>BugTrap, crash to desktop, freeze/lockup?? Find your crash log. Check your Documents or game install directories for the xray_[your name].log file. If you can't find it, look in the location specified at the top of fsgame.ltx. Copy the last few lines from the log and paste them here if you want any help.
Big downloads, bad Internet, and I won't know about end or even mid game content since the mods are apparently hundreds of hours long
Joshua Stewart
Any sort of quick summary as to what StalkerSoup is?
Austin Turner
fucking hell, I didn't realize snorks were so smart.. those fuckers can hide behind stuff and ambush you
Nolan Ward
Why does OWR have a particles file that's basically Atmosfears Why does it replace so much of the bin folder for open xray for no apparent reason Why is the creator such an uncommunicative assume Whyyyyy This plus the fact that STCoP has patches for Atmosfear and the Absolute packs means noone should recommend OWR3 again
Angel Phillips
It's not like it's a competition between the three mods. People have different tastes and some might like OWR, such as myself.
Tyler Morris
OWR has neat fast reload feature, which is nonexistent in STCoP/AO.
Luke Sanchez
I don't think anyone was actually recommending OWR in the first place, it's boring as fuck and is just outright worse than both AO and STCoP.
Hudson Wright
JP2 is slightly better and has a bit more content. Textures and lightning are also prettier. Stalkersoup has easier access to a spawner and even then, the difficulty is still lower.
JP2 if you enjoy the slav mentality of "gotta play this for 5 fucking years because I can't afford a new game, nevermind the fact I have to fucking farm in a Stalker game, at least I got plenty of "content"".
Gabriel Reyes
Hey guys can smurth's dynamic HUD be used together with weapongulash? If so how, because it crashes when i try to open the game.
Joshua Ramirez
Once upon a time there was a soup of many retarded slavmods. It became a big retarded slavmod. As with all large mods, it spawned a lot of spins/variations. One of them focused on translating to English and (terribly) combining a texture pack. There's a small divergence after that between the "OG" soups, and the western Stalkersoup but the base is the same.
Xavier Collins
fast reload? wot?
i know OWR3 has different animations for reloading on an empty chamber vs not empty, which is cool.
Henry Walker
>OWR3 has different animations for reloading on an empty chamber vs not empty STCoP does this as well
Kevin Clark
Explain I doubt it's significant enough to choose it over the other mods >It's not like it's a competition between the three mods. It kinda is
Mason Rivera
Not for all weapons. I only really noticed it on the pistols.
Ayden Smith
Yes, you got my point, I was speaking about those different reload animations. In vanilla it's on pistols only too AFAIK.
Nathan Richardson
It's only on STCoP weapons as far as I know. The ones merged from AO don't have it.
Anthony Ramirez
Disregard that pistol thing. There's no fast reload for pistols in vanilla.
Adam Campbell
stop posting idiot
Jack Evans
Don't tell me what to do, you fucking retard.
Logan Flores
go fuck yourself you dumb idiot and stop spreading misinformation
Jaxson Bell
you fucking moron I fucked you papa oh sorry its misinformation I actually fucked your mama dumb dumb
Evan Morgan
Kill yourself
Matthew Carter
>misinformation user, most people here still think that Master makes you kill things faster and that the player's bullets disappear on lower difficulties in vanilla.
Jace Nguyen
Did you just try to explain a complicated thing to the retard?
Christian Diaz
but master does make you kill things faster, i tested it myself
the rumor that it doesn't comes from a script that was made for some soup made a while ago that numerically showed how much damage you did to enemies but the mod also made all difficulties identical in terms of both damage and enemy AI
Matthew Moore
But it doesn't.
In SoC weapon damage is actually LOWERED as you go down the difficulties, but the actor's damage resistances are tanked making enemies do more damage while you do less. Hit_probability only has an effect on ENEMY shots that would otherwise hit YOU.
Please stop spreading lies, user.
Lincoln Jones
holy shit! an actual retard:
James Gonzalez
Very fast poster bumping thread at incredible hihg speed
Gabriel Martinez
But he corrected himself. I'm not sure most people do but an alarming amount for sure. It doesn't. >the rumor that it doesn't comes from a script that was made for some soup The test that shows that it doesn't comes from the ZRP devs. >In SoC weapon damage is actually LOWERED as you go down the difficulties Also this. For example I'm fairly sure you break boxes in novice with one knife primary swing, this changes in master.
