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your evil twin posted:Ah, thanks for the advice! Installing multiple versions is fine. There's actually been a shift in the SoC russian community where more and more mods are being made for 1.0006 (the steam version) thanks to various hacks to the engine. 1.0004 is largely considered outdated now, but there's still a few mods that only really work well on it. the fsgame.ltx will allow you to specify where the config files go (top line) for that particularly version so that shouldn't be a problem.
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# ? Mar 26, 2014 19:10 |
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# ? Apr 18, 2024 04:59 |
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Ddraig posted:Installing multiple versions is fine. This. I've got four or five installs of SoC, mostly for a few mods I dont want to have the hassle of uninstalling (anything that adds .dbx) files. I've also got two CoP installs. The only thing you've got to do, at least in my experience, is find the game in the registry and delete the entry for it or just edit the install location.
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# ? Mar 26, 2014 22:35 |
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Holy Bejesus Misery 2.1 is a mess. The fixes they actually managed to fix in 2.0.2? Over half of them are not implemented. My anabiotic fix, which supposedly was incorporated, hasn't been. Over half the fixes from the Unofficial Patch that they say were incorporated... surprise, surprise haven't been. There's a bug that caused crashing if you tried to loot a mutant that was in 2.1's beta that has been fixed, but not included in 2.1 I guess the guys making this are looking to get into game development, but with a QA track record like this the only place willing to offer them a job might be Bethesda.
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# ? Mar 27, 2014 01:34 |
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Ddraig posted:Holy Bejesus Misery 2.1 is a mess. So the 1.1 gb file I downloaded isn't worth installing yet?
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# ? Mar 27, 2014 01:38 |
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Missing Name posted:So the 1.1 gb file I downloaded isn't worth installing yet? I guess it's like granny porn - you can watch it knowing it's gonna be terrible, but what if you like it?
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# ? Mar 27, 2014 01:44 |
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I'm downloading it again to see if I somehow got the beta version by mistake, but I guess it remains to be seen. Right now I'm trying to play it, and most of my time is spent fixing bugs. Obvious bugs. Bugs that have been fixed before. I'm probably going to have to make another "unofficial patch" which fixes this stuff so they can ignore it again e: HOLY gently caress. The main bug they were really, really happy about fixing, the one where NPCs would crash the game if you tried to talk to them while they were surrendered? That has literally been reverted back to the original state. They did manage to implement my random "Jack Bauer" interrogation, though, so that's something. Rush Limbo fucked around with this message at 01:47 on Mar 27, 2014 |
# ? Mar 27, 2014 01:45 |
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Nitrox posted:That excellent boots story gave me an idea. What if, every time you die, you wake up at the camp. With all your gear still on your corpse, right where you died, waiting to be retreated. So...Dark Souls? BLARGHLE posted:I downloaded the updated shaders and ZRP for Shadow of Chernobyl and followed the steps to use them, but they don't seem to have had any effect. Did you 1. Start a new game prior to trying the mod to get the engine to load some initial files? 2. Set your fsgame.ltx to load from gamedata?
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# ? Mar 27, 2014 01:55 |
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Ddraig posted:I'm downloading it again to see if I somehow got the beta version by mistake, but I guess it remains to be seen. Do they not use any kind of version control? The modding community seems oddly adverse to sites like github, I released a spawn menu there and on moddb, people started filing bugs in random threads in the Misery forums instead of, you know, using the god drat issue tracker.
