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I always forget just how nice the animations are for the guitar players.
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# ¿ Oct 23, 2013 05:52 |
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# ¿ Apr 27, 2024 08:10 |
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Konsek posted:I need to get round to watching the film. I personally think a much more empty zone would make for a better game, allow for much more deadly and resource consuming firefights and that sort of thing as well as encouraging devs to individualise as many of the stalkers as possible. Striking a balance between the book and the game would be great. But yeah in the book there are very few stalkers as while it attracts the same treasure seekers the zone of the book also is seemingly far more insidious and deadly. Granted this may just be how the game translates its lore into gameplay mechanics (like not all anomalies being certain death) but when i read roadside i always got a very very sinister vibe from everything, as if there were a vibrant colour to everything that drew you in and mangled you in new exciting way. I really really need to reread that book soon.
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# ¿ Oct 24, 2013 20:15 |
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Daemonion posted:Holy poo poo, I haven't been here in a while. Have a teaser involving LURK 1.2. and thunder. That sounds fantastic.
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# ¿ Oct 28, 2013 07:59 |
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I remember you get really really close to something identical to Duga 3 in Clear Sky in the final town just before the hospital, its right next to a construction site so you can get a good look but it feels very badly placed, its meant to be an awesome giant landmark but its just sort of shunted off the side.
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# ¿ Oct 30, 2013 08:23 |
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Nitrox posted:Did anyone model this gun for COP yet? Seems like it would be functially identical to a gauss rifle.
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# ¿ Nov 5, 2013 11:56 |
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Loving that emission change where it knocks out electronics and lasts longer, always love when basic things like that and expanded upon in new interesting ways that also manage to make sense in game/mechanically.
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# ¿ Nov 13, 2013 18:11 |
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I really like the way the screen blurs out when you reload thats a nice touch.
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# ¿ Jan 14, 2014 18:13 |
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Ddraig posted:A short while ago I had the idea of creating a mod for Misery that replaced the classes with Seinfeld characters. GEORGE IS GETTIN CHIKI
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# ¿ Jan 19, 2014 06:06 |
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I feel that the much tighter smaller and restricted maps that are divided up into very distinct sections helps give ShoC its feeling, every area has some new fantastical horror and obstacle to overcome and can let you stray off the beaten path very quick. While you can walk off in any direction you please in CoP you generally wont stumble across any interesting terrain to navigate given all the anomalies got clustered up into the named areas. Compare that to say getting to the garbage at night and having a shootout with bandits and then making your way to agroprom and THEN discovering the underground underneath it all as well as all these small side areas that you might miss like the hills near the rail tunnel which have dogs and artifacts hiding in them. I guess not letting you get overly familiar with an area too quickly helps a lot, also significant terrain variance like the maze of the wilds between Yantar and bar, extreme exposure of the dark valley etc.
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# ¿ Jan 20, 2014 17:49 |
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That new Oblivion lost sounds interesting but it mentions that it cranks the detail up so im guessing it wont run all that well on lovely ancient computers like mine?
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# ¿ Jan 22, 2014 04:18 |
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Ddraig posted:Call of Pripyat has a few ambitious mods. The one I'd recommend people try right now is the "Sky Anomaly" mod that I just linked. That sounds fantastic and what ive been wanting out of the stalker series since forever, the existing anomalies are cool but like roadside picnic showed the potential for these amazing impossible things is just so much more.
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# ¿ Mar 29, 2014 08:54 |
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Ddraig posted:Support your public libraries, people! Managed to find Eduard Artemyev's score for Stalker in my library. It's the only place I've been able to find it. Oh dang thats awesome that you managed to find the score, ive been looking all over for it myself but gave up months ago.
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# ¿ Apr 4, 2014 08:22 |
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Is it possible to get a copy of it or would that be , you'd hope not with the USSR being gone and all.
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# ¿ Apr 4, 2014 08:39 |
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Ddraig posted:Here's some stuff from the SoC mod: Personally id probably put leben heist leben there instead of Opus dei but that may just be me being unused to english lyrics in the zone.
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# ¿ Apr 6, 2014 07:23 |
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Ddraig posted:Considering that you really never see anything dangerous and the worst stuff is only hinted at it is an amazingly tense film. Yeah pretty much, professor and writer are there as audience stand ins if people want, the 2 searching for something in some way not the person thats found what he wants and is content to share it with others.
