>BugTrap, crash to desktop, freeze/lockup?? Find your crash log.
Check your Documents or game install directories for the xray_[your name].log file. If you can't find it, look in the location specified at the top of fsgame.ltx. Copy the last few lines from the log and paste them here if you want any help.
Remember to switch to "Viewing" mode on the Google docs.
>Start guide, beginner tips, and much much more
>HUD Guide, How to Mod, Reducing/Removing Headbob, and More
>Why Complete is bad and you shouldn't play it
>Performance Guides, Steam settings
>Mod lists and reviews
>AMK Mod Guide
>The Zone Manual: Every Mod You'll Ever Need for the True Ukrainian Experience
>Pasta summaries, streamer listing and more
>STALKER General Steam Group - Join chat and ask for an invite!
>STALK-IRC - a universally compatible game-integrated chat client
Reminder that MS Update KB2670838 breaks your DX10/11 games including Clear Sky and Call of Pripyat. You can safely uninstall it.
Mods and Repositories | Often out of date; use only as a last resort!
>Shadow of Chernobyl
>Call of Pripyat
>Game Repacks + Modding Tools
>Downgrading Patches (drag-and-drop)
>Unpacked Gamedata + GSC Backup HDD assets
>Old Builds (dated from June 1st, 2002)
>Call of Chernobyl
>Oblivion Lost Remake
***Warning the OLR2.5 english patch is for "pure" OLR_2.5, so if you are going to use it, only use the text folder at gamedata\config\text\*** a Fix 15+ compatible version is being worked on
>fixes for STCSWP
>Ammo Drop Fix/tweak+Lootable faction patches+Arm Meshes+Fixes_V2.2 for CoC+AO_3.1
>Codebro's 1.0008 Patch for SoC - enter "menu_fps_cap 0" in the console to prevent crashes.
>Xetrill's Modified LuaJIT for CS/CoP - improves performance, especially in script-heavy mods.
Last dead: >>128360580
[error]Expression : false
[error]Function : CXml::Load
[error]File : xrXMLParser.cpp
[error]Line : 87
[error]Description : XML file:ui\map_spots.xml value: errDescr:Error reading end tag.
0023:005670A1 xrCore.dll, xrDebug::fail()
0023:058169E0 xrXMLParser.dll, CXml::Load()
0023:6DC43551 MSVCR120.dll, wsetlocale()
0023:6DC43BC3 MSVCR120.dll, _uncaught_exception()
0023:6DC43ECA MSVCR120.dll, _uncaught_exception()
0023:6DCB4BC0 MSVCR120.dll, vsnprintf_s_l()
0023:6DCB4B42 MSVCR120.dll, vsnprintf_s()
0023:058129AD xrXMLParser.dll, CXml::correct_file_name()
0023:05816A79 xrXMLParser.dll, CXml::Load()
0023:0055607A xrCore.dll, CLocatorAPI::file_find_it()
0023:6E34C1E7 lua51.dll, lua_loadx()
0023:6E31E6E9 lua51.dll, lua_yield()
0023:6E3175EE lua51.dll, lua_rawget()
0023:6E317F1F lua51.dll, lua_type()
0023:0512AEA5 xrGame.dll, CDialogHolder::UseIndicators()
0023:0512AEF5 xrGame.dll, CDialogHolder::UseIndicators()
0023:6E31EF3F lua51.dll, lua_yield()
0023:058138DE xrXMLParser.dll, CXml::correct_file_name()
0023:05816DA8 xrXMLParser.dll, CXml::CXml()
0023:0542667E xrGame.dll, CDialogHolder::IgnorePause()
0023:0055A1C2 xrCore.dll, CLocatorAPI::get_path()
0023:0055A262 xrCore.dll, CLocatorAPI::exist()
0023:05104F02 xrGame.dll, CDialogHolder::UseIndicators()
0023:6E317DC1 lua51.dll, lua_tolstring()
0023:6E35BC5F lua51.dll, luaopen_string()
0023:0056909B xrCore.dll, CInifile::r_section()
0023:00567C82 xrCore.dll, xrMemory::mem_alloc()
0023:052AE98B xrGame.dll, CDialogHolder::IgnorePause()
0023:0542AF35 xrGame.dll, CDialogHolder::IgnorePause()
0023:00552F2C xrCore.dll, doug_lea_allocator::malloc_impl()
0023:0512B47F xrGame.dll, CDialogHolder::UseIndicators()
warfare 0.6.0.3 with fixed spawns and zombies
happens every time i start a new game
> >BugTrap, crash to desktop, freeze/lockup?? Find your crash log.
Check your Documents or game install directories for the xray_[your name].log file. If you can't find it, look in the location specified at the top of fsgame.ltx. Copy the last few lines from the log and paste them here if you want any help
Shut up subhuman
> /sg/ must be kept racially pure, no matter the costs
>thread is mostly Slavs
I'm currently removing kebabs from Dark Valley.
What are you fine upstanding gentlemen doing today?
Lad, you're calling me an autist and at the same time you're asking the same autists for help with your game crashing. I sense some flaws in your logic.
That's why I said at all costs.
Cool! Will add it to the next patch. Will you also update the 1.4.1 translation in the repo?
I didn't change anything to do with the mouse - mouse_sens should still be at 0.12 in your user.ltx.
Trying to find something to do for about an hour and then I'm off to bed.
Fuck staying awake for more than ten hours.
On top of being an useless faggot, you're trying to stop people from asking for help here. This general is slow as fuck, why the fuck do you care about people posting fucking stack traces you autistic piece of shit?
Setting up DMX 1.3.2 dkz02 so I can take another whack at going further than agropom in a soup, OGSE being so far out.
