As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/
We're funding a new Acquisitions Incorporated series on Kickstarter right now! Check it out at https://www.kickstarter.com/projects/pennyarcade/acquisitions-incorporated-the-series-2

Hello S.T.A.L.K.E.R.! Thinking of placing an order?

1636466686976

Posts

  • DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
    Try rolling back to 1.0005 Kadoken. I have no idea if it'll help, but if I recall this right, 1.0006 was put out to fix some multiplayer stuff. 1.0005 has been considered the "best" or definitive or whatever STALKER patch.

    Maybe 1.0006 introduced some single player bugs that aren't present in 1.0005. I'm just shooting in the dark though.

  • SvKSvK Registered User regular
    Shooting in the dark is like half of the STALKER experience.

  • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
    Drake wrote: »
    Try rolling back to 1.0005 Kadoken. I have no idea if it'll help, but if I recall this right, 1.0006 was put out to fix some multiplayer stuff. 1.0005 has been considered the "best" or definitive or whatever STALKER patch.

    Maybe 1.0006 introduced some single player bugs that aren't present in 1.0005. I'm just shooting in the dark though.

    How would I do this?

  • MongerMonger I got the ham stink. Dallas, TXRegistered User regular
    Daemonion wrote: »
    Oh, I actually devised a plan for it. (Recording firearms, that is).

    You are correct in that the position of a microphone heavily alters how a sound is picked up. The beauty of a shotgun mic is that it is the equivalent of a telephoto lens for sound, but I need many more mics to properly record guns (I was using that setup only for the sonic cracks). The reason I'd need a lot of mics is because a good gun report is actually a layering of several elements - the mechanical noise (bolt cycling, trigger resetting, in any m16 based gun the buffer tube spring, etc), the report from the bore (the actual bang), the intense change in pressure/recoil, the "lingering echo" and the environmental reflections.

    In a perfect world, I'd have Stalker taking care of the environmental reflections completely procedurally. With the proper mics, I'll be catching all of those other noises from different positions all in one go using several mics set up at various places (many of them within 2m of the gun itself). Here is what I mean by that intense change of pressure/recoil (listen to this LOUD). When a gun is shot, the sound is so powerful that the air in the surrounding area is compressed, measured by a value of about 160-175SPL (sound pressure level). To accurately capture this up-close, you'd need a microphone capable of around a 175SPL. That soundcloud file is me recording some gunshots from distances of 150-800m, trying to capture that "pressure change" without the loudness of the report (just for experiments). Whatever frequency that is, it hits your speaker diaphragms in such a way that they are physically displaced (much like your eardrums are) quickly and intrusively. My theory is that without that frequency coming through to give that feeling of a pressure change, no gun will sound powerful. I believe it is between the 30-160hz range.

    The recoil jamming into your bones also provides a frequency of sorts. That is another reason why capturing that change in pressure is so important. As a spectator, you can "feel" the power of a rifle shot from over half a mile away. When I start re-doing all of the guns in SoC, a huge priority of mine is to retain that sense of power heard in real gunfire.

    Once I have all of those master files from all those mics, I'd just layer them together in my DAW. Layered and mixed in a certain way, they'd be the sound you'd hear from the zeroith and first person (aiming down the sights and holding the gun). Layered and mixed in a different (less powerful sounding) way, they'd be the shots from NPCs. That way, the players guns always sounds more powerful. I wouldn't re-do the entire recording session just for NPC vs Player gun sounds. I'd have enough mics setup already providing enough different input that I could make all of the changes I'd need digitally after the fact. Of course, none of that matters if I can't code in the difference between NPC and Player :(
    You.

    You are good people.

  • DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
    Kadoken wrote: »
    Drake wrote: »
    Try rolling back to 1.0005 Kadoken. I have no idea if it'll help, but if I recall this right, 1.0006 was put out to fix some multiplayer stuff. 1.0005 has been considered the "best" or definitive or whatever STALKER patch.

    Maybe 1.0006 introduced some single player bugs that aren't present in 1.0005. I'm just shooting in the dark though.

    How would I do this?

    Reinstall STALKER and only updated it to 1.0005.

  • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
    Damn.
    Well, I had to restart due to the mod anyway.

  • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
    Worked

  • DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
  • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
    Drake wrote: »
    Fuck yeah.

    Thank you for reveling in my fortune.

  • testsubject23testsubject23 King of No Sleep ZzzzzzzRegistered User regular
    RT800 wrote: »
    Finally finished Call of Pripyat.

