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yodahouse900
yodahouse900 @ Ray of Hope

cheers mate. this is some much appreciated news

Good karma+2 votes
yodahouse900
yodahouse900 @ Cordon early-game tweaks + easier Fanatic training [1.5.1]

or and bear with me here
you run + jump out of their way as they charge you
and when you land you pull your knife out and stab them

Good karma+3 votes
yodahouse900
yodahouse900 @ Dead Air Actor Patch ***FIXED***

look in the ltx files actor.ltx and if i remember correctly there is cratures.ltx parameters should be inside. pretty much straightforward what you gotta do inside them

Good karma+1 vote
yodahouse900
yodahouse900 @ No mutants addon[CoC 1.4.22]

the first guy in the zone is actually forester isn't it ?

Good karma+1 vote
yodahouse900
yodahouse900 @ Mod Appreciation Week 2018

The industry keeps pressing on games which lack lore and trivia these years and releases become more depressing as time goes on. I'm not saying every single one is bad nor will I talk about the usual AAA blockbusters games but at least to me it's hard. Hard to find games which equals S.T.A.l.K.E.R. (not saying there isn't, everyone's got a different opinion). Most games these days are either thought out to last or expected to be replaced (generalising).
(remember these are [some of my thoughts] on the video game industry)

let's cut the chase and put it simply

There aren't a lot of games which draw me back to them when I'm done playing through them. S.T.A.l.K.E.R. there is too much to say about it. It always keeps on drawing people back, to me it's up there with the classics.

"To me this old game is young"
I bet GSC never thought it would come this far and still keep going.
let me explain why I say "To me this old game is young"
Everyone knows S.T.A.l.K.E.R. isn't really the best game out of the box.
I could go on listing all the problems the game has in its vanilla form
but the reason we know these so well is simply because,
people already got solutions for them.

This game isn't supported by anyone anymore officially
To blind eyes it may seem dead. Yet it is more lively than ever.
I never thought to see such mods which overhauled the game from it's core,
new questlines nor ones which gives it 64 bits.
But NEVER would I have thought someone would try to give S.T.A.l.K.E.R.
a real multiplayer and set in the zone. (a new part of it at that)
It was unreasonable for me, an unprecedented event to my knowledge.
A complete rework of a clunky game which most forgot about? unthinkable,
that is without counting the modding scene.

"Ray-of-hope" that is its name

Moddb.com
Title says it all, The very dream of most S.T.A.l.K.E.R. player and enthusiasts.
I won't talk mush about it and simply say:
S.T.A.l.K.E.R. 2
(it's a joke which through RoH message
boards recently but i legit think it is)

When I first played through COP
I was scared shitless (was young and impressionable)
the atmosphere the feeling when I was playing for the first time,
I didn't know it yet but it marked me, back then I thought I would never play this ever again. Yet here I am preaching that this game is a masterpiece not by today critics standards but because no matter how you try to say it is lacking there is always someone to show you that what they've done proves you wrong.

"No matter how much time I spend on it I'm always thrilled,
I always stumble upon something new, something which i never
noticed and end up learning more and more about it
and remember the zone is becoming bigger everyday."

Media.moddb.com

Good karma+2 votes
yodahouse900
yodahouse900 @ RoH public Discord channel

can you post an engine stress test ?
because with all of this new fancy good looking juicy stuff i'm starting to be worried about the engine

Good karma+3 votes
yodahouse900
yodahouse900 @ Traders buy damaged weapons! [CoC1.5]

i guess it's a misery related mod
since there are WW2 weapons and other consumables

Good karma+2 votes
yodahouse900
yodahouse900 @ Radium

some countries for exemple france don't allow such thing to happen

Good karma-1 votes
yodahouse900
yodahouse900 @ Red Forest = Red Grass

and violets are blue

Good karma+4 votes
yodahouse900
yodahouse900 @ Ivy demonstration

i isn't a flat mesh since there is a curve but i'm more interested to see if these actually move

