S.T.A.L.K.E.R Released

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Resinence
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Post by Resinence »

Weapon degradation is unchanged in this patch; it's pretty damn slow.
1000rounds = about 10% durability.
The durability also varies per weapon, things like AK's are REALLY tough. And the l86 will jam on you all the fucking time because it's so finicky. As the weapon wears out you get less accuracy and it jams more. The damage seems to be unaffected. Once you get to about half durability it jams every 2mags or so.

All of this is in the "config" folder.
Make a "gamedata" folder in you're stalker directory and extract all of the DB files into it, you can modify anything you want.

But any modifications will break any save games from before that mod. So backup you're saves. (Honestly, they need to fix this save game shit right NOW.)

edit: you have to move the DB files somewhere else for stalker to use the gamedata folder. I just made a folder called "backup" and dumped them there.
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loomer
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Post by loomer »

Just got the game, made a 'great' decision...

To avoid having to take the long routes or pay the bribe, I assassinated the guards at the rail bridge (<3 knife from behind and a silenced pistol). Of course, now bandits can just wander through willy nilly.
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Stark
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Post by Stark »

loomer wrote:Just got the game, made a 'great' decision...

To avoid having to take the long routes or pay the bribe, I assassinated the guards at the rail bridge (<3 knife from behind and a silenced pistol). Of course, now bandits can just wander through willy nilly.
You can pay them? They instantly aggro'd on me and I killed them from above.
Resinence wrote:But any modifications will break any save games from before that mod. So backup you're saves. (Honestly, they need to fix this save game shit right NOW.)
Does this mean it's a db checksum in the saves, and not a simple version check? Irritating, but I guess they wanted to cut down on stupid 'I installed a mod and some of my items/quests disappeared/are different' tech support questions.
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Post by CaptHawkeye »

I suppose a potential fix for band aid spam is to simply not have them bring any health at all back. To keep them usefull the severity of bleeding could be increased. (Not in terms of damage, in terms of likelyhood you will get a severe bleed.)

Ammo I can't think of. Perhaps rifle "wear down" should increase as the weapon becomes more rare or powerful? This would be better if we could fix rifles or field strip them. Carrying around spare parts or a cleaning kit to maintain your own weapon would be nice. And these things could be limited so as to provide a detractor to running around with the latest and greatest equipment.
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Post by nickolay1 »

It's possible to easily go around that checkpoint by going slightly west to a break in the fence as it meets the bridge. Then, just sprint away as they start to shoot.
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Post by Faram »

This POS refused to start on my computer.

A crackfile later and no problem, damn I hate copy protections.

Other than that, great fun I am at stage two, just cleaned out a junkjard, my enployer died so I got his silenced gun :)
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salm
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Post by salm »

Great, i´m having the "Traders door won´t open" bug.

Fuck this Piece of shit.
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Post by InnocentBystander »

This thread is making the game sound pretty cool. Would you guys say this game is like Deus Ex, or perhaps more like an Oblivion style RPG with guns not swords?
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Post by CaptHawkeye »

InnocentBystander wrote:This thread is making the game sound pretty cool. Would you guys say this game is like Deus Ex, or perhaps more like an Oblivion style RPG with guns not swords?
It's more like Deus Ex with a little bit of Morrowind thrown on top. The firefights and general gameplay feel like Deus Ex. With the exception of the levels, the exploration and dungeons feel like TES, not to mention the inventory and equipment management.

I'm REALLY likeing it. It's really sad that the game couldn't be free roam though, I know the devs really wanted to do that. But from the looks of it, they seem to be encouraging the player community to try and accomplish what they couldn't. The devs talked a lot about the X-Ray Engine's flexability for modders and coders. And it seems like large portions of the game map were left open for the purpose of letting the community fill them.
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salm
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Post by salm »

InnocentBystander wrote:This thread is making the game sound pretty cool. Would you guys say this game is like Deus Ex, or perhaps more like an Oblivion style RPG with guns not swords?
It´s definately got an Oblivion feel to it. One thing i found annoying are the relatively large areas you have to cover without the possiblity of getting vehicles. The horses in Oblivion were a great relief.

