|
Cream-of-Plenty posted:It's like an easter egg hunt, waiting for the perfect combination of names and events. Getting a notification of death for a guy named "Immortal" is sort of funny, though. Where is this setting? I can't find it and the camera is driving me insane after seconds of playing.
|
| # ? May 4, 2012 03:41 |
|
|
| # ? May 25, 2013 06:05 |
|
Taffer posted:Where is this setting? I can't find it and the camera is driving me insane after seconds of playing. In Advanced graphics settings under "configuration troubleshooting" I can see how it would annoy some people but I actually kind of like the effect. Makes you feel like your head actually has weight/inertia instead of being a free-floating camera.
|
| # ? May 4, 2012 04:03 |
|
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.) Scale- and it's not just about map size. I vastly prefer SoC to CoP in this regard. In SoC, every time Sidorovich or Barkeep sends you off on a mission it's going to be a while before you get to hit a vendor again to resupply. You might even be setting off for the endgame; the game won't tell you (though having played the game before ruins this a bit, unfortunately). CoP technically has bigger maps, but every one of them is set up like a WoW quest hub with fast travel and you're pretty much always able to go back and resupply if you want to. In SoC you'd just better not run out of ammo between bases in Dark Valley, in Red Forest or on the bottom level of any given lab, because the only thing more absurd than finishing the place off with only your knife is hiking all the way back to sidorovich emptyhanded just to buy some bullets and turn back around. 2.) ... which brings me to scarcity, another common theme in this and similar franchises (looking at Metro). You can't carry enough ammo to be wasteful, and a few reckless sprays at that loving bloodsucker you can't see in the basement can easily lead to sudden realization a few minutes later that you're halfway through your last clip with god knows how many military/monolith assholes standing between you and the exit. Every other FPS just makes sure that there's plenty of ammo laying around for every weapon you could possibly be using. In STALKER it doesn't matter if you've got a special snowflake upgraded unique G36; if you run out of ammo and the bodies on the floor have nothing but 5.45 you better be happy to pick up a busted-rear end aks-74u and hope it'll get you back to the Bar. 3.) Emergence- You can be playing the CoP for your 10th time, going about your autopilot quest-completing routes in Zaton, and totally random and unscripted interactions by other elements of the world that don't give a poo poo about you can force you into interesting, unpredictable situations that are totally unique to that playthrough at that moment. There's a ton of potential here and I think the vanilla games only show the tip of the iceberg. Think of being forced into cover by an emission alongside rival factions who also want to survive the emission, or having to decide what gear to drop in order to sprint to cover while fighting off dogs before the emission hits. CoP with SGM threw a wrench into this with the Alpha Squads. gently caress those jerks but nothing has ever really made me turn tail, run, and totally evaluate my approach to a mission I've done 100 times before like those assholes and it just makes it that much more satisfying to spot them getting mauled by a huge pack of dogs, snorks and hamsters like everyone else. 4.) The atmosphere. One of my favorite little tidbits in SoC is a stash in the Red Forest. You get the note in your PDA that some dude has stashed supplies for retirement in a safe in Red Forest, the implication being that it's his retirement fund or something and it's going to be a great haul. So you get out there into the middle of one of the most radioactive places on earth, with monolith chasing you over the hill and probably some pseudodogs or something biting your face, and you open up this safe... and it's got a bottle of vodka, a pistol, and one bullet. Retirement, get it? The zone is full of little stashes of poo poo left by other people like you who wound up dead in a ditch somewhere. Nobody gives a gently caress about you, and the zone and everyone in it just want to you to die so they can pawn your stuff back to sidorovich. Deal with it. 5.) The gunplay and ballistics, of course, are nice too, but I do take issue with CoP's upgrade system. In SoC there's no best gun because they all have their limitations. In CoP there's no best gun because at least half a dozen of them can be upgraded to 100% accurate laser rifles that can kill anyone within a mile silently as long as you can see their head. That said, up to that point and throughout the early game(s) you are limited by the ballistics of your weapons; simply having a scope doesn't make an assault rifle into a sniper rifle, and you have to weigh using a silencer versus nerfing your muzzle velocity to the point where you can't reliably hit your target from range. gggiiimmmppp fucked around with this message at May 4, 2012 around 04:24 |
| # ? May 4, 2012 04:08 |
|
Taffer posted:Where is this setting? I can't find it and the camera is driving me insane after seconds of playing. Like Ddraig said, it's under the Advanced Graphics Settings of the configuration utility. Be advised, it controls the "intertia" effect of your lookview, not the drunken, seasickness-inducing bobbing of walking and running.
