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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 24, 2024 04:28 |
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I'm a big fan of the Roadside Picnic style of "what the gently caress even is this?" style of anomalies, and wish there were more. Things that don't hurt you, don't give you anything, don't seem to even do anything. They're just there and inexplicable. Like a cargo container just floating 10 feet off the ground. Doesn't move, doesn't react to anything. Brave/stupid stalkers might make a camp fire underneath it to get out of the rain. Superstitious Stalkers might avoid it entirely. No artifacts to be seen. Just a floating cargo container.
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# ¿ Mar 30, 2014 20:38 |
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So this mod is on the way and inspired by Stalker: https://www.youtube.com/watch?v=OOg0BhlIvyQ when you get to 45 seconds and realise what game this is a mod for.
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# ¿ May 21, 2014 19:30 |
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In terms of pure gameplay features it'd be nice to one day see a working stealth/npc awareness system built from the ground up, rather than the current implementations that seem to be weird hacks that aren't very reliable anyway. It's impressive what modders have managed in this regard without the source code, but still.
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# ¿ Aug 12, 2014 12:23 |
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https://www.youtube.com/watch?v=iUCir17eGt8 This guy is making a STALKER inspired mod/conversion for ARMA3, and (I think) works in the industry professionally already. Lots of WIP screenshots at the link. He's been plugging away at it for a couple years now, so I'm not anticipating anything very soon, but there's obviously commitment and talent at work. I'm really enamoured with the idea of a properly open world STALKERish game. CoP always felt too cramped and small even at release, but after putting a few hundred hours into it it doesn't hold any suprises at all anymore.
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# ¿ Sep 15, 2014 22:30 |
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Ddraig posted:There was that mod that was attempting to make a stalker game with the Cryengine, I believe. Not sure what came of that. Acquire Currency! posted:Lol if you're thinking of breaking the shackles of X-ray
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# ¿ Sep 15, 2014 22:39 |
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Sparkyhodgo posted:No luck here. CTD when starting a new game no matter how many times I reinstall Lost Alpha or reconfigure the SLAM pack. Lost Alpha vanilla works fine though. The Great Wishmaker hates me I guess. Deleted the stalker folder from My Documents? I know Shoc used to create one.
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# ¿ Sep 16, 2014 09:11 |
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Avocados posted:Y'all posted his good stuff but not my favorite pic of his. This is one of my favourites and I've been looking for it for ages. I know it's been implmented kinda sorta in Sky Anomany, but I always imagined it slightly differently in my head. I liked the thought of a boxcar just gently floating upright, about 9-10 feet in the air, and stalkers having built a little makeshift camp underneath it. No more than a little campfire and places to sit, never quite knowing it one day it'll just drop down and squash them for no loving reason, but prepared to accept whatever happens because right now it keeps the rain off. That seems to encompass a lot about the weirdness of the zone and the fatality and pragmatism that comes across from some of the dialogue of the average stalker in game.
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# ¿ Sep 23, 2014 22:59 |
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Helicopters could be cool, but they'd be 5x cooler if there were invisible aerial anoms that could fling then around like toys and destroy them.
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# ¿ Oct 17, 2014 22:26 |
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Azran posted:Was it ever confirmed STALKER 2 was being worked on? Yes. Some concept art and environmental screenshots were leaked after GSC imploded.
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# ¿ Aug 12, 2015 19:24 |
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That doesn't look like an ecologist suit to me - those have the spaceman-style full face visor.
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# ¿ Sep 1, 2015 10:00 |
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Looks too poor (in terms of model quality) and too futuristic to be from Metro, but I never completed the second Metro game, so maybe.
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# ¿ Sep 1, 2015 12:58 |
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All these stories about people's experiences in CoC reminds me of when SoC was first released and every discussion of Stalker was not about the plot, but was an excited babble of people telling each other about their adventures. That's a really nostalgic moment for me. SoC seemed to capture people's enthusiasm and I saw not only a lack of cynicism but actual child like excitement about a game. That's games at their best imo
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# ¿ Sep 30, 2015 18:48 |
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Just had my first go at CoC and the old stock damage models are killing me. I basically played O.L. for years in SoC and then Misery in CoP straight after that and my entire play style is based around getting that first shot kill in. Now I'm getting murdered by lone Duty guys after plinking an entire mag from the starting pistol into their faces. Need a damage mod!
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# ¿ Sep 30, 2015 22:34 |
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A few years ago I saw a trailer for a winter mod for SoC - had the zone all covered in snow, bare trees and bushes, etc. It was really austere and pretty but I don't think it ever got translated out of Russian (I never found it anyway). Hopefully somebody is beavering away at something like it because it was really beautiful. e: looks like a couple of them have popped up since then.
