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Swartz posted:Does anyone here do anything with audio? I'd ask Daemonion but he seems really busy. Me! Me! Just make sure the video is highish res so I can check when clicks should go in and stuff.
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# ? Sep 4, 2014 02:08 |
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# ? Apr 19, 2024 12:37 |
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Missing Name posted:Me! Me! Just make sure the video is highish res so I can check when clicks should go in and stuff. Enigma beat you to it: http://www.mediafire.com/listen/dunrvv886ukdu64/mini14_reload.ogg I'll likely be needing an Uzi reload sound in the next month or so. Let me know what your ModDB username is and when the time comes for it I'll send you a message.
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# ? Sep 4, 2014 05:18 |
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Swartz posted:Enigma beat you to it: http://www.mediafire.com/listen/dunrvv886ukdu64/mini14_reload.ogg Byez_Imyeni
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# ? Sep 4, 2014 05:22 |
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MISERY DEVELOPMENT LTD. The founders of the award winning S.T.A.L.K.E.R. MISERY mod and The Seed visual novel game present a new standalone project: Decks of The Aftermath!
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# ? Sep 4, 2014 12:51 |
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I'm trying to think of how they can gently caress up playing cards. Maybe half the deck is missing and you have to craft the rest out of your own skin and blood, with the included dull rusty scalpel.
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# ? Sep 4, 2014 13:10 |
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That is a strange industry to branch into
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# ? Sep 4, 2014 13:58 |
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On the one hand, I kind of want it. On the other hand, it would mean supporting the misery team. I'm torn.
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# ? Sep 4, 2014 17:13 |
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Aaroe is a very talented artist. It's just a drat shame he's part of MDT. He could probably be getting proper work if he tried. e: Nearly finished with my little LA addon. Turns out adding extra PDA chats is a bit of a pain in the rear end compared to what I imagined it would be like. I'm trying rather hard to use the functions Dezowave included with the game which is easier than I expected, as they've done a lot of cool work, but figuring out a few of them is going to take a bit more work than I anticipated. Here's the change log so far: * Player Zombification. Players can now be zombified if your psy-health gets too low. This will make you immune to radiation, bleeding and a few other effects but virtually every stalker in the game will shoot you on sight. Sin, on the other hand, take slight pity on you as you're a victim of the Zone and this will allow you to get past a certain scripted instakill if you make some wrong decisions earlier on. This also gives completely new dialog! * Horror Time, or 'Psychic Sickness'. After an emission or a psi-storm, there's a chance the Zone will be bathed in negative psy-energy. This has a constant psy-health draining effect, that is countered by vodka consumption or close proximity to friendly/neutral stalkers to keep your spirits up. Stalkers will be far less effective at fighting during this time. * Food irradiation. Food will spoil if you go swimming around in radioactive pools, so watch out. * Artifact activiation. Most artifacts can now be put in your pistol slot and turned into anomalies. Useful for setting traps or boxing yourself into a corner! * A few new usable items. Won't spoil too much about them, but one is rather cool if you manage to find the stash it's in. * Built on the back of the SLAM pack, so any fixes/changes for the better included in that will be included in here. Will also be fully compatible with the SLAM texture/audio addon! * General immersion tweaks. Too numerous to list, but I'm a stickler for details so chances are good if I saw something that I thought was missing or wrong I've tweaked it to be better. * Extra music. Based on the music addon I made for Misery, this has been tweaked to be fully incorporated with Lost Alpha. There's several hours worth of new music, and new effects such as emissions/psi-storms/horror time causing disruptions to normal broadcasts. * Explosive weapons. Badly maintained weapons can blow up in your hand. Keep your gear in order! * Real Weapon Names. Every gun and ammo will have real names based on what they actually are. * Mutants fix - mutants no longer have bright white glowing eyes. This makes bloodsuckers even more dangerous as you can no longer rely on the glow. * Dynamic Huds. Virtually every suit now has a hud associated with it, that can be damaged and have other neat effects applied. * Fully customizable options! Virtually every new gameplay feature I've added has been given an associated config so you can switch off/on elements as you please. Want food spoilage but no weapon explosions? Knock yourself out. Want to switch off Horror Time entirely? Feel free. * Probably a whole host of other things I've forgotten. Rush Limbo fucked around with this message at 19:14 on Sep 4, 2014 |
# ? Sep 4, 2014 18:58 |
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Ddraig posted:* Dynamic Huds. Virtually every suit now has a hud associated with it, that can be damaged and have other neat effects applied. Did you add the sound of breaking glass when helmets get damaged? I hope you didn't. quote:* Fully customizable options! Virtually every new gameplay feature I've added has been given an associated config so you can switch off/on elements as you please. Want food spoilage but no weapon explosions? Knock yourself out. Want to switch off Horror Time entirely? Feel free. You're the best.