|
| # ? May 4, 2012 04:11 |
|
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. The handcrafted feel of design for the areas especially how the buildings feel real. Sort of like being able to see A World without Us in action where the last remains of civlilization of being overrun by nature. 2. A interesting setting that's really different from the standard lovely heroic special forces story in games like CoD 3. Original monster design and interesting environmental traps which leads some good scares 4. A alive feel for world such as coming across some random monster fights, watching NPC go through daily routines or seeing a Stalker getting mauled to death by a pack of monsters 5. The survival feel of the game and no standard sense of getting better by leveling up. You get better because over time you learn how to better survive in The Zone. 6. No girls to cause unnecessary drama in The Zone
|
| # ? May 4, 2012 04:19 |
|
My one gripe about OGSE is the lack of ironsights for shotguns, at least the double barreled varieties. This makes it impossible to play with crosshairs turned off, as I am wont to do.
|
| # ? May 4, 2012 04:20 |
|
Martin Van Buren posted:My one gripe about OGSE is the lack of ironsights for shotguns, at least the double barreled varieties. This makes it impossible to play with crosshairs turned off, as I am wont to do. That caught me off guard, too. I was trying to ADS on the sawed-off and abruptly fired off both barrels. Since then, I periodically have accidental discharges with the shotguns. I think OGSE would be perfect if they had gone with King Friday's better weapon animations (like LURK did.) That poo poo really brings the guns and shooting-things-with-guns aspects to life. Right now I'm loading the MP5 like some sort of dickheaded robot.
|
| # ? May 4, 2012 04:27 |
|
Martin Van Buren posted:My one gripe about OGSE is the lack of ironsights for shotguns, at least the double barreled varieties. This makes it impossible to play with crosshairs turned off, as I am wont to do. This bothers me too. I play without crosshairs because I much prefer it, and removing ironsights makes using shotguns..... annoying. And pretty silly too, considering how unrealistic it is. Is there any way to get around that?
|
| # ? May 4, 2012 04:33 |
|
The correct answer is to get a Saiga, which is an amazing shotgun with iron sights.
|
| # ? May 4, 2012 04:37 |
|
So I see a lot of you guys talking about how there is no best gun in any of the Stalker series. I am curious, what do you all use, then? In each game I pick up the Vintar BC and never look back. Even in CS where it has been neutered it's still extremely powerful. It can kill quickly even with body shots to exoskeletons, is a headshot machine, it's silent, it can fire fast or slow depending on the situation, etc. Its only real downsides are the small mag size and expensive ammo. Granted I tend to run from mutants that aren't the bigger beasties (controllers, bloodsuckers, poltergeists) so it probably isn't top notch for boards and such. Favorite guns?
|
| # ? May 4, 2012 04:49 |
|
gggiiimmmppp posted:5.) The gunplay and ballistics, of course, are nice too, but I do take issue with CoP's upgrade system. In SoC there's no best gun because they all have their limitations. In CoP there's no best gun because at least half a dozen of them can be upgraded to 100% accurate laser rifles that can kill anyone within a mile silently as long as you can see their head. That said, up to that point and throughout the early game(s) you are limited by the ballistics of your weapons; simply having a scope doesn't make an assault rifle into a sniper rifle, and you have to weigh using a silencer versus nerfing your muzzle velocity to the point where you can't reliably hit your target from range. One of my favorite aspects is just how coherent the ballistics engine is. Stock settings may suck because they wanted to delineate progression in a very obviously tiered way, but you can fix that and doing so is essentially trivial once the .ltx files are unpacked. Hell, if you want you can change the gravitational constant applied to bullet drop. Mods which make all guns of the same caliber do roughly the same damage (with some appropriate nods to progression) are great fun, especially since it means you're never really out of risk just because you have a fancy suit. Getting nailed with a realistic grouping of buckshot pellets at a realistic range is painful, as it should be, provided the mod is right ![]() The stock ballistics aren't great even through CoP, though that's the first game to say "maybe it would be alright if guns didn't have a progression from suck to great based on arbitrary stats," but the engine that supports everything lets you control all the elements you need to be able to control to make the gunplay much more realistic and enjoyable. MadBimber posted:So I see a lot of you guys talking about how there is no best gun in any of the Stalker series. I am curious, what do you all use, then? Groza all the way for me. In CoP I'll