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Talk:S.T.A.L.K.E.R.: Shadow of Chernobyl: Difference between revisions
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=Cut Weapons= | |||
These weapons appear within the game code or in prerelease versions of the game, but do not appear in the final unmodified game; some weapons are fully functional, and may be accessed through modification of the game, and some may be little more than an inventory icon. | |||
==9K32 Strela-2== | |||
An icon for a [[9K32 Strela-2]] can be found in the game files. | |||
[[File:800px-SA-7.jpg|thumb|none|400px|9K32 Strela-2 - 72mm]] | |||
==AK-74== | |||
An icon of an [[AK-74]] can be found in the game files; this was used as an icon for the [[AKS-74]] in some early builds of the game. | |||
[[File:AK-74 with plum furniture.jpg|thumb|none|450px|AK-74 with plum furniture - 5.45x39mm]] | |||
==AKS-74== | |||
An icon of an [[AKS-74]] rather oddly equipped with an [[AK-47]] magazine can be found in the game files. | |||
[[File:Aks-74.jpg|thumb|none|400px|AKS-74 - 5.45x39mm]] | |||
==Browning Hi-Power Mark III== | |||
Another weapon which was apparently cut at the last minute for unknown reasons, the [[Browning Hi-Power Mark III]] is in the game, fully functioning, but isn't found anywhere and so can't be used. Activating the weapon requires modification of the game to add it to trader inventories so it can be purchased. It appears in all the ''S.T.A.L.K.E.R.'' games as the "HPSS-1m". | |||
[[file:HiPowerMk3.jpg|thumb|none|400px|Browning Hi-Power Mark III - 9x19mm Parabellum]] | |||
[[file:STALKER Shadow of Chernobyl Browning HP holding.jpg|thumb|none|600px|The Browning Hi-Power in first person.]] | |||
[[file:STALKER Shadow of Chernobyl Browning HP aim.jpg|thumb|none|600px|Aiming.]] | |||
[[file:STALKER Shadow of Chernobyl Browning HP reloading 1.jpg|thumb|none|600px|The Hi-Power during a partial reload.]] | |||
[[file:STALKER Shadow of Chernobyl Browning HP reloading 2.jpg|thumb|none|600px|Empty reloading animation.]] | |||
[[file:STALKER Shadow of Chernobyl Browning HP world.jpg|thumb|none|600px|Third-person view of the pistol.]] | |||
==FN P90== | |||
A model and icon for an [[FN P90]] can be found in the game files. This weapon was planned to be included in ''Clear Sky'', but was never implemented. | |||
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]] | |||
==GM-94== | |||
An icon of a [[GM-94]] can be found in the game files. | |||
[[File:Gm94.jpg|thumb|none|400px|GM-94 - 43x30mm]] | |||
==GSh-18== | |||
An icon and texture sheet (but no model) for a [[GSh-18]] can be found in the game files. | |||
[[File:Gsh18-l.jpg|thumb|none|400px|GSh-18 - 9x19mm Parabellum]] | |||
==PK== | |||
A model and code for a [[PK]] mounted on a rather awkward-looking tripod can be found in the game files; an icon for a handheld PK can also be found. Unlike ''Clear Sky'''s icon (in which the weapon would be formally introduced), this icon has a loose belt rather than a belt box. | |||
[[File:Pk_machine_gun.jpg|thumb|none|400px|PK - 7.62x54mmR]] | |||
==RGO== | |||
An icon of an [[RGO]] grenade can be found in the game files. | |||
[[File:RGO.jpg|thumb|none|250px|RGO hand grenade]] | |||
==RPK-74== | |||
An icon for an [[RPK-74]] can be found in the game files. | |||
[[File:Soviet_RPK-74.jpg|thumb|none|400px|RPK-74 - 5.45x39mm]] | |||
==Stechkin APS== | |||
An icon of a [[Stechkin APS]] can be found in the game files. | |||
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol_2.jpg|thumb|none|400px|Stechkin APS - 9x18mm Makarov]] | |||
==TOZ-34== | |||
The [[TOZ-34]], an over and under hunting shotgun, was featured in some pre-release media, but the weapon doesn't actually appear anywhere in the single player game despite existing, fully functional, in the game's files. Many game modifications add it to trader inventories so it can be bought. It functions much like the sawed-off TOZ-66, but is considerably more accurate; the unmodified stats also make it incredibly powerful, far more so than the other shotguns. The TOZ-34 is restored in ''Clear Sky'' and ''Call of Pripyat'' under the names "Hunting rifle" and "Hunting shotgun", appearing as a common weapon among rookie stalkers and bandits; in these games the damage has been reduced to a more sensible level. | |||