Just finished porting AA2's weather and the bloody fences are showing up through fog. See pic related. How does one fix that?
The OLR pastebin in the OP should point to the one in >>128490894 which contains a fixed patch.
Also drop the message about keeping just config/text, it's not accurate and the fixed 0.9.1 patch corrects all that anyway.
Yeah, I saw the similarity immediately. I saw a lot of the Astrologer today while merging weather.
I remember seeing a reference to fixing the fences being visible from too far away somewhere and cannot remember where. Annoying.
This is just all kinds of wrong.
You get used to the broken wrists after some time.
I don't know guys. He looks dead inside. So worn out, so tired.
Well that makes it rather hard to use one of the biggest weapon compilations out there.
Shaking my head, family.
When are they going to fix the companions in CoC? Once they start engaging an enemy I don't want them to engage they won't stop moving around trying to fight them. I can't go through the change of tactics option to make them stop shooting altogether because they move away too fast.
Now comes the obligatory question about Gunslinger when.
Hello anons, I'm doing something useful and I'm reworking the icons in the game, because I personally find them too pixelated. AO3 only.
Requests are welcome.
> OLD ICONS LINK
> Switch between the 2 to notice a difference
Seems like imgur uploaded my .png as .jpg.
Anyway, left side is 80% done. A few tweaks to the exos and helmet and I call it a day, right side only has shadowing and highlights, nothing done to the icons themselves yet.
I won't do the weapon icons, as those are too modular (goes per mod). I might work on the UI icons and HUD icons next. I'll see where I go with this.
They said "sometime 2016" in the middle of the fall, and seeing the way that some of the weapon animations have just become rips from other games, I'm inclined to believe that they're rushing to make it happen.
Guess they realized the community is losing is losing their patience, since the mod has been considered vaporware for a while now.
Bit of a shame though since I'd rather have the mod a decade later if it meant it'd be more polished. Quality over quantity and stuff.
Warfare links have been disappearing because I've been updating them and didn't want people to download bugged versions.
Warfare 0.6.0.4 - https://mega.nz/#!HhwVgKTa!vImi5tsL_4ji4ZeQhtndnPlPMSOd6e9882zUVK5w_nw
Should fix the map spots error that a few people were having, and spawns and zombies should still be fixed.
That I don't know. I've only just started my official CoC play. I just went outside of the cordon, but I played the leak a while ago.
Probably, if you join your faction or if you trade with another faction. Can't say for sure. I can always make them available if the answer is "no", though. Modding them in is really easy
Which weapon addon are you guys using for CoC? I'm currently using AO but it's boring as fuck.
Every time I install Warfare, my game doesn't start anymore. I honestly can't be doing something wrong.
Every time I wanna start a new game, "error_handler_is_invoked!"
Sigh :( I'm on 1.2.3 of CoC
>Walk into an anomaly field full of radiation with an Echo detector
>Go to trader
>Artifact is barely worth 400 rubles
The fuck is this shit? Things like silencers and scopes are worth 1000-2000 rubles but artifacts are as worth as a few boxes of pistol ammo?
i heard about a merge of OWR and STCSWP but no idea which versions they are nor if they are still compatible with current CoC. More info would be appreciated if any is known
They're both compatible with the latest version of CoC, and OWR is especially designed to be compatible with all versions of CoC with the simple value of adding little while improving what little there is.
If you are werejew, game crashes on level load currently with the latest everything, also your ui_mm_faction_select.script isn't compat with AO3 in that it's not using the character_desc_general_AO3.xml
Also, before i forget, here's Radios Galore V3.3:
- Custom tracks now correctly fade out over distances,
- you can now still hear ALL songs anywhere from 55 to 75 meters (the default for oldschool was like 35, which is nothing)
- Also about 50MB or so smaller (yay!)
Still up for requests or wanting to make the radios heard from longer distances or whatever.
I guess switch back to 0.6.0.3 right now. I'm at work and can't actually test it; someone said that the ui fix worked for them so I packed it up with 0.6.0.3. I get home in a couple hours and I'll have a real fix then.
Install this (0.6.0.3): https://mega.nz/#!ylR23RbY!d5FJ2K446onxSoUeZfxb7NeeAiDhyqAPMtbdSFSujDA
And this (ui fix):
and let me know if it works if you don't mind.
I didn't even know AO3 had that, so I'll make a patch shortly.
Also whenever Warfare 0.6.1. or 0.7 that will implement fully-done sim squad traders and mechanics is released ill have to merge it optionally with radio mod (werejew wanted me building it around vanilla warfare, not Radio Mod)
The Official AO3.1 port taken over by Alun does, he did it so CoCDater wouldnt force an update everytime you ran it to overwrite the char_desc_general.xml
Post your favorite gun, regardless if there are better options.
Can't stop thinking about Eru-chan when I find an L85A1. I always upgrade it to surpass my other weapons regardless of how better they are statistically.
Steyr AUG by far. It just has that elder god-tier scope reticle, mang.
Nigga you don't get it. The Swarovski scope that the A1/A2 has, has an amazing reticle and it's basically the perfect combination of rapid target acquisition and overall precision.
That's how it is in the mod I'm playing, anyway. Pic related.
Can't argue with that, Chimeras are spoopy.
>that feel when you one-shot a Chimera jumping at you
Thank G-d dead bodies in Stalker can't hurt you, no matter how fast they're moving.
The mod I'm using doesn't have illuminated sights, so that doesn't bother me :^)
Really though, does SGM 2.2 Lost Soul use a badly-outdated version of Shoker or something? All the optical sights are horrendous.
Or bloodsuckers for that matter.
