S.T.A.L.K.E.R. Weapons [V1.9]

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RastaManGames
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Graphics Processor: nVidia with Vulkan support
Location: Russian Federation, Krasnoyarsk

S.T.A.L.K.E.R. Weapons [V1.9]

Post by RastaManGames »



First of all, i need to say, that this little project can't be created without allowance of Josh771, that are creator of original modification. I want to say really great THANKS to him for kindness.

This junkiness based on "Special Weapons", so pretty much all mechanics was inherited from it. Idea of this was on my mind several weeks ago, but i was not brave enough to ask this nice guy if i can make something weird with his code. It was kinda brain melting to do some stuff, but i am glad, that core gameplay was pretty much same as before, just with alternative weaponry.

Almost all guns was grabbed from few modifications for "S.T.A.L.K.E.R.: Call Of Chernobyl", like "Arsenal Overhaul" and "STCoP". Weapon mods was not implemented yet, so few weapons with attached silencers and scopes just can be found somewhere during gameplay. Be sure to look out for the chainsaw, because this is Slav gacha now.

In nearby future i want to add few interesting things, but for now its just works (i hope).
For best experience with that kind of weapons i can strongly suggest this awesome HUD.

Grab That Vodka Here!
Moonshine Brew Instead?
Spoiler: Some Weapons
Spoiler: Planned Features
Spoiler: Changelog
Last edited by RastaManGames on Sat Aug 13, 2022 11:01 am, edited 62 times in total.
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m1lk
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Graphics Processor: ATI/AMD (Modern GZDoom)

Re: S.T.A.L.K.E.R Weapons

Post by m1lk »

its nice, I like how the weapons behave. just wish you had weapons sprites. otherwise its good
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camper
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Re: S.T.A.L.K.E.R. Weapons [V1.9]

Post by camper »

Great! I think there are a lot of weapons. Can limit the first 5 slots (1-5): weapons divided into knives (1), one-handed (2), rifles and shotguns (3), heavy (4), grenades (5)? Very fast running, especially sprinting. Very strong contrast with normal walking.
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Spaceman333
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Re: S.T.A.L.K.E.R. Weapons [V1.9]

Post by Spaceman333 »

Wow this is a really fun TACTICAL mod!
Spoiler: BIG PICTURE!
Weapons are powerful, but - movement is slow - healing takes time & needs cover - manual reloading is needed for both guns and healing items - 1 weapon of a single type can be carried at any given time (1 pistol, 1 shotgun, 1 sniper etc).

It feels like a more approachable and casual Hideous Destructor, without the convoluted healing and extreme detail. The mod still demands careful tactical play and death can come easily and suddenly, but its no where near as difficult and punishing like HD.

There is no visible weapon on screen like in vanilla doom - just large image of what weapon or item is equipped currently - but I got used to this model fairly quickly. Using the recommended UI is a very good idea.

--

For convenience I went ahead and fixed the GZDoom 4.7.0 related crash from the recommended hud mod so you don't have to do it manually:
StalkerHud_goodolhud-v3.pk3
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My only complaint is that item sprites are very small and difficult to notice. I think scaling them up would be easier to detect them. Currently I just use IDDT 2x to reveal item locations.

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For added funsies, I'm also using Gearbox by m8f to freeze time and quickly cycle to what weapon or item I need at any given time. Also Bullet Time X and Critical Shots can ease up the difficulty too.

Also make sure to bind the extra 3 controls in the options menu so you can throw away guns to pickup new weapons of the same slot type. You can also sprint + shift run (both at the same time) to make running extra fast when you really need to get around the map quicker. GZDoom's original weapon zoom key also works on weapons that have an optic!

I'm having a lot of fun, thank you for making this mod!
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-Ghost-
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Re: S.T.A.L.K.E.R. Weapons [V1.9]

Post by -Ghost- »

Cool idea! It is kind of a shame the guns aren't actually on screen, but it's okay.

The armor icon is a little too big on my basic screen HUD, shrinking it about 50% would probably help it fit fine.

Is it possible to have a basic pistol start, sort of like a rookie Loner start?
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Spaceman333
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Re: S.T.A.L.K.E.R. Weapons [V1.9]

Post by Spaceman333 »

-Ghost- wrote:Cool idea! It is kind of a shame the guns aren't actually on screen, but it's okay.