[[file:TOZ-34.jpg|400px|thumb|none|TOZ-34 - 12 gauge]] | |||
[[file:STALKER Shadow of Chernobyl TOZ-34 holding.jpg|thumb|none|600px|The TOZ-34 in idle.]] | |||
[[file:STALKER Shadow of Chernobyl TOZ-34 aim.jpg|thumb|none|600px|Aiming.]] | |||
[[file:STALKER Shadow of Chernobyl TOZ-34 reloading 1.jpg|thumb|none|600px|Ejecting a shell in the non-empty reload.]] | |||
[[file:STALKER Shadow of Chernobyl TOZ-34 reloading 2.jpg|thumb|none|600px|Inserting in some shells in the empty reload.]] | |||
[[file:STALKER Shadow of Chernobyl TOZ-34 world.jpg|thumb|none|600px|The TOZ-34 on the ground.]] | |||
==TOZ-66== | |||
An icon for a full-length [[TOZ-66]] can be found in the game files; this weapon was actually available for use in some prerelease builds of the game. Like the P90, it was planned to be in ''Clear Sky'' but never made it. | |||
[[File:TOZ-66.jpg|thumb|none|400px|TOZ-66 - 12 gauge]] | |||
==VSK-94== | |||
An icon for a [[VSK-94]] can be found in the game files. | |||
[[File:VSK94.jpg|thumb|none|400px|VSK-94 - 9x39mm]] | |||
==Zarya-2== | |||
An icon of a [[Zarya-2 stun grenade]] can be found in the game files. | |||
[[File:Zarya-2_grenade.jpg|thumb|none|250px|Zarya-2 stun grenade]] | |||
=Discussion= | |||
==Inspiration== | ==Inspiration== | ||
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Is there a reason all the rifles have left hand ejections for the empty brass? | Is there a reason all the rifles have left hand ejections for the empty brass? | ||
:In arsenal they don't. Some of the OL stuff does, like the Bizon which is still mirrored. But Arsenal doesn't. --[[User:ManiacallyChallenged|ManiacallyChallenged]] | :In arsenal they don't. Some of the OL stuff does, like the Bizon which is still mirrored. But Arsenal doesn't. --[[User:ManiacallyChallenged|ManiacallyChallenged]] | ||
:Yes, there is a reason: since the weapons are wielded right handed the brass thus can be seen being ejected. It's simply for the looks and more action feeling. --[[User:Oliphaunt|Oliphaunt]] 16:54, 15 September 2011 (CDT) | |||
:Also to avoid paying royalties to the weapon manufacturers. --[[User:12BotG|12BotG]] ([[User talk:12BotG|talk]]) 04:51, 4 February 2013 (EST) | |||
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:I disagree. As much as I like Arsenal, it's a mod and a pretty obscure one at that. While we do have some pages on "mods" (example: [[Insurgency]]), most of those are mods that have gone commercial (like [[Red Orchestra: Ostfront 41-45]]) or are officially recognized in some way (Insurgency, for instance, is distributed on Steam). I really don't think it's notable enough to justify a presence here. --[[User:MattyDienhoff|MattyDienhoff]] 07:50, 24 October 2010 (UTC) | :I disagree. As much as I like Arsenal, it's a mod and a pretty obscure one at that. While we do have some pages on "mods" (example: [[Insurgency]]), most of those are mods that have gone commercial (like [[Red Orchestra: Ostfront 41-45]]) or are officially recognized in some way (Insurgency, for instance, is distributed on Steam). I really don't think it's notable enough to justify a presence here. --[[User:MattyDienhoff|MattyDienhoff]] 07:50, 24 October 2010 (UTC) | ||
:L.U.R.K. was here, Arsenal's for arses.-protoAuthor 20:21, 23 October 2011 (CDT) | |||
:Arsenal mod is being modified continuously by other supermods such as Oblivion lost 2010/2012 for SHoC and Misery for CoP, so would need compiling all the different weapons used for each of these mods.Better to wait for OL 2012 and Misery 2.0 before starting the mod page. --[[User:12BotG|12BotG]] ([[User talk:12BotG|talk]]) 04:51, 4 February 2013 (EST) | |||
==S.T.A.L.K.E.R clear sky and Call of pripyat new weapons == | ==S.T.A.L.K.E.R clear sky and Call of pripyat new weapons == | ||
