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Comment History  (0 - 30 of 62)
PsychOpeth
PsychOpeth - - 62 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Better still would be to be able to dismantle them into parts (requirement could be owning a repair/dismantle kit) to be sold or repair a small ammount to a similar weapon. That was one of the mechanics that I loved to see in mods from Fallout 3

Would save us the weight of a bazillion guns for scrap cash, and make us work a little bit for that.

Good karma+1 vote
PsychOpeth
PsychOpeth - - 62 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Adding ' or string.find(anm,"hide")' to line 77 of sr_light.script did the trick ! No more companions lighting us when we ask them to keep low !

Anyone interested, just replace said line with:

if (not stalker:alive() or anm == "zat_b106_wounded_idle" or anm == "sleep" or anm == "play_guitar" or string.find(anm,"animpoint") or string.find(anm,"sneak") or string.find(anm,"hide")) then

edit: sorry to poke around your scripts, guys

edit2: placed Fanatic in a dark spot keeping my flank safe, he turned the one bandit at the Car Park that managed to escape my shotty into swiss cheese in a perfect suprise attack ;)

Good karma+2 votes
PsychOpeth
PsychOpeth - - 62 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Having a blast so far ! (and not from nades ! yet... ¬¬)

One thing is pestering me: Fanatic always switches his headlamp on when he stops in sneak crouch, with or without weapons in hand. (maybe other companions do too, can't confirm yet)

Setup: Vanilla CoC 1.4.13

I've read about preventing them from using their lamps on sneak animations starting in 1.2.23, did work on idle sneak back then?

Fantastic mod, btw ! Convinced me to upgrade from my old graphics card just to derp around the zone selling dubious mutant stuff to every rookie that happens to pass by.

Good karma+2 votes
PsychOpeth
PsychOpeth - - 62 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

My guess is you need to export it from the database files (some googlefoo will show you how to, its even on Youtube, I dont have CoC installed at the moment) or maybe an addon you are interested will have it.

Nothing else comes to mind, except toning effects down, sadly.

Alife will still stutter your play even with effects disabled, tho. Its how the engine deals with npcs and is CPU bound so if your symptoms persist even with effects on minimum, give that a shot.

Good karma+1 vote
PsychOpeth
PsychOpeth - - 62 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

I dont remember just from memory, but try messing with the Alife configs at gamedata/configs/alife.ltx:

- switch_distance (how far online switches on)
- objects_per_update (I assume it does switches in batches of this value, but its just what I gather from the description)

Sweetspots seems to be particular to each rig, since I've read of people achieving better results raising the values, while others reported lowering them.

I'll assume larger batches at longer distances reduce the frequency of stutters, but increase the load on the cpu at a single time. Once again, thats just what I suppose.

Good karma+1 vote
PsychOpeth
PsychOpeth - - 62 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Crash reasons wont be my forte, but on the frame rate/stutter issues I'd start by trying to isolate the culprits (grass, lighting, dof, ALife switching close npcs on - this one takes a pretty heavy toll on CPU, if I'm not mistaken)

Try lowering settings to see what impacts your rig the most

Good karma+1 vote
PsychOpeth
PsychOpeth - - 62 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Perhaps he means to ask if the storyline related NPC's will change disposition towards the player acording to his faction.

Lets say it has lots of bandits, a bandit-friendly player would have an easier time then a bandit-hostile one.

Good karma+1 vote
PsychOpeth
PsychOpeth - - 62 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Yeah, I didn't mess too much with scopes to check if the "use" option didn't show in any other case... if you didn't already, would be a good idea to post about it in AO's page or their preferred bug reporting space

Good karma+1 vote
PsychOpeth
PsychOpeth - - 62 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

You must have the weapon you want to mod equipped and out, then select "use" (double click works too, it works as a consumable now, if i'm not mistaken). The old weapon will be switched by a scoped version with same durability, but standard ammo type, so unload it first.

To remove the scope, do the same process but with the Multitool item.

Compatible mods for each weapon will be in their description, unless re-modded/bugged.

Good karma+1 vote
PsychOpeth
PsychOpeth - - 62 comments @ Lost in parallel world...

That would be very interesting indeed...

Good karma+5 votes
PsychOpeth
PsychOpeth - - 62 comments @ The Veiled Stars - Lord of the Rings

ONEONE1ONE11ONE1!!!11!!!1!1!!1one!1

(if I got the code right, should mean "fuckyeahmapahoy!1one"

Good karma+2 votes
PsychOpeth
PsychOpeth - - 62 comments @ Important and sad information from Yantar.

Perhaps that was achieved reducing the amount of information a save has to process at any given time in the form of fewer spawns, fewer items per NPC and the like... Maybe the save system cant quite handle a buffed ALife with lots of stuff going on.
I do remember someone recommending against taking sidequests as much as possible. Cant remember who, might be from AA...

Good karma+1 vote
PsychOpeth
PsychOpeth - - 62 comments @ S.T.A.L.K.E.R. - Lost Alpha

ps: as of last few months, average player count on EU server is about 30~40 players, peaking on some 70'ish on rare times of day... wont likely be a thrill, but at least means you can **** around somewhat undisturbed

Good karma+2 votes
PsychOpeth
PsychOpeth - - 62 comments @ S.T.A.L.K.E.R. - Lost Alpha

Szone is still more alpha then beta, pretty shody...

