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Sky Reclamation Project (SRP)

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  17:34:58  8 October 2017
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RK Roadkill
Merc
(Resident)

 

 
On forum: 05/27/2011
 

Message edited by:
RK Roadkill
10/08/2017 17:35:20
Messages: 1296
Hi Decane.

I have been playing with SRP 1.1.3 and Swamp part went smooth no issues at all. Faction war was smooth too.
In Cordon now and I didn't get the task to help the stalkers near bus stop while heading to stalkers near broken bridge.
Also I see bullet tracers through objects like walls and ground.

Thanks for making CS a better game and for you effort and your persistence
  22:44:58  2 October 2017
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1690
The SRP is now on GitHub

http://www.moddb.com/mods/srp/news/srp-now-on-github

A pre-release version of SRP v1.1.3 is available for those eager to help me test it: https://github.com/Decane/SRP/releases - it should auto-resolve any faction war stalemates.
  16:41:01  29 August 2017
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Emmet Otter
Senior Resident
 

 
On forum: 03/11/2008
Messages: 230
whats the status of ZRP? If I had to choose which vanilla version is the best out of the 3, it would be CS! Unfortunately it doesnt get the attention it deserves when it comes to modding =(
  23:30:57  14 July 2017
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fellow
(Senior)
 
On forum: 01/31/2013
Messages: 61
little bump to check on Decane, hope you're doing fine
  15:59:21  26 June 2017
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zZz1
(Senior)
 
On forum: 01/12/2016
 

Message edited by:
zZz1
06/26/2017 16:00:00
Messages: 67
Original hud models Toz34, mp5, beretta92 have problems with polygons, also part of the pistols does not have the animation of the trigger. Fixed meshes from CoP: http://rgho.st/8M564cZcJ
  02:39:09  26 June 2017
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
06/26/2017 2:48:40
Messages: 26639
Sky Reclamation Project (SRP)

Three Mile Island~

Yes, having multiple loading levels helps enhance the immersion of having
to travel greater distances. For example in SoC you could sprint from the
Rookie Village in the Cordon to the outskirts of the CNPP in no time if you
applied yourself and didn't get sidetracked by side quests, scripted NPC
and/or mutant obstructions. Remove the Bandit delays in Garbage, the
need to get the documents from the Agroprom to open the way to Rostok,
remove the Monolith impediments in Army Warehouses, Red Forest and
Pripyat and the actual distance would be done in less than half a day.

Call of Pripyat being so much larger and wider in areas, allows the Player
to go around any of the trappings the other levels can restrict and impede
in the other Games, making it's use of going to the end corner level changer
a thing of the past. As we all know Call of Pripyat uses "guides" to go to
other levels necessitated by the use of having to perform certain functions
and the sequence of events before multi-level travel is allowed. No more big
productions at a level changer to fight insurmountable odds to pass through.

TS
  01:29:08  26 June 2017
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Charcharo
Senior Resident
 

 
On forum: 06/23/2009
Messages: 1175
There are several levels of realism.

One of them is a very realistic game. Think ARMA.

The other is an authentic game. STALKER and Witcher 3 fit here.

Far Cry and Bethesda games and CoP are in different category though. That is my point. No idea for a name for it
  20:35:19  25 June 2017
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Three Mile Island
Senior Resident
 

 
On forum: 11/04/2008
Messages: 2413

---QUOTATION---
This doesnt mean CoP is bad or its world design its bad. But I feel it more like a game and less like a real place. In a Far Cry title, thats fine. In a possible Wolfenstein Open World... fine too, hell BETTER even. In STALKER though? Nope, I prefer SOC and CS's design.
---END QUOTATION---


Not sure I understood that, could you elaborate? To me a game can try to be realistic (I include Stalker there, despite its supernatural parts), or not even pretend to (like chess or Pac Man).
  18:57:48  25 June 2017
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Three Mile Island
Senior Resident
 

 
On forum: 11/04/2008
Messages: 2413

---QUOTATION---
I think what makes it stand out so much in Call of Pripyat is that you do
have such wide open spaces. With the two previous games being so many
levels, leading to more linear design from one level changer to another, it
gives more the illusion of having a concentration of anomalies and places. If you chopped up Jupiter or Zaton into smaller strips it would be very similar.
---END QUOTATION---


Also you get a sense of size because the levels in SoC/CS are located far apart from each other in the Zone, so waiting for a new level to load feels like an imaginary travel. So even though the CoP levels are a little larger than in the previous games, they're not large enough to allow natural transitions between the different areas, and as a result you might find a beach resort next to secret military installations... But imagine combining all the SoC/CS levels into a single big one. If they were all placed right next to each other, the result would be like CoP (or worse). But if the distance between each level's Zone location was preserved, it would result in a huge level with lots of empty wilderness between the original levels.
  23:28:35  24 June 2017
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Charcharo
Senior Resident
 

 
On forum: 06/23/2009
Messages: 1175
I cover (ironically) some of the problems with CoP here:
https://www.gnd-tech.com/content/1051-The-Witcher-3-Wild-Hunt-Complete-Review-of-the-base-game%21/view/4

Basically GSC made SOC and CS to be a world first, game second. Then they did changes to make it better for gameplay of course, but it FEELS better in a game like STALKER for the game to be made less like a game. If that makes sense.

That is the same way most of the Witcher 3 and Lost Alpha were made. I also believe that for many (not all) Open world Games, a GSC / Dezowave/CDPR approach is better than the CoP/Bethesda/Far Cry way of making a game world.

This doesnt mean CoP is bad or its world design its bad. But I feel it more like a game and less like a real place. In a Far Cry title, thats fine. In a possible Wolfenstein Open World... fine too, hell BETTER even. In STALKER though? Nope, I prefer SOC and CS's design.
 
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