• S.T.A.L.K.E.R. Series Megathread - Call of :smith:
    4,999 replies, posted
[QUOTE=Sgt Doom;27624838] For 4:3, yes, though without the raspberry jam on the screen.[/QUOTE] I love that one. The person who made it must be a real cool guy.
[QUOTE=hurts;27621086]Hey doom, just some suggestions for your next big release for your mod: -AMK's offline A-life would be awesome here. The high ranking AI seem to do fairly poorly in your mod. They die alot and don't rack up points that quick. In AMK, however, they kick ass. They survive for a long time and many of them get up into the 3,000s within the first month of gameplay. IMO AMK's offline AI would not only be better, but would also make more sense. I expect "Master" to live up to his namesake, not to walk into an anomaly and die.[/quote]I'll be implementing more AMK stuff as time goes on, including hopefully the offline A-Life. [quote]-I know you're already working on this, but anomaly avoidance scripts. Whatever AMK uses is excellent; never seen an NPC walk into an anomaly with that, except for the one time this bandit tried sprinting away from a grenade and walked right into a Whirligig.[/quote]To be honest i've no idea what script AMK uses for that, but I will be implementing one that works for my mod. If you can point out what files in AMK handle anomaly avoidance, or know someone who can, that would be good. [quote]-More weapon diversification for loners and bandits. Half the experienced or veteran loners I run into seem to have some variety of AK-74. AKS-74, AK-74, AKS-74u, etc. IMO there should be a much wider variety of weapons for these guys. One ought to be able to walk into the bar and see experienced STALKERs with PPSh-41s, many types of shotguns, AKMs, AKS-47s, some NATO weapons, various SMGs, some NATO weapons, maybe a Mosin here and there...[/quote]On my to-do list. [quote]-Grenades need their blast radius upped significantly. The RGD-5 should be lethal out to ~6m away from it. The F1 should almost certainly be lethal under ~11m and have potential to kill/seriously wound out to 20m. That's what it says in the grenade description, but that doesn't appear to be true at all.[/quote]I'll check they're not using vanilla default values. [quote]-Veterans/experts in factions should probably have more to distinguish them from the standard experienced guys. I've noticed that DUTY veterans in SEVAs often just have AN-94s. The experts in exosuits seem to be set apart well enough, with AS Vals and RPKs, but I feel like the veterans could do with a sprinkling of OC-14s, AK-103s, etc. [/quote]Those are usually the ones that upgraded their suits with xStream's AI addition. As far as I know, they don't upgrade their armament as well, and i've no idea how to do that :/ [quote]Some bugs: - Hunter's "family rifle" is a Mosin Nagant, but it's world model is that of a sawed-off TOZ-66. - The VSS Vintorez is labeled as an AS Val. - I think you've said you're working on this, but I'm not sure: NPCs prefer their pistols to everything else.[/QUOTE]1: Needs to be fixed in all.spawn. Doable, but slow to fix and not high-priority; i'm more concerned about the AI fuckups and spawning irregularities. 2: On my to-do; at the moment it's identical to the VAL in all but stats. 3: Yes, i'm working on that. [editline]24th January 2011[/editline] [QUOTE=SomeFaggot;27624863]I love that one. The person who made it must be a real cool guy.[/QUOTE]What, the UI fix? It's pretty nice, was done by an FPer iirc, but I can't remember who :/
[QUOTE=Sgt Doom;27624948] What, the UI fix? It's pretty nice, was done by an FPer iirc, but I can't remember who :/[/QUOTE] :smug:
[QUOTE=SomeFaggot;27625031]:smug:[/QUOTE]You made it? :love: Speaking of which, seeing as you have experience with UIs; could you remove the rasperry jam from it, add an endurance and radiation bar above the health bar, and make a widescreen version? I'd love you forever :3:
[QUOTE=Sgt Doom;27625089]You made it? :love: Speaking of which, seeing as you have experience with UIs; could you remove the rasperry jam from it, add an endurance and radiation bar above the health bar, and make a widescreen version? I'd love you forever :3:[/QUOTE] I don't have a widescreen, but I'll take a look at the original widescreen and base values off that. I'll try to have it by tomorrow night. [editline]23rd January 2011[/editline] Minimap or no minimap?
