1. Post #2881
    Gold Member
    PaChIrA's Avatar
    October 2008
    8,769 Posts
    Duty. Then you roam the zone with three mates armed with RP-74s.

    All will fall before you.
    Okay, Duty it is then
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  2. Post #2882
    Gold Member
    Cone's Avatar
    August 2011
    19,168 Posts
    For one weapon it's somewhat feasible if you have a good assault vest to store ~180 rounds in your battle vest in magazines and have the rest in cardboard ammo boxes.

    It'd be cool if what suit you were wearing affected how much you could carry more directly like that, rather than just weight and such. So like with Artifact space on your belt, but with ammo boxes instead.
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  3. Post #2883
    Gold Member
    Etcetera's Avatar
    July 2011
    2,564 Posts
    It'd be cool if what suit you were wearing affected how much you could carry more directly like that, rather than just weight and such. So like with Artifact space on your belt, but with ammo boxes instead.
    Some mods do require you to load ammo into belt pouches if you want to reload. I kinda want a more in-depth suit customisation feature, but I'd be wary of making it too complicated.
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  4. Post #2884
    Dennab
    October 2010
    4,306 Posts
    For one weapon it's somewhat feasible if you have a good assault vest to store ~180 rounds in your battle vest in magazines and have the rest in cardboard ammo boxes.

    For some reason, I can only imagine Mercs, Dutiers and Freedomers wearing vests like that.
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  5. Post #2885
    Gold Member
    Tinter's Avatar
    March 2008
    7,584 Posts
    Done streaming for today. Most notable moments: Actually sneaking past some dogs in Jupiter, yes, sneaking. Thorny's mod is broken. I also knifed a bunch of rats while blasting Guile's theme. Shit was so cash.
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  6. Post #2886
    Muukkis's Avatar
    November 2010
    2,628 Posts
    It'd be cool if what suit you were wearing affected how much you could carry more directly like that, rather than just weight and such. So like with Artifact space on your belt, but with ammo boxes instead.
    I think that a good mechanic would be that you reload slower if your character has to reach to the backpack for ammo instead of vest pouches and you could also upgrade some vests to have more mag pouches.

    I kinda want a more in-depth suit customisation feature, but I'd be wary of making it too complicated.
    I posted about this in the last thread but :

    Non-faction specific suits would consist of two "layers" :

    *First is the camo / rubberized bodysuit
    *Second, on top of that you can put combat vests, shoulder and kneepads and a helmet so that you can make different combinations
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  7. Post #2887
    Gold Member
    Sgt Doom's Avatar
    March 2005
    20,528 Posts
    Considering they're supposed to be blind dogs, I always thought it should be eminently possible to sneak past them if one is very quiet and doesn't get spotted by pseudodogs.

    Edited:

    I think that a good mechanic would be that you reload slower if your character has to reach to the backpack for ammo instead of vest pouches and you could also upgrade some vests to have more mag pouches.
    Isn't Thorny working on a mag system for Redux 2.0?
    I wonder if he's also implementing the mag pouches idea that some of the more hardcore Russian mods have.
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  8. Post #2888
    Gold Member
    croguy's Avatar
    August 2009
    11,255 Posts
    Considering they're supposed to be blind dogs, I always thought it should be eminently possible to sneak past them if one is very quiet and doesn't get spotted by pseudodogs.
    They can probably smell you from a distance.
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  9. Post #2889
    DeeCeeTeeBee's Avatar
    November 2011
    2,705 Posts
    Just paid 50K for some apparently amazing information that Snitch was offering.

    After about an hour of running around the fucking Bar, I managed to luck-run in to the teleportation anomaly he was talking about. I ended up in the back of the bar, and there was nothing fucking there.

    No special traders or funny shit. What the fuck man.

