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  12:09:16  22 August 2010
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Rahu X
PATROLLING THE MOJAVE ALMOST MAKES YOU WISH FOR A NUCLEAR WINTER
(Resident)

 

 
On forum: 07/13/2009
Messages: 341
I'm absolutely loving this mod so far. The freedom, the features, everything. It just has me going back to it.

I maybe only have 2 requests for this mod so far. As mentioned, I would love if pistols had ironsights. I don't know why the devs intended for the pistol aiming to be that way. I guess they thought it looked cool or something. All I know is that it's a bit annoying for people like me who tend to play without using the crosshair.

The only other thing I can think of would be hunger. I absolutely miss hunger in Clear Sky. And seeing as the actor.ltx file has been tweaked to be made a bit more realistic, I imagine adding hunger would just add a bit more on the realistic side of things.

Of course, these could all just be added in as optional additions to your mod.

I do have some questions though.

1. What's with the sprint being so low? I mean I wouldn't mind it being lower than vanilla's but I can only sprint for maybe 2 seconds before I have to stop. Not a huge complaint and I can live with it.

2. How did you implement random emissions? Was it just as simple as those lines you changed in the xr_surge_hide script, or was there a bit more to that?
  04:39:09  22 August 2010
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PhoenixHeart
Senior Resident
 

 
On forum: 10/22/2008
Messages: 1165
If I recall, Duty was like that in vanilla, too... could be wrong though
  04:11:47  22 August 2010
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Taffy
Barely leaves the Cordon...
(Resident)

 

 
On forum: 03/19/2009
Messages: 672
Another issue that..well, its not really an issue of such.
...Duty are pwning...totally....the other factions should really start bending over right about now, because they practically consume agroprom (no surprise I guess), and garbage.
Is this something thats just happened by chance in my playthrough or is it happening for other people too?

I barely see sight of bandits and freedom save for inside their bases.
  03:37:41  22 August 2010
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x_Spartan_x
Whos got the Kokoretsi?
(Resident)

 

 
On forum: 07/07/2009
Messages: 1971
@ fluffy22. Great work mate.
i havnt had a chance to play.(us modders are like that)
but, as soon as i find and fix this missing pda thing in my mod. il be right on your game. then give you a full report.
(im still to do one for TFW, but i will for v2.0)
i will have time next week. spend whole day on it.
(last week off work )

Again, WD.
  03:29:34  22 August 2010
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
~Teh Soul Eater
PKM Ironsights are included

~Kane4, PhoenixHeart
I'll mess around with the spawns and conditions, see if I can get them a bit more power

~taffy
I know what the problem is, and I've forgotten a few lines in the upgrade schemes, so I'll fix it, and once I've fixed a few more bugs, I'll release a patch

EVERYONE ELSE
DO NOT UPGRADE THE AKM74/2 TO USE A SILENCER
  22:19:32  21 August 2010
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Taffy
Barely leaves the Cordon...
(Resident)

 

 
On forum: 03/19/2009
 

Message edited by:
Taffy
08/22/2010 1:37:13
Messages: 672
Campfires

Having a lot of trouble with lighting - at night campfires and seeming to light - perhaps there arent enough stalkers about or something.
Either way, when its pitch black its very inconvenient, and it leaves the place a little empty.
Know of any way to fix this at all?

Just suddenly realised that i've forgotten where the repair kits are from the demo..found one, but now i need to find the other bloody thing, damnnn.

Also, brilliant mod so far - just had to help defend the rookie village from a horde of tuskano. Really atmospheric, considering it was pitch black and raining.

~Edit~ Just encountered a bug - upgraded my Ak m/74 to use a silencer, strolled out of the base to test it and ....ctd - no bugtrap just a complete black screen, closely followed by my background. Erm, then tried it again, and the same thing happened
  18:27:08  21 August 2010
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Kane4
"Order of the Liquidators" and Dez0wave Tester
(Resident)

 

 
On forum: 07/17/2008
 

Message edited by:
Kane4
08/21/2010 18:27:15
Messages: 12553
Can you make the Bandits have more resources by default, for example making depot count as X2-3 the reources?
  18:19:16  21 August 2010
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PhoenixHeart
Senior Resident
 

 
On forum: 10/22/2008
Messages: 1165
For your bandit problem - one solution might be to make their equipment with resource 0 stronger, possibly as strong as resource 1. That way they would be harder without having to hold resource points. You might even so far as to remove the resource points from their expansion, and make htem suitably hard. That way they don't fight over them with other factions, but they still pose a threat/challenge.
  16:47:19  21 August 2010
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Teh Soul Eater
I didn't do it.
(Resident)

 

 
On forum: 03/21/2010
Messages: 1667
Yeah, the front of the bm16 is raised. There was a pkm ironsights mod, i'll have to find it again though.
  15:19:25  21 August 2010
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
~Smoq
As I remember, I had to make changes to several files. I think I needed to change several parts within xr_kamp. Everything I changed I marked with my name (fluffy22). It might be easier if you just search through xr_kamp, as some of the changes can be kinda hard to explain, as I had to add an error check, as for some reason the script started to break, but basically, line 236, self.trans_kamp, increase pre_harmonica
line 431, add in

if #temp == 0 then
    return
end


line 574 ->, just uncomment the lines there.
You'll also need to add in the sound files, into the character_voice/human_xx/*faction*/music folder in order for them to play.

~taffy
Swamps move the slowest. It once took CS a full three days to take control of the swamps. You can join Freedom from the start, but joining Bandits and Duty requires a few things. Duty can be easy to figure out, but Bandits might require a bit of thinking.

~Kane4
I've seen Bandits wonder into Agroprom in lately. The reason they are so weak is that they don't hold any resource points after a while - Duty and Freedom take them all the time. I've set the resource points as secondary targets, but I might make them primary targets.
Duty tends to control Western/Southern Garbage, Freedom Eastern/Northern Garabge, with the Bandits fitting in every now and then. I've seen them get all the way over to Northern Dark Valley Level changer.
The Military occasionally wonders into the Garbage as well from the Military Warehouses, and into the Red Forest, and Zombified also head from Yantar to the Red Forest as well. I've left an Easter Egg in the Red Forest that you Liquidators might find interesting.
Its not easy trying to balance the factions - if I let the Bandits keep one resource points, they quickly kick the other factions out. If I don't, they get beaten back pretty hard - I just need to get a better balance. I'll mess around, try get things working a bit better.
Mutants also move around a lot more - I've had Bloodsuckers pouring out of the Bloodsucker Village into Garbage in one game. Made a small fortune on tentacles though.
 
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