S.T.A.L.K.E.R. Series Megathread - Call of :smith:
4,999 replies, posted
[QUOTE=Sgt Doom;27499097]I was testing someone's saved game to find the cause of the Duty guards randomly going online and offline.
I wasn't able to replicate the Duty guards disappearing, but I did find an even weirder, but explainable bug :v:
I was wondering why the Bar area was so empty, then I found this:
[media] [url]http://filesmelt.com/dl/ss_robin_01-18-11_17-00-45_l05_bar.jpg[/url]
[url]http://filesmelt.com/dl/ss_robin_01-18-11_17-00-47_l05_bar.jpg[/url]
[url]http://filesmelt.com/dl/ss_robin_01-18-11_17-00-54_l05_bar.jpg[/url]
[/media][/QUOTE]
This is exactly why Redux 2.0 should have whirlydogs.
[QUOTE=Soderholm14;27499842]Pistols are overpowered.[/QUOTE]Which ones, specifically; or all of them?
[QUOTE=Sgt Doom;27499890]Which ones, specifically; or all of them?[/QUOTE]
I was thinking about the RPC Fort-12, But I never said that it's a bad thing :v:
Okay fuck it, now all my AMK:SE saves are crashing. Bye AMK. Someone got a decent alternative?
[QUOTE=Im Crimson;27500146]Okay fuck it, now all my AMK:SE saves are crashing. Bye AMK. Someone got a decent alternative?[/QUOTE]
People Soup.
[quote=im crimson;27500146]okay fuck it, now all my amk:se saves are crashing. Bye amk. Someone got a decent alternative?[/quote]
New Level Changer(NLC)6.
I love it how the name is English but everything in it is Russian, still, it's a little "better" version of People Soup.
There's this feature in Freeplay Start 1.21, whereby NPCs determine your allegiance by what suit you wear. It's currently disabled in my merge, but i'm thinking of re-enabling it.
This, I feel, has far-reaching implications for the Mercenary faction. Imagine, for a moment, putting on a Stalker suit to infiltrate the Duty base, to sneak in at night and assassinate a stalker. Or putting on a Freedom suit to infiltrate and assassinate one of their members.
Perhaps it doesn't need to be assassination, you could use it to steal an item of theirs.
You'd have to stay a certain distance away from stalkers, and act calm to prevent them from finding out who you really are, it'd be quite awesome.
The catch is, this would affect your own guys as well, in each faction. So if you were Duty, and you decided to wear a more protective Berill suit, you'd get shot up :/
Or you know what, try dooms modmerge
[QUOTE=Sgt Doom;27500461]There's this feature in Freeplay Start 1.21, whereby NPCs determine your allegiance by what suit you wear. It's currently disabled in my merge, but i'm thinking of re-enabling it.
This, I feel, has far-reaching implications for the Mercenary faction. Imagine, for a moment, putting on a Stalker suit to infiltrate the Duty base, to sneak in at night and assassinate a stalker. Or putting on a Freedom suit to infiltrate and assassinate one of their members.
Perhaps it doesn't need to be assassination, you could use it to steal an item of theirs.
You'd have to stay a certain distance away from stalkers, and act calm to prevent them from finding out who you really are, it'd be quite awesome.
The catch is, this would affect your own guys as well, in each faction. So if you were Duty, and you decided to wear a more protective Berill suit, you'd get shot up :/[/QUOTE]
It should work opposite on your own faction. Like say you're far away, because your guys can see that it's you they might start opening fire. But if you get closer or find a way to like send out a pda message saying riendly fire or something, they stop.
[QUOTE=Tinter;27500511]It should work opposite on your own faction. Like say you're far away, because your guys can see that it's you they might start opening fire. But if you get closer or find a way to like send out a pda message saying riendly fire or something, they stop.[/QUOTE]That's what happens already, although you have to get quite close for them to notice you're a friendly :/
[QUOTE=Sgt Doom;27500461]There's this feature in Freeplay Start 1.21, whereby NPCs determine your allegiance by what suit you wear. It's currently disabled in my merge, but i'm thinking of re-enabling it.
This, I feel, has far-reaching implications for the Mercenary faction. Imagine, for a moment, putting on a Stalker suit to infiltrate the Duty base, to sneak in at night and assassinate a stalker. Or putting on a Freedom suit to infiltrate and assassinate one of their members.
Perhaps it doesn't need to be assassination, you could use it to steal an item of theirs.
You'd have to stay a certain distance away from stalkers, and act calm to prevent them from finding out who you really are, it'd be quite awesome.