Oh, and the fact that it´s a fucking bug fest. I´d wait until buying until a reasonable amount of patches are out.
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Post by Darwin »

For those with performance problems, try this, then nudge your settings up one at a time. Worked for me!

http://boards.gamefaqs.com/gfaqs/genmes ... c=34287187

in regards to the patch, ugh. I may wait for the next one. I don't want my armor to be useless that quickly.
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Post by Anarchist Bunny »

Ok I need to ask. I'm only a few hours into the game so restarting won't be such a pain in the ass. But it seems to be for a lot of nerfing and I really don't want to restart for that. It really hidges on if the early guns are improved enough to warrent restarting so I ask. Should I patch?
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Post by JLTucker »

Tolya wrote:Overall, I give the game an 7/10. I subtract -1 for the bugs and another -1 for unfulfilled promises..
What are these unfulfilled promises?
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Post by Ace Pace »

JLTucker wrote:
Tolya wrote:Overall, I give the game an 7/10. I subtract -1 for the bugs and another -1 for unfulfilled promises..
What are these unfulfilled promises?
Total uncontrolled gameplay, where there are other, AI stalkers who are also trying to finsh the game like you. Also, total lack of levels, having the entire map available at once. Just to name two.
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Post by Xon »

Darwin wrote:in regards to the patch, ugh. I may wait for the next one. I don't want my armor to be useless that quickly.
How about how it makes semi-unique to unique weapons utterly useless because you cant repair the fuckers? Never mind unique armor which can not be replaced.

I wouldnt mind if you could repair the stuff, even at stupid high prices. But having your armor & weapons being throw away items, expensive non-replacable throwaway items makes this patch horrible.
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Darwin
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Post by Darwin »

Anarchist Bunny wrote:Ok I need to ask. I'm only a few hours into the game so restarting won't be such a pain in the ass. But it seems to be for a lot of nerfing and I really don't want to restart for that. It really hidges on if the early guns are improved enough to warrent restarting so I ask. Should I patch?
your early guns are going to be crap regardless. I've decided I'll skip this patch, personally.
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Post by Anarchist Bunny »

Darwin wrote:
Anarchist Bunny wrote:Ok I need to ask. I'm only a few hours into the game so restarting won't be such a pain in the ass. But it seems to be for a lot of nerfing and I really don't want to restart for that. It really hidges on if the early guns are improved enough to warrent restarting so I ask. Should I patch?
your early guns are going to be crap regardless. I've decided I'll skip this patch, personally.
Yes but are theying going to be crap along the lines of missing a target by 2m like they are now, or crap along the lines that I have to empty a clip into a guy's, wearing a hoodie and a ski mask as armor, chest to put him down, but being able to do that at a better range than he can kill button me with his sawed off shotgun?
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Post by Stark »

Anarchist Bunny wrote:Ok I need to ask. I'm only a few hours into the game so restarting won't be such a pain in the ass. But it seems to be for a lot of nerfing and I really don't want to restart for that. It really hidges on if the early guns are improved enough to warrent restarting so I ask. Should I patch?
Frankly, the game was LAUGHABLY EASY before. I really don't mind the nerfing in this case: otherwise, once you get a decent suit of armour and a decent gun, the game is a cakewalk and you stockpile thousands of rounds of ammo. That sucks.

