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[Game] STALKER: Call of Pimphat

I've been toying a bit with the on-screen position of the AKS-74, and i'm interested in what you guys think of the result, if it's something i should do to all the guns or if it's a bad idea..

This is the origional positin of the gun:
74Posi-Orig.jpg


And this is the modded version:
74Posi-Mod.jpg


Obviously, i've moved the gun a bit forward and more twords the center of the screen (and adjusted the ironsights to this new position, but that's not pictured).
I think this really makes it easier to play with the crosshair disabled, as the gun is more centered, i seem to have a better idea where the bullets will be going if i need to take a quick shot from the hip, but what say you guys?
 
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I agree that it looks better. We probably have someone here who has shot an AKS several thousand times who can tell you whether it should move 1mm to the right or something. It looks like the stock is hitting you a little inside and below of the armpit. Is that where you want it?

I'm one of thouse guys actually, my AKS-74N is Airsoft, but you hold an Airsoft gun same as a real one, so it doesen't really make a difference in this case.

Basically, i've tried to copy what i'm seeing when i shoulder (but not aim) my AKS as much as possible here, it cannot be done compleately, because in the real world you have stereo vision and much more periphial vision, a screen just doesen't do that justice, but it seems to look pretty good where it is there, and also makes it easier to judge where the center of the screen is when you disable the crosshair, so it seems a good compromise.
 
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It could be argued that it shouldn't shouldered however, since stalkers typically hug the stock under their arm when you're moving about. They only shoulder when they take aim.

That can't really be helped, if i had 3 different modes to play with, i could make tucked under armpit, shouldered, and aimed, and that'd be great.. but i don't, i only have 2 modes to play with, and both of them needs to look fairly realistic AND be usefull in a fight too, if i went with "tucked under armpit" view instead of shouldered, the gun would sit so low on the screen it wouldent help you guage where the center of the screen is.

What i hope to do here is position the guns so people wont need to enable the crosshair, that it'll be fairly easy to take a clouse range shot at something if you don't have time to aim the gun.

It can be pretty hard the way it is at default, the gun sits so far off to the side that it doesen't really help give you a good visual clue (infact, the guns don't even point twords the crosshair, most of them yaw too much twords the right), but the way i have positioned the AKS now, i find i can hit stuff without the crosshair fairly consistantly within 20 meters or so, i have a better idea where the bullets will end up.


But you guys can try it on for size, here's the updated AKS-74 file:
[url]http://www.filefront.com/15761687/AKS-experimental.zip[/URL]

Backup the old one so you can revert back to it (../gamedata/configs/weapons/w_ak74.ltx), and then give this a whirl, prefably without the crosshair enabled, see how it rubs you.
 
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Obviously, i've moved the gun a bit forward and more twords the center of the screen (and adjusted the ironsights to this new position, but that's not pictured).
I think this really makes it easier to play with the crosshair disabled, as the gun is more centered, i seem to have a better idea where the bullets will be going if i need to take a quick shot from the hip, but what say you guys?

Yeah, nice, much better. I've been wondering about this for a long time actually. The position of the weapon isn't realistic in most games. It's like your guy rests the side of the stock on the outside of his right arm. I wish more games centered the first person model, like in your pic. Are you going to do that for all weapons in the game?
 
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Yeah, nice, much better. I've been wondering about this for a long time actually. The position of the weapon isn't realistic in most games. It's like your guy rests the side of the stock on the outside of his right arm. I wish more games centered the first person model, like in your pic. Are you going to do that for all weapons in the game?

I think they do it because it better shows of the gun model, the more it's offset the better you can see the side of the gun, whereas a more realistic position has you only seeing the top and a lilttle bit of the side, and mostly obscures the front end.
So it's probably all for show, they think the game looks better if you can see the gun in more detail.. i disagree however, i think it ruins immersion, and that immersion is much more important to an FPS game than trying to make 3D gunporn.

And yes, the plan is to do it for all the guns, as much as is possible (some may have wierd clipping issues that prevent me from doing it as much as i'd want, we'll see, but i belive i can improve them all regardless), and to fix all the ironsights, a fair few of them don't have a propper sight picture, especially some of the shotguns.

But man, it's a huge undertaking, it's not difficult work, anyone can do it, it's a matter of changing some numbers in a textfile and seeing what it does ingame, and to keep at it till it looks good, but it is very time consuming and there's a ton of guns that all need it done..

So if anyone wants to help me with this, you are more than welcome, you don't need any modding experiance, if you have ever edited a number in an .ini file or changed something from "true" to "false" you are more than qualified, and i'll gladly tell you what you need to do, which numbers in the files you need to play around with, but be warned that it is tedious work, trial and error stuff, but the reward is in the end result, and knowing that you helped create something people will enjoy.
 
