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Rush Limbo
Sep 5, 2005

its with a full house
So I feel the need to post some information about my ShoC mod, just to assure people that it's still a thing, it's just been quite difficult to work on it in my spare time since I've got increasingly less of it recently.

The Steam version of ShoC recently got updated to 1.0006. This is a pretty amazing piece of news for me, as it means that some of the excellent features that the Russian community have made to the engine are now accessible to a lot of people. This includes such changes as:

1. Fixing the "mp_ranks crash". This means, potentially, you can have unlimited weapon types as it's no longer constrained by the limits of the mp_ranks.
2. Fixing quite a few crashes, mainly certain engine crashes directly linked to the executable.
3. Allowing proper "car usage". You no longer have to go through elaborate scripting routines to prevent players from using weapons in cars/on ladders (I don't believe there was any way of doing the latter with scripts), as this can now be done in-engine with no scripting at all.
4. If you do use a car, your hands will be properly displayed on the steering wheel. This is pretty neat, and gives you a sense of being part of the world. It's a very minor change, and doesn't affect how cars operate, but the simple visual change makes driving cars seem a lot more visceral than they normally would.
5. Fixes to the camera. You can now "die" in first person, aswell as making third-person cameras make more sense etc.

And a myriad of other neat changes.

All of these have been incorporated into the mod, along with a neat dynamic FOV changer, so you can easily change the FOV whenever you want to.

As for the actual mod content, this is so vast it's almost gotten out of my control. Tying it all together is pretty difficult. I've basically cherry-picked a lot of stuff that makes sense within the Stalker world, and not reliant on outlandish tech that doesn't exist or just seems out of place. You won't be seeing the Crysis nanosuit, or invisibility suits or any of that sort of stuff. When it comes to adding new content I've been very careful to apply a simple test:

1. Does this exist in the Stalker world already? I guess I'm going by rather lax standards here, but I'm including a lot of the extended universe stuff with the books, which tend to be very well-written (the Russian ones, at least) and expand on the nature of stalkers in the Zone. Stuff like the "Stalkersky" network, being a private network that people in the Zone use to chat with each other, give out news or kill time with were established in the books, as were various "stalker culture" stuff, like how they bury the dead etc.
2. If it doesn't exist, could it feasibly exist given how the universe operates? I know a lot of people see "The Zone" as some sort of excuse to add batshit insane stuff, like anomalies that spawn mutants etc, but it just seems like a lot of the time they want to add what they feel like and then justify it by "The Zone is a strange place, anything can happen!". The Zone is a freaky enough place as it is, without having the Predator or My Little Pony lurking out there.

This is the basic plot that the game now has. It's pretty much very similar to the normal SoC plot, but with a few notable changes.

You start off as an unidenfitied stalker dumped on Sidorovich after being pulled out of a Death Truck. This is a cause of much speculation in the Zone, especially among the newcomers, as Death Trucks are a freaky thing and anybody who comes out of one is bad news. You basically get contracted by Sidorovich to help out with his investigation about the increased Military presence in the Zone. Sid first gets wind of this when one of his scouts from the rookie village comes back from a raid in the Agroprom area, after bringing back an unwelcome guest with him.

Pretty much everyone in the rookie village is in debt to Sidorovich in some way, which Wolf finds a bit discouraging. Sid has a bit less power than he once did, as an unfortunate incident with one of the rookies led to his supplies being greatly depleted. Wolf will give you the opportunity to help out with this, but ultimately Wolf wants to rid the rookies of the crippling debt most of them are in, and has a few plans of how to do that, even if it means going against some of his principles.

When you finally get to Agroprom, it becomes apparant that the Military operating out of there are not your standard issue corrupt types looking for an easy pay day, they're a special unit specifically sent into the Zone to research the history of the Zone, and due to the events in Agroprom you will discover they're not the only ones interested in doing that.

The labs in particular have been changed quite a bit. There's now a considerable amount of backstory you can find about each of them, based on documents that were intended to be included, but were cut out. In particular you can find out about the initial trials of the Miracle Machine, how it came about, and what exactly the field is that's surrounding X16. Attempting to tie these documents together into a coherent narrative has been a bit taxing, but I hope I've done a good enough job.

