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1. What resolution and monitor are you using, SW?
2. Did you modify any values in the s3autoexec file? (They set various camera limits)
The numbers represent FOV, min, max, yaw, pitch respectively.
You could try the following settings and see if they work for you:
//============================================================================
// generated by S^2, do not modify
//============================================================================
gfx_autodetect
//
exec .\cfg\s3input.cfg
exec .\cfg\s3config.cfg
//============================================================================
// User config
mission_camera_limits 30 1 90 -1.8 -0.05
mission_camera_softlimits 30 2 88 -1.75 -0.05
//mission_camera_softlimits 35 18 50 -1.4 -0.7
mission_camera_zoom_speed 0.3
mission_camera_pitch_speed 5
mission_camera_yaw_speed 1.5
mission_camera_scroll_speed 1.4
//mission_camera_scroll_acceleration 100
wirbelwind
_____________
~ Blunter ~
I will try using those values and see what happens. Thanks much!
Since I have got you, could you tell me if civilians shooting at me in random encounters is normal and what should I do about it. Is it okay to kill them ?
Thank you kindly. :D
The only possible way I can think of is to use grenades on him, but I am not carrying any.
Funilly enough, he doesn't even need a dropped weapon but runs into a building screaming for help and grabs a pistol from somewhere, then comes out guns blazing. Man I wish I could kill this guy.
1.) If you are talking about the "Hotel" random encounter, there is a chance (50%) of getting an armed "Civilian" (armed with a SSA Dager or Luger P08) who is hostile to you yet is perceived as a neutral (cyan outline) by the player. Just kill him. It can be any of the 4 male civilians on that map. Females were spared the gruesome role.
Here is the function controlling that event:
function CivilRampage()
prob = random(0, 100 )
num = random( 4 ) + 1
rampage = GetUnit( "Civilian".. num )
if ( prob < 50 ) then
-- create knife or pistol
if ( prob < 25 ) then
UnitCreateItem( rampage, 237 )
else
UnitCreateItem( rampage, 3 )
end
Sleep(100)
OutLog("<color=red>SOMETHING IS NOT RIGHT !!!")
SleepForTurn( random( 2 ) + 1 )
UnitSetDiplomacy( rampage, 0, DS_ENEMY )
UnitSetNormalLogic( rampage )
end
end
Btw, you won't incur any penalty for killing civilians in random encounters. Nonsensical, I know, but that's the way they made it work.
2.) I believe it's your screen resolution that makes the camera zoom in so much. Try a 1920x1080 or lower and you might get pleasantly surprised. It shouldn't reduce the visual quality in any way, since the largest texture in the game is 1024x1024... most character, terrain and object textures range from 64x128 to 512x512 only.
_______________
~ Blunter ~
I would gladly set it to a lower resolution, but I tend to get black bars either side of my screen which is not very nice. Not sure if forcing windowed mode would fix that, or if I'm actually able to do it.
You seem very well versed in the games files, would you by chance know of a way to stop the camera view shifting with NPC actions, it's really driving me insane.
Thanks again!
You are welcome. :)
Most units (assigned default Normal or Guard logic) will pick up weapons lying on the ground especially if their AI rating is higher then what they currently have. It doesn't have anything to do with the function I posted.
I am not sure about the black bars on your screen (I assume you tried the resolution I suggested with the "Sentinels" already). It really depends on your setup...
But if your GPU driver is up-to-date, your screen resolution and ratio are supported by the application... hmm... not sure...
I am guessing you are not familiar with my "BlunterMod"... It's a very large mod with alot of various changes, new zones, new randoms, new RPG items, new ammo types, a new plot line, etc. I'm still working on it.
If you are interested - check it out here BlunterMod Thread [www.strategycore.co.uk] at StrategyCore.
To answer your camera question: open you s3config file (in cfg folder) and change the setvar ui_followcamera parameter to 0.00 like this:
setvar ui_followcamera = 0.00
_____________________
~ Blunter ~
I tried switching to 1920x1080 and it fixed the ultra-zoom issue slightly. I guess that's as zoomed out as the game likes to be in those areas.
I have been doing the random enounters for a while now, having only done one official mission, And my luck finally came around as I stumbled upon what seemed like a bank robery in progress. It has taken me about 25-30 random encounters to get $7,000- but after raiding that bank I now have $66,000 lol. Kind of feels like an exploit.
I will try that camera tweak now, thank you so much, your help has made this game much more enjoyable. You should be crowned Lord of Silent storm!! :)
Hey, no problem... and thanks for the compliments. :)
Check out my mod, you might get another surprise as many of the issues you mention have already been addressed in it... The mod doesn't change the original campaign, and the new things are introduced into the game seamlessly...
The most current version is 2.4
__________
~ Blunter ~
Two questions if I may:
By "seemlessly" does that mean it's save compatible?
Secondly, where can I give you credit for said mod ?
Cheers!
At any rate your glorious mod is downloading. It looks like you have done loads of work on this mod, looks great!
Thanks again Blunt.
Ex.1: The Sentinel base is the same building but... it has a bank (room) now where you can talk to the teller and deposit various currencies you find in the game world or talk to the banker and start the "Counterfeit" quest that will lead to the Soviet intelligence quest, the base also has an elevator in the lobby that leads to the "Sphere"/ A.T.P. (Accelerated Training Protocol) that starts another quest (to find all the activation tapes), etc.
Ex.2: New ammo types (armor-piercing, surplus and explosive bullets) coexist with the original balle ammunition as if they've always been there...
That's what I meant by "seamless".
It does rely on hints to drive some elements of the various sub-plots I introduced, so don't disable them.
Although some people reported success using Novik's AddMod utility, I would strongly recommend that you start a new game...
Since you already got a taste of the original - you will see the difference.
Don't forget to activate it in the custom game screen. "Custom", move the BlunterMod2.4 to the left, Apply, start a new campaign.
The best credit is you playing and enjoying it, SW!
Of course, feedback (the good, the bad and the ugly) is something I definitely appreciate. It helps me debug and improve the final product.
Some people choose to "like" some of my posts at StrategyCore.
It's up to you.
_____________
~ Blunter ~