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After about an hour of play...I think I can safely say, if they had put this game out instead of the half-finished SoC...GSC would done a hell of a lot better. This has all the stuff that I pined for in SoC. Makes me hope for another full S.T.A.L.K.E.R game with these mechanics...although I don't know how many more titles Chernobyl will really sustain before it becomes stale.
 
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After about an hour of play...I think I can safely say, if they had put this game out instead of the half-finished SoC...GSC would done a hell of a lot better. This has all the stuff that I pined for in SoC. Makes me hope for another full S.T.A.L.K.E.R game with these mechanics...although I don't know how many more titles Chernobyl will really sustain before it becomes stale.

You can't compare SOC with COP. They're two completely different games.
And SOC may be a buggy PoS but it definitely doesn't feel rushed or "half-finished". At least not to me.
Plus, SOC's atmosphere is unrivalled. I never viewed said game as a game for that matter. It's so immersive that playing it evokes hundreds of feelings at the same time.
Yeah... I do love that game.
 
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You can't compare SOC with COP. They're two completely different games.
And SOC may be a buggy PoS but it definitely doesn't feel rushed or "half-finished". At least not to me.
Plus, SOC's atmosphere is unrivalled. I never viewed said game as a game for that matter. It's so immersive that playing it evokes hundreds of feelings at the same time.
Yeah... I do love that game.

A lot of people felt let down by SOC because they had been following the pre-release hype, the game was supposed to have had a lot more features than it ended up having, basically, their publisher forced them to release the game before they where done with it, and it showed.

Personally though, i had a gut feeling that they woulden't be able to do all they wanted to do with the game, so i chose to ignore the hype as much as i could, and that turned out to be a good choice, as i got to play SOC without all the disapointment many others felt, and got to enjoy the game for what it was and not wallow over what it could have been.

Hype kills, thats just the way it is, and why i've learned the hard way to just ignore it, and wait for the first impressions and reviews of real people who have played the real thing.
 
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You can't compare SOC with COP. They're two completely different games.
I don't know if I'd go as far as completely different...but yeah, there are significant differences between them.

And SOC may be a buggy PoS but it definitely doesn't feel rushed or "half-finished". At least not to me.
Don't get me wrong, I loved SoC for the atmosphere too.

When I say half-finished though, I'm not talking features....I'm talking:

-A quest/notification system that was basically at the beta stage. It "worked", it was just obscure and poorly represented visually to the player.

-The level change notifications, and even the areas designated as area changes, screamed "we haven't touched this since we got it working."

-The abomination that was the transition from Pripyat to Chernobyl. Most games would prepare you for that. SoC just kicked your *** through the stadium, leaving you bewildered and confused as to what just happened.

-The inventory system. Ye gods. And even in CoP, they STILL haven't coded it in so you can break stacks apart. That's almost an industry standard now, so I'm surprised it never happened in CoP.

And about a dozen other things. Basically, I appreciated what made it in, didn't pine for things that didn't make it...but SoC completely lacked polish. I forgave them because at the time they were just getting started. But that lack of polish cost them big time with the general playerbase. Reviewers loved SoC...but it never really made it mainstream. And I still see the remnants of that lack of polish in CoP as well.

It's weird. Playing CoP, it almost feels like they called in some mainstream developers who went over the UI and a lot of gameplay features and gave them the "AAA" treatment. I'm talking like, standardizing what artifacts do, even to the point where the names match what they actually do. (I always thought the names of artifacts compared to their effects were bizarre.) And codifying the whole resistance system in a way that MMO players would instantly recognize.
 
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A little mod update for thouse who are interested:

Discoisntdead and i are hard at work on the second release, and it's moving along at a steady pace, we're reworking all the guns screen placement and fixing ironsights at the moment, and i'm going to give all the guns real-world names also (allmost done with that), and there might be some more good stuff comming, we're bouncing some ideas around.

In the meantime though, there's a couple of things you guys could help us out with!


1) Testing the guns handling, if you're playing the first release, and you find anything wrong or broken with the damage or accuracy, or anything else, please post it! it won't get better unless i know there's a problem there in the first place.

2) The mod needs a name, "Grobut's gunmod" not only sucks, it's also nolonger accurate, as we're two Dev's now.
If you've got a great idea, we'd love to hear it, prefably it should make people understand it makes the guns more realistic, but if it can also be a bit clever or funny so it stands out, then it would be all the better!
 
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