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Swartz posted:That said I hope no one is holding their breath for 1.3 as my life just got very busy and now I have very little time to be working on it unless I start sleeping less. That's it man, you've pushed me over the edge and I will now be "stanning" for Misery or possibly SGM. You brought this on yourself. (I will wait patiently but pleeeease I'll buy you a really nice book or something, pleeeeease!)
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| # ? May 4, 2012 18:24 |
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| # ? May 20, 2013 00:23 |
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Swartz posted:As for the 'Russian pistol' I'm assuming you mean the APS? Anyways I'm going over the weapons with a fine-tooth comb this time around and fixing anything that isn't right (quite a bit isn't currently and somehow I never noticed). Unrelated to the Swartz mod but came to my mind reading your response on sounds: There's something funny with the xRay engine as a whole when it comes to sound. I don't know if anyone else experiences it but in my opinion distance-based sound diminution and panning both are somehow unnatural. I don't notice the panning issue with speakers but with headphones a sound moving from center to either side sounds like it's moving across the surface of a chevron rather than a half circle so that for example a creature attacking me from left near-dead on would sound as coming one or two body widths left of the model's position. The distance-based diminution doesn't bother me as much with headphones but with speakers there's a noticeable difficulty hearing things that are further away. I haven't noticed this with other games so I hope it's not all in my head.
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| # ? May 4, 2012 18:46 |
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Yodzilla posted:I swear there's something in this game's AI that makes them spring their attacks on you when you're busy managing poo poo in your inventory. That's one of the funnest thing about Far Cry 2, doing weird stuff with the in-game UI elements like driving off a bridge or having to deal with pulling stuff out of your arm, etc. It feels cooler when it's done in the game as opposed to in a menu
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| # ? May 4, 2012 18:58 |
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So in OSGE, is the military supposed to slowly devour the rookie camp? Cause they've attacked it several times now. Wolf died in the last raid, and there is only 3 stalkers left. It's gotten me some good gear for free, but I'm worried that this is going to gently caress some stuff up down the line.
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| # ? May 4, 2012 21:17 |
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One more OGSE question - is it possible to disable the gas mask/helmet overlay? I'm not a big fan of those.
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| # ? May 4, 2012 21:19 |
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Deleuzionist posted:The pistol is the GSh-18. The whole way X-Ray handles sounds is too simplistic. First of all all the sounds (except music and some very common sounds) are in Mono format which sucks for obvious reasons. Second, the way distance is calculated for sound is there's a start point and an end point in meters to where yourself and the AI hears the sound and then it just does a straight shot through those two points to give distance based sound reduction. @Taffer: Go into your SOC directory and you'll see a config utility for OGSE. @Agreed: Misery isn't my cup of tea but go ahead and play it...you'll be back ![]() I got off work early and it turns out I have the weekend off so it looks like I do have a good bit of time to chip away at it over the next few days, however regardless of what I get done I still refuse to release it until Absolute Nature 3 comes out (I'll be one of the testers so I'll at least get some good video and screenshots of it ahead of release). I think I'll also release a video tomorrow showing off some new particle effects like the increased gun smoke to get some feedback. Also if anyone were to download the music I linked to a page or two ago and let me know if you think it sounds alright I'd really appreciate the feedback. Swartz fucked around with this message at May 4, 2012 around 21:26 |
| # ? May 4, 2012 21:22 |
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Okay, playing OGSE after reading the praise here. Liking it, mostly. But: now trying to steal the documents from the military base, and... loving automated sentry turrets everywhere. Seriously. They lock on with about a .3 second time window, then shred you in an instant. And they seem to be invulnerable. What the gently caress OGSE?
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| # ? May 4, 2012 21:24 |
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Okay, I saw the first blowout in OSGE. Apparently the military didn't give two shits about it though since 10 seconds after it ended they murdered the last rookie stalker.
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| # ? May 4, 2012 21:41 |
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Nevermind, turns out I already own it on steam. Cojawfee fucked around with this message at May 4, 2012 around 21:49 |
| # ? May 4, 2012 21:46 |
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If you all are interested, I just posted a new dev diary for LURK 1.2. I'll happily accept any feedback/questions. On another note, how does this code look to the Lua experts out there? I am testing this with three different space restrictors; they are called esc_sr_a1, esc_sr_a9, and esc_sr_a10. I've changed their names in the LE and have their logic all pointing to that one ltx file (which I posted above). It essentially works as I want it to, except that the space_restrictor sound files only play for about one second and repeat continuously.
