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The Warmongers mod (re)announced

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  21:25:02  16 May 2010
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Bowcaster
Senior Resident
 

 
On forum: 03/02/2010
Messages: 205
When is the mod being released...
Can't wait any longer...
Must play STALKER...
  20:41:17  16 May 2010
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johnnythewolf
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On forum: 04/30/2007
 

Message edited by:
johnnythewolf
05/16/2010 20:44:55
Messages: 707
This mod sounds interesting, but how is it different than, say, Total Faction War? I don't mean to start a rivalry between the two, but from the look of the readmes, both mods seem to share many features.
  01:47:08  16 May 2010
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
05/16/2010 1:52:19
Messages: 268

---QUOTATION---

However, emissions will remain disabled, and I frankly don't recommand anyone to re-enable them (not only are they annoying and useless, but also they somewhat mess the faction war and sometimes even quests...).

Why don't you include fluffy22's radioactive emmision? They don't kill you, but irradiate you.
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That's a very nice suggestion, I must have missed the release of this mod (or I thought it was for SOC or something...). However, correct me if I'm wrong, but I believe it doesn't prevent NPCs from being temporarly removed, which is also what I hate about emissions. So I'll have to dig myself to find a way to prevent NPCs from vanishing magically as soon as the emission actually happens. Also, I'll have to find a way to make emissions "really" random (rather than appearing, most of the time, just after you've entered a new level). At first glance, I hear, judging by the script only, it seems very simple to do... Too simple. Stalker is actually rather complex and I've never heard of anyone who managed to make emissions really random, so... I'll end up with *much* more work to do than I would, and also some doubt on whether to arrange this is even possible in this game

I prefer to finish what I've planned to do first (Red Forest, Military Warehouses and Limansk, last armors to tweak and then release) rather than adding more and more stuff there and here (I have many other ideas but they won't be included in first release). Believe me, the new gameplay of this mod will be rich enough to keep you interested for a little while, at least, I hope
But don't worry, much like treasures, radiocative emissions might come very soon after the first version is out
  18:04:16  15 May 2010
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Teh Soul Eater
I didn't do it.
(Resident)

 

 
On forum: 03/21/2010
Messages: 1667

---QUOTATION---

However, emissions will remain disabled, and I frankly don't recommand anyone to re-enable them (not only are they annoying and useless, but also they somewhat mess the faction war and sometimes even quests...).
---END QUOTATION---



Why don't you include fluffy22's radioactive emmision? They don't kill you, but irradiate you.
  17:54:00  15 May 2010
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
05/15/2010 17:55:14
Messages: 268

---QUOTATION---
no emissions, and no hidden stashes...


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As I said it, I could (and probably will) work on this better once the mod is released. But for now, I have tons of other things to think about.
However, emissions will remain disabled, and I frankly don't recommand anyone to re-enable them (not only are they annoying and useless, but also they somewhat mess the faction war and sometimes even quests...).


---QUOTATION---
Stalker isn't a very hard game to mod..
---END QUOTATION---



Hidden stashes editing is probably the easiest thing to do in this game... Certain other parts of it are actually very hard to mod


---QUOTATION---
And my only problem with making the guns un-super accurate, is the fact that when people do that, they also make ammo scarce, which means that not only are you using more ammo trying to pop someone from a decent range, you have less ammo to do it with.
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You will find enough ammo in this mod; it is clear however that you won't find too much advanced ammo in earlier levels (swamps, Cordon). And nice NATO or 9x39 rounds are obviously sold at rather high prices specially in those very levels. Again, I think I got the balance quite right on this, but will be open to all suggestions after the mod has been played by other people
  05:19:29  15 May 2010
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Freke
Chris Metzen's Son
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On forum: 03/11/2009
Messages: 189

---QUOTATION---
no emissions, and no hidden stashes...


---END QUOTATION---



you can always re-add them. Stalker isn't a very hard game to mod..

As for the update on screenies, it seems to me your teasing us with these amazing looking screenshots.

