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Crucible RC.1 (SSOC 1.005)

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  10:55:31  13 April 2010
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csoldier
Senior Resident
 

 
On forum: 08/30/2008
 

Message edited by:
csoldier
04/14/2010 17:46:00
Messages: 168
New mod - Crucible - RC 1. ( SSOC 1.005 )

CRUCIBLE
========

Modification for S.T.A.L.K.E.R.: Shadow of Chernobyl - 1.0005
_____________________________________________________________

Compiled by Csoldier.
_____________________________________________________________

First of all, full credit to the modders / mod teams of the following mods for the incorporated content –

AMK / Oblivion Lost 2.2 (main gameplay additions).
Priboi Story (weapon sounds, ui_icon_eqiupment icons)
Stalker Complete (weapon sounds)
Gosuke’s Mosin Nagant.
Arsenal Mod (select textures, meshes, weapon sounds and ui_icon_eqiupment icons)
Ceano’s Minimal Hud (modified)
BenAfflecks (GSC.Forum) Nightvision files.
Pre Valve version of Day of Defeat (weapon sounds),
Atrocious’ weapon degradation script (modified).
_____________________________________________________________

Crucible is a stand alone, evolutionary mod for SSOC 1.005, built upon O.L.
2.2. The main gameplay elements that differentiate Crucible are -
1. a more challenging gameplay experience,
2. an emphasis on more 'realistic' gameplay elements (weapons especially) &,
3. variation of a number of in game elements (for eg. NPC weaponry and stash
contents).
________________________________________________________
Download locationS : http://www.megaupload.com/?d=QM7SGYIA / http://hotfile.com/dl/37894851/a32bce1/Crucible.RC1.zip.html (330MB)

Screenshots gallery : http://img18.imagevenue.com/galshow.php?gal=gallery_1271104180421_109lo

_________________________________________________________

A full list of additions/changes can be viewed in the Crucible mod download thread : https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&sec_id=17
  17:08:45  13 April 2010
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890
Sounds nice, looks nice BUT this must be in Mod Download section.
  22:00:02  13 April 2010
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pepcok
(Senior)
 
On forum: 03/24/2010
Messages: 123
looks nice. I like the difficulty (one shot means death in many cases), however I'm curious about missions later in the game - with the highest difficulty level they may be quite unplayable. We'll see I just started poking around in Kordon (got an AK74 from a poor soldier.. LOL)
  23:39:59  13 April 2010
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csoldier
Senior Resident
 

 
On forum: 08/30/2008
 

Message edited by:
csoldier
04/13/2010 23:48:09
Messages: 168

---QUOTATION---
looks nice. I like the difficulty (one shot means death in many cases), however I'm curious about missions later in the game - with the highest difficulty level they may be quite unplayable. We'll see I just started poking around in Kordon (got an AK74 from a poor soldier.. LOL)
---END QUOTATION---



I've found in testing and playing through the game, you will be required to be more cautious and more prudent in using cover. Just don't forget bullets penetrate thin wood and metal more effectively now, so it you will have to use genuine cover.
In addition, there is nothing wrong with discretion being the better part of valour. So a bit of prior preparation before any mission or assault should suffice.
Crucible is playable throughout the game, but this is not a mod compiled for Rambo in mind.



---QUOTATION---
BUT this must be in Mod Download section
---END QUOTATION---



Yep, right here as per this link - https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&sec_id=17
  20:39:21  14 April 2010
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Jarvis
(Novice)
 
On forum: 04/20/2009
Messages: 49
No Rambo mode? Fine with me

Careful use of the word Realistic? Getting better

No 4096x4096 brick wall textures or super-bloom shader settings? Downloading now
  03:10:17  15 April 2010
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ket
Senior Resident
 

 
On forum: 01/13/2006
Messages: 1432
My name is Solid Snake
  03:31:09  15 April 2010
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Nuor
Senior Resident
 

 
On forum: 03/10/2009
Messages: 735
I've noticed even large tree trunks fail to stop bullets but block vision. Is this issue addressed?
  10:32:13  15 April 2010
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csoldier
Senior Resident
 

 
On forum: 08/30/2008
 

Message edited by:
csoldier
04/15/2010 10:55:42
Messages: 168

---QUOTATION---
I've noticed even large tree trunks fail to stop bullets but block vision. Is this issue addressed?
---END QUOTATION---



Which type of projectiles are you refering to and roughly what diameter are the tree trunks in question?
I've found the stance of the 3D character model effects the chance of being hit. When crouching, the 3D model tends to stick 'his' knee out more-so than when standing, even if you lean to the sides. So I tend to stand behind trees more often than not.

In addition, I'll test tree trunk penetration to see how it behaves, but I was of the assumption that even large trees don't stop bullets if the edge is hit where there is less material.

- Edit - OK, I just conducted a test of penetration of trees at Army Wharehouses. I fired at a tree ~3foot, ~1foot and ~8 inches in diameter with 9x19, 5.56, 7.62x54 FMJ and 5.45 AP. Whether I aimed at a wall or a Stalker on the other side of the tree, I didn't see any indication of any penetration. So I may need to conduct further testing.
  17:55:17  15 April 2010
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dufrasnes
(Novice)
 
On forum: 09/29/2008
Messages: 7
Artifact rarity.

I'm playing your mod and I really enjoy it, great job.

Just one question:
So far, in Cordon, Garbage and Agroprom underground, I have only found 3 artifacts, a stone blood and a jellyfish in Cordon and one '(endurance + 8 ) in Agro underground.
None in stashes and none on dead NPC.
Is it normal or do I miss something ?
  23:49:07  15 April 2010
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csoldier
Senior Resident
 

 
On forum: 08/30/2008
Messages: 168

---QUOTATION---
Artifact rarity.

I'm playing your mod and I really enjoy it, great job.

Just one question:
So far, in Cordon, Garbage and Agroprom underground, I have only found 3 artifacts, a stone blood and a jellyfish in Cordon and one '(endurance + 8 ) in Agro underground.
None in stashes and none on dead NPC.
Is it normal or do I miss something ?
---END QUOTATION---




That sounds about right for the current settings.
However, being Release Candidate 1, I do intend to 'fine tune' / tweak the settings slighty before compiling a final build. I'll also attempt to fix any bugs that people experience that I have not.
So overall, it was my intention to make Artifacts very rare at the start, with an increasing possibility of finding them as you progess. Another intention of mine was to limit the chance of finding the same set every time the game was played to ensure people couldn't rely on the same tactics every time. So I've also limited the no. of fixed or scripted spawns for artifacts.
For the next version, I've set a slight increase in the possibility of finding Artifacts, I now just need to test that among otherthings.

One other thing. I personally was not a fan of the AMK Artifacts and never really used them and you probably won't find any with the current settings. However, the ability to create AMK Artifacts is still there, in addition to the recipies.

Thanks otherwise.
 
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