• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
    21,541 replies, posted
[media]http://www.youtube.com/watch?v=Llwux_ORwDc[/media]
STALKERSOUP + CoC + SGM + AMK + OGSE 0963 when?
What are some good mods for clear sky? Preferably ones that are pretty hard.
[video=youtube;I2UxgCaf-jc]http://www.youtube.com/watch?v=I2UxgCaf-jc[/video]
[t]http://media.moddb.com/images/mods/1/15/14909/xrEngine_2015-01-05_10-54-45-27.png[/t] [B]'Long Forgotten'[/B] [I]Another day, another new interior goes into the game! These are a high priority for the dev team, but our lack of 3D modellers is really slowing down the rate at which we can produce new, high-quality interior spaces. If you're a 3D artist with experience in Autodesk Maya (preferably), please get in touch and help us out! These pieces would look great on your portfolio.[/I]
[QUOTE=Beacon;46860619][t]http://media.moddb.com/images/mods/1/15/14909/xrEngine_2015-01-05_10-54-45-27.png[/t] [B]'Long Forgotten'[/B] [I]Another day, another new interior goes into the game! These are a high priority for the dev team, but our lack of 3D modellers is really slowing down the rate at which we can produce new, high-quality interior spaces. If you're a 3D artist with experience in Autodesk Maya (preferably), please get in touch and help us out! These pieces would look great on your portfolio.[/I][/QUOTE] oh man that is great, and the olympics poster on the ground completes it [editline]5th January 2015[/editline] playing AO with MSO [quote]Expression : !m_error_code Function : raii_guard::~raii_guard File : D:\prog_repository\sources\trunk\xrServerEntities\script_storage.cpp Line : 748 attempt to call a string value lua stack: [ 5|-1] (no value): [ 4|-2] (string): `bad argument #2 to '?' (number expected, got string)' [ 3|-3] (string): `number expected, got string' [ 2|-4] (string): `xr_corpse_detection.script:350: bad argument #1 to 'random' (interval is empty)' [ 1|-5] (number): 0.33333334326744 lua stack: [ 2|-1] (no value): [ 1|-2] (number): 0.33333334326744 [/quote] what the fuck does this mean [editline]5th January 2015[/editline] is my save fucked?
Does anyone have a link for the AO update or is it back up on moddb?
[QUOTE=Sunkite;46861387]Does anyone have a link for the AO update or is it back up on moddb?[/QUOTE]It's back on moddb.
[QUOTE=Araknid;46860749]playing AO with MSO what the fuck does this mean [editline]5th January 2015[/editline] is my save fucked?[/QUOTE] I believe I've seen that error before and I think it's possible to avoid it by moving to a different level for a while or to stay away from where it's happening for a little while. I think it eventually goes away, but someone with more experience can probably confirm that.
AO again [quote]Expression : fatal error Function : out_of_memory_handler File : D:\prog_repository\sources\trunk\xrCore\xrDebugNew.cpp Line : 336 Description : <no expression> Arguments : Out of memory. Memory request: 74687 K [/quote] when I try to travel to Zaton from Yanov Fucking hell I've never ever gotten this error before, only from this bloody mod [editline]a[/editline] kingo64s patched exes fixed this shit and the game loads quicker now
probably late as fuck but the areal devs are at it again, now with "stalker apocalypse" [url]https://wfunder.com/project/185#basics[/url]
[QUOTE=Pops;46862119]probably late as fuck but the areal devs are at it again, now with "stalker apocalypse" [url]https://wfunder.com/project/185#basics[/url][/QUOTE] you have no idea how idea how late you actually are my friend
yeah i realized that still, they've managed to make almost 16k on it, and if you go further down the rabbit hole it seems they actually made the website.
Are there any mods for any of the games that use the MP maps from ShoC/CS/CoP as new areas? (I know redux will use a few) Was looking at the maps ingame, desolated village in ShoC's MP would make an excellent village to come across in SP Also why do CoP's vanilla skyboxes look so shit/lores compared to SoC
[QUOTE] FATAL ERROR [error]Expression : fatal error [error]Function : CInifile::r_section [error]File : D:\prog_repository\sources\trunk\xrCore\Xr_ini.cpp [error]Line : 502 [error]Description : <no expression> [error]Arguments : Can't open section 'simulation_bloodsucker_b38u'. Please attach [*.ini_log] file to your bug report [/QUOTE] This keeps crashing my game constantly. Playing AO 2.4.1 with MSO. I didn't have it in the beginning it just suddenly started and now makes it unplayable. Any help would be very appreciated. [editline]6th January 2015[/editline] [QUOTE=Araknid;46861984]AO again when I try to travel to Zaton from Yanov Fucking hell I've never ever gotten this error before, only from this bloody mod [editline]a[/editline] kingo64s patched exes fixed this shit and the game loads quicker now[/QUOTE] nvm found it. Didn't solve my issue.
i'm getting pretty frequent crashes in yanov as well, most of them have happened when i was between the anomalous grove/checkpoint and jupiter.
Evening, fellow Stalkers! I checked the Facepunch SOC Modlist and I'm confused, Why isn't Zone of Alienation on there as well? Because that's what I'm playing on SoC currently. also, PS, this is Leoparditus, looong time no see.
