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You have an old version of T2, make sure you update to the newest one, then use the MODLauncher. If you have the STEAM version of T2 (you probably don't since it would be up to date automatically) then you have to do something with the STEAM Workshop to get mods to work, I'm not sure how to go about that as I've never done it.
What a pretty hunk of metal! I'd like one of those. Re your gfx card troubles, I *may* soon be a proud owner of an upgrade from my 560ti, and so the 560 may soon be needing a new home. If you're somewhere fairly nearby (east coast US) I may be willing to donate it. (again, assuming I do get my hands on that upgrade)
edit: nm on that gfx card bit, just saw the post that you have solved your vid card probs.
Are you making those for all screen ratios? I know that's normally the big problem with sights, they don't work unless specifically made for the ratio. It does look very nice though... very clean, I like it!
Sounds good! I had what I thought as an interesting idea a while back when I was reading my way through the 150+books set in the STALKER world. It's for a anomaly detection system that interfaces with the PDA. (Obviously this is something that only makes sense if dynamic anomalies are present) Basically some sort of a system where you could approach the anomaly with the detector out, at which point it would determine the exact type of anomaly and mark it on the map until the next emission. There are some problems with this when the setting is CoP, there are no dynamic anomalies first of all, but it seems that a lot of mods add some. Then the fact that in-game the emissions happen A LOT more frequently then they do in the books, we're talking once per two weeks or so, and they know in advance the approximate time from the scientists. And of course some serious scripting would have to be done to implement such a system.
I think it would add a bit of a stalker feel to the game, the feeling that it's not just another shooter, but you're surrounded by anomalies and any wrong step could be, and often is, deadly. So assuming these conditions are met I think this system would benefit the game greatly, it would give us(players) reason to step off the path a little. Just in case you have to sprint your way back and you want to make sure that there are no un-expected anomalies hiding in the tall grass.
Good stuff! Personally not a big fan of the AKs, especially the older models, but good skins are important for all. Nothing destroys immersion faster then a bad skin or broken animation. Not sure how I feel about the addition of Shoker mod, we discussed it earlier and it seems that we both hated the exact same thing, so hopefully the way you found that works around juggling all the pouches will work well.
Good stuff! Although to be honest I'm beginning to get weary of all the delays every mod team keeps throwing up. I mean, I understand that it's people working in their free time and etc etc etc, but also with every week the chances of anything getting released get smaller and smaller. We've seen it many times already, and even this news mentions that you basically quit working on the mod, almost permanently. Don't get this wrong, just venting.
Just in case you haven't bumped into this yet: There's a great piece of 'ware out there that I think you may incorporate into your mod to assist with gfx, it's called SweetFX. It's pretty easy to get to work with STALKER and it easiely tweaked, maybe this is what you're looking for. I've used it in a number of dx9 games from Torchlight to Euro Truck Simulator to STALKER, it offered a nicer(then either vanilla or modded with yours, complete or smrtr) picture in all games, with some minor tweaks.
Hey there, you mention that you havent found GOTZ for CS and ShoC. I know that its definately included in CS Complete, and for ShoC I have something called Atlas, its not as nice as Voron or GOTZ, but to somebody who knows the scripting it should be easy to make it more fully featured(using the Atlas as a base I mean.) If you like, drop me a msg and I'll get you the .script files, and whatever other files you need.
YES! That's one of the thing I've always wanted, a friggin ton of weapons to choose from. I just hope they're not all the same... the lower tier ones should be just the guns, then as they get better they will start receiving attachments with the very best guns being able to take all attachments to make it a 'one gun for any day' type of weapon. At least that's what I'd like to see. Normally I end up picking the guns that take attachments over those that don't every time. If I can have a gun with a nade launcher, scope and silencer then I'd def pick it over a gun that can only take a launcher, or only scope. It adds options for the player :) Can't wait to see the final product.
Awesome! Always liked the nade launchers in STALKER. The AI seems to be a little... I dunno... stupid? Walking at you while facing another way, standing STILL in the middle of the hallway while reloading. I guess maybe it's some stealth features at work or something, but it sure looks weird.
The music probably did more damage to those bandits then the sawn-off did. Looks awesome though! Just one thing, as somebody already mentioned, it does look really really dark... is that the norm for M2 or is that just dark weather, also, is that tweakable?
Is this something similar to SweetFX? I've been using that for a whole bunch of dx games and it sounds like it does the same stuff.
Personally I still don't like it. I see you made it darker, but you didn't do anything to lighten the areas that were already dark (it's an issue I had with SFX until I tweaked it better) and that has the effect of making areas that were somewhat dark before become really dark. You can clearly see what I mean if you look at his face, most of it is now covered by darkness.
I do like the idea of taking some of that yellow tint out to make the picture seem darker, but I think that you also need to lighten the darks and maybe the mid-tones to even them out. Hopefully these shaders will be an optional bit.
Don't take this next bit wrong, but I don't get the purpose of your messing with shaders in the first place. You set out to change up the inventories and gameplay, so stick to that, don't go trying to do little changes all over the place, that's what the soup is for. Especially considering that anybody can easily tweak these to their liking with SFX, I know I know, not the same thing, but the visual result is largely the same. Plus assuming it's an optional feature it feels like your time could be better spent on the important bits, bits that very few people could do as well as you have done in the past.
"Rebirth is close..don't miss it." -- Eagerly awaiting further news :)
Could you write a list of the classes that is actually readable? At least make them one to a line, that collection of asterisks is guaranteed to cause a headache. Makes me wonder how the actual mod is if writing a single paragraph is beyond you.
