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Ddraig
Sep 5, 2005

Sits with a full house

Oh hey look what I found in the textures folder:


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Bioshuffle
Feb 10, 2011

DISREGARD THIS POST, I AM A STUPID ENTITLED TWAT, SCREW THE POOR


In COP, what exactly do the difficulty settings change? I was trying to play on Veteran but I noticed some of the guys won't go down even after I pump them full of lead. I want to try out a more difficult setting, but not if it means all the enemies get an unfair health boost. I like the fact that I can die in one or two hits, but is there a mod where the same goes for all the enemies? Ideally, I want a realistic Rainbow-Six style game where one or two shots will take down someone.

Giggily
Aug 4, 2010



Bioshuffle posted:

In COP, what exactly do the difficulty settings change? I was trying to play on Veteran but I noticed some of the guys won't go down even after I pump them full of lead. I want to try out a more difficult setting, but not if it means all the enemies get an unfair health boost. I like the fact that I can die in one or two hits, but is there a mod where the same goes for all the enemies? Ideally, I want a realistic Rainbow-Six style game where one or two shots will take down someone.

I'm pretty sure the difficulty levels just scale down the HP of every entity in the game, or at least I had always gotten that impression. You should have as much HP as any of the human enemies you face.

Taffer
Oct 15, 2010

She was in the mood, making silly faces; silly bands on her wrists match the bands on her braces.


Thanks for all the posts on OGSE, it's been ages since I played through SoC, and could use a bit of a mixup with it. Downloading it now! Can't wait.

Ddraig
Sep 5, 2005

Sits with a full house

A quick tip: Buy all the medkits you can. Combat is lethal (as it should be), and medkits are incredibly scarce. I'm guessing this is because there's a script that makes npcs use them to avoid dying, so unless you catch someone completely unaware you will probably have a hard time scavenging health from them.

Also, read the item descriptions. Some have effects that aren't conveniently listed like in other mods

Also I crap myself whenever I see the wind effects because it makes me think I've stumbled into a whirligig I hadn't checked for, when it's just a general breeze of dust

Ddraig fucked around with this message at May 3, 2012 around 03:35

Vorgimmler
May 7, 2009


One last nugget of advice to those playing OGSE: Check any food you've had in your inventory for more than a day.

Avocados
Jul 31, 2010

Imagine growing a flower



S.T.A.L.K.E.R Call of Pripyat, with the Misery mod. I think it's one of my favorite screens. That sky .

Phoix
Jul 20, 2006
a jerk

I'm trying to use OGSE but with the dynamic lighting cranked all the way up it's really dark. Is this intended or is it something I can fix?

Cream-of-Plenty
Apr 21, 2010

Mass extinction, darling, hypocrisy. These things are not good for me. Do you see what I see, dear?


Phoix posted:

I'm trying to use OGSE but with the dynamic lighting cranked all the way up it's really dark. Is this intended or is it something I can fix?



Is there something wrong with your in-game gamma?


Ddraig posted:

(endless OBSE praise)

Alright, I'm going to check this mod out. But this better not be you trying to throw some smoke and mirrors while you quietly shelve your mod for some reason.

Phoix
Jul 20, 2006
a jerk

Cream-of-Plenty posted:

Is there something wrong with your in-game gamma?



I don't think so. It only happens when I turn up the light settings in the options.

edit: Nevermind, enabling HDR Tone Mapping in the OGSE config thing fixed it.

Phoix fucked around with this message at May 3, 2012 around 05:28

Giggily
Aug 4, 2010



Phoix posted:

I'm trying to use OGSE but with the dynamic lighting cranked all the way up it's really dark. Is this intended or is it something I can fix?



Is it always that dark? It might just be a combination of the weather/time.

Also I wish the other screenshots looked like that, the OBSE mod is kind of turning me off because it just strikes me as just looking odd. I guess I like darkness.

Cream-of-Plenty
Apr 21, 2010

Mass extinction, darling, hypocrisy. These things are not good for me. Do you see what I see, dear?


Phoix posted:

I don't think so. It only happens when I turn up the light settings in the options.

