Clear Sky: Horror mod -1 reply

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Dancalx

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13th September 2008

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#21 10 years ago

Yeah thats what i thought. Its allready at 50 so Ill try something even clloser. I'll also upload the pics to another site as there are a few people having problems.




Bad_Motha

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10th May 2008

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#22 10 years ago

LOL well MODs will be great once GSC gets us out of this BETA stage we're in. Then we can move on. Maybe some people still have alot of issues could give this a try, check my last post here > http://forums.filefront.com/s-t-l-k-e-r-clear-sky-general-discussion/377584-reccomend-me-cpu.html#post4578917




Dancalx

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#23 10 years ago

Here are some shots of what it looks like now, its at 35 now instead of 50 and all of the lighting settings are done so it doesn't look as "happy foggy" now as it did in the other screens. http://www.geocities.com/d_calaghan/foggy1.jpg http://www.geocities.com/d_calaghan/foggy2.jpg http://www.geocities.com/d_calaghan/foggy3.jpg http://www.geocities.com/d_calaghan/foggy4.jpg I played out the first mission to see if it would mess around with the emmision and it seems to have worked pretty well. Ill post a video of it when I get time. let me know what you think :)




Dancalx

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#24 10 years ago

Srry to double post but my imagehost seems to be constantly failing, im going to upload them to another site then post back here, hopefully the edit button will still be there. edit: ok thats wierd the older images on the same site work but the newer ones don't, wtf? hmmm maybe something at my end of things. Ok here we go Imageshack to the rescue, the old ones will work but i found out that where i was hosting them has an hourly limit of 4.2 meg which is why (im guessing) the images sometimes work and sometimes don't Anyway heres the pics, ImageShack - Hosting :: foggy1xz6.jpg ImageShack - Hosting :: foggy2fi5.jpg ImageShack - Hosting :: foggy3lb0.jpg ImageShack - Hosting :: foggy4ag7.jpg




Bad_Motha

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10th May 2008

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#25 10 years ago

This will great once it's done, can't wait to give it a good test. Also this should be good for some as with the fog this close you should be able to turn down your Visual Distance and Lighting Distance in CS Options, helping to speed up the game for some of you out there.




Dancalx

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#26 10 years ago

Heres a video of what happens with the fog during a blowout, YouTube - Stalker CS horror mod blowout Its not the whole blowout just the beginning of one but we've seen the rest before anyway.




sasha

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4th July 2008

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#27 10 years ago

nice. as long as it's not silent hill soup eerrm fog that im cool with it.




grawet

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12th September 2008

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#28 10 years ago

This is just a guess, but could it be probability multiplier? There is 0, 0.25, 1 and so on, so maybe it is some multiplier for chance of having that item left for looting? And there's also death_items_count.ltx file which handles the possible amount of some specific item to be looted. I think... Was quoting StarkeRealm on :"Wait, so the \n is a line break or a call, but is the 1 an infinite?"




Dancalx

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#29 10 years ago

@grawet - Yep, definitely editing the 'death_items_count' file, going to make it so that ammo is really hard to find and the only reliable place is the traders. The same goes for other supplies like medkits and bandages, vodka and anti rads but they will be considerably more expensive. Either that or they will cost the same and the player will accumulate less money. I had another idea, being a big fan of system shock 2 and other such games I want to get it to the point where you really have to think about wasting even one bullet. Situations where you only have 1 clip left and can only find a couple of bullets here and there on corpses. For this though I will probably have to edit the damages for the player and the AI so that 1-2 "well placed" shots can take any humans down. Bleeding would be a lot slower so that you can survive to buy a few bandages if you don't have any left and medkits only give back health, they wont help with bleeding at all. edit: and does anyone know how to remove the minimap from the game? btw, for those people that were asking about less npcs more mutants in this and other threads, ive edited the 'se_respawn' file and changed the numbers for the humans. So far there seems to be a lot less npcs than usual, only played it a bit tonight though so ill post when I know for sure.