    Kinda felt let down when I reached the city. I enjoyed exploring Yanov and Zaton, but Pripyat itself just seemed like a bunch of boring empty buildings.

    That's a shame... I've been playing CoP myself. I'm just at Yanov now, and so far it's been a very faithful STALKER experience, though it took me a little while to figure out how to prosper early-game (not being able to sell damaged firearms ruined my usual path to wealth).

    I'll let you know what I think of Pripyat when I get there. "A bunch of empty buildings" should aptly describe any of the STALKER urban environments, though... the place is abandoned, after all.
    And any Monolith guys that were living there were probably already murdered by Strelok at the end of SoC. :)
    I think one of the ways the game builds tension is to give us the occasionally empty/unimportant location to go explore. I've spent at least half my game time wandering into dark and sinister basements, and only 1/3 of the time is there anything actually in there... but you need those lulls to bring out the "Ack!" when the mutunts do attack.

    camo_sig2.png
    Steam: Chaos Introvert | Twitch.tv: Chaos_Introvert | R*SC: Chaos_Introvert | PSN: testsubject23
  • KlashKlash Lost... ... in the rainRegistered User regular
    RE: Pripyat in CoP
    There are a couple of Monolith stragglers up and about. Some zombies, too.

    But there is one building. One God damned building. I will never forget. Somehow, I entered it on an upper floor. I must've wandered in from another building, attached by some damned rubble or anomalous mass. I saw one zombie, figured it wasn't an issue. Capped him. Then... then more. The life-signs counter went off the charts. Waves, and waves of zombies, moaning and lurching through out the building. All of them, coming up, to me. I spent the (in-game) night fighting my way down, floor by floor, some paths blocked, others with stairs caved in... Getting out of that building was as easy as fighting chimera in the dark with a snork on your back.

    Beware empty buildings. They are not empty.


    Now, I could use some help from SoC guys here. I'm playing through it for the nth time, so I'm not exactly bugged by bugs, but I think I just got screwed in some quests by them. I've been given the mission to kill Fiend, by Sidorovich. Except, the damn guy is holed up in the Duty base and won't leave! He's been there for days! If I kill him, Duty doesn't care (because I'm Duty, and saved so many of them), but the loners freak out and then I have to kill all of them in the base.

    Then I took the "weapon for the dutyer" quest (the one for the Storming Obokan), except it seems to have spawned in Agroporom. Except, ya know, it's not there. Normally, I tend to find the thing when I storm the bandit base in Dark Valley. It wasn't there, and I was thorough. I even managed to rescue both Duty guys and the loner out in the shed next to the base. No damned Obokan.

    I'm playing Complete 2009, if that makes a difference. I just want to know if I should give up on these two quests and move on. I will say that Complete 2009 is amazing. The nights are CoP-levels of dark, NV is useful, and stealth works! Holy Hell, nothing is as exciting and fun as raiding a base under the cover of pitch-night, while a storm thunders overhead. Time your shots with thunder, stay hidden while the lightning flashes and then get back to it.

    Also, the meteors! So awesome! Falling stars that light up the place like it's day time! This is awesome!

    We don't even care... whether we care or not...
  • MongerMonger I got the ham stink. Dallas, TXRegistered User regular
    Move on. I mean, it's not like you really get anything of that much value from doing those quests. Or any quest, really. Maybe the SEVA suit stash coordinates from the family rifle quest. The Obokan quest in particular is super busted, though. Always has been. Never seems to get fixed by anyone. I'm pretty sure the only time I found it was on a random bandit roaming around the Eastern edge of Dark Valley, over by where the guitar is.

  • KlashKlash Lost... ... in the rainRegistered User regular
    edited May 2012
    I just really like ticking off quests. There is something so satisfying about coming back for a reward.

    The weird thing is, all the times I've played the game, the Obokan has never given me trouble. I've always found it in the same place, the bandit base in Dark Valley. One of those bandits, usually walking around the outside of it, would always have it.

    Klash on
    We don't even care... whether we care or not...
  • CheeselikerCheeseliker Registered User regular
    Hey, latest Medium Difficulty article is about Stalker. It's pretty great.

