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#2341 |
Senior Member
Iscritto dal: May 2010
Messaggi: 730
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#2342 | |
Senior Member
Iscritto dal: Jul 2008
Città: Tra tortellini e maiali. Messaggi:15879652158952 Coca e Havana:6444911
Messaggi: 1941
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Quote:
author: Jamie name: Faction Wars presets version: v 1.0 game version: 1.0005 description: I've added jamies1992 values to smart_terrain_presets making the game hell on earth. Faction wars v1.0 By Jamie1992 This FW Mayhem is presets made for jamies version of smart_terrain. This is used if you don't care about the story line. Maximum roaming creatures and NPC's will spawn and cause total war. |
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#2343 |
Senior Member
Iscritto dal: May 2001
Messaggi: 15949
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Bello, mi sa che lo proverò con OL!
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#2344 | |
Senior Member
Iscritto dal: Feb 2010
Messaggi: 1334
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Quote:
Ultima modifica di Sandro'75 : 10-06-2010 alle 18:40. |
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#2345 | |
Senior Member
Iscritto dal: May 2008
Città: Lodi
Messaggi: 5443
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Quote:
http://www.moddb.com/mods/call-of-pripyat-complete
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Windows 10 64 bit MB: Gigabyte EP45T-UD3P Cpu: Q6600 @3.6Ghz 400x9 Noctua NH-U12P Ram: 2x2Gb ddr3 1600Mhz OCZ Reaper HPC CL7 Vga: XFX R9 380 4gb Ali: Enermax Liberty 620W HDD: SSD Samsung 850 EVO 500gb Case: Antec Twelve Hundred Monitor: Hisense 39K610
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#2346 | |
Senior Member
Iscritto dal: Jan 2009
Messaggi: 3108
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Quote:
artistpavel said... "Hey guys, this going to take a few months, I'm cooperating with a number of modders and the results should be great, check back by the end of the summer for first updates." fonte -> http://artistpavel.blogspot.com/2010...-complete.html
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#2347 | |
Senior Member
Iscritto dal: May 2001
Città: Roma
Messaggi: 3127
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Quote:
Ti do ragione pero' ti dico un'altra cosa, io non sono un hardcore gamer mod molto complicati non li digerisco non riesco proprio, ma secondo me loro vogliono raccontare una storia, che si sono accorti che era incompleta senza poter spiegare alcune cose prima del propagarsi della Zona....a me non dispiace Clear Sky perche' e' piu' leggero, piu' sparatorie e aggiunge nuove e secondo me importanti migliorie le modifiche alle armi, piu' azione, oggetti meno sudati ma di facile acquisizione, e alla fine lo stare negli stessi luoghi facilita un po' il gameplay, per via del fatto che io sto capendo un sacco di cose dal pre al post, tipo l'esercito il perche' ha preso il controllo del ponte, e ce l'ha a morte con gli stalker e spero di capire anche molte cose sui Duty, Monolith, Freedom e ecologisti ![]() ![]() Dai alla fine per me che non ho neanche visto di striscio Call of Prypiat non e' male questo CS Per il complete di Call of Prypiat dicono che vogliono fare una cosa molto bella e definitiva e quindi se ne riparla dopo l'estate vediamo che tirano fuori ![]()
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Enermax Revo85+ 1250W - AMD Ryzen 56000x - MSI B550 Tomahawk - 2x8Gb GSkill F4-3600 CL16 - Sapphire Pulse 7900XT - Samsung 980Pro nvme m.2 2Tb |
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#2348 | |
Senior Member
Iscritto dal: Feb 2010
Messaggi: 1334
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Quote:
Ultima modifica di Sandro'75 : 11-06-2010 alle 17:01. |
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#2349 |
Senior Member
Iscritto dal: Jan 2009
Messaggi: 3108
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Priboi Story fine dello sviluppo
la versione 1.2 di Priboi Story è stata abbandonata definitivamente e non verrà più ultimata (peccato perchè ormai era pronta al 90%)
http://www.moddb.com/mods/priboi-story il team di modder che stava sviluppando sia Priboi Story che Lost Alpha ha preferito concentrarsi solo con quest'ultimo mod riversando parte del lavoro già fatto con Priboi Story, i contenuti del Priboi Story 1.2 saranno disponibili liberamente come beta solo dopo il rilascio di Lost Alpha Lost Alpha dalle premesse promette molto bene, ma chissà quando verrà pronto http://www.moddb.com/mods/lost-alpha
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#2350 |
Senior Member
Iscritto dal: Jul 2008
Città: Messina
Messaggi: 14514
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Priboy merita?Io ancora devo finire Soc liscio,madonna che sono lento
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#2351 |
Senior Member
Iscritto dal: Jan 2009
Messaggi: 3108
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ne ho sentito parlare abbastanza bene, Priboy può essere interessante per chi ha già completato SoC perchè cerca di dare un seguito alla storia, ha una storyline completamente nuova e questa volta si gioca nei panni di un militare
