• S.T.A.L.K.E.R. Series Megathread: "A Typical Day In The Zone"
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I cannot save in Yantar anymore after disabling the scorcher in X16 and dropping down into the pipes. Quick save, save, and save via console all crash to desktop. Also, where does one get a SEVA in CoC? Nimble only has armored suits and exos. Bar Duty trader has similar.
[QUOTE=bord2tears;48864934]I cannot save in Yantar anymore after disabling the scorcher in X16 and dropping down into the pipes. Quick save, save, and save via console all crash to desktop. Also, where does one get a SEVA in CoC? Nimble only has armored suits and exos. Bar Duty trader has similar.[/QUOTE] Had to revert to an earlier save before I got the x16 quest. Then I used the -dbg mode to warp to the scorcher, complete the quest, then I was ok. Still a pain in the butt. Note, not only was save broken, but any loading screen. If I loaded from inside x16 after that initial quest then warped out to cordon, then back to yantar the same save bug occurred.
[QUOTE=v1ld;48863710]Radium's running on the same OXR as CoC, so the scripts should be straightforward to port. But that OXR is based on CoP, seems to have new callbacks, additional callback arguments, and other tweaks that may make porting AI and other scripts to SoC difficult, even though so many cool mods would be improved by it. Would be good to know what alundaio thinks of both the difficulty of a port and any loss in functionality from the older engine. Great to hear about Radium's new dynamic news system, love that feature. Someone's ported the Russian SGM DNS to CoC I thought and someone was going to translate that. So hopefully we'll have something soon in CoC.[/QUOTE] Backporting would be difficult. NPCs are independent in SoC while in CoP NPCs are dependent on a squad object. Not only are scripts much different in CoP compared with SoC, but CoC scripts are much different over CoP. You would really need to know what you are doing and I have no interest to ever touch ShoC or CS ever again. [quote]Had to revert to an earlier save before I got the x16 quest. Then I used the -dbg mode to warp to the scorcher, complete the quest, then I was ok. Still a pain in the butt. Note, not only was save broken, but any loading screen. If I loaded from inside x16 after that initial quest then warped out to cordon, then back to yantar the same save bug occurred.[/quote] This is fixed but we aren't ready to roll out a new update yet since we are developing an AutoUpdater and waiting on some bump/thm fixes. It matches checksum/filesize and downloads what needs updated from mirrors automatically. This patch will require a new game. But the problem in Yantar seems to be same issue caused in other games. Phantoms sometimes don't fully get removed when they die and then corrupt the save, seems to be rare since it took a long time to reproduce (in fact I couldn't reproduce, I had to use a tester's save). Might have something to do with GSC not calling object_binder.net_destroy in the phantom binder class.
[QUOTE=bord2tears;48864934]I cannot save in Yantar anymore after disabling the scorcher in X16 and dropping down into the pipes. Quick save, save, and save via console all crash to desktop. Also, where does one get a SEVA in CoC? Nimble only has armored suits and exos. Bar Duty trader has similar.[/QUOTE] I could've sworn I got a SEVA from that Colonel Petrenko fella or whatever his name is
Anyone know of any stalker mods that add new anomalies? And I dont mean just scattering springboards all over the map, I mean either new anomaly types or anomalous locations.
[QUOTE=bord2tears;48864934]Also, where does one get a SEVA in CoC? Nimble only has armored suits and exos. Bar Duty trader has similar.[/QUOTE] I've seen Sid, Hawaiian, and I think Owl selling it, but only rarely. If you're desperate you can always do the repeated quicksave/load until it's in the trader's inventory.
[QUOTE=mecaguy03;48871460]stalker mods that add new anomalies[/QUOTE] Any of the billions of NS clones, Sky Anomaly, or pretty much any Russian overhaul to a lesser extent.
[QUOTE=alundaio;48869256]NPCs are independent in SoC while in CoP NPCs are dependent on a squad object[/QUOTE] Actually, this is something I've been meaning to ask about : Does the NPC A.I benefit from being in squads in CoP, as in, does the A.I actually coordinate when they're in a squad and to what extent? Talking Vanilla here.
it feels like there is an [I]attempt[/I] to flank you but most of the time they get minced so quickly there's not much of a chance to do that. mind you, a lot of the time in AO3, during pripyat underground my squad kept shooting and killing each other all the goddamn time.
[QUOTE=Muukkis;48871604]Actually, this is something I've been meaning to ask about : Does the NPC A.I benefit from being in squads in CoP, as in, does the A.I actually coordinate when they're in a squad and to what extent? Talking Vanilla here.[/QUOTE] Engine has group behavior but it's very minor. They transfer enemies and also don't sneak up on stalkers when grouped. I've made changes to this in OXR to actually remove these things. Transferring enemies made it impossible to stealth; now it is only done if they have visual of their ally. The sneaking thing didn't make sense, I guess it was to prevent groups from being aggressive or maybe it caused too much friendly fire if ally is running up behind enemy. The sneaking/flank action happens more frequently which I see people do notice more now. Group ID might have other influences, but not in any of the combat actions aside from what I mentioned. SoC has this too but you have to manually set group id through spawn I think.
it's pretty depressing that the last news update on the official stalker site was way back in 2011
[QUOTE=alundaio;48871899]Engine has group behavior but it's very minor. They transfer enemies and also don't sneak up on stalkers when grouped. I've made changes to this in OXR to actually remove these things. Transferring enemies made it impossible to stealth; now it is only done if they have visual of their ally. The sneaking thing didn't make sense, I guess it was to prevent groups from being aggressive or maybe it caused too much friendly fire if ally is running up behind enemy. The sneaking/flank action happens more frequently which I see people do notice more now. Group ID might have other influences, but not in any of the combat actions aside from what I mentioned. SoC has this too but you have to manually set group id through spawn I think.[/QUOTE] Meant to ask you, do the 'squad_id = n' sections in smart terrain files work the same as in SoC, where each one needs to be different or the squads spawned at any terrain with the same id will be 'grouped'?
