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Re: Lost Junker v5 - Roguelike Stalker/Post-Apocalypse Mod -

Posted: Thu Mar 17, 2022 8:58 am
by thugsta
This release includes bug-fixing (including the lean mechanic) and changes to the loot system and anomalies has been tweaked and changed to be more balanced. Optimization has been done and now should be compatible with all lighting mods for the better.

Re: Lost Junker v5 - Roguelike Stalker/Post-Apocalypse Mod -

Posted: Fri Mar 18, 2022 5:32 am
by m1lk
thanks. this is my kind of thing right here

Re: Lost Junker v5 - Roguelike Stalker/Post-Apocalypse Mod -

Posted: Sun May 01, 2022 11:21 am
by rockman
Could easily be one of the best mods here just please fix the stutter in some rooms especially when there are leaf (from 120 fps to below 50) and some of the anomaly are plain busted like those wind things that makes you spin infinitely since there is no counter play as moving in any direction seems impossible.

Re: Lost Junker v5 - Roguelike Stalker/Post-Apocalypse Mod -

Posted: Tue May 03, 2022 6:17 pm
by -Ghost-
Performance feels a bit better, which is good!

One thing I've noticed for the weapons, are they already upgraded? I remember having to upgrade the shotgun but it already has the magazine and bayonet. I think I preferred the old revolver held with two hands as well, the gunslinger hold over the hammer is kind of goofy looking for a primary fire; not really how I'd envision a stalker using one.

Re: Lost Junker v5 - Roguelike Stalker/Post-Apocalypse Mod -

Posted: Wed May 04, 2022 1:20 am
by thugsta
rockman wrote:Could easily be one of the best mods here just please fix the stutter in some rooms especially when there are leaf (from 120 fps to below 50) and some of the anomaly are plain busted like those wind things that makes you spin infinitely since there is no counter play as moving in any direction seems impossible.
Thanks for the compliment but this mod is nothing special really just a small idea.

I will see what i can do with more optimization but can't help to think a lot of people have really under powered toasters :mrgreen: dunno what you mean with anything from the anomaly being busted, i've never had that problem ever as it will trap you until it combust damaging you then let you go. You can also counter it in multiple ways from throwing bolts before or even while in it at it or shoot it from afar too. Remember to use the bolts people lol.
Ghost- wrote:One thing I've noticed for the weapons, are they already upgraded? I remember having to upgrade the shotgun but it already has the magazine and bayonet. I think I preferred the old revolver held with two hands as well, the gunslinger hold over the hammer is kind of goofy looking for a primary fire; not really how I'd envision a stalker using one
The 2 weapons are upgraded for the other character to try to differentiate between them both as if they are 2 different people and to make it slightly easier as it was a suggestion from someone some posts back

Re: Lost Junker v6 - Roguelike Stalker/Post-Apocalypse Mod -

Posted: Tue May 24, 2022 11:41 am
by thugsta
Lost Junker v6 is coming soon!

Changelog:-
More optimizations, bugfixes, balance tweaks etc.
New atmospheric attention with 'emulated volumetric fog", better brightmaps for things, new death effects, lighting effects. It all really changes the mood of a lot of maps.
You can now loot select dead bodies for their stash.
Animals can now be carved after their killed to make the meat eatable for health.
Every enemy now has tracer bullets. No more hitscans.
You can now grab hold of the walls for a limited time.
Window wall holes are now passable. Makes sense since you are a stalker-like guy and more nimble wanting to explore.
New objectives have been added, you must find the Lost Artifact to be able to kill the one who possess the Demonic Emerald, without it you shall never return home but be warned of their new power. This is a random dynamic element that changes every time you load a map.
Your gloves give you the strength to move just about anything. 💪
Your bolts can put out anomalies or cause low damage to enemies if thrown at. They don't go far so be warned.

Removed:-
The atmospheric music has been removed to reduce the size and i recommend D64ifier Music instead anyway which is fantastic. D64ifier Music

Re: Lost Junker v6 - Roguelike Stalker/Post-Apocalypse Mod -

Posted: Tue May 24, 2022 6:51 pm
by -Ghost-
Sounds like a good update! The more lootables the better, especially to get that Stalker-ish feel.

Re: Lost Junker v6 - Roguelike Stalker/Post-Apocalypse Mod -

Posted: Wed May 25, 2022 5:37 pm
by SLON
Seeing randomly scattered decorations is still ridiculous (sometimes very). It would be logical if they would be tied to specific floor textures, as in BD.

Re: Lost Junker v6 - Roguelike Stalker/Post-Apocalypse Mod -

Posted: Wed May 25, 2022 8:25 pm
by thugsta
SLON wrote:Seeing randomly scattered decorations is still ridiculous (sometimes very). It would be logical if they would be tied to specific floor textures, as in BD.
If you can code that for me it would be wonderful. I am 1 person and doing what i can with what i know but if anyone wants to help and join me by all means please do. :)

This has been downloaded a crap TON of times, mostly from lurkers or non posters i guess since there is hardly any replies. Most things i have heard from around elsewhere has been great though, so if you want to join or help then please PM me and let's do this to build it into the best stalker inspired mod type. :D

On a side note, most decorative stuff has been gone and things that kinda make more sense has sticked around. It's not as ridiculous as the early versions thats for sure.
Anomalies can appear anywhere as they do in Stalker though, a few random lights/torches or a candle placed down here or there still all makes sense for randomness since it can happen especially if there was an invasion or placement from another stalker for light while playing tunes and telling stories. Tress/bushes are long gone for a while now.
The hell growth tree like thing would be good for selected texture spawns only i guess, this is only here to explain the demon invasion and they are making it "home" to them (kinda like the red flowers growing in War of the Worlds invasion) otherwise i think this can be cut too i think...

