09:20:02 15 May 2010 |
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MeanderingBeing
Senior Resident
 On forum: 07/31/2008
Messages: 762
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Alright, now that I have played the mod some more and gotten the feel for it, I think there are a couple things that should be looked at:
1: The "old medkits" and "old vodkas" etc. Items give you WAY too much radiation. Especially the vodka, considering that the vodka is supposed to help you metabolize the radiation out of your system (although, in real life, I seriously doubt that works in the first place). Using one of these items pretty much spells you're death-sentence. Kind of defeats the purpose of using the medkits and bandages and vodka, doesn't it. On the other hand, I like how the food irradiates you. I think the food should be left alone, the medical items should have their radiation penalty cut in half, and the vodka should have the radiation penalty removed entirely, but should take a NIK (as in a little) off your health... I once had a bottle of Absolute sitting in my room for 1 1/2 years... Goddamn that shit was potent when I finally got around to opening it...
2: Omniscent AIs... It was bad in vanilla stalker, but it's really bad now. For example, I was sneaking around the bandit base in Dark Valley, and ghosting everyone... Every time someone got knifed, every living person in the base would just start frantically shooting in my general direction for a good 20-30 seconds. And honestly, it makes the lack of mini-map/contacts almost utterly pointless, considering I can count how many guns are going off, where they are, and what kind of guns! (Yes, I am that much of an audiophile)
3: Tushkanos have too much weight!!! I ran one over with a tractor the other day... I was surprised when I landed on the other side of the map... So I tried it with another vehicle, same thing happened. Tushkanos, for some reason, can push a friggin car around, and launch them across the map if they're going fast enough. Now that I think about it... I think I might have it frapsed......
4: Switching weapons should be more quiet. I hate it when I see a dude with his back to me, so I pull my knife and it's instant turn around and shot to the face. It's very frustrating. Although, it is funny when you sneak up behind them, and just unload an entire clip in their back at point blank range... I never heard bandits literally SCREAM as they died until I did that.
I'm not trying to be picky, or a pain in the ass. I am just trying to give constructive criticism. You got a great mod going here, and I'm enjoying it, but there is no such thing as perfect. We can always do better! 
A man CHOOSES, a slave OBEYS!
{{IMG}}http://i401.photobucket.com/albums/pp91/MeanderingBeing/AC130spectres.jpg{{/IMG}}
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08:35:05 16 May 2010 |
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csoldier
Senior Resident
On forum: 08/30/2008
 Message edited by: csoldier 05/17/2010 5:41:54
Messages: 168
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Well.
1. The radiation level of contaminated items was set to a level that would trigger the on screen 'radhaz' icon so the player would be aware of being irradiated if a hotkey was accidently pressed. At that stage I wasn't aware that the 'timing' of the radhaz icon could be controlled potentially by a setting in the 'system.ltx' file, but now I may be able to lower the radiation level of fouled items and indicate the on screen irradiation sooner.
Bear in mind, irradiated medicinal items aren't absolutely useless. Contaminated bandages and medkits will still inhibit bleeding and contaminated medkits still provide a smaller health bonus initially. Obviously, as the player you need to make a decision at any given point whether you can to use a fouled item for what little gain there is. Especially later on near the NPP.
2. The response of the AI to your actions isn't ideal, but part of that is due to the nature of the X-Ray engine. I've tried some new settings, but will continue further to mitigate AI hearing without making them deaf. In addition, I'm already trying to prevent the AI from hearing the unholstering of a knife.
3. As previously mentioned, vehicle quirks and physics are set as they are by GSC and/or O.L.2.2. Being essentially an unfinished element of Vanilla SSoC that was later added into O.L.2.2.
I have reduced the no. of vehicles that were added to O.L.2.2. and most likely will reduce the no. further, but retained the vehicles for the ease of testing and navigating the Zone while creating Crucible.
As for removing vehicles entirely, that would require a seperate all.spawn, which wouldn't be difficult by any means, it just wasn't an intention initially.
4. As for the jumping height, which I admit is a little generous, a pet hate of mine in most video games is the inability to vault oneself up over obstacles. So I've retained the O.L.2.2 jump height settings as a way of allowing a psuedo method by which you can climb over obstacles that aren't that tall or difficult to cross if you were to come across them in real life. |
10:42:21 16 May 2010 |
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csoldier
Senior Resident
On forum: 08/30/2008
Messages: 168
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---QUOTATION--- Just out of curiosity, where are the files for the contaminated files located at? I might try fiddling around with them a bit to see where abouts I like em at... ---END QUOTATION---
S.T.A.L.K.E.R\gamedata\config\misc\items.ltx |
05:40:42 17 May 2010 |
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csoldier
Senior Resident
On forum: 08/30/2008
Messages: 168
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---QUOTATION--- Is there an ETA on the update, csoldier? ---END QUOTATION---
Unfortunately, 'when it's done'.
I'd very much like to finish it today, but time is definitely not on my side.
In fact, compiling the first version of Crucible took nine months.... Which I never expected initially. The next version should not take anywhere near that amount of time, I don't even expect it to take nine weeks.
Maybe I'll look into an interim version to at least fix existing bugs. |
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