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# ? Mar 27, 2014 02:32 |
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The mutant looting thing is bizarre. At first I thought it was my tweaks, since I've made it so you need to have a knife equipped to loot mutants, and it would constantly crash. Tried it with normal behaviour. Still crashed. Went to check their forums to see if this issue had been reported. It had. The fix was to revert that part back to the original 2.0/.2 version. So they released a completely broken feature for the beta, included it in the final 2.1 version, and then completely scrapped it for the fix. e: I'm guessing they spent all their time on the how to catch a predator STALKER EDITION intro that they forgot to fix things for the main release. e2: If you've got five minutes to spare, read the official game guide for some of the most convoluted logic you'll ever see when it comes to justifying why Misery doesn't have artificial difficulty. This is compounded by their posts on their forum about why Mercenaries can see you from 20 miles away despite you hiding in a bush. I wouldn't be entirely surprised if I made an addon where you randomly die from dysentery, complete with first person animated sequence of you making GBS threads yourself and dying, after eating a lot of mutant meat, it would be lauded as an amazing gameplay contribution. Rush Limbo fucked around with this message at 02:52 on Mar 27, 2014 |
# ? Mar 27, 2014 02:47 |
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Thanks for the advice regarding the multiple installs, guys! I'm now playing OGSE, which requires version 1.0005, good to know I can also have a seperate 1.0006 game installed for if I want to play some other mods. OGSE actually already includes shaders, and has a configuration tool with sliders and tickboxes which allows you to adjust them. I decided to install the STALKER Shaders MAX linked to in the OP instead, and used the Extreme preset. Honestly not entirely sure if the result is better, it was looking pretty drat good with OGSE's shaders and it is looking similarly good with STALKER Shaders MAX. I was a bit disappointed when I started playing, as STALKER Complete 2009 had an absolutely beautiful sunrise at the start while OGSE was just dark and gradually got brighter. But I suspect that was because some randomised weather thing decided to make it overcast and rainy at the start. Now that it is the afternoon and sunny things are looking pretty nice. The way that they changed the start of the game is pretty interesting. Since you are a bit of a weird anomaly yourself (a survivor from a death truck) people don't trust you and so you are given a mission at the start to go retreive an artifact from an anomaly field, and then you have to help the wounded guy by giving him a medkit, BEFORE going into the little stalker village area. (The guards will warn you away, and if you ignore them you get shot!) Also your radiation detector is an actual device you have to equip on your belt, and you have a walkie talkie which gives you little messages every few minutes about some random stalker dying or people making requests to buy or sell things. Not sure if there's anything useful there, but it makes it seem like there is a living world going on. The way that they've made anomalies almost completely invisible is a bit of a shame... I don't mind the added danger too much, but I really liked the original distortion effects. The zone just doesn't seem the same without seeing a bunch of spacetime warps all over the place. I wonder how they removed them, if it is change that could be reverted somehow. Also... wow gameplay is brutal. I'm guessing they did a big increase on weapon damage. Trying to take out the bandits at the beginning with a sawn-off shotgun and a silenced pistol, and they just murder you in one or two shots. Turned the difficulty down from Master to Novice and it was still extremely challenging. I could take out a couple with pistol headshots, but then would have to hide and do long-range shotgun blasts while leaning. Took many, many attempts to succeed. (Of course it didn't help that they also removed the Merc suit from the starting village, I think that stash just had some food in it.) Why does every mod that adds lovely new features also insist on making guns realistically deadly and kill in a couple of bullets? Sure, there's a place for that, but why does EVERY mod do that? It seems that when it comes to modding STALKER, the options are either "vanilla with bugfixes, seperately add some improved texture packs" or "ultra extreme hardcore YOU WILL DIE edition". Is nobody interested in adding new features without also making the game more difficult? MadBimber posted:Additionally, I think Atmosfear has been released for ShoC, or something similar to it. Maybe it's included in Photorealistic Zone? Nope, the only version of Atmosfear for ShoC is in the Autumn Aura 2 mod. The description of Autumn Aura 2 actually advertises the fact that there is not standalone version of Atomsfear for ShoC. I'd actually be tempted to play Autumn Aura 2 as it seems like changes gameplay without making things extremely hardcore... but due to the Autumn theme everything looks so drat brown. your evil twin fucked around with this message at 02:59 on Mar 27, 2014 |
# ? Mar 27, 2014 02:55 |
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Ddraig posted:e2: If you've got five minutes to spare, read the official game guide for some of the most convoluted logic you'll ever see when it comes to justifying why Misery doesn't have artificial difficulty. This is compounded by their posts on their forum about why Mercenaries can see you from 20 miles away despite you hiding in a bush. Well for Christ's sake I'm glad I didn't bother to give it another try. Misery 1.0 wasn't nearly as bad about this kind of thing so I thought it was maybe sort of accidental or something they'd be willing to fix, but if they actually think it's totally okay to get repeatedly one-shotted from miles away by groups of enemies who outnumber you and to whom you can't even do the same, gently caress em. I remember hearing something about misery 2.0 having a different person in charge of the gameplay/general design than 1.0 did, is that true? Because I have no other idea how they could possibly manage to keep doing a better job on the already amazing graphics and sound and then suddenly throw everything gameplay related into the trash. And intentionally keep it that way.