The Scorcher in particular has had a few changes done to it. One of the original plans of the Scorcher was that it was supposed to have a fundamental design flaw in the way it was made. This was the cooling system. It was incredibly inefficient, and as such there's a specific period of time each day when the Scorcher wasn't operating at maximum capacity, and you could safely get past it if you had sufficient protection. This is how Strelok supposedly got into Pripyat for the first time. You will eventually find out the details of this in a restored segment at the Bar.

The ending is also different. Instead of magically teleporting to the end cutscene, you will have to fight your way through the Generators and the Warlab itself to end it all.

Freeplay is also included, which has a pretty diverse set of features. It has an entirely new plot, "Megadeath", which is included in OGSE aswell (the version I'm using, however, is much newer than the one included in OGSE and has a few extra elements to it), in addition to a bunch of other features, like the a-life system being expanded and the Zone generally being a much more diverse, hostile place. During Freeplay, I went to the Bar and noticed a bunch of Monolith had managed to attack and had set up a killzone near the entrance hangar. It was all out war. Most of the duty reserve there were slaughtered, and it was only the plucky stalkers that eventually managed to thwart them.

I originally planned to make Emissions freeplay only, as they only really become frequent after the events of SoC in game lore, but I decided I put too much effort into them to make them only be active during freeplay. They will happen during the regular course of the game, but will be much more infrequent than they are in Freeplay. Here's a video of an emission in action:

https://www.youtube.com/watch?v=T9iMqi9tf24

In this video it's rather similar to OGSE's (which it pretty much is) but I've customized them a bit subsequently, and added in things such as warning sirens being played in certain areas, such as the Bar, Freedom's base, the Agroprom RI (if there's a military presence) and the checkpoint in the Cordon (ditto)

Here's a rather old video of the klaxon's being tested

https://www.youtube.com/watch?v=4XToTfBK9jg

During an emission, pretty much ALL electronic systems in the Zone will be severely hosed up. Your PDA will not function, neither will radios, certain elements of vehicles, any electronic devices you may have (such as detectors or night vision) and the Zone will effectively be thrown back to the stone age during this period. Fortunately you'll probably be somewhere safe if this does happen, but if it's the middle of the night and you're stuck in the middle of nowhere and some bandits are looking to seek shelter with you, then you might curse the Zone for not giving you reliable night vision or even a means of determining who is around.

Emissions will occur no matter where you are. If you're underground, you will still feel the effects of an emission, even if you're not at risk of being killed by one.

I've tried quite a bit to get the ShoC keylogger working, but I've been unable to. This is a bit of a bummer, as it allows custom keybindings, but virtually everything I've tried hasn't really worked out.

Right now I'm having some issues with areas from the Bar onwards. Certain elements of the all.spawn are spawning characters and items in places they shouldn't be. I'm guessing this is due to different game graphs thanks to new levels being added, so I'm currently going through these levels, figuring out where things are spawning, then spawning them where they should be. The Bar is particularly problematic with this, as there's quite a few new NPCs added (such as a Duty sponsored medic) and quite a few new quests that go through here in some manner. The Bunker in Yanrar is also a pain in the rear end, since you can either recruit Duty or Freedom to help out with the guard duty for the scientists, and a few mission related NPCs spawn inside the bunker, particularly in the little room off to the side with a bed in it etc.

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Rush Limbo
Sep 5, 2005

its with a full house
The major problem is that the Generators and Warlab are pretty rough looking. They add some closure to the game, but transitioning to them from the regular levels you can tell that they're "unfinished", I guess.

Other levels, like the Dark Hollow, don't have this problem. The Dark Hollow looks like it was completely finished but just cut from the game for no particular reason.

The Dark Hollow is that big huge, undocumented stretch of map between the southern exit of the Dark Valley and the Cordon. This was originally designed to be a sequence where you escape from the Military, in a car, while being pursued by a chopper and having pretty much the entire Ukraine army after you. I guess the reason why they cut it was that cars weren't included in the final game.

