S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=JoeSibilant;44043764]Wait what? 2.2 still has SGM stashes.[/QUOTE]
I never found any, at least without having them revealed first.
[QUOTE=Muukkis;44042382]Unless you killed him, it shouldn't matter that much since I think that when you start the mission to go to Pripyat, he gets despawned and a new strider with the Monolith SEVA Strider with the helmet on will be spawned in his place. I'm basing this on the fact that Sokolov's inventory seems to reset after the Underpass meaning that he's probably a whole new character instead of just a model swap. This is all speculation not based on looking around the files though.[/QUOTE]
No I can't talk to him to invite him.
[QUOTE=Gatekeeper828;44041663]I just got a message from Beard that it is time for me to do the barge defense mission with Noah in SGM 2.2. I think I am ready:
[t]http://puu.sh/7a2eN.jpg[/t]
Time to kick some mutant ass![/QUOTE]
I think carrying 4k+ rounds is a bit dumb, then again I suppose I might just be one of [I]those[/I] people
And no shotgun while hunting mutants. I don't understand that at all. I carry a rifle, pistol, and shotgun. That covers everything. Rifle slays people, shotgun slays mutants. Pistol handles either.
[QUOTE=PollytheParrot;44047166]I think carrying 4k+ rounds is a bit dumb, then again I suppose I might just be one of [I]those[/I] people[/QUOTE]
Play SGM 2.2 and you'll realize why I need to carry that much. :v:
As for the no shotgun thing, I accidentally lost my Marauder shotgun with an encounter with a burer so I haven't been carrying one since.
[QUOTE=Gatekeeper828;44048086]Play SGM 2.2 and you'll realize why I need to carry that much. :v:
As for the no shotgun thing, I accidentally lost my Marauder shotgun with an encounter with a burer so I haven't been carrying one since.[/QUOTE]
I always just use the knife on Burers. If you can try to keep away from their scratches between their shitass invincibility shield you can normally kill them without taking any damage to yourself or your weapons. Their scratches aren't too bad anyway though so you don't even really need to watch out for them either.
[QUOTE=JoeSibilant;44038720]STALKER saves a crashlog into your clipboard when you crash. After the game crashes ctrl+v here and post your crashlog or we can't help you.
[editline]24th February 2014[/editline]
Ten bucks says it's a misnamed/missing texture[/QUOTE]
Been busy, but here it is
EDIT:
Expression : current_level.guid() == level_graph().header().guid()
Function : CAI_Space::load
File : E:\stalker\sources\trunk\xr_3da\xrGame\ai_space.cpp
Line : 129
Description : graph doesn't correspond to the AI-map
[QUOTE=Trainbike;44048120]I always just use the knife on Burers. If you can try to keep away from their scratches between their shitass invincibility shield you can normally kill them without taking any damage to yourself or your weapons. Their scratches aren't too bad anyway though so you don't even really need to watch out for them either.[/QUOTE]
Yeah I already know about that tactic, it just caught me by surprise when I was wandering around Yanov and it stole my shotgun from my hands and then the shotgun disappeared in the ground.
How hard would it be to replace something like the reticule for a specific scope?
[QUOTE=mecaguy03;44051236]How hard would it be to replace something like the reticule for a specific scope?[/QUOTE]
Not too hard, but it will depend on what (if any) mod you're already using. Some will reference the recticle in a seperate "addons_scopes.ltx" within the weapons config directory. Others reference it within the ltx for a specific weapon.
Finding the actual texture is a bit of a chicken and egg scenario. If you can find the textures path in the ltx ('[I]visual[/I]' denotes the beginning of a texture path) - then you know where to look in the textures folder. If you've found the recticle texture already, and want to check which weapon/scope it is used on - you can open up Notepad++ - and use the "search files" option on the configs directory to find which ltx references it.
