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Anyone else HATE Lost Alpha?

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  17:03:24  13 December 2014
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
 

Message edited by:
Roadkilll
12/13/2014 17:05:00
Messages: 1307

---QUOTATION---
From what I've seen most mods that add SoC models to CoP/CS end up being bugged. They are not ported properly and when you kill them they start to bend their knees in opposite way and elbows too when they hit the floor, (maybe it's done better now, correct me if I'm wrong ) but I'm sure they can make it right now.



They dont actually use the SoC models. It is still CS/CoP models and meshes I believe, just with different variations added to them.

A CS Baklava stalker, if done correctly, is not bugged at all. He is just flat out superior looking to a SoC one.
---END QUOTATION---



Maybe you meant Balacalava(baklava is cake,cookie,sweets, dry cake) , yea and I've seen model introduced to CS but sadly it wasn't used :/

And new ones from CS/Cop are entirely new models I think, with a little resemblance to Shocs models. (Gas mask guy from CS/Cop is sucessor of gas mask guy with panorama glass on his gasmask, Bandana guy is succesor of same model, only in Soc he has backpack instead cylinders look-alike breathing bottles.)
  22:51:39  13 December 2014
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Charcharo
Senior Resident
 

 
On forum: 06/23/2009
Messages: 1175

---QUOTATION---
From what I've seen most mods that add SoC models to CoP/CS end up being bugged. They are not ported properly and when you kill them they start to bend their knees in opposite way and elbows too when they hit the floor, (maybe it's done better now, correct me if I'm wrong ) but I'm sure they can make it right now.



They dont actually use the SoC models. It is still CS/CoP models and meshes I believe, just with different variations added to them.

A CS Baklava stalker, if done correctly, is not bugged at all. He is just flat out superior looking to a SoC one.

Maybe you meant Balacalava(baklava is cake,cookie,sweets, dry cake) , yea and I've seen model introduced to CS but sadly it wasn't used :/

And new ones from CS/Cop are entirely new models I think, with a little resemblance to Shocs models. (Gas mask guy from CS/Cop is sucessor of gas mask guy with panorama glass on his gasmask, Bandana guy is succesor of same model, only in Soc he has backpack instead cylinders look-alike breathing bottles.)
---END QUOTATION---



Not really, most of the armors are exactly the same, except higher poly and with better textures.

The headware, some of it received some improvements, others not.
The actual models of the gasmask can be interchangeable and just get reskined in order to conserve some of the SoC variations. The rest can just be imported from SoC.

Balaclava it was. Yeah. Baklava I ate today ...

TFW had the models nailed.
  13:13:41  15 December 2014
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1307
Well, is it possible to update other models from shoc to look good like in CS/CoP.

Since mixing them would be like , you have 2-3 characters done good high poly and better textured , others are same ol' shoc low poly and bad tex.
  13:23:50  15 December 2014
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S3r1ous
Andres
(Resident)

 

 
On forum: 04/29/2014
 

Message edited by:
S3r1ous
12/15/2014 13:30:59
Messages: 1622
Reasons why animations look way better in Call of Pripyat and Clear Sky is Inverse Kinematics, as i understand it, they didnt port this for some reason. I assume its compatibility with old build content. Inverse Kinematics completely changed the model format and huge changes to configs have to be made for it to work. Also they would have to use entirely new version of LUA and ODE. (as i understand it)

Reasons why firefights feel so rigid and controlled (unlike in CoP/CS where they feel way more random and unpredictable) is Smart Cover support. As i understand it, this was also skipped for some reason.
I guess they want to write their own AI or have to.
  13:04:52  16 December 2014
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Charcharo
Senior Resident
 

 
On forum: 06/23/2009
Messages: 1175
*Reasons why animations look way better in Call of Pripyat and Clear Sky is Inverse Kinematics, as i understand it, they didnt port this for some reason. I assume its compatibility with old build content. Inverse Kinematics completely changed the model format and huge changes to configs have to be made for it to work. Also they would have to use entirely new version of LUA and ODE. (as i understand it)*


I would say it is worth it.
As is right now, one of my biggest pet peeves with LA... is that the engine is inferior to CoP's engine in many ways, despite coming 5 years after CoP.

"Reasons why firefights feel so rigid and controlled (unlike in CoP/CS where they feel way more random and unpredictable) is Smart Cover support. As i understand it, this was also skipped for some reason.
I guess they want to write their own AI or have to."

To be fair, AI in SoC is still better then in LA...
 
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