Since hit_probability is increased though NPCs will do more damage to you if you're in the area if affects, which is rather tiny but becomes really significant at points.
Angel Jones
this is only happening because you are using an old version of particles.xr
the one included with CoC 1.4.22 contains that particle group.
the one included with stcop v5 does not.
so either update to 1.4.22, or if you already are then just delete whichever stray particles.xr you have in gamedata
>Arguments : Can't find model file 'dynamics\weapons\wpn_upgrade\wpn_scope_pu.ogf'.
thought this issue was resolved a long time ago. no traders sell it and it is in the blacklist for stashes. but if this is a problem, just copy one of the other scope meshes and rename it to the missing one. though no weapons are configured to use it anyways.
Nathaniel Carter
>Also this. For example I'm fairly sure you break boxes in novice with one knife primary swing, this changes in master. Makes sense, since your knife on Master has 75% of the damage it does on Novice. Pic related. >Since hit_probability is increased though NPCs will do more damage to you if you're in the area if affects Well, they mostly do more damage since the actor's (you) base damage resistance is heavily dropped as you go down in difficulties, but yes, that's exactly how hit_probability works.
Liam Baker
Also these are the player's damage resistances based on difficulty in vanilla SoC where 1.0 means 100% damage taken, and .10 means 10%, etc.
Xavier Foster
>You'll never play Stalker for the first time again
What's the point, lads?
Jason Rogers
I have never ever gotten bored of Cordon, whichever SoC mod it is. CoP I'm bored of, but SoC is forever and ever amen.
Matthew Foster
I wouldn't say i get bored, especially with good mods, but sometimes i remember the feeling of playing the games for the first time, and it brings me back. I miss that feeling of mystery when i didn't know the zone inside and out.
Also i've been spoiled by weapon mods, it's hard to go back to vanilla-tier guns from some mods.
Jaxson Reyes
this. i barely give a mod a secodn look if it doesnt have a bunch of guns or a good storyline
It removes faction patches and weapon addons from stashes. Patches made no sense. Most weapon addons in STCOP are classified as food items under the hood so they have a very, very high chance of spawning in stashes - food items have priority when stashes are populated and any given stash can contain up to 4 of them. This blows up the economy so I removed them.
Some anons didn't like this change and I can see why. Maybe it should be an option.
Darryl has ideas on how to make those addons first class items with menus and stuff which would let coc_treasure_manager handle them better.
Jonathan Jenkins
Was Pripyat Reborn actually any good? I only ever see MSO mentioned
Liam Garcia
Agreed on having better weapons and gunplay. Those two are the bare minimum for any mod to be considered.
OGSE 0693's biggest disappointment for me was the weak gunplay - their running out of steam after adding the cool weapon mags system but before fully fleshing it out was sad. I'd have preferred the mod with 0692's tight gunplay. That would be a cool merge: 0692's gunplay and mutant/npc balance in 0693.
Austin Cox
i dont know i just keep coming back like drugs
Aaron Jones
Probably because it was dropped in favor of what became CoC relatively quickly. MSO made it into many mods because of timing, but I haven't played a merge with it included.
Jonathan Hernandez
The change only works with a new game, which is when CoC calculates stash contents.
Alexander Powell
me too
Adam Ross
Hey Borman, I just looked at how you're doing distribution and you've revived and customized Alundaio's old dynamic npc loadout code from various sources. This is so much slicker than any of the other solutions around and should be used for all the weapon packs. Great stuff. You should PM Darryl about it, he's planning to overhaul his external script at some point and this is much cleaner and extensible. It should be in CoC as a base feature.
Thomas Wright
Update on autism quest: CoC 1.4.16, respawns disabled, no fast travel, goal: eliminate all stalkers in the Zone
It's down to only 30 stalkers besides myself still alive, and they're hiding very well. I got lucky and ran into a Monolith patrol on my most recent run to the NPP, hopefully that's the last of them up here and I can refocus on the southern Zone. Time to trek all the way from Generators to the Great Swamp on an alternate path for yet another sweep.
Anthony Green
>Crusader Awesome
Brandon Phillips
okay this is going to sound newfage as fuk but im tired to play and i want to contribute doing something since i have a lot of spare time now. I want to work with animations for weapons i need to know what the fuck do i need. I know i have: -xray sdk -meshes and animations are ogf files I need to know what software would be the most adequate to work with those files, and what extra things i need besides the tools for each software
Connor Parker
Nice, is that on iron man?