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# ? Sep 4, 2014 19:56 |
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MariusLecter posted:Did you add the sound of breaking glass when helmets get damaged? I hope you didn't. I did! It's only for helmets that actually have glass on them, though, and only at pre-determined stages of damage (i.e. when there's a visible change to the amount of damage) I will add an option for you to turn this off, though, because I'm a cool guy like that. Here's the current options: code:
Rush Limbo fucked around with this message at 20:03 on Sep 4, 2014 |
# ? Sep 4, 2014 19:57 |
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Ddraig posted:Awesome stuff drat, I'm going to have to try this. I haven't played Lost Alpha since the very first release and I gave up early due to some of the bugs and the poorly written story. I'm also really interested in seeing how you achieved certain things. Do you have an ETA for release?
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# ? Sep 4, 2014 20:06 |
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Anomaly grenades... My god why didn't GSC make that. That actually makes anomalies way more important than they were... If anything this idea makes artifacts and anomalies live up to the hype they had. Please make a mod for this for The Faction War.
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# ? Sep 4, 2014 20:07 |
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NeoSeeker posted:Anomaly grenades... My god why didn't GSC make that. As far as I'm aware, it's a hard coded function in the game engine and disabled by default. It's quite easy to activate, but with Call of Pripyat at least it is useless as anomalies don't actually affect stalkers other than you due to an engine thing. In SoC/LA they do, not too sure about Clear Sky... I think a few mods might do it but I'm not sure. The good news is that the Lost Alpha version uses the "real first person models" mod and the fireball artifact is fixed so it doesn't cause a CTD when you use it. The first person models do look a bit funky for some artifacts, though.. namely there's a sort of outline of the artifact to the side of the actual model. This isn't a gamebreaker, as the models themselves are good.. it's just a bit of general weirdness. Here it is in action: https://www.youtube.com/watch?v=ZnLdEg8I04Y Included in this is the breaking glass sound, sorry! This has been fixed on this particular suit, as it doesn't have glass (obviously) and if it's annoying you can switch it off anyway. As for ETA, I'm not sure. I'm tinkering with it a bit at the moment, and one of the features (the Black Parasite) won't be enabled because it's kind of not working at the moment. I'll still include the script functions though so if people want to poke around and see what it is/does they can do so.
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# ? Sep 4, 2014 20:16 |
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Are there any mods for Lost Alpha in the works, possibly along the lines of OGSE? I think the core of LA is very impressive but it could use some additional polish.
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# ? Sep 4, 2014 20:26 |
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Well I'm currently shamelessly porting a lot of the neater features of OGSE over so I guess so! e: As for bug fixes, it's kind of hard to get a good idea of what exactly is broken as the various sources I've looked at (namely the crash threads on GSC's forums and ap-pro.ru's) have been along the lines of 'This crashes at x' but gives very little else in the way of details, and obviously Dezowave are far more accomplished modders than MDT so there's no glaringly obvious bugs like 'We forgot to include half of the stuff we said we did' e2: I'm also annoyed as it seems a lot of the flashlight stuff is hardcoded into the engine once more so working with that is kind of limited. Rush Limbo fucked around with this message at 20:36 on Sep 4, 2014 |
# ? Sep 4, 2014 20:28 |
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I'm still playing the latest misery 2.1, a lot of the half-implemented features are working now and if anything the difficulty is toned down and the economics are easy. I'm swimming in ruples. Man up . Also, favorite bug so far: when tremor killed himself his gun wasn't loaded, so it just clicked, but he still fell over dead. I think he's faking! Never trust a vampire. poverty goat fucked around with this message at 22:03 on Sep 4, 2014 |
# ? Sep 4, 2014 22:01 |
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gggiiimmmppp posted:I'm still playing the latest misery 2.1, a lot of the half-implemented features are working now and if anything the difficulty is toned down and the economics are easy. I'm swimming in ruples. Man up . I like giving him a .45 to the noggin, Godfather style.