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# ? Mar 27, 2014 03:33 |
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Q: WHY IS THE GAME SO ARTIFICIALLY DIFFICULT? A: There’s no such thing as artificial difficulty, there are just different tastes. You may think that the mod is broken, that the features implemented make the game less fun or that it is simply unplayable for some other reason. That’s fine, and you’re more than welcome to “fix” the mod so that it suits your preferences. It’s a mod after all, and if you like some things we’ve done, we’re already happy for you. Moreover, you can always use them to make a mod of your dreams. But what you’re seeing is a mod of our dreams, and as we’ve always stressed it’s not for everyone. It’s intended for hard-core gamers who fancy having to deal with danger on a constant basis and for survivalists who want to feel alive by being always on the brink of death. And even among them there are bound to be different opinions. Nevertheless, we are sure that MISERY can be extremely fun if you have the right attitude, and we’d like you to give the mod another try after a while. Q: WHY IS THE ACTOR NOT ENTERING THE ZONE EQUIPPED LIKE A MODERN USS OPERATIVE? A: Hmm, let’s get this right. So, you’re basically asking why a secret agent engaged in covert operation based in a secluded area which almost no one can enter and tasked with finding out why another covert operation ended in failure wants to mix with the crowd? No idea. Ok, to be more serious. You have to ask yourself a question: what equipment should Degtyarev have provided that his mission is strictly confidential and requires him to blend in the crowd? We feel that no one would find it sensible to arm him with the newest technological advances for the simple reason that he would be immediately compromised and his mission automatically impossible to complete. That’s why we thought that in order for him to remain incognito it was necessary to make him appear as much stalker-like as possible: and equipment comprising only common weaponry, average suit and some necessary items meets this need perfectly and just makes more sense from the perspective of the mission. Q: WHY DOES IT COST LESS TO ACTUALLY BUY A BRAND-NEW GUN THAN TO REPAIR A HIGHLY DAMAGED ONE? A: To explain it we have to present our basic idea for the world in the game. Our plan was to create an original economy of the Zone, one which is at the same time inseparable and separate from the economy of neighboring areas where a wide-spread recession is raging. As is implied in the game and in the mod, relations with the outside world are limited, so importing – smuggling – any goods is quite problematic due to the existence of cordons around the Zone. Repair requires – as is usually the case in the real world – spare parts, and spare parts don’t grow on trees nor do they appear out of thin air. They are obtained only by buying spare guns or by barter. Guns, as you all know, comprise a variety of elements, and one gun can potentially be used to repair a lot of guns before it becomes scrap. That way, by buying one gun for spare parts and using it as repair material for a number of smaller repairs, the technician will be able to profit in the long run. And if you want to have a firearm whose condition is below 50% repaired, the technician will be forced to use almost the entirety of spare materials to perform this one specific repair. That’s why technicians are unwilling to repair highly damaged items. Add to this the workload required to restore an item to a top-notch condition, and you’ll get why technicians want you to pay such high amounts of money. In other words, to balance the potential loss they impose so high a cost. From the viewpoint of economy, it’s a win-win situation. For this reason, the player is encouraged to get rid of worn guns and buy a new one, or make use of repair kits and materials to perform the repair themselves. No one has as much free time as you do, and Cardan is no exception. Don’t assume he’s just waiting for you to get your rear end to his workshop and shove your sticky, lovely, wasted shooter on his desk. No, no, hell no. He’s got his own poo poo to worry about apart from fixing all the weapons of the world. Sometimes it’s just more worthwhile to fix the poo poo yourself. Clean the gun once in a while, lubricate it. Get a repair kit and use it when you really need it. But don’t forget the eroding and destructive power of the Zone that will devour your soul as much as it will devour machinery. Cars don’t last here, nor do helicopters or sophisticated machines. Keep it simple, keep it clean, keep it going, and you might see another day. Misery 2.1: CARDAN DOESN'T WANT TO PUT UP WITH YOUR poo poo THAT'S WHY
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# ? Mar 27, 2014 03:42 |
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your evil twin posted:Difficulty This issue comes up pretty often with new players and is actually addressed in the OP, but part of the reason you're having a tricky time is how difficulty works in Stalker. When you make the difficulty low, BOTH you and your enemies become harder to kill. Ddraig could explain better, but at lower difficulties there are artificial variables that make everyone in the game more bullet spongey and more likely to miss. Playing on Master difficulty is actually the best course, as shooting someone in the head will actually kill them, and (at least in complete and OGSE) you don't have to shoot 20 AK bullets into someone's chest to drop them. I'm not really aware of mods that act as total conversions or game changers a la OGSE that don't also change the gun damage. There is an undercurrent of "realism" in the un-modded version of the game and this factor gets played up in pretty much every mod there is. In time you'll probably come to enjoy it, as I think most of us here do. I find it difficult to go back to the original games now and see enemies shrug off a shotgun blast or two before dropping, or seeing a sniper bullet ricochet off their head and they just keep on keepin' on. I would say your primary goal, in trying to overcome the