Once you have the texture in question located - its a simple case of replacing it with a different image of the same size and format. You'll need something to open and edit dds's. Paint.NET does so out of the box, or there are plugins availible for GIMP and Photoshop. Once you've made/edited your recticle you'll need to ensure you save it with the right settings. Note, that most engines only support textures with resolutions of a fixed ratio. You can read up on it if you want to know more, but as a general rule of thumb, open the existing texture and edit that, rather than making a new one.
-RGBA8 is necessary to include the images alpha channel (transparency). Crucial for a recticle overlay.
-Selecting the option to generate mipmaps is also a good idea, but compression is largely unnecessary for simple re-textures like this.
I hope that was fairly easy to follow. Let me know if there's anything else you're uncertain of, and I'll do my best to help.
[QUOTE=FlamingBlizza;44048970]Been busy, but here it is
EDIT:
Expression : current_level.guid() == level_graph().header().guid()
Function : CAI_Space::load
File : E:\stalker\sources\trunk\xr_3da\xrGame\ai_space.cpp
Line : 129
Description : graph doesn't correspond to the AI-map[/QUOTE]
looks like the all.spawn doesn't match the AI map
[IMG]http://i.imgur.com/CKFZSLj.png[/IMG]
am I doing this right
[QUOTE=Everest;44052559][IMG]http://i.imgur.com/CKFZSLj.png[/IMG]
am I doing this right[/QUOTE]
it should be vodka, sausage and bread
Are there any weapon merchants in SGM 2.2? Haven't played it in a while.
running CoP Redux v1.05b, it's fun but the game crashes when i talk to Spartacus in the mission where you interrupt the Bandit + Duty trade deal.
[QUOTE]Expression : fatal error
Function : CInifile::r_section
File : D:\prog_repository\sources\trunk\xrCore\Xr_ini.cpp
Line : 502
Description : <no expression>
Arguments : Can't open section 'ammo_5.45x39_ap_tracer'. Please attach [*.ini_log] file to your bug report
[/QUOTE]
crash log
[QUOTE=Cone;44053374]running CoP Redux v1.05b, it's fun but the game crashes when i talk to Spartacus in the mission where you interrupt the Bandit + Duty trade deal.
crash log[/QUOTE]
you didn't patch to v1.05b properly mate, make sure you overwrite all the files it asks you to when you do the patch, and make sure you start a new game :)
[QUOTE=Beacon;44053742]you didn't patch to v1.05b properly mate, make sure you overwrite all the files it asks you to when you do the patch, and make sure you start a new game :)[/QUOTE]
oh damn yeah i've just remembered that i quickly loaded up redux before patching it just to make sure it didn't crash on startup, okay thanks
In sgm where are the upgrades for the guy who sells you the hacking tool. i know one is at the sawmill but where are the rest?
[QUOTE=XeroG;44052772]it should be vodka, sausage and bread[/QUOTE]
It'd be just like an MRE but its missing some Solyanka.
[QUOTE=DiavelZzZ;44054289]It'd be just like an MRE but its missing some Solyanka.[/QUOTE]
Or battery acid. I mean.....'orange juice'.
Anyone got a good torrent for STALKER SOUP? The one I got off of TecnoBacon is taking a long ass time.
Bad news on my escapades with SGM 2.1. Every time there's an emission, the game crashes. It goes a very long time between emissions, but when they trigger, the game crashes and i need to reload a previous save. I think it's because i got the integration pack that has Dynamic News in it, so i'm going to disable the emission messages and have only the siren.
Here's the error code that may or may not be related to it.
Expression : !m_error_code
Function : raii_guard::~raii_guard
File : D:\prog_repository\sources\trunk\xrServerEntities\script_storage.cpp
Line : 748
Description : ... pripyat\gamedata\scripts\xr_corpse_detection.script:395: attempt to index a nil value
I checked out that script, and it's tied to zombie generation from emissions, so i'm gonna disable anything that creates zombies.
Well, that didn't work.
Try changing the atmosfear settings so it kills stalkers instead of zombifying them.