The catch is, this would affect your own guys as well, in each faction. So if you were Duty, and you decided to wear a more protective Berill suit, you'd get shot up :/[/QUOTE]
Better make it an option, as I hate that shit. You pretty much have to go leather jacket > stalker suit > exoskeleton if you want to remain neutral
[QUOTE=Zezibesh;27500606]Better make it an option, as I hate that shit. You pretty much have to go leather jacket > stalker suit > exoskeleton if you want to remain neutral[/QUOTE]It'll definitely remain an option. I'll also be looking into getting faction-specific versions of e.g. exoskeleton, SEVA suit etc.
Here's a bug for you, doom!
Expression : e_entity->ID_Parent == id_parent
Function : xrServer::Process_event_reject
File : E:\stalker\sources\trunk\xr_3da\xrGame\xrServer_process_event_reject.cpp
Line : 24
Description : medkit14676
Arguments : mil_stalker_respawn_214669
Happened when I was looting a stalker at the checkpoint towards the brain scorcher.
[editline]18th January 2011[/editline]
[QUOTE=Sgt Doom;27500705]It'll definitely remain an option. I'll also be looking into getting faction-specific versions of e.g. exoskeleton, SEVA suit etc.[/QUOTE]
At least there's models for this in CoP, can't remember if they are featured in SoC though.
[QUOTE=Blaberry;27500917]Here's a bug for you, doom!
Expression : e_entity->ID_Parent == id_parent
Function : xrServer::Process_event_reject
File : E:\stalker\sources\trunk\xr_3da\xrGame\xrServer_process_event_reject.cpp
Line : 24
Description : medkit14676
Arguments : mil_stalker_respawn_214669
Happened when I was looting a stalker at the checkpoint towards the brain scorcher.[/QUOTE]Ah, that bug. I've had it happen in all kinds of mods when looting. It's usually a very isolated error and never happens repeatedly; if you reload your save and loot the corpse again, it should work fine.
I'll probably be merging the latest version of ZRP into the mod, to see if that halts these kinds of rare, bizarre and unrepeatable errors.
Oh my god the AI in Doom's mod is fucking awesome. I've been killed twice by enemies that sneak behind me. When I turn around the open fire.
So awesome.
[editline]18th January 2011[/editline]
It would be hilarious if they would knife me :v:
You know, I wonder if GSC was not bullshitting us when they said that the AI in pre-release SoC was so good it could outsmart the player and beat the game without any help. At least that's what I heard in some other megathread.
Testing a few things now, then working on the Merc trader file (i've been faffing about too much today, watching QI on youtube)
[editline]18th January 2011[/editline]
[QUOTE=croguy;27501115]You know, I wonder if GSC was not bullshitting us when they said that the AI in pre-release SoC was so good it could outsmart the player and beat the game without any help. At least that's what I heard in some other megathread.[/QUOTE]I would not be surprised if that was true. There's amazing potential in STALKER's AI, it's just not utilised to it's full extent due to, among other things, the deadline they had to reach for SoC.
Hey Doom, your mod corrupted my quicksave--crashes with the ever-helpful "stack trace:" error. I was in the Dark Valley playing Bandits, hadn't loaded any other levels. Want my save?
[QUOTE=JoeSibilant;27501479]Hey Doom, your mod corrupted my quicksave--crashes with the ever-helpful "stack trace:" error. I was in the Dark Valley playing Bandits, hadn't loaded any other levels. Want my save?[/QUOTE]Quicksaves getting corrupted is a problem with STALKER in general, but send your save to me anyway.
[editline]18th January 2011[/editline]
Anyone currently playing my mod, please note down what happens to zombies and mutants in the Red Forest area; i'm trying to track down the source of a number of strange behaviours on their part.
[QUOTE=Sgt Doom;27501531]Quicksaves getting corrupted is a problem with STALKER in general, but send your save to me anyway.[/QUOTE]
Yeah, but now I have to start all over from my autosave, and I had just gotten good gear :saddowns:
Anyway, [url=http://www.mediafire.com/?l6h7yon5k8lr0eq]here is my save.[/url]
Also, has anyone noticed that sounds in general are quieter in Doom's mod? Probably a side effect of the sound overhaul.
Should I restore the ambient music to default? Rate this post agree or disagree.
[QUOTE=JoeSibilant;27501577]Also, has anyone noticed that sounds in general are quieter in Doom's mod? [b]Probably a side effect of the sound overhaul.[/b][/QUOTE]That is correct.