Daniel Bailey
Nope, I've died 4-5 times. I'm crazy, but not crazy enough to try this on Ironman.
Robert Jenkins
You should try this again but on ironman mode.
Cooper Rivera
Aw that would be quite a feat. But with how random encounters can be I'd imagine that'd be quite frustrating to accomplish. Still an impressive record so far.
Xavier Torres
haha good luck having someone explain all that
>-meshes and animations are ogf files
nah ogf files are meshes. sometimes they contain animations or references to animation .omf files
.skl = single animation .skls = multiple animations
reccomended programs agent ransack notepad++ (with compare plugin etc etc) OGF viewer Milkshape 3D (more useful than you would think) 3dsmax + plugins/scripts that allow you to work with stalker .object/animations etc see and you will definitely need a converter
lots to learn
Aaron James
its very good.
personally i find MSO as featured in most mods to be over the top, especially in misery where it feels more like doom than it does a real environment.
PR was very impressive to me particularly with some of the AI behavior changes. I have no idea why alundaio dropped it.
theres a merge of PR+AN4+AO3+AF3 and dynamic hud for CoP if you want to try it. Check the "addons" page in moddb, there is two very similar looking addons but be aware they are different, one is what i just described the other is like OWR3 or something.
Nolan Fisher
probably worth noting could only get the plugins/scripts to actually work with the 2012 version of 3ds max
Carson Taylor
You're referring to this, I think:
Bentley Gutierrez
Smurth's HUD and derivatives really need a less dramatic set of broken mask overlays. Even the unbroken one changes the color too much. AA2 ships with a better set, less intrusive while still making the point.
Xavier Ortiz
I'll try it out later, then. Thanks. >theres a merge of PR+AN4+AO3+AF3 and dynamic hud for CoP if you want to try it. That was in the post I was replying to, lol. Yeah I'll try that though the broken mask thing scares me a bit. >AA2 ships with a better set, less intrusive while still making the point. Yeah, this.
Jace Gomez
You should be able to disable the hud overlays with a one line change to the script.
Brayden King
Edit scripts/actor_effects.script from Hud_Reoworked and change function update() if db.actor then local tg = time_global() if tg > upd_time then upd_time = tg+180 hud_condition() fov_r = ammo_r * ( (fov_def-device().fov) > 0.01 and wpn_fx.k_aim or 1 ) end ammo_check() hit_effect() use_item_update() end end
to
function update() if db.actor then local tg = time_global() if tg > upd_time then upd_time = tg+180 -- hud_condition() fov_r = ammo_r * ( (fov_def-device().fov) > 0.01 and wpn_fx.k_aim or 1 ) end ammo_check() hit_effect() use_item_update() end end
fov_r is used in shoot_effect, so you need that to be computed and can't comment out the whole block.
You probably want to comment out the hit_effect() call as well unless you like that sort of thing, you pervert.
Aiden Williams
Thank you! >You probably want to comment out the hit_effect() call as well unless you like that sort of thing, you pervert. W-what does that do?
Angel Barnes
Gives you the hippy hippy shakes when you get hit. Not on every hit, the probability is affected by how much damage you took. But you lose control for a bit and can also drop your weapon. Generally unpleasant especially if you're out in the open, leaving you exposed to more damage while the animation plays out.
The shoot effects stuff is neat. It provides camera-based, animated recoil as opposed to just moving the barrel up. It's taken from an old Rulix mod and is in AA2 (and so also in AMK AE). If you fired the sawnoff in AA2, you know the effect. Hopefully the guy who did the merge added the new AO guns to actor_effects_data.script or some guns won't have the effect.
Christopher Ramirez
>Hopefully the guy who did the merge added the new AO guns to actor_effects_data.script He did, thales seems to be a detail kind of modder. Cool.
-- -- .50 AE -- wpn_desert_eagle = { s = {4}, r = 0, e = { {1.9}, {0.8}, {1, 1}, {3.6}, {5.15, 0}, {0.4} }, p = {blur = 0, black = 0.12, duality_h = 0.05}, },
Shoot effects sound cool, and yeah I remember the AA2 shotty, awesome That's great too
Elijah Young
Actually, the actor_effects_data seems a little light for AO which has a large number of guns. I just checked and the SR3M for eg is not in the table so it won't have the shoot effects enabled. Does Thales100 read /sg/?
