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NEW >>>/a/ REPEAT REPEAT NEW >>>/a/

Regarding recent events: >>>/meta/4978 

READ THE RULES


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Anything to do with the Zone.
Don't just stand there, come in.

I looked in the catalog and there wasn't anything, and it's sdalger so there should be.

Some standalone mods (free):
https://www.moddb.com/mods/lost-alpha (1.4005 DC was the most fun imo)
https://www.moddb.com/mods/stalker-anomaly (This one is really good but the crafting is extremely autistic. I suggest using the game settings to tweak the economy and skipping the crafting entirely.)
https://www.moddb.com/mods/doctorx-call-of-the-zone (This is neat in a SLIGE map sort of way with generated quests and a freeplay style. The main modder behind this died a while ago. RIP in pepperoni diet sausage.)

Anomaly's Chernobyl Relay Chat was pretty based for a while, but the trannies had found it last time I looked.

Engine links:
https://github.com/OpenXRay
https://github.com/OGSR

I would really hate it if someone autistically forked and fixed the engine in order to make it possible to host a permanent server with co-operative play and zone-wide PDA messages and chat. That would be terrible. Just awful.

sdalger 2 release date is next year, but not much news lately. 

There's this abomination as well: https://store.steampowered.com/app/1818450/STALCRAFT_X/

Nikolai has a new channel because of YouJewbe demonetization.
https://www.youtube.com/watch?v=bRGksfFjQN8
Replies: >>256294
GAMENIGHT WHEN?
>>256278
ummm sir, stalker is a single player game
Replies: >>256280 >>256303
>>256279
casual
>>256268 (OP) 
>There's this abomination as well: https://store.steampowered.com/app/1818450/STALCRAFT_X/
How bad is it?
Replies: >>256322
>>256279
https://www.youtube.com/watch?v=ypHZEXgndy8
https://www.moddb.com/mods/x-ray-multiplayer-extension
Replies: >>256354
Anomaly Together (allegedly a scam)
https://www.reddit.com/r/stalker/comments/1e96fbn/a_quick_warning_for_those_enthused_about_the/
https://www.youtube.com/watch?v=RxDUxiAzgBk

Ray of Hope in development hell vaporware status?
https://www.moddb.com/mods/ray-of-hope-co-op-online
>>256294
I will try it out and report back.
The non-soy reviews say: BAD.
>>256317
Whoa what? How does it work? Is it shit?
Replies: >>256358
>>256354
They're only updating on their discord from what I can tell. The last youtube video covering it says inventory isn't traveling well across maps, and there are issues with saves.
jank/10
Replies: >>256360
>>256358
>inventory isn't traveling well across maps, and there are issues with saves.
yeah I heard about that, it's not playable unless you're fine with losing everything every map transition, I figured it was that mod
In the Chernobyl Relay Chat, it's possible to send money to other players. Dev anons may be able to figure out what else can be easily "interactive."

https://github.com/itsAnchorpoint/Chernobyl-Relay-Chat-Rebirth

I want a mash up of LA maps and Anomaly maps with multiplayer and I don't care who knows it.

I downloaded an X-ray toolkit and the dev tools are an unholy mess. Anyone have experience with it?
>>256278
Does MP in STALKER even work?
Replies: >>256399
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>>256278

убирайся отсюда с.т.а.л.к.е.р
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Let me tell you fuckers all about OBLIVION LOST REMAKE 3.0 and why (You) are missing out for not playing it. 

>1:1 recreation of the game based on early 2002-2003 design documents from back when Stalker was still called "Oblivion Lost"
>Engine, physics, graphics, gunplay, game mechanics, story, vehicles, maps and mutants all straight up taken and/or recreated from the old leaked builds 
>Unapparelled atmosphere 
>Most sophisticated A-Life system available 
>Gunplay, unlike in SoC, is actually good (weakest pistol is accurate and 2-3 shots bandits)
>Drivable vehicles, including a BTR. They have working music  stations, storage space and best of all, they don't fly across the map with every little bump like they do in other mods
>0 mission hand-holding, you must read to figure out what you need to do and where to go
>Working stealth system (one of the first missions requires you to infiltrate an army outpost, and it's actually doable) 
>Usable artifact weapons 

Now, here's what's new with the beta release of 3.0: 

>New main story based on the "Children of the Zone" 2003 storyline that was turned into a book, also some plots from 2002 Oblivion Lost were used.
NPCs:
- Pick up loot and examine corpses (with old voice acting).
- Know how to use ladders.
- Throw grenades (planned in 2004).
- Use bolts at anomalies.
- Go around anomalies.
- Treat themselves.
- Changed algorithms of behavior in combat and calm state.
- Some NPCs with a higher rank may not agree to trade with the MC.
- Can change into better armor.
- Know how to trade with merchants.
- Can trade with each other.
- Can offer to trade in general chat if they have loot to sell.
- Can offer to trade with NPCs via PDA.
- Unknown stalkers eventually get nicknames.
- If you are surrounded by enemies, and nearby within the detection of contact PDA is a not hostile stalker, you can try to call this stalker for help through PDA dialog.
- New stalkers that appear in the zone have a random set of weapons and visuals.
- Send an SOS signal when wounded.
- Can get diseases and die from them.
- Merchants sleep at night and do not trade.

Gameplay:
- On the Master difficulty, you can only save where there is a roof over your head. (Anything that obstructs the sky works, including bushes)
- Most electronics depend on power sources.
An exoskeleton improves the mobility characteristics of the MC, but requires batteries.
- To learn the properties of artifacts, you need to have information in your PDA about it.
- Ability to collect mutant parts, if you have information in the PDA about it.
- Food spoils over time.
- The ability to remove the stalker's stash with his PDA.
- Physics and effects when underwater.
- Stashes on locations from each start of the game appear randomly.
- Food saturation depends on its state.
- Artifacts have random weight and price.
- And other stuff...

Other additions from the Design docs:
- Bulletin boards at merchants.
- Science Groups.
- Devices and suits with unique properties.
- Anomaly "Dead Zone" in which does not work equipment and electronics.
- Emission with respawning artifacts, anomalies and other chips from the design documents.
- Capsule R1 for storing radioactive artifacts.
- Artifact properties and capabilities from the design documents.
- Diseases
- Psi-weapons.
- Artifacts and anomalies.
- Ability to make fire and cook food.
- Thirst and fatigue (affects the mobility of the GG).
- Food and weapons found in the zone can be contaminated with radiation.
- Gravi artifact replaced by gravi-glove from the old concept art.
- Anomaly Discharger.
- And other things...

Locations:
- Restored two locations from the design documents (Rat Dungeons and Level12).
- Remodeled the children to match the OL builds
- Some locations were supplemented according to the literary plot and design documents.
- Added additional global lighting on static (hemi and sun sources).
- Geometry bug fixes.
- Connection of some locations.
- Supplemented the neighborhood of the location Pripyat.

Render:
- High-quality statics lightmaps without compression, with the ability to optionally disable them in options for weak graphics cards.
- Fixed din. shadows on static, improved shadow resolution and so on.
- Enabled fog calculation for children located at a great distance.
- Support HQ geometry.
- Wallmarks on dynamic objects appear in 99% of cases.

Restored (other):
- Minigun class from 1114.
- Additional HUD inertia as in 14xx.
- Restored old, more detailed calculation of all physics in the game (increased calculation accuracy, smoother simulation of physics as in demo builds).
- Restored the old NPC ragdoll (as in 14xx-18xx).
- Restored the HUD of items. Were in the builds up to 18xx (food, devices, etc.).
- Binoculars idle sounds, as in build 1154.
- Physical impulse on the MC from anomalies and mutants.
- Restored random voiceover when a NPC is in a calm state.
- Restored the sound of friendly fire between stalkers.
- Restored the sound of rapid breathing in combat in the NPC.
- Redesigned engine AI combat (similar to builds 18hx-19hx). Stalkers in combat are more mobile and active.
- The old look and functionality of the PDA.
- An artifact can appear from the death of a mutant in an anomaly.
- Changing the visuals of the hands of hermetic suits.
- Fog of War.
- The voicing of trade with stalkers.
- Ability to break vodka bottles.
- Limit on the volume of inventory and crates.
- Detectors react to artifacts as in 14xx.
- Handheld flashlight.
- Scattering static shadows from the sun on p1
- Panoramas of locations as in builds 11xx-14xx
- Flashlights don't go out when an npc dies.
- Zoom minimap on the keys - +
- Telekinetic monsters can throw corpses
- Illumination of the name of the stalker when pressing the action key
- Full-fledged communication via PDA
- Old sound of GG landing (if you have a suit)
- Stalker biographies
- Completely restored the old inventory (flashlight on the belt, grenade slot, 3d static, description of information about the GG)
- Mutants and npcs fly away from the impact of the car as in 1935

Offline A-life:
- Each new stalker appearing in the zone has his own global goal of being in the zone, and is engaged in its realization in real time.
- Move (travel through the zone) in all locations in real time.
- Fight.
- Collect artifacts, loot, hunt for information.
- Trade between themselves and merchants.
- Can die in anomalies.
- Send messages to the network about various events that have occurred.

Stalker goals:
- Look for revenge
- Leave the Zone
- Look for the Black Monolith
- Stop the spread of the Zone
- Make money
- "Find themselves"

Weapons:
- Double-barrelled guns can be fired together with a separate key.
- RGO explodes when in contact with geometry.
- Old tracer look + fixes.
- Additional alternate animation for bolt (was in old OL model).
- Old ricochet calculation.
- Restored barrel wedge animation.
- Fixed some engine bugs of the original engine.
- Gravi gun now shoots bolts.
- Edits to the position of the HUD for OL style.
- Geometry edits, and model replacements for some samples.

Transportation:
- Requires battery, gasoline.
- Appears with random col. fuel, battery charge.
- Old physics behavior.
- New hands on the steering wheel.
- Ability to push a stuck vehicle on the key TAB.
- Edit bugs.

Mutants:
- Controller can attempt to control the MC.
- Restored mutants from concept art (pseudohuman, posthuman, concept burer and bloodsucker, sentient swamp, phantasm)
- Restored jumping in dogs, controller, pseudo-giant.
- Monsters with jumping ability are able to jump over physical objects.
- Restored original engine psi-strike in pseudo-dog.
- Restored animations of panic, aggression, animations when the mutant heard a strange sound.
- Restored silent sneaking at the controller and the old psi attack (as in build 1935).
- Controller's wounded state
- Chimera regeneration
- Some mutants are afraid of campfires.

Optimization:
- Automatically adjusted simulation mutant population numbers.
- Added sectors and portals to locations for better performance.
- Some chips from previous versions are implemented through the engine, which gives a performance boost over scripted counterparts.
- Light sources are turned off at a great distance from the camera.
- Disabled loading of textures into RAM, which significantly reduced its consumption.
- For very old video cards it was added compression option for new (heavy) lightmaps. Significantly reduces video memory consumption. Enable only for video cards with <= 512 mb memory.
- Other engine optimizations.