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| # ? May 4, 2012 22:24 |
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Internet Kraken posted:Okay, I saw the first blowout in OSGE. Wait until you get a psy-storm after a blow out. They last forever and don't really affect anyone but you. The_White_Crane posted:
These show up at any military base, so agroprom is included. They are not invulnerable, but you need to have great eye sight or a scope to be able to hit them at the range they lock on to you. Come back once you have a scoped whatever and try to shoot them before they utterly obliterate you. OGSE is fun but wow those turrets were a poor choice.
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| # ? May 4, 2012 23:24 |
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drat, is there any way to enable god mode or something like that? I inadvertently saved right in front of the heavy machine gun at the military outpost and every time I load I die instantly : If I'm really, really quick I can get about 5 feet to the side before it tears me a new one. My last save is an hour ago because I'm an idiot, and I found a ton of cool crap after fending off a random bandit raid.
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| # ? May 4, 2012 23:33 |
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How are you supposed to progress if you can't raid agropom? Duty is a bunch of pricks that won't let you through unless you have the documents, and the only way to get good gear is to get to the next trader. Though that isn't my problem yet, as I haven't even gotten to agropom. Instead I'm trying to make it through the garbage at night which is awful. All of the stalkers are dead and it is bandit city.
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| # ? May 4, 2012 23:43 |
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Hey, I've been getting a crash on my approach to an area that's really repetitive. It's on the mutant hunting mission to kill the bloodsuckers in the swamp and as I approach the area it locks up and the game crashes. I reinstalled the mod to try to fix the issue but that didn't fix it completely. I managed to get a bit closer before the crash when I reinstalled that was probably just chance. Any ideas or has anyone had similar issues? I'm on Swartz
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| # ? May 4, 2012 23:51 |
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Jesus christ I got eaten by a plant.
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| # ? May 5, 2012 00:00 |
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Daemonion posted:If you all are interested, I just posted a new dev diary for LURK 1.2. First of all, great work. I didn't realize you posted here or I would have asked you some questions before ![]() I currently have some sounds that were recorded with a shotgun mic of live gunfire (I didn't record them I'm just using them). Anyway a big problem I'm having is that they just don't seem all that loud and powerful compared to non-real sounds I've heard. It just lacks something. Here's an example of one sound I'd like to use (still in wav format): http://www.sendspace.com/file/nq49oo I'm by no means a sound designer so to me the only thing I can think of is to maybe amplify the sound (I use Audacity to edit). What would you do, if you don't mind taking the time to explain?
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| # ? May 5, 2012 00:11 |
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So uh, where am I supposed to go for the first mission in OGSE? I haven't played this game in a while and I don't remember there ever being a ravine or anything. Edit: Nevermind, I found it. I never went here in all the times I've played. Cojawfee fucked around with this message at May 5, 2012 around 00:26 |
| # ? May 5, 2012 00:17 |
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OGSE. So the military seems to have declared war on every Stalker in the Cordon area: about twice a day they roll up to the little village, exchange fire, and after taking out half of the rookies they get obliterated. Quite cool. I'm getting in the habit of being very careful not to use the main road for fear that the military might see me and open fire. After spending a couple of days in the Cordon gradually building up my equipment, I decide to take the trip to the Garbage area: there's a trader stalker there that I've been asked to kill. The upper half of the Cordon turns out to have around thirty blind dogs running around in packs, which makes walking down the road with them either side quite nerve-wracking, let alone when there's a thunderstorm pouring down. I know that I don't have good enough reflexes to take them all out if they all decide to attack me at once, so I try to stick to the road and hope they don't get too interested. As I approach the upper end of the road a couple of zombies run at me from the bushes. They're far slower than the boars and fleshes I've been hunting previously, so I take them out with a few rounds form my shotgun. At that point some of the dogs decide the corpses are food and attack me for them, forcing me to do a run-and-gun retreat toward the north of the Cordon. I take out about six of them before they decide to leave me alone, though I get a few bites for my trouble. I'm