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# ? Sep 4, 2014 22:12 |
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gggiiimmmppp posted:I'm still playing the latest misery 2.1, a lot of the half-implemented features are working now and if anything the difficulty is toned down and the economics are easy. I'm swimming in ruples. Man up . I restarted as a sniper to see what that was like and now that I'm forearmed with a lot of knowledge (and the locations of stashes), and have been spending more time investigating every nook and cranny rather than fearing what might be behind every corner, I've amassed 160K plus worth of wealth.
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# ? Sep 4, 2014 22:27 |
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You may be able to buy a new gun with that money. The rest will go to maintaining it
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# ? Sep 4, 2014 22:33 |
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The only thing that really bothered me about misery is how good the sniper class is compared to all the others. Especially since they are better with shotguns than the other classes, so they have the best weapons for both dudes and mutants, which is hella stupid. You'd think the scout would be better with shotguns, seeing how they are supposed to be "close range specialists", and the sniper would have pistols.
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# ? Sep 4, 2014 22:37 |
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Ddraig posted:You may be able to buy a new gun with that money. The rest will go to maintaining it It's not nearly this bad anymore, I've even been paying for minor repairs because for 5-10% damage after a small excursion it costs like 500ru less just to do it yourself I bought an AK-74 from owl, repaired a saiga from 27% with repair kits, bought a sunrise suit and a SEVA hat and upgraded all of them a little, then got indecisive and sold my upgraded AK-74 and repaired a broken Stg-58 instead, and fully upgraded it. I just went to Yanov the first time and I'm practically set for the underground with 40k ru in the bank as I smoke weed with Uncle Yar in the zombie village. It was slow until I had armored up and got the ak-74, but then I made the rounds clearing the two camps of mercs and those were both huge paydays. I had to go back to the pump station or whatever for a thing I forgot and it'd been taken over by bandits, and killing them all was a big payday again. Keep in mind that there's no reason not to haul every busted rear end gun you find back and sell it to beard. Beard will buy every gun regardless of condition, not for much, but it adds up (owl pays much better but only buys well-maintained guns, which you won't find just laying around). In the early game you might need to cook your own food and it's good practice to do most repairs yourself but it's not soul-crushing like it used to be. My only problem was that getting started was still pretty slow, but not because it was a slog, because it seems like they really dialed back the spawn rates in the beginning. I kept going out to clear the ranger station, making my rounds of the little camps around the swamp, expecting to find some bandits/mercs to murder and coming up empty. I ended up killing the first few squads of stalkers I encountered because I needed the money which caused some problems with those drama queens on the shevchenko who were loaded with loot, holy poo poo. Forget about bandits and mercs, stalkers are loving loot piņatas. I'm pretty sure black road makes the economics worse in addition to starting you naked with a pistol at the sawmill in the middle of the night so probably skip that. e: oh also, I haven't tested it but the quick release things are in game now, which for ~1000ru and a keybinding you need to set up will theoretically let you instantly drop everything but your ammo and poo poo in a pack on the ground to pick up later if you are about to get eaten or turned into a zombie on account of the 150kg of busted guns you're carrying on your back. poverty goat fucked around with this message at 00:12 on Sep 5, 2014 |
# ? Sep 4, 2014 23:51 |
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The Black Road makes all money you get be reduced by half, from what I can remember.
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# ? Sep 5, 2014 00:10 |
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Ddraig posted:The good news is that the Lost Alpha version uses the "real first person models" mod and the fireball artifact is fixed so it doesn't cause a CTD when you use it. YESSSSSSS Any chance you could port this fixed version of real first person models back over to original Shadow of Chernobyl? I "fixed" the mod by changing the fireball artifact to use a different artifact view model to avoid the crash, but it would be great to have a proper fireball artifact in real first person models. Also I totally dig the fact that you've made most of your gameplay additions have options to enable or disable them. And it's great that many of them are inspired by OGSE - I love so many things about that mod, but there are other things about it that make me shake my fist in anger, like the absurdly resilient mutants. You are effectively creating "Lost Alpha OGSE", and not including any of the sucky stuff.