Other edits/fixes:
- Added backpack ammo repacker.
- Artifact merger does not work instantly.
- No dust under the feet of NPCs and monster paws during rain
- Quicksave Counter.
- Fixed zero ammo packs (now the amount is random for each pack).
- Added autosaves.
- After getting a certain ending, it is possible to continue the game in freeplay mode (creates a save start_freeplay_olr in the saves folder).


DOWNLOAD & PATCH INSTRUCTIONS:
https://www.moddb.com/mods/oblivion-lost-remake-30-english-translation/downloads/patch-translation
Replies: >>256395 >>275177
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Some more screenshots
>>256387
>English duded
Just play the sub instead
Replies: >>256396
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>>256395
>English duded
There's no english dub you retard
>>256368
Multiplayer matches have always been available on vanilla Clear Sky.
https://www.youtube.com/watch?v=Hha31ZayMtA
I didn't mind Gamma.
>Staldger 2 next year
*Next month
Replies: >>256580 >>256610
>>256489
How many times have they delayed tho
>>256489
Anon, November comes after October
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The more I learn about Duty the more I realize that freedumz but be right. Duty just works with the military and takes out the occasional nest. Meanwhile Freedom is holding the barrier against monlith and checking out new and cool artifacts.
Replies: >>256946 >>256963
>>256942
"Freedom" is a bunch of armred anarchists who smoke pot and want to protect muh zone despite it being a literal cancer on the surface of the earth and a danger to human species.
Replies: >>256966
>>256942
>Meanwhile Freedom is holding the barrier against monlith
Being canon fodder by stupidly stretching their territory too far doesn't make them right.
Replies: >>256966
>>256946
>>256963
Dootyers mad. Freedom rad.
Clear Skies will rise again.
Replies: >>257037 >>257043
>>256968
Clearsky tries to at least be practical about their use of artifacts.  They aren't terrible
>>256968
Scar is confirmed to be alive in Stalker 2 so you might be right
Nothing big but Stalker Anomaly just updated to 1.5.3. I think it's mostly because GSC made some new rules for modders (you have to include a link to the official games), but maybe it gives the modding community a little more energy.
Replies: >>257643 >>257713
>>257641
Any new hotness for anomaly out? Or just the same old right now?
Replies: >>257647
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>>257643
In 1.5.3? Not really.

In addons? I think people have been making some breakthroughs to improve 3D scopes, but I haven't paid enough attention.
>>257641
It's a shame that Anomaly's default economy and crafting is autistic and awful. A brand new box of matches has three matches? What kind of insane trannies come up with this stuff?
Replies: >>258651 >>258694
New Nikolai Nideo
https://www.youtube.com/watch?v=BMlQEbv8Q_0
So is stalker gamenight still possible? Even a simple free for all deathmatch with vanilla assets only is good enough for me.
Replies: >>258651
>>257713
>It's a shame that Anomaly's default economy and crafting is autistic 
That's what makes it good

>>258454
Closest thing because nobody cares about deathmatch
https://www.moddb.com/mods/x-ray-multiplayer-extension
Replies: >>258710
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>get in the mood for some anomaly
>spend an entire day downloading new updates and setting up/updating mods and deleting some old ones to make a fresh new experience
>turns out the developers broke compatibility with windows 7
>reinstall 1.5.2
>forgot which bugfix mods I used to have, I deleted some because 1.5.3 integrated those fixes
>MCM (the mod that every other mod relies on for their settings) broke backwards compatibility with 1.5.2 and the developer is acting like a faggoty cuck saying that you MUST update to 1.5.3 if you want to use it and nobody is allowed to share old versions of MCM
>somehow managed to modify it so it works
>modded exes (an engine mod that a ton of other mods rely on) was archived on github and replaced by another page, the latest versions don't support windows 7 either so I have to do trial and error downloading undocumented old versions from the archive to find which one still works
>some of the most interesting new mods I wanted to try don't work (probably due to modded exes incompatibility or something) so I have to replace them with something else
>after a while the game becomes unplayably stuttery and laggy, but only when I'm holding something in hands
>trader overhaul mod seems broken, Sidorovich is selling all detachable scopes and silencers right from the start of the game, butcher in garbage is selling some sniper rifle and lots of other stuff, and the other trader in garbage is selling tons of stuff including exosuits and shit
>also start remembering the unfixable terrible game balance in Anomaly
>obtaining a weapon with a scope makes the game 10x easier, those attachable scopes that are all being sold by the first trader in the game cost about as much as a medkit
>once upon a time I tried to make attachments more expensive, but then realized it allows you to get infinite money in midgame by selling all the attachments from enemies' weapons, and you can easily get the attachments for yourself for the same reason anyway, so it's a simple game-design problem that would require extensive modding knowledge to fix
>radiation seems broken somehow, like it gets high very quickly, but I can't be sure because trader overhaul (?) appears to have deleted all geiger counters from all traders so I can't check my radiation level
>I'll think of it as hard mode and deal with it
>end up using all my money on consumables to deal with radiation and the health loss it causes
>traders run out of healing items, trader inventories refresh every 3 days
>still somehow end up with 20k roubles in no time at all, feel like the game is too easy even though I use all the hardest settings for anomaly and hardmode versions of all the mods that have one
>run up to a guy in garbage to talk to him (note: I'm running, not walking)
>seems friendly, but when I'm like 5 meters away from him he turns around and shoots at me and instantly kills me
>turns out he was military, I always struggle to recognize what faction most people are in
>forgot I have faction identification mod and could have just seen his badge from afar
>50 game restarts later, trying to fix the stuttering along the way by disabling some scripts that are related to animations or weapons every time I restart
>still stuttering
>slowly starting to remember all the stupid bugs and terrible balance and bad design issues that burned me out from playing this last time I played
>contemplate making an ultimate mod that fixes the entire game's balancing, 0.02 seconds later I remember how difficult it is to make any meaningful changes so I lose interest
>leaving gordon
>manage to sneak behind 3 geared enemies without being noticed, and to my delight I just happen to have exactly 1 grenade in inventory
>toss the grenade in the middle, 2/3 of them die and the third just stands there not reacting at all
>shoot at him in the head twice with my sawn-off, he doesn't respond
>what started as a really satisfying moment of coincidence with the grenade turned into the exact opposite feeling, did I even successfully sneak behind them or were they just unresponsive the whole time? Could I have just walked up normally and shot them one by one because they wouldn't respond?
>completely run out of motivation to play
>try out OpenXray for CoP just for the heck of it, maybe they have some unique graphic settings or whatever
>notice an OpenGL renderer option in the settings so I guess it's working
>start new game
>crashes as soon as the game starts
>ok maybe I shouldn't use the "for modders" version
>revert and set up the "for players" version
>crashes before it even gets to main menu
>try the 32-bit version
>crashes before anything opens at all
>decide to just play the vanilla game because I want SOMETHING
>immediately remember the bullet sponge enemies (compared to Anomaly), atrocious weapon accuracy, weird obnoxious weapon sway (not present int SoC) when you start moving which makes combat even more unsatisfying than the shit accuracy does, the absolute avalanche of loot that drops from enemies (most of whom die on their own) so you never have to buy anything
>it just feels too trivial after being used to Anomaly, but it also reminded me of the authored experiences in the official games that are absent in Anomaly
>lose the last bit of motivation to play Anomaly that I didn't know I still had
>already played through SoC enough times so don't feel like playing it
My last resort is to download Misery mod and try that. If that doesn't work either then maybe I should buy a new PC and Tarkov and start playing SPT.
>>257713
I used to hate it but I've ended up using weapons I would have never bothered with before and it was, dare I say, fun. I changed some values about dropped enemy weapons and armor so an expert isnt dropping broken garbage which makes it feel more rewarding.
My biggest complaint with Anomaly is that the enemies are super quiet by  design choice. You have Stealth boars charging you in a pack and cats may as well be invisible. 
Item bloat is a thing but a lot of the game is tweakable to your liking.

How do you nerds play your stalker? Ive been doing iron mans when I play and I'll "checkpoint" myself at certain milestones so I don't have to do annoying shit like run through the swamps again.
Replies: >>258696 >>258710
>>258693
>picture
To the right are the piss bottles in my room lol
>>258694
>enemies are super quiet
There's an addon called "Footsies" that causes enemies to actually make sounds, I can't play without it. It causes mutants to make human-like walking sounds, but I'd rather take weird sounds than no sounds.

>How do you nerds play
For the vanilla games I do various self-imposed rules, like not picking up loot from enemies that I didn't kill, and trying to avoid hoarding loot so if I can't carry something the first time around then I act like it doesn't exist (i.e. I can't come back for it later).

I have my own mod(s) for Anomaly and I feel like I spend more time tweaking those than playing the game. I really struggle to make it feel satisfying. There's no authored quests like in the original games, so I try to make the survival and looting and progression satisfying, but the progression always feels broken in some way. Like I struggle to afford anything, but then suddenly someone drops me a rifle with a scope and since everyone has AP ammo for those kinds of weapons it feels like the game jumps from masochism to journalist mode.

Another example: I want to use flashlights because they're immersive, but night vision is always too easy to get and it's very difficult to nerf it enough to make headlamps/flashlights worth using. I've buffed headlamp light range a lot, and shrunk the screen overlay on night vision a lot so the edges of the screen are very obscured, but night vision is still a lot easier than lamps because night vision has effectively infinite range. The true game design fix would be to make night vision completely unobtainable on the lower maps, or make them require much more expensive variation of batteries, but that kind of changes are very difficult to make.
>>258651
Anybody got that old everquest image?
but then again I always end my runs after getting out of the hobo phase so you may have a point.
 >>258693
Buddy this is why you stick to COC with anon's modpack.
>>258694
Clear Skies will rise again.
Replies: >>258735 >>258817
>>258710
>anons modpack
The one in OP or is there a modpack names anonsmodpack?
Replies: >>258781
>>258693
Well I downloaded Misery, haven't had time to really play yet but my initial impression is that gameplay-wise it's just CoP except with proper hunger/thirst and the meaningless item bloat of Anomaly (maybe Misery is where Anomaly got it from). I actually like oppressive complexity, but not when it's meaningless, each item should have a purpose and something that meaningfully differentiates it from the other similar items. The annoying weapon sway from CoP is gone and guns may be more accurate which is good, and the quests seem to be fully intact.
Replies: >>258812
>>258735
The old /stalkergen/ weapons collection
Replies: >>258796
>>258781
Neato. 
I actually kinda like the dr X questlines too. The first one feels pretty true to the story and doesn't do much with OC donuts. As you move into the second one it feels like a mod but still isn't to terrible. I think there is a 3rd story line that builds off of that.
>>258751
Played for a bit, much more punishing than CoP and way less loot. I tried to jump into the fire town teleporter anomaly, but died to heat damage halfway there. Couldn't find any loot or stashes, none of the zombie soldiers in the sawmill had anything other than a rusty pistol, so I'm a little confused about how you're even supposed to progress. I felt like I did a bunch of stuff but got nothing and my equipment aren't good enough for some of the quests (see the fire town above). The only human enemies I saw were bandits in a camp at the beginning of the game, but I couldn't see a single thing indoors so I don't know how I'm supposed to fight them. The game has a memory leak or something that causes my FPS to tank over time, I couldn't be bothered to keep restarting and had 0 interest learning all the item clutter and repair systems and whatnot, and becoming completely immobile and having my camera turned 180 degrees because a dog bit me in the ass out of nowhere without making any sound just made me not want to play at all.

