The aim of this mod is to add in the old locations from ShoC and Clear Sky, and to provide an enhanced and extended gameplay experience while (mostly) sticking to the vanilla storyline. At this point, the mod (v0.45 alpha)contains 37 locations total, approx. 200 weapons, lots of new armors, items, artifacts and anomalies.

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NODsoldier
NODsoldier - - 441 comments

Very awesome, only thing that caught my attention was the hand not keeping up with the pump on the shotgun, but it looks like lag was responsible, epic nontheless!

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smrtphoneusr Author
smrtphoneusr - - 794 comments

A bit of both, lag truly makes the reload animation look weird (sometimes when I use fraps only half of the animation is actually show for some reason) but I wanted to increase the pump movement as well, just haven't gotten around to do the animation yet.

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Chezzlor
Chezzlor - - 860 comments

That looks incredible! My god, what a scary site for when it gets close. Those those beasts always ended a bit flat as its rather easy to dodge them unless your overcompensated. I wish they did a bit of a charge at times.

Nonetheless excellent stuff. Look forward to seeing one! You know what would be great? making its voice a little deeper with extended roars. Oh and stomps being louder etc

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OmeG
OmeG - - 816 comments

I agree with Chezzlor, the initial attack either charging or stomping
could knockback/stun the player/npc for a certain amount of time for the giant to stomp the life out of the poor player/npc stupid/crazy enough to not run away. The giant now has a fitting role in the zone.

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smrtphoneusr Author
smrtphoneusr - - 794 comments

Mutant classes are hardcoded, so we are limited to basic config tweaking when it comes to changing their behavior. I bet there is a way to work around it with some fancy scripting, but I'm a LUA noob.

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OmeG
OmeG - - 816 comments

I see, maybe another modder in the stalker community could help with that, the idea could be implemented at your discretion at a later time should you wish to come back to it.

Another idea I haven't seen is mutant adolescence, I could see the pseudo giants offspring being the vanilla size and lurking in places the giant could not go. I'm not sure if the hardcode allows for size variable spawning, but just another idea to come back to if you want to try it out. Again, good job on the giant.

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smrtphoneusr Author
smrtphoneusr - - 794 comments

This giant does not replace the old one, it is an additional creature. So yes, varying sizes for species are possible, already did it for the spiders and I plan to implement it for fleshes and boars as well (changes will be a lot more subtle compared to the giant of course^^)

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OmeG
OmeG - - 816 comments

Nice, then that could also mean different skin textures for each species giving herds, or groups of mutants unique and varying looks instead of carbon copy replicas. ei. brown boar, black boar, brown & black boar, boar with gash marks, etc. etc.

Glad your decided to do this. I know it might be time consuming to have each mutant spawn with its own size and texture along with spawning each as an individual mutant instead of insert # of same unit at location. The variety and feel will be well worth it in the end. :)

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smrtphoneusr Author
smrtphoneusr - - 794 comments

yes, different skins for one model are also possible of course. Suprisingly, no one seems to be doing good mutant skins.

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Kaplan.994
Kaplan.994 - - 58 comments

When the giant slammed his foot on the ground,my speaker stopped working...
Seriously damn ...

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Villainz
Villainz - - 366 comments

You should make a land of giants in one of the maps would be cool

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Description

Turning the Pseudogiant into a real Giant

Alternative video link with better quality: Youtube.com