[QUOTE=SomeFaggot;27625163]I don't have a widescreen, but I'll take a look at the original widescreen and base values off that. I'll try to have it by tomorrow night.[/QUOTE]:love:
I might start a new save in Doom's mod... the game isn't too fun when [I]everyone[/I] is neutral to you. :v: Being a Monolith soldier will fix that. Or military.
[QUOTE=K1ngo64;27623189] Also what are all the Ausfags doing on Australia day?[/QUOTE] Probably get drunk as all hell with the family, or maybe a friend will throw a BBQ, either way I'll be drinking.
[QUOTE=SomeFaggot;27625163]I don't have a widescreen, but I'll take a look at the original widescreen and base values off that. I'll try to have it by tomorrow night. [editline]23rd January 2011[/editline] Minimap or no minimap?[/QUOTE]Without minimap.
Anybody want me to make a Diabloesque inventory with slot restrictions instead of weight?
[QUOTE=K1ngo64;27625925]Anybody want me to make a Diabloesque inventory with slot restrictions instead of weight?[/QUOTE] that would be cool. also, I installed NLC, now when I try to run the game, after the stalker box comes up, it crashes. Expression : assertion failed Function : CLocatorAPI::ProcessArchive File : E:\stalker\sources\trunk\xrCore\LocatorAPI.cpp Line : 337 Description : hdr what does it mean!
[QUOTE=Sgt Doom;27625441]Without minimap.[/QUOTE] Can you make some way so we can still see the mininap? I really prefer being able to just look at it to find the corpses.
[QUOTE=K1ngo64;27625925]Anybody want me to make a Diabloesque inventory with slot restrictions instead of weight?[/QUOTE] that would make ammo hoarding way too easy
[QUOTE=defyant;27626115]that would make ammo hoarding way too easy[/QUOTE] I will figure it out.
Hey does anyone have a link to a fully patched SGM? Apparently the one we were using was discarded by the owner.
Actually to think about it, it would be pointless, can't be bothered now.
I wish you could put more weapons into the pistol slot in Doom's mod, it'll pretty much go unused until I get enough money for a OTs-33. You should be able to put the smaller shotguns and SMGs in that slot.
[QUOTE=Teh Zip File;27627579]I wish you could put more weapons into the pistol slot in Doom's mod, it'll pretty much go unused until I get enough money for a OTs-33. You should be able to put the smaller shotguns and SMGs in that slot.[/QUOTE] I'd say keep the pistol slot to weapons you can use one handed. Although being able to climb a ladder while holding a SPAS-12 is kind of funny.
[QUOTE=Teh Zip File;27627579]I wish you could put more weapons into the pistol slot in Doom's mod, it'll pretty much go unused until I get enough money for a OTs-33. You should be able to put the smaller shotguns and SMGs in that slot.[/QUOTE]I might do that, but not all SMGs will go in that slot. I might add some smaller ones if they're not already in there e.g. a MP5k, Steyr TMP etc. [editline]24th January 2011[/editline] [QUOTE=Devodiere;27626066]Can you make some way so we can still see the mininap? I really prefer being able to just look at it to find the corpses.[/QUOTE]I'll probably have it as an optional. At this rate, i'll probably need a config utility like ZRP has :v:
[QUOTE=Sgt Doom;27627727]I might do that, but not all SMGs will go in that slot. I might add some smaller ones if they're not already in there e.g. a MP5k, Steyr TMP etc.[/QUOTE] Put machine-pistols in the pistol slot, and SMGs in the rifles slot?
[QUOTE=Nerts;27627774]Put machine-pistols in the pistol slot, and SMGs in the rifles slot?[/QUOTE]Precisely that, yes.