I tried the DoctorX mod in OP, it's a lot better than I expected. Specifically the quests feel good so far, seems to be a mixture of premade quests and randomly generated ones, and it's hard to tell which ones are which because they're different depending on what NPC gives them. It's much harder to find quests than it is in Anomaly, which is probably partly why they feel good: it's harder to see through the repetition, and when you finally find one it feels valuable. That said, literally every single duty soldier I spoke to hates his rifle and wants a new one, so that already killed the magic a little. Maybe they're that way so you have a place to get rid of all the extra guns you loot?

The randomness seems wacky, I found Svarog (tier 3) artifact detector in some random box in Cordon, and there was a fight with monolith soldiers there too. I picked hardest difficulty and have a hard time getting money, quests are hard to find and usually require traveling to other maps, and they only give like 1500 roubles as a reward. I don't mind difficulty and spending a long time, but I just wonder how long I'd have to play with the shitty beginner armor before being able to buy an upgrade. I did get a rifle and a helmet as rewards from quests though. Somehow food is the thing I'm always short on.

My biggest complaint is the fucking flashlight. This is a problem with Anomaly too, the flashlight range is so fucking short you can barely see 5 meters in front of you. It's impossible to do anything useful during nights. I know how to modify the light distance for Anomaly, but I don't know how to do it for this.
Replies: >>269652
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Also, within the first 10 minutes of Misery I had to start modding it. The fucking "bug in the ear" sound effect, I don't FUCKING UNDERSTAND WHY SO MANY VIDEOGAMES DO THIS. Why the fucking fuck fuck fuck do so many developers want bugs to constantly buzz in their ears? I do not fucking understand, this seems like some kind of conspiracy because there's no fucking way a single human being on this earth likes this shit. I've seen about 10 separate videogames across multiple genres that do this, I just don't fucking get it. This fucking sound effect plays repeatedly in your ear over and over and over, none of the videogames that do this only do it rarely. My mom lives in bug infested bumfuck farmville nowhere and yet I've never heard bugs in my ears like this when I visit there.
Replies: >>258961
>>258710
>but then again I always end my runs after getting out of the hobo phase so you may have a point.
Other way around actually, I can get out of the hobo phase faster with the crafting system.
Repairing suits and weapons makes you a killing machine and makes the grind way less shit.

You just need to understand how it works.
Replies: >>258961
>>258814
>>258817
Devs have created gamified sim-lite elements which reflect a warped hyper-reality solely in order to make the experience miserable. It’s opposite to how medpacks work in games, or reduced fall damage etc, as they keep the player character alive.

Stalker as a game depends on immersion and atmosphere. Vanilla already pushed certain limits of gamifying which really should be dialed back, but compensating by gamifying negatively just trashed immersion even more.

Dialing Stalker closer to a sim would be interesting, and trannies would seethe because it would further remind them they are failures as men.
Replies: >>258964
>>258961
Hello I'd like to unsubscribe from getting replies from ChatGPT, thanks.
I'd like to ask if Hip is on OBLIVION LOST REMAKE 3.0?
I'd appreciate turn that dumb Blonde into a Monolith killing machine.
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My collar bone and shoulders hurt, I must have walked through an anomaly.
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I wrote a (literal) blogpost about Stalker Anomaly and modding it.
https://sundee.neocities.org/stalkermodding/index.html

I've been sitting here for like 15 minutes pondering if it's worth posting this or if people will just seethe about me "shilling my blog reddit reddit reddit" or something even though I don't even have a way of knowing if anyone opened it, so sharing things ends up being a negative experience for me and makes me not want to do it again. Maybe I should write a blogpost about the state of imageboards and what it does to people.
>>261146
Just leave it up nigger.
What is anyone going to do? "CYBERBULLY" you?
Replies: >>261163
>>261146
>shilling your reddit reddit reddit blog
(^:
Replies: >>261163
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>>261146
Huh, I think I've seen your blog before, it was in my bookmarks...
I checked your favorite manga page out of curiosity, though, and concluded that you are a dummy
>The weird Japanese taste in character design colors feel more weird and distracting in the anime
Why not watch a Netflix show or whatever if you care about the contrived novelty of "realism"?
>The story in the anime is less light hearted and taken more seriously, usually to it's detriment, sometimes ruining the whole story outright because it replaces fun with unironic edginess
It might be bad in some situations but nothing inherently wrong with that and it's gay to complain about it. Adaptations having a different feel is good in general so that they have some unique value on their own instead of being just the manga but animated.
>Isekai and shoujo in favorite manga list
No commentary.
Replies: >>261163
>>261146
Ignore the crab bucket niggers and shill yourself ultra hard. Your blog is way cooler than most of the stuff I run into and I'm happy to see it.
Replies: >>261163
>>261146
I like your blog and I agree with your complaints about anime.
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>>261146
>Shilling your leddit blog
Replies: >>261163
>>261155
same
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>>261149
Being mean to me on the internet is ILLEGAL
>>261149 BANNED for calling me nigger
>>261151 BANNED for making a sneering face at me
>>261152 BANNED for calling me dummy
>>261156 BANNED for pointing with a gun

>>261152
>I think I've seen your blog before
I put my programs on my site so I've posted it in /tech/ before at least.

I'm almost exclusively on manga side, so it's extremely jarring to then see the same character cast in anime (or the manga cover images) where you're blasted with the full color spectrum of rainbow neon colors. I don't mind unrealistic colors but you'd have to be color blind to think this character design (the design, not the art quality) looks better on the right than on the left. I think this anime had just come out when I wrote that and I was completely repulsed by this design despite having read 100s of chapters of the manga.
>Adaptations having a different feel is good in general
I can understand that argument. But still, usually the reason I like a manga is because of the way the story and characters are written, so if you take that away I'm going to think the anime is worse.
>No commentary
My own website is the last place I'll pretend to be someone I'm not.

>>261153
I wrote it just because I felt like it, and then thought of this thread so I might as well post it. I just get a feeling that something is deeply wrong somewhere when I have to think twice about posting stuff on an imageboard just because it may result in me feeling worse and more annoyed than if I hadn't posted it.
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>>261146
>>261163
I sympathize with your position, imageboards have become especially mean in the past couple of years and also there should be no reason to be dishonest with your taste. Some things are objectively bad/ugly like MOBAs and gacha games, and imageboards should ultimately stay mean to prevent a subversion of values and culture that rely on that f.e. what happened to punk rock in its transition to hardcore to post-hardcore.
Replies: >>261167 >>261633
>>261163
You have ideas but you need to think harder about your reasoning.
Look at your own reasoning chain, then look at the reasoning chains of others.
It will show you when you have knowledge gaps, when you're being retarded, and when other people are being retarded.

Many people have different ideas of what a thing is and what a thing should be.
Some of those ideas are stupid.

Regarding Stalker and game balance, even the concept of "immersion" will be different for people. Some people want to fall into a ridiculous crafting system of made up bullshit, like a difficult puzzle, so it blocks out the world. Immersion as distraction. Other people want to enjoy the world as it is, immersion as focus and attention to the moment. Look into the Open Xray project if you want to get under the hood.

The character design differences between manga and anime also have a cost elements in addition to viewer preference. Level of detail in lines and shading, viewer attention, ease of animation, having to outsource work to lower skilled animators. Anime in general is less detailed than manga for economic reasons. Then you have certain tropes which audiences expect, color schemes matching across the whole palette, lighting/shading. Economic risk means more things are done by-the-book and become indistinguishable from each other.
Replies: >>261184
>>261165
Imageboards thrive on quality OC.
Everything else is tertiary.
/b/ back in '03-'04 was FUNNY which was how 4chan blew up in the first place, popularizing what was previously a niche nip format. Being mean or gatekeeping etc wasn't originally intentional. The quality OC itself was moralizing for the intended audience but demoralizing for the unintended audience. Everything was a twofer. One man's trash was another man's treasure, and it was the same thing. You didn't just post certain things one-sidedly to drive away undesirables, but the things you desired made it undesirable for normalfags.

Why would you go to a board? What memes blew up, which ones lasted. It's the quality. What has been most attacked overall? Quality.
The way to attack quality is to drown it out or make everything fake / inauthentic.

People have forgotten to simply enjoy things and it shows. Everything has become a slave morality response to the other, instead of a master morality entertainment for the self.
Replies: >>261176
>>261163
the ones reacting negatively are retarded niggers who have lived under several layers of irony, sarcasm and bitterness who are jealous they can't act candidly and honestly anymore
>>261167
A big part of OC is based on culture, and a culture of meanness is just generally useful for a lot of things. You don't want just anyone to take the fruits of your labor without some pain on their part.
You're otherwise right though I'd say.
Replies: >>261210
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>>261146
>Motherload is a game, but there should be another one
My nigger, I completely agree.
Mine will have cute 2hu girls, burgers, and sweet potato infused insanity.
Replies: >>261185
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>>261166
Different people like different things, true. I'm not saying my vision or ideas are the one true Anomaly™, but regardless of what kind of game you want, Anomaly isn't very good at being it.

The original 3 games have semi-linear progression and gradually get harder with better loot as you progress through quests and get to new areas. Anomaly doesn't have that nor anything resembling the original games. I would never recommend Anomaly to someone who likes the official Stalker games but wishes there was an open world sandbox Stalker, I'd recommend DoctorX (though even that is pretty monotonous).

If you want an open world game where you progress in your own way and "do whatever you want", that sucks too because most of the areas are the same difficulty of randomized NPCs and equipment don't have interesting variations. You can loot 20 different assault rifles around the map you started in without feeling like any of them is particularly different from the rest, and the rest of the maps will just have the same kind of stuff. It's not like one is carried by generic NPCs while another is from a harder enemy or from raiding a specific location, it's all just a jumbled mess of randomness. The only difference I have been able to tell is that enemies have somewhat different weapons with more attachments starting from Red Forest. The fact that you can mop the floor with Monolith squads as soon as you get any random AK with a scope kills the feeling that you're progressing because there's nothing much left to progress towards. The procedurally generated quests suck cock so there's not much to give you direction.

If you want a true open world sandbox where you immerse yourself in life in the zone without any specific goal, then Anomaly is a boring way to do it. A better way to do it would be to make different locations very different and have different difficulties, for example put military patrols in Aprogrom so that there's a sudden difficulty spike if you try to go there haphazardly, but maybe you want to sneak around like a ninja and nothing personnel those fools. Do small things like making military gravitate towards the Cordon bridge or bandits fight for control of the Garbage hotspots. That way maps have interesting and unique dynamics that makes the zone interesting to wander around in. Add complexity into the simulation to make life more interesting, similar to the Toxic Air mod which requires you to manage gas mask filters and tanks depending on where you're planning on going into. Make it harder to travel through maps so it feels like you've made a vast journey when you travel half the map instead of allowing you to just walze though. Add stuff that emergently changes your life and plans, like mugging squads who steal all your stuff and are hard to fight against. If you really fuck up with some anomaly, it may break your weapon so you have to switch to another one. A spatial anomaly that sends you to a random location and depletes all the batteries on you so you're a lost for a bit (especially at night). Toxic rain that you need to get out of. The game feels extremely monotonous compared to these things.