qui trovi tutte le info in ITA -> http://forumtgmonline.futuregamer.it...d.php?t=134059 ho aspettato a giocarlo perchè qualcuno diceva che stava per uscire una nuova relaise, ma a quanto pare è stato abbandonato e non ci saranno ulteriori versioni
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#2352 | |
Senior Member
Iscritto dal: Jul 2008
Città: Tra tortellini e maiali. Messaggi:15879652158952 Coca e Havana:6444911
Messaggi: 1941
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Quote:
Assolutamente ZERO bugs e storia nuova completamente. Non è nè il seguito, nè il prologo di nulla, ma la storia di un personaggio nuovo. E la fine è stupenda! |
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#2353 |
Senior Member
Iscritto dal: Jul 2008
Città: Messina
Messaggi: 14514
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ok grazie
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#2354 |
Bannato
Iscritto dal: Aug 2001
Città: Berghem Haven
Messaggi: 13526
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LURK 1.1 in dirittura di arrivo
![]() http://www.moddb.com/news/lurk-11-pr...r-announcement Entire weapons arsenal overhauled to reflect actual weapon parameters.Certain allowances were made to support balance and circumstances that often pit you against multiple hostiles, which include damages that will require several assault rifle rounds to a heavily armored target that would normally incapacitate them from impact. This change heavily contrasts the weak bullets, wide bullet cones, and limited recoil of the vanilla weapons. Most people perceived that standard vanilla ballistics model as unsatisfying, unimmersive, and frustrating. This time around you'll see accurate weapons with heavy recoil, and intense damage feedback. Completely overhauled animations system for all weapons and 3D HUD items.This includes all 80 unique weapon models that will be present in the public release of L.U.R.K. 1.1. This system also enables hand meshes from Clear Sky to replace the blocky hands from Shadow of Chernobyl default. Animations are hard to describe, so reserve your amazement for the actual build. Many weapons added to the existing Vanilla Arsenal.This includes many logical additions, like the AK47, SKS, and other common weapons that should be considered commonplace from a realism perspective. Some weapons you might see would seem unlikely to appear in current Chernobyl, but we took creative license to pepper in weapons that could feasibly appear, let alone in the future that Shadow of Chernobyl takes place in. More ammunition calibers added as well as more interesting variants that serve functions in different circumstances, such as higher effectiveness against mutants, with a damage tradeoff for armored targets as an example. All NPC (Non Player Controlled) character equipment loadouts rebuilt to accent these changes. Weapons in terms of quality logically appear to improve in a linear fashion as you progress through the game. In a logical fashion. Weapons do possess tradeoff's more frequently then blatant linear improvements you'll see in vanilla, however the player is encouraged to switch weapons consistently, as the commonplace caliber will shift depending on your location, and logically your weapon of choice should reflect them respectively, as your weapon of choice may not become practical over time. Choice and preference will play a role in choosing a weapon of said caliber, as most weapons will represent benefits and weaknesses when compared to other weapons. 35 kilogram weight limit is now enforced and will not be supported through optional packs. Weight limits encourage shifting different weapons, as hording ammunition becomes less practical when your equipment loadout is limited. Not only does this choice more coincidentally coincide with a realistic weight limit that would enable you a mobile person, but it also encourages planning before venturing on missions, and encourages variety and scavenging. Every aspect pertaining to user interface overhauled. This includes pure aesthetic changes, such as complete remake of all user interface resources such as talk panel, trade panel, inventory, displayed text fonts, main menu, PDA, and much more, but convenience information such as color coded weapon icons corresponding to their respective caliber, color coded statistical information detailing the specifics of each weapon, abandoning the vague algorithm based bar graphs that used to represent a weapon's value, and much more that I don't have the time to detail. All aspects pertaining to AI redone. This may require a little insight of what AI was like prior to our intervention, but all you need to know is that NPC's could hear you from 50 feet away based on footsteps, and simply equipping your weapon. NPC's could see you in all sorts of lighting circumstances, whether it be pitch black or the peak of the sunrise (hardly relevant because it never really got dark), and AI couldn't hit you if you were even slowly strafing thanks to small player hitboxes, and large dispersion cones as well as hit probability factors. AI now has a dynamic perception of light, sound is realistically tweaked so that running footsteps from 10 feet away will alert them to hostile presence (give or take depending on circumstances), NPC's can sink rounds into you even in a full sprint (moderated based on difficulty), NPC's will engage you in combat from