Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!
For me, that's a matter of perception to me, I personally think the guys of LA are amazing But i also think Smrtr is an amazing modder and Alundaio. I think both I and the team appreciate the kindness of some of our fans, many people even try to help the mod, sending over files, link to useful stuff etc. etc.
Thanks to you all :) because of you this mod has been floating in the top 10 mods for almost a month now.
The russian community is kinda being forgotten, lol. The mod work of non-russians for stalker is amazing but it seems like it's mainly been russians who have actually brought new missions, maps and what not for the different stalker games.
Kocayine,
I haven't played any of the russian mods so i would not know :\ Heard most of them were always really unstable and that's why i avoided them. I dont like installing new DLL's either. Hence the fact they were not mentioned.
Personally I do not share the same mindset that russians produce one thing and non-russians another. To my experience the non-russian community produces as much crap and quality as the russian community. Modders are very diverse even within the very same nation.
I salute globalism for being able to share all of this modding content and learn from each other.
I suppose what most people mean is that the mods from Russian modders that have come to the attention of non-Russian people are the ones the the gameplay styles listed.
I reckon there must be a few really great mods that are very different lurking around the Russian mod community that non-Russian people have not heard of :)!
Regarding making a Stalker 2 dev team, totally agree, maybe soon there will be some investers who understand that some modding communities work very efficiently and effectively and could easily create something that would return their investment and then some!
@N.Aaroe Definitely... but having spent a lot of time at russian forums, they DO usually tend to put the visuals aside and focus more on having big mods with a lot of content... and mods made by the "english" community tend to just be compilations of some sort. The innovative things usually comes from the russians, sorry to say, with exceptions like Misery, Lost Alpha, SMRTER, LURK and some others.
Russian mods are by far the most technically advanced and innovative (scripting, new features, levels etc.). They are also done with care and love.
Still - what they usually lack is that gameplay is slanted too much towards 'arcade-style' + there is rarelly a one large, coherent desing vision in them (even in such basic things like making all weapons have similar stats) - thus features seem more like randomly thrown into a sack rather than set to work as a single 'system'.
And this exacly the sweet-spot which we humbly attempt to take under our rule ;)
I really like where this discussion thread is going!
I'm really interested in the Russian mods, although I do not know much about them. I've heard there is a lot of new material in them, BUT there is also a lot of technical problems.
ModDB doesn't have much info on them. It would be nice to have a Russian Mod page here on ModDB. This could be a great place to introduce the rest of the world to the Russian community's mods.I didn't see anything like that in the forums. I'm sure that would be a nightmare for someone to implement as a normal mod page, but most folks look there instead of forums.
Thoughts? Anyone?
Rick
Yes, it's a problem in some russian mods, usually the bigger once, that a lot of the things are a bit half-assed so issues may occur. But yes, they tend to keep the mods to themselves at various forum boards instead of having them here. Take a look at amk-team.ru and ap-pro.ru, it's where they usually are.
Played it, finished game and then went back to Pripyat, there was a new dealer I met, but didn't seem like much new content after that, so I quit it and uninstalled. It was a good mod, but not that hard.
I wish about a knife with double razor egde (dagger like) and completely black blade. This kind of knives is used in many SpetsNaz (in VDV or GRU) reconnaissance-diversion brigades for swift, powerful and unpredictable attacks. They are light, rugged and keep sharpness for a long period. Cost of this knives is rather high because of valuable strong steel and composite alloys (titan and wolfram included). The length of blade in no more than 4 or 5 inches.
And if you will add a little bit of famous and historical knifes like KaBar, M3 Trench Knife, Gerber Mk.2, puukko (finnish knife) or NR-40 (http://en.wikipedia.org/wiki/NR-40) - that would be cool.
As I am always open to lore friendly suggestions for this mod I took a second look at this knife.
By the looks of it I could convert the top knife displayed
to the NR-40 with a simple re-skin job.
I love my knives, I have to admit that the ones here are not my style. I prefer solely double razor edge. Particular the Stiletto... either a normal kind or a switchblade, I never go for a folding knife or butterfly knife.
Would have love to see a Fairbairn-Sykes (or similar style, such as the Spetznaz knife mentioned above), but an excellent feature & selection nonetheless
Please expect similar balancing as for ammo types (cause technically in Stalker knives are in fact using sort of 'unlimited' ammo which you can tweak as the other types): some smaller, HQ knives will be better vs. humans (better 'ap') while larger (and cheaper) ones will be better against mutants (better 'base damage') but on the other hand will get worn faster. You can also expect differences in attack range.