  • testsubject23testsubject23 King of No Sleep ZzzzzzzRegistered User regular
    Klash wrote: »
    Now, I could use some help from SoC guys here. I'm playing through it for the nth time, so I'm not exactly bugged by bugs, but I think I just got screwed in some quests by them. I've been given the mission to kill Fiend, by Sidorovich. Except, the damn guy is holed up in the Duty base and won't leave! He's been there for days! If I kill him, Duty doesn't care (because I'm Duty, and saved so many of them), but the loners freak out and then I have to kill all of them in the base.

    Then I took the "weapon for the dutyer" quest (the one for the Storming Obokan), except it seems to have spawned in Agroporom. Except, ya know, it's not there. Normally, I tend to find the thing when I storm the bandit base in Dark Valley. It wasn't there, and I was thorough. I even managed to rescue both Duty guys and the loner out in the shed next to the base. No damned Obokan.

    Can't help with Fiend, as it's not one I remember well, but the Obokan can show up in a bunch of places. I HAVE seen it at Agroprom, but it was on a bandit in the tunnels underneath the place, near the initial entrance.
    Klash wrote: »
    I'm playing Complete 2009, if that makes a difference. I just want to know if I should give up on these two quests and move on. I will say that Complete 2009 is amazing. The nights are CoP-levels of dark, NV is useful, and stealth works! Holy Hell, nothing is as exciting and fun as raiding a base under the cover of pitch-night, while a storm thunders overhead. Time your shots with thunder, stay hidden while the lightning flashes and then get back to it.

    Also, the meteors! So awesome! Falling stars that light up the place like it's day time! This is awesome!

    Oh, that ties it - I'm replaying SoC with Complete when I'm done CoP. SoC was one of the few games that, upon finishing, I said "fuck yes!' and restarted immediately. I've played it through I think 3 times, or 3.5 if you count a couple save-loads to get different endings, and it just stays fun each time. This series of games is incredible... the atmosphere of the Zone is so unique and *tense*. I love it.

    camo_sig2.png
    Steam: Chaos Introvert | Twitch.tv: Chaos_Introvert | R*SC: Chaos_Introvert | PSN: testsubject23
  • KlashKlash Lost... ... in the rainRegistered User regular
    edited May 2012
    Complete is really, really, really good. You know how the only reasonable way in vanilla, to assault the bandit base in Dark Valley is just go in from the front? Since, no matter what, they'll manage to hear you coming around the back.

    I decided to hit the tunnels, since stealth seemed alright elsewhere. I took out my scoped, silenced rifle and crept past bandit after bandit. Pitch black, only the lights on their heads making them visible, my surroundings lit-up just enough by useful night vision, to guide me around efficiently. Managed to get right behind those two bandits interrogating the Dutyer in the middle of the courtyard. Sat there and listened to the whole conversation, before dropping both bandits quietly and turning my sights on (the entirely freaked out, panicking, running-away) bandits further out. They took pot shots at the Dutyer, but couldn't find me for shit. It was all types of Rambo-awesome.

    Somethings haven't changed, though. Screw you, X-18. Screw you.

    Klash on
    We don't even care... whether we care or not...
  • DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
    You can get all of those tweaks and fixes out of the ZRP too. That's where Complete gets all of that in the first place. ZRP is really where the credit should go for fixing SoC.

  • StollsStolls Brave Corporate Logo Chicago, ILRegistered User regular
    edited May 2012
    The only thing I remember about guys in safe zones is that they may move around more when you progress in the plot. One of Sidorovich's targets in the Bar area eventually wandered over to Dark Valley, but only after I'd cleared X18. Mods may adjust this, but I think some random behavior is hard-locked out of certain areas until major scripts have triggered.

    Edit: Dear lord, this thread has been busy. Good to see the modding scene is still alive; all this LURK talk has me jonesing for another go-round.

    Stolls on
    kstolls on Twitch, streaming weekends at 9pm CST!Now playing: Weird West (Deus Ex completed, thread here!)Sunday Spotlight: Dredge
  • testsubject23testsubject23 King of No Sleep ZzzzzzzRegistered User regular
    Klash wrote: »
    Complete is really, really, really good. You know how the only reasonable way in vanilla, to assault the bandit base in Dark Valley is just go in from the front? Since, no matter what, they'll manage to hear you coming around the back.

    I decided to hit the tunnels, since stealth seemed alright elsewhere. I took out my scoped, silenced rifle and crept past bandit after bandit. Pitch black, only the lights on their heads making them visible, my surroundings lit-up just enough by useful night vision, to guide me around efficiently. Managed to get right behind those two bandits interrogating the Dutyer in the middle of the courtyard. Sat there and listened to the whole conversation, before dropping both bandits quietly and turning my sights on (the entirely freaked out, panicking, running-away) bandits further out. They took pot shots at the Dutyer, but couldn't find me for shit. It was all types of Rambo-awesome.