The armor icon is a little too big on my basic screen HUD, shrinking it about 50% would probably help it fit fine.

Is it possible to have a basic pistol start, sort of like a rookie Loner start?
With the Good ol' Hud the armor icon isn't there, otherwise you'd need to use a 16:9 aspect ratio video resolution. Personally I'd bundle the hud mod with the mod because its just perfect with it.

Pistol start is possible by simply tossing the excess guns to the side upon spawn - two quick key presses basically.

--

One thing I'm wondering is what does the Smoke Grenade do? Is it actually useful against monsters in some way?
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camper
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Re: S.T.A.L.K.E.R. Weapons [V1.9]

Post by camper »

The smoke grenade is good antisniper on Team DM, but this one doesn't have much smoke.
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Spaceman333
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Re: S.T.A.L.K.E.R. Weapons [V1.9]

Post by Spaceman333 »

camper wrote:The smoke grenade is good antisniper on Team DM, but this one doesn't have much smoke.
It doesn't even distract or repel/cause fear in monsters? I'm not sure if anyone plays this mod for multiplayer purposes.

I'm guessing the acoustic guitar and harmonica are just for funny roleplaying, but I expect the smoke grenade to do atleast something useful.

EDIT:

Ooooh the smoke grenade actually gives Invisibility to anyone (player or monsters) that passes through it! I just checked the files of the mod and found this:
Spoiler: Smoke grenade code
IIRC duration 27 is in tics, so its less than a second (35 tics = 1 sec) and strenght 20 is only 20% of the invisibility power... so its kinda poor performance.
I'm gonna go ahead and make a personal tweak to make those give me a solid 3 minutes of invisibility at 99% strenght.
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-Ghost-
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Re: S.T.A.L.K.E.R. Weapons [V1.9]

Post by -Ghost- »

This mod has worked pretty well with the Project Malice monsters, give it a nice spooky survival horror feel! Is there any way to increase player movespeed a bit though? Even with sprint it's almost too slow for timed doors; I've been using Custom Doom to buff player movement.
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Spaceman333
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Re: S.T.A.L.K.E.R. Weapons [V1.9]

Post by Spaceman333 »

-Ghost- wrote:This mod has worked pretty well with the Project Malice monsters, give it a nice spooky survival horror feel! Is there any way to increase player movespeed a bit though? Even with sprint it's almost too slow for timed doors; I've been using Custom Doom to buff player movement.
Is it even too slow if you use Run + Sprint together?

The mod's default movement is more of a walk which can be boosted with running (shift) and then even further sped up by holding sprint (seperate hotkey).

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Speaking of sprint, I've noticed a bug that can suddenly cause movement to become extremely slow and broken to the point of the the game being barely playable. This usually happens with some monster replacer mods but not all. During this bug if I try to use sprint, my character's camera can wobble 45' angles to left and right, but speed increases by on like 0.01%.

The ones where the bug happened was with Duke Nukem monster pack and Starship Troopers monster replacer.

Another issue is the blast radius of the grenade launcher and rocket launcher are somewhat unclear and I accidently blew myself up a few times when I thought I was far enough from danger. If the visual explosion could better show radius/shrapnel of blast, they'd result in less cheap selfkills.

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Other than this is one of my all time favorite mods. I did change the inventory items to much more powerful and faster, so any health or anti-rad items last 2-3 minutes and heal 5 dmg per second so healing is no longer tedious and bonuses don't run out too quickly to make them more useful. Made the whole experience far more snappy and dynamic, able to adapt to more mapsets.
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-Ghost-
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Re: S.T.A.L.K.E.R. Weapons [V1.9]

Post by -Ghost- »

Yeah, I feel like it could be a bit faster still. It doesn't need to be Doom vanilla speed, but one of my issues with mods like HD was always the movement speed was a bit too slow for some maps. It could be the bug you mentioned though, since I'm playing with Project Malice monsters.

Adaptability is a good point; these realism mods are great but sometimes they need a few tweaks depending on the particular mapset you're playing, so the more options the better.

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