Groza. Accurate, strong and bootyful textures
He released the model for Fallout: NV. But, due to the nature of the shitray engine, not yet.
If my team manages to implant the new maps (real gloss, spec, proper normals etc.) we might see such quality in-game. Luckily, I've seen a few workarounds for this that further improve the 1st person models by quite a bit, specularity wise, a courtesy of SHOKER.
More to follow .. I guess
>implant the new maps (real gloss, spec, proper normals etc.)
exciting news, man. Besides the basic artistry of the TOZ texture (the filigree) I was very impressed by the specular map on the trigger guard.
Wishing you god's speed in your endeavors
Luckily, PBR isn't very complicated of a technology.
I just wish for the day Real Time SSR (Screen Space Reflections) make their way into stalker without any hacked methods. It's a taxing tech, but well worth the FPS loss, especially with already the next line of GPU inbound.
90%? Far fetched. And even if that's true, well then the mod is for the remaining 10%.
So what, it's not a modding teams responsibility to cope to 100% of the playerbase, right? I vow for not downgrading an innovative mod if someone can't play it because of hardware related issues. I'm not a developer that has to take market share into account.
COP has pre-compiled shaders, so I don't think ENB is going to work. Stuff like SweetFX and ReShade however do work, but are more taxing (as you may know).
To be fair, it's 2016, not 2007. I have 3 GPU at home, of which 2 are 970's in my current PC. It's the lowest series card I have in my home which is operational and I frankly can't be arsed to take something like a GTX400 or AMD equivalent card into account any more. The sheer difference in power between the latest 900 series / AMD R9 3XX series and their predecessors is "too much". Vanilla stalker soc at DX9 runs well over 400FPS at times, CoP at least 250 on DX10 (because 11 is a broken pos in vanilla CoP). For example; CoC gets me even more than 200 FPS, just because of the optimization done to both the engine as the scripts (Hats off to the devs).
Go along with the times ... or don't. I'm not responsible for others financial situations.
With that being said, I hope we'll deliver a splendid product. But don't expect it any time soon. We haven't even made the announcement yet. Too many mods (I'm looking at you, LURK) announce their existence way before actual work was done. We want to present an almost polished product online, before we'll make our big debut. I'm old enough to know we're not going to please the community with yet another project full of loose promises and a few pretty or technical screenshots.
Let's say I wanted a slightly more than vanilla experience for my first playthrough of CoP, and I tried Misery and didn't like it much. What would be another good mod to try out that wouldn't take away from the story?
MISERY for your first play through? Are you trying to be an idiot or are you in fact, an idiot?
Play it vanilla first, maybe slap Pripyat Reclamation Project on top (It's been updated), then try other stuff like SGM or Road To Pripyat. Get a feel for the game.
PRP got updated you fucking pleb. Time to get your head out of the dream that CoP is glory itself. Bugfree doesn't mean that a mod cant fix what is gameplay wise broken about it
I don't even like CoP, period, but making a mod that names itself after the famous bugfixing ones and then just stomps all over everything with entirely subjective gameplay changes is full retard tier. If you actually want to change the game significantly a full overhaul is a much better choice and if you want a vanilla-like experience it's far too much.
PRP a worst.
>Hey guys i tried misery for the first time
>Play PRP instead
>No it changes too much for it to be true vanilla "+" man
>tfw PRP actually got decent but you didn't check it out because you're lingering to the old image it had
Go fucking kill yourself, fucking tosser.
STCoP for CoC has been released.
Funny how it says for CoC 1.3.1. This version doesnt exist, but whatever. Should work with latest version
STCoC (STCoP) is much like AO a variation mod. I personally favor STCoC, though. Better quality models overall from what I've seen, with better animations, too. Russian contacts > English ripped models from other games.
I could be wrong, havent checked out AO in a while
What the fuck are you smoking? He meant STCoP.
Also, what the hell is up with Moddb and it's retarded community. This is literally a comment on the CoC page:
Weapon, FN_2000 (one of the best assault rifles for medium range), doesn't use the right kind of ammo.
The correct kind of ammo should be listed as this on the ammo line for the file fn_2000.ltx
ammo_class = ammo_9x39_pab9, ammo_9x39_ap
This will allow it to use the more powerful ammo, with a bit more stopping power, it's a great balance between an assault rifle and a good medium-range sniper when souped up nicely. This is now the same type of ammo it used in original SHoC. Was wondering why it wasn't the same - just didn't have the Oomph it used to. Overall, mod is great, do enjoy it quite a bit, and put out the word on STEAM forums (gave you guys a shout-out in the Call of Pripyat forums) to send them your way.
Well fuck my hangover isn't exactly looking good seeing as I've lost the ability to read. Excuse me.
And well, seeing as ModDB is full of retards who praise Misery like it's Literally God(tm), it's not that surprising.
>Start up CoC
>Clear Sky faction
>Trader asks me to deliver a PDA to Nimble
>Recruit a buddy and walk all the way from the swamps to the cordon
>Check map to see where I'm going
>Green dots and circles all over the swamps, it's all ours
>Reach cordon, deliver PDA
>Come back home with all the riches and vodka for everyone, they'll love it
>Even brought a brand new gunsmith kit for the mechanic bro
>Check map to find my base
>Map is completely devoid of any green, no allies, no capture camps, nothing
>What the fuck is this
>Spend 10 minutes trying to find my base again walking through the swamps
>Come across the church camp
>The same camp we fought to defend form the military on our way to the Cordon
>Only one beep in the nearby stalkers display
>It's a disgusting milfag, nobody else
>Remove milfag from premises with my buddy, move on
>All the Clear Sky bros I met in outposts in during my journey are gone
>This can't be happening
>Come across another camp, the one built over a lake
>Only sign of life is yet another milfag
>Kill him, go up to the highest spot in the camp and do a 360 scan around the area
>Sprint all the way back to my base
>Counter beeps starts to ramp up
>Oh God, they're safe! They're still alive!