difficulty, is to learn how to game the enemies. You can lean around corners to great advantage, but you can also do things like kill one enemy then hide in a room, and wait for groups to come at you, single file, easy pickings. Or you can kill an enemy or two, then retreat backwards to get a better view of the battlefield. If you're not comfortable sitting in one spot, or have a slow/inaccurate weapon, you can also spend time learning to flank enemies. For instance, that car park with all the chikki brikki going down, by crouch walking you can sneak up to the dudes sitting by the fire. Drop the 2 or 3 there with a headshot, then immediately go to the right through the ruined building. One or two bandits will approach your last known location, which means you should be able to see them coming without them seeing you. You can kill them, or watch them meander back and forth while waiting for your back up to arrive and engage them (another big advantage in the game, allowing others to fight enemies for you. This allows you to take cheap shots and others to take gunfire, rather than you). After that you can run up the ladder to the roof of the building that your hostage is in, shoot one or two fellows, head down the stairs and shoot one more. By then, nearly all the bandits will be dead by your hand and the rest hopefully mopped up by your AI compatriots. Essentially, and this applies even more strongly to a mod like OGSE with heightened damage, you as the player want to avoid major conflicts, and if they are unavoidable, to take every advantage and cheap shot you possibly can. Until late game, running in guns blazing is liable to get you killed. Being stealthy, keeping distance, using cover, these are all skills that are actually pretty necessary until late game when you have the potential to be a walking god. Edit: Also, I should point out, explosives are EXTREMELY effective in Stalker. The initial RGD-5 is brutal against enemies with no to low armor, but the F1 grenade and grenades from launchers murder human enemies in a huge radius. Keep a stock at hand. MadBimber fucked around with this message at 04:10 on Mar 27, 2014 |
# ? Mar 27, 2014 04:06 |
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Is Atmosfear for CS any good? Once I'm done with arsenal overhaul for CoP, I plan on moving it over to CS and possibly using Atmosfear 1.3 as a base.Ddraig posted:They did manage to implement my random "Jack Bauer" interrogation, though, so that's something. Fister Ardennes fucked around with this message at 04:24 on Mar 27, 2014 |
# ? Mar 27, 2014 04:21 |
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E.Nigma posted:Is Atmosfear for CS any good? Once I'm done with arsenal overhaul for CoP, I plan on moving it over to CS and possibly using Atmosfear 1.3 as a base. Basically when NPCs surrender, you could "interrogate" them to get information out of them. This involved two dialog choices "Give me your stuff" or "Give me your stuff now", with a generic response if they declined. I thought this was pretty bullshit, as this guy has been shooting at you so you're probably slightly pissed off at him. Plus he's not likely to give you anything unless you really, really sound like you mean it. So there's now a bunch of random "interrogation" lines you can use. Here's two of my favourite: "What did the big bad stalker say to the pitiful gently caress? Spill your guts or I'm going to stick my gun up your rear end and pull the trigger until it clicks." and "Death's come for you, buddy. I'm the biggest, baddest motherfucker in the world and all you need to do is tell me something interesting and I'll send Her packing. What do you say?"
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# ? Mar 27, 2014 04:37 |
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MadBimber posted:This issue comes up pretty often with new players and is actually addressed in the OP, but part of the reason you're having a tricky time is how difficulty works in Stalker. When you make the difficulty low, BOTH you and your enemies become harder to kill. Ddraig could explain better, but at lower difficulties there are artificial variables that make everyone in the game more bullet spongey and more likely to miss. Playing on Master difficulty is actually the best course, as shooting someone in the head will actually kill them, and (at least in complete and OGSE) you don't have to shoot 20 AK bullets into someone's chest to drop them. Heh, that's pretty much how I dealt with the car park. Also I did it solo without backup, as I think that doing it solo gives you better rewards because the other stalkers are so impressed. In ordinary STALKER, on master difficulty, I was able to accomplish this without too much trouble. In OGSE it took me half an hour of retries for me to succeed. For the first ten minutes I was playing in Master difficulty, and turned it down to Stalker because the bandits were one-shotting me. I would use my silenced pistol on the guys round the campfire, and sometimes one or two guys that would come investigate, but other times they would all stay distant, running back and forth firing into the building. Also I can't remember how it is in Vanilla, but in OGSE the sawn-off shotgun goes in the pistol slot, meaning that I couldn't have both a pistol and shotgun equipped at the same time. So yeah, I'm definately playing OGSE in Stalker difficulty rather than Master, as I find it infinitely preferable if it takes a couple of shots to kill me. Cause those medkits and bandages are pretty pointless if there are only two states - full 100% health or dead. Also apparently the difficulty setting doesn't affect your weapons: http://www.metacognix.com/stlkrsoc/WhatYouKnowThatAintSo.html Go down to "And no, the difficulty setting does NOT determine how often YOUR shots hit the target." I found the weapon damage in the vanilla game to be perfectly fine, and the challenge to be decent on Master difficulty. But it seems like 90% of STALKER modders just absolutely love leaning around corners all the time. It's nice to occasionally have a good-old fashioned firefight now and again, rather than it always beeing peekaboo.
