• S.T.A.L.K.E.R. Series Megathread: "A Typical Day In The Zone"
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Who made that STALKER tabletop ruleset?
[QUOTE=Lone Wolf807;48926635]Who made that STALKER tabletop ruleset?[/QUOTE] Croguy but I believe he has stopped working on it.
[QUOTE=std DONOR;48910327]I discovered that when the 6 generators outside discharge electricity, you can jump into it and be teleported. I don't know what should happen after that because it crashes to desktop. [/QUOTE] The log in question if Alundaio or any CoC devs want it: [code]FATAL ERROR [error]Expression : !m_bAutoRemove [error]Function : CParticlesObject::Init [error]File : ParticlesObject.cpp [error]Line : 50 [error]Description : Can't set auto-remove flag for looped particle system. [error]Arguments : generator\anomaly_gen_dust stack trace: 0023:00787073 xrCore.dll, xrDebug::fail() 0023:00445972 xrEngine.exe, IGame_Level::OnFrame() 0023:03D453BA xrGame.dll, CDialogHolder::operator=() 0023:00460D5B xrEngine.exe, CInput::OnFrame() 0023:0040C131 xrEngine.exe, xrSASH::operator=()[/code]
It'd be awesome if someone made a quest mod that added in randomly spawned documents to collect in the Labs. At least it would give them some more of the spotlight in CoC. Also do only Spore and Owl collect PDAs? I thought it was a little weird that your faction's trader doesn't just have an option to take your PDAs.
Looking for a video that showed off a WIP mod's infrared scopes in grainy black and white high contrast vision. I think it was shoker or gunslinger but I can't seem to find it either way.
[QUOTE=Lyokanthrope;48924884]in theory that wouldn't be [I]too[/I] hard, the engine already loads dbs automatically, so all you'd have to add is a few engine hooks to control db loading it'd rely on mod makers jumping on board to make shit compatible though (packing into dbs and probably restructuring some ltxes to reduce conflicts)[/QUOTE] A lot of Russian mods have db files, which is cool. I agree that it'd be good to make it standard but there's still the problem of selecting the db file extension so it doesn't clash with another mod. I think we should move away from each mod putting similarly named files all over the place with all the potential for mod clashes that brings in. CoC has reduced some of the conflicts in core scripts with stuff like bind_stalker_ext.script, but even there you have the potential for overwrites. It'd be good to move away from having to do any kind of file merging at all when merging mods. One example would be a folder-per-mergeable-feature with each mod inserting its own file in the folder. To take bind_stalker.script as an example: gamedata/scripts/ext/bind_stalker/*.script should be evaluated in alphabetical order and all standard callbacks contained in each file added to the appropriate core hook. So, mod foobar could add gamedata/scripts/ext/bind_stalker/foobar.script and no files would ever need merging. Taking it one step further, you could do folder-per-mod. So, given a mod named foobar, $fs_root$/mods/foobar would be the mod-specific directory containing any of: *.db* gamedata/scripts/bind_stalker_ext.script (for eg) gamedata/textures/... bin/xrGame.dll $fs_root$/mods/foobar would act as mod foobar's $fs_root$ As long as the mods directory is scanned in a simple, fixed order (eg alphabetically), you can at least allow mod-based prioritization so the user can decide which mod wins by renaming. This is not as sophisticated as Wrye BASH tagging for TES games where you can selectively override which mod wins for each function in the merge, but it's a good start. BASH-like tagging can be done here as well if needed - it's well understood and should be even more effective here than with Bethbryo's undocumented binary records.
Holy hot damn the weapons in OWR3 for CoC are fucking accurate. I made an AK 5.56 as a Freedom member and I'm not looking back. God damn rifle is a beast.
[QUOTE=v1ld;48929020]A lot of Russian mods have db files, which is cool. I agree that it'd be good to make it standard but there's still the problem of selecting the db file extension so it doesn't clash with another mod. I think we should move away from each mod putting similarly named files all over the place with all the potential for mod clashes that brings in. CoC has reduced some of the conflicts in core scripts with stuff like bind_stalker_ext.script, but even there you have the potential for overwrites. It'd be good to move away from having to do any kind of file merging at all when merging mods. One example would be a folder-per-mergeable-feature with each mod inserting its own file in the folder. To take bind_stalker.script as an example: gamedata/scripts/ext/bind_stalker/*.script should be evaluated in alphabetical order and all standard callbacks contained in each file added to the appropriate core hook. So, mod foobar could add gamedata/scripts/ext/bind_stalker/foobar.script and no files would ever need merging. Taking it one step further, you could do folder-per-mod. So, given a mod named foobar, $fs_root$/mods/foobar would be the mod-specific directory containing any of: *.db* gamedata/scripts/bind_stalker_ext.script (for eg) gamedata/textures/... bin/xrGame.dll $fs_root$/mods/foobar would act as mod foobar's $fs_root$ As long as the mods directory is scanned in a simple, fixed order (eg alphabetically), you can at least allow mod-based prioritization so the user can decide which mod wins by renaming. This is not as sophisticated as Wrye BASH tagging for TES games where you can selectively override which mod wins for each function in the merge, but it's a good start. BASH-like tagging can be done here as well if needed - it's well understood and should be even more effective here than with Bethbryo's undocumented binary records.[/QUOTE] I hate BASH..But I get what you're saying. Worth noting, DB extensions don't matter in X-Ray 1.5/1.6 engines, they simply load sequentially based on filename. As far as I understand it, ABCMod01.db would load higher up rather than ABCMod02.db, XYZMod07.db would load last.
[QUOTE=Lone Wolf807;48926635]Who made that STALKER tabletop ruleset?[/QUOTE] [QUOTE=kiloy;48926649]Croguy but I believe he has stopped working on it.[/QUOTE] You called?