Perhaps unrelated, but on my laptop, my game is considerably darker when I play CoP in DX9 mode. DX10 or 11, completely different story. Something about the DX9 shaders makes the game unusually dark.

That's not a solution, I know, but it is an observation!

Ddraig
Sep 5, 2005

Sits with a full house

Cream-of-Plenty posted:

Alright, I'm going to check this mod out. But this better not be you trying to throw some smoke and mirrors while you quietly shelve your mod for some reason.

Not smoke and mirrors! It's a really, really fun mod. I'm really not lying when I say this feels like how Stalker should have been.


Phoix posted:

I'm trying to use OGSE but with the dynamic lighting cranked all the way up it's really dark. Is this intended or is it something I can fix?



The nights are really, really dark. You start the game off at 6am, close to dawn. It gets a lot brighter.

e: The mod has random stashes, which can have some good stuff in sometimes. I just found an ecologist suit in one. I'm now a bright orange carrot with good rad protection.

Ddraig fucked around with this message at May 3, 2012 around 05:51

Balobam
Apr 28, 2012


Actually, one question about OGSE, you mentioned it has dark nights, I gotta know one thing - Can the enemies see me in the dark?.

I hate that in games, where there's things like bushes and darker areas but they only seem to affect you, so enemies can go trigger happy at you behind a bush, but you can't see poo poo past it.

Ddraig
Sep 5, 2005

Sits with a full house

It seems like they've fixed stealth. If you look at the bottom right, there's a visibility and sound meter. If both are in the low ranges, you're pretty much hidden.

Not sure how night affects it, but given the level of detail they've put into everything else it seems like it wouldn't be something they've overlooked.

TerminalBlue
Aug 13, 2005

How much Keeffe is in this avatar anyway?

Oh whoops. I somehow didn't add the link to those images which was http://postomania.ru/post124742421/

But the ones Ddraig posted were bigger by a bit anyway!

Anyhow, my only complaint about OGSE so far is yeah, the brightness. Seems like it's always rainy and dark even at noon for me.

EDIT: Granted, my monitor is calibrated for graphic design work, so I don't just adjust it for yuks. Seems to leave me running darker than most people on average.

TerminalBlue fucked around with this message at May 3, 2012 around 08:30

Yodzilla
Apr 29, 2005


So I've been kinda blowing through the first few hours of SoC since I've played it a bunch of times and I completely forgot about that point you hit when you can start running around like Pac-Man gobbling up artifacts and wasting dudes. Once you get to Rostok and find some good weaponry, armor and artefacts in the warehouses you can backtrack a bit and make everyone who made you suffer early pay.

Gonna give me poo poo for crossing the train yard?? *RATTA-TATTA-TAT* Oh yeah you're guarding the railroad trestle?? *BRAP-BRAP-BRAP* GIMME THEM DUCATS

Monster w21 Faces
May 11, 2006

"What the fuck is that?"
"What the fuck is this?!"


Out of interest, what is everyone's say, top 5 aspects of the S.T.A.L.K.E.R. franchise?

Yodzilla
Apr 29, 2005


1) Atmosphere
2) A unique setting that hadn't been explored or exploited before
3) AI that actually does stuff when you're not around (RIP piles of bodies in fire barrels)
4) Introducing me to Eastern European video game weirdness
5) Atmosphere

Balobam
Apr 28, 2012


Okay, so to make the whole quicksave system not be abused, I've given myself boundaries for using it, in that I must be in a completely safe place with no-one after me/nearby (enemies anyway), and it must be indoors.

So anyway, this made crossing the railway a loving nightmare, clearing out the warehouse was manageable, but as soon as I cross those double doors to get to the slightly more open outside area I get gunned down almost instantly. I spent forever just picking people off before some rear end in a top hat would let off a single luck-filled bullet that would end my run.

This went on for quite some time until I noticed that if I waited long enough a blowout would occur, so I waited for the blowout to come and pass, and as soon as it did I sprinted outside to where they would be taking shelter and threw a grenade in there, pulled out my AK and killed anyone who run outside of the tunnel. All good and well, I thought there would be no reason to go back and save. Having almost no ammo I had to rummage through the bodies grabbing whatever I could.