It's also quite fun to go through this section while driving a BTR. Assuming you don't get hit by a barrage of rockets (much easier, since the BTR is quite slow) then you can take down everything with the onboard turret, including the chopper.

e: Plus it's the return of my favourite part of Clear Sky

Rush Limbo fucked around with this message at 17:24 on Nov 13, 2013

Rush Limbo
Sep 5, 2005

its with a full house
Yeah, I'm definitely adding the keylogger.update() to the function. It's the strangest thing. I'm sure there's something incredibly stupid that I'm doing that is making it not work.

One of my favorite new features of the X-Ray extensions/Cut X-ray thing is that some options that didn't do anything now actually work. Grass shadow now works, as does grass density. I turned up grass density to the max, and it completely killed my framerate thanks to an incredible amount of grass.

Plus there's little tiny details that are nice, like the actor now having a proper shadow. This does kind of reveal how bad the third-person animations are, since the running one is particularly dodgy if you're not holding anything and your shadow looks goofy, but it's a nice touch.

Rush Limbo
Sep 5, 2005

its with a full house
One other neat thing that it does is now, if you're in trade, it highlights the items you've got equipped as Green, so if you've got multiples of an item, you don't accidentally sell the one you're using.



This isn't perfect, as some items I've added (like helmets) don't actually count as equipped items in a traditional sense since they're actually hacked in via scripts, but it's a neat little thing.

Rush Limbo
Sep 5, 2005

its with a full house
The crash with Tuna on the Skadovsk has been in Misery from the start. I have no idea what they did, but I can't really figure out a way to fix it.

It always happens after be brings it out. I'm guessing somewhere between him bringing it out and giving it to Beard it gets deleted, so it crashes because of that.

This always happens, even if you give it to them at the Dredge station. The best thing to do is to keep it for yourself, and just kill them.

Rush Limbo
Sep 5, 2005

its with a full house
The steam version was patched to 1.0006

There's an official 1.0006 EXE that is floating around that was released by GSC as one of the last things they did before they closed shop. It's basically the original 1.0006 with no copy protection. Seeing as how GSC is no more, and this was officially released by them, I guess this is kosher to link to:

https://dl.dropboxusercontent.com/u/5847454/v1.0006_super_exe_FOV.zip

This particular version has several crashes fixed, most notably the "(bytes_need<=mSize) && vl_Count" error, and actually properly changes the flag to allow low-memory systems to play the game better.

Rush Limbo
Sep 5, 2005

its with a full house
Ok, so it turns out the ShoC keylogger, which I've been trying to make work with the Steam version, actually does work, except you seemingly have to launch the executable directly and not through steam itself :smith:

Rush Limbo
Sep 5, 2005

its with a full house

Endymion FRS MK1 posted:

Well, then add the .exe as a non Steam game, that should work.

Yeah, it's just weird that launching the game directly via steam would cause that to happen. You wouldn't believe the amount of trouble I went to to figure out how to get it to work. I installed a DVD version, patched it to 1.0006 then reinstalled the steam version and compared the files to see what was different (the retail version doesn't have "testapp.exe").

Turns out it was literally as easy as just opening the stalker executable directly, skipping Steam. I can only imagine this is the x-ray engine doing its thing again because I've never seen anything like that :psyduck:

Rush Limbo
Sep 5, 2005

its with a full house
The version of the Hotfix I made includes a weapon overhaul. I believe silencers were changed during this.

To be honest, I've pretty much given up on that little project due to a few bad experiences with the Misery team in general. Well, one person in particular, really. All my time is focused on my SoC mod now. Misery was a fun little distraction but some stuff is just :psyduck:

Right now I've got the SoC keylogger working which finally allows me to do some pretty neat stuff in SoC, like having dedicated keys for various things, like helmet nightvision, car radios and such so you don't have to rely on Tab doing everything.

Now I can do rather neat things like certain weapons having a "nightvision" toggle which will allow you to switch on nightvision when zoomed in with certain rifles etc.


