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They keep saying "Soon" and "Almost done". I'm not sure though...
I can't wait for this mod. It looks absolutely fantastic. I keep checking every day for a release.
The best AA I've gotten in the game is through SweetFX SMAA. I downloaded SweetFX and turned everything off but SMAA. Certain things, like Beard's head are still aliased, but it removes a lot of aliasing form other things at no cost to FPS for me. I would highly recommend that.
Have you made it to Pripyat yet?
So are you saying the community mod caused the crashes? Or is it Misery? Because I'm pretty sure it's Misery.
AP ammo doing extra damage to human targets wearing leather jackets? That doesn't make any sense.
Sure as hell takes at least 2 shots to the head to kill them.
It's happening to just about everyone. It's either horrid optimization or simply a bug. Maybe even both.
You can't cook meat. That was simply false advertisement.
I'll do that. Thanks! I hope lowering Draw distance a tad and turning off AA will help the horrid stutter.
I did not have that problem with the sun quality options changing. I do use D3DOverrider and my game also crashes if I set sun toe max quality though. I'm starting to think it might be a script bug or something unrelated to graphics, I've never had any other graphical mod cause this much stutter.
Like I said, it happened in misery 1.0 and even base stalker. BUT this is 10x more often. I can barely walk 10 meters without a freeze up. I've died multiple times because it chugs in the middle of combat.
Is there a way to fix the constant stuttering? I easily get 60fps, but randomly the game will chug for a few frames. I remember this happening at certain areas in Misery 1.0, but this is happening so often it makes playing a real pain.
So headshots don't kill people in this mod? I shot a guy directly in the head at point blank with the PB and he didn't die. Also I'm getting a lot of random crashes.
Wouldn't grenades going off at these ranges from the player kill him? At 0:38 he shoots the wall directly in front of him. That would surely be fatal.
You should. CoP is more open and exploration oriented than SoC, but it still has the same core gameplay. With misery mod, the gameplay should be sufficiently hardcore for modded SoC players.
STALKER Shadow of Chernobyl\Gamedata\config\Outfits
You can change the Cost for each outfit separately from the files in that folder. (Forgot to log in >.<)
I neglected to log in. >_<
It's a glitch; If you follow Yar it alerts the Zombies. You can go far right away from the zombies and enter the building from the rear. You'll have to wait a minute or so for Yar to make it but it should allow you to continue the mission.
You mean Left 4 dead?
Woah, it's almost like I'm already using this in Fallout: NV. Oh wait, I am!
Great job Millenia. *Thumbs up*
I've tried magazine mods(Many merged with larger mods); all of them were glitchy at best, some even caused your gun to stop functioning all together. It would be amazing to have an honest mag system that didn't constantly break, but I doubt that's possible in STALKER.
Well, after seeing some ingame, Hobgoblins don't fit in at all. I can't see anything mutating into a REALLY small green person. (They're just too damn small)
The outcast fits in just fine; it looks like the cut zombies from STALKER. I could see the Witcher fitting in if they were part of Monolith and wasn't described as "Former wizards, forecasters, psychics." The Hobgoblin might fit if you de-saturate them a bit, change their name, and put them in swampy areas.
If you want, you can actually lower "cam_inert" in your user.ltx to lessen the overall recoil of every gun. I have mine set to 0.4 and I think the default is 0.7
This demo is scarier than most modern commercial FPS Horror games. *High Five* Great Demo.
Crysis 1 has better textures, more detailed foliage, and quite a few different looking environments. Crysis 2 has lots of bloom.
Crysis 1 > Crysis 2 (By FAR)
The shell ejects are on the right side. I think there was already a fix for non-widescreen users in the past comments. I don't know about the scopes. (I know nothing of scopes)
Sorry for the Late late response. I have tried and tried to get the sawn-off to be double fire but I never could get it to work correctly. The only way to really do it without creating a whole new mesh is to set it to fully automatic and make its RPM insanely high. (I.E. 99999)
Also it can only work as a primary fire.
It was an on-going inside joke.