The original rx_shoot_enable.script had a cool feature that seems missing in the port done by Smurth: you could set up weapon equivalences for recoil in config/misc/rx_shoot_enable.ltx. So AA2 has this for eg to reuse the G36 anim: [wpn_famas_p3_sk1_hud] shoot_effect = g36
That feature's missing from Smurth's version.
Robert Wilson
Here's a completely untested tweak to Smurth's actor_effects.script that allows for weapon equivalences like in the original Rulix mod. The code is untested and even unexecuted, but the idea is simple enough.
With this in place, you can re-use existing recoil anims for the AO weapons just like you can in the Rulix mod for SoC.
I'll PM this to Thales100.
Anthony Martinez
How do I use dis
Oliver Richardson
The PR+AO+Smurth's merge guy should use it. You have to add it to that merge, then add all of the AO weapons to the wpn_fx table.
Joseph Gray
>Playing AMK Autumn for a couple of days now >Can't see shit due to the vegetation >Everyone else sees just fine and I have no fucking clue where I'm getting shot at besides muzzle flashes I can barely see for the vegetation anyway >Decide to raid the military checkpoint at night since I was in Cordon when night fell >Can't fucking see shit but managed to crawl around anomalies and mines without a torch just throwing bolts >Reach the left fence and climb on debris to get in the compound >As soon as I'm on top of the fence the alarm fucking sounds and I get mowed down >They didn't even have fucking torches lit
Jesus fuck, I can give them that they had night vision, but I made no fucking sound getting there, and wasn't seen or even looked at by anyone. The fuck is wrong with this detection? If I can't sneak in the dead of night without lights and sounds, what am I supposed to do, just go through the front door guns blazing?
Jaxson Campbell
I always set off the alarm too. It's annoying. Install the thanatos tree textures if you want better visibility, senpai. Should be under Options somewhere. You can install it safely even mid game. it's textures.
Cameron Hernandez
Shouldn't you have night vision by now?
Christopher Garcia
Looked good at the beginning so left it like that, but yes, I will change it now. Though I'll probably do a partial switch and only change the grass. The trees look fine and wouldn't want them that empty of leaves.
Nah, just rescued Fox and went back to Cordon. Took my time with the mod and checked things out a bit before I went on with actual missions. Mostly tried it since I wanted to check if the PB alerted anyone if I managed to sneak a kill with it.
Jaxon Howard
It's those bushy things growing at the bottom of trees that most bugs me in AA and AMK AE. Can't lean and shoot sometimes.
Wyatt Davis
Open m_stalker.ltx and raise luminosity threshold to 0.8 and transparency threshold to 0.9 for both settings in Free and Danger mode.
This will stop you from being seen in pitch black night from a mile away, and will stop them from perfectly seeing you through a bunch of trees and bushes. Do note that they will still perfectly see you through grass, as for some reason none of the grass has "vision collision" meshes so to the AI it's invisible.
James Perry
Thanks a bunch man, will have to write this down for later. As for the grass, I'll try to modify the textures, though I'll have to find them first. Apparently the grass textures don't come with the trees folder so I'll have to import them from somewhere else. Though I'll just google that for now, can't be too hard.
Dylan Fisher
Keep messing around with the settings and you should find a happy balance that works well for you. You may also want to set the "always visible distance" to 0, and don't forget to make these changes in m_army and m_bandit as well, and only some of the vision settings from m_stalker carry over to them.
With properly tweaked vision values, I was actually able to go full sam fisher and steal the documents in AA2.1 in the agroprom in pitch black night without being spotted by sneaking around and shooting out the lights, only having to kill one guy near the documents as he was illuminating the entire hallway with the headlamp. STALKER with proper stealth is fucking fun.
Luke Evans
Alright, will get to that now, thanks. This is gonna be good.
Austin Baker
You can stealth that entire level right up to the final floor same as you did without any tweaking in AA2.1. Nerfing vision isn't required, just patience and not switching weapons or saving midway.
Dominic Brooks
Nah, with the default transparency threshold and always_visible_distance bushes don't even impede their line of sight and it's a crapshoot whether or not you make it, versus actually just setting up realistic vision settings.
