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MadBimber
Dec 31, 2006

Geight posted:

I played a bit of SoC when it was the new hotness but I don't think I got very far, this thread and GuavaMoment's awesome image album have inspired me to pick up the game again.

As someone who is pretty much a purist when it comes to modding games, will SoC Complete change the game itself or just make it look nicer and run better? I don't even use Biomod for Deus Ex, just the one mod that makes it render properly on newer computers.

I stand by Complete, but some of the members here don't care for the changes it makes to the difficulty of the game. It is definitely easier than standard SoC, though I find it enjoyable. It'll pretty the game up a fair bit and fixes some bugs (without introducing others, I believe? Someone correct me on that if I'm wrong). I think someone was just talking about the Zone Reclamation Project, which I think is supposed to be like Complete only better.

Honestly, you could probably even just play SoC standard since a lot of the bugs have now been corrected by patches.

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MadBimber
Dec 31, 2006
Wow gently caress me for recommending Complete, ZRP has fixed a huge slew of bugs. It really is the premiere mod.

MadBimber
Dec 31, 2006
I was really hoping you were adding high blood pressure into Misery. That coupled with diabetes and high cholesterol could really improve the realism of game play.

MadBimber
Dec 31, 2006

still game of the year, six years later

MadBimber
Dec 31, 2006
HOWDY HO! Howdy Hoooo! Howdy.

MadBimber
Dec 31, 2006

Swartz posted:

--
Anyone else following the progress of Gunslinger mod?
Here's the latest video showing off new animations for aiming in and out via special engine extensions. Part way through the video he demonstrates a lot of the engine extensions that have been added.

It's nice that he bothered to change the add time for the animations. I think LURK does that as well, and a couple from OGSE do as well. But I know some normal add times are pretty wonky, though maybe not at COD levels.

MadBimber
Dec 31, 2006

Acquire Currency! posted:


E: It would've been a funny side mission to take down the woodpecker. Is it just coincidence that the station was there, or did it have everything to do with the CNPP.

Both the Duga 3 transmitter and receiver are near the CNPP and Pripyat, though "near" means several miles, nowhere near as close as in Clear Sky. Hard to say whether or not it had anything to do with the CNPP, though it being Soviet, it seems a little suspicious. Or maybe it's supposed to be suspicious and in fact they are completely unrelated. Nobody knows! (I think...)

MadBimber
Dec 31, 2006

Nitrox posted:

Did anyone model this gun for COP yet?
https://www.youtube.com/watch?v=UdvuZZOhW2U

soundtrack for that video is really excellent. Still wish I could dub over any russian video with bandit jig though.

MadBimber
Dec 31, 2006
if you could please replace the woman model with sidorovich and replace all sounds with HOWDY HO, the realism community would really appreciate it.

MadBimber
Dec 31, 2006

Ddraig posted:

RL version found:



really I'd say aphex twin's music is fitting for the zone, whether it's the ambient or bizarre screechy IDM.

MadBimber
Dec 31, 2006

Ddraig posted:

Complete 2009 is, frankly, a rather piss-poor attempt at doing what the Russian community has been doing incredibly well recently.

Hey now, we used to all love Complete...back in 2009. He hasn't updated it in five years, is he really to blame for not doing something the Russian community has been working on since his release?

MadBimber
Dec 31, 2006
Still the best thing I bought on SA.

In other news, Lost Alpha should be releasing their yearly video soon. I'm curious as to what they will show. The game itself is supposed to be "done" with all their efforts now going towards making it a polished product. Though if they really wanted to emulate true stalker feeling, they should probably have released a buggy, save corrupting crash fest.

MadBimber
Dec 31, 2006

Ddraig posted:

So it turns out SoC companions really, really don't mesh well with low gravity anomalies!

They either get stuck (99% of the time) or suddenly decide that the standard reality we live in does not apply to them and constantly hover quite a distance above the ground even when they leave the anomaly.