Generally we are trying to diversify them as much as it is possibly allowed in configs and logically justified.
Huh... I never use knives against humans...
Anyway, I hope knives won't wear out too quickly; they're probably gonna be my main weapon against small mutants, atleast in the early stages.
Hey now that there are types of knives, will each USS character start with a different one? I'm guessing the recon will have the lighter, durable, more AP one and the assaulter will have the heavier, longer range, more base damage knife. Sniper would have something in between.
I certainly hope you make a small table listing the knife stats like damage, range, speed, durability, price, etc...
You got that right. The 3 classes start with different knives in the setup that you suggest here.
We won't be doing a scheme with all the facts and data. You need something left to investigate in the Zone
I'm not much of a stabber, the knife never provided much use for me in Vanilla, but maybe you've found a way to make them more useful.
It would be REALLY COOL if you could use the bayonets while attached to the weapons! (just think of the neat animations you could have and the longer reach you'd have with the added length of the rifle!) BUT, I remember an earlier discussion that mentioned this wasn't feasible with the Xray engine.
Anyway, I'm looking forward to a new (but efficient?) way of gutting pigs and dogs!
Keep up the great work! Looking forward to this mod when it's released!
That's right, during MISERY 1.0 development we did have a discussion about bayonets and knife attachments.
A thrusting animation is not supported in the XRAY and neither is melee combat with firearms for the actor/player.
As with proned fire stance doing such a thing as knife attachment options would bring a whole lot of aspects to deal with. It would be cool but I doubt that any modder would come far in development for an idea such as this.
In MISERY 2.0 your knife is an effective and free tool to deal with easy targets when you can afford to risk yourself a scratch or two. Save your bullets for the big game.
For those of us who roleplay the game it is nice to see some knife variety as knives in real life are used for multiple purposes besides combat in environments such as the Zone.
what about the black road? will the players start with bare hands or will you generously give a knife and a good luck wish? :D
(am thinking aboout a note from bandit that can be used to somewhat track him down xD maybe some bullsh*t and a name or shomething :D if trojanouch realy did what have been mentioned under the black road intro pic)
A really neat visual touch be if you could put a bayonet on a rifle in place of the silencer, it does not actually have to do anything, but it will look bada*s and fit the idea of the zone perfectly. and best of all it should not be that hard to do, or maby it would be i would not know :p
We could do that but I think that people (including me) would be wanting more.
Some sort of point with it. Thrusting animation and all. It needed to be a complete feature
I don't have a lot of mod expirance, but you could make it so that the bayonet replaces the knife slot with new animation and mesh. the perks could be that you could draw it faster, and the extra wight behind the thrust does more damage but is slower. It would be a lot of work and be considered a new feature, so don't worry about it. Maybe Misery 3.0?
There was an incomplete project over at GSC that focused on replacing the GL with a bayonet on some weapons, and emulating a bayonet strike with fake grenades.
The script got mostly completed, but the problem was animations for the strike never got started, due to a lack of animators.
I'm surprised there isn't a bandit-style trench knife. Nonetheless, awesome, since I had managed to lose mine at some point during the game. Regarding 'Chorona Doroha',do you start with a knife?
Thanks for all your votes, it was fun for us to follow this poll.
Damn you guys are the best modders for STALKER
For me, that's a matter of perception to me, I personally think the guys of LA are amazing But i also think Smrtr is an amazing modder and Alundaio. I think both I and the team appreciate the kindness of some of our fans, many people even try to help the mod, sending over files, link to useful stuff etc. etc.
Thanks to you all :) because of you this mod has been floating in the top 10 mods for almost a month now.
The russian community is kinda being forgotten, lol. The mod work of non-russians for stalker is amazing but it seems like it's mainly been russians who have actually brought new missions, maps and what not for the different stalker games.
Kocayine,
I haven't played any of the russian mods so i would not know :\ Heard most of them were always really unstable and that's why i avoided them. I dont like installing new DLL's either. Hence the fact they were not mentioned.
Personally I do not share the same mindset that russians produce one thing and non-russians another. To my experience the non-russian community produces as much crap and quality as the russian community. Modders are very diverse even within the very same nation.
I salute globalism for being able to share all of this modding content and learn from each other.