pissed off when I reach the entrance to the Garbage, and the two bandits serving as lookouts don't know what hit them. In the Garbage I help out another Stalker and his crew survive an attack by some Bandits, and then I'm loaded down with expensive gear that I want to sell. Perhaps another trip to the Cordon will be in order, and as I check my map I realise that the trader-stalker must have slipped by me at some point, as he's back in the Cordon, near the village. I head back. Some more of the blind dogs attempt to attack when I disturb them feeding on the corpses left over from my last visit, and I dispatch a couple as I move through, looking over my shoulder to see the survivors immediately start picking apart the corpses. I'm distracted by the spectacle, and I nearly don't hear the rats. They come swarming out of the farm behind me, and as I reload my shotgun I realise I'm low on stamina. A tense fight ensues, but I emerge victorious. After taking a few minutes to rest, I head down the road, cross the fallen bridge, and I'm picking my away along when I spot movement in the distance. Six special forces soldiers are coming along the road toward me. poo poo. I swig an energy drink, change up to my armour-piercing rounds on my AKM, and get the gently caress off the road. In the distance I hear gunfire, and my PDA updates: they took out my target for me. While amusing, it's not good, and as I creep around near the grain silo I'm attracted by the sound of gunfire, discovering a lone Stalker fighting off yet another blind dog. He agrees we need each other, and I tell him to sneak after me. As we begin sneaking through the bushes back toward the village, I can only hope that those military types have missed us. Crack! My companion hits the ground as they open fire from the distance, and I leg it as fast as I can back to the village, finding half the inhabitants have been killed in the most recent military assault. Cordon is getting too hot for me. I'm going to have to find a base of operations in the Garbage.
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| # ? May 5, 2012 00:30 |
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Here's a video on the AI behavior on the next OGSE release Let's hope for a summer release!
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| # ? May 5, 2012 00:31 |
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MadBimber posted:Jesus christ I got eaten by a plant. Yeah same here. That...that is an awful way to die. Aside from eating too many potatoes and bread...and dying from radiation poisoning as a result. Also. Autoturrets... They are shooting me from inside the military complex through the windows.
Avocados fucked around with this message at May 5, 2012 around 00:44 |
| # ? May 5, 2012 00:42 |
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Woops, wrong thread
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| # ? May 5, 2012 00:45 |
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An FYI on the Auto-Turrets, grenades are especially useful against them.
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| # ? May 5, 2012 00:49 |
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White Legs posted:An FYI on the Auto-Turrets, grenades are especially useful against them. And the historic Achilles' heel of FPS Auto-Turrets remains unchallenged: The hand grenade. EDIT: Going back to the shotguns discussion, I feel like OGSE (and every mod, for that matter) would have an inherently better weapons' balance by more thoroughly restricting what weapons could be placed in the "sidearm" slot. For example, any firearm over 18 inches cannot be considered a "sidearm." So you'd be left with pistols, machine-pistols, sawed-offs, and very small SMGs. That would bring pistols and MPs back into the equation, especially since rearranging your inventory is done in real-time. Cream-of-Plenty fucked around with this message at May 5, 2012 around 01:03 |
| # ? May 5, 2012 00:57 |
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White Legs posted:An FYI on the Auto-Turrets, grenades are especially useful against them. I took out an auto-turret on the circular storage tanks with an extremely lucky throw. It was beautiful. (After 3 attempts)
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| # ? May 5, 2012 01:02 |
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Cream-of-Plenty posted:And the historic Achilles' heel of FPS Auto-Turrets remains unchallenged: The hand grenade. Wait, what? In SHoC you basically are limited to pistols only in the sidearm slot. I mod it intentionally to be able to carry a sawed-off 2-shotter shotgun. Other games dramatically improved it by offering more variety in loadouts. You're not concealing anything, and even the most basic stalker atire (a trenchcoat with some light armor) has ample room for two small arms to be "at hand," so it's not a lore issue. If anything I think they ought to have an additional third slot in CS and CoP just for pistols. Inventory digging is a little immersion breaking, honestly, but it's more than made up for by how great the gameplay is.
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| # ? May 5, 2012 01:44 |
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I've noticed my view shaking at random times with Swartz's mod. Is that intentional, or a bug?