Also just to note: currently enemies wander around randomly and can "take over" certain minor locations. You would think that this is the ultimate emergent sandbox gameplay design, but in practice it feels like the whole world is just using the same randomized template, which again, makes the world feel monotonous and boring. You've already seen this exact mixture of random enemies and behaviors in the previous 6 maps, the only thing that has changed is the map layout.

>Look into the Open Xray project if you want to get under the hood.
I tried once but I immediately bailed when I started smelling the object oriented code: it's very hard to find a thing that does something real. I didn't try very hard though, the beginning is usually the hardest because you have 0 context about anything.
Replies: >>261210
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>>261177
At least 2 Motherload clones have been released since I wrote that. First is this: https://store.steampowered.com/app/2647820/Ad_Fundum/
It looks kinda crappy though so I haven't tried it.

There's another one but it looked like soy so I forgot what it was.
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Found the other one:
https://store.steampowered.com/app/2830150/Super_Mining_Mechs/
>>261176
Being correct only seems mean to oversocialized drones. Newfags have fundamentally misunderstood what the "meanness" was. It is the search for correctness and truth without regard for feelings, disregarding feelings with master morality in the pursuit of justice, not CARING about the feelings of others in a disgusting slave morality manner.

>>261184
You're not grasping the point. It's not about liking or preference, it's a fundamental difference in concepts and understanding. The very concept of what is immersive can be a subject of disagreement. This is why the meanings and etymology of words are important so that people are actually speaking the same language, and it's why jewish pilpul is so destructive because it attacks words and meaning.
Shared concepts and understanding are the foundation of communication and having logical and objective assignations for words outweighs any concept of "shared" meaning. Language is supposed to be a set of building blocks to explain items, positions, relations, and overall context. It is not supposed to be activation phrases for rote training. It's the difference between plain language and jargon or invented language.

The key difference between an anon and a redditor is this fundamental distinction, where you either have absolute objective truth or a "shared consensus" truth, and then you either become based or a troon as a result. Everything else comes from this conception of the universe. If you want to understand it further, 1984 Orwellian language compression, trigger phrases, etc are post-modernism and National Socialism is the philosophical answer to post-modernism.
Replies: >>261228
>>261210
>The very concept of what is immersive can be a subject of disagreement
How far do you want to take this line of thought? If you want to go there, then all arguments and opinions are pointless and wrong because everything is subjective and up to personal preferences. I don't want to caveat every sentence with "but this is just what I think". There's only 1 word for "immersive" and I gave several examples of what kind of immersive things I like. I don't think there's a need to elaborate further or give an explanation of what other kinds of immersiveness exist out there, I could write a second article solely on the topic of immersiveness.

If you disagree with something I say then give me your reasoning and address the specific thing instead of whatever this is about, I don't really understand what point you're trying to make or what it's related to or why. Did I say something that was wrong or biased or misleading? You talked about "bad reasoning" and "knowledge gaps" and "being retarded" but I don't know what you're referring to. All I can do when you say these things is try to further explain why I said and believe what I said in hopes that we have an understanding.
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New Stalker 2 trailer.
https://www.youtube.com/watch?v=xZeneK1Cf9Q
Replies: >>261634
>>261228
Immersive can be thought of as not being where you are, or being somewhere else entirely, and that somewhere else is not always defined well. Is the zone of Anomaly the same Zone as CotZ or SoC? No it’s not.
The core problem of Anomaly is that it has been moved so far that it isn’t a zone a lot of people recognize, especially because of the insane crafting among other design decisions. Go play Lost Alpha for an even different feel.

You have to be clearer about where you started, where you are, and where you’re going. It’s a state of mind, expand on it. Stop thinking of this as an argument and instead as a door being opened.
Replies: >>261265
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>>261255
The only door that's being opened is your asshole when I ram your retarded guru personality back in there. You have neither an argument nor a point, you just want to posture as someone smart and waste everyone else's time while you're doing it.

Whether Anomaly is "the zone that people recognize" and whether it matters is unrelated to all of the things that have been talked about so far and much more based on personal opinion than anything else. I only care about whether it's a good game or not. It's the most technically advanced, most polished, most customizable version of Stalker and has the most content, but it's biggest flaws are in the most fundamental aspect of a videogame: purposeful and interesting gameplay content.
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>>261165
>what happened to punk rock in its transition to hardcore to post-hardcore
>>261229
>women
>in the fucking zone
This is worse than the nigger in the other trailer.
Replies: >>261635
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>>261634
You mean that trader near the end? I'm gonna give them the benefit of the doubt and assume that it's just a dude with a ponytail.
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>>261635
Kind of wierd of a western game on making a female npc that you can identify her sex from a great distance.
STALKER 2 soon lads. What do we think it will be? 
I'm guessing it will be a pile of shit. But then like a decade of autism will descend on it and mod it into perfection.
Replies: >>261640 >>261652
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>these system requirements
LOL

>>261638
>unreal engine 
>console release
>NFT shit they tried to pull
>women and niggers
100% confirmed shit.
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>>261638
Some people will think it's trash because muh map markers and casuals and scripted scenes and cutscene or whatever even though the original games had the same shit, half of those are anomaly/gamma fags who have forgotten what the original games are like. The sellout crap the devs are doing and the flood of normalfag audiences will cloud people's judgement of the game itself even further.

Some people will think it's god's gift to earth because they can't see beyond muh realismic grafixz, at least half of them are zoomers who never played the original games because old graphics make them weep and cry and shit their pants.

In practice it will be an ok shooter in the S(talker)-tier context and world. Can't call it bad and some things like the "gunplay" is genuinely improved, but the strong legacy of the series is the only reason you continue to think about the game week after finishing it.
Replies: >>261654 >>262200
>>261640
>160GB
Why the fuck would I use up 160GB for this shit? The original was fucking 6 GB and I guarantee this shit isn't gonna look much better.
>>261652
Does it have multiplayer co-op though?
>>261653
Because modern devs are 99% diversity hires with little to no skill in actual game development. So any form of optimization is a thing of the past. I'd be willing to bet either no one or almost no one who was involved in the original STALKER had anything to do with this one.
>>261653
Only true way to fight against piracy, make the game weight 200GB.
Replies: >>261662
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>>261653
Something like this.
>>261659
Except the pirates will repack it into half the size or less, leaving only the paypigs with bloated filesizes.
Replies: >>261663 >>261664
>>261662
Time to crank it up to 500GB.
>>261662
Pretty sure that a Steam download is just as compressed as a repack on average.
Replies: >>261665 >>261687
>>261664
Depends on the game I just downloaded Rising storm 2 and it was a 16gb download and a 56gb install size.
>>261664
I did say repack, but I meant permanent compression of the final installed files. Mainly audio and video, at no perceptible loss. I'm pretty sure I remember pirates doing that with some ridiculously oversized Cawwadoody game, at least.
>>261265
Tell me more about how a new box of matches contains 4 matches instead of 20 -25 like every actual box of matches that have ever existed.

If you don’t recognize that retarded troon and midwit redditor gameplay design is a product of a flawed philosophy then cuckchan will be more your speed.
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>>261709
>m-muh realism!
Replies: >>261713
>>261711
>men can become women by chopping off their dick and balls and taking estrogen
Same thought process.

Ack ack ack amirite? Das rite.
Replies: >>261721
>>261713
How does it make sense that you can eat 50 cans of tushonka but never need to stop to take a shit? Unrealistic trash game amirite?
Replies: >>261723
>>261721
>I hate realism
>mindless tedium yes
This is you and it’s retarded
Replies: >>261724
>>261723
Why are you quoting yourself? Did you forget your meds again?
Who cares about Stalker 2, go play some multiplayer stalker.
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>>261983
would
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>>261984
>>261983
would kill
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>>262002
Would kill to fuck*
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>>262006
Would fuck to kill then fuck again*
Then cook and eat*
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>>261983
fuck marry kill rape
Is the latest evolution of the franchise meant to involve a strong woman who goes roaming?
Replies: >>262067
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>>262061
I would be hilarious if there were trannies roaming the zone trying to get to the monolith and wish to be a real boy or a real girl.
Replies: >>262100
>>262067
fuck I just realized microshaft is doing the sequel and they will probably add some stupid character creation that lets you make a troon
Some early gameplay I found
https://inv.nadeko.net/watch?v=KwXDCXpdLog
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Ukraine or Africa? I was planning on buying the game just to support Ukraine but thats not fucking happening if they put niggerloid npcs in a game in fucking UKRAINE. UKRAINE!
https://www.moddb.com/mods/x-ray-multiplayer-extension

Anyone tried this out? Would be nice if CoC got it working too.
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>>262192
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>>261652
It's been years since I played anything Stalker but the map markers were only on the PDA and cutscenes/scripted scenes were sparse especially in Shadow of Chernobyl.  I don't mind the gunplay not having to be gamed but it went in the opposite direction of being too easy and polished. Once I saw the E3 2021 trailer I lost interest in the game anyway, and not having any Russian at all while having a full English dub is ridiculous.
>>262017
Double AIDS.
Replies: >>262208
>>262192
Remember, the original games had Russian voices, ruble as currency, Russian weaponry such as Vintorez and AN-94 and nobody cared.
>>262200
>not having any Russian at all while having a full English dub is ridiculous.
Just go to the settings and choose Ukrainian voice acting you dumbass
Replies: >>262216
games got really shit optimization
terrible default controls
allegedly buggy
good gameplay

time to wait a year and then play it
Replies: >>262214 >>262216
>>262211
Figured.  I'll wait for patches
>>262192
>replacement immigration
Seems realistic to me
>>262208
That's not the point. Russian was as common as Ukrainian in Ukraine until the invasion in which everybody decided to stop using Russian out of patriotism and political orientation, and like there isn't a large population of Russians, Belarusians, and ex-republicans (Ašot and Vano for example) who'd be stalking into the zone using Russian or Suržyk as a lingua franca. They let politics and emotions get in the way of the art they were making. In fact Duty and I think also the Mercs and military spoke exclusively in Russian.
>>262211
Above all of that the game is Eurojank. The term gets attributed endearingly to any low-budget European games that are actually good but rough around the edges instead of the actual definition of it being a bland imitation of western AAA efforts that are out of reach of its budget, which is what 2 feels like despite having serious cash. This extends to using UE5 instead of their own engine but that's the general problem of the industry now to use the same handful of engines.
Replies: >>262217
>>262216
If a country was killing my countrymen, I wouldn't put their language in my game either.
>>262217
hohols aren't people
Replies: >>262224 >>262226
>>262223
No slavs are but that's besides the point.
>>262223
Sounds like something a kike would say
>>262217
>If a country was killing my countrymen
Anon, Putin isn't Russia despite whatever the MSM likes to blast you with. There were protests happening up and down the country in response to the invasion because it was a war no one wanted, along with mass emigtration in response drafts and conscriptions taking place. Even then, what about the Russians who live abroad that have nothing do with the actions of their home country?
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ITS OUT
ITS OUT
ITS OUT

https://store.steampowered.com/app/1643320/STALKER_2_Heart_of_Chornobyl/
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>>262230
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>>262217
>If a country was killing my countrymen, I wouldn't put their language in my game either.
Since west hohols were killing east hohols. Why did the devs added Ukranian in their game?
For those that have 5 fucking hours to waste on knowing what the fuck happened in hoholand just watch link related https://www.watchdogmediainstitute.com/2017/07/8-months-in-ukraine-euromaidan-mh17.html
The devs went full retard when the war started and picked a side, I guess when Russia pacifies hoholand they will add a russian dub and pretend nothing happened.
Replies: >>262233 >>262247
>>262232
What are you even trying to say?
So does it hold your hand or is it more like the original trilogy? And can you finally join Monolith without mods?
Replies: >>262237
>>262235
I dont have a pc new enough to run it yet.
Is it any good?
>>262230
https://gog-games.to/game/stalker_2_heart_of_chornobyl
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>>262232
>The devs went full retard when the war started and picked a side
I cant believe they would support their own country!
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S.T.A.L.K.E.R. 2 REVIEW
It's A.W.F.U.L.

