The L.U.R.K. team wants to provide the best possible experience from Stalker: Shadow of Chernobyl, we don't plan to skew the scope of this game, because I, like many others, fell in love with the game because of the story, the realistic gameplay, and the atmosphere. I plan to preserve and improve on that concept to the best of my abilities, and our team has vowed to do so as well. Which is why we took it upon ourselves to provide that experience. We want to fulfill a niche that's otherwise unfulfilled in the modding community. We want to bring as many features to Stalker without damaging or changing the original theme of the game. While improving upon that concept with features that were dropped off the development cycle from GSC, such as stealth AI, and a strong foundation for balance, as well as dynamic A-Life, and an unprecedented visual presentation that no other Stalker Overhaul can touch.

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Oct 8 2009, 12:37am Anchor
Quote:Colt m16a1 description does not list the Leupold scope as attachable yet the scope specifies this gun as compatible. also im not sure why they are less accurate then the M4's and only have 20 round mags. Select fire is single and auto but no 3 round burst.

This is because we decided to disable scope support on all the ARs with carry handles. The Leupold scope isn't supposed to be available anywhere, where did you find it? The M16A1 being less accurate than the M4 is definitely a bug, but the 20 round magazine capacity is correct, the model depicts the earlier 20 round magazine. The M16A1's fire modes are correct, the M16A1 has semi-auto and full auto, it was the M16A2 that replaced full auto with 3-round burst.

I i got the scopes from flintskin or skinflint the trader at the freedom outpost

A few more little issues:

the "mini dragonuv" ak 47 cannot have the PSO scope attached

The duty armors sold at the duty trader have identical stats but one is almost double price.

hina9888 wrote:
Quote:The former issue (with the suppressor) has been fixed as of the latest
build. I recommend you ignore those stat bars at the top of each
weapon's description, they're not accurate.


The stat bars really aren't accurate? Are they going to be readjusted at any point? It's kind of lame that they're not, they're what I've been using to choose between weapons.


most of the weapons of the same caliber kill in approximately the same number of hits, so you can use basicly what ever you want although some weapons do considerably more damage then others like the rpk 74 killing in about 4 hits versus 8 from a regular 74. i would suggest doing what i did. modify your weight to carry a lot find a single npc, i choose the duty trader, quicksave then just shoot him in the chest and count how many rounds it takes to put him out. also be aware that the supressors do actually decrease your weapons power by a good bit even though it isnt displayed on the stats.

Oct 8 2009, 12:48am Anchor
ryeguy146 wrote:I'm getting mad lag in the arena. No where else really. I mean, except where you'd expect it in the Bar and near the Freedom base. But this is choppy lag rather than stall out lag.

Not sure if it's just pushing my machine or what, but the half of the arena that the opponents start in doesn't lag my game a bit. So I try to sneak over there and fight from that side, but it leaves me with maybe a third of the arena where I can fight from.


I get the exact same thing. I'm thinking it's caused from a combination of the optional mods as I don't see anyone else complaining about this except for ryeguy146 and I. I've tried lowering my settings but that seems to have no effect at all.

Oct 8 2009, 5:41am Anchor

if/when it rains; the Arena will stutter, like crazy

it has always been this way: go back when it stopped raining, this should solve the issue

if the issue occurs, even when it does not rain; then you've got a problem

Oct 8 2009, 7:19am Anchor

Just a suggestion for audiovisual terms:
I dont know about this as I havent reached any areas with lakes yet, but have you thought about implementing the newest water shaders like Complete 09 did in their new 1.4 release?
Those look awesome and very realistic.

Oct 8 2009, 7:33am Anchor

I don't want to carry my sleeping bag around; since I have not used it more than once or twice, whilst playing through the entire game
it does not weigh more than 1 kilo, but I could certainly use that extra kilo for 2 more artifacts instead

I do realize there's no mesh for it; but at least give us the ability of stashing it.

not sure if it's a bug; but there is no actual need to sleep; i.e. you don't get dizzy from not sleeping

same with hunger; it is non-existent; something which bugs me quite a lot

Edited by: Lord_Santa

Oct 8 2009, 12:26pm Anchor
hina9888 wrote:The stat bars really aren't accurate? Are they going to be readjusted at any point? It's kind of lame that they're not, they're what I've been using to choose between weapons.