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In Call Of Pripyat, one of the last modifications you can make to the H&K USP is the addition of a full auto firing mode. I was wondering, if it is possible to do the same in real life and if yes will the firearm be able to handle it ? | In Call Of Pripyat, one of the last modifications you can make to the H&K USP is the addition of a full auto firing mode. I was wondering, if it is possible to do the same in real life and if yes will the firearm be able to handle it ? | ||
It is possible to modify almost any semi-automatic firearm to be fully automatic (in fact it can be accidentally done to quite a few). Could the USP handle it? With a few changes, yes.-[[User:Ranger01|Ranger01]] 11:21, 15 September 2011 (CDT) | It is possible to modify almost any semi-automatic firearm to be fully automatic (in fact it can be accidentally done to quite a few). Could the USP handle it? With a few changes, yes.-[[User:Ranger01|Ranger01]] 11:21, 15 September 2011 (CDT) | ||
Is it just me or does the usp in call of pripyat appear to be full-sized usp?- speo16 | |||
== TV Show == | == TV Show == | ||
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:P.S. To translate pages, use sites such as [http://translate.google.com/ Google Translate] or [http://babelfish.yahoo.com/ Yahoo! Babel Fish]. | :P.S. To translate pages, use sites such as [http://translate.google.com/ Google Translate] or [http://babelfish.yahoo.com/ Yahoo! Babel Fish]. | ||
The TV show is on hold for now, they are currently concentrating on the movie(!) and second game.-[[User:Ranger01|Ranger01]] 11:16, 15 September 2011 (CDT) | :The TV show is on hold for now, they are currently concentrating on the movie(!) and second game.-[[User:Ranger01|Ranger01]] 11:16, 15 September 2011 (CDT) | ||
:: And then the developers have gone out of business. I'm a sad panda. [[User:BeardedHoplite|BeardedHoplite]] 09:58, 5 January 2012 (CST) | |||
Yea, well its not 100% sure, some think its just a PR stunt gone wrong. But even if they did, the devs are apparently still working on the game for little or no pay (this is 100% confirmed). They brought Joe Mullin (their Facebook/ twitter guy) back, so something is going on.-[[User:Ranger01|Ranger01]] 16:16, 5 January 2012 (CST) | |||
:S.T.A.L.K.E.R. 2 still in development. Hopefully, its release will cover all the costs and let the GSC keep on supporting the series :| --[[User:Masterius|Masterius]] 08:48, 28 January 2012 (CST) | |||
== Different ammunition == | |||
What would happen if you fired ammunition in a handgun that the ammo wasn't meant for? Obviously I can understand if it was bigger, but what about if it was smaller or the same size? Can 9x19mm handguns/submachine guns fire 9x18mm ammo? Can .40 S&W handguns fire .357 SIG? Reading the page got me curious. By the way, how powerful is 9x39mm ammo? 'Cause it doesn't sound that powerful. | |||
:The Soviets made their 9x18mm ammunition actually 9.2mm in diameter, so as to make it incompatible with NATO's 9x19mm firearms. Thus, you wouldn't be able to convert one to the other without some involved work. A .40 S&W firearm can fire .357 SIG with just a barrel change, and a 10mm Auto firearm can fire both of those with just a barrel change because the 10mm Auto was the parent cartridge for the .40 S&W and the .357 SIG. Due to its larger diameter than 5.45x39mm or 7.62x39mm rounds, 9x39mm has somewhat better stopping power than either of the previous, but you'd have to perform tests on ballistic gelatin or the like to find out just how much better. It was also optimized for subsonic performance with enhanced armour-penetration capabilities, so it's got a rather short effective range. Too bad 9x39mm ammunition is quite rare outside of the Russian Special Forces community. --[[User:Mazryonh|Mazryonh]] 17:20, 8 January 2012 (CST) | |||
::I doubt the officials would be happy about the armor-piercing 9x39mm ammunition being common among the civilian population ;) --[[User:Masterius|Masterius]] 08:53, 28 January 2012 (CST) | |||
:They could always "civilianize" it, kind of like how the 5.7x28mm ammunition sold to civilians isn't the same kind used by military/mercenary units, and lacks the original's armour-piercing qualities. --[[User:Mazryonh|Mazryonh]] 13:15, 28 January 2012 (CST) | |||
== Ballistics model == | |||