Xon, there are NPCs that act like they can repair things, but they can't. They need to re-implement that functionality: resources need to be drawn off the player, and paying for repairs etc is a good start. Then seriously reducing the amount of medical supplies the NPCs who never use any carry should make the game a bit more satisfying.
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Post by Arthur_Tuxedo »

The triple damage mod improves this game immeasurably. You'll have to play on the lowest difficulty, though, since you can die in one shot just like everyone else.
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Resinence
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Post by Resinence »

Stark wrote:
Anarchist Bunny wrote:Ok I need to ask. I'm only a few hours into the game so restarting won't be such a pain in the ass. But it seems to be for a lot of nerfing and I really don't want to restart for that. It really hidges on if the early guns are improved enough to warrent restarting so I ask. Should I patch?
Frankly, the game was LAUGHABLY EASY before. I really don't mind the nerfing in this case: otherwise, once you get a decent suit of armour and a decent gun, the game is a cakewalk and you stockpile thousands of rounds of ammo. That sucks.

Xon, there are NPCs that act like they can repair things, but they can't. They need to re-implement that functionality: resources need to be drawn off the player, and paying for repairs etc is a good start. Then seriously reducing the amount of medical supplies the NPCs who never use any carry should make the game a bit more satisfying.
I'm seeing if I can mod the repair and field strip functionality back in now, don't know if I can make armour repairable though.

edit: hmmm, lots of stuff they removed is still in here.

Code: Select all

function item(value)
	local obj = level.object("m_stalker_e")
	local radio = obj:object("hand_radio")
	radio:enable_attachable_item(value)
end
Hand radio's?

Code: Select all

function main()
	
	local	obj = get_level_object("m_car0000")

	obj:script(true,car.script_name())                                                                                
	action(                                                                                                       
	    obj,                                                                                                      
	    move(move.on),
	    object("phy_door_left",object.activate),
	    cond(cond.time_end,1000)
	)                                                                                                             
	action(
	    obj,
	    move(move.back,3),
	    object("phy_door_right",object.activate),
	    cond(cond.time_end,4000)
	)                                                                                                             
	action(                                                                                                       
	    obj,
	    move(move.fwd + move.left,6),
	    object("phy_door_left",object.deactivate),
	    cond(cond.time_end,4000)
	)                                                                                                             
	action(                                                                                                       
	    obj,
	    move(move.fwd + move.right,5),
	    object("phy_door_right",object.deactivate),
	    cond(cond.time_end,4000)
	)                                                                                                             
	action(                                                                                                       
	    obj,
	    move(move.back,4),
	    object("phy_door_rear",object.use),
	    cond(cond.time_end,4000)
	)                                                                                                             
	action(                                                                                                       
	    obj,
	    move(move.back,4),
	    object("phy_door_rear",object.use),
	    cond(cond.time_end,8000)
	)                                                                                                             

	while obj:action() do                                                        
	    wait			()                                                                                                    
	end                                                                                                           
	                                                                                                              
	obj:script(false,car.script_name())                                                                               
end
Vehicles!
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Stark
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Post by Stark »

I've noticed NPCs appear to drop medikits much less often now - I've finished Agroprom again, and I don't have more than a dozen medikits. If this is still the case by the Warehouses it'll be pretty neat. :)
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loomer
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Post by loomer »

I've decided not to patch, since I find the little trick of * to speed up and / to slow down is very, very useful. A night in a forest can bne swiftly skipped, or a daytime, if that's your pleasing.

And ujntil they implement a Sleep function, it's what I'll be using,
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Resinence
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Post by Resinence »

Err. The patch didn't remove the time controls... :)
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Xon
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Post by Xon »

Stark wrote:I've noticed NPCs appear to drop medikits much less often now - I've finished Agroprom again, and I don't have more than a dozen medikits. If this is still the case by the Warehouses it'll be pretty neat. :)
Since the shops respawn thier items when you load a game, it is trivial to stock up on any item a shop NPC sells (loading a game from the same level is vastly faster than across levels).

Thats how I got my 1k 5.56x45mm NATO ammo :P
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Stark
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Post by Stark »

Sorry, in a game that's already far too easy I don't see the point of save-sploiting my way to making it EVEN EASIER. Frankly, I had far more 5.56 than that ANYWAY, and it's NOT a good thing and made battles hilariously one-sided.

I'll stick to not cheating, thanks.
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