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# ? Mar 27, 2014 05:05 |
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MadBimber posted:
No, and yes. Should I turn off the gamedata folder, start a new game, and then turn it back on?
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# ? Mar 27, 2014 05:56 |
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your evil twin posted:Heh, that's pretty much how I dealt with the car park. Also I did it solo without backup, as I think that doing it solo gives you better rewards because the other stalkers are so impressed. In ordinary STALKER, on master difficulty, I was able to accomplish this without too much trouble. In OGSE it took me half an hour of retries for me to succeed. Ah, I wrote that post assuming you hadn't played through Stalker initially. BLARGHLE posted:No, and yes. Should I turn off the gamedata folder, start a new game, and then turn it back on? Yes. Edit: I'm looking at that What You Know link and happened upon this: "Those same subsequent shots have their damage significantly reduced, presumably for extending the duration of gun battles. This leads many to believe NPCs are invulnerable during their hit animations. This also applies to single shots to the same "bone" (connecting element) if you don't wait the time_to_aim amount between shots." I always wondered if NPCs took reduced damage upon being hit, since they are much harder to kill during a flinch animation. I wonder if OGSE and other mods lessen this effect? MadBimber fucked around with this message at 07:26 on Mar 27, 2014 |
# ? Mar 27, 2014 07:22 |
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At the moment I'm using the photorealistic zone and creature texture packs by Argus. Would people recommend the Absolute Nature and Absolute Structure texture packs instead? Or a combination of the two? I know that the Argus photorealistic zone packs came with their own textures.ltx files, and OGSE actually gave instructions to delete those and instead use OGSE's own textures.ltx files which already included the necessary changes for the Argus texture packs. I'm concerned that if I install the Absolute texture packs that it may include its own textures.ltx file and mess up the existing one. (Or is the Absolute installer smart and modify the existing textures.ltx file?)
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# ? Mar 27, 2014 13:33 |
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Ddraig posted:I guess the guys making this are looking to get into game development, but with a QA track record like this the only place willing to offer them a job might be Bethesda. Trojaunch is to blame. He did the same thing when I was on the team, he managed to screw everything up. Screwed everything up that Alundaio did too. He has problems keeping track of changes and merges for some reason. Anyway I don't think/I hope they can't manage to screw up an interactive graphical novel the same they can with an FPS. It actually looks pretty interesting and at this point it looks like they'll get enough backers to get it made. In terms of them wanting jobs, I bet N.Aaroe could get one as he has some great graphical talent. Does anyone here still play Clear Sky? The OGSE team is amazing as always and made some new shaders that make grass waves which they released. I could probably port the shaders to work with both DX9&10 in CS if anyone wants them, but I can't do the same with COP except for DX9 (10&11 uses a new system which makes it close to impossible). Obviously I won't bother though if there is no interest.
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# ? Mar 27, 2014 15:04 |
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MadBimber posted:
Keep in mind that this only applies to the original STALKER. The other two nerf hand grenades to the point where farting in an enemy's general direction does more damage than throwing a grenade at them. The RPG-7 is still good, but the ammo is extremely rare or expensive (depending on the game) and IMO, only CoP has enemies that are truly worth shooting an RPG rocket to the face at (outside of dicking around, of course :P).
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# ? Mar 27, 2014 15:42 |
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One of the fixes I love that they haven't implemented is the Flint fix. In Jupiter, Flint will start talking to nobody. There's always supposed to be someone there to listen to his story and give comments on it, and the fix is literally changing one config file. Didn't get put in.