sometimes use the FAL that doesn't actually exist (mmmyyy immerrrrsion I like the modified Groza the most, because it retains good hitting power and impact, rapid fire rate for great mid-range groupings if fired carefully, a common ammo type for most of the game, and an under-barrel grenade launcher for oh-poo poo situations which fires rifle grenades that are easier to come by. I'll break the bank to stock up on those, real life-savers. I know people point to the G36 as being the amazing uber-gun but while its stats are great, the main draw in the stock configuration is its unusually high durability, in my opinion - normalizing weapon degradation to be about that slow on most guns, with some rare exceptions for notoriously unreliable or famously reliable weapons helps to make it less One Gun To Rule Them All. It can still be a bullet-laser if upgraded correctly in CoP, but if you adjust the ammo penetration values to bring Russian ammunition into better and more realistic line with NATO rounds, even an AN-94 can be a great workhorse assault rifle that gives the G36 competition. I also just don't like guns with integrated sights unless they're very special sights (FAL, for example - I find it more difficult to aim accurately than soviet scopes but that's made up for by its target acquisition function, or would be if I hadn't modded every scope to have that out of spite for enemies that shouldn't be able to see me repeatedly killing me anyway before I could fight back ![]() Modifying armor penetration characteristics upward has the awesome and harrowing effect of making you that much less survivable as well. Even in an exo, you're not invulnerable, and overconfidence will get your corpse looted and eaten by scavengers. Agreed fucked around with this message at May 4, 2012 around 05:04 |
| # ? May 4, 2012 04:51 |
|
MadBimber posted:Favorite guns? I've played Stalker games for many many hours now and I still can never remember the names of the guns, but I almost always try to find a really good shotgun and some sort of sniper. I'm either in the bushes or in their faces.
|
| # ? May 4, 2012 05:12 |
|
Are there any mods that will reveal all stashes, or at least place the equipment in them?
|
| # ? May 4, 2012 05:15 |
|
MadBimber posted:So I see a lot of you guys talking about how there is no best gun in any of the Stalker series. I am curious, what do you all use, then? Also, can't get OGSE to run at all. Clean install and everything... help? Where is that crash log file? XR_3DA.exe caused BREAKPOINT in module "C:\Steam\steamapps\common\STALKER Shadow of Chernobyl\bin\xrCore.dll" at 0023:00777CB5, xrDebug::backend()+165 byte(s)
|
| # ? May 4, 2012 05:19 |
|
One thing about Stalker Complete for SoC: I downloaded the executable from the Gamefront mirror linked from the ModDB page, and it didn't have the 16:9 scope overlay option even though it said it was in that version. The Gamershell mirror, however, did have this option. No idea what's up with that, since both of them say they're 1.4.4. But you might want to go with Gamershell, since the 1.4.4 patch notes explicitly mention 16:9 support.
|
| # ? May 4, 2012 05:28 |
|
Nitrox posted:I hate that gun with a burning passion and refuse to use it unless I'm out of everything else. The slow velocity and bullet drop are terrible in itself, but the pew-pew sound it makes is like nails on chalkboard. The favorite would be an SVD because it feels and sounds like an actual rifle. Every shot is like hammering a nail, and the stopping power is just amazing. Breakpoint errors are usually caused by calls to files that aren't there. The log should be in documents\stalker-shoc\logs
|
| # ? May 4, 2012 06:01 |
|
Holy hell, OGSE is the real deal. Thanks for the recommendation, this is the SOC mod that I've wanted since I beat the game the first time.
|
| # ? May 4, 2012 06:06 |
|
I can't wait to get to the Bar. I'm still in the Agroprom underground. A firefight with some grenades knocked out all the lights in there so it's literally pitch black which means my nightvision is useless because it's light amplifying.
|
| # ? May 4, 2012 07:34 |
|
Taffer posted:This bothers me too. I play without crosshairs because I much prefer it, and removing ironsights makes using shotguns..... annoying. And pretty silly too, considering how unrealistic it is. Is there any way to get around that? Ddraig posted:The correct answer is to get a Saiga, which is an amazing shotgun with iron sights. The long double barrel lets you aim down the sights just fine. I found one on the group that got mulched by the chopper at the start and haven't looked back since.
|
| # ? May 4, 2012 07:49 |
|
I'm gonna hold up in here for a while. I'll let those soldiers handle whatever's out there...
|
| # ? May 4, 2012 08:29 |
|
Is there a way to reset reputation in CoP Complete? I somehow pissed off all of the important people on the ship and I can't figure out what to do. I tried doing other stuff for a few hours thinking they'd eventually go neutral again but that didn't seem to work.