>Dots start appearing
>They're all red
>They kill my buddy during the fight
>After a long arduous battle, I achieve an empty victory
This is Captain Dimka Operator, requesting immediate evacuation of the Swamps. Survivors... one too many.
Why the fuck does 4chan's system think greentext stories are spam? Fucking Hiroshima
Milfags are no joke since 1 in 5 spawns with a SVD (at least with STCSWP) and they all have decent armor
the only thing keeping them from taking over the army warehouses during my current Merc run is that the Mercs, Bandits and Freedom teamed up against them
The camp was littered with bodies, some were lying right by the camp fire in the middle of the base, probably shot from a distance before they knew what was going on. Even my buddy, who I had just gifted my AK-101 in mint condition in favor to getting an L85, died shortly after we engaged the invaders. I ran out of ammo for my primary and had to rely on my Fort-15 with PB ammo to finish off the last remaining mifags. Almost bled out after killing the last one, as I too ran out of bandages.
Morning arrived, a quiet one. No sound of cackling fire, no laugher between friends, no guitar songs to be heard. It's just me now. I don't think I have enough ammo to survive a counterattack, I don't know if I should remain here or move on.
No PP-91 Kedr in this one either? Am I the only one that actually likes this gun?
just keep on keepin' on
I scavenged whatever I could find from the milfags' bodies and dragged them out of the base, but I had one last thing to do before I moved on.
I gathered their patches, they may be gone but they won't be forgotten. Wherever I go, I'll take them into battle with me. I won't scatter their sorrow to the heartless swamp. They're all in the skies now, watching over me, until my time comes to see them again, someday, somewhere.
This Captain Dimka Operator, Clear Sky. End of log.
After poking around a bit, I found that the PP-91 Kedr that I've seen used in CoP mods before is ported from Contract Wars, and animated by r_populik. I guess it was removed from AO 3.1 and STCoP WP because of copyrights? Well, that answers my question...
clear sky had a hard life
I feel like I'm cheating somewhat since I have the relations tweak which makes the military and CS neutral to each other, so they don't attack the swamps at all.
I like you. You can come over to my base and finger fuck my TOZ's sister
fucking nvidia overlay
Fuck me, Dimka had a hard life. God be with you my man.
Well, yeah, I could just get it from some Russian mod. I did find a shitty low quality screenshot of it. But I'd have to merge it into a CoC mod myself.
cool, they fixed the broken geometry
CoCK WARFARE FACTION POWER RANKING
>9999: LITERALLY EVERYONE ELSE
Reminder that clear sky are the best faction
I watched "Unforgiven". It's good, written, directed and starring Clint Eastwood. It plays with the idea of 'the good guy' pretty well. Also, "Wyatt Earp".
Isn't it weird how there are so many FPShooters but so few of then do the guns justice?
Is STCOP for COC different from STCSWP that is on the repo ? I'm a bit lost between those two and Arsenal Overhaul, from the screenshots they all seems to have more or less the same weapons. I like the gunshot sounds from AO 3.1 better though.
my pc can't into the Cyrillic Alphabet:
1. ÏÌ (Model - SAM61, Textures - lafugix, Alexandr_I, animations - r_populik, KingFriday)
2. ÏÌÌ (Model - SAM61, Textures - Alexandr_I, animations - r_populik, KingFriday)
3. ÏÁ (Model - GR3B3N, Textures - Alexandr_I, Millenia, animations - r_populik, KingFriday)
4. Ôîðò-12 (Model/Textures - H.U.N.T.E.R_7.62, animations - Lancew, r_populik, KingFriday)
5. Ôîðò-17 (Model/Textures - Vostok Games, animations - Lancew, r_populik, KingFriday)
is STCSWP the same as Shoker's Weapon Mod?
I can't into figuring it out what it stands for
really its pic related, but good look finding it in the zone
And now to haul all that shit back to dead city
fuck my life
I get the following:
[error]Expression : error handler is invoked!
[error]Function : invalid_parameter_handler
[error]File : xrDebugNew.cpp
[error]Line : 984
I dont know, im still running Enigma's AO3.1, 1.2.26 CoC, and 0.5.01 Warfare hah (I dont update anything when im doing projects like sim squad mechanics and traders), but give me a bit and ill find out for you. It could be becuase of the new way that Alundaio did offline squads (theyre deleted except squad leader when on not online levels).
not the one in the repo
use the one from moddb
or this one, its the same thing i re-uploaded to my mega
yeah, there's a problem with the pricing
also, I found a USAS 12 in good condition on a dead bandit just as I left rookie village
Help, how do I unfuck the lightning in CoCk? I tried messing with the options but I can't get rid of this glare, and most of the areas look too bright during night time.
STCOC : Ten second after I start playing, I discover that my knife doesn't have any texture.
Have you tried resetting Atmosfear default brightness settings ?
There was also an anon that gave a few console command to make the game look a bit better after the atmosfear setting have been reset, but I don't remember which one.
Rev up those "what the fucks". Because the zone hasn't prepared you for this.