N.Aaroe,
I suppose what most people mean is that the mods from Russian modders that have come to the attention of non-Russian people are the ones the the gameplay styles listed.
I reckon there must be a few really great mods that are very different lurking around the Russian mod community that non-Russian people have not heard of :)!
Regarding making a Stalker 2 dev team, totally agree, maybe soon there will be some investers who understand that some modding communities work very efficiently and effectively and could easily create something that would return their investment and then some!
@N.Aaroe Definitely... but having spent a lot of time at russian forums, they DO usually tend to put the visuals aside and focus more on having big mods with a lot of content... and mods made by the "english" community tend to just be compilations of some sort. The innovative things usually comes from the russians, sorry to say, with exceptions like Misery, Lost Alpha, SMRTER, LURK and some others.
Russian mods are by far the most technically advanced and innovative (scripting, new features, levels etc.). They are also done with care and love.
Still - what they usually lack is that gameplay is slanted too much towards 'arcade-style' + there is rarelly a one large, coherent desing vision in them (even in such basic things like making all weapons have similar stats) - thus features seem more like randomly thrown into a sack rather than set to work as a single 'system'.
And this exacly the sweet-spot which we humbly attempt to take under our rule ;)
Right on, trojanu :)
Kocayine
I really like where this discussion thread is going!
I'm really interested in the Russian mods, although I do not know much about them. I've heard there is a lot of new material in them, BUT there is also a lot of technical problems.
ModDB doesn't have much info on them. It would be nice to have a Russian Mod page here on ModDB. This could be a great place to introduce the rest of the world to the Russian community's mods.I didn't see anything like that in the forums. I'm sure that would be a nightmare for someone to implement as a normal mod page, but most folks look there instead of forums.
Thoughts? Anyone?
Rick
Yes, it's a problem in some russian mods, usually the bigger once, that a lot of the things are a bit half-assed so issues may occur. But yes, they tend to keep the mods to themselves at various forum boards instead of having them here. Take a look at amk-team.ru and ap-pro.ru, it's where they usually are.
Kocayine
Thanks for the tip man...gonna check it out. Will let you know what I find.
Once again, Thanks
Rick
If you're interested - OGSE mod is one of top quality Russian mods - they even made their own combat AI for this.
Moddb.com
Thanks man
Played it, finished game and then went back to Pripyat, there was a new dealer I met, but didn't seem like much new content after that, so I quit it and uninstalled. It was a good mod, but not that hard.
Thanks for the suggestion though.
Rick
@[TZP]LoNer1: you don't need to thank us, WE need to thank you ;]
I am going to die of laughter if I find a KA-BAR.
Why? Ka-Bar is famous, have history and HUGE quantity. You can find it everywhere on Earth.
CAUSE MY STALKER EXPERIENCE WILL BE COMPLETE! CHESTY PULLER WILL LOOK UPON ME WITH GREAT SATISFACTION!
STRELOK WILL **** KOBLOKS FROM THE SOUND OF PSEUDOGIANTS DYING SLOWLY!
The zone will look so much better in RED!
RIP AND TEAR!
My first thought was, "Man, I hope theres a ka-bar somewhere in the Zone now." Chesty wouldn't like anything else, wherever he is.
Looks like they have the AK bayonet. I wonder if you can attach it...
I wish about a knife with double razor egde (dagger like) and completely black blade. This kind of knives is used in many SpetsNaz (in VDV or GRU) reconnaissance-diversion brigades for swift, powerful and unpredictable attacks. They are light, rugged and keep sharpness for a long period. Cost of this knives is rather high because of valuable strong steel and composite alloys (titan and wolfram included). The length of blade in no more than 4 or 5 inches.
And if you will add a little bit of famous and historical knifes like KaBar, M3 Trench Knife, Gerber Mk.2, puukko (finnish knife) or NR-40 (http://en.wikipedia.org/wiki/NR-40) - that would be cool.
"NR-40" FTW!!! Nuff said, as this is Ukraine...
As I am always open to lore friendly suggestions for this mod I took a second look at this knife.
By the looks of it I could convert the top knife displayed
to the NR-40 with a simple re-skin job.
Ha you could do a Fairbairn-Sykes fighting knife. (http://en.wikipedia.org/wiki/Fairbairn-Sykes_fighting_knife)
NR-40 and Ka-Bar... :Q___
I love my knives, I have to admit that the ones here are not my style. I prefer solely double razor edge. Particular the Stiletto... either a normal kind or a switchblade, I never go for a folding knife or butterfly knife.