    Somethings haven't changed, though. Screw you, X-18. Screw you.

    Oh god, that sounds amazing. One of the things that did bug me about vanilla was the lack of stealth effectiveness. I'd often sneak up on the bandits in the garbage and it bugged me that I could only drop one from a distance with a suppressed weapon before the whole damn camp was after me.
    They... never lasted long, though. :)

    My first time through X-18 was probably the scariest moment I've had in a video game... that godawful tension... and it didn't help playing at night in a dark room. God I love that game.

    camo_sig2.png
    Steam: Chaos Introvert | Twitch.tv: Chaos_Introvert | R*SC: Chaos_Introvert | PSN: testsubject23
  • anoffdayanoffday To be changed whenever Anoffday gets around to it. Registered User regular
    I need to get back into SoC. I remember getting stuck a couple months ago. I'm looking for something. A briefcase maybe? I don't really remember, but it's literally exactly where I am, but I can't find it.

    Steam: offday
  • Joe Camacho MKIIJoe Camacho MKII Registered User regular
    anoffday wrote: »
    I need to get back into SoC. I remember getting stuck a couple months ago. I'm looking for something. A briefcase maybe? I don't really remember, but it's literally exactly where I am, but I can't find it.

    At the Wild Territory? I once had that problem, turns out there is a tunnel close to where a group of Scientist fight off some Mercenaries, you need to go down that tunnel and you will be able to find the Stash (I don't remember the quest or item, but I do remember I had a lot of trouble searching for it).

    steam_sig.png I edit my posts a lot.
  • MongerMonger I got the ham stink. Dallas, TXRegistered User regular
    Stolls wrote: »
    Edit: Dear lord, this thread has been busy. Good to see the modding scene is still alive; all this LURK talk has me jonesing for another go-round.
    Well, maybe you should check in on your children more often. Mom's been there for every LURK update. Where were you?

    I'll tell you where.

    Not my real dad town.

  • anoffdayanoffday To be changed whenever Anoffday gets around to it. Registered User regular
    edited May 2012
    anoffday wrote: »
    I need to get back into SoC. I remember getting stuck a couple months ago. I'm looking for something. A briefcase maybe? I don't really remember, but it's literally exactly where I am, but I can't find it.

    At the Wild Territory? I once had that problem, turns out there is a tunnel close to where a group of Scientist fight off some Mercenaries, you need to go down that tunnel and you will be able to find the Stash (I don't remember the quest or item, but I do remember I had a lot of trouble searching for it).

    Yeah, that sounds familiar. And I do remember it being called the stash, unless they use that word for a lot of things?

    I'll have to check around for tunnels.

    edit: Here's what I'm looking for.
    ?.jpg

    Also, this is good, right? 600% health? You'd think the game still wouldn't be kicking my ass.
    ?.jpg

    anoffday on
    Steam: offday
  • StollsStolls Brave Corporate Logo Chicago, ILRegistered User regular
    Monger wrote: »
    Stolls wrote: »
    Edit: Dear lord, this thread has been busy. Good to see the modding scene is still alive; all this LURK talk has me jonesing for another go-round.
    Well, maybe you should check in on your children more often. Mom's been there for every LURK update. Where were you?

    I'll tell you where.

    Not my real dad town.

    There there, son, I know STALKER's death was hard on you. It was hard on all of us. Now why don't you take those pills the nice doctor prescribed for you, wash them down with some vodka, and tomorrow you won't remember a thing everything will be right as rain. Okay? That's my boy! Now get some rest, we got a big job for you when you wake up!

    kstolls on Twitch, streaming weekends at 9pm CST!Now playing: Weird West (Deus Ex completed, thread here!)Sunday Spotlight: Dredge
  • Joe Camacho MKIIJoe Camacho MKII Registered User regular
    anoffday wrote: »
    anoffday wrote: »
    I need to get back into SoC. I remember getting stuck a couple months ago. I'm looking for something. A briefcase maybe? I don't really remember, but it's literally exactly where I am, but I can't find it.