[QUOTE=JoeSibilant;27501577]Yeah, but now I have to start all over from my autosave, and I had just gotten good gear :saddowns:
Anyway, [url=http://www.mediafire.com/?l6h7yon5k8lr0eq]here is my save.[/url]
Also, has anyone noticed that sounds in general are quieter in Doom's mod? Probably a side effect of the sound overhaul.[/QUOTE]
I kind of noticed that myself actually. I've had to put up my volume a little bit higher, which in turn makes my SVD sound like a friggin' cannon when fired. Can't say that really is a problem or anything.
Also, I didn't realize that the Freeplay mod (or maybe LURK, but I don't think so) added level changers from the Red Forest to the Dark Valley, and then Dark Valley to the Army Warehouses. It may be on other levels to, but I just noticed it. Pretty damn convenient cause now SoC doesn't feel as linear anymore.
Reading about it gave me the impression People Soup is sort of insane with all the content and difficulty it adds. Is Freedom Start or Doom's mod any good? Somewhat similar to AMK except different? (:v:)
EDIT:
On top of that, would anyone happen to have links to Freedom Start or Dooms?
[QUOTE=Teh Zip File;27495028]Your medkit:bandage ratio is all off.[/QUOTE]
Don't ask, that's my CoP kill everything save.
[QUOTE=Thomo;27500600]i'm likin the mod doom.
maybe it's because I haven't played SoC in along time and forgot the feel it gives off is very intoxicating.
everything looks pretty, my only minor gripe is the sway and stuff with weapons, feels abit like im drunk.[/QUOTE]
The sway is annoying as hell, also the weapon alignment gets messed up after shooting something like a shotgun. Some weapons don't have proper hands either.
Interesting enough, I finally try out Doom's mod since I've had the archive lying around for a while, I spawn as a merc and decide to talk to one of my friends and--
[code]Expression : fatal error
Function : CScriptEngine::lua_error
File : E:\stalker\patch_1_0004\xr_3da\xrGame\script_engine.cpp
Line : 73
Description : <no expression>
Arguments : LUA error: ... of chernobyl\gamedata\scripts\dialog_manager.script:287: attempt to index local 'tbl' (a nil value)
[/code]
[QUOTE=Sgt Doom;27500461]There's this feature in Freeplay Start 1.21, whereby NPCs determine your allegiance by what suit you wear. It's currently disabled in my merge, but i'm thinking of re-enabling it.
This, I feel, has far-reaching implications for the Mercenary faction. Imagine, for a moment, putting on a Stalker suit to infiltrate the Duty base, to sneak in at night and assassinate a stalker. Or putting on a Freedom suit to infiltrate and assassinate one of their members.
Perhaps it doesn't need to be assassination, you could use it to steal an item of theirs.
You'd have to stay a certain distance away from stalkers, and act calm to prevent them from finding out who you really are, it'd be quite awesome.
The catch is, this would affect your own guys as well, in each faction. So if you were Duty, and you decided to wear a more protective Berill suit, you'd get shot up :/[/QUOTE]
Yeah, this feature is extremely interesting and something I've been looking at doing for a while - I'll likely include a feature like this in Way of the Wolf, as it opens up a lot of gameplay possibilities.
Also, you guys posted like mad today!
OK, started over as a bandit, got through to the garbage OK, got this crash when looting a Dutyer's corpse:
Expression : fatal error
Function : CInifile::r_section
File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
Line : 342
Description : <no expression>
Arguments : Can't open section 'wpn_addon_scope_acog'
[editline]18th January 2011[/editline]
I think the whole "suit disguise" thing would work best if people friendly to you didn't get fooled (just assume they recognize your face or something). That way you're free to use nice suits for the protection, but you can still infiltrate enemy bases.
[QUOTE=Zezibesh;27501917]Interesting enough, I finally try out Doom's mod since I've had the archive lying around for a while, I spawn as a merc and decide to talk to one of my friends and--
[code]Expression : fatal error
Function : CScriptEngine::lua_error
File : E:\stalker\patch_1_0004\xr_3da\xrGame\script_engine.cpp
Line : 73
Description : <no expression>
Arguments : LUA error: ... of chernobyl\gamedata\scripts\dialog_manager.script:287: attempt to index local 'tbl' (a nil value)
[/code][/QUOTE]You need to install the 1.004 compatibility patch in the _other_stuff folder, or update to 1.005
[QUOTE=Sgt Doom;27502260]You need to install the 1.004 compatibility patch in the _other_stuff folder, or update to 1.005[/QUOTE]
I'm running 1.0005 :raise:
[QUOTE=Thorny;27501987]Yeah, this feature is extremely interesting and something I've been looking at doing for a while - I'll likely include a feature like this in Way of the Wolf, as it opens up a lot of gameplay possibilities.
[B]Also, you guys posted like mad today![/B][/QUOTE]
I hope that's a joke.
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