Done about half of the suit icons, then onto everything else :/ I'm using the normal upgrade icon for the moment as i've no clear idea how many upgraded suits i'm going to create. [url]http://filesmelt.com/dl/ui_icon_equipment_merged_copy.png[/url] You might notice some of the upgrade icons are misplaced slightly. This is because those didn't have upgrade icons before, so I added them. Had to place them that way because of the significant difficulties I was having aligning the alpha with the colour, and not replacing part of the suit alpha with the icon alpha (which would've resulted in part of the suit being translucent). I'm not very good with photoshop as you can no doubt tell (though it wasn't me who desaturated the exo icon as a stand-in for the Duty exo, that was the guy who made the additional suits mod)
Ghost page 125. Also, blowout soon, fellow stalkers!
[quote]Expression : assertion failed Function : CSafeFixedRotationState::create File : e:\stalker\sources\trunk\xr_3da\xrgame\phvalidevalues.h Line : 81 Description : dBodyStateValide(b) [/quote] Smart stalkers, any ideas? [editline]24th January 2011[/editline] AMK:SE btw
[QUOTE=Paravin;27629213]Smart stalkers, any ideas? [editline]24th January 2011[/editline] AMK:SE btw[/QUOTE] 3 Controller animation crashes Symptom FATAL ERROR [error]Expression : assertion failed [error]Function : CSafeFixedRotationState::create [error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\phvalidevalues.h [error]Line : 81 [error]Description : dBodyStateValide(b) stack trace: Cause The most common cause is a controller animation problem, usually when it is under attack. Sometimes it is preceded by a severe FPS drop, caused by another problem (like DetailPathManager failure). Treatment Kill the controller(s) before they enter this state. Either rush to the controller and deal with it, or use the ZRP RC debug code (debug mode must be enabled; default: Esc D K [mnemonic: debug kontroller]) to kill all on-line controllers before they crash the game. [url]http://www.metacognix.com/stlkrsoc/CrashesStillInTheGame.html[/url]
Doom, i got a small complaint about your mod. I found a Glock 18. It uses the USP's backpack icon, and the worst part is the viewmodel. My god, it's stretched so far you can see where your arm's model ends and then it's blank. You should zoom it in a bit. The anomaly detection is still poor. One thing is that the factions run out of quests too fast, i have nothing to do except lol around doing nothing useful. And fucks sake, the bandit base is such a huge cocktease. The trader is standing right in front of the armoury where would be so many nice things like better armour, gunz and ammo and [B]THIRTY-EIGHT BOTTLES OF VODKA.[/B] But no, the asshole blocks the way. I can't describe how tempted i've been to just shoot the fucker. Some weapons are really shitty as well. The Mosin Nugget snipers jump so much you can't use them, AKM, AKS/74U and AKM-S are so horrible you can't do shit with those. MP5 is surprisingly good seeing that it's a 9mm shithole that shouldn't penetrate anything past a normal stalkan suit. When you start using higher caliber rifles like the Famas or LR-300, the recoil gets fucking unbearable. Also, about the FAMAS. It's a good rifle, and the recoil can be compensated with the three-round burst, but the ironsights are absolutely horrid. Actually, the SAKO RK-95, FAMAS G2 and the MP5 all have extremely horrible ironsights. You could also include some variety in the ammunition the traders sell. I don't feel like killing everyone in the Warehouses to get 20 7.62x54mmR rounds. [editline]24th January 2011[/editline] [QUOTE=Sgt Doom;27629248]3 Controller animation crashes Symptom FATAL ERROR [error]Expression : assertion failed [error]Function : CSafeFixedRotationState::create [error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\phvalidevalues.h [error]Line : 81 [error]Description : dBodyStateValide(b) stack trace: Cause The most common cause is a controller animation problem, usually when it is under attack. Sometimes it is preceded by a severe FPS drop, caused by another problem (like DetailPathManager failure). Treatment Kill the controller(s) before they enter this state. Either rush to the controller and deal with it, or use the ZRP RC debug code (debug mode must be enabled; default: Esc D K [mnemonic: debug kontroller]) to kill all on-line controllers before they crash the game. [url]http://www.metacognix.com/stlkrsoc/CrashesStillInTheGame.html[/url][/QUOTE] Haha i had that.