Re: Lost Junker v6 - Roguelike Stalker/Post-Apocalypse Mod -

Posted: Thu May 26, 2022 9:38 am
by Doctrine Gamer
Is it compatible with LZDoom?
Lately many mods are no longer supporting it that now I venture to ask.

EDIT:

Yes! It works on LZDoom.

Suggestion: Put options to enable or disable walking slowly in the mud.

On Plutonia most of the stages have mud which makes progress a bit slow.

Overall it's a good mod.

Re: Lost Junker v6 - Roguelike Stalker/Post-Apocalypse Mod -

Posted: Thu May 26, 2022 2:58 pm
by Doctrine Gamer
I decided to write it separately because I think it must be an annoying bug.

Sometimes trees or torches spawn in important passages and you can't advance or jump between them.

It would be nice if I heard how to break them or something.

Re: Lost Junker v6 - Roguelike Stalker/Post-Apocalypse Mod -

Posted: Thu May 26, 2022 3:18 pm
by -Ghost-
Yeah, that's actually probably the best workaround for any remaining decorate issues, just let most of them be breakable or maybe they can "break" into a small state that lets you clip through them, like a full tree turning into a stump you can just pass through. It'd also just look cool during the fights to see environmental damage.

Re: Lost Junker v6 - Roguelike Stalker/Post-Apocalypse Mod -

Posted: Thu May 26, 2022 3:52 pm
by Doctrine Gamer
-Ghost- wrote:Yeah, that's actually probably the best workaround for any remaining decorate issues, just let most of them be breakable or maybe they can "break" into a small state that lets you clip through them, like a full tree turning into a stump you can just pass through. It'd also just look cool during the fights to see environmental damage.
I understand your irony but I don't actually handle creating mods.

Whether breaking objects can cause another problem I didn't know.

I tried to make a suggestion so as not to sound arrogant due to my bad English.

Because the author is the owner of the mod, I couldn't come here and require him to put or something.

I just gave a suggestion [1] but apparently it was wrong due to my lack of knowledge because breakable objects are also a problem. (noob)

So to anyone else who is offended that I told them to break the objects, my sincere apologies as it was not my intention.

Same goes for the mud issue, I just gave a suggestion [2], I'm not forcing or telling thugsta to do it just for my own good.

It is worth highlighting because the fact gave suggestions to turn off walking slow in the mud can come to annoy.

Re: Lost Junker v6 - Roguelike Stalker/Post-Apocalypse Mod -

Posted: Thu May 26, 2022 10:00 pm
by thugsta
Doctrine Gamer wrote:
-Ghost- wrote:Yeah, that's actually probably the best workaround for any remaining decorate issues, just let most of them be breakable or maybe they can "break" into a small state that lets you clip through them, like a full tree turning into a stump you can just pass through. It'd also just look cool during the fights to see environmental damage.
I understand your irony but I don't actually handle creating mods.

Whether breaking objects can cause another problem I didn't know.

I tried to make a suggestion so as not to sound arrogant due to my bad English.

Because the author is the owner of the mod, I couldn't come here and require him to put or something.

I just gave a suggestion [1] but apparently it was wrong due to my lack of knowledge because breakable objects are also a problem. (noob)

So to anyone else who is offended that I told them to break the objects, my sincere apologies as it was not my intention.

Same goes for the mud issue, I just gave a suggestion [2], I'm not forcing or telling thugsta to do it just for my own good.

It is worth highlighting because the fact gave suggestions to turn off walking slow in the mud can come to annoy.
You said nothing wrong and either did -Ghost- he was just explaining maybe it could cause bugs, it was just a suggestion just like yours. Also your English is fantastic so all good, thank for liking the mod and for the suggestions 😊

I have a work around already implemented that know one seems to notice. Using the Power-Glove (i think by default is number 0) you can move absolutely anything, so you can grab them and move them or create cover, you can hold items you can't fit in your inventory backpack just yet to have them closer as maybe you know i firefight will breakout soon :mrgreen:

Re: Lost Junker v6 - Roguelike Stalker/Post-Apocalypse Mod -

Posted: Thu May 26, 2022 11:22 pm
by -Ghost-
Doctrine Gamer wrote:
-Ghost- wrote:Yeah, that's actually probably the best workaround for any remaining decorate issues, just let most of them be breakable or maybe they can "break" into a small state that lets you clip through them, like a full tree turning into a stump you can just pass through. It'd also just look cool during the fights to see environmental damage.
I understand your irony but I don't actually handle creating mods.

Whether breaking objects can cause another problem I didn't know.

I tried to make a suggestion so as not to sound arrogant due to my bad English.

Because the author is the owner of the mod, I couldn't come here and require him to put or something.

I just gave a suggestion [1] but apparently it was wrong due to my lack of knowledge because breakable objects are also a problem. (noob)

So to anyone else who is offended that I told them to break the objects, my sincere apologies as it was not my intention.

Same goes for the mud issue, I just gave a suggestion [2], I'm not forcing or telling thugsta to do it just for my own good.

It is worth highlighting because the fact gave suggestions to turn off walking slow in the mud can come to annoy.
Oh, no not at all, I was agreeing with you! It's a good point! By "break" I meant the decorations literally breaking into pieces, not break as in being glitchy/buggy lol. Destructible environmental items are fun!