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# ? Mar 27, 2014 16:07 |
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Swartz posted:Trojaunch is to blame. He did the same thing when I was on the team, he managed to screw everything up. Screwed everything up that Alundaio did too. He has problems keeping track of changes and merges for some reason. I'm planning on playing Clear Sky once I've finished ShoC, using stuff like the Sky Reclamation Project, Atmosfear, the Absolute texture packs and Pistol Ironsights. I would be very interested in you porting the fancy new shaders to work with Clear Sky as long as they don't inadvertantly mess up Atmosfear or the Absolute packs or whatever. (I'm not sure if they come with their own shaders, and/or whether using different shaders would make that much of a difference.) Also... you say they've released these new shaders, for ShoC I presume... do you have the link? I don't see it on the OGSE moddb page so I assume it's on a forum somewhere. Would it be a good idea to start using them for ShoC rather than Shaders MAX?
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# ? Mar 27, 2014 16:27 |
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Ddraig posted:Misery 2.1: CARDAN DOESN'T WANT TO PUT UP WITH YOUR poo poo THAT'S WHY Holy poo poo, I forgot the absolutely pants on head retarded rationalizations they came up with for the bullshit aspects of Misery 2. I really fail to see how spare parts for an AK series weapon would be hard to come by in the zone, seeing as it's in a former Soviet bloc country.
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# ? Mar 27, 2014 19:30 |
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Just gave them a bug report of an easily repeatable, testable crash that is consistently happening no matter what I do, what tweaks I use, or what have you. The response? "Looting boars does not crash. Nor looting any other beings." Yeah, gently caress them. Completely Reinstalled Call of Pripyat, used the full version of Misery 2.1, then trying with the upgrade patch applied ontop to make sure there's no files that haven't made the jump, have tried it with the "fix" and without the fix, and every single time it crashes. The response is to stick their fingers in their ears and say "Not happening!"
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# ? Mar 27, 2014 21:04 |
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Their rating on ModB has dropped. I think I saw it up at 9.3 at its highest. Now it's dropped down to 8.7 Rather substantial if you think about it
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# ? Mar 27, 2014 21:23 |
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Ddraig posted:Just gave them a bug report of an easily repeatable, testable crash that is consistently happening no matter what I do, what tweaks I use, or what have you. I never did particularly like the team making Misery, the name alone "True Zone Projects" is bad enough. That they refuse to listen to reason and actual evidence is just icing on the cake.
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# ? Mar 27, 2014 22:11 |
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I'm strapping in for a meltdown, baby.
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# ? Mar 28, 2014 00:40 |
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Someone on their forums described them as the Jim Jones cult of modding Anyway, the addon I'm planning for it, assuming it ever gets fixed, is basically combining a few of my favourite CoP mods into it. Mainly Second Way and ARS. They've already got a few elements of ARS in there (the mutant looting, although they do it completely different) Right now you can: * Fill up a guide book with details from the Zone. Copy documents into it, learn about mutants and factions etc. (basically the PDA from SoC) * Get flasks full of various drinks from the bartenders. Right now, if you drink a thermos flask of Beard's tea, you get an empty flask, which you can take to any barman and get it filled with water, tea or coffee. These will be slightly cheaper than buying them directly, as you're bringing your own container and presumably they've got some sort of system going on. It always, always loving annoyed me how Beard didn't actually sell his tea directly etc. * Far better insertion into the Zone. You're now part of a two man squad. If you take the Black Road, he dies on the way there... you can find his body and learn some additional info about your mission and his part in it. If you don't take the Black Road, he'll communicate with you at various points. Always seemed stupid to me how they're sending one man, and one man alone into the Zone when two would cover much more ground and actually be able to help each other. You'll also get little fluff stuff like a potassium cyanide pill that will instantly kill you, if you can't take any more of the game breaking bugs. * Bugs actually fixed. I've actually gone and added the stuff they said they added but didn't get around to. * Music addon. I've already posted this on the Misery forums. * New drugs - Mainly Mezaton, which I've posted a video of before. A few minor little things aswell. * More logical black road. Ties in with the better insertion, but you'll actually get to keep some of your gear if you take it, it'll just be so hosed up it will be mostly unusable except as scrap. * New artifacts! General weirdness. I've incorporated a timer system from ARS which means I can do cool things with artifacts, like having artifacts that slowly make everyone hate you (even more than they already do) or drive you nuts. * New anomalies! I'm going to keep them a surprise, but they're mainly from another mod (Sky