^^^ I realized I probably screwed up a few things with the "Hotfix". The traders in particular were quite annoying. The Unofficial Call of Pripyat patch decided to disable trade with medics for various reasons, which is at odds with Misery which has a "two traders in every base" thing and they shoehorned the medic in Jupiter into that role. You can basically delete the "medic" script files, as the only changes that were made were setting the trade things to false. I don't believe any other behaviours were changed at all. It will then revert back to the normal CoP style.

Also, the main file that controls what the medic sells is "trade_jup_b202_stalker_medic.ltx" in configs\misc\trade

There is a metric ton of conditions they've added to change the stuff traders sell. I think it's needlessly complex, but that's Misery down to its core. Basically the medic, in theory, starts out with a small supply of goods then depending on your actions (info portions you earn) he sells more stuff. I believe the trade files in the latest version of the Hotfix are basically stock Misery with the new drug added in, so any weirdness in supplies is down to Misery itself.

e2: hosed up with the medic script files again :psyduck:

This is the final version. Medics should now trade properly. Can't guarantee that they'll do so in existing save games, but new ones will work normally.

https://dl.dropboxusercontent.com/u/5847454/Misery%20Hotfix.7z

If you don't want to download the entire thing again, here's the two files that have been changed. Just drop this into your configs folder, and overwrite. Alternatively you can delete those two files and it will revert to normal.

https://dl.dropboxusercontent.com/u/5847454/scripts.7z

Rush Limbo fucked around with this message at 17:23 on Dec 3, 2013

Rush Limbo
Sep 5, 2005

its with a full house
CoP is completely fine to play mod free. I'd recommend it, actually, if it's your first time playing it. Atmosfear 3 is amazing, but it can change the gameplay slightly as it adds in a few extra features like psi-storms/fallout.

Rush Limbo
Sep 5, 2005

its with a full house
I've had to run to the Agroprom centre about 10000 times in the process of testing out my mod. If I never see another controller I will die a happy man.

I've redone the night vision system a bit. Night vision is no longer an integrated part of your suit. The only way to get it is to wear a helmet with a night vision module attached or find/buy a device you strap on to your belt. This means you no longer have to use a specific suit for a specific type of night vision but it does come with a few compromises, like emissions either shutting it down completely or even frying your night vision if you get the full force of one in the face.

Rush Limbo
Sep 5, 2005

its with a full house
Welp, it seems the Nexus community has finally infiltrated stalker.

There is a mod out there with a badly animated sex scene :psyduck:

Rush Limbo
Sep 5, 2005

its with a full house
Clearly the best option is just Sid with "MARKED ONE, WHAT THE HEEEELL!?" on loop

e: From what I can tell, it's sort of of supposed to be a romance. A girl is in the Zone because she's run away from home, Sid got a message from her father to find her, and you end up saving her life and falling madly in love. Other highlights include: Giving her a bar of chocolate in exchange for a kiss, and going for a moonlit walk.

The sex scene itself seems to be a texture overlay (like a helmet) that just cycles between two textures along with some camera movement. I've only seen it in the game files, I can't imagine what it looks like in motion :barf:

Rush Limbo fucked around with this message at 18:01 on Dec 9, 2013

Rush Limbo
Sep 5, 2005

its with a full house
I do think the idea of women in the Zone is quite interesting and it's actually mentioned quite a few times in the books, but virtually all of the female models for stalkers I've seen have been universally terrible, completely out of place (Zoey from L4D, Alyx from HL2 etc.) or both (the most popular one is some sort of leotarded woman - no joke)

This mod does have some cheesy porno music, though.

Rush Limbo
Sep 5, 2005

its with a full house
OGSE is amazing.

The mod I'm working on pretty much is RMA with OGSE ontop of it, with a few neat features from DMX.

I'm lucky in that I've found a working model of a Karlik, both the initial version and the later one

Here's some more info about cut mutants from SoC:

First there was the "Korpus". It was kind of a reference to Serious Sam. Created by the C-Consciousness, it was supposed to be an alternative version of the standard zombies that you would encounter later in the game



Then there was the Karlik (Dwarf). Not much is really known about these. I guess they were supposed to be found at the CNPP

This is the early model:



The later version was vastly different, and was pretty much the prototype for the Burer:



Looks kind of like something from Doom 3

Rush Limbo
Sep 5, 2005

its with a full house
Found some more information about the Karlik:

They were supposedly a very early version of the Burer, then were sort of changed to be the Burer's underlings. They mostly lived underground and would create traps for stalkers, by flooding passages, causing cave ins etc.

