It's really a personal opinion after playing SGM, but for the sake of not arguing I'll edit it.
Horrible page king, have an Abakan:
![]()
It's really a personal opinion after playing SGM, but for the sake of not arguing I'll edit it.
Horrible page king, have an Abakan:
![]()
Nah, it doesn't matter. I just still have flashbacks to that fucking barge mission.
Aside from that painful mission which took luck (in the NPC's not getting fucked over) rather than skill, the Alpha squads and factions were pretty cool.
sweet, just got the redux random weapon system fixed, npcs now actually use the addons they spawn with on their weapons rather than them hanging around in their inventory.
Is there still rookie bandits with RPGs?
Yeah, I'm not denying that, but things like "a controller that stops you from using your weapons", rather than presenting an additional challenge to the player by removing the usual set of tools he uses to solve problems, just feels arbitrary and irritating. SGM adds much needed content to SGM, but it feels like the creator is more interested in adding new stuff to the mod than balancing the old stuff.
do any of the attachments apart from silencers actually do anything in the hands of NPCs?
http://www.amk-team.ru/forum/index.php?showtopic=10631
RMA is hardly well known though - less so than OGSM, really. Which is a shame, as it's one of the most... 'complete' SoC mods I've seen in ages, in terms of bugginess (or lack thereof) and features.
I will never forget that bandit with a grenade launcher that rained death upon Zaton. Scariest 2 minutes of my life.
Yeah, that's how I feel about SGM now that I'm near the end. It's great for adding content and more things to do, but overall I think it pales compared to things like Redux or Misery that change up the gameplay in a more balanced way. SGM still felt kinda like vanilla COP, but those 2 and mods like it feel like they change the game at a more fundamental level.
I finally beat SoC for the first time!
X-18 was terrifying with just an IL-86
Also, here is BuddieBBB's translation for it :
http://www.mediafire.com/?4goungodxzdfmbg
I'd like to know this one too. Especially since some mods enable the NPCs to use underbarrel grenade launchers attached to the weapons, it'd be interesting to know if Redux will use such and A.I plugin.
Also one thing I've been wondering : Do any of you modders know if the NPCs use Nightvision ? I mean, does any of the games make the NPCs with NVG-enabling suits to see better in the dark than those without ?
I decided to try out the Lurk mod for Shadow of Chernobyl and uh, wow that's alot of bloom.
FAAAAAAAAAABULOUUUUUUUUUUUS bloom.
no NPCs don't actually use addons for weapons really unfortunately, and things like NV don't change anything
Is there a mod that exists whereby you don't find an automatic until about 2-3 hours in? I'm tired of playing and finding an AK-74 within the first half hour only to find every NPC with them afterwards, and never seeing a pistol being used again.
you could do what the guy who made MSO did and made NPCs that spawn with NV capable armor better vision in darkness, and npcs that spawn with scoped weapons greater view distance. Kind of cheating but it achieves the same effect.
I think the latter could be used for characters like Freedom snipers that spawn with actual sniper rifles at least.
Claimed by the zone
No idea, that image is the only thing I found.
Does anyone have a link to that PDF of Roadside Picnic? It sounds like its really a good read.
This one?
http://www.cca.org/cm/picnic.pdf
Yes! Thank you!
You know, I don't think I've ever used the L-85 for more than five seconds. Never really used the LR-300 either.
You are welcome. :)
Was this by the same guy who made all of those other models, like the Clear Sky, Bandits, and Military ones?
Also, what does RMA change? I know it throws in a bunch of cut shit, but graphics and gameplay wise, what changes with RMA?
Graphics - no change
Gameplay - reintroduces detectors (and implements them properly), story changed a fuckload, a few extra new levels
It's mostly vanilla with extra content. It makes a good base for other mods to be piled on top of.
As far as I remember, RMA was all about adding all the cut storyline back into the game.
Any AMK:SE type mods piled on top of it? Also, would there happen to be a link nearby?
Its posted on this very page, and RMA by itself is exactly what he said, its just new areas and the story change. There are lots of Addon versions of RMA though such as SHADOWRMA, or Ultimate RMA, they're all in the link too but I don't know if the translation works with them sine they add other things.