Unfortunately no. If I recall correctly they weren't even particularly accurate in vanilla. We may try to adjust the bars appropriately, or find some other way to describe each weapon's effectiveness (perhaps in the description), I'm not sure one way or the other.

Oct 8 2009, 2:07pm Anchor

Hmm, yeah.. you should definitely do that. Either take out the stats fully or have them beeing at least halfway accruate, else its just irritating.

Oct 8 2009, 4:13pm Anchor

; ttc
hit_power            = 0.608
hit_impulse             = 33
hit_type             = fire_wound

fire_distance              = 1000
bullet_speed            = 925 ;íà÷àëüíàÿ ñêîðîñòü ïóëè
rpm                     = 750
; end ttc

(FAMAS G2)

These are the important lines in the .ltx files for the weapons, as they change the stats bars and the actual performance for the weapon. For example, setting hit_power to something like 10 will max out the Damage stat bar (and clean out anything in one hit). I think that fire_distance and bullet_speed calculate the "accuracy" bar and rpm is obviously rate of fire. The only stat that cannot be directly changed though these lines is "Handling", which has its own block labelled "params of weapon recoil". "Accuracy" is also affected by the value of fire_dispersion_base, which is in the recoil section.

The stats given in the game aren't perfect, but given that changing these values affects the in-game performance of the weapon and the blue bars, the stats must be fairly accurate.

(Note for anyone changing these stats themselves: setting anything to zero is a bad idea.)

Now, if anyone decided to go through the many weapons of LURK and balance them I'd suggest the following for maximum realism:
- hit_power and hit_impulse should be consistent between weapons of the same calibre, with possibly higher values for weapons with higher muzzle velocities. Default/current values for these should be fine.
- fire_distance should also depend on calibre, and should be quite high (2000+ for 5.56mm)
- bullet_speed should be the real muzzle velocity of the weapon (~1050 for the FAMAS G2)
- rpm should be the real rate of fire for the weapon (925 for the FAMAS G2)
- values in the recoil section should reflect the calibre and weight of the weapon. A larger calibre should increase recoil and a higher weight should decrease recoil, although there should be special adjustments for weapons such as the AK-107 and LR300.

What these changes would achieve:
Spraying on fully automatic mode will be less effective at anything other than point-blank ranges. Controlled bursts and single aimed shots will be more effective. Automatic weapons will eat through ammunition much faster, but as ammunition weights are apparently too high then things could even out. Still, players would have to be more concious of ammo consumption. A lighter weapon is now not automatically better, as it will suffer from more recoil compared to a heavier weapon. However, a lighter weapon offers a bit more backpack space creating a tactical choice for the player.

Edited by: NoodleMeister

Oct 9 2009, 5:33am Anchor

 Hi all, Thanks for a new angle to MR Stalker. slight problem I know this has been aired but with the Guide spawning so early until you can come up with a patch or something is there any way I can make him god like, only the game appears to be broken with him dead, or am I missing something, another way of triggering doc,  I tried to see if doc would be in place but no, I would like to finish the game with out help of all the bloodsuckers interfering, so many, only answer save.save .save .  nemisiskhann 

Oct 9 2009, 6:21am Anchor
nemisiskhann wrote: Hi all, Thanks for a new angle to MR Stalker. slight problem I know this has been aired but with the Guide spawning so early until you can come up with a patch or something is there any way I can make him god like, only the game appears to be broken with him dead, or am I missing something, another way of triggering doc,  I tried to see if doc would be in place but no, I would like to finish the game with out help of all the bloodsuckers interfering, so many, only answer save.save .save .  nemisiskhann 

Go and have a word with SId at Rookie camp if you have 15000Ru to spare he can help you out. :D

Oct 9 2009, 7:54am Anchor

We cant get the good ending if Guide dies, or can we? =/ He died before I even left Cordon because Bandits were raiding that area.

