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Swartz posted:I'm pretty familiar with Daemonion (their sound guy) of the LURK team (who is also a Goon), and I don't believe there was any system like this in-place. It requires changes to the engine, which they had only been doing mildly before moving to UE4. I'm pretty sure they weren't going to do that. Maybe I am mis-remembering, but I thought they had intended to put a pretty robust modification system in place? Maybe it was closer in spirit than in practice? Edit: I can't find the video they released showing it in game . It showed mods to the vintorez and and AK being played around with, I believe. MadBimber fucked around with this message at 14:31 on Feb 27, 2015 |
# ? Feb 27, 2015 14:28 |
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# ? Jun 11, 2024 09:09 |
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So with the next patch I'm introducing the Black Parasite, a lovely little thing from the stalker books that is really cool and allows for a lot of fun. I'm looking for suggestions for ways to gently caress with the player. I've already got a handful of fun Eternal Darkness style effects in the bag, but I'd like to get people's creative juices flowing.
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# ? Feb 27, 2015 16:24 |
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Black Parasite makes me think of something chewing on a person's nervous system causing random weapon discharges, dropped gear, or shaking through the body make the stalker go through surgery to remove it and/or meds to suppress it. Something that Infects/affects artifacts that can reverse their bonuses or increase the radiation output or just completely turns them to slag and you have to either toss everything on your belt to get rid of it or find an anomaly or other way to cleanse them.
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# ? Feb 28, 2015 01:33 |
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In the books I guess it's a very strange mutant that masquerades as an artefact, then latches onto a stalker and mentally drains them. They hide on corpses, so stalkers refer to it as the "Corpserobber's Brand" and believe it's a punishment sent from the Zone for those who desecrate the dead. One of the popular legends is that the only way to get rid of it is for someone to willingly take it from you.
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# ? Feb 28, 2015 03:52 |
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Ddraig posted:In the books I guess it's a very strange mutant that masquerades as an artefact, then latches onto a stalker and mentally drains them. They hide on corpses, so stalkers refer to it as the "Corpserobber's Brand" and believe it's a punishment sent from the Zone for those who desecrate the dead. One of the popular legends is that the only way to get rid of it is for someone to willingly take it from you. Does it kill you in seven days?
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# ? Feb 28, 2015 05:35 |
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MadBimber posted:Does it kill you in seven days? Haha, probably not. Right now I've got all the basic framework for acquiring and getting rid of the drat thing in place, but all I'm really lacking is neat ideas for effects. The ones I have at the moment are rather pedestrian. Basically: Fake emissions. Fake messages on your PDA. Strange sounds. Ghostly images floating infront of you. A possibility of finding your own dead body. Having a fake death (complete with screen fade to black and game over message displayed). Being 'shot' in the head with a gauss rifle I'm also very, very proud of my new transmute which has an amazing effect. I've mainly used it as a testing ground for scripted artifact behavior.
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# ? Feb 28, 2015 06:19 |
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Ddraig posted:Haha, probably not. If this kind of thing can be implemented in a way that doesn't become obnoxious or detracts from gameplay it sounds incredible. The surreal parts of the setting that I wish misery focused on instead of adding a million inventory items (none of which are artifacts).
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# ? Feb 28, 2015 07:26 |
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Right now I'm thinking of multiple levels of 'insanity', I guess. First one is mild, second worse and the third you get everything flung at you. I've also included an option to disable the third-wall breaking effects as I get the feeling these will be the most obnoxious.
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# ? Feb 28, 2015 08:46 |
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- artifacts that disappear just before you reach them, or when you pick them up - chance for bodies of stalkers you kill to move a little on their own as you approach or loot - anomaly detector stops working/works at shorter distance/gives false positives
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# ? Feb 28, 2015 09:24 |
The effect where the camera zooms in on a Controller when it makes an attack is always good for a quick freakout, even without a Controller there.
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# ? Feb 28, 2015 09:51 |
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In other news I was going to release the 1.0.3 update sometime soon, but I've ran into a few bugs. One of them was related to the night vision, which I have now fixed (I assumed this was down to various different broken scripts, turns out the overlay it adds to the game render wasn't being destroyed properly if you reload a save, so it would stack up constantly and cause crashes). The crash related to loading saves has now been fixed (thank god) There's also an issue of the various traders dropping their entire inventory if they get killed, which is fun but there's two quite substantial traders you can kill and they have some very good gear on them.