Got to the first body of one of the guys I killed when I heard a fairly low sound somewhere nearby, looked up just in time to get out of the way of a Chimera leaping through the air at me, my only ammo filled gun was my sawn-off with 2 shots, and it was in my inventory not my belt, and this Chimera turned right around after landing and went after me again so all I could was run.

So I was running and leaping at random intervals to throw off its jump until I felt safe enough to open my inventory and quickly select the shotgun, all whilst running. So I pulled it out and turned around and let off two shots straight into its faces, killing it. I just stood there and let my stamina regenerate thinking how lucky I was to have avoided dying there when I noticed a dying bandit near a tree, so I figured I'd go knife him and take his ammo when he died.

Took about two steps towards and walked straight into a grav anomaly. Threw me into the air and pulled me apart into little meat chunks.

I need to find an anomaly detector.

Taffer
Oct 15, 2010

She was in the mood, making silly faces; silly bands on her wrists match the bands on her braces.


Nothing like a good tale of the zone.

LordLeckie
Nov 14, 2009


Monster w21 Faces posted:

Out of interest, what is everyone's say, top 5 aspects of the S.T.A.L.K.E.R. franchise?

1) Atmosphere, feeling dread as i wander pripyat or hide from a blowout is awesome
2) Its a setting that naturally produces player stories that are interesting to read and to tell
3) Unique aesthetic and aural quality to it that blends perfeclty and creates its own strange world unique from the others
4) Not feeling like the world is tailored to me and me alone and i am not the universally important hero that gets to see everything and MUST be given everything
5) http://www.youtube.com/watch?v=b2ZWU4oIHZU

Expanding on 4 id actually like if the game had more areas locked off with radiation and anomalies that just straight up said "no this is not for you" seeing as you always hear about impenetrable parts of the zone let me see them and be tantalized by the wealth and mystery that i cant reach. It did this a few times like the devilfish anomaly in Clear Sky murderising you every time you tried to recover the artifacts in the centre.

Agreed
Dec 30, 2003

The price of meat has just gone up, and your old lady has just gone down


S.T.A.L.K.E.R. is a hybrid between a large world and an open world game, a hybrid between FPS and RPG but not in such a way as to feel regressive or genre-bound to either. There is progression, but it's obfuscated from the player in many ways, which gives you the sense that it is YOU, not arbitrary levels or the like, that determine your fate. Other games try to do this sometimes but none have accomplished the combination nearly as well as S.T.A.L.K.E.R. games, perhaps because S.T.A.L.K.E.R. games also have some of the best gunplay and ballistics around, striking a delicate but pretty much perfect balance between realism and fun in the context of a game world where you will find yourself having to run-and-gun sometimes, or be able to stage an encounter on your terms at other times.

The setting is unique - well, almost unique, there's Metro 2033 as well but it pretty much counts as a "cousin" to S.T.A.L.K.E.R. games since programmers behind 4A broke off from GSC during SHoC's development to form that studio. Informed by a pessimistic literary tradition going back centuries and inspired most directly by A Roadside Picnic and Tarkovsky's Stalker film. The sense of otherworldliness grafted onto our world is better accomplished in S.T.A.L.K.E.R. games than in any other series I have ever played. The environment combines the recognizable areas around Chernobyl and the exclusion zone in the real world with the imagined effects of a sci-fi level disaster on top of the very real disaster.

The games are pessimistic and bleak without being completely alienating to the player. THAT particular accomplishment is incredible, because usually a game world that is so hostile would be balanced out by some kind of extraordinary "special" feature(s) of the protagonist, but there is very little that sets the player character apart from anyone else, except for motivations which are known only through exposition to the player character. You're not special and the Zone is as dangerous to you as it is to anyone else; others will be better equipped, will travel together, your advantage is only your cleverness in assessing the threats and being quick to respond, planning ahead when possible.