I've heard the reason it's weird in this game is because it applies the NPC chance to hit mechanic to shots fired by the player; so if a shot hits, the game then rolls an invisible dice to see if it hits. This is also why mods for accurising the guns make it so the enemies almost never miss. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:43, 14 December 2014 (EST) | |||
== STALKER 2 == | |||
[https://www.youtube.com/watch?v=fdJgHlTUYek The newest preview] is mostly a look around various weapon models. Enough material to make a pre-release page. if anyone wants to. --[[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 15:43, 26 March 2021 (EDT) | |||
:Wow, Carmel... Suddenly... [[User:Pustelga7|Pustelga7]] ([[User talk:Pustelga7|talk]]) 02:35, 27 March 2021 (EDT) | |||
== Unused weapons icons == | |||
[https://tcrf.net/S.T.A.L.K.E.R.:_Shadow_of_Chernobyl The Cutting Room Floor] has rips of some unused models for guns that don't appear in the game, as well as HUD icons for weapons cut from the game. Should be worth a mention. --[[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 21:02, 23 April 2021 (EDT) | |||
:I feel like these would probably be more appropriate as a talk page listing (since they don't actually appear in-game in any usable form) but yeah, they should. [[User:TheExplodingBarrel|TheExplodingBarrel]] ([[User talk:TheExplodingBarrel|talk]]) 08:07, 24 April 2021 (EDT) |
Latest revision as of 15:18, 13 July 2023
Cut Weapons
These weapons appear within the game code or in prerelease versions of the game, but do not appear in the final unmodified game; some weapons are fully functional, and may be accessed through modification of the game, and some may be little more than an inventory icon.
9K32 Strela-2
An icon for a 9K32 Strela-2 can be found in the game files.
AK-74
An icon of an AK-74 can be found in the game files; this was used as an icon for the AKS-74 in some early builds of the game.
AKS-74
An icon of an AKS-74 rather oddly equipped with an AK-47 magazine can be found in the game files.
Browning Hi-Power Mark III
Another weapon which was apparently cut at the last minute for unknown reasons, the Browning Hi-Power Mark III is in the game, fully functioning, but isn't found anywhere and so can't be used. Activating the weapon requires modification of the game to add it to trader inventories so it can be purchased. It appears in all the S.T.A.L.K.E.R. games as the "HPSS-1m".
FN P90
A model and icon for an FN P90 can be found in the game files. This weapon was planned to be included in Clear Sky, but was never implemented.
GM-94
An icon of a GM-94 can be found in the game files.
GSh-18
An icon and texture sheet (but no model) for a GSh-18 can be found in the game files.
PK
A model and code for a PK mounted on a rather awkward-looking tripod can be found in the game files; an icon for a handheld PK can also be found. Unlike Clear Sky's icon (in which the weapon would be formally introduced), this icon has a loose belt rather than a belt box.
RGO
An icon of an RGO grenade can be found in the game files.
RPK-74
An icon for an RPK-74 can be found in the game files.
Stechkin APS
An icon of a Stechkin APS can be found in the game files.
TOZ-34
The TOZ-34, an over and under hunting shotgun, was featured in some pre-release media, but the weapon doesn't actually appear anywhere in the single player game despite existing, fully functional, in the game's files. Many game modifications add it to trader inventories so it can be bought. It functions much like the sawed-off TOZ-66, but is considerably more accurate; the unmodified stats also make it incredibly powerful, far more so than the other shotguns. The TOZ-34 is restored in Clear Sky and Call of Pripyat under the names "Hunting rifle" and "Hunting shotgun", appearing as a common weapon among rookie stalkers and bandits; in these games the damage has been reduced to a more sensible level.
TOZ-66
An icon for a full-length TOZ-66 can be found in the game files; this weapon was actually available for use in some prerelease builds of the game. Like the P90, it was planned to be in Clear Sky but never made it.