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# ? Feb 28, 2015 09:58 |
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Ah, gently caress it. In for a penny, in for a pound. Sorry for those who are playing it already, but with the next patch you're going to have to start a new game. I promise you it will be worth it, though. I'm going through the levels and on every hanging lamp object I'm converting it over to the new light manager scheme. What does this do? Well, every time an emission hits it will affect these lights. So if an emission hits at night, chances are good you're going to be plunged into semi-darkness or at the very least have a hard time getting around. Lights will either now blink or shut off when an emission hits. Not all lights will, unfortunately, as some are baked into the levels so these can't be affected, but for the most part Emissions will be cool as gently caress. Underground lights will blink, probably, and not shut off completely. I'm also not going to half-rear end it and convert the rest of the npcs into the Customization pack versions, so the game will look even better still.
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# ? Feb 28, 2015 11:21 |
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What's the latest TFW release I'm at 3.8. Restarting wouldn't be an issue
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# ? Feb 28, 2015 20:23 |
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Ddraig posted:
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# ? Feb 28, 2015 21:00 |
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frank.club posted:What's the latest TFW release I'm at 3.8. Restarting wouldn't be an issue This is a Lost Alpha mod. Maybe it's just the sleep deprivation talking, but it's coming along nicely. I'll see if I can get a good video of an emission at the Bar later on. Will be fun to see all those lights flickering.
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# ? Feb 28, 2015 21:09 |
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Ddraig posted:This is a Lost Alpha mod. Maybe it's just the sleep deprivation talking, but it's coming along nicely. Right, I should really reinstall that. I saw something weird when I entered the garbage from cordon. There was this huge fireball effect to my left past the vehicle scrap yard. Then a thunderstorm hit and I started hallucinating cats i think
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# ? Feb 28, 2015 21:23 |
Gestalt Intellect posted:If this kind of thing can be implemented in a way that doesn't become obnoxious or detracts from gameplay it sounds incredible. The surreal parts of the setting that I wish misery focused on instead of adding a million inventory items (none of which are artifacts). Yeah seriously, that sounds like a refreshing addition to the game.
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# ? Feb 28, 2015 21:27 |
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One other question. What's with the shimmering effects on the towers in freedom base?
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# ? Feb 28, 2015 21:40 |
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The Lost Alpha engine being built with functions for determining which objects are on the belt is a pretty cool thing. Now you can make cool artifacts that have effects beyond just giving you damage protection. I love the transmutation I've made. It's a pretty funny effect.
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# ? Feb 28, 2015 21:46 |
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Are any of the mods that make losing factions a bit more likely to set foot outside their remaining unconquerable bases and do a bit of fighting compatible with Clear Sky Complete?
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# ? Mar 1, 2015 01:00 |
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So it turns out the majority of lights in the Bar Area of the Great Metal Factory are actually hardcoded in and not affected by the light manager at all Still, a fair few lights in the world are, so it should be a neat effect when it happens. Also set it to switch off stalker's flashlights when the emission hits. Isn't really fair that it only affects your flashlight. e: https://www.youtube.com/watch?v=LpFau6CldFg Still desperately trying to find a proper dubstep remix of the Bandit Radio.
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# ? Mar 1, 2015 12:33 |
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Ddraig posted:https://www.youtube.com/watch?v=LpFau6CldFg
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# ? Mar 1, 2015 12:43 |
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Bandits are the unofficial hard mode. Some mods add cool new things bandits can do like robbing people but otherwise they're not ideal
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# ? Mar 1, 2015 13:25 |
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Ddraig posted:Bandits are the unofficial hard mode. Some mods add cool new things bandits can do like robbing people but otherwise they're not ideal
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# ? Mar 1, 2015 14:37 |
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I agree content is a bit sparse outside of story missions (for most factions in general, if they don't involve the story in some way) but bandits do have it particularly bad, since they don't even really take a huge part in the story outside of a few missions in the Garbage. They don't really have a goal beyond "We want to make money". It's only really in Call of Pripyat that they get developed beyond that, with Sultan taking them in a new direction, but even that isn't hugely expanded on. The bandits are obviously intended to be a slight parody of the 'thief in law' concept, so I did a bit of research on them and there's so much weird and cool stuff that's only been briefly touched upon. I guess most mod makers want to make them the equivalent of the mafia or whatever when in reality they're a whole other kettle of fish.
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# ? Mar 1, 2015 16:51 |
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So Shadowplay doesn't handle games crashing very well. Made a video showing the new emission behaviour in the Cordon (Sid's bunker has a few newly scripted lights). Thought I'd end the video with spawning a controller and it crashed the game. Presumably thanks to the 'Stalkers being turned into Zombies' aspect of the Deadly Controller script. So I'm going to have to disable that aspect until it's fixed.