    Not cool bro.
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  10. Post #2890
    T00THBRUSH's Avatar
    January 2010
    356 Posts
    Quick question: do you have to go through the Red Forest to reach the Brain Scorcher and turn it off? Because that's what it looks like the map is telling me.
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  11. Post #2891
    Gold Member
    croguy's Avatar
    August 2009
    11,255 Posts
    Quick question: do you have to go through the Red Forest to reach the Brain Scorcher and turn it off? Because that's what it looks like the map is telling me.
    Technically you have two options:

    1. follow the road, get irradiated, get shot by Monolith

    2. stray into the forest, get irradiated, get mauled by mutants

    In both cases you'll have to go West and eventually reach the path leading to the Scorcher. You'll know it when you see it.
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  12. Post #2892
    DeeCeeTeeBee's Avatar
    November 2011
    2,705 Posts
    is it possible to kill the machine guns in the cordon military outpost in ogse?
    If you don't have any grenades, I found it best to cause the entire fucking checkpoint to attack Cordon, and slowly murder them all over the course of a 45 minute gunfight. Then steal the RPG one of them is bound to have.

    Use that RPG to destroy the sentry on the tower on the right, sneak around through the minefield and over the fence, and like solid snake corner-snipe the one just outisde the barracks, and then while taking cover beside the APC fill that partially invisible one on the roof with bullets, whilst constantly leaning back around the corner to prevent being shot in the face and dying instantly.

    If you do have grenades, then just throw them wildly in the general direction of them.
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  13. Post #2893
    wow ok
    Teh Zip File's Avatar
    December 2007
    16,449 Posts
    Technically you have two options:

    1. follow the road, get irradiated, get shot by Monolith

    2. stray into the forest, get irradiated, get mauled to death by mutants
    Forest is easier than the road but you're gonna run into psydogs.
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  14. Post #2894
    T00THBRUSH's Avatar
    January 2010
    356 Posts
    Right, okay. So I guess I won't do that right now.
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  15. Post #2895
    Gold Member
    Sgt Doom's Avatar
    March 2005
    20,528 Posts
    They can probably smell you from a distance.
    That's fine, but they shouldn't be able to see me when i'm sufficiently far enough away from them.
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  16. Post #2896
    GAY FURRY PORN CONNOISSEUR

    August 2010
    2,208 Posts
    If you don't have any grenades, I found it best to cause the entire fucking checkpoint to attack Cordon, and slowly murder them all over the course of a 45 minute gunfight. Then steal the RPG one of them is bound to have.

    Use that RPG to destroy the sentry on the tower on the right, sneak around through the minefield and over the fence, and like solid snake corner-snipe the one just outisde the barracks, and then while taking cover beside the APC fill that partially invisible one on the roof with bullets, whilst constantly leaning back around the corner to prevent being shot in the face and dying instantly.

    If you do have grenades, then just throw them wildly in the general direction of them.
    But there is three of them covering the road and they have a much longer range than grenades, I do have an rpg with 2 rockets though
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  17. Post #2897
    Muukkis's Avatar
    November 2010
    2,628 Posts
    Considering they're supposed to be blind dogs, I always thought it should be eminently possible to sneak past them if one is very quiet and doesn't get spotted by pseudodogs.
    Yeah, but their smell is boosted even further because they're blind. This is even mentioned lore-wise.


    Isn't Thorny working on a mag system for Redux 2.0?
    I wonder if he's also implementing the mag pouches idea that some of the more hardcore Russian mods have.
    If he does, then I hope that he can reach a good compromise between realism and playability. Most of us probably appreciate more survival-orientation in the S.T.A.L.K.E.R-mods but there needs to also be consideration on how well that will translate to the actual game.

    For example, if the extra touches for "realism" mean that you'll be constantly romping through your inventory in combat / adding needless waiting, it might annoy more than immerse.


    Considering I can crouch-walk right behind one without it noticing, it's fairly obvious sight and hearing are the only senses coded for. Could just give it an auto-detect radius and call that smell, but that's just lazy and annoying. Too many factors to take into account with a non-shit implementation of smell. Wind direction, interfering scents, prioritisation of threats (is the dog going to notice the smell of a exosuited bloke in a puddle before the fat stinking boar charging around like it has ADHD?) and such.
    Yeah, I don't think even Dwarf Fortress will ever go to that much depth.
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  18. Post #2898
    Gold Member
    Zezibesh's Avatar
    May 2008
    19,064 Posts
    That's fine, but they shouldn't be able to see me when i'm sufficiently far enough away from them.
    What makes you think they see you? It could be their improved sense of smell, or improved hearing.
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  19. Post #2899
    Gold Member
    Sgt Doom's Avatar
    March 2005
    20,528 Posts
    What makes you think they see you? It could be their improved sense of smell, or improved hearing.
    Considering I can crouch-walk right behind one without it noticing, it's fairly obvious sight and hearing are the only senses coded for. Could just give it an auto-detect radius and call that smell, but that's just lazy and annoying. Too many factors to take into account with a non-shit implementation of smell. Wind direction, interfering scents, prioritisation of threats (is the dog going to notice the smell of a exosuited bloke in a puddle before the fat stinking boar charging around like it has ADHD?) and such.