>Furry scum with a 3D face detecting talking animal model
What the fuck
What the HELL
balance is just out the window
>take mission to eliminate bandits from Sid
>kill them all
>one of them has a RPD with 600 rounds and a Tokarev with 300 rounds
>another has a USAS 12 with 40 buckshot
fiddling with the files is fun
I'll look into it this weekend and get a patch out there
I'm nicely surprised at the quality of the meshes/animations tho
the texture on the AN-94 sucks ass BUT THE MAGAZINE IS CANTED SQUEEEEE
dude they're coming and you're squatting in the open
>stalker patches just came in the mail but ivan forgot to include my haversack
Damn it, time to email him again
Apparently there's a gameplay mechanic in STCOCWP in which if you go into irradiated areas, the food you carry becomes irradiated and will cause you to be irradiated upon eating it
and if you carry iradiated and sane food, the sane food will become irradiated
pretty neat actually
I wish I was using the toz right now and oddly enough there was no tower gopniks on the towers.
Clearing out took longer, damn. atleast the stashes aren't randomize like in some mods
Radiation is fucking annoying as it is because it subtly drains your health away, forcing you to either waste an antirad or drink vodka, which in turn makes you hungry and you end up having to eat something on top of getting drunk.
Only during early game is that shit annoying, but once you stumble upon a good suit (basically anything not the default one or bandit's) radiation is a fucking joke. I ended up collecting anti-radiation and other drugs to resell them; they stopped serving their purpose and were now just a small source of income.
If you want a better solution to radiation poisoning from food, just make it so a backpack or a special satchel protects the food from poisoning. It can only hold a certain amount at whatnot, and by itself it weighs a bit. There, now even food stops being useless aside from hunger after you drown in medkits.
Quick question: I'm playing through CoC for shits and giggles and already got up to Yantar. Anyways, the trader there told me I can have the psi-helmet for either 10,000 or for 17,500; does paying the funding actually make a difference or are they bullshitting with the whole "it might fuck up" thing?
>forcing you to waste an antirad
Oh man, I feel ya! I went shopping a couple of days ago, later that day I had to waste a small portion of my food because I got hungry, and food is solely for fighting hunger. What a hassle and waste!
Okay, so I misinterpreted it then. I thought they meant there was a chance for it to malfunction, like how busted up weapons have a chance to jam. It would have been a neat thing if it actually did that as you're actually taking a gamble on it to save money. If it's just a weaker helmet I might as well buy it cheap and use some drugs along the way.
So which faction does /sg/ side with and whats your favorite aspect of them?
Loner and Monolith emblems are on my velcro holder currently and bandits emblem is being used on another thing
>bandits emblem is being used on another thing
just people trying to make ends meet in the Zone
idealistic, scientific, more aggressive than Ecologists, more organized than Freedumbs and less autistic than Dutards
A man's gotta eat, even if that means doing unspeakable things
Lel, someone has to be the scum sometimes
How do I tell what version of Stalker: SOC I have? It's not the steam version, and I don't know of any command that makes it go, "Stalker v 1.0.5" or anything.
Still feel like such a rookie; it takes time for me to get into the Zone.
playing stalkersoup standalone and having no clue what the fuck I am doing on some weird, vague, convoluted quest in a map I have never been in before.
pic somewhat related
Not yet; the closest was - not five minutes ago - a quest (Protect this base in the Garbage from attack!) being completed just before I died, then staying completed after I reloaded. (Not the first base defense; the second occurence in the warehouse.)
Not sure it's completely unpatched; the stashes are empty until a corpse PDF tells me about it,including the one up the ladder from Wolf.
nine by thirty nine
never fails to pierce armor
silent and deadly
it was a 7 gig, 10 part download and had an installer which unpacked a ton of shit
oh, the map in the picture is called "Firing Range" and it's tiny, I was given the ability to transition to there by completing a quest
it's supposed to be a test map where you can try out any kind of weapon with a special script but that seems to be broken atm.
The map that I am wandering around in for the current quest is called "Techniques" and it's pretty big, there are a lot of weird maps like this in the mod.
I get occasional out of memory crashes because I haven't bothered to no-prefetch yet but they never happen in the same place repeatedly and I have yet the get a corrupted save or run into something I can't complete due to crashing.
The mod loads pretty damn fast so crashing, when it does happen, is not that bad.
Shit gets pretty broken after you find some of the more op artifacts and some good gear but before that it's die-in-one-shot city.
Fortunately, the damage is balanced so that you can do the same to enemies.
I have spent the last week playing through some of the quest lines in the free-play mode in my free time and I sense that there is a lot more ahead of me.
Honestly it's been on of the best stalker experiences since I first played the game many years ago.
>Started multiple vanilla SoC runs
>First play got to Agroprom after much struggling and hardships on pirated copy
>Lost save from switching computers
>Next run get to around Dark Valley-ish. Feel good about loot and this file
>Lose save from switching computers
>Finally buy copy on Steam, trying to get through it to move onto the next games
>But want to enjoy this as well, as soon as I get done grinding through what I've already done
>See this in Agroprom
>Speaking of which, most enemies are doing this
>There wasn't a bloodsucker in the sewers (granted I saved right at the hallway before it before getting off that night)
>First quest bugged where I never completed "Clear out bandits"
Is my game borked /sg/?
Also, should I bother with vanilla, since I've seen a lot of the game, and want something to spice it up?
Do you all ever get the desire to play a STALKER like game with other players? Where do you go when you do?
0.6.0.3 + ui fix, which is here:
Make sure CoC is updated to 1.2.31. Fuckin' Alundaio has been releasing a patch every day since Tuesday.
pretty sure that is just for Ao3.1+warfare
because character_description_general.ltx referenced in ui_mm_faction_select.script was changed in AO3.1 to character_desc_general_AO3.xml
They're like Loners, except either bound by a contract or being simple hired guns. They understand the value of money and know what happens ~without~ it.
...I'm gonna do what I want and I'm gonna get paid...
...I'll do what I want and I'm gonna get paid...