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| # ? May 5, 2012 01:50 |
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Sam. posted:I've noticed my view shaking at random times with Swartz's mod. Is that intentional, or a bug? You're probably tired
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| # ? May 5, 2012 01:50 |
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Haha man, I just played through X18 again and I remembered how ficking scared I was the first time I played through it. Things getting the drop on you is still really freaky in this game but the scare is lessened a bit when you eventually find that the thing making all that noise is quite possibly the doofiest looking monster they could have come up with. I love that dumb thing.
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| # ? May 5, 2012 02:00 |
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Swartz posted:As for the 'Russian pistol' I'm assuming you mean the APS? Anyways I'm going over the weapons with a fine-tooth comb this time around and fixing anything that isn't right (quite a bit isn't currently and somehow I never noticed). I've also noticed that some of the iron-sights are off, is it because I'm using a 16:9 monitor? All of these are minor complaints that don't take away from the game though.
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| # ? May 5, 2012 02:07 |
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Agreed posted:Wait, what? In SHoC you basically are limited to pistols only in the sidearm slot. I mod it intentionally to be able to carry a sawed-off 2-shotter shotgun. Other games dramatically improved it by offering more variety in loadouts. You're not concealing anything, and even the most basic stalker atire (a trenchcoat with some light armor) has ample room for two small arms to be "at hand," so it's not a lore issue. I guess what you see as "improvement" I see as something that renders an entire class of weapons obsolete five minutes into the game. Take OGSE, for example. It forces you to place shotguns into the "sidearms" slot, regardless of their size. 48-inch BM-16? Sidearm. Spas-12? Sidearm. Before you've got a knife or a pistol, you've most likely put a shotgun in your secondary slot. What utility are handguns? CoP "fixed" this by allowing you two slots, and giving you the freedom to put whatever you wanted in either slot. From what it sounds like, most people ended up with a shotgun / sniper combination. This, too, is a viable, if unrealistic solution. I would argue that expanding the number of slots is not, since you might as well give people hotkeys at that point. EDIT: I should also say that I'm acknowledging CoP's solution is viable, even though I don't particularly like it. I'd rather have that system over being forced to use guns in the "sidearms" category that are clearly not sidearms. Diving into your inventory is only immersion breaking because you don't have to actually drop down onto a knee, pull out your backpack, and dig out a medkit or another weapon--in the middle of a firefight. As it exists, I'm perfectly fine with it all being done in real-time, since the idea behind it was very deliberate. EDIT 2: Completely forgot what I had originally come in here to ask -- does anybody know of a utility that can be used to repack Stalker Game Databases? I found a utility that unpacks them, but nothing that can put them back together once you're done. This utility doesn't have that feature. Cream-of-Plenty fucked around with this message at May 5, 2012 around 02:41 |
| # ? May 5, 2012 02:25 |
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Yodzilla posted:Haha man, I just played through X18 again and I remembered how ficking scared I was the first time I played through it. Things getting the drop on you is still really freaky in this game but the scare is lessened a bit when you eventually find that the thing making all that noise is quite possibly the doofiest looking monster they could have come up with. I love that dumb thing. They didn't stick a controller in x18 did they? I am actually undecided on which enemy is worse, auto-turrets or controllers. Between the terrible EEEEEEEE screech and all the chittering I have to turn my speakers off to fight a controller. Plus they can two shot you at long range if you don't have strong telepathy defense. OGSE is great but definitely not for the faint of heart.