|
| # ? May 4, 2012 09:11 |
|
Hey guys, post your current Stalker gear and inventory! I would post mine but I haven't built my new pc yet.
|
| # ? May 4, 2012 12:41 |
|
MadBimber posted:So I see a lot of you guys talking about how there is no best gun in any of the Stalker series. I am curious, what do you all use, then? In SoC there's really no swiss army knife. On my recent LURK/AMK playthroughs I've ultimately ended up running with a SPAS-12 and a sniper rifle- either the SVUmk-2 or the Vintar, after playing with a number of high-end assault rifles and coming to the conclusion that they simply didn't perform well enough at range (a shotgun is essential for closeup encounters with whatever, and being able to pick off monolith from range is critical, so an assault rifle is hte odd man out). The vintar is nice but its reliability in SoC is atrocious (or maybe that's just AMK, I don't even remember) which is a huge tradeoff versus the noisy sniper rifle. I also really liked what LURK did, where the scope can be removed from the full sized SVD to fire it like a rifle with iron sights. In any case every choice, including the assault rifles, has its strengths and weaknesses as opposed to CoP where there's a short list of guns that are roughly equivalent in their brokenness at any range and there's no reason to ever pick up a proper sniper rifle (the Vintar/Tide being a special snowflake among sniper rifles). MariusLecter posted:Hey guys, post your current Stalker gear and inventory! ![]() You know I've put this game down for a couple of weeks and I forgot that I picked up a Groza when I started carrying the Vintorez since they share the same ammo (since AMK actually allows you to carry multiple guns without wheezing for breath when you try to run like most mods). In any case, that Vintorez was in perfect condition when I set off for Red Forest. The reliability is a big drawback, I should probably head back to the warehouses and repair it before heading to pripyat .
gggiiimmmppp fucked around with this message at May 4, 2012 around 12:59 |
| # ? May 4, 2012 12:45 |
|
Reading you all talking about OGSE made me want to play SoC all over again with this mod. But then, when I went to donwload it, I find that the next version (0693) will have all kinds of incredible features and Im inclined to wait for it before trying. I wonder how close it is
|
| # ? May 4, 2012 12:48 |
|
Elias_Maluco posted:But then, when I went to donwload it, I find that the next version (0693) will have all kinds of incredible features and Im inclined to wait for it before trying. Actually yeah I think I'm going to wait too. Besides I still have to finish vanilla first.
|
| # ? May 4, 2012 13:51 |
|
With all this Soc OGSC talk, I think i'm going to shelve CS for now and try this out..
|
| # ? May 4, 2012 14:08 |
|
Ddraig posted:
It's a really awesome scare scene when you run into your first bloodsucker.
|
| # ? May 4, 2012 14:08 |
|
Swartz posted:I have no idea what went wrong with the Aug scope but I'll check it out right away with the different upgrades to see why it's happening. I don't think I do have a suitable save but I'll try producing the bug again and making one. One of the single shot rifles is REALLY LOUD compared to everything else. I don't know which one it is but it would have to be a howitzer to be that loud - one of Skadovsk's top deck guards has it in my current game and whenever he shoots it's as if the sound is right next to me no matter where I am as long as I remain within hearing range. There's also a russian pistol you can buy a silencer upgrade to but it isn't silenced when fired.
|
| # ? May 4, 2012 14:39 |
|
Elias_Maluco posted:Reading you all talking about OGSE made me want to play SoC all over again with this mod. Same here, I'm so far behind on mods that I'm currently playing through SGM (which is a blast but not STALKER proper), with Swartz on deck. Goddamnit, time to install SOC again...
|
| # ? May 4, 2012 15:00 |
|
Deleuzionist posted:I don't think I do have a suitable save but I'll try producing the bug again and making one.
|
| # ? May 4, 2012 15:05 |
|
Is there a reason why everyone at the beginning camp in SoC kills me whenever I enter? I tried walking to nimble, but by the time I get up to him, everyone turns from neutral to hostile and kills me instantly. e: Guess who doesn't know how to read? I'm supposed to do missions before they allow me in. Avocados fucked around with this message at May 4, 2012 around 16:01 |
| # ? May 4, 2012 15:38 |
|
I think another great thing about these games is how they can make you afraid of things that aren't even there through the atmosphere. The Jupiter power plant in CoP freaked me out, even though I never ran into anything threatening there. I just felt like I was going to round some corner and be attacked by a controller. When I picked up some data from one of the abandoned rooms I heard a bunch of footsteps. Rather than actually walk out into the hallway and see what the game spawned, I instead panicked and jumped out the window
|
| # ? May 4, 2012 16:30 |
|
Internet Kraken posted:I think another great thing about these games is how they can make you afraid of things that aren't even there through the atmosphere. The Jupiter power plant in CoP freaked me out, even though I never ran into anything threatening there. I just felt like I was going to round some corner and be attacked by a controller. When I picked up some data from one of the abandoned rooms I heard a bunch of footsteps. Rather than actually walk out into the hallway and see what the game spawned, I instead panicked and jumped out the window The game has so many scary moments especially exploring all the creepy wrecked building interiors.