Good karma+3 votes
yodahouse900
yodahouse900 @ Concept Art

the real pain would actually be the radiation these things have
since most of hem are actually radioactive waste

Good karma+1 vote
yodahouse900
yodahouse900

kurisu best girl

Good karma0 votes
yodahouse900
yodahouse900 @ Hitmark Remover

force is a vector true and you can use it to have a general direction of the shooter's location but instead of focusing on the vector you'll be spitting your guts out pain if you've got no decent armor. this is why the indicator was created, you are not able to feel the shot since this is virtual. but anyway that topic is pointless as said the author.

Good karma+3 votes
yodahouse900
yodahouse900 @ Zaton Ship Textures Another Preview

actually if you look at it from ingame you'll see that even though the textures are nice and high res the meshes and map design will feel blocky and flat in places were it shouldn't be, like dirt, wall corners, etc

Good karma+1 vote
yodahouse900
yodahouse900 @ August Update

but this won't realy apply to your case since Cop isn't war centered (even tho there is monolithVSloners, DolgVSweed and stalkersVSbandits) but to make the zone more lively you need to make sure you have an homogeneous amount of everything e.g like at a fresh start keeping an eye on the amount of stalkers relative to bandits mutants etc and making events to balance everything or to simply tip it in another direction which it hasn't been in over a long time (if x event no trigger for the last Tperiod then...(more random is better))
most of this system i'm submitting rely on random events the more variations the merrier
like e.g:
-the ideas paranoia made up above(blood moon)
-a wolf pack came from the red forest or a swarm of stray dog came from nearby villages (even tho they should have all been killing by hunters during the liquidation of 1986)
-a new batch of freshmen from that faction came from xlocation trough the sewers
- new imigrants from outside the zone came over and the military are on their heels
- the military makes a raid on some location(helicoter insertion etc maybe even using the BTR-60)
then takes control of the Smart terrain an makes it an outpost spawning more troops etc(i play arma too much these days)
-snorks managed to dig out tunnels in the area
-supply lines between Xfaction main base e.g dolg rostok(mercs monolith freedom and ecolog could also work) and a forward base or smart terrain meaning either yanov or some other place
-famous stalker hunter group entered the region
-merc squad actively roaming the area looking for someone or something (bounty
hunters etc)
-a special group of indepedants have setup at some Smart terrain and have open a shop for a limited amount of time
-weapon deal outside of tradeposts (like the mission with the bandits dealing with duty traitors)

there could also be side effects or consequences to theses events like when too many ppl die bloodsuckers start appearing near
or the fact that a single stalker found too much artefacts enraged the zone and focused mutants towards that individual

of course you can see this as way to balance powers in the zone trough the use of scripted events instead of spawning npc's to fill in the blanks which is technically the same but in a way which is suited to be seen and not hidden and should be used alongside regular spawning mechanics to enhance gameplay.

also note the fact that this solution is not absolute as well as terribly hard to put into practice and balance correctly (may end up giving options to the player so that they will spice up the way they want it)

in the end the best way to my sense to deepen the livelyness of the zone is to connect everything what i mean is that an action kick at least 20 others reactions and so on
e.g : some blowout happens in the aftermath some stalker comes to you and says that his friend couldn't keep up the pace with him when they were rushing towards cover and he asks you to find him figuring out if he died or not but then you found out he was not only killed in the blowout but a controller took control of his zombie form(here the quest could have maybe not triggered at all, the stalker may have been alive safe and sound or under attack by rodents or somethin or he simply died the end OR he was taken hostage when bandits found him before the blowout occured)

this is tough already heavy scripting by making events chain one after another gives a nice feel of randomness but is one hell of job to do. Well even if they don't chain up just making that system is a pain in the *** if guess.