farther away rather then stupidly sidestrafing until you're into their range (Given if you're detected), NPC's will vary their weapon behaviors based on proximity, NPC's will fire their weapons in your their last perceived location of you based on time detected even if you aren't visible at the time, and so much more I can't be bothered to explain. Note that from a relative opinion, sneaking is much much more refined and logical now, but more difficult. Dynamic HUD (Heads Up Display) system. This means all aspects pertaining to the on screen main game interface are visible on demand, supporting a clean interface, a realistic engaging system that will notify you with a more natural, less artificial feeling the old cluttered HUD with useless indicators such as current stance. Blood will accumulate and become more visible as you take damage. A dark haze appears as you lose stamina, Etc.. Removing the old bar system for health does seem staggering, but it's a change that's easy to get used to. Restructured Medical System. This system is similar to those who have played Call of Pripyat. When a medkit or other consumables are applied, a sound is queued, and the effects of the consumable are gradual rather then instantaneous. However this system is different, because your weapon is automatically dequipped and re-equipped from it's usage, and the gradual effect takes more time, developing the medical system into a real gameplay component, where circumstances have to be considered before being used, rather then a system that automatically enables you more health. Completely Redone Graphical System. This entails an innumerable amount of changes and additions that would almost warrant it's own section, however will be briefly covered for convenience sake. These changes include High Dynamic Range, Screen Space Ambient Occlusion, Post Processing Effects, Shadow Jitter, Depth of Field, rebuilt grass vegetation renderer, texture replacements, skybox replacements, etc.. However the real beauty does not rely on the system alone, rather how it enabled us to artistically design the game into a more appealing and atmospheric design. These changes include an innovative system of swapping renderer configurations on a level by level basis to suit the level to a better degree. An example would be shifting your level of eye focus to light to make artificial light sources have a distinguishable glow in underground areas. Overhauled use of Resources, including weather overhaul. All lighting and global aspects pertaining to visual appearance have been completely redone. Most changes have strongly appealed to the concept of realism, but many allowances were made to provide similarities to the original Shadow of Chernobyl without sacrificing quality, and to direct it more into the surreal dramatic colors depicted verbally in the book that was partially responsible for inspiring the game, 'Roadside Picnic'. To those of you who are curious, the technical aspects of L.U.R.K. 1.1 surpass that of any iteration of Shadow of Chernobyl by a long shot, and arguably compete and win in some aspects against the later editions officially built by GSC, running games like Clear Sky and Call of Pripyat. A more in depth analysis would yield much more text then necessary for an article lengthy article, but I can elaborate further in the future if curiosity demands it. Nightvision is a more integral part of gameplay. There is now a hard cap on visible range of nightvision of 50 feet in front of you in order to counterbalance engaging enemies from beyond reasonable proximity of enemies who can't perceive you as well at night. The balance as well as the realism aspect of L.U.R.K. 1.1 in tandem with key advantages such as stealth and nightvision will be key in your success in combat. As engaging multiple targets in open firefights is not a recommended strategy anymore, unless you want to become more acquainted with your F5 key. This is very fucking important because if you try to play L.U.R.K. 1.1 the same way you played vanilla Shadow of Chernobyl then you will get your ass handed to you on a silver fucking platter. During the day it is recommended to be behind cover at range whenever possible, while at night making use of nightvision and stealth is imperative. You will no longer start with a leather jacket, and will instead inherit a mercenary suit with basic nightvision from the get go to moderate the balance changes. You will also receive an unscoped SKS rifle at the beginning of the game to moderate the difficulty of the first mission in broad daylight with a patiently idle group of loners who might possibly receive an anal excavation from boars if you don't hurry your ass over there in good time. Many aesthetic changes pertaining to Nightvision as well to make it more appealing, as it will be in use alot. Noise loop removed because it was fucking annoying. All quest rewards, trader economy, unique item locations, stash contents and every aspect of loot completely redone. All changes will place a new level of emphasis on traders, and the Bar will act as a hub that is extremely important to revisit for armor repairs and restocking supplies and medicals. The Bar will be your home away from home. You will go there to sleep so that night can settle before venturing into the red forest for stealth purposes, you