>No A-Life System
>Bullet sponge mutants (at least 2x the HP they had in the previous games, sometimes more)
>Human enemies are beyond braindead (Slow to react, they run towards you, will stay "in cover" even when you're shooting them from the side)
>Fallout 4 tiers of dialog options 
>Fallout 76 tiers of dialog writing 
>English VO is so bad that it's not even funny
>Multiple janky cutscenes in every mission 
>Nearly non-existent loot scattered in the wild. Everything is either on shelves or in "break me!" crates 
>Far Cry-esque "detection" system (huge white arrows that show you who is spotting you)
>Terrible control scheme (Hardcoded keybinds)
>Mouse Smoothing enforced through the .ini files, it can't be disabled in-game
>Even the peaceful muants (Flesh) now charge at you immediately 
>Mutants have no footsteps 
>Mutants are hilariously slow (wild mutated dogs "run" at like 10mph)
>Even 1% radiation causes "radiation sparks" to fill the edges of your screen, distracting you
>Atrocious, unacceptably bad performance
>Frametimes are so bad that 144FPS feel like 50 
>Game is practically unplayable without upscaling 

Gentlemen, Stalker 2 is officially 1000 times worse than Clear Sky. It's over. 

>>262247
>support their own country
They draft dodged and immigrated to Czech Republic. One of the handful developers who stayed to fight was the guy who designed the A-Life system from back in the day. Everyone else is a diversity hire who was still suckling milk from mommy's tits when SoC came out.
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>>262248
The term is mocked to hell and high water but the most important thing gone is the atmosphere which is what differentiated it from other open-world games. Those games had soul by the accident of being made by poor people with a vision and recruiting programmers who could develop something X-Ray and A-Life, now GSC (Ship of Theseus) opened their mouths for dollar bills to be stuffed in their tummy to buy a UE5 or Cry Engine license and a whole team of rejects because Slavs are still not used to wealth or something. For example there's as much pointless walking in other open-world games and I realized that the original trilogy didn't have this issue because all the side quests took place in the same node/area as where the quest was given. I don't even hate the game because it's not worth hating. If you want to play Stalker 2, do an innawoods Stalker challenge or just buy some robust camping gear and personally LARP while camping in the woods.
>One of the handful developers who stayed to fight was the guy who designed the A-Life system from back in the day
Figures the noblest die.
>>262248
Disappointing but predictable. Care to give us a dialogue sample?
>>262248
So STALKER got the reboot/numake treatment? Sad, but very predictable. What do you want to bet the dev team is full of women?
>>262247
nationalism is only acceptable when the zog needs proxy soldiers
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>>262247
>((( Netflix ))) adaptation
>>262248
>Gentlemen, Stalker 2 is officially 1000 times worse than Clear Sky. It's over. 
>Clear sky got redeemed
Praise the monolith!
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>>262284
3 day special military operation status?
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>>262271
Internationalism is acceptable for the mongoloid empire that needs constant supply of cannon fodder to throw at Europe. Enjoy middle eastern ninjas in your cities™.
https://www.youtube.com/watch?v=K78m31AMnRk
>>262284
If the disappointment keeps up, all of prior STALKER will look good. DLC when?
So I just found out that STALKER is on consoles now. Are the ports any good?
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>>262286
Comfy.
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I started the war in Ukraine by the way and part of our special operation was to make this a dogshit thread.
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>>262248
Sorry you just got pwned by my meme template reply.
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>>262329
>QUIT HAVING FUN
Well are you having fun?
Replies: >>262340
Game being buggy at launch is nothing surprising. At least it didn't CTD often as older releases did. But now that it's on UE modders are already fixing the optimization issues and mutants' health. By the time the game devs are done fixing the devs we'd probably see the equivalent of Misery mod set for Stalker 2.
Replies: >>262340
>>262332
He'll say he is, even if he really isn't, just to "spite" people.

>>262334
>Game being buggy at launch is nothing surprising. 
No, just dissapointing at this point. Video games used to be much better than this, where all it took to taint a company's image was the release of a single broken game to destroy a years worth reputation. Now developers are releasing broken-ass incomplete games regularly and no one cares because it's more important that they be relevant rather than have actual standards.
Replies: >>262344 >>262379
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The release made me curious what the original plot and world of Stalker 2 was going to be, and what it was going to play like.
>>262340
>Video games used to be much better than this
They literally weren't. All the stalker games were buggy messes, in some ways they still are.
Replies: >>262346
>>262344
>They literally weren't
Prove it
Replies: >>262347 >>262379
>>262346
Sure just hop into my time machine and we'll go take a look.
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>>262347
>can't prove it
That's all I needed to know. Another W for old games.
The more important question is, has stalker gone woke?
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>>262355
My sides.
*Also soundless webm you nigger*
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>>262365
How the fuck am I supposed to conjure sound into a video that never had any sound? I can just not post and leave more room for ukraine vs russia seething if that's better.
>>262340
>Video games used to be much better than this
Yes but by the time SoC was released that custom and time have already been gone. The game was released in 2007.

>>262346
You have to track down a cracked copy of the original DVD releases, not the GOG ones that have been prepatched with fixes. I got an unpatched release SoC from The Pirate Bay back in 2011, no idea if you can get it anywhere now.
Replies: >>262384
>>262379
>You have to track down a cracked copy of the original DVD releases, not the GOG ones that have been prepatched with fixes. I got an unpatched release SoC from The Pirate Bay back in 2011, no idea if you can get it anywhere now.
I have a copy of the THQ DVD release sitting on my shelf. Played it for years without knowing that patches existed, and had zero issues except for it crashing once.
Replies: >>262385
>>262384
Then you were lucky. CTDs were tolerable compared to the save file breaking bugs that I encountered.
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>>262248
As expected.
Back to modding the original!
Replies: >>262450
>>262248
Sounds fun to me and unlike most fagts ITS I am going to play it instead of basing my opinion off one post and then proceed to whine about a dumb military conflict that doesn't concern me as a westerner
>>262355
So it's the usual "AAA" dogshit? Not surprised in the least.
But since the devs are supposedly in Ukraine they're not it's excusable and you should buy the game to own Putler or something.

I never played Stalker, just here enjoying the drama a bit
Replies: >>262390
>>262389
>enjoying
There is nothing to enjoy here
Was wondering about what mods I should install right away when I noticed that a few Nips are already into the modding scene.
https://www.nexusmods.com/stalker2heartofchornobyl/mods/72
Surprised me quite a lot when it was just a few years ago when the Nip normalfags just started playing Apex Legends and Valorant.
Replies: >>262399
>>262398
Those aren't nip normalfags, nip normalfags are playing Suika game and Mario Kart. Those are westaboos, and on average Japanese consumers have far lower standards than western consumers.
Replies: >>262402 >>262403
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>>262399
>Those are westaboos
And that's like more than half the population?
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>>262399
Anime and fellation of Japanese pop culture gives an utterly warped and distorted view of Japanese taste and culture especially on imageboards like vapid normalfags and mental scum exist there.
>Oh no no no, those aren't real Japanese playing Stalker 2. Those are westaboos who only consume western content and think westerly. They're pretty much like a subculture or something.
Replies: >>262407 >>262408
*don't exist
>>262402
Westaboo implies they attempt to deeply embed themselves in western media, apex legends is normalfag shit.
Replies: >>262413
>>262403
If you want to prove him wrong, show some actual sales numbers, or at least a very large forum/space dedicated to the subject at hand.
Even in the west, S.T.A.L.K.E.R. isn't exactly huge outside of imageboards.
Replies: >>262411 >>262413
>>262403
It's funny to me that you seem to be trying to disagree with me but just end up proving me right. I guess it must be hard being a chronically online retard and trying to be levelheaded at the same time.
Replies: >>262411
>>262402
Is half the population playing STALKER? He wasn't talking about the ones playing Apex, brainiac.
>>262407
The game has had a spotlight in the mainstream from the beginning and was hyped up by its formerly niche fanbase, so if Japs are already playing Apex and Valorant why wouldn't they be playing whatever has been shown off at E3 or Steam's front page. And Stalker is quite huge, Gamma-Anomaly babies and faggots like Dr*wski made it go from a large cult following to a staple in the canon of FPS games. I'm not even going to comment on the last sentence.
>>262408
Explain to a retard like me how I agreed with you.
>>262407
>Even in the west, S.T.A.L.K.E.R. isn't exactly huge outside of imageboards.
Then why do the modding communities and their followers, especially big ones like EFP are centered on discord? Maybe there are bigger communities out there that you just refuse to admit existing.