    Edited:

    Yeah, I don't think even Dwarf Fortress will ever go to that much depth.
    I wouldn't have thought it to be too hard. Imagine, if you will, that the player's scent is represented by a sphere of x radius when not moving and the wind is still. Wind and movement would defom that sphere to be shaped much like a comet. The tail of that comet would e.g. get extended when running against the wind, or rotated when running perpendicular to the wind and so on. Wind would simply be a weather variable of direction and speed that gradually or randomly changes as according to the weather. Would give a use for the random blowing leaf particle effect if it was affected by wind rather than always blowing towards the player's face (at least in SoC I remember it doing that)
    Rain would globally reduce the base scent radius, while certain health factors (being wounded, getting burnt by a Burner etc.) would increase the radius for the affected.
    The strength of the scent is basically the distance from source and affected by shape e.g. the scent remains strong for longer in the tail end. Certain mutants would be able to detect different strength of scents.
    Faction relations would play into this in the sense that a bloodsucker's scent is prioritised by e.g. snorks and run away from rather than attacking the human who's currently being attacked by it and risk being the bloodsucker's second meal.

    ...

    As a gameplay mechanic, to me at least it's far better than bullshit arbitrary insta-detection that a simple smell mechanic would be. It would mean that blind dogs aren't gimped by having only hearing to rely on, as well, and would e.g. make hiding while tending to one's wounds more tense if you knew a bloodsucker was on the prowl.

    Edited:

    I suppose I just long for a properly thought-out stealth mechanic in the STALKER series (or shooters in general), it's current state is depressing.
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  20. Post #2900
    Gold Member
    JustGman's Avatar
    December 2005
    6,058 Posts
    marked one what the hell is wrong with your face
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  21. Post #2901
    ThatCrazyGmanV2's Avatar
    May 2011
    3,902 Posts
    I love the AWM in SGM, Since I got it everything has been one shot, one kill. But I also love sprinting into the Pripyat underground spraying my RPK and mowing everything down.

    I have a feeling SGM is unbalanced
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  22. Post #2902
    DeeCeeTeeBee's Avatar
    November 2011
    2,705 Posts
    Fucking Krugov.

    He keeps bugging out when I'm trying to take him to Yantar, at first he froze in place, then unfroze after I reloaded the save.

    He froze again at the tunnel, so I reloaded. He entered the tunnel, froze again, so I reloaded.

    Now he keeps fucking walking to the left and right and weirdly navigating unto the same fucking burner anomaly repeatedly, dying instantly each time.

    help :(
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  23. Post #2903
    Ghost101's Avatar
    December 2010
    2,619 Posts
    AMBUSH AMBUUUUUSSHHHHH. I save him every time for that line alone. What confuses me is that in most mods that make guns more effective his fellow scientists actually survive the shootout with the mercs, but they just crouch there, forever, and later disappear. It'd be cool if they'd help you escort him back, or maybe you get a better reward for the more guys you bring back. It'd add a little more urgency to the mission.
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  24. Post #2904
    Gold Member
    Strontboer's Avatar
    March 2008
    6,047 Posts
    Clear Sky's Faction War mod sets the difficulty to fucking mission impossible holy shit.
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  25. Post #2905
    GAY FURRY PORN CONNOISSEUR

    August 2010
    2,208 Posts
    does anyone have a save right after getting into the bar on ogse?
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  26. Post #2906
    wow ok
    Teh Zip File's Avatar
    December 2007
    16,449 Posts
    does anyone have a save right after getting into the bar on ogse?
    http://www.mediafire.com/?l1ky5h0u7sqhmmf

    Pretty sure that was when I first go to the Bar, after I gave Barkeep the documents from the military base.
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  27. Post #2907
    Gold Member
    Cone's Avatar
    August 2011
    19,168 Posts
    marked one what the hell is wrong with your face
    What, you think all that radiation didn't have any effects on him?