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# ? Sep 5, 2014 00:19 |
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I've also added in drunken dialogs (in OGSE, when you're drunk and talk to stalkers you get the option to rant at them while drunk which can piss them off) and dialogs with zombies if you're zombified yourself which basically amount to regular conversations with them as you both 'understand' each other. There's also the 'guiders' mod included, which I think is rather essential for lost alpha as the levels are so loving huge it really cuts out a lot of the bullshit trekking but you need to pay so it's not total cheat mode. I may include the option to loot armors, but that is going to take a bit of work to adapt to LA.
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# ? Sep 5, 2014 00:24 |
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Did you fix the LA detector sounds? That is, the one that is just loud static, or way too loud beeping to tell me I'm near one of those plant things that don't seem to do anything to me anyway? I was going to restart my playthrough after the last patch just dropped, and installed a detector sound patch. But I'm yet to start and if your mod fixes that and all the other stuff you describe, I'll play with all that instead.
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# ? Sep 5, 2014 00:52 |
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Is anyone else here playing The Faction Wars? There's like no information on how to play the game. Mostly I'm just trying to find trader faction mechanics. The mercenary mechanic sucks. But they are the most fun faction to play as. NeoSeeker fucked around with this message at 22:46 on Sep 5, 2014 |
# ? Sep 5, 2014 00:56 |
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Gromit posted:Did you fix the LA detector sounds? That is, the one that is just loud static, or way too loud beeping to tell me I'm near one of those plant things that don't seem to do anything to me anyway? I believe SLAM includes that fix, so probably.
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# ? Sep 5, 2014 01:06 |
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Fight of my life right here. Not pictured: the dozen other bloodsuckers, another few dogs and a handful of pseudos. Thank the wish granter for 1) a box to jump on top of, and 2) the fact that I just killed a bunch of dudes and took their guns and had just enough rounds to clear a swath around me. I wish I'd gotten a screenshot of the poor fucker who got mobbed later by a pack of squealing fleshes till he had to run away. Truly the cliffracers of the Zone.
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# ? Sep 5, 2014 04:58 |
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Gromit posted:one of those plant things that don't seem to do anything to me anyway? I read somewhere they hurt if you run through them, but who knows?
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# ? Sep 5, 2014 11:27 |
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Bathtub Cheese posted:Are there any mods for Lost Alpha in the works, possibly along the lines of OGSE? I think the core of LA is very impressive but it could use some additional polish. Ddraig's mod will likely be better, but the serious improvements by ThaOneDon are what I've been using for Lost Alpha, very rarely does it bug out these days. Much prettier, too. http://freetexthost.com/q134pzdcl5
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# ? Sep 5, 2014 12:27 |
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Ddraig posted:Awesomeness, especially the idea to do it on the back of Slam. I wont even mind starting yet another game with some of this, especially if you get jacking suits and stuff from corpses, parhaps making it dependent on rank, but before traders have them, nothing like trekking around in a beat up bandit or monolith exo, ( wait, do bandits even get exo`s in LA? they should, maybe I`ve been spoiled by the likes of SGM & Soup?) another edit, is there any chance of implementing a c.o.p style upgrade system, allowing you to upgrade everything fully if you have the lolly? Jonathan Yeah! posted:I read somewhere they hurt if you run through them, but who knows? The plant things I saw in SGM first, There, they basically shred your armor, however, it seems they did not include that. staberind fucked around with this message at 12:59 on Sep 5, 2014 |
# ? Sep 5, 2014 12:31 |
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I haven't looked at the upgrade trees or system yet. It may not be possible to have multiple upgrade trees, I'm not sure how they've done it.
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# ? Sep 5, 2014 13:55 |
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Is O.F.F.L.I.F.E good or is there a better alternative?