    At the Wild Territory? I once had that problem, turns out there is a tunnel close to where a group of Scientist fight off some Mercenaries, you need to go down that tunnel and you will be able to find the Stash (I don't remember the quest or item, but I do remember I had a lot of trouble searching for it).

    Yeah, that sounds familiar. And I do remember it being called the stash, unless they use that word for a lot of things?

    I'll have to check around for tunnels.

    edit: Here's what I'm looking for.
    ?.jpg

    That's not the one I was thinking of... But I can still help you by telling you that you need to go to the underground tunnels, *again* were you encounter your first "thing".

    You will find the stash around there, I remember you need to go inside a small pipe.

    steam_sig.png I edit my posts a lot.
  • ShimshaiShimshai Flush with Success! Isle of EmeraldRegistered User regular
    I may be wrong @anoffday, but I thought those artifacts that say 600% health only improve health regeneration rate, not actual health, by a factor of 6. While making you more vulnerable to other forms of damage.

    Steam/Origin: Shimshai

    steam_sig.png
  • FandaFanda Hang a shining star upon the highest boughRegistered User regular
    edited May 2012
    Yeah, it's probably not something you want to wear full time due to the penalties. Just pop it on after combat to heal up without using medical supplies.

    Also, @anoffday, didn't Mole radio you after you fought off the military incursion there? Regardless, you're looking for a manhole pretty much due west of that marker you're pointing to. It's just outside the compound, under a small cluster of trees.

    Fanda on
  • anoffdayanoffday To be changed whenever Anoffday gets around to it. Registered User regular
    Oh. I...I have to go underground again? :(

    Steam: offday
  • Joe Camacho MKIIJoe Camacho MKII Registered User regular
    anoffday wrote: »
    Oh. I...I have to go underground again? :(

    IIRC, yes.

    Also, I don't know about other people, but I didn't really use artifacts, only those that helped your carrying weight and stamina; I found the penalties to be too harsh for the other artifacts, so I would just hoard them in case there was a quest to hand in X Artifact and get over with it fast.

    steam_sig.png I edit my posts a lot.
  • DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
    I used the artifacts all the time on the other hand. Once I got good and stuck in proper with The Zone I had my utility belt filled up, with different sets for different activities.

  • MongerMonger I got the ham stink. Dallas, TXRegistered User regular
    Fanda wrote: »
    Yeah, it's probably not something you want to wear full time due to the penalties. Just pop it on after combat to heal up without using medical supplies.
    It depends on your playstyle and your artifact setup. Personally, I rarely remove meat chunks/souls. What are the penalties that you're taking, really? Impact is reduction of fall damage, and is pretty much irrelevant. Bulletproof cap (bullet damage resistance) is easily offset with a fireball (or urchin + slime) and a couple of bullet resistance artifacts when in combat. Though, in all honesty, the way most firefights in STALKER go is that you're either hiding and creeping most of the time, in which case the downtime makes the health regeneration is more useful than the resistance, or you fuck up and get instakilled by a dude around a corner, in which case 10% resistance isn't going to save you. The health regen will also completely offset bleeding of just about any level if you don't have a bleeding reduction artifact. The only thing you're hurting yourself on is the rupture (monster slash resistance), and only against bloodsuckers and snorks, really. Maybe larger dog packs if you don't have a convenient rock.

    Stacking 3 or 4 of them at all times can get you into trouble, though, depending on your suit.

  • KlashKlash Lost... ... in the rainRegistered User regular
    Depending on the game, I tend to stack all of my preferred type of artifact. In SoC it means +health, so I can take a shot or cut but get back up quickly. The +endurance would be my primary, but they just don't seem fancy enough.

    Now, +carry weight from CoP? You bet your ass I load up on those!

    Also, +radiation in all games. No need for vodka, except to forget the terrible, terrible things you see in The Zone.

    We don't even care... whether we care or not...
  • StollsStolls Brave Corporate Logo Chicago, ILRegistered User regular
    edited May 2012
    In general, the only artifacts I used all the time - before I got 'perfect' stuff like crystals, beads, etc - were bulletproofing and stamina ones, with an anti-rad to offset them; sprinting is a constant necessity and you never know when you're going to get shot at. Everything else was situational: rupture soaks for monsters, health regen out of combat, impact for springboard fishing (I think it also helps with poltergeist attacks), and so on. At least in SoC, I know the stamina artifacts penalized electrical soaks, which you should know well in advance if you'll need them. That said, some of the best ones seem to spawn after midnight. I've reliably found an Urchin (anti-rad at a slight bleeding penalty) and a Moonlight (top-tier stamina) in the Agroprom tunnels around that time. Wild Territory reliably has Moonlights, too.