|
| # ? May 4, 2012 16:31 |
|
Internet Kraken posted:I think another great thing about these games is how they can make you afraid of things that aren't even there through the atmosphere. The Jupiter power plant in CoP freaked me out, even though I never ran into anything threatening there. I just felt like I was going to round some corner and be attacked by a controller. When I picked up some data from one of the abandoned rooms I heard a bunch of footsteps. Rather than actually walk out into the hallway and see what the game spawned, I instead panicked and jumped out the window I felt like the Jupiter plant was a huge lost opportunity simply because it was so loving empty. It's the only location in all of CoP, the underground aside, that's at all comparable to some of the labs in SoC in terms of size and having to go deep into a place (even the lab in Pripyat is laid out so that you're never far from the entrance if you get scared or didn't bring enough bullets). There's no reason it shouldn't be absolutely overrun with mutants, bandits or whatever but you get there and it's just a few dogs with the one psydog in the room with the helicopter. That never would have happened in SoC. In SoC it'd be bloodsuckers and dogs all the way in with maybe a bonus giant or some burers, then you'd pass out predictably for a flashback and have to shoot bandits/military all the way out. There's a non-quest related document you can pick up that spawns some random mercs, but that's it and there's really no explanation for why the mercs are there and why they care about that document as opposed to all of the others. I wonder if they originally planned to attach mercs to the other documents as well. gggiiimmmppp fucked around with this message at May 4, 2012 around 16:39 |
| # ? May 4, 2012 16:35 |
|
Swartz' CoP mod is a rebalance that makes the game harder and a little darker, but not as bad as Misery's "its all totally poo poo so lets just drink more" depression, right? A bit akin to early releases of ShoC's AMK mod? Some new features, new guns, a longer climb to Lord of the Zone but nothing stupid like Stalkersoup and arguably SGM? Or am I thinking of Ddraig's? I'm bad at keeping goon mods separate in my head.
|
| # ? May 4, 2012 16:39 |
|
Ravenfood posted:Swartz' CoP mod is a rebalance that makes the game harder and a little darker, but not as bad as Misery's "its all totally poo poo so lets just drink more" depression, right? A bit akin to early releases of ShoC's AMK mod? Some new features, new guns, a longer climb to Lord of the Zone but nothing stupid like Stalkersoup and arguably SGM? Swartz is more forgiving than Misery in general, though it's got some new features like its treatment of radiation that are arguably more punishing than the competition.
|
| # ? May 4, 2012 16:40 |
|
gggiiimmmppp posted:I almost always forego a pistol and carry that with a shotgun, usually a SPAS-12. I think a separate pistol slot would've been a good idea. You pretty much need a shotgun or some close range weapon and a rifle of some sort so you almost never have any use for the pistol.
|
| # ? May 4, 2012 17:20 |
|
etalian posted:It's a really awesome scare scene when you run into your first bloodsucker. No, I already met the bloodsucker lurking down in the tunnels.. something literally ran out of the safe room when I picked up the flash drive. I can also hear gunshots, so people are obviously trying to take it out. My stuff:
|
| # ? May 4, 2012 17:47 |
|
Deleuzionist posted:I don't think I do have a suitable save but I'll try producing the bug again and making one. Please if you do reproduce it let me know. I'll post the replacement script later tonight in-case anyone else runs into it too. Yeah the M-14 'Sniper' is a bit too loud and shares the same sound as the M-14 Sopmod. I love the sound at full-auto even though the author of the sound had made it for the SVD :P Next release though I've replaced a lot of sounds, most of which are re-worked sounds from real gunfire (which is actually not as loud as the current sounds a lot of the time). 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). 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.
|
| # ? May 4, 2012 17:48 |
|
|
| # ? May 25, 2013 06:05 |
|
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.
|
| # ? May 4, 2012 17:50 |





















.







