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The Warmongers mod (re)announced

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  13:56:03  19 April 2010
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
04/19/2010 17:57:27
Messages: 268
The Warmongers mod (re)announced

Mod: The Warmongers
Version: not released yet
Author: Firmament
Game: Clear Sky patched to 1.5.10


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 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).

- No more automatic health restoration or bleeding ceasure, unless when using a special artefact or outfit.

- 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.


/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.

- 16 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.


/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...


Pics of the mod can be seen here: http://profile.imageshack.us/user/Francoista4?n=y

I believe there are many high quality ones, so don't hesit to watch them all! However, most of them are coming from older alpha or beta versions of the mod, so they may not absolutely reflect what awaits you on final release.


Due credits will appear in final readme.


This mod represents an absolutely fearsome amount of work, and is not finished yet. But I sense that, with a bit of luck, the official release could be planned at the end of the spring
  14:09:12  19 April 2010
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6342
Looks good. Be interesting to see the readme.
  02:19:38  21 April 2010
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Teh Soul Eater
I didn't do it.
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On forum: 03/21/2010
Messages: 1667
Looks great. I've seen a few of those screens on a thread about screenshots. I guess your that guy.
  01:33:47  25 April 2010
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
04/25/2010 1:34:33
Messages: 268

---QUOTATION---
Looks great. I've seen a few of those screens on a thread about screenshots. I guess your that guy.
---END QUOTATION---



Yes, I am.


It's sad that Clear Sky is not very popular anymore ( was it ever at all, anway :/ ), and yet there are still many excellent mods available for it (I'm obviously not refering to mine, since it's not out yet and who am I to say whether it's excellent or not ).
Regardless, the more I play Pripyat (modded or not) the more I feel motivated to make this a really exciting and challenging mod (two yet crucial notions that were sadly put aside by GSC when they made COP, imho). It'll feature an extremely rich gameplay, perhaps at the expense of loneliness, fear, etc... But was Clear Sky scary and empty? I believe the developpers wanted to make something different with that game, and I want to expend what I believe were their original intents a little more.
  04:35:46  25 April 2010
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Teh Soul Eater
I didn't do it.
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On forum: 03/21/2010
Messages: 1667
I agree with what your saying. I don't see why people dis clear sky, it is the same as CoP in so many ways. If I can get some properly animated guns i will let you use them in your mod, so people will begin to notice.
  05:54:55  25 April 2010
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GeeNo
Caretaker of the infamous Pseudo duck
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On forum: 03/20/2010
Messages: 631
Personally, I like clear sky and shadow of chernobyl pretty much to the same extent, while in my opinion call of pripyat was a step forward and back so to speak, but back on topic. This mod seems impressive, if what you say is true ie you can now actually conquer the other factions then it is the first mod I've seen where it will actually work. Faction commander and mods like it usually have the same problems as vanilla, or are just annoying, try playing as the army in faction commander and try conquering the monolith, i got as far as the barrier to red forest or limansk, and couldn't do it. TFW i tried but the inventory was screwed up, and the fix for it never fixed for me, ie the file was corrupted if i remember, if that wasn't it then it just didn't fix it. And the spartan mod i tried, never got into the faction warfare as it's only beta, and i didn't want to make it any more unstable then it was . Anyway good luck to you and i hope it goes well.
  02:48:13  1 May 2010
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Freke
Chris Metzen's Son
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On forum: 03/11/2009
Messages: 189
I'm intrigued. 100%.


Your forum cheerleader has arrived.

GOGOGOGOGOGOOGOGOO
  03:31:51  1 May 2010
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PhoenixHeart
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On forum: 10/22/2008
 

Message edited by:
PhoenixHeart
05/01/2010 3:32:05
Messages: 1165
Cross-posted to the relevant thread:


---QUOTATION---
Well my point is that while you do indeed balance the normal weapons to usable status, you can still upgrade them, and they become ri-freakin-diculously powerful. I can use an AK74, which you can easily get in the swamps, to take out an entire squad in a matter of seconds. If I have AP rounds, then I can take out a duty exo and Bulat squad before they get a chance to fire back enough to do serious harm.

With an AK.

In vanilla.

My other issue with increasing the guns like that is all you do is increase the number of times you have to load your game. That's even less realistic, and even less fun, as you don't get to load in RL.

I'm not sure, but I think there are ways to make guns more realistic without just making the player load more. I'd have to think on this.

So yea, them's my thoughts on "realistic-alizing" the guns in Clear Sky. As I stated before, this is not true for SoC, as I do agree they needed a boost.

*EDIT* You know what, actually what I think would completely solve this problem is changing the way the upgrades work. Make them normally accurate anyway, and make the upgrades modify other things, like recoil (already does, but still good to keep), weight, etc. I'll see if I can come up with some other ideas. But honestly, upgrading for accuracy has always seemed really dumb to me. What are your thoughts on this? This would make it so that you can actually afford to use a non-upgraded gun and still kill things more than 5 feet in front of you. As it is, you have to fully upgrade your replacement before you can .. well, replace it, or else it's a step back in effectiveness, which is just dumb.
---END QUOTATION---



from thread: https://gsc-game.com/index.php?t=community&s=forums&offset=300

Thoughts?
  22:07:34  2 May 2010
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Freke
Chris Metzen's Son
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On forum: 03/11/2009
 

Message edited by:
Freke
05/02/2010 22:09:05
Messages: 189

---QUOTATION---
I agree with what your saying. I don't see why people dis clear sky, it is the same as CoP in so many ways. If I can get some properly animated guns i will let you use them in your mod, so people will begin to notice.
---END QUOTATION---



The reason they do it is because Clear Sky's storyline doesn't unfold like SoC's does. SoC's story was developed as "quest" driven, around faction fights. Clear Sky's story was 80% faction warfare with story (decently) integrated into it.

In SoC there's a feeling of suspense as you don't know what you're going to walk into once you step through the level changer. As for Clear Sky, the little dots generally give away who's just around the corner.

CoP is way more similar to SoC than it is to CS. It's got the original feel of SoC. And that's another thing, Clear Sky doesn't really give the same feeling SoC does. And don't get me started on modding..my god. xD

-On Topic-
It'd be nice to get an update on mod progress. You know, what's going on, what's been done, what needs doing next..or even if you're just ranting off some 3 thousand word paragraph explaining how you stubbed your toe walking to your computer.

As for the cross post, I don't understand what the fellow is talking about.
A lot of the automatic guns sucked at long range. They would always have significant down drop, or completely veer off course like a musket. But I'd love to see something unique done with upgrades, I'll give him that. Like instead of an under-barrel 'nade launcher, make it a under-barrel shotgun that operates like a real gun, and in the same way.
  01:45:01  3 May 2010
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Teh Soul Eater
I didn't do it.
(Resident)

 

 
On forum: 03/21/2010
 

Message edited by:
Teh Soul Eater
05/03/2010 1:48:51
Messages: 1667
Those dots are easily removed. While clear sky was plauged with minor gameplay issues, SoC was filled with bugs. I never made it through SoC with less than 20+ ctds. My first playthrough of clear sky had 3 or 4 ctds. About the below, in SoC, I had few of those moments. It was too... predictable.


---QUOTATION---
In SoC there's a feeling of suspense as you don't know what you're going to walk into once you step through the level changer. As for Clear Sky, the little dots generally give away who's just around the corner.
---END QUOTATION---



Edit: added the quote.
 
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