- terrible (when non existing) dev support for EU client
- machine/bad/missing translations
- lots of broken/unfinished/missing stuff (the lack of proper audio, in particular, drives me insane... there even were mods to remove ambience sounds completly)
- excruciating grind
- lots of generic/broken quests and dialogue
- not a great range of weapons to use (including level and skill requirements to use what limited choices you have, some of the best equipment is strictly premium purchased)
- only scoped weapons have some sort of first person view

well... its still the "dont expect much from nothing" kind of free to play

Good karma+2 votes
PsychOpeth
PsychOpeth - - 62 comments @ Lost Alpha Calendars, May, 2014.

When you throw the knowledge of the days of the week out of the window, thats how you know you are excited about something ! ;)

Good karma+2 votes
PsychOpeth
PsychOpeth - - 62 comments @ Dynamic Shaders 1.2 Beta

Even better, the night vision scopes ! A future port of features like these might contribute to the possibility of LA versions (even if just spiritual successors) of other mods like ZoA !

Good karma+2 votes
PsychOpeth
PsychOpeth - - 62 comments @ S.T.A.L.K.E.R. - Lost Alpha

Orange Jean Reno, thats as bad *** as it gets ! =P

Good karma+2 votes
PsychOpeth
PsychOpeth - - 62 comments @ S.T.A.L.K.E.R. - Lost Alpha

I was about to argue on how self degradating it must have been to create that account today just for some fail comment (kinda sad and funny at the same time), but might be best to just ignore him. Just not worth the time...

Good karma+1 vote
PsychOpeth
PsychOpeth - - 62 comments @ Randomized Starting Weapon

I can think of a few of such of weapons... perhaps one of the Hand Grenade kind? =P

Good karma+2 votes
PsychOpeth
PsychOpeth - - 62 comments @ hud + water reflections

ENB does have somve very interesting features with that newer version for STALKER (especialy sun lighting), but it does impact frame rates with most of them, which might be avoided to some extent by using native means. Mod devs do need to think about requirements as most mods already add hefty stuff.

(Plus, the wrapper has some issues with integrated+dedicated graphic cards combination, as in many notebooks)

ENB might indeed have some role to play for those with powerful rigs, but from what I have seen the lastest shaders and 'upgraded' X-Rays are coming along quite well.

Good karma+2 votes
PsychOpeth
PsychOpeth - - 62 comments @ Zone of Alienation mod

ZoA might still be rough arround the edges, but

- Mag system: There's just nothing quite like loading them mags by the fire after a crazy firefight with the people you just rescued, getting ready for the next encounter. Add some vodka and bread to settle the nerves and celebrate another evening of life, and thats the Zone I want.

Plus it changes the whole style of play. Ammo-per-mag suddenly makes a real difference as once they are all empty, all you'll have in hand is your knife !

High powered guns are lovely, but usualy pack less ammo and it is both heavy and expensive, not so suitable to engagements with multiple targets.

You need to take the time and think things through - do I have enough mags to do it? Can/must I exploit my enemy's supply? No more just run, gun and gun. Pick random ammo up, gun and gun.

Also, weapons in this mod dont feel out of place (it IS after all former soviet soil) and the scope system has been greatly improved.

Good karma+1 vote
PsychOpeth
PsychOpeth - - 62 comments @ New ammo system test.

Nice, the video made things clear now !
Too bad about the menus, tho... would be pretty intuitive, even as a menu like the sleeping bag one.
Looking forward to the next patch !

Good karma+1 vote
PsychOpeth
PsychOpeth - - 62 comments @ Fire Mode Feedback

Goes out to troll muties and get some rewards, when suddenly:

"Oh, crap ! OH, CRAP ! That boar is getting close ! I swear I'll clean you over dinner if you just goddamn fire this once ! ...FUUUUUU !!"

Good karma+1 vote
PsychOpeth
PsychOpeth - - 62 comments @ Fire Mode Feedback

Not sure yet, but I kinda like the idea for camps and other (mostly) friendly places!

"Safety ON, now lets fill those mags for tomorrow's incursion... Hmm, I like this place already. The fire is warm and the vodka actualy doesnt taste like boar urine!"

I guess it has both pros and cons... Surely adds to the immersion, while it might be of rare use to most. Maybe as an optional feature if it doesnt take much time away from other work!

Good karma+2 votes
PsychOpeth
PsychOpeth - - 62 comments @ New ammo system test.

A system of commanding the reload of mags from the item's menu would be nice, especially with the future ammo types! Something like:

- Fill with Ammo Type A (empty mag)
- Fill with Ammo Type B (empty mag)
- Fill with Ammo Type C (empty mag)

- Fill with current Ammo Type (part. filled mag)

- Empty magazine (part.f/filled mag)

- Drop

- And so on...

(But maybe this is what you mean and I'm just not visualizing yet)

Good karma+1 vote
PsychOpeth
PsychOpeth - - 62 comments @ Fire Mode Feedback

By the looks of it, the effort might be a tad excessive... plus, I'm not sure that kind of safety is really safe in the Zone ! =P

Good karma+1 vote
PsychOpeth
PsychOpeth - - 62 comments @ The Last Days (of The Third Age of Middle Earth)

"Swyter has been porting the mod to Warband with quite a bit of success"
This just made my year! May TLD go ever on and on =]

Good karma+2 votes
PsychOpeth
PsychOpeth - - 62 comments @ Daytime sunshafts

Let there be mod !

Good karma+2 votes
PsychOpeth
PsychOpeth - - 62 comments @ Continued work with godrays

Looks like we'll be spending more time in the woods !

Good karma+2 votes