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Ddraig posted:You're not hearing things. This was a development version of it, though, and he said the reason he put that in was because he wanted to see if various sounds were actually firing off properly and it was rather distinctive. It's not in the final version, so don't worry Actually, speaking of ARS, do you have a changelog on hand so that I can see what it does? Right now I have an English version of it sitting in my computer waiting to be installed but I want to know what I'm getting into.
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# ? Mar 28, 2014 23:14 |
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# ? May 8, 2024 05:53 |
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Just a few quality of life improvements, really. And a few minor changes so that things make a bit more sense. The main things are: * Refillable thermos flasks. You can take a thermos flask to the barmen, and they will fill it with tea, coffee or water. Each thermos has multiple uses. * Adds a few "primary needs", so you can get sleepy/collapse, and taking too much caffeine will make you hyper and you can actually have a fatal dose. * You can now be stolen from in various sleeping spots. If stalkers are around, they will steal from you, unless you put stuff in your safe box, or sleep in a few safe areas (or ask someone to watch out for you while you're sleeping) * Safe boxes are now not automatic. You have to rent them. The one in the Skadovsk has to be rented, the one in Yanov is unchanged. * Adds a few new achievements. Getting a certain number of headshots, healing a certain amount of people etc will give you new achievements and new rewards. * The map is not automatic. New areas are added to your PDA as you explore. Finding all the areas in a given level will give you an achievement that allows you to travel between levels on your own without a guide. * A few quests have been changed. You now have to get some food for Noah before he'll take you to the Plateau etc. * A new mutant looting system. The hunters in Zaton and Jupiter will give you pointers on how to take trophies from mutants. You'll need a hunting knife (which you can buy from them, there are various levels that make getting trophies easier). There's achievements associated with this, also. * A new "notebook" item that allows you to document things in the Zone (think of the PDA from SoC) * Dynamic news along the lines of AMK Those are the main things I can think off of the top of my head. It also has the standard weapon tuning that most mods have etc.
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# ? Mar 28, 2014 23:22 |
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The concept of Sky Anomaly sounds awesome. I don't have any experience of CoP so I can't comment on those ARS changes. Is the mod in english?
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# ? Mar 29, 2014 01:30 |
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http://www.moddb.com/mods/ars-mod/
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# ? Mar 29, 2014 01:32 |
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And how about Sky Anomaly? Does it introduce any new dialogue? Does it include the English version of ARS? Or should I copy files from ARS to experience Sky Anomaly in English? (That said, it will literally be a month or two before I'll be playing any Call of Pripyat anyway... but it's nice to know for when I do.)
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# ? Mar 29, 2014 01:57 |
Am I doing something wrong or do you have to ctrl+a that ModDB page to be able to read anything on it? It's like a light gray font on a white background.
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# ? Mar 29, 2014 02:02 |
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your evil twin posted:And how about Sky Anomaly? Does it introduce any new dialogue? Does it include the English version of ARS? Or should I copy files from ARS to experience Sky Anomaly in English? The ARS english translation should work fine. I think the only thing it adds, apart from the ARS stuff, is new anomalies.
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# ? Mar 29, 2014 02:36 |
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So that DLL file in the OP for CoP is set to private now, is there some other place to get it?
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# ? Mar 29, 2014 02:45 |
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Cream-of-Plenty posted:Am I doing something wrong or do you have to ctrl+a that ModDB page to be able to read anything on it? It's like a light gray font on a white background. It may just be me, but it seems like moddb is pretty hosed up right now.
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# ? Mar 29, 2014 02:55 |
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Revdomezehis posted:So that DLL file in the OP for CoP is set to private now, is there some other place to get it? This is exactly what I was about to post.
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# ? Mar 29, 2014 03:26 |
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You know, as stable as OGSE is, it's been crashing like hell for me. No bugtrap either it just pauses, does a CTD, and then i need to task manager it to kill the game exe file. Also, why is my screen sepia'd out and I can hear a rather loud heart beat?
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# ? Mar 29, 2014 05:19 |
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Monolith. posted:You know, as stable as OGSE is, it's been crashing like hell for me. No bugtrap either it just pauses, does a CTD, and then i need to task manager it to kill the game exe file. You've been zombified. Probably wandered into a psi-field without realizing it. Time to get to Yantar so the scientists can cure it, unless you like having every faction want to shoot you on sight. On the bright side, zombie stalkers are your bros now. You can even talk to them.