VSK-94
An icon for a VSK-94 can be found in the game files.
Zarya-2
An icon of a Zarya-2 stun grenade can be found in the game files.
Discussion
Inspiration
Has anyone seen the movie this game is based off of?-76.31.5.208 00:23, 24 June 2009 (UTC) (S&Wshooter)
- No, I haven't. I didn't even know it was based off of anything. Sounds interesting though, what's the film? --ManiacallyChallenged 07:14, 26 June 2009 (UTC)
- This, apparently: http://en.wikipedia.org/wiki/Stalker_(film) Dongs 07:42, 26 June 2009 (UTC)
- Jesus Christ it's boring-S&Wshooter
- This, apparently: http://en.wikipedia.org/wiki/Stalker_(film) Dongs 07:42, 26 June 2009 (UTC)
- I have read "Roadside picnic" (rusgunnut1)
Arsenal
Since those who aren't even remotely interested in realistic depictions of weapons in games wouldn't be here, I figure those who are might be interested in this:
There's a mod out there for STALKER called 'Arsenal'. It adds about 80 new weapon models (no joke), all with good textures, new (mostly accurate) animations, sounds, HUD icons, descriptions in the menu... All properly coded so they have realistic stats. Almost all of the default weapon models are replaced with new (non-mirrored) ones, almost all weapon animations are reworked, so there's no more pointless slide-pulling when you equip pistols, there are different animations for dry and partial reloads, and the depiction of recoil looks a lot better, it's not so rigid now. Finally, many of the game's peculiarities are fixed (the Desert Eagle now fires .50AE, not .45 ACP, for example). All told it makes the game's weaponry far more authentic. --MattyDienhoff 13:09, 16 July 2009 (UTC)
- This mod is incredibly cool, especially if it matter to you to have different versions of the same gun. Aesthetic choices are much expanded, such as different furniture(wood, bakelite, plastic, camo colors etc) for AKs. It gets really cool if you combine it with Oblivion Lost, which has it's own additions(such as MAC 10s, FN P90s, etc). It does take a large number of additional files to get the two mods to work together and work with STALKER. Not to mention, your computer. Anyway, TRY IT!!! --ManiacallyChallenged
Is there a reason all the rifles have left hand ejections for the empty brass?
- In arsenal they don't. Some of the OL stuff does, like the Bizon which is still mirrored. But Arsenal doesn't. --ManiacallyChallenged
- Yes, there is a reason: since the weapons are wielded right handed the brass thus can be seen being ejected. It's simply for the looks and more action feeling. --Oliphaunt 16:54, 15 September 2011 (CDT)
- Also to avoid paying royalties to the weapon manufacturers. --12BotG (talk) 04:51, 4 February 2013 (EST)
I was actually going here to say about the Arsenal Mod, but I see it's known not only in Russia =)
So I wanted to suggest to create a new page specially for АМod because I think that it is good enough for this purpose, but too big to include it in this S.T.A.L.K.E.R. page.