Oct 9 2009, 8:43am Anchor
JayFKay wrote:We cant get the good ending if Guide dies, or can we? =/ He died before I even left Cordon because Bandits were raiding that area.

I don't really know what you mean by the good ending if you mean not doing the wish granter then yes you can not sure if you can do the wish granter but i would assume you would be able to. To complete the ending that guide helps you with ( see Doc etc ) go see Sidorovitch and ask him for information he should be able to help.

Oct 10 2009, 3:21am Anchor

By good ending I mean the true ending where you realize all the other endings such as "Immortality" are just illusions and all and find out about everything.
Yeah, the one where you talk to Guide first and then to Doc in Agropom and get the Decoder later on.

So I just have to talk to Sidoro? Great, thanks.

Oct 10 2009, 4:52am Anchor

FN F2000 states that it can mount the 5.56 silencer, but it won't.
Also, it is incredibly powerful and accurate, I'm not sure if that was intended or not.

Edited by: ryeguy146

Oct 10 2009, 5:17am Anchor

The FN F2000 was supposed to be a revolutionary rifle, so I suppose it -could- be possible... but still, a 5.56 round couldn't be THAT powerfull right?

And why is the AK47 and other 7.62 esque rifles not been balanced or repaired yet? I mean come on the 5.45 round IS NOT STRONGER than a 7.62 one, no matter what gun.

Oct 10 2009, 6:50am Anchor
dave_5430 wrote:The FN F2000 was supposed to be a revolutionary rifle, so I suppose it -could- be possible... but still, a 5.56 round couldn't be THAT powerfull right?

From a technical perspective the FN F2000 should have similar performance to the HK416, as they are both short-barrelled gas-operated weapons in the same calibre. From a gameplay perspective, however, balancing like this, though it would be realistic, would leave no gaps between the best and worst weapons in the game. The M16, for example, would actually out-perform the F2000 as it has a longer barrel and is therefore more accurate/damaging.

dave_5430 wrote: And why is the AK47 and other 7.62 esque rifles not been balanced or repaired yet? I mean come on the 5.45 round IS NOT STRONGER than a 7.62 one, no matter what gun.

Actually the 5.45x39mm round was chosen because of its superior wounding potential to the 7.62 Soviet. It is also lighter and more accurate, but it does lack "stopping power" that the 7.62 has in spades. As a concession I think that 7.62 should do a bit more initial damage (possibly a bonus against mutants) but the 5.45 should send targets straight to moderate bleeding. The 5.56 should be somewhere in between in terms of damage but more accurate than both.

On mention of the AK-47 there are a couple of bugs:
- 7.62x39mm rifles do about 40% more damage with a silencer attached: more damage than most 5.56mm rifles.
- The inventory icons (and probably the 3D models) for the AK-47 and AKM need switching. The AK-47, as a vintage relic of Soviet workhouses, should not have nicer wood furniture than the (slightly) more modern AKM.

For the F2000, may I suggest that instead of using the Belgian F2000, which would be hideously expensive and impossibly rare, LURK could use the special Slovenian configuration which would be slightly less rare/expensive in the zone, allows the attachment of an ACOG scope and looks cooler to boot.

Edited by: NoodleMeister

Oct 10 2009, 5:21pm Anchor

Woah, Noodlemeister o.o

You know your guns don't you?

I thought a longer barrel meant that the bullet 'd actually weakn.
Then again it would make more sense as, well, from what I've noticed, the longer the barrel, the more pressure the bullet gets down the way thus quicker speed, right?
But if the weapon were to have been worn down due to firing too much the barrel could have gone weaker, thus slowing the bullet or damaging it causing it to either shift or twist which eitherway will decrease accuracy and cause the bullet to decay faster before hitting its target.

Right or wrong?
Maybe ya should pm me more about this stuff though.