[QUOTE=alundaio;48869256]Backporting would be difficult. NPCs are independent in SoC while in CoP NPCs are dependent on a squad object. Not only are scripts much different in CoP compared with SoC, but CoC scripts are much different over CoP. You would really need to know what you are doing and I have no interest to ever touch ShoC or CS ever again. This is fixed but we aren't ready to roll out a new update yet since we are developing an AutoUpdater and waiting on some bump/thm fixes. It matches checksum/filesize and downloads what needs updated from mirrors automatically. This patch will require a new game. But the problem in Yantar seems to be same issue caused in other games. Phantoms sometimes don't fully get removed when they die and then corrupt the save, seems to be rare since it took a long time to reproduce (in fact I couldn't reproduce, I had to use a tester's save). Might have something to do with GSC not calling object_binder.net_destroy in the phantom binder class.[/QUOTE] Let me know if you want my save to test with, I still have it and can upload it to somewhere if desired.
[QUOTE=alundaio;48869256]Backporting would be difficult. NPCs are independent in SoC while in CoP NPCs are dependent on a squad object. Not only are scripts much different in CoP compared with SoC, but CoC scripts are much different over CoP. You would really need to know what you are doing and I have no interest to ever touch ShoC or CS ever again. This is fixed but we aren't ready to roll out a new update yet since we are developing an AutoUpdater and waiting on some bump/thm fixes. It matches checksum/filesize and downloads what needs updated from mirrors automatically. This patch will require a new game. But the problem in Yantar seems to be same issue caused in other games. Phantoms sometimes don't fully get removed when they die and then corrupt the save, seems to be rare since it took a long time to reproduce (in fact I couldn't reproduce, I had to use a tester's save). Might have something to do with GSC not calling object_binder.net_destroy in the phantom binder class.[/QUOTE] Unrelated but is there any chance of the DX11 Renderer getting fixed? Fire's dont emit any light and god rays are broken too. It's a shame because although DX10 works fine I get big performance drops in areas with lots of people around or action happening that I don't get in DX11.
Dumb question: How does one obtain tier 3 upgrades in CoC?
[QUOTE=bord2tears;48875089]Dumb question: How does one obtain tier 3 upgrades in CoC?[/QUOTE] Visit Forester in the Red Forest.
[QUOTE=Furioso;48875249]Visit Forester in the Red Forest.[/QUOTE] Thanks :D
Been playing a lot of CoC lately. Been loving it a lot! Also I find it funny that you[sp] can wish to be immortal at the Monolith, and it'll teleport you to the Cordon and you won't actually take damage, but everyone will hate you. [/sp] :v:
From /sg/, a CoC port of the SGM dynamic news system: [url]https://mega.nz/#!o1FyELJJ!Xc84vGUX1S7K8ZyhNKMRlMFWuEkdmatrINJlcWkVFWo[/url]
[QUOTE=v1ld;48877533]From /sg/, a CoC port of the SGM dynamic news system: [url]https://mega.nz/#!o1FyELJJ!Xc84vGUX1S7K8ZyhNKMRlMFWuEkdmatrINJlcWkVFWo[/url][/QUOTE] This is exactly the thing I was hoping for to come to CoC. Now to never stop playing.
The only thing I really want from CoC right now is a guide system to get between levels quicker (ala Clear Sky) with a random encounter system for you and your squadmates (Ala TFW for Clear Sky)
So what exactly is the dynamic news system, is it just random chatter or is it actually based on things the AI is doing?
ai gives reports of activity on (from what ive been seeing on my game) whatever map you're on [editline]11th October 2015[/editline] ex: sitting in freedom base when you hear gunfire to your north a moment later Kenyan Ballsacko: I saw Duty shooting at a controller east of the abandoned village.
Probably not implemented in CoC but in AMK, Stalkers would also advertise guns they wanted to sell with the news system thingy. I don't know if it's part of the Dynamic news system in itself or just a separate thing though.
[QUOTE=Leon;48879418]ai gives reports of activity on (from what ive been seeing on my game) whatever map you're on [editline]11th October 2015[/editline] ex: sitting in freedom base when you hear gunfire to your north a moment later Kenyan Ballsacko: I saw Duty shooting at a controller east of the abandoned village.[/QUOTE] They'll report activity on nearby maps too (CoC disables Alife simulation on maps other than ones that you're linked to for performance reasons.)
cheeki breeki fellow pistolieros did any major mod come out what about wormwood
I just bought SoC on steam, am I in for a wild ride?
[QUOTE=proch;48879969]cheeki breeki fellow pistolieros did any major mod come out what about wormwood[/QUOTE] CoC came out no wormfood yet, soz mate [editline]11th October 2015[/editline] [QUOTE=ThePanther;48880174]I just bought SoC on steam, am I in for a wild ride?[/QUOTE] have a brillo time - please don't use the Complete mod
[QUOTE=ThePanther;48880174]I just bought SoC on steam, am I in for a wild ride?[/QUOTE] Maybe back to steam to refund it for Call of Pripyat :v: Though in all seriousness, there's good mods for Shadow of Chernobyl still. Just look on the front page.
play vanilla first time with ZRP, don't use any proper mods
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