Anomaly( that is pretty baller. * You can now be stolen from in camp. Any items that you don't put in a safe box will be subject to theft if you sleep in a base, or around other stalkers. You have to rent out a safe box. It's fairly cheap, but it does mean if you want to save money you'll either have to create your own stashes or sleep outside of camp. * New sleep conditions. Sleeping pills in misery are loving USELESS, since there's no check to see if you're tired as a determiner of whether you can sleep or not. The "toxic" effects from eating raw meat? Literally just make you sleepy, which considering that up until this patch collapsing out of exhaustion would make the game crash, is another useless feature(tm) * I want to get the "Mutanter" system from ARS in there somewhere, but having it being there for its original purpose is pretty hard since they've fundamentally rewritten the mutant looting system. I'm thinking instead the more you cook mutant food, the better you become at it, until you become some sort of Zone culinary god. * A whole bunch of other quality of life things. Rush Limbo fucked around with this message at 01:48 on Mar 28, 2014 |
# ? Mar 28, 2014 01:04 |
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Well in mods-that-aren't-as-broken-as-their-modders news, it looks like a new version of Pripyat Reborn is out, along with an optional addon that makes Zaton mutant spawns more frequent. If I'm reading all this right, the latest version is compatible with the latest version of Original Weapons Renewal 2, right? Because I might just take a break form Road to Pripyat's...taxing gameplay.Ddraig posted:Someone on their forums described them as the Jim Jones cult of modding This is going to be interesting.
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# ? Mar 28, 2014 01:47 |
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So I've not played Misery - I don't even have CoP installed at the moment - but while looking up how to adjust the difficulty for ShoC I stumbled upon this thread: http://www.moddb.com/mods/stalker-misery/forum/thread/omg-its-unplayable Apparently there is an option to disable Hardcore AI Aim, but they screwed up the "if...else" so that if Hardcore AI has ever been switched on it can't be switched off. You can simply edit the files yourself and have a rather more sensible game. As well as that fix, the guy has some suggested changes for m_stalker.ltx I've heard that Misery is impressive graphically and has interesting features; maybe some day I'll check it out but modify those values. Or just wait until sensible people have fixed all the bugs that were already fixed and which they put back in.
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# ? Mar 28, 2014 01:54 |
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your evil twin posted:I've heard that Misery is impressive graphically and has interesting features; maybe some day I'll check it out but modify those values. Or just wait until sensible people have fixed all the bugs that were already fixed and which they put back in. Misery 1.0 is still really good! I went back to it after 2.0 pissed me off and I think it's worth playing if your computer can run it (the requirements are way higher than the base game). There's still a lot of messed up things about it but the graphics and sound are great, the enemies and damage are far more reasonable than in 2.0, and it's actually kind of winnable without having to press quickload every 5 seconds. The only feature I can think of that feels completely off at the start of the game (unlike "everything" in 2.0) is that you have no passive health regeneration by default. And medkits do absolutely nothing (about 20% of your health bar after 10 seconds) so you have to go to Tremor for health, and make sure you don't trigger the event that makes him leave until you get an artifact that reduces radiation and one that restores health.
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# ? Mar 28, 2014 02:01 |
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Sounds like Misery is a total shitshow, which is even funnier, since CoP is by far the most polished game in the series. I'm still sad we're not getting a STALKER 2, but I'm also cautiously(willfully ignorantly?) optimistic about Survarium. Free to play usually translates to Pay to win, but I'll withhold judgement until I actually get my hands on the open beta...and it sounds like they're basically taking everything but the name from STALKER anyway, so fingers crossed
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# ? Mar 28, 2014 03:00 |
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Going back to talking about OGSE again... I've extracted all of OGSE's files and I'm currently messing around in them to make my experience more playable. As well as dying very easily... turns out they made all the mutants and wild animals absurdly tough. I was astonished at how wild boars could shrug off multiple point-blank shotgun blasts and kill me... turns out they increased the health of boars from 400 to 900! I'm not sure if the "health" value is actually used, though, as I also notice that the various bones have their damage multipliers set to stuff like 0.4 and 0.5, with the neck getting 0.8 and the head getting 0.7. If it really had a health of 900 shooting it in the body did half damage then that would mean it effectively had 1800 health... then again, maybe that's exactly what is happening... I was surprised to discover that the settings for the player's immunity to damage at the various difficulty settings is actually slightly more lenient than the vanilla game. And while the various weapons do have higher damage than their vanilla counterparts they are not ludicrous