Our "job" is to collect all the guns in movies and games, so I think what the AMod is actually
what we need. Sorry for my english again... --FAMAS 23 October 2010
- I disagree. As much as I like Arsenal, it's a mod and a pretty obscure one at that. While we do have some pages on "mods" (example: Insurgency), most of those are mods that have gone commercial (like Red Orchestra: Ostfront 41-45) or are officially recognized in some way (Insurgency, for instance, is distributed on Steam). I really don't think it's notable enough to justify a presence here. --MattyDienhoff 07:50, 24 October 2010 (UTC)
- L.U.R.K. was here, Arsenal's for arses.-protoAuthor 20:21, 23 October 2011 (CDT)
- Arsenal mod is being modified continuously by other supermods such as Oblivion lost 2010/2012 for SHoC and Misery for CoP, so would need compiling all the different weapons used for each of these mods.Better to wait for OL 2012 and Misery 2.0 before starting the mod page. --12BotG (talk) 04:51, 4 February 2013 (EST)
S.T.A.L.K.E.R clear sky and Call of pripyat new weapons
I know because the weapons don't really change it wouldn't warrant a new page for all 3 games, but how about a section on this page for the new weapons they have added in both games? while they both feature the same weapons, clear sky added the PKM and call of pripyat (currently unreleased) is adding an automatic version of the armsel striker, and hopefully some more (somewhat doubtful). doing this we may have to change it from "S.T.A.L.K.E.R shadow of chernobyl" to just "S.T.A.L.K.E.R series"- 5t3v0
- I was thinking of doing that, though the PKM was actually in STALKER itself before it was in Clear Sky anyway (I've got a preview screenshot showing a PKM on a monopod in Bar) and there's a leaked Beta that apparently featured a usable minigun. I'm not sure about the Striker; given the team, isn't it more likely to be a Saiga-12? Vangelis 04:17, 12 August 2009 (UTC)
- Nope, not the saiga, its the striker [1]. Don't worry, many stalker fans were dissappointed by the lack of SAIGA. I'm not sure, is the striker semi-automatic only? I heard somewhere on the Forums that its full auto -5t3v0
- Striker is semi-auto only, it's just sometimes depicted in games as fullauto. Vangelis 11:36, 12 August 2009 (UTC)
- The vulcan does appear in stalker vanilla, I had an enemy at the start of pripyat spawn with one. The Striker is semiautomatic until the appropriate upgrade has be purchased. -Scarecrow
- Firstly, Scarecrow is mistaken, because I know without even a shadow of a doubt that there's no "Vulcan" gatling gun in Shadow of Chernobyl (I'm a modder and I've spent countless hours going through the game's files for various reasons, if there was a handheld minigun anywhere in the data, I would know about it).
- Secondly, I agree that we should cover all three STALKER games on the one page, since most of the weapons in the first game are used in the subsequent two games, with only minor changes and a couple of additions. The TOZ-34 over/under shotgun, Browning Hi-Power and Beretta 92FS were all in the first game, but the first two only existed in the data and were never actually usable in-game, while the Beretta was extremely rare (it was carried by one character only). The second game, Clear Sky, made full use of all of these guns, and added one new one, the PKM. Finally, the third game, Call of Pripyat, includes all of the weapons from the previous two games and adds one, the Armsel Protecta.
- Finally, I've been playing Call of Pripyat all week and I'm fairly sure that the Protecta (named "Eliminator" in-game) is portrayed as fully automatic and doesn't have to be modified as such. --MattyDienhoff 11:03, 5 March 2010 (UTC)
- Yeah, I agree that this page should be moved to "S.T.A.L.K.E.R. series" and include all the firearms from Shadow of Chernobyl, Clear Sky, and Call of Pripyat. Redirect terms for the search engine should point to this new page as well, such as the individual episode titles as well as the two different ways of typing "S.T.A.L.K.E.R." (with and without the periods). --Mazryonh 22:20, 8 March 2010 (UTC)
- I can confirm the Stiker/Protector shotgun. Very Rare! I took one off a bandit when I wiped out a bandit base in the Jupiter map. It had to be modified by the mechanic for auto fire, but it is very effective in-close for chimeras and bloodsuckers. Can take a SUSAT optic. (Wraith)
- I think you have to modify the Protecta to fire in full auto. You can also have it modified to fire a bit faster. Secondly, I think certain versions of STALKER (like, special ones that you had to pre-order or whatever) actually had a Vulcan, but I don't think you can get that version anymore, and if you can... well, I don't know how you did it. Oh, and if you guys do end up creating the pages for the other games, you might want to take screenshots of modification tree... things. Just a suggestion.(Person who frequents this site but doesn't feel like creating an account...)