The reason that mods which make things harder for the player seem to make the games feel more "S.T.A.L.K.E.R." is because it should be hard-scrabble in the Zone. Read the inspiration documents or watch the movie and it's very much more like Metro 2033 than the stock S.T.A.L.K.E.R. games. GSC probably made too many concessions to broader playability for people used to hand-holding Western shooters (I am broadly generalizing here, but it's an important distinction), and mods fix a lot of that to improve the threatening nature of the Zone.

I couldn't list 5 things I like about the games. It's more that the S.T.A.L.K.E.R. world presents a gestalt that feels alive and threatening, you feel like an intruder on nature and not-nature-as-we-know-it alike. And the elements of progression are hidden well enough that it feels like you become more capable organically, rather than as a result of grinding out X mutants or doing side quests (even though behind the scenes the game is keeping track of a rating which determines a lot of things, like what's for sale at merchants, and the game paces giving you better equipment in such a way that 1. you keep up with your opponents, and 2. you still feel like you "scored" the find in one way or another, rather than the game giving it to you).

Avocados
Jul 31, 2010

Imagine growing a flower


Monster w21 Faces posted:

Out of interest, what is everyone's say, top 5 aspects of the S.T.A.L.K.E.R. franchise?

Yodzilla posted:

1) Atmosphere
2) A unique setting that hadn't been explored or exploited before
3) AI that actually does stuff when you're not around (RIP piles of bodies in fire barrels)
4) Introducing me to Eastern European video game weirdness
5) Atmosphere

Almost exactly what Yodzilla said.

My favorite aspect of S.T.A.L.K.E.R is the atmosphere. The game has a strange way of being completely immersive the moment you start playing. The world around you constantly changes and there's a few really slick experiences I've had that I haven't had before, and probably wont again. You develop your own story and "missions" with the game is doing little more than simulating the environment. The whole fact that time, emissions, and moving mutants effectively determine how you play creates a lot of unique experiences. While the game obviously doesn't acknowledge these stories you're making in your head, some of these experiences are more memorable than some actual quests in the game . Some players will post their stories, like on the previous SoC/CoP threads. It's really awesome to see what crazy experiences people have, especially when they happen so naturally.

In addition to the atmosphere, like the previous guys said, having a very normal main character played a large part in the game. While you do, admittedly, have some special recognition above the average bandit, you are treated like everyone else. And more importantly, the game treats you like everyone else. You have no special powers, quirks, or hero abilities. And a bloodsucker in a marsh is just as dangerous to the bandits as it is to you. You aren't gifted by any means, and that's what makes it engaging. The Zone will always be a place where you can die at the drop of a hat, and no amount of firepower will change it.

And finally, to tip off the whole atmosphere thing, I would say that the brand of horror is fresh. It's a little hard to put into words, but the game isn't try to scare you all the time like a lot of horror games do. The game isn't afraid to have a day/night cycle instead of just a grimdark constantly night thing. There's a lot of open, bright areas. And on the flipside, there's a ton of terrifyingly dark and mob infested zones. I think the game tries to make a lot of the horror happen in the player's head, instead of actual set pieces or sequences. And for me, that method seems to work very well.

All in all, this is the reason I play. Despite the lack of polish, bugs, bad English VA's, awkward gunplay, S.T.A.L.K.E.R is one of the most memorable and enjoyabe FPS's for me. I think it's a huge testament that trying something outside of the norm can produce amazing results and really unique games.

Monster w21 Faces
May 11, 2006

"What the fuck is that?"
"What the fuck is this?!"


So you folks seem to prefer a systemic approach to game content as opposed to material that is rigidly modelled?

Do you believe the art direction of the games strengthens the atmosphere of the zone or do you believe that the tone can be maintained with a different visual tone?

Do you folks like the current balance between daylight and night time mob interactions or would you be open to something similar to minecraft where poo poo really hits the fan as soon as night falls?

The_White_Crane
May 10, 2008


Monster w21 Faces posted:

So you folks seem to prefer a systemic approach to game content as opposed to material that is rigidly modelled?