[QUOTE=Sabrina;27629260]Doom, i got a small complaint about your mod. I found a Glock 18. It uses the USP's backpack icon, and the worst part is the viewmodel. My god, it's stretched so far you can see where your arm's model ends and then it's blank. You should zoom it in a bit.[/quote]I'm quite honestly confused by that weapon. I've found it a few times myself. According to the files, it shouldn't exist at all, only the 18c (full auto) should exist. I'm still trying to find and fix/remove the bastard. [quote]The anomaly detection is still poor.[/quote]Working on that. [quote]One thing is that the factions run out of quests too fast, i have nothing to do except lol around doing nothing useful.[/quote]Working on that. [quote]And fucks sake, the bandit base is such a huge cocktease. The trader is standing right in front of the armoury where would be so many nice things like better armour, gunz and ammo and [B]THIRTY-EIGHT BOTTLES OF VODKA.[/B] But no, the asshole blocks the way. I can't describe how tempted i've been to just shoot the fucker.[/quote]Wouldn't be much of a trader if he let you steal all of his stuff, would he? :v: [quote]Some weapons are really shitty as well. The Mosin Nugget snipers jump so much you can't use them, AKM, AKS/74U and AKM-S are so horrible you can't do shit with those. MP5 is surprisingly good seeing that it's a 9mm shithole that shouldn't penetrate anything past a normal stalkan suit. When you start using higher caliber rifles like the Famas or LR-300, the recoil gets fucking unbearable. Also, about the FAMAS. It's a good rifle, and the recoil can be compensated with the three-round burst, but the ironsights are absolutely horrid. Actually, the SAKO RK-95, FAMAS G2 and the MP5 all have extremely horrible ironsights. You could also include some variety in the ammunition the traders sell. I don't feel like killing everyone in the Warehouses to get 20 7.62x54mmR rounds.[/quote]Working on that. Nothing I can do about the model's ironsights, but stats are going to be changed in the future to varying extents. EDIT: Not all of the traders have been finished, so there's not enough variety in the ammo they sell yet.
[QUOTE=Sgt Doom;27629248]3 Controller animation crashes Symptom FATAL ERROR [error]Expression : assertion failed [error]Function : CSafeFixedRotationState::create [error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\phvalidevalues.h [error]Line : 81 [error]Description : dBodyStateValide(b) stack trace: Cause The most common cause is a controller animation problem, usually when it is under attack. Sometimes it is preceded by a severe FPS drop, caused by another problem (like DetailPathManager failure). Treatment Kill the controller(s) before they enter this state. Either rush to the controller and deal with it, or use the ZRP RC debug code (debug mode must be enabled; default: Esc D K [mnemonic: debug kontroller]) to kill all on-line controllers before they crash the game. [url]http://www.metacognix.com/stlkrsoc/CrashesStillInTheGame.html[/url][/QUOTE] what do i type? D: and how do I even know debug mode is on.
[QUOTE=Paravin;27629425]what do i type? D: and how do I even know debug mode is on.[/QUOTE]I don't think AMK includes anything from ZRP, like the aforementioned debug. You'll just have to find and kill the controller as soon as possible.
It's impossible, since it's fighting a pack of animals right out my reach. I'd need an RPG to kill it. [editline]24th January 2011[/editline] :smith: [editline]24th January 2011[/editline] Holy fuck [editline]24th January 2011[/editline] I just ran through about 20 dogs, ~6 boars, 2 Chimeras and 1 Pseudogiant just to take down the fucker. And I did it.
Sorry, you need to Log In to post a reply to this thread.