[QUOTE=Cone;44053821]oh damn yeah i've just remembered that i quickly loaded up redux before patching it just to make sure it didn't crash on startup, okay thanks[/QUOTE]
hope you have fun! let me know what you think, what you like and dislike etc :)
[QUOTE=Beacon;44056435]hope you have fun! let me know what you think, what you like and dislike etc :)[/QUOTE]
well the lack of stashes and the new radiation are both weird and kind of mess up the balance a bit, and i tend to find myself getting one hit killed by stray bullets and random mutants quite a lot. but i'm enjoying myself quite a bit nonetheless, the lack of ammo is fun and the much higher damage is making missions a lot more intense
Does anybody else suffer from the CoP "impossible to throw grenades in remotely small spaces" issue?
I'm playing SGM 2.2, but I remember this being an issue in vanilla. If you were to try and toss a grenade through a doorway while standing in/near it, it'd just boucne off of the top of the door even if you were low-crouched.
It's as if the grenade projectile starts 200km above my head and in the center of the screen, instead of from the right or not 200km above my head. It makes tossing grenades a pain in the ass if there's any cover anywhere near me, as it'll likely just bounce right back in my face.Lean-tossing is also the most dangerous thing in existence.
So I came up with an idea that I thought would be kinda neat, but I think it might be best if I get criticism before I explore it some more.
Basically, my idea is this: whenever you're on a mission, you can go to Owl/Aloha Man and buy a stash that could possibly help you out in the mission you're on. It wouldn't be anything overpowered, but it could be used to help a bit if you don't know how to approach a situation. What do you guys think of this idea?
[QUOTE=Gatekeeper828;44057067]What do you guys think of this idea?[/QUOTE]
The fact that the traders such as Owl / Hawaiian exist on the same map kind of make the idea sorta pointless unless it would be in a Misery-tier economy mod where you would conceivably actually run out of ammo and in SGM-like mods where you have huge mutant hordes in missions it still wouldn't be very necessary since the drop rates in SGM are kind of generous.
Personally, I'd just rather use backpack stashes to prepare for the mission by laying down a backpack loaded with exactly the ammunition / equipment I want and scant little else, I can't see anyone really buying stashes if there's no guarantee of them being useful and if they are [I]too[/I] useful then it's kind of handing the player good items with the effort of exploration.
[editline]herp[/editline]
The way it [I]could[/I] potentially be useful if they would hint that some relatively rare ammo could be arranged on the spot in exchange for the money since while there's really never shortage of ammunition in general, sometimes Owl / Hawaiian sell sniper ammo / PKM ammo in aggravatingly low quantities that it would be actually relatively tempting to buy that stash just to get ahold of that ammo. Actually, if we're going with non-vanilla items then things like remotely detonated explosives, mines and maybe specialty items would be okay as well.
[editline]herp[/editline]
I don't really want to discourage your idea, it's definitely very interesting but it would need some thought on balancing to make it both useful and not overpowered.
I'd like to see a trader system where they only work at certain parts of the day, and spend time waiting for new supplies to arrive at different dates in the week.
So, say, if you showed up on Monday morning at Owl's, he'd have a crapton of high tech expensive gear that just hauled in, but it might not be there during the afternoon due to the stalker traffic buying it from him before you did. Naturally, even though his money-seeking powers fuel him, he still has to sleep, so it makes sense that Degtyarev can't find him during night hours, and has to resort to bartering and exchanging with stalkers in the Skadovsk Bar.
[QUOTE=Muukkis;44057168]I don't really want to discourage your idea, it's definitely very interesting but it would need some thought on balancing to make it both useful and not overpowered.[/QUOTE]
Yeah, that's one of the big issues I have with this. I imagine that this idea could work out really well if it is done correctly, the issue is, I'm not sure how I could find the perfect balance. I'm thinking a mix of special ammo, drugs, and possibly PDA entries that describe weak spots and weaponry might be good, but again, I'm not exactly sure how useful that would be or if it would be overpowered.
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