So I'm in Pripyat, and I see a burer. Since my armor was broken I started to run for cover. I didn't make it far when the burer used its powers to drain my stamina and make me drop my weapon. I picked my weapon back up and started walking towards cover. Suddenly, 3 other burers followed the first burer and start doing the same to me. Eventually it was at the point where my stamina was drained all the time and picking up my weapon just resulted in it being torn from my hands again. So much torment...
Get out of here Shuffler.
I know, I just can't tell what's what. Google Translate can only help me so much, and all this "fashion" is a bit confusing.
If anyone would happen to known which version of RMA is best, and by best I mean including all of RMA's content as well as more weapons etc., would you kindly provide a link or indication on which is the best fit? Much appreciation to whoever happens to know.
Sounds better without all that techno-babble music blocking out the Bandit Radio.
nvm you fixed it
Edited:
Now throw a grenade
My ass. It adds a shitload of great content with a level of polish that no other russian mod ever has.
I just installed SGM and I love it, too bad it won't play nice with any of the other mods I use though.
http://narod.ru/disk/21877619000/gamedata.7z.html
http://www.mediafire.com/?4goungodxzdfmbg
That's default RMA and the translation.
I haven't messed with any of the other versions, ShadowRMA seemed to be fairly popular as most RMA videos I found were using that, heres the list of its features (Just done through google translate)
Code:• Restored the "Kiss of the bloodsucker," Psi-kick pseudodog, and the ability byurer knock weapons out of the hands and lower endurance. • Restored bildovsky version of the Controller, as a new species living only in certain places in the zone. • Poltergeist now after a long flying materialized and descended to earth to regain strength before the next flight. • Restored bildovsky inventory with all the features including the use of slots knife, binoculars and a flashlight, a full bed with the possibility of using time and ammunition from his belt. • Restored the ability to install and remove the markers on the map in the PDA. • Added desktop computers and to use it. • Returned to the shaders, and some graphic effects from build 2218. • Restored bludmarki and collision of bodies. • Added a Freeplay mode after passing through the main story. • Restored the weather of the builds. • Restored bildovskoe of the game and interface. • The new-old transitions between locations. • New unused locations populated mutants. • Replaced some texture and vegetation on bildovskie counterparts. • Restored builds some of the visuals of the protagonist, NPC and monsters. • restored some of the functions of light sources in the game. • Restored bildovskaya diagram of a helicopter crash. • Restored carved transport model. Also rebalance the entire transport. • Added periodic bursts of psi-emission at Yantar. • Restored carved weapon models and animations. Also recovered weapons P-90, BM-16 and PCM. • Restored to dizdokam story intro videos. • Restored some properties of the anomalies - such as the transfer of momentum to the objects of "Trampoline" and damage from "rusty hair." • Expanded AI stalkers - they are actively using grenades, and can treat their comrades. • Recovered in shelter care NPC for badly wounded. • Restored some post-effects. • Restored death reports of stalkers, as well as messages about information updates to the device. • Restored audio and visual effects in the laboratory X-10. • Replaced a lot of sounds in the game at bildovskie, including voice changed some groups. • Completely replaced by ambient music on the locations to more atmospheric tracks. • Changed hiding weapons in areas of the traders. If the dealer you trust, you let it, even with arms in their hands. • Some characters adds the ability to repair weapons and ammunition. • Restored carved articles about locations in the CCP. • Changed the description of some locations, items, dialog, weapons, etc. • In the options unlocked some video settings for dynamic lighting. • Twice during the slow time in the game, as well as time to sit side quests has been increased to 7 days. • Restored the possibility to hang skirts on some weapons. • Corrections: - Fixed crash when using food and medicine from the corpses. - Fixed bugs on the global map in the PDA. Fixed map locations The Dead City, generators and disaster. - Fixed the dialogue at Yantar - now everything is logical. Just the Manage other dialogs. - Fixed voice Monolith, now they do not poison jokes. - Fixed killing the orderly bandits. - Fixed visual frequent dumping of the protagonist. - Fixed some bugs and shortcomings of the original game. • And much more ...
I'm having performance issues with SGM. Any recommendations for optimizing it? I'm using the version with BlackByte tweaks.
Really? I love it.
The L-85 use to be my favorite weapon in Battlefield 2, in STALKER LR-300 was my favorite even though it wasn't the best, I just liked the look of it. Cosmetics over use everyday