Oh man, those knifes are really HOT!!
Would have love to see a Fairbairn-Sykes (or similar style, such as the Spetznaz knife mentioned above), but an excellent feature & selection nonetheless
I don't know if someone already asked, but the knives in 2.0 will have a high damage or they will have the same damage as in 1.2?
Its redone from scratch.
Please expect similar balancing as for ammo types (cause technically in Stalker knives are in fact using sort of 'unlimited' ammo which you can tweak as the other types): some smaller, HQ knives will be better vs. humans (better 'ap') while larger (and cheaper) ones will be better against mutants (better 'base damage') but on the other hand will get worn faster. You can also expect differences in attack range.
Generally we are trying to diversify them as much as it is possibly allowed in configs and logically justified.
Huh... I never use knives against humans...
Anyway, I hope knives won't wear out too quickly; they're probably gonna be my main weapon against small mutants, atleast in the early stages.
Hey now that there are types of knives, will each USS character start with a different one? I'm guessing the recon will have the lighter, durable, more AP one and the assaulter will have the heavier, longer range, more base damage knife. Sniper would have something in between.
I certainly hope you make a small table listing the knife stats like damage, range, speed, durability, price, etc...
You got that right. The 3 classes start with different knives in the setup that you suggest here.
We won't be doing a scheme with all the facts and data. You need something left to investigate in the Zone
nice^^ hope those new knifes will do a better job than the vanilla ones (i've never used)
This mod is just getting better and better!!
Nice!
I'm not much of a stabber, the knife never provided much use for me in Vanilla, but maybe you've found a way to make them more useful.
It would be REALLY COOL if you could use the bayonets while attached to the weapons! (just think of the neat animations you could have and the longer reach you'd have with the added length of the rifle!) BUT, I remember an earlier discussion that mentioned this wasn't feasible with the Xray engine.
Anyway, I'm looking forward to a new (but efficient?) way of gutting pigs and dogs!
Keep up the great work! Looking forward to this mod when it's released!
Rick
That's right, during MISERY 1.0 development we did have a discussion about bayonets and knife attachments.
A thrusting animation is not supported in the XRAY and neither is melee combat with firearms for the actor/player.
As with proned fire stance doing such a thing as knife attachment options would bring a whole lot of aspects to deal with. It would be cool but I doubt that any modder would come far in development for an idea such as this.
In MISERY 2.0 your knife is an effective and free tool to deal with easy targets when you can afford to risk yourself a scratch or two. Save your bullets for the big game.
For those of us who roleplay the game it is nice to see some knife variety as knives in real life are used for multiple purposes besides combat in environments such as the Zone.
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cool i can make sandwiches now! :D
what about the black road? will the players start with bare hands or will you generously give a knife and a good luck wish? :D
(am thinking aboout a note from bandit that can be used to somewhat track him down xD maybe some bullsh*t and a name or shomething :D if trojanouch realy did what have been mentioned under the black road intro pic)
Ohh and will they have new animations? :D
This is awesome, I wanted to know about whether or not you guys changed the knives. Are you guys going to keep doing the polls till release.
A really neat visual touch be if you could put a bayonet on a rifle in place of the silencer, it does not actually have to do anything, but it will look bada*s and fit the idea of the zone perfectly. and best of all it should not be that hard to do, or maby it would be i would not know :p
We could do that but I think that people (including me) would be wanting more.
Some sort of point with it. Thrusting animation and all. It needed to be a complete feature
I don't have a lot of mod expirance, but you could make it so that the bayonet replaces the knife slot with new animation and mesh. the perks could be that you could draw it faster, and the extra wight behind the thrust does more damage but is slower. It would be a lot of work and be considered a new feature, so don't worry about it. Maybe Misery 3.0?
There was an incomplete project over at GSC that focused on replacing the GL with a bayonet on some weapons, and emulating a bayonet strike with fake grenades.
The script got mostly completed, but the problem was animations for the strike never got started, due to a lack of animators.
about how many knives will there be?
5. The ones that are on display here
Very nice, me liekies. ^^
I'm surprised there isn't a bandit-style trench knife. Nonetheless, awesome, since I had managed to lose mine at some point during the game. Regarding 'Chorona Doroha',do you start with a knife?
Yeah, Black Road lets you keep your knife as pretty much the only thing for startout inventory
Good to know, thanks.