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# ? Mar 1, 2015 17:52 |
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Do you have to be facing a controller for it to pull off that screen pull thing. Is it viable to walk backward to it and load it full of shotgun shells?
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# ? Mar 1, 2015 18:09 |
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I believe it will do it regardless of direction your facing.
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# ? Mar 1, 2015 18:40 |
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there goes that idea
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# ? Mar 1, 2015 18:42 |
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Emission test: https://www.youtube.com/watch?v=CC5HRrHKHv8 Also testing out the Russian VO. Do people prefer it? Ignore the terrible radio music, that's going to be changed.
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# ? Mar 1, 2015 21:01 |
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Ddraig posted:
On the other hand, change Marked One's face back. Having him be a thin, frail, balding everydude is kinda the point. quote:Ignore the terrible radio music, that's going to be changed.
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# ? Mar 1, 2015 21:32 |
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Marked One's face is exactly the same as it is in Lost Alpha and SoC, it's just higher quality. The chat/loot icons have been changed to show the face of the person you're talking to
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# ? Mar 1, 2015 22:10 |
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Ddraig posted:Ignore the terrible radio music, that's going to be changed. I haven't played LA in a century, so I don't remember if that opening cutscene has any music in it. I honestly say you should keep it, it gives Sidorovich a bit of subtle characterization and having an outdated radio playing some old-fashioned tune fits with the overall feel of the bunker.
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# ? Mar 2, 2015 00:29 |
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He's got a radio, I've added extra music into it that is appropriate, I just think that particular track is badly commented and is way, way too loud. If it's playing, you can barely hear Sid talking to you. Also Lost Alpha is really, really loving me off. Turns out that decompiling and recompiling the all.spawn will irreversibly break the game later on, particularly when you get to Yantar. I'm guessing this is because the universal ACDC hasn't been updated since sometime last year. So unfortunately a new game will be required, but mainly to get rid of the old, corrupt all.spawn that currently exists. The cool emission light manager stuff will not be in (for the moment) until I figure out a way to do it without editing the spawn at all.
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# ? Mar 2, 2015 03:47 |
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Wow so getting an emission or military helo while taking a base in TFW is a total godsend. Whatever script that tells the ai to take cover completely overrides their aggro on you. This includes guys you're already fighting inside. They huddle up like fish in a barrel
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# ? Mar 2, 2015 07:34 |
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Did Misery 2 ever stop being bad? If so, is there any short and to the point comparison anywhere regarding the differences between Misery 1 and current Misery 2?
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# ? Mar 2, 2015 10:02 |
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Ddraig posted:I believe it will do it regardless of direction your facing. It does. As long as it can see you it can attack. Over the weekend I shifted back to the original SoC and figured i'd pop in complete just to have the ability to gently caress around. Went through the "save the scientists" mission and half way through while clearing out mercs ran into a group of some 11 snorks. they managed to pin me in a corner and rape me. T'was an interesting little WTF?! moment.
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# ? Mar 2, 2015 12:43 |
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So version 1.0.3 is nearly ready. Right now I'm editing a few minor things (such as giving Veles new dialog if you're a Zombie and not, aswell as editing a few conditions like the dark valley switch to 'Bandits' not working if you're a zombie, as Bandits may be stupid, but I think even they'd recognize a Zombie trying to pass itself off as one of them) Eventually I hope to make all dialogs you can access while Zombied have both a regular version and a Zombied version. That's a task for a different day, though. I won't be releasing 1.0.3 as a patch since a new game start is absolutely required and I'd recommend people delete the old version and install the new one since it will fix any broken spawns etc. Here's the cumulative patch notes up until now: quote:Version 1.0.3: Shattered Spirits
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# ? Mar 3, 2015 11:31 |
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Are there any specific "gently caress screen filters, things in the world can throw you, spin you, kill you, but never ever mess with your vision" mods? Edit - Still Clear Sky, forgot to note. Xander77 fucked around with this message at 18:11 on Mar 3, 2015 |
# ? Mar 3, 2015 18:04 |
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# ? Jun 11, 2024 09:09 |
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For which game? I can probably whip up something pretty quick. e: actually it would probably be pretty easy to do yourself. Virtually all of the screen filters (post process effects) are located in the postprocess.ltx file usually in the config(s)\misc folder. You should see something along these lines: code:
Rush Limbo fucked around with this message at 18:13 on Mar 3, 2015 |
# ? Mar 3, 2015 18:09 |