Supposedly they were very "cult-like" in their behaviour and would collect trinkets from stalkers and sort of worship them/cherish them. They're mentioned a few times in the books, as they supposedly hate blind dogs with a passion. Fang says in one of the Russian books that an unburned Dwarf body would eventually become a controller.

Rush Limbo
Sep 5, 2005

its with a full house

Cream-of-Plenty posted:

Haha, look at that little poo poo! I just want to punch that thing in the face so hard.

RL version found:

Rush Limbo
Sep 5, 2005

its with a full house
I was thinking of using Lustmord's Stalker album for ambient music but I quite like SoC with no ambient music. Makes all the creepy sounds stand out.

e: So I want people's opinions.

This is the current hud I've got. It's pretty much the hud from DMX 1.5 (the latest version of Stalkersoup may use this aswell, I don't really know)



I'm basically using this as it's quite clean, and incorporates the new aspects of the game pretty well: most notably the new "quick use" slots. Unfortunately due to engine limitations this is done in kind of a weird way (you have to select the quick use items from a drop down menu in the inventory) but it sort of operates in the same manner as the CoP hud, but with a few notable changes:

1. There's no ammo counter. You can probably notice this right away, and in my opinion it's one of the worst aspects. This can probably be fixed quite easily, though.
2. No visibility/sound indicators. Not even in the CoP style. Again, this can be a bit of a problem, especially as thanks to the X-ray extensions, the "visibility" meter is actually based on visibility and not light (so it is a fairly accurate representation of stealth). This would be the hardest to incorporate for me, as I have very little experience with editing UIs.

Also the bleeding/hunger status stuff is a bit big and chunky for my liking.

I've got a few other UIs based on this one that I'm going to test out and give screenshots for, and people can tell me which they prefer.

Rush Limbo fucked around with this message at 18:08 on Dec 10, 2013

Rush Limbo
Sep 5, 2005

its with a full house
Chances are good the bin files got overwritten when Steam updated to 1.0006

The bin files allow binocular class weapons to be fired. Those particular guns were classified as binoculars so they could have variable zoom like binoculars have.

Try copying the bin files from your OGSE install over the existing ones. Should work without you having to change.

Rush Limbo
Sep 5, 2005

its with a full house
Right, this is the second option. It's the "Oracl" hud. I personally like this one better. It's used in a few mods, so adapting it to this wasn't particularly difficult.



The large box in the top left is optional. I can easily get rid of that.

Without the motion icon aspect in the top left, it looks very clean with all the important info in one location, quite small, and the icons are not overly huge.

Rush Limbo
Sep 5, 2005

its with a full house
That controller questline is pretty much part of the "ARC" mod (Advanced Radiation and Cardiology)

This is the mod that makes artifacts radioactive even in your backpack and adds containers and such. The original version also had more effects of radiation, like it lowering your max health/stamina rather than just outright killing you.

Rush Limbo
Sep 5, 2005

its with a full house
I really have no idea what the gently caress Tecnobacon is doing, since I've played both DMX 1.3.5 and Stalkersoup (Stalkersoup is supposed to be the english version of DMX) and DMX 1.3.5 is completely rock solid compared to Stalkersoup. I played for hours and encountered no crashes.

If you're going to play stalkersoup, I'd recommend installing DMX 1.3.5 instead and using the localization from Stalkersoup. Or just using this

Here are some more screens from the oracl hud. I've removed the motion icon, as it looked ugly. There's a few screenshots of different aspects, including the bioradar and helmets. The helmets are entirely optional, so you can switch them off with ease, but I've tried to make sure that none of the hud elements get covered up which can happen in some mods that feature them.






You can't really see it that well due to the broken icon, but at the bottom of the screen is the "artefact belt" part, which will display all the artifacts/devices you've got equipped.

e: I've also added this little badboy:

https://www.youtube.com/watch?v=fMfzN5LZc3o

As far as I'm aware, this is one of the few shotguns not found in most other mods. Not even Stalkersoup has it.