- The version of STALKER that contains a minigun is a leaked beta or alpha (I forget which), not a pre-order version. Vangelis 20:18, 5 March 2011 (MSK)
- Having checked up, apparently the textures for the minigun are actually in the released early build that GSC put up for download a while ago, but the model isn't. Evil Tim 07:25, 4 May 2011 (CDT)
So, is it time to finally switch the article to "S.T.A.L.K.E.R series"? And yeah, add weapon categories. --Masterius 01:58, 28 June 2011 (CDT)
- Alright, ya all lazybones, had to do begin the work myself. Certainly it's not perfect, so anyone wants to help? Also, <^ --Masterius 08:35, 5 July 2011 (CDT)
Clear Sky
- If someone wants me to I could possibly try and find out the whole weapons list for Clear Sky. I have the Russia only special edition. All I would need to do for that is get a translator, as the whole game is in Russian-S&Wshooter 04:26, 12 August 2009 (UTC)
Clear sky Didn't actually add much. All it added was the PKM and made the unused but fully functional weapons available and the "martha" more promenient- 5t3v0
Makarov PM
That ain't a Makarov PM, it's the updated version from the 70s or something, called the Makarov PMM, hence the designation in game. How can you tell? The 12 round capacity(when upgraded), and the use of overpressure rounds. --ManiacallyChallenged
- That depends on whether we go by appearances or specifications. I vote appearances, because:
- It's unlikely that the developers knew (or cared) whether the original PM could use overpressure ammunition (remember, they thought having a Desert Eagle chambered in .45 ACP was an acceptable break from realism)
- The upgrade system doesn't even have the slightest pretense towards realism. In all cases, the 'extended magazine' upgrades are
just pure fantasy. You pay the technician and *poof*, your gun's magazine holds more bullets despite being exactly the same size as it was before.
- The gun in the games is visibly a Makarov PM, the Makarov PMM has a quite obviously enlarged grip to accommodate the larger ammo capacity, which the in-game model lacks. :Compare the two pictures below:
- with this one. --MattyDienhoff 11:45, 5 March 2010 (UTC)
Well the Desert Eagle being chambered in .45 was most likely because there werent any other guns chambered in the calibres it used like .357 or .44 in game -5t3v0
- .45?? Pff, c'mon... There is a Deagle in the game chambered in 9x39!!
- Ah, you are totally right. I saw the black color, put 2 and 2 together, and got 5. My bad. As for the Eagle, at least the 9x39 was a custom job, nevermind how the bullets fit in the magazine(maybe diagonally?) --ManiacallyChallenged
- .45?? Pff, c'mon... There is a Deagle in the game chambered in 9x39!!
I was saying as a gameplay decision. The gun is as rare as it is in the vanilla game, what is the point of adding in a calibre that only one pistol that can only be found in one place (supposibly in 2 places, but the second only gets you a USP 45) its own calibre? -5t3v0
G36 or G36K?
At first glance the G36 in the game seems to be the carbine variant, but it's actually just a G36 with an unusually short barrel. You can tell by comparing the number of vents in the handguard.
The G36 from the game has six vents
So, yeah. I'll adjust the article as necessary. --MattyDienhoff 06:19, 5 April 2010 (UTC)
TOZ-34
The article states this doesn't appear in the game, but I'm rather sure you can find it in the Wild Territory as part of a quest for the 'family rifle' which you can get at the bar. It is near the Gordon Freeman corpse, inside of the tan shipping crate near him.
- Are you sure you saw it in the unmodded game? I'm fairly sure the 'family rifle' is just an ordinary side-by-side sawn-off in vanilla, and some mods change it to the TOZ-34. --MattyDienhoff 03:00, 28 April 2010 (UTC)
Nope, you only retrieve a side-by-side sawed-off double-barrelled shotgun in the vanilla game for that quest. Really odd since in Western gun parlance such a firearm is not often called a "rifle." If it were something like the gun in the following video though, it would be have been much better suited:
http://www.youtube.com/watch?v=d0boIqkjrNg
The modded gun is a lot more suitable for the quest giver since he seems to be a big game hunter (or rather, big mutant hunter) and such a firearm would be far more plausible. After all, in most of the other "retrieve the weapon" quests, you normally discover that it's a unique variant that leaves you with the decision to either return it to get your reward, or else use it for yourself.--Mazryonh 05:13, 28 April 2010 (UTC)
- Apologies to you and MattyDienhoff, I was not running it unmodded, but with the Zone Reclamation Project per the instruction of a friend as its primary goal is bugfixes. Perhaps the authors considered the choice of weapon to be one of the bugs? Either way, I did find the under-over shotgun for the 'Family Rifle', and it had rather nice damage stats. Thanks for the correction, I forget I'm running a mod usually since its goal is just bugfixes.
USP- full auto ?
In Call Of Pripyat, one of the last modifications you can make to the H&K USP is the addition of a full auto firing mode. I was wondering, if it is possible to do the same in real life and if yes will the firearm be able to handle it ?