But according to the 5.45 tests it failed in long range combat and such due to it NOT penetrating walls and such in urban environments because of it's weight and such. Which would mean that actually, close range, the 7.62 -does- do more damage, right?
But then we're talking about wound damage, and some special russian forces are still equiped with the 7.62 just because of this.
On a side note, the 7.62 should do more damage due to the bigger wound it creates, including fracturing, but the bleeding statement would be correct. Though the NATO does not condone this because they are trying to keep the bullets from splintering inside of a body to not brutally and savagely slaughter people but only take them out. (I read that somewhere in either a history book or encyclopedia some time back.) Am I right?

Edited by: dave_5430

Oct 10 2009, 6:11pm Anchor
NoodleMeister wrote:

dave_5430 wrote: And why is the AK47 and other 7.62 esque rifles not been balanced or repaired yet? I mean come on the 5.45 round IS NOT STRONGER than a 7.62 one, no matter what gun.

Actually the 5.45x39mm round was chosen because of its superior wounding potential to the 7.62 Soviet. It is also lighter and more accurate, but it does lack "stopping power" that the 7.62 has in spades. As a concession I think that 7.62 should do a bit more initial damage (possibly a bonus against mutants) but the 5.45 should send targets straight to moderate bleeding. The 5.56 should be somewhere in between in terms of damage but more accurate than both.



I agree with this.  The bullet energy (stopping power)  of a 7.62 is around 2000 joules compared to a 5.45 which is around 1000 joules.  The difference in damage is the design of the bullet itself.  The 7.62 has a solid core and is more stable in tissue, where as the 5.45, i think, has a hollow core so that it deforms when it strikes a target, which renders it unstable so you get more yaw as it passes through tissue.  Tissue is very flexible, so a stable projectile may actually move tissue out of its way as it passes through a target.  That is why instability will result in more damage.  Imagine a car driving straight through a china shop, now imagine a car driving through a china shop as it's fishtailing.  The fishtailing car will break more dishes.

Edited by: standardtoaster

Oct 10 2009, 7:38pm Anchor

Fishtailing through a china shop. Best metaphor ever.

Oct 11 2009, 12:23pm Anchor

The MP 5's description is still messed :P Also I agree with the guns needing a rebalance for realism :P

Oct 11 2009, 12:54pm Anchor

I also agree. Guns need rebalancing badly. I think that similar weapons shouldn't have different damages. Just think this trough rationally. Does the weapon determine the damage it does? no it doesn't, the type of ammo does that. A famas shouldn't do more damage than a Colt or an Enfield. They fire the same ammo after all. Guns should only determine the spread, handling, rate of fire all that other stuff. I also belive that these things (mainly handling) it should be emphasised much more than they currently are. /whining

ALSO BLOWOUTS SOON FELLOW STALKERS FUCK YEAR

Edited by: masterlurker

Oct 11 2009, 1:43pm Anchor

Hey guys, I'm liking this mod so far, but I think I encountered a bug..When you escort Kruglov to Yantar, he says when you follow him into the lab in Yantar that you will receive their new suit in gratitude for saving his ass. I go in, talk to Kruglov and he says some stupid stuff like "took you long enough to get through to us" or some bs. I turn and talk to the dude behind the counter. He says "blah blah hey marked one, I want  you to have this suit etc," but he never gives it to me. The regular options are at the bottom, "Do you still need artifacts?, etc" but I never receive the suit. I can trade him and see that he has 3 different ecological suits in his shop or whatever, but I never receive the free one.
Is it a bug? I read this whole thread and saw that Holden said there would be "no free handouts" for armor, but it's a quest reward, lol.

Oct 11 2009, 2:09pm Anchor

Icons of all items are all messed up.

also suggestion: Scope for the Mosen Rifle

Oct 11 2009, 2:12pm Anchor

Found something wrong with one of the guns.

skinflint from freedom was holding a Barret, so i decide to kill him and have some fun with it.

The weapon model however is the SVD, the ammo is 7.62x54R and i believe it has the same stats as the regular SVD but the model while actually holding the gun is the Barret's model, though this gun is possible not supposed to be in the game yet since i can get leupold scopes that where never meant to be in either.

Also the accuracy while holding it is extreme its about pistol spread on the cross hairs.