Rush Limbo fucked around with this message at 10:31 on Dec 13, 2013

Rush Limbo
Sep 5, 2005

its with a full house
I did make a music adding for Misery. It's of dubious quality. Will work with any other music mods provided you change the filenames and references in the sound theme script.

https://www.dropbox.com/s/sly8veenq48kiaz/MLC%20Music%20Addon.7z

Rush Limbo
Sep 5, 2005

its with a full house

Toadsniff posted:

I'm really confused, where can I download Complete 2012, all I can find is the 2009 download at moddb.

e: NM gently caress it I just noticed the ZRP, gonna give that a go instead.

Complete 2009 calls itself 2012 for some reason. Guess he thinks updating the title is enough.

Rush Limbo
Sep 5, 2005

its with a full house
Possibly. The last real release was in 2009. This is why things like the ZRP are better since they've got several years of SoC fixes over Complete. Now that virtually every Russian mod now uses 1.0006 I'm going to do a bit of a write up on New hacked in Engine features a lot of new mods are now using for the latest patch sometime after Christmas.

Rush Limbo
Sep 5, 2005

its with a full house
Improved graphics is something you'd probably be very interested in since a lot of of the work on the "X-ray extensions" has pretty much been enabling features that were latent in the exectuable but never actually used.

So you can get stuff like increased grass density/distance (grass density in particular could go much, much higher than what the game allows you to, but was hardcoded not to), renabling the player's shadow, various neat stuff like particles having actual physics (this isn't to do with modding the engine, but a rather ingenious use of the particle editor), there have been major waves made with shaders. To be honest, Meltac's stuff is looking pretty drat dated by the standards of OGSE's upcoming shaders.

Complete 2009 is, frankly, a rather piss-poor attempt at doing what the Russian community has been doing incredibly well recently.

Rush Limbo
Sep 5, 2005

its with a full house
Editing weapon files is generally tedious rather than difficult.

You basically have to open up the weapon ltx files in configs\weapons and change the sounds there.

The major problem is that if the animations have significantly changed, there's a chance the sounds might not sync up with the animations. This is mainly a problem with reloading, though. If you just want the meaty "booms" of guns, then that should be fairly simple.

Rush Limbo
Sep 5, 2005

its with a full house
Maybe I was a bit harsh, but the mod is still aggressively advertised as the definitive stalker experience when it looks pretty bad in the light of recent developments. Also the Russians have only really recently stopped using 1.0004 for some reason. They pretty much skipped the patch everyone else was using.

I guess they figure the advantages of the worldwide patch now make up for any shortcomings it had in comparison to 1.0004

What are people's opinions regarding russian voices vs english?

Pretty much all the SoC mod is in Russian voice over. I think it adds a lot to the atmosphere, particularly when you're in uncertain situations and you're not sure if the people you meet are going to be friendly to you.

Plus I think in general the Russian voicework is done with a lot more thought than the English. A good example is the Russian vs. English megaphone announcements in the Bar. In Russian they're rather serious in tone, but in English the guy is doing his best used car salesman impression.

Rush Limbo fucked around with this message at 15:12 on Dec 24, 2013

Rush Limbo
Sep 5, 2005

its with a full house
Yeah, they really are. The English ones do have that campy charm but they're pretty terrible compared to the Russian ones.

Anyway, a friend of mine ponied up some cash for Dxtory for me since Fraps lags my games like poo poo so making videos might be slightly easier.

Here's an album of the in-progress stuff. Pretty much a random selection of the 2gb+ of screenshots I've done during the testing stuff. Some of the stuff is quite old, most notably the old-style PDA and such and there's some placeholder stuff but you get the idea

http://imgur.com/a/vppqL

There's one rear end in a top hat that keeps blocking the access to the 100 Rads. I think I need to move him somewhere else but he won't place nice and keeps sitting infront of the loving door.