>>262405
He was talking about westaboos, which he believes to be the only kind of people playing Apex and Valorant in Japan. Can't read huh.
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https://en.wikipedia.org/wiki/Scheherazade
>>262402
Thats like saying people are Koreaboos because they play Starcraft.
Replies: >>262447
>>262427
You got it backward. There are a lot of westaboos in Japan which causes some of them to play FPS games, Stalker 2 being one. 
Not like the normalfags are averse to FPS anyway
https://www.youtube.com/watch?v=uGcyPSCT5DI
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I watched someone play this and why is there an hour long scripted and linear call of duty movie tutorial in the beginning that makes you do a bunch of shit you won't do in the actual game? It gives you a completely incorrect impression about the game, and when it ends the game has a proper start with tutorial quests and slower pace that lets you familiarize yourself with the gameplay and shit anyway. It would be better if they literally just deleted the entire intro sequence.
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>>262386
>Back to modding the original!
Just like God intended.
>>262449
I wouldn't be surprised if they inserted a few of those sequences throughout the game, along the main questline. Gotta keep the normalfags entertained.
>>262248
Regarding A-Life, supposedly it does exist but is currently bugged so hard that it may as well not be there. Gamma mod developers said that they could even patch it themselves with a mod, given some time. So it's at the very least not broken beyond repair, whether it will work in the future depending entirely on dev (in)competency.
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Yo stalkers! Are you enjoying the game?
>>262493
>Gamma mod developers said that they could even patch it themselves with a mod, given some time.
It's not the job of the community to "fix" a game that the developers broke.
Replies: >>262503
>>262502
My point is that it's not so irredeemably gone that you would need to rebuild the game from the ground up to get A-life working
Replies: >>262574
Erm, ok.
But how hot are the blood suckers?
>>262493
>>262503
I wonder what it would mean if Gamma devs also had a donate to the troops foundation and we paid them for the game instead.
Replies: >>262848
>>262192
>Never read Roadside Picnic
Literal black guy comes to the zone to find and destroy artifacts because they're the devil's work. Though it's not like this isn't tokenism to buy good reviews because they're chasing the normalfag audience.
Replies: >>262650 >>262681
>>262644
Never thought Gutalin was a literal nigger, I read it in two languages and figured it's just a guy with black hair.
Replies: >>262681 >>262776
>>262644
isn´t the zone in roadside picnic in Canada? also in roadside picnic there are multiple zones all across the globe, i second what >>262650 said though
Replies: >>262682 >>262776
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>>262681
>isn´t the zone in roadside picnic in Canada?
No, it's in the USSR, and kind of the point as the Soviet government has resulted in Russia being the "last frontier" for any yet-to-be-obtained artifacts.
<Roadside Picnic is, essentially, a criticism of how Capitalism is willing to sell anything, no matter how dangerous it is, if it's for the right price.
And you see this with how the children of Stalkers and the dead become mindless brooding monsters, but no one fucking cares.
Replies: >>262684 >>262687
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>>262682
>Capitalism
as if the Soviets wouldn't have sent conscripts to get the artifacts by neutralizing the anomalies with their corpses
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>>262684
USA would do the same but promise to give out a 100 dollar bonus to the guys doing it.
>>262682
>No, it's in the USSR
'Harmont' doesn't sound Russian.
>muh capitalism
Who are you quoting, some retarded leftist reviewer? It's human nature to try to turn a profit, even on dangerous things or those not fully understood. The weapons research labs fucking with devil's cabbage or Hugh purchasing them in bulk are only small parts of the story.
>>262687
>Who are you quoting
Boris Strugatsky. He wrote the afterword in my version of Roadside Picnic (The 2012 release published by Chicago Review Press), where he provides a soft retrospective on how him and his brother wrote and published the story. And he spends much of it lamenting over how irritating the USSR censors were because they constantly found "something" to bitch about needing to be "fixed" in a narrative that (As he explains) is a world were Capitalism "wins".
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>>262687
>>262689
Something you need to understand about Socialism is that everything is political. They believe that everything exists to push a political message. Because Socialism exists as a totalizing ideology that needs to inhabit every single thought and instinct that you have. Yes, it's exactly as retarded and scary as that sounds.

And that's exactly the kind of people that the Strugatskys, or any entertainer for the matter, had to constantly deal with if they wanted their material released under a Socialist regime. He and his brother had much the same views as your average person, that Socialism is a "good idea" as a economics system as it's based upon "sharing and caring" and doesn't play upon "bad thoughts" like "greed" or "competition". But the reality of the situation is that Socialism is a religion. It's the belief that man is caged to and confused about the world because we think "Capitalist thoughts" thanks to the demon that imprisoned us, and that the only way to "free" man and make sense is to smash the cage and become our own Socialist Christ.

You can also see this sharp contrast in mindset to how the Soviets even designed video games. As explained on the website for the Museum of Soviet Arcade Machines: https://archive.md/QUCMy
<The gambling element in arcades was transformed in the USSR: a win was not rewarded with a cash prize. Instead, a deft player received either a bonus game or some sort of a gift, or, for example, a commemorative badge. In addition, the machines, according to their developers, helped master a good eye, reaction speed, logic and memory – all things that were central to the ideal Soviet citizen.
To put it simply, art did not exist for the purposes of entertainment. Art existed for the purposes of pushing an ideology. That isn't to say if the art was good or bad, but that's the kind of mindset people constantly had to deal with.

Boris even explains how he and his brother, not to mention innumerable other people they talked to, were largely unaware of this at the time, and so expressed frustration when they would publish a work that was Pro-Socialist (Like Roadside Picnic depicting how Capitalism "won" and doomed the world as a result), only to have it kicked backed by the censors because the protagonist "hero" wasn't "dynamic" enough.

I'm not bashing the book. I'm stating the objective reality of the mindset and culture of the people who wrote the book, who approved the book, where the book was released, and how all those aspects connected to each other in regards to the book and it's story.
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>>262690
Hello, I'd like to unsubscribe to replies from ChatGPT please.
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>>262687
>It's human nature to try to turn a profit, even on dangerous things or those not fully understood.

How's the weather in Tel Aviv? Not everyone is willing to sell their soul.
Replies: >>262698
>>262692
>>262694
Now kiss.
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UHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

Gimme some stalker mods to play.
>>262690
>art did not exist for the purposes of entertainment. Art existed for the purposes of pushing an ideology
I don't have anything to add, just want to say that it's very interesting to think about completely different world views like this which take basic reality that we take for granted and changes it.
Replies: >>262721
>>262710
They're less different and alien than you realize. This sort of thing is happening in your own town if you have the eyes to see it. The censorship of something like roadside picnic is identical to "woke" movies or "Christian" rock. Art is always subservient to the ruling class, because art is produced by humans and true independence is functionally impossible. Trillions of dollars are spent annually across the globe to keep people in the open air prisons. A fraction of a percent of the population produces food, a slightly larger fraction produces the goods, and not much more than that perform the necessary services of the modern world. Most people are functionally useless except they enforce the social slavery order, so they are given wealth and status.

Allodial title, economic freedom, personal freedom, this sort of thing hardly exists in our world.
Everyone is on some flavor of slavery.

The Zone is conceptually free, it's why the movie changes from black and white to color once they're in the Zone.
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>>262721
>Art is always subservient to the ruling class
No, it's subservient to whoever has the money. In the past, this was the "ruling class" because they were the only ones who could afford to buy the art. However societies have progressed over the past couple centuries to where literally anyone can buy art for something as simple as $5.
>Most people are functionally useless
And there's the Communist showing himself.
Replies: >>262725
>>262722
>the communist
Sounds more like Henry Kissinger to me. Since WWII was a war composed entirely of different flavors of socialist, it's not that big a difference.

But >>262721 is right about why the Zone is one of the few places one can be a free man, and why the movie's Stalker treats his role as implicitly sacred.
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>>262650
>>262681
Blacked by the Oxford comma. Could be a "localization", it's a fairly new edition.
>>262776
Anon, who's skin is that above the book?
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>>262776
clip your fingernails ya bum
Replies: >>262787
>>262780
I keep telling your mother to shave her back. It's my thigh, dummy

>>262782
I would but I wouldn't fit in with the rest of the guys in the software department. Actually it's filled with metrosxuals jerking themselves off about how much they got for selling their boat and talking about shoes. Kill me.
>>262776
Can also confirm that he is described like this in my german copy
Guttalin is described as strong/vigorous looking and shining black as a polished officers boot
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>>262574
Well forget anything I said earlier about A-Life maybe being in saveable state, shit's completely gone.
From the Roadside Panic (AI mod) Nexus page:

>What about offline alife? Well, offline alife does not appear to exist (or at least function), and the game does not seem to have persistence of individual random npcs. The game will not track the movement or schedule of a Glup Shitto from the Lesser Zone to Pripyat. In this sense, the offline a-life of the past games no longer exists. The Director in this game has its own system consisting of "lairs" that appears to manage offline events outside the "bubble range". Except this kind of flat out does not work.
>Confusingly, there are multiple references to an "offline" system baked in the game files that seem to suggest an NPC persistence system akin to the xray games. For example NPC spawn commands require an "DestroyOnOffLine" parameter. The implications of this is unknown - this might be a deprecated system ripped out of the game, or it might still be a part of how the Director works. Whether individual NPC persistence like in A.Life 1.0 is intended to be in Stalker 2.0 is UNKNOWN. Whereas occam's razor's says that the simplest explanation is the likeliest, the opposite holds true for STALKER 2. By GSC's Razor, the most convoluted and broken explanation is likely the most true. And GSC's razor might suggest that there was an "A.Life 1.5" system similar to the old titles, which was replaced with the new Director which uses a brand new simulation system. And none of it works.

>Without access to game code, the intended functionality of the "Alife 2.0" system, and the scope of offline alife is unknown. After a week of testing parameters with others in the GAMMA discord, all we can conclude with absolute certainty is that A) the system is internally very convoluted and B) the system is entirely broken and not working according to developer intention.

>Regardless of the scope and nature of "offline" alife or npc persistence, what we know is that the Director is not a random spawner. The Director follows the rules of the "Lair System", which is what we might call the offline part of the "A-Life 2.0" system, at least the part that is proven to actually exist.

>The Lair System is supposed to influence and shape the game world with a mechanically complex system involving faction contests over territory. But this is not the case at present. In fact, the "lair system" actively breaks the Director. The lair system is incredibly convoluted. For example, every faction has overall faction goals that change depending on the lair system. Faction behavior changes from "aggressive", "normal", and "defensive" depending on the number of lairs that each faction has. How do we know the lair system is not deprecated code? Because it is actively utilized in the present director spawn system. One of the more common spawn scenarios is a "lair expansion fight", where two factions will battle over contested territory.  In the base game, this manifests as nonsensical contextless shootout between two factions. In my tests, by cranking spawn numbers, i managed to turn the zone into a ... warzone with massive shoot-outs between 2 factions on a random piece of land. When I turned off "lair expansion squads" and removed lair contest scenarios from the Director, the Director began spawning smaller squads and other events such as dead mutants, spread out across the map. What the Director spawns is heavily influenced by this "Lair System".  For example, with poltergeist max spawn limits in the ALifeDirectorScenarioPrototypes removed, poltergeists spawn in massive quantities at a specific field in Zaton but not anywhere else in Zaton. (I was unable to force poltergeist spawns in the Lesser Zone even by using console commands to force a poltergeist director scenario, which implies that the Director has specific rules on what spawns are allowed in which part of the map.)
>The metaphorical angle here is that the Director is an anomaly, it is not spawning things at "random", it is spawning based on a demented logic that is only known to itself, unmoored from the reality of the actual zone.

