The Zone of Alienation mod is an adaptation of the renowned AMK mod. It is built on top of a specialized variant of AMK that uses a magazine system. From this premise, it has expanded to aim to include the following:

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Main feedback thread. (Games : S.T.A.L.K.E.R. Shadow of Chernobyl : Mods : Zone of Alienation mod : Forum : General feedback thread : Main feedback thread.) Locked
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Feb 8 2013 Anchor

Discuss.

Feb 11 2013 Anchor

too much blur. aiming down the sights causes everything to go blurry as fuck and makes aiming difficult. even throwing a bolt makes the screen go blurry.

I'm all for a little motion blur, but the amount in ZoA 1.06 is silly.

Edited by: prakigam

Feb 11 2013 Anchor

I don't think it's mblur, I think it's DDoF. I don't like it myself.

Normally I would recommend disabling it in the shader_settings.txt file in the shaders/r2/ folder, but for some reason that seems to disable night vision scopes as well, so it's best to just fiddle around with the values for DDoF instead of completely disabling it.

I'll see for myself what values would be best to mitigate the effect, so it doesn't look like the player has tunnel vision.

Edited by: FatalFunnel

Feb 12 2013 Anchor

thanks! I appreciate all of the work you're putting into this mod

I'll fiddle around with the settings too, if I find something that I think works well I'll share it

Feb 12 2013 Anchor

You can also severely reduce the bloom by pasting these values into your user.ltx

r2_ls_bloom_fast off
r2_ls_bloom_kernel_b 0.01
r2_ls_bloom_kernel_g 7.
r2_ls_bloom_kernel_scale 0.5
r2_ls_bloom_speed 100.
r2_ls_bloom_threshold 0.889

Mar 5 2013 Anchor

i thought the Blur is okay. Maybe there should be less blur towards the center. Else I love the depth of field.

Also recoil should be a bit lesser.

Some missions are a bit broken, or so it seems to me. My rookie camp got wiped out, for example.

When shooting the Mosin Nagant my vision gets some strange hardcore leaning effects so whenever I turn after shooting the Nagant I start to lean left and right. Changing weapons fixes this.

The shake effect when I get hit, is a bit overdone and takes way too much time until i can aim again. If sb gets hit and doesnt die, he should have enough adrenaline to shake off the pain for some time.

Is it possible to reload even if the magazine isnt empty yet?

Mar 5 2013 Anchor

na1344462961 wrote: Maybe there should be less blur towards the center. Else I love the depth of field.


I recently changed some of the DDoF parameters, it might be noticeable in the video, Marked One has less myopia and tunnel vision now, as the periph blur is more offset towards the edges of the screen, and the blur is not as pronounced.

na1344462961 wrote: Also recoil should be a bit lesser.


I think I may have worked on this, especially for pistols. There are new recoil effectors, which I think bak may have originally come up with.

na1344462961 wrote: Some missions are a bit broken, or so it seems to me. My rookie camp got wiped out, for example.


Did they get wiped out by the military? this happens in AMK-based mods occasionally, sometimes the wild boar den to the east of the camp interferes with the military, and causes them to raze the rookie camp, shooting at the military will definitely cause this, I and many others have done that last part deliberately to get new guns, and used the rookies as human shields, the Mi-24 strafing is probably the worst part of it, but there can be survivors. Eh, at least it is not an SU-25 airstrike.

na1344462961 wrote: Is it possible to reload even if the magazine isnt empty yet?


This is a very good question, I'm glad you asked this. The answer is yes, it is possibly to tactical reload magazines, basically what you do, is unload your weapon in the inventory, then press either r, or i, and the weapon automatically prioritizes the magazine that has the highest condition state, i.e. is most full of bullets. This can be done in crucial times during firefights while in cover. I do not recommend this tactic to be used while you are actually being shot at, however.

There really should be a keybind for automatic unloading of the weapon, that way it could probably be done as a quick transition from u to r, or something like that.

Mar 7 2013 Anchor

Hope alls going well!

Mar 14 2013 Anchor

I'm not to sure about this but do npcs respawn in your mod, for example if the rookies in the garbage hanger are all killed will more move in there and kill the bandits? also do u plan on adding a travelling merchant like in stalker soup?

Mar 14 2013 Anchor

Holykalo wrote: I'm not to sure about this but do npcs respawn in your mod, for example if the rookies in the garbage hanger are all killed will more move in there and kill the bandits? also do u plan on adding a travelling merchant like in stalker soup?


A traveling merchant?

Trader NPCs are a little difficult, I'm not really up to snuff about adding NPCs yet, but I would like to add new level changers.

Apr 28 2013 Anchor

Here are some suggestions.