[QUOTE=Hellcelot;46866456]Evening, fellow Stalkers! I checked the Facepunch SOC Modlist and I'm confused, Why isn't Zone of Alienation on there as well? Because that's what I'm playing on SoC currently. also, PS, this is Leoparditus, looong time no see.[/QUOTE] Because its outdated as fuck
Hey Alundaio and every other modder that invests time into AI: Is it possible to assign a var to each stalker that checks for its weapon condition and if it rolls 1/true/positive makes said stalker reload? So as to simulate Bandits having shitty weapons with a 70% jamming rate and mercs having weapons that can fail 20% of the time? If it's not already implemented, it would make for some quite interesting firefights. The situation in which you are behind a corner reloading and an enemy rushes to your face to unload his weapon at point blank range (FOR REFERENCE: SEE CHEEKI BREEKI I V DAMKE video) is quite annoying, but it would be awesome to see said bandit have his gun jammed and then run away from you while you chase him
[media]http://www.youtube.com/watch?v=jkyo69J9Kr4[/media] I love MSO so much
Can a save get corrupted if a quest is not done properly? I.e killing all the bloodsuckers without using the gas, but by two F1 grenades and high caliber assault rifle rounds? Because that's what I did for fun, I did a quicksave before and afterwards it seemed fine. I did the quest, and got the reward from Beard. So I continued, now more then 3 hours later. The game starts constantly crashing (with the error message I typed above). I have tried reinstalling it 4 times, redownloading it twice, once on a different mirror. I tried making sure there wasn't any weird permission problems due to be shutting off UAC. I tried just about anything that I could remember/figure out etc. Sorry for asking again, but this is making me desperate. Making a new game seems to work, but I really don't want to stop playing on this playthrough. I'm already losing motivation from all of this.
No, that won't corrupt a save. There's no 'correct' way to kill the Bloodsuckers, anyway.
the only correct way to kill a bloodsucker is fast.
[QUOTE=Beacon;46849724]I think people are going to be disappointed when CoC is released and there's virtually nothing to do but kill A-Life and find artifacts in the new levels. The key will be when someone adds proper missions and new storylines to all the old levels again.[/QUOTE] The tasks in CoC are dynamic and built around the A-life. For example if Bandits are at the car park Sidrovich will have a task available to clear it out. You can optionally go talk to Fanatic to come with you. Many more like that, that can go on forever. These are not spawned situations, these situations have to exist for you to be able to get the task in the first place. I did add fetch tasks because testers begged for them, but I'm not too fond of those kinds of tasks. So, no there is quite a lot to do similar to if you were to play GTA. Gameplay in stalker has always come from the randomness of A-life, we just embrace this. Will there be something to do in every corner of every level? No, it's impossible for us to add that amount of stuff by ourselves. This is why we want a good stable mod with documentation to allow modders to add their own work. Our collaborations with OpenXray will ensure future compatibility with other mods that alter the source, too.
Such a simple concept, but it sounds so great. You need to take out X group at Y location because X group overran Y location Most games do it either like "X group statically controls Y location for questline" or "questline spawns X group" so it's really nice that you guys are embracing the randomness, I've always felt the feeling of simulation in the STALKER games is what keeps the game fresh long after the scripted scares and unknown plot details run their course. Case in point, I am sick to death of most every quest in Call of Pripyat (Especially the MQ tasks). I try to either avoid for a while or get out of the way the bloodsucker lair quest in zaton because it's so scripted in the beginning (and being with Grouse and his dialogue is torture) vs say, snag's quest for the container because while still scripted, the build that comes from traveling there and carrying out the task is a player-driven story in and of itself. Hell, I even prefer the hunting quests. Speaking of quests, do you guys have artifact-hunting quests that force you to go to really dangerous areas (like CNPP) for super valuable artifacts that you can't get anywhere else? I fucking love any type of thing that can convey a journey (as well as provide a decent reward)
[QUOTE=alundaio;46866913] Gameplay in stalker has always come from the randomness of A-life, we just embrace this.[/QUOTE] I think this is the correct approach to what you've got now. There will always be storyline mods, but I've been looking for a mod for CoP that is perfect for permadeath runs, i.e you can just forego the missions and live your life in the Zone until the Zone takes you, then roll a new character. Looks like CoC is shaping up to be this long dream of mine.
[QUOTE=Muukkis;46867215]I think this is the correct approach to what you've got now. There will always be storyline mods, but I've been looking for a mod for CoP that is perfect for permadeath runs, i.e you can just forego the missions and live your life in the Zone until the Zone takes you, then roll a new character. Looks like CoC is shaping up to be this long dream of mine.[/QUOTE] I was actually thinking about adding an Iron-man mode checkbox to the faction selection screen, where it will delete all marked saves upon death.
[QUOTE=alundaio;46866913]The tasks in CoC are dynamic and built around the A-life. For example if Bandits are at the car park Sidrovich will have a task available to clear it out. You can optionally go talk to Fanatic to come with you. Many more like that, that can go on forever. These are not spawned situations, these situations have to exist for you to be able to get the task in the first place. I did add fetch tasks because testers begged for them, but I'm not too fond of those kinds of tasks. So, no there is quite a lot to do similar to if you were to play GTA. Gameplay in stalker has always come from the randomness of A-life, we just embrace this. Will there be something to do in every corner of every level? No, it's impossible for us to add that amount of stuff by ourselves. This is why we want a good stable mod with documentation to allow modders to add their own work. Our collaborations with OpenXray will ensure future compatibility with other mods that alter the source, too.[/QUOTE] That sounds good, thanks for the reply mate. I'm intrigued as to how you got dynamic tasks working, I'd love an explanation if you find the time. The temptation to restart WotW with a CoC base is a hard one to resist, I'll tell you.
Has anyone ever been able to find the MP-5/10 or 5.7x28mm ammo in Arsenal Overhaul? I wanted to get the FN P90 but I can't find any ammo for it.
[QUOTE=alundaio;46867241]I was actually thinking about adding an Iron-man mode checkbox to the faction selection screen, where it will delete all marked saves upon death.[/QUOTE] I always thought a simple idea would be to limit saves to the safe areas (bar, Skadovsk, Yanov) and anything death outside results to you reloading that point. Would sort of give meaning to armour + artifact protection instead of "less time before i need to quickload".
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