    I will say that in CoP, anti-rads were a bitch to find naturally. First playthrough I had to get the wealthy client perk and buy them off Beard. Not cheap, especially if you've been keeping your gear upgraded :(

    Edit: @anoffday, there are two goals in that region. If I remember right, at that point you're looking for Strelok's stash and the case from the military. One's underground, as mentioned, and the other is in the actual research facility - which is accessible through the underground, though you can just barge through the front gate and shoot everything that moves. In fact, I think talking to Mole after the army raid technically gives you a map with the specific location, even though he says he doesn't have one. Image here if you're curious.

    Stolls on
    kstolls on Twitch, streaming weekends at 9pm CST!Now playing: Weird West (Deus Ex completed, thread here!)Sunday Spotlight: Dredge
  • DaemonionDaemonion Mountain Man USARegistered User regular
    edited May 2012
    @Stolls
    My good man, do you fancy yourself a connoisseur of in-game logic?

    I have a few space restrictors that I set up using the SDK. They are named esc_sr_a1, esc_sr_a9, and esc_sr_a10. I have set up some code to do something pretty awesome: when the player enters these restrictors, a sound file plays in the background to fill the role of ambient noise. When the player is outside, an outdoor-only ambient noise file plays.

    For example, the player enters Sid's bunker (which is esc_sr_a10). An "underground ambient noise" audio file plays. When the player goes back outside, that audio track stops playing and the game, detecting that the player is outside, instead starts to play the "outside ambient noise" file.

    The problem is that the outdoor ambient noise file doesn't stop when entering any of the restrictors. The indoor files all stop and start just fine, however. Even if loading a game previously saved while inside of one of my restrictors, the outdoor file plays. Any ideas? Here is a few iterations of the code I am using, and neither work properly:
    [logic]
    active = sr_idle
    
    [sr_idle]
    on_actor_in_zone = esc_sr_a1| [email protected]_house
    on_actor_in_zone2 = esc_sr_a10| [email protected]
    on_actor_in_zone3 = esc_sr_a9| [email protected]
    on_actor_outside = {=is_day} [email protected]_day, {!is_day} [email protected]_night
    
    [[email protected]]
    theme = sr_indoor_cement
    delay = 0
    max_delay = 0
    stereo = false
    on_actor_outside = sr_idle
    
    [[email protected]_house]
    theme = sr_indoor_wood
    delay = 0
    max_delay = 0
    stereo = false
    on_actor_outside = sr_idle
    
    [[email protected]_day]
    theme = outdoor_white_noise_day
    delay = 0
    max_delay = 0
    stereo = false
    on_info = {!is_day} [email protected]_night
    on_actor_inside = sr_idle %=stop_all_sound%
     
    [[email protected]_night]
    theme = outdoor_white_noise_night
    delay = 0
    max_delay = 0
    stereo = false
    on_info = {=is_day} [email protected]_day
    on_actor_inside = sr_idle %=stop_all_sound%
    
    [logic]
    active = sr_idle
    
    [sr_idle]
    on_actor_in_zone = esc_sr_a10| [email protected]
    on_actor_in_zone2 = esc_sr_a1| [email protected]_house
    on_actor_in_zone3 = esc_sr_a9| [email protected]
    
    [[email protected]]
    theme = sr_indoor_cement
    delay = 0
    max_delay = 0
    stereo = false
    on_actor_outside = {=is_day} [email protected]_day, {!is_day} [email protected]_night
    
    [[email protected]_house]
    theme = sr_indoor_wood
    delay = 0
    max_delay = 0
    stereo = false
    on_actor_outside = {=is_day} [email protected]_day, {!is_day} [email protected]_night
    
    [[email protected]_day]
    theme = outdoor_white_noise_day
    delay = 0
    max_delay = 0
    stereo = false
    on_info = {!is_day} [email protected]_night
    on_actor_in_zone = esc_sr_a10| [email protected] 
    on_actor_in_zone2 = esc_sr_a1| [email protected]_house
    on_actor_in_zone3 = esc_sr_a9| [email protected]
     
    [[email protected]_night]
    theme = outdoor_white_noise_night
    delay = 0
    max_delay = 0
    stereo = false
    on_info = {=is_day} [email protected]_day
    on_actor_in_zone = esc_sr_a10| [email protected]
    on_actor_in_zone2 = esc_sr_a1| [email protected]_house
    on_actor_in_zone3 = esc_sr_a9| [email protected]
    