Wait "I have become a bit of a perfectionist after working on this project for so long,"
welp guess it's his choice to do it or not
*looks up at the scrollbar*
*gulp this shiet is long and it's mess too*
hits 5000 character limit


******

Good karma+2 votes
yodahouse900
yodahouse900 @ August Update

And the games devs knew this which will bring me back to the least loved game of the trilogy Clear sky(remember i only played once trough the game 8hours as such it may not be that close to reality and is mostly my assumptions on the game mechanics). i'll overlook the gameplay features which polluted the game and point out the A life related stuff.
the specificity of CS over the other games is the implementation of the factions wars tab.
the idea was to make the player play a part in the raging wars between factions yet it turned out to be mainly centered around the player so unlike the A life system which disregards the players actions the waging wars depended on the player otherwise the war was one sided.
Again the A life made you feel you were one of plenty to roam the zone the war system was more likely to tell you that you are the pillar to an entire war which is weird.

i'll stop there for the problems and come to the two main causes of it's failure.
the first being difficulty, but hell you can't do **** about it. upping the difficulty will only make it unplayable for some and other will overlook it and keep on going as nothin changed look at darksouls or misery as a better example.

"it all comes down to finding the trick"

the second which is somewhat influenced by the first, like i said before
"you are the pillar of an entire war"
Simply because friendlies were defenceless and you were mowing down others alone it was centered on the player. but stalker is as of now a SP game and one shoulder are only so big. what i mean is what if you make so that the player can not keep up with the pace and can not over extend himself further in that case we would be back to the goal of the A life(the player will have to move with the flow).
yet it comes with it's own share of problems the idea (if you haven't guess it) being making a lot of events happen frequently (and randomly to an extent) would make the balance crumble and only deepen the effects seen in CS only that the player won't be able to do anything about it.

the solution(for CS's system) I've come up with would be to make the losing factions strengthen quicker (more squads better equipment or making disadvantageous event to the enemy) proportionally to it's state (over stages eg 60% of original battle power 50% etc) and vice versa to balance everything
(this is an idea i had from Men of war to make battle last longer)

Good karma+2 votes
yodahouse900
yodahouse900 @ August Update

wasn't there spawn point for npc's in CoP ? i thought i came across some squads of bandits who just spawned on the borders of the map in zaton (from my knowledge although i'm not sure the spawns are around the ranger outpost, next to the iron forest and further back the sawmill these are the few spots i think are spawnpoint) but even i agree at some point the zone in Cop felt rly empty especially pripyat (which i think need rework on the smart terrains because some areas are damm empty giving the nice feel of ghost town and other kept respawning the same enemies over and over e.g the "market" thingy near the laundry or the office building above the Xlab).

trough my multiple plays of Cop i started to think more and more that the maps were not designed to be used in a long lasting freeplay but to give the player a impression of an open world with a semi working A life feel to it (since the zone the zone feels empty at one point) CoC managed to reestablish by making spawns more consistent but the Cop maps still feel too stale and bland unlike the others ones.

as for the solution to the repopulation of the zone i remembered the occasional occurrences of manholes on the maps although not frequent the sewer system could be used as a spawnpoint like and entrance to zone for the freshmen somewhat like the snorks tunnels the idea obviously comes from the dead city map prototype.

But think about it, making npc's spawn on map edges where you can't see them only makes the game more lively by giving targets every so often and doesn't make for a long lasting solution it worked in vanilla because the aim wasn't to make a freeplay experience but to enhance the storytelling trough random encounters and the daily lives of others stalkers and in the end you start figuring out that even tho the game doesn't move relatively to your actions it still follows a set course the more you played the less rich the course becomes making encounters of both friendly and enemies less frequent only leaving the mutants and zombies as usual occurrences