Thankfully they seem to revert to normal when you transition to a new level. I shudder to think what will happen to them if they stumble upon a Jolly Ghost anomaly.

The Jolly Ghost is a new anomaly type I've integrated. The name comes from Roadside Picnic which mentions it as one of the weird phenomena but never actually describes what it does. This has given me a bit of creative licence with it.

Currently, it's sort of a gap in the universe leading to somewhere else. If you manage to enter one, you will be completely unable to move and will be unable to escape unless you drop items to temporarily distract it long enough for you to get out of it. These items are almost invariable destroyed/taken away by the Zone and never return, so be careful what you decide to "sacrifice". The threshold for weight is randomly set on an anomaly-by-anomaly basis so you could get away with only throwing a pack of cigarettes or it could require a more substantial offering.

I was hoping some of the non-dangerous anomalies that show up in Roadside Picnic would appear in STALKER, like the shadows or shimmer. I guess it wouldn't really be worth the extra processing power to make it pretty, though.

MadBimber
Dec 31, 2006
You're really going hog wild on this, aren't you? I haven't seen proper new behavior in many ShoC mods (off the top of my head I can really only think of OGSE, maybe Priboi Story?), so that you're changing AI for characters is interesting. As I recall you were trying to add some scripted sequences in the Dead City, were you ever able to accomplish that? I imagine joining the bandits would make that tricky. What about going into the Bar? Any time Duty is hostile it becomes such a chore advancing the storyline.

It's great you're doing all this work man, I'm sure we'll all play through and enjoy!

MadBimber
Dec 31, 2006

Cream-of-Plenty posted:

For some reason I initially thought "Jorgi Costava" was a modified "George Costanza".

Glad I wasn't the only one.

MadBimber
Dec 31, 2006

Space Wizard posted:

Just to go off-topic for a second, I'd like to post this in case nobody has done so before. Looks like I finally need to start searching for a proper jacket to mount these on!

http://www.soviet-power.com/detail.php?pid=1551

http://www.soviet-power.com/detail.php?pid=1561

There's a whole set including Duty, Fredom, Neutrals, The Bandits and The Scientists. Just punch 'STALKER' into the search bar, and the page will load. For some reason it won't let me link the results page.

Maybe the best thing I found on that site were metal badges for EXCELLENT COOK

MadBimber
Dec 31, 2006

Cream-of-Plenty posted:


Seriously, the weapons in this mod look great, and come to life with really competent accessory system and animations. I mean, just check out this AS VAL.

The blur from depth of field, while not technically "realistic", is an effect I really love seeing during reloading. It's implemented really nicely in that mod, maybe I'll pick it up. Looks super pretty all around.

Edit: That intro IS really slick, check it out if you wanna spoil it https://www.youtube.com/watch?v=VxwboQKbv4s

Edit2: Is Shoker mod the one made by that dude who is in the russian navy? I remember about two years back seeing a mod with really great anims and gun models, then never really heard about it again.

MadBimber fucked around with this message at 18:30 on Jan 14, 2014

MadBimber
Dec 31, 2006

:stare:

That is pretty ridiculous. I've never seen anims for a gun actually show a bullet loaded into the barrel, and yet here we are:

https://www.youtube.com/watch?v=zoR0BOzz1rI

MadBimber
Dec 31, 2006
I've always preferred that bullet drop as I learned quite early to account for it, even out to ranges where you can barely see through the fog. The 9x39 guns tend to be almost 100% accurate, so all you need to worry about to score that quiet headshot is properly leading and ranging your shot.

MadBimber
Dec 31, 2006

LordLeckie posted:

GEORGE IS GETTIN CHIKI

hooooooly poo poo ahahahaha, if only.

MadBimber
Dec 31, 2006

staberind posted:

Also, Oblivion Lost 2 came out on the 17th. its awaiting modb updates, but : http://yadi.sk/d/r86aX0ESGF7vp have fun.

I am tempted, but that looks pretty sketchy. Who made OL2 anyway?