Why the fuck are the Ecologists in warfare neutral to freedom?
Also, just another anon here;
I'm working on a little tweak for the UI ingame. I'm the guy doing the icons for the suits (which are finished and look good in-game; Pick related).
This tweak is only for those using the new background of the seva guy. It adds this very background to the warfare menu, removes the teamepic logo (just simplifies the menu), but it will also introduce a modified custom HUD.
Going for screenshots now
Well, I am, but sadly fucking Warfare screws me over. Latest CoC through Cocdater + warfare 0.6.0.3 + ui fix still crashes because of "death_manager.script", attempting to call a nil value.
Werejew, get your shit together mate ;p
I did get a few screens of the mainmenu / partial hud, but that's nothing fancy. Here's the imgur link. I am planning on changing the icon sizes, icons themselves etc. etc. Also added new MM music, all of which is optional and a drag-and-drop installation method
>inb4 "you changed the starting amount of money"
>expecting me to grind for suits when im testing my mod
>Drop my #4203402 SoC run after x16
>Don't know what to play
>CoC looks interesting
>A million of links and fixes
I'm not ready for this trouble on a weekend.
This was next on the list, as well as "fixing" some icons in the ui_common.dds file. I was thinking of using different colored icons for different indicators.
Also, the HUD will be glorious, because I've learned how to edit and modify the HUD in CoP, with thanks to team Radium.
I'll hopefully be showing my custom CoC hud soon.
Unlike Clear Sky, they share their knowledge with the rest of the world. Because all the knowledge in the world is useless, if the only person who knows it is a rotting corpse at the Chernobyl NPP.
While their own combat strength is lacking, their willingness to cooperate with others nets them plenty of allies from the other factions.
>I was thinking of using different colored icons for different indicators.
Like in one of those DMM versions? I kinda liked that.
Had to hover the mouse above some kind of ammo and it would highlight all the guns chambered for it and of course vice versa.
Made shopping way easier when there are tons of stuff to buy.
I updated through CoCdater. I dont know why it shows 1.2.24 really. Alun said something about it on the CoC page. Can't seem to find his reaction, if it was on that page even.
That's already in CoP, but I might look into that yes. I'd go with blue for SS109, green for 5.45, orangey for 9x39 etc. etc.
Crashlog is as following:
! [SCRIPT ERROR]: ...of pripyat\coc\coc\gamedata\scripts\death_manager.script:121: attempt to compare number with nil
[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 193
[error]Description : <no expression>
[error]Arguments : LUA error: ...of pripyat\coc\coc\gamedata\scripts\death_manager.script:121: attempt to compare number with nil
0023:00B4717F xrCore.dll, xrDebug::fatal()
0023:057CE55D xrGame.dll, CDialogHolder::IgnorePause()
I did it as following:
CoC from repo (mega)
Use CoCdater to update after manually installed the 1.2.26 patch from moddb
Run game, test play, works but dead as fuck
Instal AO3.1 from your link
Test, works, still no Ai
Instal warfare 0.6.03 + ui fix
Crashes upon engaging in combat. Now I might have an idea where this bug is originating from. I'm looking into it myself because my mod used to have the same bug, which I fixed by double checking the items that spawn on death.
Might lead to something
>Get CoC + patch to 1.2.24 from repo.
>Get AO3.1 for CoC
>Get Ammo drop fix/tweak+too long I don't wanna type 2.2
>Get Warfare for factions war
That's about it. I had Dynamic News for CoC, Ceano's HUD, and some Gnomus scopes installed as well.
Seems like >>128759229 is the cause it's saying "1.2.24" as it doesnt use current:ver
I'm going to try playing without these 2 files and see how it turns out (these caused the bug for my SHoC mod, too)
death_generic, renamed to #death_generic
death_items_by_communities, renamed to #death_items_by_communities
If the game runs fine, I've isolated the problem and do the in-depth checking of these files with beyond compare and see what's different.
Nah, I don't think it's a lighting issue per-se. I've been playing DX9 and 10, no issues with either. Also, the crash log is reporting it's death_manager, so it's related to the items coming online once you kill an enemy. I'm pretty sure it's something in either of these 2 files >>128760254
I knew it. It's the 2 files I mentioned earlier. Random start on bar, loners vs bandits. I could kill the bandits and play without any problems.
Going to look into these 2 files. Thanks for the help bros.
Also got some new ideas and a few screenshots I'm going to post after tweaking a few things.
let me know if you find what it is thats causing that because i want to see if i even have it in my files. i havent crashed in coc since i started playing with the new patch and i've been almost everywhere, including the bar.
SEVA suits, how much are they usually sold for at a vendor? Found one at Hawaiian but he's a fucking Freedom fag so his prices are slightly higher since I'm aligned with Duty (price is 116k)
the current game version that shows up on the main menu is printed from the _g.script. Werejew hasnt fucked with it since 1.2.24, so thats why it stil prints that, you can change i to 1.2.31 if you want but it wont really change anything.
Thats Enigma's mod crash. Download this.
put it in gamedata\scripts
STCoC is nice and all, but what is up with the amount of ammo npcs drop and the price of shotgun shells? I looted some milfags who got rekt by some boars after starting new game as Loner and sold the ammo to Sidrobitch. I've already got 50k ruble. Hobo mode is the best thing about stalker
Thanks anons. Jesus christ Alun, if you're reading this, you've been giving me headaches mate.