I remember back in the AOL days they used to give 30days free with a new account. But they were so desperate to keep members after that first month that they would offer another one. At one point I spent like 6 months on AOL without paying a penny, maybe Dish is doing something similar? :)
I think your phrasing threw some people off, a better way would've been something like New-Left, Old-Right... as it is I also thought that what was meant to appear was (Left) Old (Right) New... only somehow the last word either got cut off or left out by accident or something.
I actually think that a dagger should be a little bit more crafted then a sword. Dagger is often a ceremonial item, it's not something you go into battle with, and that allows it to be a little more fancy. I mean if you're in a situation where you need dagger to perform like a sword then you already lost. So I don't think that the original is all that out of place, it's not meant to be a melee weapon and so it doesn't need to be sturdy and plain like most melee weapons are. To me the new proposed skin looks like a knife, a hunting knife perhaps.
My first thought was parasol = umbrella :/ I guess they are shaped a bit alike. Is there just one type of these things in game by default? Meaning maybe you could just substitute some sub-type for the new ones? Otherwise, considering your concern about the new ones, it would make sense to keep the old ones.
Hm, 8 months since last infos... beginning to look like this mod is going the way of countless mods before. Endless development, grandiose plans, but eventually news slows down, and so does the development... sad times
For me, and the way I prefer to play, nothing has so far beat the combination of SMRTR with Complete. Truly best of both worlds... I'd be much unhappy to find out that this SUPRSMRTR is not coming.
I really hope you guys will also be distributing the mod through the torrent network. Nothing makes me upset more then having to go to third-party sites to get a comfortable download. This is obviously something that should be of great importance to the team, I mean it makes perfect sense that you want to get your product out to as many people as possible, and having to download 5GB through an http server sucks!
I have had to use torrent sites to download mods before, it's so much faster that I'd probably be able to start playing the mod before people downloading via http would even finish the first half of the download.
Other then that little worry I'm super excited to see that mention of a release within a month or two. AFAIK there are very few CoP mods still in development, and this being one of the two I'm watching out for. Would be really great to get this in the earlier part of summer, a lot of people will have a bit of extra time to devote to gaming, and that's good. :)
WOW! I didn't realize anybody was still working on Morrowind. I never got a chance to play it back in the day, didn't get into TES until Oblivion, so I've always wanted to... maybe this mod will finally push me to play it some more.
The only way Crysis is better then STALKER is in terms of gfx. Outside that it's similar or worse then STALKER. And I'm speaking of the early Crysis games, starting with C2 they're nowhere near as good as STALKER, just another tunnely CoD clone.
*shudder* Man, that syringe looks menacing as hell! I remember my mother poking me with those when I was much younger. We didn't have disposable ones back in those days, at least not in ussr.
Good lookin gun! Personally I really wish that there were more one-handed options in CoP. I mean actually USEFUL ones, like the mp7 that's in SMRTR, amazing piece for artifact hunting. But being the only piece of it's type basically means that it's the only viable option, I like to have choices though :) Thanks again for doing all this work.
This is sounding good... I'm still downloading 1.3 but already can't wait for 1.4. It's been a while since I've gotten my CoP fix, playing with the same old mods is entertaining for some time, but eventually even that gets boring. Currently my fav build for CoP is my own merge of SMRTR and Complete (they work really well together.) Once I try out Swartz 1.3 I may end up with a new fav.
Could you please add these to some torrent trackers as well? It's a real PITA downloading 1.3GB off the web servers, slow as hell too.
Otherwise thanks a billion for continuing to work on this mod, there are so few decent (playable AND fun) mods that are still being worked on, it would be a shame to see an awesome game like CoP die out due to lack of interest.
edit: I realize I can add this to any tracker myself, but I think it's much better for everyone if the author does so, gives the torrent legitimacy IMO.
Good stuff! With S2 out of the picture these mods are our only hope. It's good to see that some modders out there are still working on stalker... a truly under-rated series, I can't think of a game more under-rated then the stalker series.
I really hope that this is a poor attempt at April Fool's joke.
I honestly hope you guys are kidding... Dragons? WTF?! Have you nothing better to spend time on? We don't need friggin dragons in STALKER, it's ridiculous! Seriously, I just can't believe that you guys would do something like this, you've been doing well so far, but if this is not a joke then this mod is getting removed from my watch list immediately, to never come back... and I've been waiting and watching this mod a long time.
oh ok, so I was wrong about that part. Still though, I think it would be interesting to add the ability to mark them onto the map... Running away from dogs or boars with the detector out, as opposed to an assault rifle, doesn't seem like a smrt :) choice. Although my slightly tweaked mp7a3 is a monster.
As far as I know, the detectors currently in game only show locations of the static anomalies, ones that are in the marked anomaly zones. But since this mod(smrter) will add dynamic anomalies, it would be nice to have some sort of system for marking them in order to make rapid movement less dangerous.
Heya smrt, I've been enjoying(and waiting for) your mod for a long time. And just recently, while reading through the stalker books I got an idea that I think would be interesting in-game, if it can be implemented well. Basically its a special detector that only detects anomalies, but its interfaced with your PDA. So that when a stalker is close enough to an anomaly to be picked up(and maybe even identified) by the detector, he can mark it on his map, making the anomaly appear both on the PDA map as well as the mini-map... at least until the next blow-out(in the books the blow-outs seem to be a much rarer occurrence then in the game, maybe once every week or two, and they can be somewhat accurately predicted.)
Anyway, I think this detector/PDA feature would add a bunch of depth to exploring the field. Taking the time to mark out the anomalies will let you later sprint around them if there's a bunch of swine on your tail.