MadBimber
Dec 31, 2006
Guys I was only joking about the safeness of the link. I just wanted more information on what the mod is/who made it :negative:

MadBimber fucked around with this message at 09:18 on Jan 22, 2014

MadBimber
Dec 31, 2006
Lost Alpha has released their 2014 video. Looks like the release is still a ways off.

http://www.moddb.com/mods/lost-alpha/videos

One thing I really notice is how much the ShoC version of the xray engine has aged. Some parts of what they showed are hideously ugly. I will play (and pay if need be), but it definitely stands out after Absolute Nature + Structures + Atmosfear.

MadBimber
Dec 31, 2006
It seems like they had some help from Cromm in making that, no? The transitions are very fluid, from the massive cloud formation to the burning sky. It looks nice and more believable than the blowout wave, if a little less terrifying. So many mods for Stalker, they just make me want to play it all over again :allears:

I love that so many great features end up being shared by a lot of the community, e.g. Atmosfear. On the flipside, it's a shame that some features are unlikely to be shared between mods, due to engine changes. OGSE AI, Lurk sound design and weapon models, Lost Alpha content. A massive mish mash that isn't StalkerSoup would be pretty cool.

MadBimber fucked around with this message at 20:23 on Jan 24, 2014

MadBimber
Dec 31, 2006
I had thought I read somewhere on GSC forums or ModDB that the next OGSE release would contain some DLL work or changes to the .exe, but I'm now having difficulty finding the post and may have made the whole thing up. Which I guess is nice actually, since that means what they use could be ported to other mods.

MadBimber
Dec 31, 2006

Missing Name posted:

I wish I could play OGSE, but I can't install it correctly, even if I followed the directions.

Same issue with OL.

Whats the trouble? Do you have crashlogs? Are you trying to run on steam or a non-steam install?

MadBimber
Dec 31, 2006
Website showing many pictures of the CNPP, this link specifically the construction of the sarcophagus. Lots of shots I've never seen before.

http://chernobylgallery.com/chernobyl-disaster/sarcophagus/

MadBimber
Dec 31, 2006
Hey Ddraig, have you tried merging Russian mods with ZRP lately? I want to try out that Russian OFFLIFE mod, but I thought some of the fixes in ZRP would be nice (i.e. the stability).

MadBimber
Dec 31, 2006
So I was cruising through the GSC forums, thought I'd look in some of the mod threads. Thought OSLM looked interesting. It's been a while since I've done a vanilla run of ShoC, and I thought why not? He changed a few things here and there, added this, added that. Pretty soon I was hearing chikki this, brikki that.

But then I hit lab x18. I figured there were no surprises left for me in labs. Little did I know, poltergeists have become one of the most powerful enemies in the game. One hit from a telekinetic hit completely destroys your armor. The next destroys you. Okay, okay, so I can wait in an area without any phys objects to throw. No, no it turns out there's also a completely invisible and very strong bloodsucker roaming around as well.

I quit after ten tries. :shepicide:

MadBimber
Dec 31, 2006
To start, google "OGSE Entry Point Not Found" and there will probably be some people who have the same issue. If not, find your crashlog in (should be in Documents - Stalker-shoc or thereabouts) and post the last few lines of the most recent crashlog.

MadBimber
Dec 31, 2006
I did manage to get through, by getting lucky running around and not attracting the attention of the bloodsucker. Pseudo-giant took three rifle grenades and an American grenade, then of course a burer spawned after that. Wouldn't you know it, if they see you, the lock you in place and DBZ blast you to death. Still had a grenade for him though, took him down.

I will say, though, it was great that I didn't kill the bloodsucker. After the fight in the lab and waking up, I immediately heard gunfire and a monster yell. Lots of gunfire at first, then more sporadic. More screams, more roars, more gunfire. When at last it died down, I went outside and started my trek back up out of the lab. Along the way were great scenes of carnage. Soldiers slumped to the floor, their guns half across the room, blood splattered on the wall. Some died in groups, others fell alone. I walked slowly, listening for foot steps, voices, anything. One soldier had become caught in the railing in a stairwell. When I made it to the top floor and I was nearly out, I heard something walking. I hid behind a wall and cabinet and waited. Slowly, something I could not see thumped past me, down the stairs to wherever it came from. When I couldn't hear its feet anymore I ran for the door and never looked back.