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| # ? May 5, 2012 03:23 |
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Cream-of-Plenty posted:I guess what you see as "improvement" I see as something that renders an entire class of weapons obsolete five minutes into the game. Take OGSE, for example. It forces you to place shotguns into the "sidearms" slot, regardless of their size. 48-inch BM-16? Sidearm. Spas-12? Sidearm. Before you've got a knife or a pistol, you've most likely put a shotgun in your secondary slot. What utility are handguns? We're talking past each-other. I don't play OGSE, and as such my SHoC, which is just SHoC Complete 2009 plus some custom stuff, is like the base game and does not allow anything but sidearms in the first slot. That, to me, makes it so basically you end up with a useless slot and a useful slot. The problem with pistols in SHoC is just that they suck. There is never a situation where a pistol is a more appropriate weapon than another weapon. I've only successfully modified the game to accept the sawed-off in that slot, attempts to do so with other guns crash it. I'm guessing the OGSE guys really know what they're doing. All that is, basically, is taking the gameplay innovation of "why don't we let people determine their own loadout instead of forcing a sidearm and a small arm" as implemented in CS and CoP and putting it into SHoC. I approve and will steal that from OGSE as soon as I figure out how. ![]() The problem with pistols in CS and CoP is that they're somewhat inaccessible, not that they're useless. Well, they need to be modded up a bit (proper ballistics - especially range and damage improvements to match their caliber and make!) to be truly useful, although even in the base game machine pistols are fantastic sidearms. The way I use it in CS/CoP is when artifact hunting, mainly, especially if I can get my hands on the "March" machine pistol. That is a lovely, lovely gun. Get out the detector and not have to rely on a knife if a mutant or three take a liking to you. Lifesaver against goddamned snorks, since cave collecting is the main usage for that in particular. So the two games have different problems. In SHoC, pistols are bloody useless because they're poo poo weapons that just take up weight in your inventory... In CS and CoP they're only problematic because you can't rock an assault rifle and a shotgun, the preferred combo for general out-and-abouting. I have no problem with three hotkeys instead of two if that were possible in CS/CoP, frankly.
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| # ? May 5, 2012 03:55 |
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MadBimber posted:They didn't stick a controller in x18 did they? Oh I'm not playing OGSE like the rest of y'all, just standard SoC Complete since I never actually ever beat it back in the day apparently.
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| # ? May 5, 2012 03:58 |
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Wolf gave me a mission to wipe out a boar lair a bit to the south of the village, kinda near the military outpost. Well, they noticed me flailing around firing my shotgun and decided to go after me. Fine, they'd done this before in other playthroughs, it can be tricky but I know I can take them out. Or so I thought. From 300 meters off one of them pulled out an RPG and blew me to holy hell. OGSE is a whole new experience in the terrible life of being a Stalker.
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| # ? May 5, 2012 03:59 |
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Yodzilla posted:Oh I'm not playing OGSE like the rest of y'all, just standard SoC Complete since I never actually ever beat it back in the day apparently. Poltergeists are quite cool looking. The award for goofiest mutant definitely goes to the Burer. Trench-coat wearing midget that can kill you with its mind. If it weren't for the fact they were so powerful they would be incredibly nonthreatening. e: I like that the military attacks the rookie village quite frequently. It's quite weird that the military are supposed to prevent stalking and are authorized to use lethal force yet there's literally a huge outpost of them less than 100 meters away that they let go about their merry business.
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| # ? May 5, 2012 04:08 |
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I'm going to reinstall STALKER and Swartz mod and start a new game but does anyone have any idea what would cause a regular crash when getting a certain distance from Yanov station? Every time I tried to get away from the station the crash would happen and it wouldn't create a report. This is really general and hard to really report on but does anyone have any clue what would cause it?
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| # ? May 5, 2012 04:11 |
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Ddraig posted:Poltergeists are quite cool looking. The award for goofiest mutant definitely goes to the Burer. Haha I wasn't talking about those, I meant the Pseudogiant.
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| # ? May 5, 2012 04:19 |
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Apparently you can die inside a tractor. I just crossed the bridge and went to that little camp where there's usually a couple mutants inside. I get in the tractor and start drving it then about 8 mutants come running from no where who apparently HATE tractors. I'm just sitting in my tractor minding my own business as they thrash it about. Then what appears to be mustard gas starts coming out of the engine and it explodes.
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| # ? May 5, 2012 04:34 |
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Everytime I play this game my save game names end up like this: fffffuuuu hell yes shitshitshit ohyeah
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| # ? May 5, 2012 04:50 |
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| # ? May 20, 2013 00:23 |
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Yodzilla posted:Haha I wasn't talking about those, I meant the Pseudogiant. If you were playing OGSE you might have a word to say about the fracture. Long limbed loopy lookin fuckers.
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| # ? May 5, 2012 04:52 |
















: If I'm really, really quick I can get about 5 feet to the side before it tears me a new one. My last save is an hour ago because I'm an idiot, and I found a ton of cool crap after fending off a random bandit raid.