It is possible to modify almost any semi-automatic firearm to be fully automatic (in fact it can be accidentally done to quite a few). Could the USP handle it? With a few changes, yes.-Ranger01 11:21, 15 September 2011 (CDT)
Is it just me or does the usp in call of pripyat appear to be full-sized usp?- speo16
TV Show
Did you hear that the Russians (the developers of the game to be more specific) are making a TV show about these games? I saw it on various gaming sites, and I cannot decide whether it is true or fake :P - bozitojugg3rn4ut 10:29, 13 September 2011 (CDT)
- The developers of the game aren't Russians, they are Ukrainians - GSC Game World :P
- But yeah, S.T.A.L.K.E.R. TV Series will be aired in 2011-2012 and trailer of it is already out. Among the cast is Gosha Kutsenko - well known actor in Russia. --Masterius 14:33, 14 September 2011 (CDT)
- P.S. To translate pages, use sites such as Google Translate or Yahoo! Babel Fish.
- The TV show is on hold for now, they are currently concentrating on the movie(!) and second game.-Ranger01 11:16, 15 September 2011 (CDT)
- And then the developers have gone out of business. I'm a sad panda. BeardedHoplite 09:58, 5 January 2012 (CST)
Yea, well its not 100% sure, some think its just a PR stunt gone wrong. But even if they did, the devs are apparently still working on the game for little or no pay (this is 100% confirmed). They brought Joe Mullin (their Facebook/ twitter guy) back, so something is going on.-Ranger01 16:16, 5 January 2012 (CST)
- S.T.A.L.K.E.R. 2 still in development. Hopefully, its release will cover all the costs and let the GSC keep on supporting the series :| --Masterius 08:48, 28 January 2012 (CST)
Different ammunition
What would happen if you fired ammunition in a handgun that the ammo wasn't meant for? Obviously I can understand if it was bigger, but what about if it was smaller or the same size? Can 9x19mm handguns/submachine guns fire 9x18mm ammo? Can .40 S&W handguns fire .357 SIG? Reading the page got me curious. By the way, how powerful is 9x39mm ammo? 'Cause it doesn't sound that powerful.
- The Soviets made their 9x18mm ammunition actually 9.2mm in diameter, so as to make it incompatible with NATO's 9x19mm firearms. Thus, you wouldn't be able to convert one to the other without some involved work. A .40 S&W firearm can fire .357 SIG with just a barrel change, and a 10mm Auto firearm can fire both of those with just a barrel change because the 10mm Auto was the parent cartridge for the .40 S&W and the .357 SIG. Due to its larger diameter than 5.45x39mm or 7.62x39mm rounds, 9x39mm has somewhat better stopping power than either of the previous, but you'd have to perform tests on ballistic gelatin or the like to find out just how much better. It was also optimized for subsonic performance with enhanced armour-penetration capabilities, so it's got a rather short effective range. Too bad 9x39mm ammunition is quite rare outside of the Russian Special Forces community. --Mazryonh 17:20, 8 January 2012 (CST)
- I doubt the officials would be happy about the armor-piercing 9x39mm ammunition being common among the civilian population ;) --Masterius 08:53, 28 January 2012 (CST)
- They could always "civilianize" it, kind of like how the 5.7x28mm ammunition sold to civilians isn't the same kind used by military/mercenary units, and lacks the original's armour-piercing qualities. --Mazryonh 13:15, 28 January 2012 (CST)
Ballistics model
I've heard the reason it's weird in this game is because it applies the NPC chance to hit mechanic to shots fired by the player; so if a shot hits, the game then rolls an invisible dice to see if it hits. This is also why mods for accurising the guns make it so the enemies almost never miss. Evil Tim (talk) 18:43, 14 December 2014 (EST)
STALKER 2
The newest preview is mostly a look around various weapon models. Enough material to make a pre-release page. if anyone wants to. --VladVladson (talk) 15:43, 26 March 2021 (EDT)
Unused weapons icons
The Cutting Room Floor has rips of some unused models for guns that don't appear in the game, as well as HUD icons for weapons cut from the game. Should be worth a mention. --VladVladson (talk) 21:02, 23 April 2021 (EDT)
- I feel like these would probably be more appropriate as a talk page listing (since they don't actually appear in-game in any usable form) but yeah, they should. TheExplodingBarrel (talk) 08:07, 24 April 2021 (EDT)