Point being you don't need to hide behind bushes to do that section. Just avoid their line of sight which is easy to see because they have helpful headlamps on to show you where they're looking at night.
Their patrol patterns are predictable too, you don't need to be Tejas to figure them out. You wait near spawn until the two dudes run by to go to the gate checkpoint, then go up that main passage and wait till the dude comes down the stairs and out the door. You can see his headlamp and progress from outside. The only randomness is whether two of them will walk into each other and get stuck on the stairs.
To complete this, you then go to the roof and knife the loudspeaker. You can switch to your rifle on the roof, the sound will not reach anyone. Go back down to the 3rd floor and shoot the guys blocking the door. Pick up box, pick up scope from the lieutenant if you're playing a mod that leaves it alone. Scoot down the ladder from the roof and out the hole in the back. Go over the hill, keeping an eye for the fucking pseudodog that hangs out near the tree. Etc.
Sebastian Allen
Or, you know, just use realistic vision settings.
Evan Brooks
Whatever floats your boat, senpai. Thing is default SoC vision settings allow stealth.
The bigger problem is sound, not vision. If you don't touch a bush or switch weapons, you're usually good to go by just avoiding their vision cones. The one big fuckup is that is reloads cause weapon draws which cause sound, so don't save when trying to be stealthy.
Aaron Ramirez
>Thing is default SoC vision settings allow stealth. Depends on your definition of stealth. If you mean stealth as in "avoiding line of sight at all times even in pea soup-tier darkness that state of the art 4th gen NVDs don't even work in because the AI has magical vision and will see you" you're correct.
If you mean stealth as in, "If there's no way the enemy can physically see me due to light levels or brush obstructions, thus I can bypass him even if I'm in his line of sight", no, you can't get that in vanilla.
If you enjoy the first, that's perfectly okay. There are also some people who enjoy the fact that in vanilla a dude in a hoodie can take a 77gr piece of lead, copper and steel zipping by at 3000 feet per second, smashing through his cranium (which would obliterate most of his head in real life) and not only still be alive, but accurately return fire in complete darkness through 2 trees and a bush.
Luke Ward
Things I learned today. Here's AMK's inventory space restrictor based on the bulk of items you carry.
That's the bulk of various items. Medkits and Artifacts are 1 pt each. Weapons and armors are looked up in the table below and assigned the bulk as above. So an armor whose name starts with soldier_ will cost 20 bulk units, for eg.
Armor you're wearing and equipped weapons are ignored for bulk. If the sum of everything else is 100 or more, you can't pick up anymore stuff weight limit be damned.
When /sg/ encounters a problem it makes a casualiser edit. No ifs or buts, faggot.
Evan Fisher
I meant stealth as in "avoiding line of sight at the distance of the 10-20m in the Agropom courtyard." Is that too far for people wearing NVGs to see you?
I suspect you're going up between the two hangars and hiding behind that bush there. This would also explain your "it's a crapshoot anyway" comment. Yes, it's a crapshoot as to whether the guard by the checkpoint or the guy patrolling in the building right in front of you will hear you rustle through those bushes you're using for cover. Sound is the issue, not vision. Don't go near any bushes if you're being stealthy.
The original user's question was about being picked off at distance anyways. Increasing opacity of bushes kind of makes some sense there, though you will lose out on some of the oh fuck I've been spotted need to hide if you make them blind there too. But bushes for stealth?
Juan Reed
If I've never played any Stalker games before, should I play them all through with call of chernobyl story mode? Does it change the story/game so much that you should play the game through "as it was meant" for the first time?
Dominic Lee
Look, I get it, you're one of the "vanilla is perfect" guys, and willing to overlook all of the disgusting, easily fixed flaws. For the rest of us, especially those of us that have spent several hundred hours with the series, bringing STALKER from the schizophrenic mish-mash of RPG and counter strike, and putting it more in line with a milsim offers an insanely fun gameplay upgrade.
You can enjoy your broken, shitty mechanics, and we'll enjoy our realistic and fixed mechanics.
CoC "story mode" is functionally just a fraction of vanilla SoC.
I would argue the best progression is going to be CS > SoC > CoP which will mildly spoil one part of SoC if you haven't been spoiled already, but offers the best gameplay and story progression from okay > good > great instead of feeling like you get downgraded after SoC to CS.