I personally would argue that this is the keystone of truly great games.
It often allows for some things to end up broken when the player does something the designer didn't anticipate, but when a game is designed by modelling a set of interactive systems, rather than highly specific responses to highly specific actions, you end up with so much more opportunity for player freedom.

Monster w21 Faces
May 11, 2006

"What the fuck is that?"
"What the fuck is this?!"


The_White_Crane posted:

I personally would argue that this is the keystone of truly great games.


I am inclined to agree with you. Strongly.

As for my question regarding aesthetics, do you folks find this look repugnant or something you think is suitable for high 'level' gear?

Derek Dominoe
Sep 9, 2007

Hands off my Nuka-Cola!


Monster w21 Faces posted:

I am inclined to agree with you. Strongly.

As for my question regarding aesthetics, do you folks find this look repugnant or something you think is suitable for high 'level' gear?



The top row looks like advanced gear that might be found in the heart of the zone. They look like a combination of a commando's gear and a rad suit.

The second row looks more like something from a 1950s saucer men pulp flick. Cool designs, but they don't look like something from STALKER.

Great Lakes Log
Jun 28, 2008

Here comes a special boy!


Monster w21 Faces posted:

I am inclined to agree with you. Strongly.

As for my question regarding aesthetics, do you folks find this look repugnant or something you think is suitable for high 'level' gear?



Top middle looks exactly like something a Monolith leader would wear. Everything else seems a little out of place.

Ravenfood
Nov 4, 2011


Great Lakes Log posted:

Top middle looks exactly like something a Monolith leader would wear. Everything else seems a little out of place.
I'd throw top right into that mix too. Could be a heavily armored Monolith soldier, but now quite up to exo levels of protection.

Balobam
Apr 28, 2012


I think bottom middle would make a good Ecologist suit, don't think it helps the whole "moon-man look" by him holding his arms out like that. Top left reminds me too much of The Fear in MGS3.

I also agree on top middle looking pretty Monolithy

MariusLecter
Sep 5, 2009

The Believer


Those suits look like they belong in Prometheus or some other scifi movie.
Top right and middle are cool but still not quite Zone-ish.

lordfrikk
Mar 11, 2010

casual lamer


Those (acrylic) glass dome helmets are probably the most out place thing, since they'd get blown to pieces in first firefight.

I like STALKER games the most because they are doing the "fiction but believable" the best of any game I played. What's the word, anyway? For a fiction depicted in such detail and believable manner that it feels like it could be real without anyone thinking "no that is silly". Reminds me of Jonathan Strange and Mr. Norrell (not post-apocalyptic, though).

Ravenfood
Nov 4, 2011


lordfrikk posted:

Those (acrylic) glass dome helmets are probably the most out place thing, since they'd get blown to pieces in first firefight.

I like STALKER games the most because they are doing the "fiction but believable" the best of any game I played. What's the word, anyway? For a fiction depicted in such detail and believable manner that it feels like it could be real without anyone thinking "no that is silly". Reminds me of Jonathan Strange and Mr. Norrell (not post-apocalyptic, though).
Verisimilitude.

And we have plenty of dome-headlike things in Stalker. The ecologist and SEVA suits are pretty open, for instance, which is why later games made them much better for exploring than combat, unlike in ShoC

Ddraig
Sep 5, 2005

Sits with a full house

lordfrikk posted:

I like STALKER games the most because they are doing the "fiction but believable" the best of any game I played. What's the word, anyway? For a fiction depicted in such detail and believable manner that it feels like it could be real without anyone thinking "no that is silly". Reminds me of Jonathan Strange and Mr. Norrell (not post-apocalyptic, though).

Magic realism?

kreayshawns talent
Jan 13, 2012

by Y Kant Ozma Post


Monster w21 Faces posted:

I am inclined to agree with you. Strongly.

As for my question regarding aesthetics, do you folks find this look repugnant or something you think is suitable for high 'level' gear?



It's funny that the top right is drawing a gun, since that wouldn't allow for peripheral vision and would be a detriment in a firefight. The bottom left is a bulkier SEVA suit.