Rush Limbo
Sep 5, 2005

its with a full house
I've included a lot of misc items. Most of them actually do something, though - either food items (like several different types of alcohol, even if the description does kind of hint most of it is just the same standard zone poo poo with new labels slapped on) and such.

I think I've got about four different types of cigarettes. All functionally identical, but they're really just there to give more variety and the idea that stalkers look for comforting things even if it's a counterfeit pack of the cigarettes they usually smoke when not in the Zone.

Rush Limbo
Sep 5, 2005

its with a full house
He's sending you to another dimension.

I got nothing, man, sorry :(

Rush Limbo
Sep 5, 2005

its with a full house
For what it's worth, almost every single change made in the official Misery patch they forgot to include the recon changes, for the most part.

Even MDT thinks recon is an afterthought.

Rush Limbo
Sep 5, 2005

its with a full house
So it turns out SoC companions really, really don't mesh well with low gravity anomalies!

They either get stuck (99% of the time) or suddenly decide that the standard reality we live in does not apply to them and constantly hover quite a distance above the ground even when they leave the anomaly.

Thankfully they seem to revert to normal when you transition to a new level. I shudder to think what will happen to them if they stumble upon a Jolly Ghost anomaly.

The Jolly Ghost is a new anomaly type I've integrated. The name comes from Roadside Picnic which mentions it as one of the weird phenomena but never actually describes what it does. This has given me a bit of creative licence with it.

Currently, it's sort of a gap in the universe leading to somewhere else. If you manage to enter one, you will be completely unable to move and will be unable to escape unless you drop items to temporarily distract it long enough for you to get out of it. These items are almost invariable destroyed/taken away by the Zone and never return, so be careful what you decide to "sacrifice". The threshold for weight is randomly set on an anomaly-by-anomaly basis so you could get away with only throwing a pack of cigarettes or it could require a more substantial offering.

Rush Limbo
Sep 5, 2005

its with a full house
Well considering how hosed up the shadow system is in the original stalker in some aspects, you could argue that the Shadows are already in, at least.

Shimmers could probably be done with a very hacked in way. I believe you can set waypoints for particle effects, so you could probably create a "shimmer" particle and have it slither around near the player if certain conditions are met.

I did have an idea to make a Dick the Tramp anomaly by setting a custom sound source inside a building and having a screen-shake effect apply if you get too close to that building.

e: There's an artifact in the stalker books that I'd really like to include. It's called the "Black Magnet" or "Corpserobber's Brand".

I guess it's some sort of punishment from the Zone placed on stalkers that are "too greedy". It's a rather non-descript black lump that the stalker simply can't get rid of. Every time he throws it away, it comes back to find him. The only way to get rid of it is to have someone voluntarily take it from them, which is a hard thing to do as it has negative effects on people, like hallucinations, seizures and a sense of disconnect with the world.

Rush Limbo fucked around with this message at 20:08 on Jan 5, 2014

Rush Limbo
Sep 5, 2005

its with a full house
I've got a test version of it going. Right now there's three ways to get rid of it: Either through a scripted dialog sequence with any stalker (you say you've got a cool artifact they might like - if certain conditions are met, like they're a lower rank than you, and a random "check" is passed they'll get rid of it), having a fracture eat it (they're said to find these things tasty in said books - and there's a bit more interaction with fractures other than shooting them - which I won't spoil) and doing a minor quest with the Scientists to get rid of it. They would be interested in taking it off you for study, but only if it's rendered "safe".

The general dialog system with stalkers has been updated quite a bit. New conversation options open up depending on your rank, faction and other factors (like if you're considered an alcoholic/drug addict), if you're drunk, how far along the story you've progressed etc.

I'm using a bartering script for "trade" dialogs but it's a bit of a pain in the rear end to update with virtually every single tradeable item in the game, since there's quite a few new weapons and artifacts and assigning them arbitrary bartering values is a bit annoying.