Good karma+4 votes
yodahouse900
yodahouse900 @ S.T.A.L.K.E.R.: Call of Chernobyl

i don't think so

Good karma+1 vote
yodahouse900
yodahouse900 @ PDA Level Change

i'm craving to see the guides again

Good karma+3 votes
yodahouse900
yodahouse900 @ PDA Backpack Travel

guess til there won't be guide npcs, we will resolve to fast travel

Good karma+2 votes
yodahouse900
yodahouse900 @ Roh Is Dead

or they had internal affairs going ham

Good karma+9 votes
yodahouse900
yodahouse900 @ Mod Appreciation Week 2017

I will once again show how much i love the S.T.A.L.K.E.R. series and how much amazed I am upon seeing the work done on it by the community given the problem posed by the vanilla game.

As support to my statement i'll use the MISERY port to Call of Chernobyl.
Both of them are mods made by separate teams and are some of the most known mods on the english stalker community, yet Call of Misery is an unofficial port made by an independent.
Both of these mods were perfect fit for a single reason they barely overlap each other, no they complement one another. CoC is the Freeplay experience lacking in CoP and MISERY the complex touch of gameplay which deepened even more the stalker game. Looking at MISERY, it is often described as an ultra hardcore or "unfair" experience, in fact it may be true, I have myself tried misery and found it extremly complicated and so hard. yet if you ask these kind of people
how they would tweak the mod, we would see them make a copy of the vanilla. lately I have been chatting with a fellow stlaker of the Misery realm and he told me how easy it was for him to play, through his explainations i understood one thing, it all comes down to habit, for example when i first started playing S.T.A.L.K.E.R. I was scared to death every time I left the Shadovsk ("safe-zone")
and once i finished the game i told myself "never again". look at me now, I now consider it the best game of all time and wasted months of game time on it, when I play, I stab pseudogiants for breakfast.

Knowledge is power
guess it couldn't be more accurate

Back to the topic at hand, the other reason I choose this mod in particular is the fact that the parent mods and CoM are alike. they are massive known mods which enhance gameplay mechanics and most importantly each of them are their own
modding platform, meaning they are not only mods but work which can be modified at ones will and shared as addon.
It was a long yet not comprehensive ¶, I barely scrathed the surface of the mod itself, so think about the other mods, the russian modding community which has plenty of mods unknown to us. I bet you S.T.A.L.K.E.R. isn't the only game to have such community.

Good karma+1 vote
yodahouse900
yodahouse900 @ Streaming session finished, changes in CooP statement.

i personnally expect people/modders who are going to make RoH decdicated server launchers if they don't make them

Good karma+3 votes
yodahouse900
yodahouse900 @ Streaming session finished, changes in CooP statement.

Maggy_ 9hours ago
Is this mod owned by Electronic Arts by any chance?
-
Ray-Of-Hope 6hours ago
Twitch.Tv

Recording of the stream here.
-
you don't get it
"simcity reference"

Good karma+3 votes
yodahouse900
yodahouse900 @ Radium

now that I know, Radon's MSBS 5.56B is out i feel sad for not seeing it anywhere

Good karma+3 votes
yodahouse900
yodahouse900 @ ART-IS-TRUTH : Минута Спокойствия

god i'd love to get the song's tab

Good karma+3 votes
yodahouse900
yodahouse900 @ No Frills "Open" Scopes 1.0 (Vanilla) [CoC 1.4+]

rebalancing weapons isn't hard at all you just gotta wander around your gamedata directory and look either for individual weapon .ltx files or the weapon.ltx which stores ammunition values. it's quite self explanatiory once you look into it.

Good karma+1 vote
yodahouse900
yodahouse900 @ Immersive fast travel 1.0 [1.4.22]

I remember in COP you could ask NPCs where they were going and tag along free of charge is this also the case or is it all money based ?

Good karma+3 votes
yodahouse900
yodahouse900 @ Immersive fast travel 1.0 [1.4.22]

I remember in COP you could ask NPCs where they were going and tag along free of charge is this also the case or is it all money based ?

Good karma+7 votes