And my only problem with making the guns un-super accurate, is the fact that when people do that, they also make ammo scarce, which means that not only are you using more ammo trying to pop someone from a decent range, you have less ammo to do it with. Which, in turn, means that the only chance you have is CQC (Close Quarter Combat). And to be honest, that's no fun if the AI is allowed to auto target people regardless of what you do.
  23:04:50  14 May 2010
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Teh Soul Eater
I didn't do it.
(Resident)

 

 
On forum: 03/21/2010
Messages: 1667

---QUOTATION---
no emissions, and no hidden stashes...


---END QUOTATION---



If you want me to i'll see about re-adding the stashes.
  22:52:06  14 May 2010
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Bowcaster
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On forum: 03/02/2010
Messages: 205
no emissions, and no hidden stashes...

  00:18:27  14 May 2010
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Teh Soul Eater
I didn't do it.
(Resident)

 

 
On forum: 03/21/2010
Messages: 1667

---QUOTATION---
RSTEVE03 I think Clear Sky is the best of the series.

Firmament So do I, that's why I'm modding it



---END QUOTATION---



I know CS is the best.
  00:14:12  14 May 2010
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
05/14/2010 0:17:25
Messages: 268
Thanks, all.


---QUOTATION---
I think Clear Sky is the best of the series.
---END QUOTATION---



So do I, that's why I'm modding it


I still have some work to do, but things evolve well... I've updated the readme, put in it few things I forgot to mention or recently made (it's sad I can't edit my initial post, though)


Main features:

/GAME - GAMEPLAY/

- Storyline and secondary quests all preserved. Except (maybe) a minority of them I haven't managed to get working like in vanilla game.

- Vastly improved faction wars. Factions are more aggressive and greedy as well. Many new targets added to the faction war, few waypoints improved or fixed. The Monolith, Zombied, the Army and Mercenaries now act as real factions, with objectives and respawn points to hold (the player still cannot join any of them though). Factions can now exterminate other ones, and use their bases as their own.

- The relations system has been improved to fit best with the current Zone (basically, most of the groups of people are no longer rallied or even neutral towards the other ones. One of the only exception to this is that the Duty still doesn't have any sort of problems with the Loners.. Few flaws from the vanilla game have been fixed).

- NPCs now buy almost everything. They may also sell you weapons and outfits (even the upgraded ones!), along with various items (basically, nearly everything the game has, except quest or unique objects). Is hopefully balanced, as this feature has been done in a way that all NPC's inventories actually depend on the character's rank and faction. But, technically, everyone may happen to sell you everything.

- Much more interesting trade system (buy upgraded and rare items. Plus every trader now really act differently to each other...).

- Stalkers are now a little less keen on trying to get you out of their way all the time.

- Working sleeping bag. Don’t forget to sleep or you will get tired and then eventually fall asleep by your own.

- Scar now jumps much better, but won’t carry more than 50kg max.

- You can now sprint while carrying an exoskeleton armor, a PKM or a sniper rifle.

- Better and more realistic headlamp.

- More realistic consumables (food, drink and drugs have been improved and balanced to act more coherently. Overally, they are noticeably less helpful than in GSC's game). Without reporting all the changes that have been made, I must point out that the vodka removes
radiation much better than drugs, this being due to the fact that getting drunk is much more embarassing, when playing, than loosing few health and stamina (in other words, vodka isn't as useless as it is in vanilla game).

- Default health restoration is now much, much slower.

- Better Artefacts respawn system (anomalies may or may not contain an artefact. And whether they do, you have no mean to guess which one until you see it. The artefact may be spawned absolutely everywhere in the anomaly. Hopefully, all this has been balanced carefully).

- The weakest artefacts all have been arranged. They now really have a direct impact on the game rather than just being vaguely helpful whenever the player meets an anomaly.

- Over ten new armors included. A hard work has been done in order to have some of them to feature both an original and a balanced upgrade system.

- A stunning amount of upgraded items (weapons and armors) has been added to the game. You can get them by looting bodies, buying them to traders and NPCs, or, if you are lucky enough, finding them inside stashes.