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# ¿ Oct 1, 2015 10:25 |
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Does the Cordon feel really empty of Loners to anybody else? In the newbie village there were basically only Sidrovich, Nimble, Fanatic and a single guard, and the farm up beyond the checkpoint had only the mechanic and a single guy on lookout (btw I love the fortified version of the farm - is that from Clear Sky? It never looked like that in SoC). By contrast I went into the swamps and the place is crawling with Clear Sky - 10+ in even the smallest camps. e: for stories: I healed and picked up some Loner called "Dork" who was injured in a fight and it turns out the dude is a machine in combat. We've been slaughtering our way through the swamps and Cordon and he takes most enemies apart before I even see them. Gonna be bummed out when he inevitably bites it. communism bitch fucked around with this message at 11:05 on Oct 2, 2015 |
# ¿ Oct 2, 2015 11:02 |
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I've been restarting a bunch of times and find that a stash which is empty once has a medkit in it the next time, and the time after that maybe some ammo. I think they might be randomly generated with a possibility of having nothing. e: Just found an AS Val in that long metal cabin near the piles of concrete slabs and barrels just outside the newbie village. Jackpot! communism bitch fucked around with this message at 13:36 on Oct 2, 2015 |
# ¿ Oct 2, 2015 13:02 |
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It just occurred to me that I really wish the sawn off shotgun was a one handed weapon. There's very little reason to use it over a long barrel gun otherwise, but if I could carry it with my artifact detector it'd fill a nice little niche.MariusLecter posted:Something I want to work on, if Degtayrev is the USS observer in the Zone, where would he be hanging out you think?
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# ¿ Oct 2, 2015 20:09 |
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Missing Name posted:At one point, Ithaca had you covered Aah i want it!
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# ¿ Oct 2, 2015 23:01 |
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Definitely ^^ I made a little custom mod for CoP years sho that removed the ability of the Svarog (i think - the best detector anyway) to show anomalies as it made them too trivial. It still revealed the rarest artefacts so you still wanted it. Probably going to remake it for CoC since iirc it was a trivial 30 second .xml edit. I'll share it here if anybody else is interested.
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# ¿ Oct 3, 2015 13:14 |
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https://www.youtube.com/watch?v=rvcEoKDXreM
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# ¿ Oct 4, 2015 10:47 |
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Ddraig posted:revolucas (Alundaio) is probably the furthest along fork that is public. Does this guy ever sleep
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# ¿ Oct 6, 2015 12:40 |
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The correct answer is USP .45. Accept no substitutes.
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# ¿ Oct 8, 2015 17:51 |
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In my experience buddy npcs are absolute murder machines 90% of the time and the other 10% they walk into crossfire and just stand there till they bite it.
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# ¿ Oct 14, 2015 18:25 |
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Klaus88 posted:The upgrade system is where the game really shits the bed when it comes to the horrific English localization.
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# ¿ Oct 19, 2015 16:38 |
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Dunno bout in CoC but back in the day a Saiga-12 with slug ammo used to murder the toughest mutants right quick.
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# ¿ Oct 22, 2015 15:45 |
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Who plays for the story? I've never completed one of these games and they're still among my favourites of all time.
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# ¿ May 13, 2016 19:32 |
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Missing Name posted:For some reason, sounds I put in my CoC directory don't get picked up. sounds\ambient\random etc don't do a drat thing. Some sounds must be working - AO3 works fine. If you've got mods installed there's a folder called gamedata that has a duplicate file structure to the main game directory and it'll look there for assets before the vanilla directories. Try there.
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# ¿ May 22, 2016 02:15 |
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Oof... that doesn't look great, honestly.
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# ¿ Feb 19, 2017 19:25 |
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nexus6 posted:What I like best about the STALKER series is the amount of time you spend outside the Zone having family drama. I'm glad they are televising this aspect. Well if it's based more on Roadside Picnic and the Tarkovsky Stalker film there was a small (but not exactly negligible) amount of time given over to life outside the zone for the Stalkers, and the impact on their families. The mutated child of the Stalker appears in both those stories, for example, as does the pissed-off wife, if I remember right. In Roadside Picnic you also have the various police, scientists, and government who also try to exploit and trap the Stalkers. I just don't think that American and British drama has ever had the ability to capture that bleak, slightly morbid and cynical atmosphere that Eastern European and Russian stories capture so well, so it's almost certainly going to be an over-acted melodramatic load of crap.
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# ¿ Feb 20, 2017 20:15 |
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MariusLecter posted:Speedo burers and thong controllers.
