ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Clear Sky Forum » Mod discussion
Mod Requests and Suggestions

« Previous 10 events | 1 ... 6 7 8 9 10 11 12 13 | Next 10 events »| All Messages
Question Do you ever bother voting in these polls?
Answers
Yes, always. Can't get enough of them.
No, never have, never will. Ever.
I can't even read.
Oooh, pretty button!
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  17:10:18  28 August 2009
profilee-mailreply Message URLTo the Top
Octavarium
(Novice)
 
On forum: 08/28/2009
Messages: 1
Hi all

I am wondering if there is a mod that allows you to continue the game after completing the main quest? Thank you!
  13:21:03  1 September 2009
profilee-mailreply Message URLTo the Top
Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1690

---QUOTATION---
I am wondering if there is a mod that allows you to continue the game after completing the main quest? Thank you!
---END QUOTATION---


http://privat.bahnhof.se/wb220832/stalker/mods/clear.sky/cs.freeplay.mod/S.T.A.L.K.E.R.-C.S.Freeplay.Mod-v1.1.rar
  16:42:23  1 September 2009
profilee-mailreply Message URLTo the Top
Otter
wants a pet pesudodog.
(Resident)

 

 
On forum: 06/08/2007
 

Message edited by:
Otter
09/01/2009 16:51:42
Messages: 370

---QUOTATION---
A mod that adds SoC locations to Clear sky. So Pripiyat will be the sight of a huge urban battle again.
---END QUOTATION---



This.
Though I doubt it would be possible, or at least feasible, since they'd have to be converted to the new version of the engine (rebuilt?) and then fitted with smart terrains so the AI worked properly.
But Da**, seeing full-scale faction war accross Pripyat, or seeing one faction slowly take control of the road to the Scorcher...

Speaking of Pripyat, though, is there anything that makes the factions actually war over Limansk? There's the story-line conflict, but after that I don't see any factions moving there and fighting bitterly for control like they should be.
.......

Something that actually makes the Loner comments in Yantar about the constant onslought of zombies, and Duty's comments about cutting down dozens of mutants every night, actually true.
As it is, it seems there are only specific points along the main story where any of this actually happens, after that the zombies go away again, and the mutants largely stop attacking.
  07:39:45  5 September 2009
profilee-mailreply Message URLTo the Top
Freke
Chris Metzen's Son
(Resident)

 

 
On forum: 03/11/2009
Messages: 189
How about an auto save feature eh? ;DD
  09:13:26  5 September 2009
profilee-mailreply Message URLTo the Top
Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1690

---QUOTATION---
How about an auto save feature eh? ;DD
---END QUOTATION---


The game already has an autosave feature, however the interval is very long... 1 hour and 5 minutes. You can change it to a more desired value in configs\alife.LTX:
    autosave_interval			= 01:05:00

  08:00:27  6 September 2009
profilee-mailreply Message URLTo the Top
Freke
Chris Metzen's Son
(Resident)

 

 
On forum: 03/11/2009
Messages: 189
Alright appreciate it. Mine usually only work after I change levels. :[
  01:04:25  23 February 2010
profilee-mailreply Message URLTo the Top
RSteve503
Senior Resident
 

 
On forum: 02/07/2010
Messages: 179
Weapon Ballistics

Sorry if this is already discussed -- dont have time to read the whole thread.

After playing Chernobyl and Clear Sky and several big mods for both, I am moved to comment on weapon ballistics.

If it were not for the frustration imposed I could laugh.

In general, shotgun ballistics are ridiculous. When shot leaves the barrel of a shotgun, it does not spray out like a garden hose. It stays in a small mass.

I stood 10 meters from a wall and fired shotguns at it, getting like a 2 meter spread from a long barrelled SG. I think in real life you might get that from a shotgun with no barrel, but not otherwise. And seeing the shot hit 30 m away in a spread 5-10 m wide is nonsense.

And in one mod the BM16, sawed off barrel, had a tight pattern and the TOZ, a long barrelled gun, had a very wide one.... thats not the way it works.

Then we get to bullets, from rifles and pistols.

Sorry, but the pattern from a number of shots fired from the same gun, with the aim point the same, will be very tight. In Stalker, at 30 m you can see bullets hitting at spots a meter or two from each other, same aim point.

And... guns do NOT get less accurate when you are running. Shot does NOT magically have a wider patter if you are moving than if you are still.

In general I love the game(s) but the ballistics needs work in most mods.

Carry on
  06:36:43  5 April 2010
profilee-mailreply Message URLTo the Top
chuppa
Senior Resident
 

 
On forum: 04/11/2008
 

Message edited by:
chuppa
04/06/2010 1:04:58
Messages: 409

---QUOTATION---
Weapon Ballistics

Sorry if this is already discussed -- dont have time to read the whole thread.

After playing Chernobyl and Clear Sky and several big mods for both, I am moved to comment on weapon ballistics.

If it were not for the frustration imposed I could laugh.

In general, shotgun ballistics are ridiculous. When shot leaves the barrel of a shotgun, it does not spray out like a garden hose. It stays in a small mass.