- Emissions are disabled.

- Added a new extremely rare artefact that can absorb bullets.

- Most doors now stay open (definitely improves certain aspects of the faction war). Will most likely try to manage to find a way to include COP's script in which NPC are able to open closed doors.

- No more treasures (secret stashes revealed after having killed and looted random NPCs. I might work on this again later, but for now, they're disabled).

- NPCs no longer ignore mutants hunting the player, or standing significantly far away from their original spawn point (thanks to Smoq2 for that fix)

- Certain secondary quests or special tasks have been little or deeply arranged, most of them are now a little less repetitive and predictable, and specially are more challenging.

- You can now recruit squads provided that you pay them the right price. Once you have become the commander of one squad, you can give it basic orders such as follow, wait, hold position.


/FIGHT - WEAPONS/

- Each faction is granted many new types of fighters (Bandit exoskeleton, Army commando, Monolith elite soldier, scientist, etc...).

- The weaponry has been revisited and improved (accuracy, damages, upgrades...). Many bugs from the yet 1.5.10 patched game have been fixed. A lot of work has been done to propose truly balanced and interesting weapons.

- 18 new weapons included, plus 4 new types of grenades.

- You can now use your weapon in camps.

- Weapons react more realistically depending on whether the actor is running, standing still or crouching. In Clear Sky, that yet crucial feature needed real improvements.

- Better Ai: Stalkers reload, heal themselves, know which weapon to use according to certain notions such as the distance and strenght of the enemy, loot corpses (includes Smog2's script to prevent scripted squads from acting stupid when performing some special task, and more). Precious other tweaks.

- Each Stalker spawns with a random weapon. According to the faction, the rank, you will still detect some tendancies in certain people’s commonly used weapons, but technically, anyone may carry anything.

- Small and yet existing new possibilities to find more useful and rare items on dead bodies. Dead people will also drop stuff according to their faction (but, for gameplay’s sake, everyone has little chances to drop things he shouldn’t normally carry. I think I’ve worked long enough on this).

- Silencers, while guaranteed to give actual results, now slightly decrease the power of any weapon they're attached to (by power I hear bullet speed, fire distance, and damages).


/MUTANTS/

- All cut out monsters (Burer, Cat...) are back.

- Many new mutants' lairs. The more you hunt them the stronger and more agressive they become.

- On ambient purpose, certain mutants may now happen to eat dead corpses.

- Mutants not only are more numerous, but also have a more agressive behavior towards the player and NPCs.

- Few changes in mutants' abilities and capacities. Most noticeable ones being the Psydog's phantoms now giving light but actual damages, and the Controllers' telepathy aura having an influence over a much wider area than before (the Controller is also clearly faster).


/UI - HUD/

- New transparent inventory menu.

- New arms and HUDs when carrying certain armors.

- No crosshair, no grenade warning, no minimap, no map spots for mutants and enemies in general, and no hit marks.

- No more frames nor detect sound when using binoculars.

- No more loading disk from the HUD.


/VISUALS - SOUNDS/

- Much better textures for food, drink, walls, woods, roads, ground, floors, briks, glasses, weapons, etc...

- New scopes.

- New ingame animations for the Winchester 1300.

- More blood...

- Fully detailed PDA map (most locations now do have a name).

- Weather is more varied, coherent, and visually amazing.

- Many new sounds; the weapons, specially, have been entirely revisited on that purpose. Many of them now have unique sounds for reloading, firing, etc...

- Few unique characters (mostly the ones seen in side quests or special tasks).


Also added a new pic showing a new kind of NPC, Clear Sky dude carrying a SEVA suit. Each faction will have its own SEVA suit, btw (Clear Sky has even two type of SEVA) ^^
As usual, watch it there: http://profile.imageshack.us/user/Francoista4?n=y

Now, I'm going to start a massive play-testing again, hoping to manage to finish the game normally (even though Red Forest, Military Warehouses and Limansk still need to be done).
 
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