by MeanderingBeing on 01 Nov 2011 09:29
Ket, just email me your weapon.ltx and ammo files, and I'll start there next weekend. I must warn you it takes a lot of time, and most people end up not liking my settings. As for animations and modeling... well I neither have the skills nor time necessary for that, so you'll have to look elsewhere if you hope to improve those. However, I am willing to give suggestions or even record video for the sole purpose of animation reference if necessary.
Also, I will need to ask you a couple questions:
How do you want your shotguns? 00 buck usually only has 3-4 shots in them, but do horrendous damage, while something like #6 to #8 birdshots usually have many smaller pellets, but are practically pointless against big-game and armored targets.
How do you want your grenades? Because if I make them realistic... well... just hope you don't have one thrown at you.
What kind of ammunition would you like to see? For your standard ammunition you can use anything from soft-points, hollow-points, Ball, and FMJs. All of which are exceedingly cheap and exceedingly common. However, I will save AP and Hydrashock ammos for the upgraded ammunition.
And another note, I was wondering if you could write up a simple script that creates penalties for weapons based on the stalker's rank (NPCs included.) Master would obviously have no penalties, but a rookie, for example, could have something like a 10% penalty to recoil, accuracy, misfires, and maintenance to simulate the experience (or lack thereof) of the stalker in general. I think this would do well to balance the difficulty of the game as well, as the Master STALKERs would easily pop anyone with a well aimed burst of fire up to 300 meters, whereas a rookie would probably miss... a lot. So a PLAYER who just started would do well to avoid pissing off Master stalkers, if only for the sake of not catching a three round burst!
On a completely different note along a similar vein:
I've been playing CoP for the first time, and I have to say, the vanilla game seems SO much more polished than CS or SoC. It's also MUCH more stable than either, when I had actually thought it would be the opposite! The whole reason I haven't been playing CoP in the first place was because I thought this POS laptop couldn't handle the newer engine.
That being said, I do have a couple complaints, and they are the same complaints I had with clear sky... The weapons fucking suck. Playing on the hardest difficulty I expect the game to be more of a simulator than a game. I get so sick of emptying 3 buckshots into the head of target, within 10 meters, only to have stumble to the ground and yell for help. Furthermore, the weapons degrade WAY to fast. Testing the un-upgraded weapons, I found that an average of 100 rounds took a good 20% off the durability! WTF?! I can take my handgun to the range and run a torture test of 1000 rounds and not see a single misfire, loss of accuracy, nor any form of parts degradation. I would just have to clean it good afterwards.
Finally, I find some of the critter immunities and damages to be seriously imbalanced. Spent an hour today just running a circle around a burer shooting him point blank with a fully upgraded chaser12 at point blank range, while he did next to no damage to me, and he still wouldn't freaking die... Only for later a tushkano ran up to me and killed me with one hit! I think that since the burers have their bloody shield, their immunities would be relatively low, but nope, that is not the case! And as for tushkanos... well they should only be able to do damage in packs in the first place!
Also, the upgrade system sucks. But don't get me started on that one.
I feel a new RFP coming on. Time to relearn STALKER modding... As I stated above in previous posts, the goal will be to simulate ballistics as much as I can. I do not like how the CoP engine has a "flatness" setting though. In SoC, the physics engine resolved that automatically based on the mass, velocity, and energy of the round as it traveled... It saved a lot of work and definitely worked almost perfectly. Now that the CoP engine has a "setting" for that, I find it really screws with the physics of the bullets. Then again, I see they did that for the sole purpose of catering to their upgrade system... Is there a way I can just remove that or tweak the living shite out of it to make more sense?
LOOK! It says gullible on the ceiling!!!