>Yes, the Director in Roadside Panic 0.7b is a glorified percentage-based random spawner. But the base-game Director is worse than a random spawner, it is a lobotomized spawner that is attempting to populate the map based on broken logic. This is why alife in Stalker 2 is broken. The metaphorical angle here is that the Director is anomalous, it is not spawning things at "random", it is spawning based on a demented anomalous logic that is only known to itself, unmoored from the reality of the actual zone. Even without true NPC persistence, it is quite easy to imagine how this complex "Lair System" is supposed to work with the Director to simulate a game world. For example, the Lesser Zone might be cut up into faction territory, with buildings and POIs owned by Ward and Loners and Bandits and Bloodsuckers, while the wild areas would be mutant lairs that spawn boars and dogs. Factions would spawn at their lairs and random patrol spawns would try to move to their faction lair, while different factions would fight over POIs to "capture" them. What you see in the 0.7b video above is 3-4 different RNG Director scenarios - 2 random stalker squad scenarios, a boar vs dog scenario, a tushkan scenario, and a bloodsucker solo spawn which overlap into each other to create an emergent experience. If these spawns were not RNG but rather informed by a working Lair System (and if the NPC AI was not garbage), you can imagine how it is possible for "A-Life 2.0" to work as well as the AI in the xray games, even without NPC persistence.


<TL;DR: Offline ALife does not exist. There is a pseudo-ALife called "Lair System" that is supposed to simulate faction warfare / turf wars and in the background and spawn groups based on who controls nearby zones but generic NPCs are not persistent.
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>>262776
>while Dick is small, round, pink and mellow, practically aglow

There's no way that wasn't intended as a double entendre.
>>262848
As a programmer I don't understand what's so complicated about A-life that you can't just put it in. Game could just have a list of offline NPCs who move between key locations, and have random outcomes when they get close to other groups/objects. The offline NPCs don't even have to care about world geometry or do any real actions like shooting, it could just all be a fake simulation because from the player's perspective it makes no difference anyway. But then if the player gets in range of an NPC group, it gets converted into an online group and spawned in with more detailed simulation.

I've heard people presume that the reason they removed A-life is because the performance is so bad that consoles couldn't handle A-life on top of the already-shit performance, but this kind of fake simulation has almost no cost at all (as long as you program it in with that intention instead of trying to make Bloat Engine 5 do it for you).
Replies: >>262871 >>262940
>>262859
From what I've read what you propose is essentially how A-life worked in the old games.

I presume the devs of STALKER 2 are creatively bankrupt and only in it for the money, hence why the attempted grift with NFTs and "muh war" nonsense.
People are already starting to go back to Gamma. It's getting a lot of new players because of the new audience and it just had an update too. If only it wasn't shit.
>>262859
>As a programmer I don't understand what's so complicated about A-life that you can't just put it in. 
The game needa to run on a fucking Xbox Series S with it's gimped as fuck CPU.
Replies: >>262952 >>262959
>>262940
THIS KIND OF FAKE SIMULATION HAS ALMOST NO COST AT ALL
Replies: >>263336 >>263345
>>262940
From what I find the Xbox Series S has an 8-core Zen2 CPU (3.6GHz single-core, 3.4GHz multicore).
It's basically a 3700X. The Xbox is just a "glorified" desktop. I assure you the CPU is not a limitation.
https://www.moddb.com/mods/x-ray-multiplayer-extension/news/xrmpe-update-08-call-of-pripyat-coop-release

You niggers. No one is talking about the fact CoP finally has a functional Co-Op mod?

https://cdn.xrmpe.online/release/xrMPE-Launcher-Installer.exe

2nd link is from their shitcord. The moddb launcher has issues with some people that causes an infinite update loop. Also some ruskies are working on a SoC module. Its like 40% done and not everything is working. But hey, we'll have SoC soon.
Replies: >>263335 >>263375
>>263071
How does it work is it the full game with quests or just the open world?
Replies: >>263417
>>262952
It would cost nothing if the devs were competent.
Do you think that's the case here?
>>262952
Tell that to the developers behind Shadows of Doubt
Replies: >>263374
>>263345
The issue with Shadows of Doubt is that they want everything to be a permanent online A-life-like system. Everything simulated at all times.  The opposite of fake simulation.
We're talking about offline A-Life, where you just occasionally randomly update a list of characters with names and locations, and pick an existing name from the list of a location you're loading. You don't simulate those people's actions in detail to determine who they interacted with, what they gained and lost, etc.

It's cool if these hohols tried to make a better system than they had before. It's not cool if they disable it because it was too inefficient, and then leave us with less than we had before. Imagine they started working on a high tech audio simulation, then shipped the game with no audio when it doesn't work.
>>263071
Tell me more right the fuck now
Replies: >>263416
>>263375
Right as a rundown:

>When you start a playthrough it creates a lobby. up to 4 people can play. ONE person must by the Major. As he's the only character tht can interact with the copters. can't start unless someone is him and (sadly) Can't start the game where everyone IS him.

>Everything synchs. Positions, movements, can even play Rock Paper Scissors with another dude (there is an emote wheel with a few emotes.) 

>Movement between the areas (Zaton, Jupiter, Pripyat) teleports ALL players to that area. Can't have people off in other areas. Might be a limitation (for now). However you can all fuck off to the 4 corners of a given area with no problems. Some things (like Noah teleporting you to the burnt farmstead) will only bring those closest to the player. BE WARNED. in Noah's case either have one man run through or check positioning as you CAN end up killing one or more players during the cutscene with Noah as players can be pushed into the flame geysers around the anomaly field.

>If any player is killed the server attempts to reload the last save (host/admins should save before stupid shit happens). Saves are created on level transitions. at story beats being done, sleeping, etc.

>Players who get "downed" can be revived if you can get to them in time. the revive mechanic also replaces the "give medkit" to NPC Stalkers. Despite the prompt appearing at range. you have to be practically on top of the guy you want to rez.

>Sleeping can only be done if ALL connected players are in the sleeping area

>There is in game voice. It is proximity based. If someone sounds too low there is an option under audio that makes people sound louder for you. DO NOT SET TO 100% (70 is probably the best)

Now here's a bit of a mood killer:

>Cannot drop in/drop out. The players connected are the only ones allowed for a given playthrough. Meaning if you start with you and a buddy and a third or 4th want to join you have to start a new save.

> Saves get overwritten if you start a new playthrough (so backup the save folder before starting a new session)

>They're using Gunslinger as a basis for the weapons. The striker is replaced with the Saiga. For some reason the Saiga, Winchester 1300, Groza and a few others had their ability to be upgraded removed. So there is that. the guns stats and whatnot are probably in the .addon file format the mod uses to stow stuff. So if you wanted to upgrade/have those weapons you're SoL

Some jank:

>Outcome of siding against bandits in the one mission in Zaton doesn't (for now) set Bandits hostile to the players. they remain neutral. though this allows you to basically off Bandits whenever 

>Body collision (pressing against another player) can sometimes cause the game to want to violently eject one model from the other. killing a player as they are shot out at speed into a wall. the impact killing them.

>Cutscenes actually spawn another Stalker that goes through the animations, making the Major invisible. The other players can move around the cutscene (and kill the spawned in NPC with only a minor hiccup being incurred) 


Played it start to finish with 2 other buddies. was genuinely fun doing the zone with other people. its definitely different than just wandering on your own.
Replies: >>263423 >>263448
>>263335
Full game, start to finish it's CoP. Just with friends
>>263416
Sounds pretty slick. Imagine this with some big custom maps, the future if stalking is looking bright.
Replies: >>263425
>>263423
I haven't delved into it. the ruskies working on this stick to their webstie and shitcord. moddb is sloppy seconds. the engine is basically its own thing so don't expect it to work with CoC or Anomaly anytime soon. Plus with how it handles player transitioning right now its safe to say we're very far off from being able to roam the zone while shooting friends texts via PDA.

I will say this though. As it is, right now. It's a dream come true. I don't need to deal with a dayz situation where the server admin and his friends basically hoard the best shit. Taking the server private so they can sweep for artifacts before opening it back up to public.

4 people, mainly friends, works amazing and it lead to fun times like

Oh and I did forget. 

>The stash is shared between the  players. Meaning if you can't trust the dude you're with, don't leave shit in there. The other thing is I'm not sure if CoP  stock did it or not, but stashes aren't shared between the locations. So you should be ready to mule a gun or two and some ammo between areas if you're heading there for the first time.
>>263416
>up to 4 people can play. ONE person must by the Major.
Does he have a unique model in the game? Do the other players get to pick their own models?
Replies: >>263481
>>263448
By default there is only 2 models. the Major and that Stalker with the covering over his mouth. If you want to add more, everyone connecting would need the addon as well. 

Speaking of. The in game voice makes the character mouths move like in HL. Which is funny
How is Gunslinger these days haven’t played it since it came out?
sitting in the co-op shitcord and I'm seeing a shitton of commit pushes for clear sky scripting.

Clear Sky Co-Op SOON
Replies: >>264129 >>264258
>>264099
The glory days are on is soon. Stalking with anons.
Replies: >>264850
>>264099
By the time they finish fixing scripting they could have done an engine rewrite to support client/server from the start with a standard format for swapping maps/scripting/assets, then just port any of the stalker games or mods into the format, like how Doom source ports work with wads, iwads, pak, .deh files etc. Adding co-op would at least be trivial because the back-end would be flawless and just scripting would have to be modified.

I hope Open X-Ray takes this approach.

It would be really fun to mix and match some of the maps, assets, storyline etc from all the different mods, every server could be a different zone. If stalker just had a fraction of the doom community's autism it would be delightful. I really enjoyed Lost Alpha's huge maps and they would be great for co-op with the vehicles. It would also be fun if every time you loaded a map there was a chance you got a different version of that map, there are probably a half dozen different versions of cordon alone when you include major mods.
Replies: >>264287
>>264258
Open X-Ray is dead.
Replies: >>264309
>>264287
They're still making commits to the source though...

https://github.com/OpenXRay/xray-16/commits/dev/

Looks pretty active to me.
>>261709
NTA but I just assume that those are shitty Soviet matches so you need to go through half a dozen duds before getting one that works properly.
Replies: >>264598
>>264590
>NTA
Why are you using cuckchan speak?
Replies: >>264603 >>264622
>>264598
How would you know it's cuckchan speak, NERD?
>>264598
>'not the anon' is cuckchan speak
Prove it. Not every board on 8chan had post ID's.
Replies: >>264623
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>>264622
Not him but I've only seen "NTA" in post-exodus screencaps from cuckchan and imageboards with known cuckchan infiltration like meguca.
I've been meaning to try out that multiplier mod and see how it is.  Maybe this weekend I'll give it a go. I hope we see big ol custom maps if it takes off.
Replies: >>268842
>>264129
The one bad thing about their shitcord is too many normalniggers who don't know how to port forward.

Still as it stands. This is a solid mod. I learned you can use cheat engine to force more than 4 players into a session.

"Create the server and open the server xrEngine.exe process in cheat engine.
Search for the value of 4 (or whatever your max players value is)
In the server console, change the sv_max_players to a different value; 3, 2, or 1.
Type the value you changed it to into Cheat Engine and search
Change the sv_max_players value again to a value you haven't used
Search the new value in Cheat Engine and it should have isolated the address enough that only one entry appears on the left. This address is the server's max players value that you can now manually edit.
Edit the value of the address to whatever number you want and the server console should change to show the new maxplayers that you specify."