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# ? Sep 5, 2014 22:48 |
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Saint Sputnik posted:Not pictured: the dozen other bloodsuckers, another few dogs and a handful of pseudos. Thank the wish granter for 1) a box to jump on top of, and 2) the fact that I just killed a bunch of dudes and took their guns and had just enough rounds to clear a swath around me. In misery today I quicksaved out in the concrete area outside the jupiter plant where the bandits hang out near the crates and truck, totally oblivious to the giant, 9 pseudodogs, 2 psy-dogs and some regular dogs that were coming over the top of the nearest hill. It must have been 2 or 3 groups that merged together, plus the giant. All I can say is thank god for rifle grenades and a saiga full of buckshot. Also, I had to go back to the back of the jupiter plant twice, and each time the 2 controllers and 4-6 bloodsuckers resparned (the first time there was a giant as well). This was all still hilariously easy compared to the chimera cocktail misery 2.0.1 threw at you. I haven't seen a chimera outside of the hunting quests, I don't think, but I haven't been out a whole lot at night and I just got to pripyat. poverty goat fucked around with this message at 22:57 on Sep 5, 2014 |
# ? Sep 5, 2014 22:55 |
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gggiiimmmppp posted:In misery today I quicksaved out in the concrete area outside the jupiter plant where the bandits hang out near the crates and truck, totally oblivious to the giant, 9 pseudodogs, 2 psy-dogs and some regular dogs that were coming over the top of the nearest hill. It must have been 2 or 3 groups that merged together, plus the giant. I cleared the controllers out of the iron forest but didn't have psy-gear to get near the chopper (didn't realize there's a ghost there you have to kill to end the brain drain), and when I came back a bit later it was full of hooded whats-their-names and chimera.
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# ? Sep 5, 2014 23:25 |
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gggiiimmmppp posted:In misery today I quicksaved out in the concrete area outside the jupiter plant where the bandits hang out near the crates and truck, totally oblivious to the giant, 9 pseudodogs, 2 psy-dogs and some regular dogs that were coming over the top of the nearest hill. It must have been 2 or 3 groups that merged together, plus the giant. Did you do all of trapper's quests? Saint Sputnik posted:I cleared the controllers out of the iron forest but didn't have psy-gear to get near the chopper (didn't realize there's a ghost there you have to kill to end the brain drain), and when I came back a bit later it was full of hooded whats-their-names and chimera. These fuckers? Missing Name fucked around with this message at 23:29 on Sep 5, 2014 |
# ? Sep 5, 2014 23:26 |
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Burers?
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# ? Sep 5, 2014 23:33 |
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Missing Name posted:Did you do all of trapper's quests? No, I haven't done the swamp bloodsuckers, and not for lack of trying Saint Sputnik posted:I cleared the controllers out of the iron forest but didn't have psy-gear to get near the chopper (didn't realize there's a ghost there you have to kill to end the brain drain), and when I came back a bit later it was full of hooded whats-their-names and chimera. That's weird, I had to go back for tools and not even the zombies had respawned. I'm close to getting the broken gauss rifle so we'll see.
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# ? Sep 5, 2014 23:38 |
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Danny Devito?gggiiimmmppp posted:No, I haven't done the swamp bloodsuckers, and not for lack of trying in the bit of swamp they like to call home there is a kind of tree that forms an arch, they cannot get at you, but any shotgun can make fairly short work of them with practice. beware the alpha team that likes to chill by the train engine nearby. staberind fucked around with this message at 23:43 on Sep 5, 2014 |
# ? Sep 5, 2014 23:38 |
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# ? Apr 19, 2024 12:37 |
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A burer pro-tip is to carry a .45 pistol with hydrashock ammo. Nimble's handguns are relatively cheap and I normally go for March, the unique USP, since it's really light and it can be upgraded for low recoil auto fire. Burers' ability to pull guns out of your hands is based on the gun's weight so they won't be able to steal your pistol and you can empty it right in their big dumb faces (a really light rifle like tide or a smg might also be enough) It's possible that this has changed in misery but I've got March and I'll find out soon enough, I guess staberind posted:beware the alpha team that likes to chill by the train engine nearby. Alpha squads are SGM, not misery I remember not being able to do the scientists' escort quest to take readings at the swamp because the alpha squad was always there. I might try that arch. Normally I just snipe them from the tower by the cement factory but the fuckers are cloaked poverty goat fucked around with this message at 23:47 on Sep 5, 2014 |
# ? Sep 5, 2014 23:43 |