Anyway, WE"RE OFF!!! :D
Screenshots of GLORIOUS modified hud (not yet custom, I'm planning on adding a 360* compass, some other small stuff etc.)
link to imgur album:
I can do that, too. It's easier to remove ui elements than add them, after all. Would you prefer one with just the compass or no compass + no minimap? I've been thinking of making a few options with either only
HP / ammo / minimap + compass
HP / ammo / compass (simplified)
HP / ammo
Mini + compass only
The minimal HUD that I customized for personal use looks like this. It's pretty nice, but the inventory screens and such are all vanilla.
>remove everything from your steam CoP folder
>move CoC to that folder
>rename _bin folder to bin
>rename fsgame_coc.ltx to fsgame.ltx
>launch CoP through steam
Sure, I can do that. I'll include it into the mod as optional one.
My own, soon to be released.
Looks good. Would you mind uploading the needed xml files? I'll only need those, UI changes I can do by myself. Seems like you're using a larger HP bar, right?
Why yes, that's me. The thing is, it wasn't finished at all. It was the "conceptual layout" I was testing (at the time tried more than 5 artefact slots, too, without success)
It's eye-gougingly bad when used like so, though. I 100% agree on "this" being the worst UI you could play with. But, as you may have seen, I've taken the "more vanilla" approach in the UI here >>128763174
That's too bad. Well, luckily I know I can't please everyone!
Small update on the hud: It's become less compatible than I wanted it to be. I had to move some ui elements around in the ui_actor_hint_wind.
However, the compass is in place and works like intended. Now moving on to the other UI elements and the simplified hud versions. I'll hopefully have it online later today
>Would you mind uploading the needed xml files? I'll only need those, UI changes I can do by myself.
I'm not sure if it would be compatible. I still need to reinstall my CoC, so I don't really need a new HUD right now. But if there's something from the HUD I'm using that you'd like to use for yours, let me know which files you need. The gamedata\configs\ui stuff?
Are the ones, if you'd like!
>tfw tried to port it to SoC a while back
I wish I knew what the fuck I was doing
I'd also have to do something with the knife slot and the thirst bar.
Damn, those Slavs really need to step up their quality control at their factories.
It's still alive, just hibernating while I work on some Other Projects™.
Also I got mauled by a bear.
Paint.NET or some other image-editing program that isn't MS Paint, along with Notepad++ is all you need.
You'll have to edit a bunch of .ltx files (trader.ltx files, outfit.ltx, actor.ltx, st_items_outfit.xml should be all I think) to get the values all-set, and edit ui_icon_equipment.dds and ui_icon_armor.dds to add in the icons of the armors. Then you go back to outfit.ltx to type in the coordinates of the icons of the armors you added to the .dds files.
You don't need to be an expert to do it, even an untrained petukh (e.g. me) can do it. Really simple. Most of the stuff in .dds files are commentated to help you as well iirc.
No, anons, you should not be angry over such matters. Bears only trying to maintain the eternal natural cycle of NEVEREVER. If this cycle is to be broken, unimaginable horrors would be unleashed onto our world, and Pepsilord™ would be freed from his imprisonment. The rest, only god knows.
I'll happily put one in the image pool if you find a nice high-res pic with transparency.
Updating helmet mod with more slots and stuff. Getting Weird Dynamic HUD® finished for standalone release. Writing shitty monopurpose utilities no one will ever see.
>Thanks for being there to keep me sane
On CoC+AO3. Yantar, got the psi helm from sakharov, go to X16 to disable the lab's psy-emitter. Zone in, "protection failure in 20, 19, 18, 17.." Dead. I even paid more for the better calibrated psi-helm. Anyone know whats going on here? Is it just not implemented correctly, or is there some sort of console command I can use to fix this?
What's the best NS mod for a first playthrough? Stalkersoup looks good but I read that Joint pak 2 has more content.
what's a good mod then? something that does the following
2.has dynamic living ai
3. doesnt crash every 5 seconds
4. has good weapons
5. has shit to do without getting you on tracks
Is there an alternative dynamic hud for the Stalker games ? I always see the same with the goggles or the shape of the helmet on the screen, but it does not really make any sense since your eyes are not in the middle of your face, behind the mask.
A simple glass overlay on the whole screen, with a bit of condensation and cracks when the item condition gets low would be better.
(Not sure if I'm clear enough, english is not my first language)
I want all of your mods and utilities because I do not posses the organs of the opposite sex to also take your babies
Here is a token of my love
Helmet thing will probably be done soon unless I forget. Thanks for the pic
Is there a reason that no squads are spawning to attack targets in warfare? I think it might be because my faction is targeting something that isn't connected to our territory but I'm not sure. I can cap areas by calling in defense squads but it would be nice for the ai to at least do something itself.
Are you ever going to stream that slav mod again? I caught the stream where you cleared out the bandit base, and you said you might stream it again the next day, but there was never an update here about it.
what's a good mod then? something that does the following
2.has dynamic living ai
3. doesnt crash every 5 seconds
4. has good weapons
5. has shit to do without getting you on tracks
Nowhere. STALKER with other players would be terrible, and it will never work. While I'm sure a competent dev can make a game like it possible, the playerbase will be filled with faggots. Sadly, games like DayZ and Arma 3 mods cemented the retarded idea of being "SO FUNNY SO RANDOM XD" in online survival games, so nobody takes games like them seriously anymore. People will be running around in the Zone ruining any immersion by acting retarded. Above that, the only way I see a game like it being profitable would be from letting players customize their characters via skins and such, and I'd hate to see the Zone go from people just trying to make a living to a playground where people run around in zany colorful outfits.
On a separate note, I've been enjoying the shitfest that is Rainbow Six: Siege. Its buggy, unoptimized tacticool gameplay is reminiscent of STALKER, in a weird way. It also has lean mechanics. I tend to like games with lean mechanics.
okay, am I missing something about TFW?