will go there to fix your battered suit, you will need it because proper planning is more important then ever before. Sleeping bags are removed from the game, and you can no longer decide the parameters of your battles at your own convenience. Returning to the bar, Sid's bunker, Freedom Base, or the Ecologists Bunker is required to sleep, as well as a small fee and food for your growing hunger from sleeping. With that said, we don't wish for people to perceive journeying back to the bar as a chore. The new Arena System will force you to finish the vanilla Arena Missions by default, but afterwards a new system will be implemented, in which Arnie, the showman for the Arena will return to the bar for drinks until a designated time in the evening in which he will notify you over the newsfeed that the new restructured arena will begin shortly, which will allow you to not only fight in battles with loadouts of your choosing against opponents which will include mutants of your choosing, based on a few randomly generated selections, but you can also spectate and bet on opponents from the bleachers, and watch chaos unfold as varying adversaries fight against each other in the arena. Every NPC's armor (as well as your own), loot drops, accuracy parameters, mutant capability, spawn frequency, and much more is completely redone to best accent the changes to the structured system of balance regarding ballistics and health statistics. Difficulties all scaled to maintain a similar gameplay structure with lightened requirements. Defaulted system to disable combat properties from Artifacts. New system will shift focus on artifacts to be entirely in line with a logical plot focused reason that will play a large role in the refurnished economy, that will be grounded on the logic that you exist on the zone partially to profit off of collecting artifacts from selling them to ecologists who research their scientific properties, rather then attaching them to your belt to give you arbitrary unbalanced combat advantaged. One of the few options that will remain optional because of the imminent slobbering rage that would ensue from leaving it unoptional. Random blowouts will not be present. This is a design choice that I have avidly stood by for ages. They are wrong for too many reasons to articulate and including them optionally is counterproductive to the philosophy I have described in the first few paragraphs. That is all, no discussion. I have them as functional compatible code but refuse to provide any official support for it in L.U.R.K. 1.1. I also will ask you to redirect your attention to previous articles illustrating my issues with random blowouts if you wish for a more elaborate understanding of why I refuse to support them. That is the last bit of discussion I will offer regarding them. Refinished vegetation with new concepts for S.T.A.L.K.E.R. like fading mipmaps on grass sprites to blend with ground textures at cutoff, entirely new sprites derived from Crysis with a less bushy standoutish appearance, with a more natural grass feel. Grass doesn't vibrate and such. Color maps overhauled to look less blotchy, and give a more consistent look to the world. Overhauled optimization system, included a completely recoded prefetching system that reduces in game stuttering to a significant degree. Rehandling all requested prefetched data to be loaded in advance that would lead to stuttering. Prefetching will also require a fraction of the time to load prior to loading a new level. Loading times are much shorter, and enthusiast level graphics options are available for those who need the bleeding edge, but standard options will yield similar performance to what you've seen in 1.0552 with tremendous visual improvement. We have also brought down the archive to 1.20gb uncompressed, which with the last quick compress, I managed to get to 500mb. Sound overhaul pertaining primarily to but not limited to weapons, ambient audio, and guitar music. Every weapon has a more beefy tuned firing noise that creates a presence that was otherwise weak previously. Guitar Music mostly derived from Call of Pripyat's great tunes, and more Ambient Audio from MooZe. Refunctioned actor interaction. This pertains to everything including slower, more realistic movement speed, actual animated stance transitions rather then instantaneous clipping from duck to stand, inertia system for smoothing recoil camera jerking, as well as a more atmospheric system for death sequences that will retain first person perspective upon death, fade your screen to black, and play a theme following your death. Reloading after death will fade you screen back in. There is so much more that I couldn't even begin to cover, I'm very proud to say that there isn't a single thing that I've listed that isn't finished. We're doing touch up runs, and letting testers play, but we've already had multiple testers run through without anything gamestopping, and we'll be without a doubt within June for a timely release. Thank you all for you support. Ultima modifica di lowenz : 14-06-2010 alle 11:01. |
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#2355 |
Senior Member
Iscritto dal: May 2001
Messaggi: 15949
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Che io sappia dicevano che cmq dovrebbe uscire per giugno... Fa concorrenza a Lost Alpha!
