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communism bitch
Apr 24, 2009
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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communism bitch
Apr 24, 2009
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.

communism bitch
Apr 24, 2009
So this mod is on the way and inspired by Stalker:
https://www.youtube.com/watch?v=OOg0BhlIvyQ
:aaa: when you get to 45 seconds and realise what game this is a mod for.

communism bitch
Apr 24, 2009
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.

communism bitch
Apr 24, 2009
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.

communism bitch
Apr 24, 2009

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.
I think that's the one that started off as "CryZone 23" and then eventually morphed into this, but not entirely sure.

Acquire Currency! posted:

Lol if you're thinking of breaking the shackles of X-ray
It'd be nice if, when the CoP source gets leaked, some ambitious modders can implement some much larger maps, and maybe tart up the engine a little wrt A-Life efficiency, micro-stutters, etc. Those would go an awful long way to keeping CoP fresh for anoher few years.

communism bitch
Apr 24, 2009

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.

communism bitch
Apr 24, 2009

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.

communism bitch
Apr 24, 2009
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.

communism bitch
Apr 24, 2009

Azran posted:

Was it ever confirmed STALKER 2 was being worked on?

Yes. Some concept art and environmental screenshots were leaked after GSC imploded.

communism bitch
Apr 24, 2009
That doesn't look like an ecologist suit to me - those have the spaceman-style full face visor.

communism bitch
Apr 24, 2009
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.

communism bitch
Apr 24, 2009
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

communism bitch
Apr 24, 2009
Just had my first go at CoC and :negative: 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!

communism bitch
Apr 24, 2009
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.

communism bitch
Apr 24, 2009
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

communism bitch
Apr 24, 2009
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

communism bitch
Apr 24, 2009
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?
Bar maybe? Duty has military connections and presumably could be relied on to make sure he has a base of operations and a faction willing to run errands for him.

communism bitch
Apr 24, 2009

Aah i want it!

communism bitch
Apr 24, 2009
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.

communism bitch
Apr 24, 2009
https://www.youtube.com/watch?v=rvcEoKDXreM
:sun:

communism bitch
Apr 24, 2009

Ddraig posted:

revolucas (Alundaio) is probably the furthest along fork that is public.

Does this guy ever sleep

communism bitch
Apr 24, 2009
The correct answer is USP .45. Accept no substitutes.

communism bitch
Apr 24, 2009
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.

communism bitch
Apr 24, 2009

Klaus88 posted:

The upgrade system is where the game really shits the bed when it comes to the horrific English localization.

Can somebody explain what the various attributes like "flatness", "handling" and "impact" actually mean?
Flatness is (iirc) how far the round will travel before dropping off. Handling is (again, iirc) how quickly the view can be adjusted with in iron sights/in scope. Impact I dunno but presumably damage?

communism bitch
Apr 24, 2009
Dunno bout in CoC but back in the day a Saiga-12 with slug ammo used to murder the toughest mutants right quick.

communism bitch
Apr 24, 2009
Who plays for the story? I've never completed one of these games and they're still among my favourites of all time.

communism bitch
Apr 24, 2009

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.

Any suggestions? Am I dumber than most?

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.

communism bitch
Apr 24, 2009

Oof... that doesn't look great, honestly.

communism bitch
Apr 24, 2009

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.

communism bitch
Apr 24, 2009

MariusLecter posted:

Speedo burers and thong controllers.
But enough about your deviantart gallery

communism bitch
Apr 24, 2009

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.

communism bitch
Apr 24, 2009
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.

communism bitch
Apr 24, 2009
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.

communism bitch
Apr 24, 2009
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.

communism bitch
Apr 24, 2009

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.

This might be testing some memories, but I recall something from the old Stalker thread (maybe 2012/2013) about a similar but legally different game to Stalker being made. I think it was called Zone something or Area something with maybe some numbers in it? I can only remember a video of someone in a swamp putting a pistol together and picking up a first aid kit or something. Pretty sure it wasn't that failed crowd-funded rip off game that got shut down.

Does anyone remember something like that ? Am I making it up?

Cryzone? I think it was a crysis mod. Don't think it ever came out but i could be wrong.

communism bitch
Apr 24, 2009

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 :wtc: 5.00 empty, when it has the 0.40 weight EKP sight on it. My Saiga doesn't have this problem :v: Even getting the -1.00 weight upgrade just knocks that down to 4.00.

It does have +2 more capacity, and maybe the look of the more distinct barrel means it's got better falloff than the one whole bar more of accuracy suggests. But I've been kind of spoiled by having my fancy quick reloading shotgun with a working sight, so in my current case I'm going with the Saiga.

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.

communism bitch
Apr 24, 2009
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.

communism bitch
Apr 24, 2009

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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communism bitch
Apr 24, 2009
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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