    [logic]
    active = sr_idle
    
    [sr_idle]
    on_actor_in_zone = esc_sr_a10| [email protected]
    on_actor_in_zone2 = esc_sr_a1| [email protected]_house
    on_actor_in_zone3 = esc_sr_a9| [email protected]
    on_actor_outside = {=is_day} [email protected]_day, {!is_day} [email protected]_night
    
    [[email protected]]
    theme = sr_indoor_cement
    delay = 0
    max_delay = 0
    stereo = false
    on_actor_outside = {=is_day} [email protected]_day, {!is_day} [email protected]_night
    
    [[email protected]_house]
    theme = sr_indoor_wood
    delay = 0
    max_delay = 0
    stereo = false
    on_actor_outside = {=is_day} [email protected]_day, {!is_day} [email protected]_night
    
    [[email protected]_day]
    theme = outdoor_white_noise_day
    delay = 0
    max_delay = 0
    stereo = false
    on_info = {!is_day} [email protected]_night
    on_actor_in_zone = esc_sr_a10| [email protected] %=stop_all_sound%
    on_actor_in_zone2 = esc_sr_a1| [email protected]_house %=stop_all_sound%
    on_actor_in_zone3 = esc_sr_a9| [email protected] %=stop_all_sound%
     
    [[email protected]_night]
    theme = outdoor_white_noise_night
    delay = 0
    max_delay = 0
    stereo = false
    on_info = {=is_day} [email protected]_day
    on_actor_in_zone = esc_sr_a10| [email protected] %=stop_all_sound%
    on_actor_in_zone2 = esc_sr_a1| [email protected]_house %=stop_all_sound%
    on_actor_in_zone3 = esc_sr_a9| [email protected] %=stop_all_sound%
    

    In xr_effects.script, I wrote a new function called stop_all_sound:
    function stop_all_sound()
    	xr_sound.stop_all_sound_object()
            xr_sound.clear_all_sound_object()
    end
    


    Would setting up an info_portion of somekind be helpful? I have tried every combination of this code I can think of, and came up short each time.

    Daemonion on
  • StollsStolls Brave Corporate Logo Chicago, ILRegistered User regular
    Hrm. Yeah, your code looks solid, so that's probably not the issue. Your stop function seems to work, but it does sound like something's missing; stop_all_sound may be limiting itself somehow to just the interior files. My first guess would be writing a separate function specifically to stop outdoor_day/night, though I'd be surprised if it's that simple. One that lowers or mutes the volume of same might work, but that's really sidestepping the problem (though I'd try it anyway just as a test). There may actually be a mute function in the base game you can call to, but I'll need to do some digging, it's been a while.

    Quick question: do the day/night portions of the ambient sound work as intended? Does day stop when night begins, and vice versa?

    Bit short on time tonight, but I'll crack open the game files tomorrow night and see if I can be a little more helpful.

    kstolls on Twitch, streaming weekends at 9pm CST!Now playing: Weird West (Deus Ex completed, thread here!)Sunday Spotlight: Dredge
  • DaemonionDaemonion Mountain Man USARegistered User regular
    Yup, that all works splendidly.

  • DaemonionDaemonion Mountain Man USARegistered User regular
    edited May 2012
    I made an infoportion called "actor_in_da_house." Set it up in the l01_escape info xml file. Here is something I am trying to mess around with currently. Syntax is bad and it still doesn't work, but I think the solution is in here somewhere:
    [logic]
    active = sr_idle
     
    [sr_idle]
    on_actor_in_zone = esc_sr_a10| %+actor_in_da_house =stop_all_sound%
    on_actor_in_zone2 = esc_sr_a1| %+actor_in_da_house =stop_all_sound%
    on_actor_in_zone3 = esc_sr_a9| %+actor_in_da_house =stop_all_sound%
    on_info {+actor_in_da_house}| [email protected]
    on_info {-actor_in_da_house}| {=is_day} [email protected]_day, {!is_day} [email protected]_night
    ;;on_actor_outside = %-actor_in_da_house =stop_all_sound% {=is_day} [email protected]_day, {!is_day} [email protected]_night
    ;;on_actor_outside = %-actor_in_da_house =stop_all_sound% {=is_day} [email protected]_day, {!is_day} [email protected]_night
    
