always fails with me, but I'll see what I can do. But the map will not look real nice for far distances, everything that is seen from 50 m distance will not be drawn, there will be just fog. That makes good FPS. That looks stupid sometimes but it is only way to make better FPS. Unless you guys want to have 10 fps in every place. I am just having problems with skybox. I want some, quite foggy but still sunny skybox. I think I'll try to copy some Stalker skybox. I hate that Source can't make good ways to hide things. The clear thingy that is with fog removes EVERYTHING from some distance. I would still like to see even ground, but it just makes skybox to come closer and closer.
[QUOTE=Stene]Day/Night script makes shitty FPS and always fails with me, but I'll see what I can do. But the map will not look real nice for far distances, everything that is seen from 50 m distance will not be drawn, there will be just fog. That makes good FPS. That looks stupid sometimes but it is only way to make better FPS. Unless you guys want to have 10 fps in every place. I am just having problems with skybox. I want some, quite foggy but still sunny skybox. I think I'll try to copy some Stalker skybox. I hate that Source can't make good ways to hide things. The clear thingy that is with fog removes EVERYTHING from some distance. I would still like to see even ground, but it just makes skybox to come closer and closer.[/QUOTE] Source can, I don't exactly know how but I know you can. There was a city zombie map but the mapper screwed it up a bit and it cuts off things really close. Half life 2 does it some too, when you have an airboat and you look you can slowly see buildings fade, it looks realistic except on like one building I noticed but no big deal, it looks really nice. We should try to find out how valve did it.
Hey dude, can you tell me the exact map name? If you can't, go ingame, then take screenshot (F5) and then go check out screenshots folder. The name should be "mapname0001.jpg" Becuase I think I'll do some decompiling and check it out [img]http://hl2.phpbb3.net/smiles/1/icon_twisted.gif[/img]
Where did the link go?
I agree with the above statement.
This isn't the release thread. :lol:
Well this script seems nice, but have you added any STALKER models and kinda stuff? It would be nice with diffrent kind of classes in the Factions to, like Rifleman, Support, Medic, Scout, I know faction aren't that complicated in stalekr but DUTY is a Paramilitary Force, so they are old militarys, or the leaders is so they may done the military rank system and so on. =)
Dude you just bumped a half year old thread!
Seems so lol!! But I am bad reading Threads like this.
Nice ! BUMp BUMp
This thread made me start playing STALKER again, someone please finish this!!
Dead game is dead. I stopped this game, remade it, killed it, remade a third time, update killed that, and haven't started since. Sorry all. :v:
Aww, and it was looking so good. :(
I almost have my S.T.A.L.K.E.R RP community done if you're interested, visit [url]http://www.TheZoneRP.Net[/url]
Hi there Lost Hybrid, hows the script going? Any way It's me, Lt.Friberg, see you on the Community. [b]Edit:[/b] [QUOTE=Gmod4ever]Dead game is dead. I stopped this game, remade it, killed it, remade a third time, update killed that, and haven't started since. Sorry all. :v:[/QUOTE] Maybe you just need some help? Two stand stronger than One...
I was actually making a similar RP, but based off Cakescript. I found a perfect map, but I don't think I'm willing to share it. Sorry.
Then why mention it? jeez Boba_fett don't tease people.
Awww I was gonna recreate the entire stalker maps!
Awesome!
Indeed, sadly the only servers I've been able to find were passworded. :(
If you host a server with your [spoiler]special map on it[/spoiler] people that join it will download the bsp and be able to use it! I love stalker, to bad the real devs don't just get balls and make stalker multiplayer coop.
Is anybody else having a problem with the Q menu on this? Also whenever I try to /join it doesn't work. Then with 1.1 I can't see anything. If all of this is how it's supposed to be, then tell me. If not, anybody know any fixes?
Nice bump. As for your post, it's because this was coded pre-engine overhaul, so alot of the code doesn't work. Coded for GMod 10, not for GMod "11"
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