    After CoP he turned into an actual chimp and got a sex change on a drunken bet
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  28. Post #2908
    DeeCeeTeeBee's Avatar
    November 2011
    2,705 Posts
    After about an hour and a half of quickloading/quicksaving, he finally got out of the tunnel, and let me talk to him.

    After talking to him, I still have the "Talk to Krugov" objective, and if I try to talk to him again, the game crashes.



    Expression : !phrase_dialog->m_PhraseVector.empty()
    Function : CPhraseDialog::SayPhrase
    File : E:\stalker\sources\trunk\xr_3da\xrGame\PhraseDialo g.cpp
    Line : 140
    Description : No available phrase to say, dialog[bar_ecolog_crush_professor_start]
    fuck
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  29. Post #2909
    GAY FURRY PORN CONNOISSEUR

    August 2010
    2,208 Posts
    is it possible to have several companions in ogse?
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  30. Post #2910
    Resident IFAP Phantas- magor- iologist
    Wulfram's Avatar
    July 2010
    6,088 Posts
    marked one what the hell is wrong with your face
    I'm imagining Stoner Spike for the .MOV animations saying this because of your avatar.
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  31. Post #2911
    Gold Member
    xpod1's Avatar
    February 2009
    18,248 Posts
    Does anyone here need a 50% clear sky steam coupon?
    im here 2 holler 4 my new bro for giving me clear sky for 50% off
    holla
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  32. Post #2912
    Gold Member
    Doneeh's Avatar
    August 2006
    4,750 Posts
    is it possible to have several companions in ogse?
    How the hell do you even get any companions? Whenever I ask someone if they want to join me, they say they're too scared. I'm not that scary, am I?

    Guys?
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  33. Post #2913
    Ghost101's Avatar
    December 2010
    2,619 Posts
    What determines your rank/experience level in OGSE anyway? I've made it to yanar and I'm still a rookie I think. Is it main story progress or just doing any missions?
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  34. Post #2914
    I will huff and puff and FLIP YOUR FUCKING TABLES
    Lyokanthrope's Avatar
    October 2005
    7,190 Posts
    What determines your rank/experience level in OGSE anyway? I've made it to yanar and I'm still a rookie I think. Is it main story progress or just doing any missions?
    people you kill
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  35. Post #2915
    Gold Member
    Araknid's Avatar
    July 2010
    11,026 Posts
    What determines your rank/experience level in OGSE anyway? I've made it to yanar and I'm still a rookie I think. Is it main story progress or just doing any missions?
    how many times you are raped by mutants.
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  36. Post #2916
    Gold Member

    September 2006
    8,277 Posts
    Can anyone translate this:

    Винтовка снайпска спциальна моднизиованна пдназначна дл бсумной и бспламнной снайпской стльбы и снабна интиованным луитлм. В удано-спусковой манизм были внсны измнни, за счёт котоы умньилс износ оуи пи стльб.

    Google translate is proving useless.
    If not, it's not important.
    Is that the original text? Looks like there's 4-5 letters that didn't show up
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  37. Post #2917
    Gold Member
    Fables's Avatar
    August 2007
    4,239 Posts
    I've been playing OGSE, and I'm doing better at surviving by ignoring even simple missions.

    I don't even have a knife because I ran my ass out of Cordon the second Sid opened the door.
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  38. Post #2918
    Gold Member
    Jamie1992GSC's Avatar
    October 2009
    5,432 Posts
    Played SGM 2.1 for awhile. And was messing about in Agroprom and Dark Valley.

    1) WHY THE HELL are there so many Mercs in Agro? :O Love the models though.

    2) WHY THE HELL are all Renegades Immortal? I unloaded around 20 .50BMG rounds, along with about 15 Gauss rounds. and 200 7.62x51 AP rounds. All the aforementioned at distance and pointblank. IE Barrel in face range. What's up with that?
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  39. Post #2919
    Gold Member
    croguy's Avatar
    August 2009
    11,255 Posts
    Played SGM 2.1 for awhile. And was messing about in Agroprom and Dark Valley.

    1) WHY THE HELL are there so many Mercs in Agro? :O Love the models though.
    Look on the bright side! They could have been Alpha Squads.
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  40. Post #2920
    Gold Member

    September 2006
    8,277 Posts
    I thought they were alpha squads at first
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