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PreSky v0.2

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  23:24:36  16 October 2013
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Taffy
Barely leaves the Cordon...
(Resident)

 

 
On forum: 03/19/2009
Messages: 672
Typos are never forgiven, Seta. Never.

Sounds great.

Do you think it'll resemble Presky at all?
I got used to just having to change my character name, and then diving into a freeplay mod with a nice vanilla feel.
  13:16:29  17 October 2013
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
Will probably be very similar to PreSky, considering I'm reusing some scripts and other assets. Just packaged differently, rebranded, and given a fair bit of an overhaul. There will be a bunch of missions, some faction mission chains (think of the quests in CoP), but most of them will be repeatable ones like SoC has. I just need to rewrite the mission scripts (and that is something to tackle when I have a week off work, or multiple weekends)

Also, getting into something a bit more indepth that editing trader configs.
http://www.moddb.com/mods/the-zones-call/images/standing-guard

I wonder who else we will see around here...
  15:05:58  17 October 2013
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Vikingstalker
The Zones Blacksmith
(Resident)

 

 
On forum: 11/26/2009
 

Message edited by:
Vikingstalker
10/17/2013 15:08:09
Messages: 4470
Sounds very promising
  19:06:56  18 October 2013
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Taffy
Barely leaves the Cordon...
(Resident)

 

 
On forum: 03/19/2009
Messages: 672
I like the sound of the repeatable missions, for certain.
And faction specific quests are always welcome.
Generally I have to prepare for the long term in the zone. My games generally last a long time, unless I'm forced back to using my laptop, etc.
Having plenty of new stuff or repeatable quests will definitely spice stuff up.

The bar area seems to be fleshing out nicely. Do those guards switch around too much, or could you pass it off for swapping posts and strolling around on guard?
  07:22:43  19 October 2013
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xDeaDManx
Senior Resident
 

 
On forum: 07/28/2008
Messages: 177

---QUOTATION---
Will probably be very similar to PreSky, considering I'm reusing some scripts and other assets. Just packaged differently, rebranded, and given a fair bit of an overhaul. There will be a bunch of missions, some faction mission chains (think of the quests in CoP), but most of them will be repeatable ones like SoC has. I just need to rewrite the mission scripts (and that is something to tackle when I have a week off work, or multiple weekends)

Also, getting into something a bit more indepth that editing trader configs.
http://www.moddb.com/mods/the-zones-call/images/standing-guard

I wonder who else we will see around here...
---END QUOTATION---



That's really cool work there, I'm excited

Keep it up, man.
  02:24:43  20 October 2013
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340

---QUOTATION---
The bar area seems to be fleshing out nicely. Do those guards switch around too much, or could you pass it off for swapping posts and strolling around on guard?
---END QUOTATION---


Well, it was every 20 odd seconds RL, which is way too quick. I've now extended the delay to 2-6 minutes RL, after finding the timeout, so that should now make it seem a bit better, with Stalkers taking turns guarding camps and sitting around campfires. I'm going to do the same for sleep jobs, so at night when Stalkers return to camps, they'll take turns standing guard, sitting by the campfire, and sleeping. I'll probably extend the same logic to snipers and patrols as well.
Still working on the Duty base in the Bar. Probably another day or 2 to finish it.
  14:14:21  20 October 2013
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Taffy
Barely leaves the Cordon...
(Resident)

 

 
On forum: 03/19/2009
Messages: 672
Yeah that sounds much better.
I love the idea of them having a routine. They get relieved, then they go hang out somewhere or sleep, then they're back on guard duty again.
Really adds life to the alife.
  02:20:28  22 October 2013
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
Yep. Going to modify all of the ST's in the game so they have this behavour, so unless there is a job override script for a ST, jobs should be more dynamic now.
Still working away on the bar, looks like I'll have about 10 or so smart terrains. Dunno if I'll keep the dogs hanging out the front, or the zombies hanging from the trees yet.
I've also included some of the new sitting animations from CoP as well, so I'm going to try and get them working
  02:33:19  22 October 2013
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Taffy
Barely leaves the Cordon...
(Resident)

 

 
On forum: 03/19/2009
Messages: 672
Hmm, is that position where they're sat on a log or a high surface? Sort of like they're just leaning back on it?

The pack of dogs were always a pain when you had no gear at the start of freeplay. But they really add to the immersion I guess. Glad to hear things are coming along nicely.
  09:54:25  5 November 2013
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
In CS, the only sitting animation is on the ground. CoP adds a bunch for sitting at various heights, or sitting on objects off the ground. I'm going to try and add them all in, so I can use them in the Bar for some smart terrains.

In other news, I've finally got the basics of the arena working. Still a lot left to do, but I'm at the point where I can record a video, which I'll do in the next day or two, and upload it. It'll show what I have working, and what else I have in store for it. I'll think you'll be impressed.
 
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