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# ¿ Feb 21, 2017 18:47 |
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juggalo baby coffin posted:I wish that all the detectors could detect all the artifacts. I like using the bear detector a lot cause the veles one just makes everything too easy if that makes any sense. I made a mod years ago that takes out the anomaly detection from the endgame detector specifically because it made everything too easy. You can still get all the artifacts, you just have work around anomalies same as with the cheap detectors. It was a really simple xml edit and i probably still have the file sommewhere if you want it. Should be compatible with everything, mod-wise.
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# ¿ Apr 29, 2017 08:38 |
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Does anybody play CoC with the Desolation mod? I'm wondering what the impact on the game is like. I'd really prefer a more eerie, lonesome wilderness (as opposed to the warzone in vanilla CoC), but I also like the camps and bases to be well populated so I have a good source of little sidequests and people to buy sausages and vodka from when I come home.
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# ¿ Sep 17, 2017 21:07 |
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Whatever happened to that AMC Roadside Picnic series they were showing spots for in 2015? I can't find any news about it more recent than that, and it looked pretty crappy but it could've been interesting. e: nvm, it was cancelled. Probably for the best.
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# ¿ Sep 27, 2017 21:16 |
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I always thought that (in gun porn terms) the game needed fewer assault rifles and auto shotguns and more people with pistols and crappy sawn-offs. It would probably help reduce the game from being an F5-F9 simulator and (forgive me) feel a little more thematically appropriate. The pool of weapons with a mod like AO is great, but the abundance of military grade weapons feels slightly too much sometimes.
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# ¿ Sep 29, 2017 20:19 |
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Fall Dog posted:I modified the shotgun ammo way back when I was playing Oblivion Lost for the first time. It was so satisfying to finally be able to drop a bandit with a single blast to the chest and the added excitement from the fact that the same could happen to me made the game so much more enjoyable. It turned the bandits with a scabby sawn-off into a potent threat for sure. Cryzone? I think it was a crysis mod. Don't think it ever came out but i could be wrong.
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# ¿ Sep 30, 2017 09:51 |
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Section Z posted:So I just got around to finding a Vepr in Ao3 and at first I'm thinking "Cool!" Then I realize that for some reason it weighs 3.50 empty (reasonable) and then inflates to a 5.00 empty, when it has the 0.40 weight EKP sight on it. My Saiga doesn't have this problem Even getting the -1.00 weight upgrade just knocks that down to 4.00. Yeah but on the other hand the model for the Vepr is far superior to the Saiga (to which I was married up until I found a Vepr in a stash somewhere). The Vepr also (iirc) has a larger magazine and a faster rate of fire and it's basically loving nuts at murdering everything and well worth the weight increase.
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# ¿ Oct 3, 2017 12:17 |
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Roadside Picnic takes place in a fictional town called Harmont in Canada. There are said to be zones elsewhere in a smooth curve around the planet, but I don't think explicit locations are given.
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# ¿ Oct 3, 2017 12:19 |
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Arcsquad12 posted:There is another Zone in the Stalker series somewhere in Africa. One of the crappy tie in novels talked about it Isn't it in the Middle East? I think the novel was called Southern Comfort but I only ever read the summary blurb on Amazon or something. No idea if it's worth reading.
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# ¿ Oct 4, 2017 14:15 |
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# ¿ Apr 24, 2024 04:28 |
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Sound design even in AAA can be really, astonishingly lazy. Wilderness sounds, for example, are typically just one stock track of like 3 or 5 minutes endlessly looping with all the bird and grasshopper noises repeating over and over - there is one particular stock forest audio track that I've noticed in about a dozen games (I think I first heard it in the Gothic games, then the Witcher Games, and a bunch of other RPGs) that is unmistakable once you learn to recognise it, and makes for a completely flat environment, because you know that the sounds don't mean anything in the game, they're empty. It's been a long time since I modded Stalker audio, but I seem to remember that GSC's approach was basically to have a stock background environmental track and then a script that called random sounds from a list every now and again - so you'd have 20 different kinds of gunshots, the same for dogs barking, wind howling, distant explosions, etc., and it'd just pick one every now and again and layer it into the background. Even though the total selection wasn't massive it had effectively limitless variety in combining those sounds. It's a really neat trick, and works very well to create a believakle and dynamic environment. And even though those sounds don't relate to anything actually happening in the world their randomness can trick you into believing that it is. I know how the sound in Stalker works, and it still manages to spook me and draw me into the world, where sound in so many other games feels dead and lazy.
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# ¿ Jan 27, 2018 01:22 |