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# ¿ Apr 20, 2014 12:23 |
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I dont understand the need to mod cars back into stalker when the maps are so small that they dont really work and gently caress over the sense of scale and distance when used.
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# ¿ Apr 29, 2014 12:45 |
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floor is lava posted:
Oh my goodness thats great, makes me wish i could run the game on anything but low with shadows off (yes i know i know).
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# ¿ Apr 30, 2014 10:02 |
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Acquire Currency! posted:For whatever reason Misery 1.2 made hunting fleshes for parts to sell fun enough for me to do for twenty hours. Really. I enjoyed misery so much that i was willing to put up with how unstable it is on my lovely laptop for hours and hours and hours so they got something right.
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# ¿ Jun 8, 2014 07:41 |
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Ddraig posted:Force of habit I guess, but yeah lost alpha is a standalone. As for COP mods ap-pro.ru is a good resource. I'd highly recommend Sky Anomaly. It's ARS with new anomalies added that are loving amazing. It's one of those cases where someone is incredibly good at doing one thing and doing it well. Makes me wish i could read Cyrillic because ive always wanted more fantastical anomalies with abstract properties and the like.
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# ¿ Jun 19, 2014 03:56 |
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Gobblecoque posted:I'm with you, I love the crazy poo poo that goes on in SoC and really miss it whenever I play CoP. Yeah while i get irked about the silly borders you get there, SoCs more linear maps had some better design elements i feel contributed to these moments more just because there was more claustrophobic feel to things that forced certain movements in smaller spaces compared to CoP where you have vast open spaces for the majority of the game. I liked that feeling of freedom you go in CoP and it fit the zone well especially when giving up that freedom to go into the indoor/underground spaces but it definately made us lose out on thigs like hiding in the upper reaches of wild territory as mercs shoot at a lone bloodsucker tearing them to bits.
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# ¿ Jun 20, 2014 03:24 |
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MadBimber posted:Doublepost: Two albums of Pripyat, prior to the 1986 explosion. There may be duplicates, I haven't had the time to look through either of them fully. These are fantastic, its neat to see the construction of a planned city like this not to mention creepy to notice in game locations in the photos and think "Oh i shot a snork there"
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# ¿ Jun 30, 2014 13:18 |
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nexus6 posted:New video from Gunslinger mod: https://www.youtube.com/watch?v=GhhmUgs_-Mk That looks fantastic, sounds really good as well its a pity the music listed in the description doesnt bring up any hits because it really set the mood.
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# ¿ Dec 17, 2014 17:10 |
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Huh didnt expect that. Thankyou!
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# ¿ Dec 18, 2014 10:46 |
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The Kins posted:This is about a week old, but I didn't see a link, so... GSC Gameworld has reformed in some form, still has all the STALKER 2 materials, and is working on a new "old-fashioned, full price game". They also talk about STALKER 2 development, and why it got cancelled in the first place. Woah now that is unexpected, i love that the west game idiots were working on a browser version of stalker.
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# ¿ Dec 21, 2014 19:21 |
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NO gently caress YOU DAD posted:I thought the vanilla Jupiter plant was a nice return to SoC-type loneliness in CoP's overpopulated maps; a hulking empty nothing just itching to get you turned around and trapped in a blowout. Yeah Jupiter in the original CoP is probably my favourite location along with the vines in Pripyat for that exact reason. I only wish it was a little harder to navigate anomaly wise with more indoor traps and a sort of jungle gym approach to getting around, like the sarcophagus in SoC but with more than just the teleports.
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# ¿ Apr 9, 2015 14:06 |
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# ¿ Apr 27, 2024 08:10 |
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Dvsilverwing posted:Maybe it's just me, but I always enjoyed being in these "empty" places and suddenly spotting a few stalkers or bandits sitting around a campfire or something like that. I guess I enjoy the idea of the Zone being a little more populated than it realistically would or should be. Running long stretches and not seeing any human AI has always seemed a little boring to me I suppose. I think it comes down to most of the gameplay mechanics come down to interactions with the AI in various ways so with no AI you only have the zone, and while the zone is always this omnipresent threat its also one of the most trivial unless you heavily mod the game so you actually fear radiation and anomalies. Exploring is fun but especially in CoP there can be very little to see and its almost themepark style design concentrates most interesting stuff in small clumps.
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# ¿ Apr 9, 2015 16:31 |