MadBimber
Dec 31, 2006

NEED TOILET PAPER posted:

My only gripe about CS (+ Complete) is that I'm stuck in Yantar trying to get into Sakharov's bunker but am locked out because by the time I'm done killing a wave of zombies another group appears on the scene. Zombies are way too bullet-spongy for my tastes :sigh:

Are you playing on master difficulty and always aiming for the head?

MadBimber
Dec 31, 2006
What, and discontinue making seven different types of ripped cloth to clutter your inventory? MAYBE they would have accepted your work if you provided them something important, like a sweat simulator. That way, after running for a day or two, you'd need to wash your clothes (in a basin you bought from Owl for tens of thousands of Ru, and using only clean water. Now you have to choose between washing and taking a drink!). If you don't wash them, mutants start to smell you from a distance and will seek you out from two maps over. Didn't you know dogs can smell human scents from several miles away?

REALISM

MadBimber
Dec 31, 2006

Ddraig, since you're restoring old parts of the storyline, are you familiar with a character named vasily petrovich? I found him chilling in an old secret lab near the scorcher, but I can't figure out where the quest to find him is from. Killing him and taking his PDA finishes a quest I never started.

Edit: Those are thumb nailed but don't click them, imgur made them reaaaaaaally ugly.
Also, the Dead City...



while a pretty area,



is very empty.



And poorly coded. And not very fun.



On the other hand....




:clint:

MadBimber fucked around with this message at 19:57 on Feb 13, 2014

MadBimber
Dec 31, 2006

Ddraig posted:

The quest to find Vasily is actually started in the Dead City. I believe 1.1.5 removes it (or it could be the one that added it, I can't quite remember). When you're talking to the Doctor, he mentions finding a guy in the Dead City who is DOA but contains a PDA pointing towards Vasily.

As far as I can tell, he's a stub character that doesn't really fit in anywhere. I've revamped the Dead City a bit with military and bandits fighting mercs and everyone else. You're sort of caught in the crossfire, but you can at least stop the bandits from killing you if you kill Borov earlier on. Vasily I've put into a small quest.

So uhhh, regarding the areas near the end...

Generators is empty, save for some pseudogiants and chimera. There is no reason to even go near the generators. No cool effects, they don't fire, anything of that sort. Outside the warlab is a token resistance that would be almost insulting, if not for the slog prior to it. And then inside the lab, INVISIBLE ZOMBIES EVERYWHERE?

It's really no wonder all that stuff was cut.

MadBimber
Dec 31, 2006
Cry Sky

MadBimber
Dec 31, 2006
SWARTZ: Gettin' Chikki Edition

MadBimber
Dec 31, 2006
Now if only someone could fix the stuttering while entering the bar in ShoC. :sigh:

MadBimber
Dec 31, 2006

Robot Randy posted:

Someone post that comic with the controller in the red forest

I want you to know I tried to find that, but instead found a bunch of porn with bloodsuckers. ;-*

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MadBimber
Dec 31, 2006

staberind posted:

two factions, yes, lets play "cheeky breeky counterstrike". No, I think more factions that are shifting in power, etc, is much more interesting, see the improved races mod in x3 for instance, stalker deserves more depth than just a couple of factions, also, sgm 2.2 does stuff in a weird way depending on what secondary mods you have, you either start in cordon, then go to swamps, or zaton, but return to cordon later, also, some mods have revolvers, but they are a Brazilian Taurus "raging bull", or something eually random, maybe I should look up wacky soviet weapons and try to make/mod some from other models. lets get our Irradiated Harry on, "Do you feel lucky, Hawaian...... well, do you you?" "A-" "bang".

a post straight from the zone

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