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# ? Mar 29, 2014 05:39 |
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So I tried out Shaders Max and it works fine except for like... weird shadow stretching at the edge of the screen, like the shadows just off screen are stretching into the frame and I can't figure out what is causing it. I'll probably just chuck it, but I was hoping someone has an idea.
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# ? Mar 29, 2014 05:57 |
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Open the console. Type in: "r2_sun_near 20" and "r2_sun_near_border 1" Enjoy!
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# ? Mar 29, 2014 06:07 |
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Thanks, that did it. I decided to play a vanilla go through recently mainly because despite owning it since 2007 I never actually beat it. I was hyped for it since like I want to say '03, so uh yeah.
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# ? Mar 29, 2014 06:59 |
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Revdomezehis posted:So that DLL file in the OP for CoP is set to private now, is there some other place to get it? Found it by googling a bit: Link to download Link found here
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# ? Mar 29, 2014 08:53 |
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Ddraig posted:Call of Pripyat has a few ambitious mods. The one I'd recommend people try right now is the "Sky Anomaly" mod that I just linked. That sounds fantastic and what ive been wanting out of the stalker series since forever, the existing anomalies are cool but like roadside picnic showed the potential for these amazing impossible things is just so much more.
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# ? Mar 29, 2014 08:54 |
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So after removing one file, I got Autumn Aurora 2 to work pretty well. If any of you have played it, is there a way to bring back at least your ammo counter? I'm really digging the minimalistic hud and how nice the game looks.
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# ? Mar 29, 2014 10:04 |
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So it turns out Sky Anomaly also adds in a bunch of dynamic objects to the world. Stuff like grave markers, extra bushes/trees, and a loving great hulking blown up helicopter right out near the sawmill. This also happens to be an anomaly field.
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# ? Mar 29, 2014 16:15 |
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I'm going to get a move on with the STALKER franchise so I can experience Call of Pripyat and that Sky Anomaly mod since loads of... well, anomalous behaviour is definitely up my street. My new favourite thing in OGSE is the anomaly activation feature. And yeah, I know lots of previous mods have had that too, but I never played them, so... yeah. I put together a little video of some hijinks. https://www.youtube.com/watch?v=vy-H05cQqnI I next tried it with a Meat Chunk, which should have created a Whirligig... but it appears that creating a Whirigig crashes the game. (The second anomaly in the video was a Vortex, they are pretty similar.) Also I've been editing the scripts for anomaly avoidance. They are clearly based on the "Stalkers are not blind (anomaly evasion)" mod, except that in that old mod there was a percentage chance that a STALKER would screw up and blunder into an anomaly, and that chance was increased if they were in combat. In OGSE the chance was turned down to 0%, which seemed a bit silly given that OGSE makes anomalies harder to see and I accidentally blundered into a number of them. I also found a cool mod for vanilla STALKER that allows you to do anomaly activation and it makes it so that you actually hold the correct model of the actual artifact rather than a blue-grey sphere every time. I wish I knew how to integrate that into OGSE. Does anyone know of any good packs of weapon reskins for vanilla STALKER? It surprises me that there are packs for rexturing the environment and structures such as the Absolute packs or the photorealistic zone packs, but I've not seen anything along similar lines for the guns. I have seen individual reskins of individual guns, though, does everyone just download a crapload of individual reskins for every gun? I know STALKER Complete includes weapon reskins, as does OSGE, I guess I could try and extract the relevant textures from either of those.
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# ? Mar 29, 2014 19:17 |
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That real artifact activation has a problem with one of the models. I believe it's the fireball model.. it will crash the game consistently. Cool concept, but nobody's ever really fixed it.
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# ? Mar 29, 2014 19:25 |
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EDIT: IGNORE THIS, SEE MY NEXT POST Fortunately, someone found a solution and posted it in a comment on one of the sites where the file was hosted: quote:Super mod but only one problem. So yeah, guess I've got to extract all my STALKER files to get at that original file. (Unless you happen to already have those files extracted and can get at it easily?) EXIT: IGNORE THIS, SEE MY NEXT POST your evil twin fucked around with this message at 03:43 on Mar 30, 2014 |
# ? Mar 29, 2014 20:35 |
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So I see SGM 2.2 has the Clear Sky grenadiers. drat. Anyone played it on lower difficulty than Master and could say whether the pinpoint accuracy is caused by that? I'd rather turn it completely off as the last option.