     
    [[email protected]]
    theme = sr_indoor_cement
    delay = 0
    max_delay = 0
    stereo = false
    ;;on_actor_outside = %-actor_in_da_house =stop_all_sound% [email protected]_night
    on_actor_outside = %-actor_in_da_house =stop_all_sound% sr_idle
    ;;on_info {-actor_in_da_house}| [email protected]_night
    	 
    [[email protected]_house]
    theme = sr_indoor_wood
    delay = 0
    max_delay = 0
    stereo = false
    on_actor_outside = %-actor_in_da_house =stop_all_sound%
     
    [[email protected]_day]
    theme = outdoor_white_noise_day
    delay = 0
    max_delay = 0
    stereo = false
    on_info = {!is_day -actor_in_da_house} [email protected]_night %=stop_all_sound%
    on_actor_inside = sr_idle
    ;;on_actor_in_zone = esc_sr_a10| [email protected] %+actor_in_da_house =stop_all_sound%
    ;;on_actor_in_zone2 = esc_sr_a1| [email protected]_house %+actor_in_da_house =stop_all_sound%
    ;;on_actor_in_zone3 = esc_sr_a9| [email protected] %+actor_in_da_house =stop_all_sound%
    	 
    [[email protected]_night]
    theme = outdoor_white_noise_night
    delay = 0
    max_delay = 0
    stereo = false
    on_actor_inside = sr_idle
    on_info = {=is_day -actor_in_da_house} [email protected]_day % =stop_all_sound%
    ;;on_actor_in_zone = esc_sr_a10| [email protected] %+actor_in_da_house =stop_all_sound%
    ;;on_actor_in_zone2 = esc_sr_a1| [email protected]_house %+actor_in_da_house =stop_all_sound%
    ;;on_actor_in_zone3 = esc_sr_a9| [email protected] %+actor_in_da_house =stop_all_sound%
    

    Daemonion on
  • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
    In SOC, can Freedom eventually take over Bar from Duty if you do enough quests for them? I don't like Duty, and they don't like me either.

  • KlashKlash Lost... ... in the rainRegistered User regular
    Not that I know of. I don't usually side with Freedom, because they're filthy God damned hippies who smell bad and are stupid. However, I've had the odd occasion of an accidental-Duty-based rampage. Just became a ghost town on those occasions.

    That said, you don't actually have to be hostile to either of them. You can even be friends with both.
    The group you meet, of Duty, at the entrance of the Army Warehouses, are rogues. You can set them up by alerting Freedom, or refusing to help then killing them. Duty won't mind, because they went against orders or something.

    With the RG-6 quest, you don't need to steal one from Freedom. In the terrifying-as-all-Hell village, in the Army Warehouses, that seems to have an unlimited supply of bloodsuckers, is a RG-6. One of the houses has a basement or pitfall or something, amongst the bones is a free RG-6. Free in the sense that it only cost you the pants you were wearing because that place is fucking terrifying.

    I can't wait to go there with Complete installed. Gonna be awful!

    We don't even care... whether we care or not...
  • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
    Klash wrote: »
    Not that I know of. I don't usually side with Freedom, because they're filthy God damned hippies who smell bad and are stupid. However, I've had the odd occasion of an accidental-Duty-based rampage. Just became a ghost town on those occasions.

    That said, you don't actually have to be hostile to either of them. You can even be friends with both.
    The group you meet, of Duty, at the entrance of the Army Warehouses, are rogues. You can set them up by alerting Freedom, or refusing to help then killing them. Duty won't mind, because they went against orders or something.

    With the RG-6 quest, you don't need to steal one from Freedom. In the terrifying-as-all-Hell village, in the Army Warehouses, that seems to have an unlimited supply of bloodsuckers, is a RG-6. One of the houses has a basement or pitfall or something, amongst the bones is a free RG-6. Free in the sense that it only cost you the pants you were wearing because that place is fucking terrifying.

    I can't wait to go there with Complete installed. Gonna be awful!
    Uhhh. Duty is mad at me. I think its because I took out their farmhouse outpost. All I wanted to do was Arena anyway.

    Also, trust me, I'm not the hippy loving, everything should belong everyone myaaan, kind a guy. However, the moment Duty gunned down that patrol, who when I talked to them read like they were in their early 20's and just mellow, that pissed me off. Perhaps we can use the zone for good.

Sign In or Register to comment.