I stood 10 meters from a wall and fired shotguns at it, getting like a 2 meter spread from a long barrelled SG. I think in real life you might get that from a shotgun with no barrel, but not otherwise. And seeing the shot hit 30 m away in a spread 5-10 m wide is nonsense.

And in one mod the BM16, sawed off barrel, had a tight pattern and the TOZ, a long barrelled gun, had a very wide one.... thats not the way it works.

Then we get to bullets, from rifles and pistols.

Sorry, but the pattern from a number of shots fired from the same gun, with the aim point the same, will be very tight. In Stalker, at 30 m you can see bullets hitting at spots a meter or two from each other, same aim point.

And... guns do NOT get less accurate when you are running. Shot does NOT magically have a wider patter if you are moving than if you are still.

In general I love the game(s) but the ballistics needs work in most mods.

Carry on
---END QUOTATION---



Have you tried out Chuppas Clear Sky?

Essentially there are two separate issues with weapon performance / behaviour in STALKER games: one is the outright performance aspect and the other is actual mistakes and faults.

Your quoted example of the incorrect behaviour of those shotguns is a case of the latter issue and relatively easy to fix - the performance aspect is trickier as it boils down to a fairly subjective thing and requires a fair bit of adjustment to lots of stats to achieve proper and balanced results.

The two ends of the spectrum are full realism / accuracy of performance IAW real world stats, - and the other is performance scaled down to suit the game environment and desired gameplay "balance".

In the absence of any way to more individually tailor the behaviour of each ammo type, various compromises and workarounds are necessary to achieve the desired result - such as using dispersion to compensate for effectiveness being too great with distance - ie. for buckshot I use dispersion as a way to regulate it's effectiveness vs range performance - buckshot is modelled as a group of individual bullets so final effect is directly related to the number that hit the target with the problem being that they have about the same effect at 100m as at 3m so making less of them hit as distance increases is the obvious fix. The quoted situation of Toz34 having wide dispersion vs BM16 sounds like either a simple oversight or a lazy way of compensating for Slug and Darts effectiveness at distance - ie. by making the Toz dispersion quite large it's not an uber cannon when used with Slugs and Darts - but the base weapon dispersions SHOULD have been made to be correct in relation to each other, then the ammo dispersions used to finally control Slug and Dart accuracy. Keep in mind too that because buckshot is handled as a group of individual bullets fired simultaneously, the nett effect of increased dispersion (decreased accuracy) factor is a wider spread of the whole group. That does need to be taken into account when adjusting shotguns behaviour.

I've recently been reworking weapons in SoC, CS and CoP with a mind to exactly the sorts of things typified by that shotgun issue - and paying particular attention to making close and far effectiveness of all weapons more "correct" by increasing the global air resistance and then using weapon and ammo stats to tune each weapon's performance to feel right - tho all in a scaled down fashion to suit the game environment - ie. instead of assault rifles being deadly right out to over 1000m and decently accurate to 600 or so, they're dangerous AND accurate to maybe 160m but fall off in both from there. Pistols are quite powerful and accurate but effectiveness falls off drastically with range - someone 100m away might be hitting you consistently with a HPSA but you'll take little if any damage unless you have no body armour. The thing that's taking longer to sort out is armour factoring - ie. the balance between bleeding effect and outright health hit such that assault rifles and pistols behave correctly in relation to each other inasmuch as for example a chest shot to body armour from a HPSA pistol at 4m will knock maybe a tad less overall health off than the same shot with an AK74, but the AK will cause a big bleeding factor. So far results are excellent with the result being that a couple or more hits from a pistol as described can be survivable - as well as maybe one from the AK, but 2 or more from the AK are pretty much a kill - and even the single shot will need IMMEDIATE "first aid" else it's all over. I'm also trying to make peripheral hits carry relatively little hit damage with the main effect being bleeding - ie. overall body part damage is bleeding factored and then hit damage is added to major parts. Combat is feeling VERY VERY good with this set of values so far.
  12:30:30  9 April 2010
profilee-mailreply Message URLTo the Top
Yull
(Novice)
 
On forum: 04/09/2010
Messages: 6
What every mod must feature ?

I think that every mod must include:
- a sleeping bag: many players of vanilla hat to move during night.
- freeplay mode after finishing the main quest.
  13:26:42  8 May 2010
profilee-mailreply Message URLTo the Top
AlexK
(Novice)
 
On forum: 05/08/2010
Messages: 3
Suggestion

In my unpatched game there was always (well very rarely was there not) a quest available from a squad leader, even if it was only a deliver ammo/grenades/medkit mission.

It was a good way to get cosy with any particular faction as well as being a good alternative to mass murder for making money.
It also felt good to be able to charge similar to what traders do

Since I had to (due to emission bugs) patch to 1.5.10, all i seem to get in response to "How can i help?" is "You can't"

I'm half way through and asking every squad leader. And i've gotten exactly 5 deliver quests

I just want to bump up the frequency
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Clear Sky Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2019 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.