Broken Knees Club
Aug 26, 2007


BRONY SPOTTED

Monster w21 Faces posted:

I am inclined to agree with you. Strongly.

As for my question regarding aesthetics, do you folks find this look repugnant or something you think is suitable for high 'level' gear?



Practically everything in the zone has a grimy, worn look, even SEVA suits(similar to bottom left). The top row looks like decent military-grade equipment if you lose the helmets. The bottom row could also pass for high-tech hazmat suits, but again without the helmets and without luminescent strips. I think the blue tint also runs against the Zone look, but you could probably make it work with a bit of tweaking.

Avocados
Jul 31, 2010

Imagine growing a flower


Monster w21 Faces posted:

So you folks seem to prefer a systemic approach to game content as opposed to material that is rigidly modelled?
Pretty much. One of the best thing about S.T.A.L.K.E.R is how different the game plays out for people. Maybe a player will start a hunt at midnight, get caught in a emission, run to a cave and fight snorks as the emission roars overhead, maybe find an artifact in the cave's anomalies. Another person will start during the day, and maybe run into a group of well armed bandits and try luring them into a bloodsucker nest. There's enough environmental factors that cause us to change or develop new plans. Then we have a thread full of really cool stories. That's the best part, the game is personal for everyone.

The_White_Crane posted:

I personally would argue that this is the keystone of truly great games.
It often allows for some things to end up broken when the player does something the designer didn't anticipate, but when a game is designed by modelling a set of interactive systems, rather than highly specific responses to highly specific actions, you end up with so much more opportunity for player freedom.
Exactly this. The game has a way of naturally creating scenarios that players can either engage or ignore. It's very fluid and subtle. A lot of sandbox games claim to advertise a similar thing. 'Open wide environments, do whatever you want, explore everything and everywhere.' However the content is boring. Environments are sterile or uninteresting, and there's little motivation to go off and explore. S.T.A.L.K.E.R provides reasons to explore things and shuffle around, without having to use concrete missions and goals for the player to explicitly follow.


Monster w21 Faces posted:

I am inclined to agree with you. Strongly.

As for my question regarding aesthetics, do you folks find this look repugnant or something you think is suitable for high 'level' gear?


I think the bottom science suit designs look a little too well suited for the Zone, even if high level year. I think it could have a place in the S.T.A.L.K.E.R universe, but I couldn't see it matching up well in the areas in which the previous games have taken place. The suits seem too flashy in a world that doesn't privilege flashy so much as survival. I'll be honest and say i'm not in love with the whole glass helmet style.

The top row Stalker designs are better in my opinion. Colors match more, less alien. I still think the glass heads are a little much, but the centre design looks the best and most ominous. To be honest, I feel like I could give a better opinion if I saw the more common mid-low level gear people would be wearing. e: I'll add in that I understand how funky the exoskeletons look in stalker, to be fair. I liked that most of the gear in stalker could either be home made or found in military surplus stores. Not too far out, well until you invested in SEVA suits or exos.

Avocados fucked around with this message at May 3, 2012 around 17:56

Ddraig
Sep 5, 2005

Sits with a full house

I always got the feeling that most of the equipment in the Zone is military surplus that pretty much got passed around so much by people dying or needing to sell it to get food/water that it's kind of janky and second-hand and really shoddy and patched up.

The only really "new" stuff should be from outside sources like the military or whatever, and even then given the context of the Zone in the wider scheme of things (one thing I love about the series is that it's implied that there's some interest in the Zone in the outside world, but for most of the world they couldn't give a poo poo) they probably wouldn't be that incredibly well equipped unless they're backed by private investors or whatever because the government doesn't give a poo poo (it's for this reason i think Mercs should be slightly better equipped than the military)

The designs are pretty good, but I agree that they look far too new and clean for the zone. I guess this is just proof of concept stuff so it's subject to change, though

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Monster w21 Faces
May 11, 2006

"What the fuck is that?"
"What the fuck is this?!"


It's not even proof on concept. It's just some guys concepts than I found that I liked and gave me some ideas for some stuff. Hence the questions.

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