1. Replace boxed ammo with loose ammo. Although maybe this is an engine limitation because I feel like if it was that easy you would have done it by now.
2. it seems like there are two models for some weapons, like the MP5 and the Saiga. Not sure if this is intentional or not but I noticed one model of the Saiga is worth significantly more than the other. Like 70 times more.
3. NPCs tend to have a bazillion weapons in their inventory. I'm guessing most of them are taken off their dead comrades. I suggest toning down NPC tendency to pick up dropped weapons, if possible.
4. FREEPLAY WHEN?

ps I love this mod and I love you

Apr 28 2013 Anchor

Copy/pasting from the frontpage, since im a retard and didnt find this untill now - Sorry

I'm really really liking the immersion you've achived with zoa - applause.

But a few things that one could perhaps ask if possible to add later ?

I'm really missing an indicator on fire select - Nothing bums me more atm, than lining up a perfect shot - then the travel puts me off target, and I have to realign through the recoil. when all I needed was a single shot. And vice versa beeing jumped by something, trying to put a clip down range, to only find im in semi >.<

I'm allso enjoying counting shots, but perhaps a indicator on weight on the hud ? example 3,2kg'ish for rifle, and then let's say the average weight of a 5.56 mag is 500g (if I remember correct) so a total of 3,7kg and it goes down to 3,2 as you put the beans down range. This aint something vital though, its really the fire select, that would be awsome to have a visual indicator on.

Perhaps im dreaming, and such aint possible. But was thinking on indicators, that would'nt dump the immersion down, nor make it a cakewalk.

Really liking the mod though, a few hickups - but thats expected with the amount of "stuff" that you've put in there. It's bloody great!

EDIT: ohh btw. Is it possible to make loose rounds into boxed ammo ? Cause I've got carpal tunnel syndrome, and the clicking makes me feel like its Diablo launch anno '96 all over again :)

Cheers

May 14 2013 Anchor

- Revert bloodsuckers back to how they were. In 1.05 they were demi god bullet tanks with near perfect invisibility. In 1.07 they are easily killed with an AK and are very very visible even during the day. There have been posts in the /vg/ thread as well complaining about the new bloodsuckers. They just aren't hard when you can see them. I'd like them to go back to how they were. Tough to kill without a shotgun and impossible to see without sneaking up on it.

- the SCAR rifle has zoom in iron sights. I wasn't sure if that was a bug or intentional but hopefully it's a bug because it goes against the theme of realism and whatnot pretty hard. All other rifles and pistols have no 'zoom in' when you aim with them (without a scope of course). Why does the SCAR stand alone?

- wpn_binoc needs to be added to the traders since instances of magazines somehow 'eating' the binoculars have increased in 1.07. I've done it for myself but I'm sure others would appreciate it.

- The ACOG scope seems to have a higher magnification than the scopes that come with AWPs and other sniper rifles. I haven't tested this out yet but it seems like the ACOG scope needs to have its magnification reduced.

Jul 10 2013 Anchor

Eric_ wrote: - Revert bloodsuckers back to how they were. In 1.05 they were demi god bullet tanks with near perfect invisibility. In 1.07 they are easily killed with an AK and are very very visible even during the day. There have been posts in the /vg/ thread as well complaining about the new bloodsuckers. They just aren't hard when you can see them. I'd like them to go back to how they were. Tough to kill without a shotgun and impossible to see without sneaking up on it.


I'm already planning on changing bloodsuckers, When I changed mutant immunities to counter the level of WOOF from the crazy spawns I overdid many aspects of it and made several mutants far too vulnerable. I have already changed chimeras and pseudogiants to have something like 2x-3x their current resistance to bullets and explosives, but the bloodsucker is a very specific case, allow me to explain.

Bloodsuckers are known for being tough, this is sort of GSC's solution to not giving them great stealthy AI, but they do have an exposed brain on the side of their head. This should make them extremely easy to kill if you know where to aim. But what I plan on doing with bloodsuckers, is changing their resistance everywhere else on their body against firearms and explosives, but still leaving their head as the one weakspot.

I don't really want them to be walking tanks either, that is really more like the pseudogiant, and to a lesser extent, the chimera, but I do want the bloodsucker to fall roughly in between those mutants, and the weaker stuff in the game, as it is a humanoid mutant, but a physically-tough humanoid mutant.


Eric_ wrote: - the SCAR rifle has zoom in iron sights. I wasn't sure if that was a bug or intentional but hopefully it's a bug because it goes against the theme of realism and whatnot pretty hard. All other rifles and pistols have no 'zoom in' when you aim with them (without a scope of course). Why does the SCAR stand alone?