like triple damage or something, more like 1.5x damage. So there must be some hidden factor as to why I seemed to take so much damage. As for enemy accuracy... in m_stalker.ltx the settings for the AI's ability to aim and detect the player seem pretty similar to vanilla, except for one thing. Strangely, visibility_threshold seems to be set extremely low, like 30 when enemies are unalert (stalker_vision_free) and 10 when (alert stalker_vision_danger). In the vanilla game the values are 150 and 130. Looking online, I see some places suggesting that higher numbers cause enemies to spot you more easily, but that can't be right, why would alert enemies have a lower number? It must be the other way around... the lower the number, the easier they spot you. So no wonder sneaking up to bandits at the start of the game was next to impossible! So I'm going to try and put that setting back to vanilla, and I'm going alter the player's immunity to damage at the various difficulty levels as that seems to be the only way to reduce the mysteriously high damage. I found someone else that had similar experiences to me and decided to mod things: http://www.gamefaqs.com/boards/540331-stalker-shadow-of-chernobyl/64323704?page=1 They did settings that should have made the player extremely resistant to damage, resulting in an experience that seemed pretty vanilla. The changes OGSE makes to the game's storyline and the quest structure are ingenious, and everything seems very polished. I love how the anomalies start in their normal positions but after a blow out they are in new locations and changed to different anomalies. That means that when you first explore an area you experience it somewhat similar to how the developer's intended, but later when you backtrack you won't know what to expect. (Especially since most anomalies are now very hard to see!) If it weren't for the cripplingly high difficulty I'd recommend it as an ideal way to replay to STALKER. I'm hoping I'll be able to fix that. your evil twin fucked around with this message at 04:28 on Mar 28, 2014 |
# ? Mar 28, 2014 03:23 |
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Russians.avi https://www.youtube.com/watch?v=Zull2mut44w https://www.youtube.com/watch?v=UGUXT9GBGek http://ap-pro.ru/forum/36-3893-1
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# ? Mar 28, 2014 21:01 |
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I've been longing for yet another play-through and now that I'm thinking about it, it's been quite a while since the last time, probably almost 2 years. So... I installed Misery 2.0 and promptly uninstalled it withing half an hour. Now I'm looking at SGM because I have very fond memories of it but it seems like it went full-on Stalker Soup? I remember it altering a thing here and there but I don't remember it adding new areas at all. Not that I'm complaining, though, just genuinely surprised (and glad, since I get to find new things). Off to the Zone, then! e: I also remember some source code discovery or something, or am I thinking another game? Did anything ever happen with that? lordfrikk fucked around with this message at 22:13 on Mar 28, 2014 |
# ? Mar 28, 2014 22:10 |
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Am I hearing things or did he put a Crazy Frog soundclip in that anomaly?
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# ? Mar 28, 2014 22:51 |
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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. The guy who made it is a bit of a genius. He decided, rightly so, that it was loving weird that the premise of Call of Pripyat is that there are anomalies in the sky, capable of downing a helicopter, but you never actually see anything like that. So you now get truly weird poo poo in the Zone. All done very cleverly with textures, particle effects, and modifying existing anomalies to do some truly bizarre poo poo. You can tell that the guy was heavily inspired by Roadside Picnic as some of the new anomalies look like they were ripped straight from there. You can be walking along suddenly and you'll hear a huge cacophony of sound, weird poo poo slivering around that doesn't seem to do anything... anomalies that appear to do nothing (but they may - who knows?) etc. One of the REALLY creepy things, beyond the "Swan Lake" anomaly in that video, is in the kindergarten area in Pripyat. Let's just say it's rather ingenious and I'm shocked nobody thought of it before.
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# ? Mar 28, 2014 22:52 |
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That sound sreally interesting, and I'm a fan of Roadside Picnic anyway. Does it alter other parts of gameplay, or just anomalies? Would it work happily with other big mods? I'm looking to get back into CoP after the debacle that was Misery 2.x put me off for a while.
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# ? Mar 28, 2014 23:00 |
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# ? Apr 18, 2024 04:59 |
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NEED TOILET PAPER posted:Am I hearing things or did he put a Crazy Frog soundclip in that anomaly? You're not hearing things. This was a development version of it, though, and he said the reason he put that in was because he wanted to see if various sounds were actually firing off properly and it was rather distinctive. It's not in the final version, so don't worry As for the changes, it's basically built around ARS which is a minor mod along the lines of AMK for Call of Pripyat. Basically, any changes that ARS makes to the gameplay will be true as he's mostly just made new anomalies.
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# ? Mar 28, 2014 23:11 |