![]() ![]() EDIT: letto tutto, in effetti conferma che è per Giugno. Beh, a sto punto manca poco, non dico altro e aspetterò di provarlo! ![]() Ultima modifica di Jon Irenicus : 14-06-2010 alle 13:47. |
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#2356 | |
Senior Member
Iscritto dal: May 2010
Messaggi: 730
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Quote:
mi pare di aver sentito tramite indescrezioni, che probabilmente il team riprenderà il ritmo dell'anno scorso, e tenteranno di finire il mod entro l'anno. Dai che forse mi gioco SoC moddato per la prima volta, connessioni permettendo (non avendo l'adsl, scaricare un mod, con un 56k è impossibile). |
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#2357 | ||
Senior Member
Iscritto dal: May 2001
Messaggi: 15949
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Quote:
![]() Però sta frase non lascia adito ad interpretazioni: Quote:
![]() Poi ho letto al volo gli utlimi commenti delle boards, c'eran dei folgorati che si lamentavano in un modo esagerato del ritardo... Ultima modifica di Jon Irenicus : 14-06-2010 alle 16:18. |
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#2358 |
Senior Member
Iscritto dal: Jul 2008
Città: Falconara Marittima
Messaggi: 27713
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Salute a tutti.
Comprai a suo tempo questo bellissimo gioco... purtroppo mai finito. Ora ho intenzione di rigiocarlo (ed a seguito CoP che è già bell'è pronto ![]() Oblivion Lost SMP Lurk Quali di queste 3, per vostra esperienza, mi consigliate? E quale di queste sono previste in italiano (e nel caso, in quale versione)? Riguardo invece alle seguenti mod: Photorealistic Zone 1.0 Dynamic Weather 0.9.4 sono compatibili con le mod citate sopra o sono già comprese? Grazie mille ![]() |
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#2359 | |
Senior Member
Iscritto dal: Jan 2009
Messaggi: 3108
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Quote:
se invece cerchi un mod per migliorare la grafica ti consiglio il Complete 2009 (da urlo) a livello gameplay cambia poco, apporta l'aggiunta del sacco a pelo, la possibilità di riparazione delle armi e qualche utility e/o correzione secondaria qui -> http://darimar.altervista.org/zona/complete.php trovi la descrizione completa già tradotta in ITA (se decidi per questo Mod ricordati di scaricare anche l'apposito language pack, perchè altrimenti non funziona) invece i megamod che hai elencato cambiano di molto le caratteristiche e/o le difficoltà del gioco, se vai in questa pagina trovi un'elenco con alcuni Mod tradotti in ITA http://darimar.altervista.org/zona/soc.php#4
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#2360 |
Senior Member
Iscritto dal: Jul 2008
Città: Falconara Marittima
Messaggi: 27713
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Quei link mi hanno aperto il mondo
![]() Seguo il consiglio, per il momento provo a giocare (e finire) usando la Complete 2009, e provo a vedere se è utilizzabile insieme al pacchetto di @lowenz (che se ho ben capito punta più alla risoluzione di bug e fix vari). Grazie mille! [EDIT] Da quello che leggo il Complete 2009 sembra proprio quello che serviva a me, molto bene ![]() [EDIT2] Se ho capito bene, praticamente tutte le modifiche del pacchetto di @lowenz sono comunque già considere nel Complete 2009; tra l'altro in quella pagina sono compresi anche 4-5 mod compatibili che sono giusto quel paio di cose in più che toccano solo pochi particolari ma che completano al meglio il gioco. Ultima modifica di cronos1990 : 18-06-2010 alle 13:09. |
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Tutti gli orari sono GMT +1. Ora sono le: 08:00.