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STALKER: ShoC Uncut 18 [MOD WIP]

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  01:19:59  27 November 2011
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
11/27/2011 1:38:44
Messages: 1159
STALKER: ShoC Uncut 18+ [MOD WIP]

No, it will be not an adult version of the game.
This thread supposed to be a working thread for a mod, which I'm developing already for some time.

Why 18+?
The vanilla game has 18 levels, and this mod adds 5 classic level with a-life and main/side storyline events to ShOC, and tries to stay close to the vanilla game, however it contains ZRP fixes and some gameplay enhancement.

Why uncut?
I liked the idea of the Old Storyline Restoration Mod (OSRM), to restore main and side quests, features and levels from older builds, but it's not a copy of that mod, although I want to borrow some things. I'd like to collect all bugfixes, features, quests, which make the game more interesting, and fit into stalker world.

New/reworked levels (all recompiled with high or 3,3,3(4),4,4,9 settings, and all have validated ai maps):
- build 2571 Deadcity, a-life by GSC, scene released by Max, Loxotron and Dezodor
- build 2571 Darkscape, a-life by GSC, the helicopter chase mostly taken from the build 2571 test spawn
- build1935 Generators, a-life from old GSC design docs and level plans from 2004
- build1935 Warlab, a-life from old GSC design docs
- build1935 Secret Lab, a-life by me
- reworked Stancia_2, a-life by me
I have to recompile Stancia2, according to the main storyline changes. No more teleport on Stancia2, we can reach all building with ladders. I removed the generators from Stancia2 (you can guess on which level can you find them). Completely new ai map (Stancia2 vanilla ai map is very deficient, discontinuous, and basically has only just few graph points and you can spawn easily out of ai map). Also, I deleted the Stancia2 alife and new events, main and side quests happen in this level.

CREDITS (planned and used mods):

unified Priboi - Dexxx blowout from Dexxx (OGSM) and from Dezowave/dezodor, merged by Meltac
>Dynamic campfire by kstn
>Fixed statistics by kstn
>Dynamic Weather and Ballistics tweak by nandersen/notanumber
Stalkers are not blind by Red75
>Stories revival by Red75
>fixes from Bardak, Natvac, GSC community
fixes from unofficial 1.0007 RC2 patch
>1154 beta hud by Darius6
Sleeping zones from OGSM
>loot from AMK
>Ragdoll physics by Lexmalin
>Photorealistic Zone and creatures by Argus
>Shaders Max by King64

Other features (planned):
- EAX areas on every level
- new main quest: "Destroy the Monolith" aka "Final Battle", taken from the build2571 test spawn
- Anomalies from old builds (Rusty hair, Ameba, Fireball, Elevator, Burning fuzz)
- Enemy "uses" projectors (search light)
- Stalker archeology - classic quests from OSRM/old builds

.. and many more.

Release: errghhh.. in the future. I'm working slow and mostly alone.
I'm ready with the rest of the features, alife, all the new levels are recompiled and look fine.

TBD in 2012 before the end of the world I hope.
  01:28:00  27 November 2011
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iloveSHOC
Senior Resident
 

 
On forum: 02/03/2010
Messages: 747
Sounds great looking forward to your mod good luck.
  02:53:17  27 November 2011
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Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
 

Message edited by:
Lijenstina
11/27/2011 2:54:49
Messages: 1902
2012 is Stalker 2 ? Are You using Maya 2012? I'm stuck with 2009
  04:40:55  27 November 2011
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438
I love OSRM, though the language is a problem.

Everything is taken from old builds, expanding on the vanilla story, game fixes, more polish...

If you confirm you won't be adding weapons nor models that are not early-build or compliment existing stuff and keep the re-textures to a minimum...

Then this is my dream mod.
  12:46:45  27 November 2011
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
11/27/2011 12:48:52
Messages: 1159
@MrSeyker, you get my point, exactly this is my goal! I don't want to collect all possible mod and map, and overburden the engine over the top with them. I want to stay close to the old stalker feeling, but fixing some of the game's weaknesses regarding gameplay. I want a stable mod, and have as much "authentic" stuff as possible.

Maybe Argus textures will be only optional, the new levels has only some new textures (intro, terrain, map), and every other texture is present in vanilla gamedata.

I planned only one new weapon, the ultimate one would be the PKM, in two version, carried in hands and the trenoga-tripod version, both can be used by npcs too.

If you have some wish weapon from old builds, just say.

In my signature there is a gallery, where you can see some screenshots from the mod.
  12:56:13  27 November 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1991
Hello

Thank's for the gallery of awesome screens!

DarkScape seems marvellous!So beautiful!!

Good luck,we wait patiently for your fantastic work!
  18:37:22  20 March 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1159
Project goes to open source.

I don't work longer on this mod.
For me there is no point to continue this project, but if a modder is interested, i can upload the mod gamedata. It works quite well, without major bugs. All new map is game-ready. Dead City and Darkscape main storyline missions are ready and implemented into the storyline.

If you are interested, drop me a mail.
Please don't ask me about "just rip for me only this or that map"...
  02:58:21  23 March 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
Messages: 1432
I'm interested in that gamedata folder Your mod has done a lot of stuff I intended (but wasn't going to do because I also work by myself modding) to do. I can certainly pull a lot of stuff from what you have already done
  08:59:56  23 March 2012
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chaosshade
(Senior)
 
On forum: 09/12/2009
Messages: 86
Are you going to include additional weapons too or are you going to keep the vanilla collection? Admittedly there's quite a few of them in the first place, but I've become accustomed to playing w/ like half the world's arsenal of weapons on hand, lol.
  14:40:50  23 March 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
Messages: 1432
Some of this mod will be merged into my mod. My mod adds some now weapons but my mod is aboult realism and whats practical. Its not practical to have 100+ weapons in a game that isn't big enough to be able to balance them out between levels and NPCs. (yes any weapon I add I make so NPCs can use them too) Besides, most people would consider 45 weapons to choose from more than enough
 
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