It's really just a lack of paying attention on my part, but I'll take note of this bug.

Eric_ wrote: - wpn_binoc needs to be added to the traders since instances of magazines somehow 'eating' the binoculars have increased in 1.07. I've done it for myself but I'm sure others would appreciate it.


This will be done when I get to the trader overhaul.

Eric_ wrote: - The ACOG scope seems to have a higher magnification than the scopes that come with AWPs and other sniper rifles. I haven't tested this out yet but it seems like the ACOG scope needs to have its magnification reduced.


Or I could increase the level of zoom for the sniper rifles themselves, the ACOG is actually about on par with the PSO-1, which reminds me, I'm going to split the PSO-1 into two different scopes soon. The old one will become the AK/VSS PSO-1, which will have a new scope reticule texture, and the new one will be the SVD PSO-1M2, which will have the current texture or some modified form of it.

Feb 7 2014 Anchor

Im having some difficulty with the latest version. Nothing majorly gamebreaking but as of now the walking animation seriously hurts for me to play with. The screen sways from side to side so much it actually gives me slight motion sickness just to walk right now. Been trying to find out if there's a way to turn this down but haven't had any luck anywhere. Any tips or something I can edit to lower the amount of sway?

EDIT: nvm XD I found out how to do it now, @_@ gotta say its complicated just to mess with headbob/walk sway. All is well now :3

Edited by: Darkman30200

Feb 9 2014 Anchor

Darkman30200 wrote: Im having some difficulty with the latest version. Nothing majorly gamebreaking but as of now the walking animation seriously hurts for me to play with. The screen sways from side to side so much it actually gives me slight motion sickness just to walk right now. Been trying to find out if there's a way to turn this down but haven't had any luck anywhere. Any tips or something I can edit to lower the amount of sway?

EDIT: nvm XD I found out how to do it now, @_@ gotta say its complicated just to mess with headbob/walk sway. All is well now :3


You can edit the headbob in config/misc/effectors.ltx

Feb 12 2014 Anchor

I can't seem to reload my weapon with the R key, I have to empty the weapon so it does the auto reload.The rain barely makes any noise, it's kind of wierd standing in pouring rain that you can barely see through, but only heaaring a slight hiss.Other than that, I am digging it so far, still in Cordon though. Love having mags to deal with, and the balance seems pretty good.EDIT: OK, I figured out that the ammo swap key is the reload key, and remapped it to R. For some reason the rain is fine now, must have jut been a temporary thing. I did have a crash though, when messing with trying to get all the 12 round Fort mags loaded. I have a bunch of Makarov mags, and the Fort mags would only load 8 rounds in them, so I tried topping them off, and XR_3DA.exe crashed.

Edited by: vick1000

Feb 15 2014 Anchor

Is it possible to remove the "you don't need to sleep" restriction from the sleeping bag so you can sleep for say 5 hours and then another 3 so you can actually sleep through the night?
I'm still in the cordon and its raining heavily so its pitch black outside but its only 9.30pm and my torch isn't much use. I can sleep for 5 hours but what do i do for the next 3+hours till it gets light.
Guess i could leave the game running and go do some chores ;)

Feb 27 2014 Anchor

Issaru wrote: Is it possible to remove the "you don't need to sleep" restriction from the sleeping bag so you can sleep for say 5 hours and then another 3 so you can actually sleep through the night?
I'm still in the cordon and its raining heavily so its pitch black outside but its only 9.30pm and my torch isn't much use. I can sleep for 5 hours but what do i do for the next 3+hours till it gets light.
Guess i could leave the game running and go do some chores ;)


Hi!

Maybe I made some errors during installation, but for me it actually sleeps 8 hours for the first option (text is something like amk_sleep_5_hours, don't remember it exactly), 5 hours for the second (and I haven't tried the third option :-)).
Besides doing some explorations during the night in heavy rain certainly has it's charm. ;-)

Cheers!

Is it only me, who has serious problems, when trying to help Bullet at first time in Dark Valley? The swarm of dogs, the swarm of boars, the swarm of rats and the swarm of fleshes usually kills him (and me too :-D) in a few seconds (after he begins to run to the "rescue point"). I've managed to finish this taks successfully only by "playing" with the save-load method for more than an hour (I exited immediately towards garbage, when the guy started to run, then came back etc.) So he made it there, but then I had to run, because the bandits were already escorting the other duty guy...
Oh, yes: there was already a pseudogiant there...

And there were a lot of mutants also at the bandit base (the bandits were practically already wiped out): two controllers, about a dozen fleshes, snorks, dogs, two chimeras...
Isn't this a bit overkill?

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