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# ? Mar 29, 2014 22:17 |
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I remember just turning it off. It seemed even worse than vanilla Clear Sky. I understand they want to prevent players from hunkering down in one spot but jesus christ this is not the way to do it.
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# ? Mar 30, 2014 03:29 |
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your evil twin posted:So yeah, guess I've got to extract all my STALKER files to get at that original file. (Unless you happen to already have those files extracted and can get at it easily?) Can't you get to that stuff in your Gamedata folder? Unless this is different, mods should just have their own Gamedata folder that you use instead of the original, so you should just have to get the file out of the vanilla Gamdata and copy it over.
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# ? Mar 30, 2014 03:39 |
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Turns out that there's no such thing as an original wpn_artefact_fireball_hud.ogf in the game files anyway, all the artifact weapon models in the mod are custom-made models based on the artifact designs. The modder messed something up with the custom hand-held fireball model, and that causes the game to crash simply if there is a fireball in the level, I guess cause the game already tries to preload everything to do with the fireball, including the animation for holding it. I solved the problem! I simply made copy of the Moonlight artifact weapon model (wpn_artefact_electra_moonlight_hud.ogf) and renamed it to wpn_artefact_fireball_hud.ogf. I choose the moonlight artifact weapon model because is a solid white sphere. (The real model you find lying on the ground has pretty special effects, but the hand-held version is just solid white.) I figured that was the closest match to the orange fireball sphere. When the artifact is actually activated and dropped on the ground you see the correct orange sphere. No crashes. Since the fireball is just one of many artifacts in the game, there's a good chance most players won't ever even activate that particular artifact and notice that it has the wrong model. Still worth it for all the other artifact weapon models. So yeah, I think I'll upload the file to stalkerfiles! your evil twin fucked around with this message at 04:27 on Mar 30, 2014 |
# ? Mar 30, 2014 04:00 |
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Antignition posted:I remember just turning it off. It seemed even worse than vanilla Clear Sky. This has nothing to do with anything stalker, but I like your avatar.
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# ? Mar 30, 2014 04:58 |
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My personal project for Misery is coming along well. Right now I'm just transferring the unique anomalies from Sky Anomaly to it. Thanks to TGKP on the GSC forums, I've figured out how to enable/disable anomalies randomly, so now the Zone will no longer be static. Truly weird poo poo will happen. There's a random chance you might see a second moon in the sky one day, and it be gone the next. Patches of little to no gravity, ghostly vehicles haunted by god knows what. Random screams and shaking in certain buildings that come from nowhere. In other words, putting the Alienation back into the Zone of Alienation. Kind of pisses me off how Trojanauch seems to hate virtually everything about the stalker setting. I get the feeling that if he could entirely get rid of the anomalies/artifacts without it pissing people off, he would. http://imgur.com/a/Sk0L6 Sadly my idea for you making GBS threads yourself to death in first person was too much to implement well, so I went for the next best thing You can even see the aftermath of taking it, where my compadre decides to loot me.
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# ? Mar 30, 2014 18:01 |
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That's looking really good. Can't wait to play your version of Misery or whatever you choose to call it.
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# ? Mar 30, 2014 18:50 |
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By compadre do you mean a dedicated companion? One of the things I liked most about misery was being able to tag along with a group of Stalkers across the zone. It'd be great to have a friend I could hire or persuade to come with me.