The last time I played it, every single starting option besides mercs gave me absolutely nothing to start with besides a knife. I couldn't join any faction because they didn't trust me enough, and any of the missions they'd want me to go on were basically impossible without even a mak. Is this supposed to be fun?
Yeah, running away from blind dogs with just a knife is part of the fun.
I'll never forget my first playthrough in TFW, I was ordered to killed a guy in an exo and I just headshotted him with a found mosin, shit was so cash.
Adding to your post, open-world survival-oriented MMO games such as DayZ are all doomed to fail because they're based on a faulty idea. The idea has one simple fault, but it's a gigantic one.
Imagine your guy encountering another guy in wherever, whenever. Just a routine encounter, ya know what I mean. The first that comes to mind is whether if the guy you've encountered has any ill intention against you or not. How exactly do you figure that out?
There's only one surefire way: You fucking kill him. He can't do anything against you if he's fucking dead, and if he was a nice guy that's too bad but his inventory is nice-looking anyway. I'm no genius, but I don't think you can really solve that problem.
But wouldn't it be more fun if it was a co-op with just a few people, preferably from here? I mean, since we all hate the mmo community couldn't we in our own circle do exactly do the things we're saying now to avoid our theoretical MP playthrough being shit? I always wanted to have a TFW co-op with people that are actually willing to play Stalker like it's meant to be played and not just shoot each other in the face.
duty, the zone is a blight on mankind and must be destroyed before it destroys us.
But usually loners, freedom seems to just be "loners but with hippies" and mercs are assholes.
I find it weird how loner works as a "faction" though, since it seems to just be everyone who is neutral or has their own independent bands
Well it could always be resolved by turning all the NPCs as hostile towards a player who racks up a high kill count. Areas like the Bar wouldn't allow that player back in, so they either lose their loot stored there or they have to make a stash somewhere with all their stolen shit, meaning some passerby can claim it. People who defend themselves will not suffer this penalty since they weren't the first ones to shoot. On top of all that, it would be a nice system since that means bounties can be a thing and you can get hired by NPCs to track down faggot players like that; kill them and you get their stash coordinates if they did make one, so you get a ton of free stolen shit like that.
But I guess that requires some actual thought to code it right. Again, another reason I don't think a game will work: most devs suck at PvP systems.
Here's something I've never seen discussed; does anyone prefer how artifacts worked in SoC (penalties to stats or radiation) over CS and CoP (artifacts only have radiation penalty)?
I thought the stat penalties made hunting for artifacts more interesting in SoC, whereas CS/CoP artifact hunting was less exciting once you found a good radiation reducing artifact.
>On a separate note, I've been enjoying the shitfest that is Rainbow Six: Siege. Its buggy, unoptimized tacticool gameplay is reminiscent of STALKER, in a weird way. It also has lean mechanics. I tend to like games with lean mechanics.
Hmm, I think I'll check that game out once I upgrade my video card. Sounds interesting.
Eh, maybe if we were to create some sort of private /sg/ group prior to the release of a multiplayer mod like RoH, it might not be so bad. After the release of a mod like that, though, I'm sure we'd have idiots from /v/, reddit, and other people that aren't even fans of the Stalker series funneling into these threads. I sort of dread the release of RoH for that reason.
Yeah, that would be cool. I occasionally need to open my inventory when switching ammo types to make sure what type I have loaded, but it's not really a big deal.
the 2 things stalkersoup has going for it are
- an English community for those who feel uneasy about foreign things
- a dumbass who is always promising 64 bit, stalker tomorrow version, while fucking up today's release
some like this, don't be one of these retards. there's always been a better option than stalkersoup if you weren't a lazy, ignorant fuck, which is admittedly difficult
Radiation in general takes a backseat in the later games, which is sad. Though I will admit the artifacts were a lot funner to collect than in SoC. In CoP I actually had to work for rare artifacts, and until you had decent equipment it was a bit of a struggle getting into an anomaly and out, only to find a common artifact. Not only that, but the anomaly areas were nice looking.
SoC's anomalies make more sense, I guess, since by "lore" they're scattered everywhere and not in designated areas like CoP; however, that ended up taking away the fun from artifact hunting since you can just run around and an artifact would smack you right in the face.
I've seen enough with the STALK-IRC, to be honest.
Just a three to five-man coop would be nice though, yeah. I think you'd have to redesign the maps so that they'd allow that sort of gameplay though. Not necessarily a drawback or something, I'm just saiyan and all.
Loners are, on paper, not a faction but just people that don't want to be associated with the more 'formally-existing' groups. Think of it like internally-unrecognized countries but on a smaller scale, I guess. Mercs are supposed to work the same way on paper as well.
That doesn't sound too bad, actually. Your proposal is pretty sound, if on the theoretical level.
As you said, it'd most certainly require some actual, serious thought to solve that problem, if you ever can; and most devs are rather incompetent and that sort of thing.
Yeah I don't think the release of RoH would have pleasant results for the residents of this general to say the least.
Artifact-collecting was done better in CS and CoP, so were the anomalies; but gimping the artifacts in the later games was a terrible decision.
Yeah, I remember finding like 15 stone bloods or whatevers right in front of me in Agroprom. Good times.
Is there a mod for CoC that brings back CoP's stashes? One of the things I absolutely loved about CoP was how it handled stashes. They weren't just put inside a container or box like SoC and CS. CoP stashes actually felt more realistic and actually well hidden. I would just imagine a stalker climbing up the roof of a station just to hide their loot, or cleverly wedge their supplies between some machinery. CoC's right now aren't as logical when the stashes are in plain view and always easily identifiable.
this is what would happen if there was Co-Op CoP