The steps to force xray mp to more than 4 players
Replies: >>268723
Obviously Stalker 2 sucks ass based on the complete lack of discussion.
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>>268654
>Game is a theme park with no A-Life
>Still a buggy broken mess
>Updates coming
>All just fixing main story literally crashing your game or making progress impossible
>Promise roadmap at the beginning of the year
>Nothing
>Retarded redditors who were hyping it up finished it once and fucked off to whatever FOMO is coming next
It's unfinished console mediocrity as expected, they'll be pumping out DLC soon even when most things aren't fixed.

Just glad I had bottom of the barrel expectations.
>>264850
So you could have an entire zone of anons? Pretty sweet
Replies: >>268780
>>268723
Only one map at a time though.
There's no technical reason why you couldn't rewrite the engine to host the entire zone simultaneously. The only thing holding back MMO Sdalger is whether some Anon feels like writing a few hundred thousand lines of C++ or whatever.
I thought it would be good to not only host every map simultaneously, but also all the different versions of maps from mods and games (cram Anomaly, CotZ, SoC, CoP, CS, Lost Alpha and the rest) so you could technically have an absolutely enormous zone. I'm sure it would be a scripter's nightmare.  It would be profoundly The Zone if you could somehow do that, and never know which version of a map you may be entering when you change levels. If you had a large server population it could also separate players, you may need a party system or similar to make sure groups enter the same map on level change.  As long as you can keep the clients and servers from outright crashing or entering an unrecoverable state, any "problems" could be blamed on "such is life in the zone."
Replies: >>269283
>>268654
This is a general stalker thread, not just for 2. By your own logic the entire franchise sucks.
>>264627
I'd be more interested if every other word from them wasn't "go jump on our dicksword"
Modern devs are such faggots.
>>268654
Fuck that, can anyone teach me how to run CoC on directx11 without the invalid parameter crash?
Replies: >>268977
>>268952
Why not play Call of the Zone? Isn't it the same but updated?
Replies: >>269269
>CotZ just got a new addon released yesterday
Dang
https://www.moddb.com/mods/doctorx-call-of-the-zone/addons/eugenium-hazardous-anomalies-for-cotz
Replies: >>269269 >>269283
>>268977
>>268978
>DoctorX 
I never used his stuff since it breaks everything.
Does it have M39s and Mark 23s?
How is the game?
Replies: >>269625
>>268780
>writing a few hundred thousand lines of C++ or whatever
The game client would be almost the same, and if a multiplayer mod already exists then the difference between that server and an "MMO" server is that the latter doesn't assume there's only 1 active map.

There's probably a fuckton of code in the engine doing something akin to test_collision(bullet) that assumes there's 1 active map and the rest are offline, you'd have to find all of them and change them to take multiple maps into account. Hard to say without knowing the engine, but it might also be possible to wrap the entire game logic into a loop and swap the global world state inbetween loop runs.

Doing the thing by itself is not as "100k lines of code" impossible as it sounds, what makes it hard is that doing it requires extensive knowledge of most of the engine, and being clean and organized is not what Stalker's codebase is known for.

>>268978
>got a new addon
You speak as if there was an official update or something, but someone just made some random thing. Anyone can make addons, there's multiple addon updates for Anomaly every day.
Replies: >>269452 >>269454
>>269283
I did write addon and not update. It shows the community is still alive to a degree even if DoctorX is dead.

I'm about midway through my first playthrough of CotZ, vanilla except for a flashlight mod. It's okay but after Lost Alpha and Anomaly it feels like a middle ground more than a unique experience. What it does perfectly though is present a more leisurely zone, that's probably the defining characteristic of the mod as a whole so far. Less combat, more exploration and time to enjoy the aesthetics (and hunt for artifacts). It does feel empty with a lot of traders and npcs missing from the usual spots. Default spawn settings are low, and you can cruise through most areas without too much trouble. High levels spawns seem more frequent, such as a pseudogiant spawning outside of Rookie Village in the first hour, among other eventful events.  I think the game has only crashed once, very stable so far. Getting started is a bit difficult like in Anomaly but once you build momentum it's probably the easiest of the three.  The artifact balance makes artifacts more of an afterthought instead of being supremely important. Anomaly and Cotz are both annoying for detector-only artifact spawns. One of the greatest moments of LA for me was kiting mutants into anomalies to spawn artifacts that get sent flying across the map. After I finish CotZ I think I'm going to replay LA 1.4005 and see if it's still good or just nostalgia.
>>269283
You'd also have to cope with the changes to the A-life system with maps either being always loaded or loading on player demand, and having multiple loaded maps at a time. The A-life online/offline system would have to be thoroughly examined.
I think the changes would be so fundamental you'd have to audit the entire engine and rewrite where necessary. It would be an enormous amount of work.
Replies: >>269465 >>269596
>>269454
The same principle would apply to A-life, you just need to make it not assume that the player is the center of the world. Even in a relatively clusterfucked software design you should be able to change it in a short time, and I don't know what else you'd need than that.

There's 2 different "can it be done"s to be asked here: how hard is it to logically change the engine to function as an MMO, and what are the chances that no computer on earth can run it because the architecture is far too inefficient since it was designed for singleplayer. I'm mostly talking about the former, given sufficient understanding of the engine you could probably turn it into a janky "infinite players can roam the world freely" game without that much trouble.

Whether or not it would work due to memory/CPU limitations is an entirely different question though. A server doesn't need to process graphics or audio at all so how much performance potential would that free up for things like A-life? How slow are all the crappy LUA scripts? How much memory do various game objects take when they're in the online simulation? How unnecessarily detailed is the physics simulations of NPCs walking and standing around? Nothing was designed with MMO scale and multiple online-simulation zones in mind so they probably didn't think very hard about optimizing everything. You can get away with a lot of heinous software design if it runs sparingly enough, but nothing in an MMO runs sparingly.
Replies: >>269511 >>269596
>>269465
WoW allegedly uses Lua so it's probably Fast Enough, but I think a lot of modders have problems with bottlenecking.
>>269454
>>269465
Just do X3AP? What's so impossible about that?
Replies: >>269600
>>269596
>X3AP
what

Anyway, I just discovered another standalone mod: Prosectors Project, a SoC rework.
Most current English version (1.7 Fix #6): https://www.moddb.com/mods/prosectors-project-english-translation/downloads/prosectors-project-fix-6-repack

Also - Oblivion Lost Remake 3.0 (another SoC rework) https://www.moddb.com/mods/oblivion-lost-remake-30-english-translation
https://www.moddb.com/mods/oblivion-lost-remake-30-english-translation/downloads/patch-translation this page has a google drive link for OLR 3.0, then you patch it to English.

I haven't played either yet but it's good to know they're available.
Replies: >>269625 >>269650
After further digging, I've found another standalone SoC rework: Oblivion Lost Remake: Vector of Alienation

Some commenters have highly praised this one, it may be interesting.

https://www.moddb.com/mods/olr-vector-of-alienation
Replies: >>269625
>>269601
Same questions, >>269269
>>269600
>what
You wanted a persistent world with dynamic entities right? Guess what engine already does hundreds of out of sector calculations smoothly?
Replies: >>269634
>>269625
>just port the entire Stalker game to a different engine
That's way harder than cleaning up problems from the Stalker engine.
>>269600
Some comments on moddb and youtube put OLR 3.0 as "fuck you" misery type, and recommend OLR 2.5 instead.
>>258812
That was the first and only mod I installed for CotZ, it's in the addons section in moddb.
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>try out Lost Alpha
>installer that installs a custom installer that downloads and installer that installs a custom webdev-looking launcher that the game doesn't work without
>game permanently deletes my mouse cursor and gets stuck in a black screen and won't exit with any keyboard shortcut
JUST GIVE ME THE FUCKING EXE
JUST OPEN THE PROGRAM NORMALLY
OPENING NORMALLY IS THE DEFAULT BEHAVIOR OF WINDOWS APPLICATIONS AND YOU DELIBERATELY CHANGED IT TO BE BROKEN
WHAT THE FUCK IS WRONG WITH YOU -999 IQ RETARD SOY DEVELOPERS
FUCK YOU
>>269967
Yes it's gay and lame, and probably a symptom of why the mod team dissolved.
Which version were you trying to run?
Do you have all the directX crap installed?
What's the most advanced Stalker engine? Anomaly with modded exes? OpenXray? I assume there's some Russian mods but I can't read slav.
Replies: >>271766
>>271731
Anomaly
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Looks like someone combined the recently popularized 3D scope mod with an older PiP scope system, so now you get PiP scopes with anything that supports 3DSS, which means basically all Anomaly/Gamma weapons. https://www.moddb.com/mods/stalker-anomaly/addons/3dss-picture-in-picture
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>>269967
Until ModDB/Mod Nexus culture is dead, this is what all modpack games for the forseeable future will be like. 

GAMMA is pretty neat, but relies several hundred mods which you are LE NOT ALLOWED TO REDISTRIBUTE - thus, the installation has you download a custom Mod Manager setup and python script that automatically downloads said mods. The process is ridiculously long and cumbersome, but it fucking works astonishingly enough.
Replies: >>275154
>>275070
The people who are most autistic and create biggest modpacks are always control freaks and attention whores, they'll find ways to be bitches in any case. Modpacks like Gamma are already made Discord-exclusive by the authors so I think the fault is more Discord culture and control freak culture than mod site culture.

That said, a "pirate" mod site that allows anyone to upload anything would certainly help, but the legality of it would be questionable since mod authors technically have copyright.
Replies: >>275159
>>275154
>That said, a "pirate" mod site that allows anyone to upload anything would certainly help, but the legality of it would be questionable since mod authors technically have copyright.
"Basedmods", RPGHQ as well Modding Haven already exist and that's wrong, those who hold the original IP have copyright, Modifications of said IP are still owned by the companies, not the mod authors themselves. And it's for the whole best maybe, you don't want butthurt faggots like Xilandro to take down what they perceive as "their property" with some connections.
Replies: >>275162
>>275159 
>Modifications of said IP are still owned by the companies
I'm 98% sure that that's false, the company only owns the original parts of the game. It's complicated when your mod is redistributing modified code or assets because those are in part made by the company and in part by you, but nobody can implicitly get ownership of things you create from scratch.
>>269967
>Lost Alpha
Disgusting. Play >>256387 instead.
Replies: >>275178 >>275203
>>275177
I tend to ignore mods that require me to unblock Google from my router.
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>stalker 2 is 160 gig
how can a stalker game be anything over 20 gig in size?
>photorealism 
oh i see
Replies: >>275206 >>275209
>>275177
Lost Alpha is hilarious though.
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>>275201
Un-optimized asset bloat. Look at all these very valuable HD assets that are critical for making the game look better.
Replies: >>275209
>>275201
>8k resolution textures that you'll never see in 1440p

>>275206
160 gigabytes of the same color brown
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