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# ? Mar 30, 2014 18:52 |
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Acquire Currency! posted:By compadre do you mean a dedicated companion? One of the things I liked most about misery was being able to tag along with a group of Stalkers across the zone. It'd be great to have a friend I could hire or persuade to come with me. It's part of Second Way, one of the elements I've incorporated into Misery. You're now not a single person being sent into the Zone. You have someone else who you report to, who will scout Jupiter while you scout Zaton. It's mostly just a flavour thing, as aside from a small mission in Pripyat, you rarely interact with him other than sending each other messages. Misery does have a companion feature, but it's disabled. I'll be testing it out to see how broken it is, though. If I can get it working I'll definitely enable it. If you decide to walk the Black Road, he will be dead on arrival. I was thinking of adding in several elements where your cover could get "blown" or severely compromised, and one of them involves the Black Road, where if he dies and you don't find his body, after a certain amount of time someone will find his body, loot it, and it contains information about your mission, and depending on how freely you've been throwing your name around it might come back to bite you in the rear end. e: There's also a small easter egg if you deliberately kill him at the start Rush Limbo fucked around with this message at 19:16 on Mar 30, 2014 |
# ? Mar 30, 2014 19:00 |
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Anyone knows how to trigger the quest "Blockade: wait for a nightfall" in SGM 2.2? I'm on the verge of installing 2.1 and being done with it, because I can kinda see why more areas ≠ better. I've been running around like a dummy trying to find that special artifact, too, but gently caress me if I'm supposed to check every single anomaly in Cordon.
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# ? Mar 30, 2014 19:18 |
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lordfrikk posted:Anyone knows how to trigger the quest "Blockade: wait for a nightfall" in SGM 2.2? I'm on the verge of installing 2.1 and being done with it, because I can kinda see why more areas ≠ better. I've been running around like a dummy trying to find that special artifact, too, but gently caress me if I'm supposed to check every single anomaly in Cordon. You can't find the special artifact until you have the prototype detector. Also, no clue on the the other thing, its been a while. vv
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# ? Mar 30, 2014 19:20 |
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Is there any way to make it so enemies don't constantly throw 100% accurate grenades from 200 meters away in misery? That poo poo makes it completely unplayable. I fixed the AI shooting you with 100% accuracy at that range but idk how to do that with the grenades. EDIT: I think I'll just wait for ddraig's mod at this point, since that's far from the only terrible design choice in misery. Abysswalker fucked around with this message at 19:24 on Mar 30, 2014 |
# ? Mar 30, 2014 19:21 |
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I just made a video of the suicide pill in action. My Major Degtyarev just isn't cut out for life in the Zone. e: Here's a few I've already uploaded (the other one is taking forever) https://www.youtube.com/watch?v=SfplA6SKSNs https://www.youtube.com/watch?v=UVTQA7x13lc https://www.youtube.com/watch?v=sU1xuQMfusY Rush Limbo fucked around with this message at 19:43 on Mar 30, 2014 |
# ? Mar 30, 2014 19:37 |
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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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There's plenty of those. Right now you might be wandering around and suddenly you can't move. Open your backpack and it turns out something with an incredible amount of weight has just appeared. Doesn't do anything, you're not even sure what it is, it's just there. A few of Misery's misc items have had cloned versions which have a different description and do things, so that picture of a woman you picked up could be a freaky version of it that constantly feeds the sound of a crying woman into your head until you get rid of it. You could be walking around randomly and a ghostly image appears infront of you and then vanishes immediately.
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# ? Mar 30, 2014 20:44 |
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Sounds excellent. I've only gotten into STALKER mod stuff in the past week and had no interest in Misery cause it just sounded like some ultra super hardcore mod for masochists. But if you're revamping it into something sensible and you're gonna have all that awesome anomaly stuff, I'll definately want to check out your mod.
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# ? Mar 30, 2014 22:33 |
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Right now I'm only really adding and expanding on stuff. I will be giving the player a better starting loadout, as even if the Misery logic of "They would screw you over with equipment because you're supposed to be a stalker" holds true, it would cost them nothing, wouldn't compromise a drat thing, and be much more sensible to give you, say, a bandit jacket with some basic body armor underneath. You know, something that's protective, plausible that a stalker might have, and actually worth a drat. I'm also going to be making the controller death radius much smaller, less deadly, but more capable of actually disorientating you rather than outright killing you because you got within a mile of them. I've also made a script that will dynamically change the eye range value of stalkers based on time of day and weather conditions. When it's foggy, you can't see more than 6ft infront of you. If you can't see beyond that, why does every other stalker in the Zone have the ability to ignore it? Likewise, at night ztalkers will be able to see much shorter distances. The only stalkers that will ignore this are the Monolith, because I want to give them that weird, freaky hive-mind ability.
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# ? Mar 30, 2014 22:41 |
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# ? May 8, 2024 05:53 |
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ETA on this? I'm pretty interested and still want that ShoC mod you had a while back.
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# ? Mar 30, 2014 23:10 |