Oct 11 2009, 4:04pm Anchor
dave_5430 wrote:I thought a longer barrel meant that the bullet 'd actually weakn.
Then again it would make more sense as, well, from what I've noticed, the longer the barrel, the more pressure the bullet gets down the way thus quicker speed, right?

Right. Longer barrel equals higher muzzle velocities. A faster bullet is more accurate (all else being equal of course).

dave_5430 wrote: But if the weapon were to have been worn down due to firing too much the barrel could have gone weaker, thus slowing the bullet or damaging it causing it to either shift or twist which eitherway will decrease accuracy and cause the bullet to decay faster before hitting its target.

Barrels in modern firearms should have a lifespan of tens of thousands of rounds. They will fail eventually, but chances are that something else has broke by then. Not feasible for implementation in LURK or any other game.

dave_5430 wrote:But according to the 5.45 tests it failed in long range combat and such due to it NOT penetrating walls and such in urban environments because of it's weight and such. Which would mean that actually, close range, the 7.62 -does- do more damage, right?

The 5.45 does not penetrate because it is designed not to over-penetrate. The 7.62 and even the 5.56 will leave an exit wound, which will increase blood loss but the remaining energy of the bullet is basically wasted. Instead of wasting this the 5.45 expends all of its energy on the target which, according to some schools of thought, increases "stopping power". Incidentally, this is why most soldiers are trained to shoot for three areas; the head (kill shot), the torso (easier to hit and probable kill shot) and the pelvis (bullet is guaranteed to hit the bone: instant knock-down for the follow-up). An added bonus of this is that smaller projectiles relying on speed (5.45 and 5.56) are much better against body armour than larger projectiles relying on mass (7.62x39mm).

dave_5430 wrote:But then we're talking about wound damage, and some special russian forces are still equiped with the 7.62 just because of this.
On a side note, the 7.62 should do more damage due to the bigger wound it creates, including fracturing, but the bleeding statement would be correct.

There are much better reasons to use the 7.62x39mm round for special forces than "wound damage". Firstly, in anywhere Russian special forces will be realistically deployed (i.e. Ex-Soviet Bloc states, Middle East) you will be tripping over 7.62x39mm ammunition. When NATO forces run out of ammunition in Afghanistan/Iraq their rifles become expensive clubs. When Russian forces run out of ammunition, they can fetch more from dead enemies. The other reason is that 7.62x39mm is not dependent on velocity like the 5.45 and 5.56 rounds. This means it is still a viable round for use in shorter weapons, which can be favoured by special forces (who typically operate at a closer range than regular infantry).

dave_5430 wrote: Though the NATO does not condone this because they are trying to keep the bullets from splintering inside of a body to not brutally and savagely slaughter people but only take them out. (I read that somewhere in either a history book or encyclopedia some time back.) Am I right?

The Geneva Convention explicitly bans expanding (i.e. Hollow-Point) ammunition for military use. In accordance with this, military ammunition is not allowed to have any features which deliberately increase the chance of a horrific yet non-lethal wound. In reality however this is not policed and many nations adopt ammunition with "wounding" features. NATO forces use ammunition that must either tumble (car rolling on its side through the china shop) or fragment, but both of these require high velocities. This is the problem with the M4A1: 5.56mm is fine from a long (think M16) barrel but does not reliable tumble or fragment from a shorter barrel. 5.45mm also has this problem but to a lesser extent.

masterlurker wrote:Just think this trough rationally. Does the weapon determine the damage it does? no it doesn't, the type of ammo does that. A famas shouldn't do more damage than a Colt or an Enfield. They fire the same ammo after all. Guns should only determine the spread, handling, rate of fire all that other stuff. I also belive that these things (mainly handling) it should be emphasised much more than they currently are. /whining

Agreed, but the damage for all guns of the same calibre should not be identical. The "damage" a weapon does for any given calibre is directly proportionate to the length of the barrel. So the M16 should have a higher damage stat (and higher accuracy) than an M4, but the M4 makes up for this with a lower weight and higher rate of fire. This allows the weapons in the game to be balanced without making them identical.

Edited by: NoodleMeister

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