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Mod Requests and Suggestions

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  22:50:36  8 May 2010
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
~Alexk, there are two types of jobs.
The first is return item. You have to go find a unique item and return it to the leader. All faxctions offer these, however, they must be done in storyline order (Marsh -> Cordon -> Garbage -> Dark Valley -> Agroprom -> Yantar -> Red Forest -> Military Warehouses.

The second is deliver item. Only Clear Sky squad leaders offer these. There are some for stalkers, loners, freedom and bandits, but they are commented out in vanilla. I did restore some of them in my previous gamedata setup, and I might re-enable them again, and release a mod. Its also a good way to gain standings with Factions, and make a little bit of extra cash.
  18:54:45  8 May 2010
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
Messages: 4387
Generic tasks are stored in configs\misc\tm_levelname.ltx - there's no scripting required, the script for this mission type already works fine. Many levels outside the Marsh & Cordon have these 'bring item' quests set-up in the configs, but commented-out. You can re-enable them, but be warned, some are buggy and will require modification. Also, the cash and goodwill rewards for these quests are pretty high by default, so re-enabling them poses a pretty major balance issue (especially considering how easy it is to earn money in the vanilla game).
  18:30:56  8 May 2010
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AlexK
(Novice)
 
On forum: 05/08/2010
Messages: 3

---QUOTATION---
To restore those would take a bit of time and some script working. Have you unpacked your files? If so, look around for a script that has to do with returning stuff. Then set the chances for each faction. Voila' it should be done.
---END QUOTATION---



Man oh man! You make it sound so easy
This has shown me I'm not nearly as proficient with this engine as I should be to start messing around with it! (I really suck )

OK, I'm working under the assumption that the CS faction does still offer these quests while the rest don't but looking through I can't find where it (csky) might differ from bandit,dolg,ecolog,freedom,killer,stalker or where any chance values are.

I'm gonna have a look at the scripts from the unpatched game, hopefully see where it changed.
Any other ideas?
  14:27:29  8 May 2010
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AlexK
(Novice)
 
On forum: 05/08/2010
Messages: 3

---QUOTATION---
Only CS leaders offer these quests.
There are incomplete quests for other factions in the quest files, . . .
---END QUOTATION---



Really? Cos as I said, in my unpatched game they worked fine. Clear Sky, STALKERS, Duty, Freedom (dunno about bandits however) all offered them - I was pretty happy with it because it meant I got my Bulat cheap.

The odd ones were Duty though - they mostly kept asking for Sunrise Suits and the SPSA-14 shotguns when the rest wanted ammo (9x18, 12x70 shot, 5.45x39 while Duty only asks for 5.45x39BP), grenades (3x RGD-5), etc.


---QUOTATION---
It is possible to restore these with correct rewards and descriptions.
---END QUOTATION---

Great! How would i go about restoring them?
  13:48:21  8 May 2010
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
Only CS leaders offer these quests.
There are incomplete quests for other factions in the quest files, but they are commented out. It is possible to restore these with correct rewards and descriptions.
  13:26:42  8 May 2010
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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
  12:30:30  9 April 2010
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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.
  06:36:43  5 April 2010
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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.
  01:04:25  23 February 2010
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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
  08:00:27  6 September 2009
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Freke
Chris Metzen's Son
(Resident)

 

 
On forum: 03/11/2009
Messages: 189
Alright appreciate it. Mine usually only work after I change levels. :[
 
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