You can now join three factions: The Bandits, Duty and Freedom. Right now Duty is looking the most attractive, since you get access to the Bar, so I'm trying to make the bandits/freedom a bit more attractive by offering them things that no other factions have. If you join the bandits then you'll be able to "mug" stalkers, for example. Joining the Bandits is a bit of a pain in the rear end since it requires you to go out of your way quite a bit. You can become friendly to Borov during the Dark Valley quests if you pay Snitch or find a bandit to help you out. This will not allow you to join the bandits right away though, you can only do that after you escape from the military and get back to the Cordon. You also have to become friendly to Borov again. Or you could skip that part altogether and install a new leader which involves actually assassinating Borov with a planted dead drop and exploiting some new scripted behavior he has. If you do go that route and gently caress it up, though, you won't be able to join the bandits at all.

There's still that problem with items not appearing where they're suppose to due to all.spawn fuckups. This is a bit of a pain in the rear end, but it's more time consuming and tediously dull to fix than actually difficult.

I've added in a few minor easter eggs from a few of my other favourite games. If you look hard enough in the Zone you'll be able to find Jorji Costava, or what's left of him, aswell as a mysterious masked man killing stalkers indiscriminately etc.

The easter eggs have a few neat little rewards associated with them if you find them, like a unique melee weapon or what have you. Nothing game breaking but a nice treat if you happen to find them.

Rush Limbo
Sep 5, 2005

its with a full house

MadBimber posted:

You're really going hog wild on this, aren't you? I haven't seen proper new behavior in many ShoC mods (off the top of my head I can really only think of OGSE, maybe Priboi Story?), so that you're changing AI for characters is interesting. As I recall you were trying to add some scripted sequences in the Dead City, were you ever able to accomplish that? I imagine joining the bandits would make that tricky. What about going into the Bar? Any time Duty is hostile it becomes such a chore advancing the storyline.

It's great you're doing all this work man, I'm sure we'll all play through and enjoy!

The Dead City was a huge problem for me, as the Doctor (who is supposed to be with you there - this is where you originally meet him - if you wonder why the meeting in the Agroprom Underground makes no sense, it's because of this) kept doing weird things. Like running out in the middle of nowhere, disappearing randomly or what have you. Turns out being in close proximity to so many mercs and bandits set him in permanent "fear" mode (and OGSE addition) so reasoning with him was impossible. He'd get everyone killed.

Right now I've got Dead City as the area where some of the bandits were pushed into after Clear Sky. The bandits there are a sort of faction split off, with Yoga as their leader. They're still loyal to him, so depending on how you deal with Borov you might have them either helping you or trying to kill you.

Yeah, there's a few scripted sequences. These are based on the original ones in RMA and a few extra additions.



I may put George Costanza in the game aswell. "Hello, Marked One! Do you wanna buy an artifact? No? Why not? ... Alright, I see! Good answer!"

Rush Limbo fucked around with this message at 04:06 on Jan 7, 2014

Rush Limbo
Sep 5, 2005

its with a full house
So I think I've fixed Borov's behaviour. He's supposed to walk to the window every now and then to take in the view but there was an issue where he'd spawn right outside the base deep in monolith turf where he would get massacred, which is funny because he's got a deal with them normally.

Logic scripts are weird. I had a similar issue where Garry would spawn in the garbage.

Rush Limbo
Sep 5, 2005

its with a full house
I can't remember, it's been such a long time since I've played that clusterfuck of a level, but I believe you have to talk to the Doctor/Miner guy in there.

I think that artifact you get has something to do with it aswell. There's a few stalkersoup guides out there, they'll probably be able to fill you in better than I can.

Rush Limbo
Sep 5, 2005

its with a full house

Mans posted:

What's the most up to date mod, OGSE or Stalkersoup?

Want to try out one of the massive stalker mods :v:

Well Stalkersoup is constantly up to date, I guess, but I really don't know what the hell he's doing since it's way more buggy than DMX (I guess it's the additional Collector mod that's causing all the trouble)

OGSE is far, far more stable and consistent, though.

^^

I bought a similar pack, directly from GSC's store before they got shut down. Unfortunately I seem to have lost most of them in my house move and can only find the Duty one. The Monolith one was pretty bitchin'

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Rush Limbo
Sep 5, 2005

its with a full house
They've supposedly implemented a few of my tweaks/fixes.

Can't wait to see how that MDT filter has been applied to them.

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