The fires in CoC aren't working. What do? I need them because I get spooked otherwise.
Stop using DX11, glorious DX10 masterrace calls
I knew that would be an issue, which is why I set dx10. Weird. Also how do I tune the AI to not be crack shots? They agro from the little house thingy beside railroad all the way to the top of the railroad crossing, sniping me.
Ecologists are somehow incredibly durable. I've had four guys with me one time that got into a big shoot out with bandits and I assumed they all died when the shooting stopped. When I changed levels they were all still there, what the hell. But Monolith akbar is superior faction. If only for the ability to take a small army of them as followers. :v: On a side note I was doing Monolith missions and I took one before going to sleep. When I woke up I failed and Krolik seems to no longer give out missions. Is there really some time limit to them or did he just bug out?
[URL]http://pastebin.com/k3LE35uU[/URL] new patchnotes for COC [url]http://www.moddb.com/mods/call-of-chernobyl/news/patch-1222-now-available[/url]
[QUOTE=kimr120;48934436][URL]http://pastebin.com/k3LE35uU[/URL] new patchnotes for COC [URL]http://www.moddb.com/mods/call-of-chernobyl/news/patch-1222-now-available[/URL][/QUOTE] Now to wait for addons to update. :saddowns:
Hi there! I was wondering if maybe you guys could help me with my problem. I'm getting random CTD's and my log contains nothing but an empty stack trace. Anyway, the BugTrap says there is an access violation for my xrRender_R2.dll, which is weird because I'm running everything as admin and got full rights on all the S.T.A.L.K.E.R. stuff. Here's the BugTrap message: [url=http://postimg.org/image/qoru3f0pv/][img]http://s13.postimg.org/qoru3f0pv/81459151.jpg[/img][/url] I'm playing O.G.S.E. v.0692 with AA2 eye candy (+ the shader settings from AMK:Autumn) and Code Bro's patch v.1.0008 (for increasing grass render distance). Does it not like the AA2 eye candy (OGSE has some graphic stuff on its own) or maybe the v.1.0008 patch? I really don't get why it's an access violation, though. I hope someone can help me and that it's something minor. I really, really like this combination, it just crashes every few minutes, randomly. The first hour of playing was all smooth though. Thanks in advance!
Go to where you save games are and find a folder called "logs", open the one for your error and find the last bit of code, it should be kinda like this. [quote]FATAL ERROR [error]Expression : fatal error [error]Function : CScriptEngine::lua_error [error]File : E:\stalker\sources\trunk\xr_3da\xrGame\script_engine.cpp [error]Line : 73 [error]Description : <no expression> [error]Arguments : LUA error: ...ow of chernobyl\gamedata\scripts\ui_main_menu.script:322: attempt to call field 'toggle_helmet' (a nil value) stack trace:[/quote] Copy whatever you have from your log file and we might actually be able to figure out the problem.
[QUOTE=Hank420;48944877]Hi there! I was wondering if maybe you guys could help me with my problem. I'm getting random CTD's and my log contains nothing but an empty stack trace. Anyway, the BugTrap says there is an access violation for my xrRender_R2.dll, which is weird because I'm running everything as admin and got full rights on all the S.T.A.L.K.E.R. stuff. Here's the BugTrap message: [url=http://postimg.org/image/qoru3f0pv/][img]http://s13.postimg.org/qoru3f0pv/81459151.jpg[/img][/url] I'm playing O.G.S.E. v.0692 with AA2 eye candy (+ the shader settings from AMK:Autumn) and Code Bro's patch v.1.0008 (for increasing grass render distance). Does it not like the AA2 eye candy (OGSE has some graphic stuff on its own) or maybe the v.1.0008 patch? I really don't get why it's an access violation, though. I hope someone can help me and that it's something minor. I really, really like this combination, it just crashes every few minutes, randomly. The first hour of playing was all smooth though. Thanks in advance![/QUOTE] 1.0008 probably shouldn't be used with OGSE, as OGSE relies on replacing bins, 1.0008 is probably conflicting somewhere. Just a guess though, maybe I'm wrong.
[QUOTE] Copy whatever you have from your log file and we might actually be able to figure out the problem. [/QUOTE] CTRL+V into an empty text document only got me "stack trace:". The log itself doesn't even have the "fatal error" lines: * MEMORY USAGE: 310574 K * Saving spawns... * Saving objects... * 22537 objects are successfully saved * Game Hank_quicksave.sav is successfully saved to file 'c:\users\public\documents\stalker-shoc\savedgames\hank_quicksave.sav' * Saving spawns... * Saving objects... * 22558 objects are successfully saved * Game Hank_quicksave.sav is successfully saved to file 'c:\users\public\documents\stalker-shoc\savedgames\hank_quicksave.sav' stack trace: 0023:68C82782 xrRender_R2.dll [QUOTE]1.0008 probably shouldn't be used with OGSE, as OGSE relies on replacing bins, 1.0008 is probably conflicting somewhere. Just a guess though, maybe I'm wrong.[/QUOTE] I kinda thought the same. I just hope it isn't because the standard grass draw distance of 15 meters or what it was is really ugly. I tried a modified xrRender_R2.dll but the draw distance was so insanely high that it killed the performance and caused weird graphical glitches. Can someone confirm that it's the v.1.0008 patch? I really don't want to reinstall everything AGAIN (did that like 4-5 times) just to experience the same crashes after an hour of playing. Does anyone know of any other methods to increase the grass draw distance?
So to clarify, 1.2.22 for COC gives somewhat more active factions/Faction Warfare? (Basically opens up smart terrains and such)
[QUOTE=Jamie1992GSC;48945320]So to clarify, 1.2.22 for COC gives somewhat more active factions/Faction Warfare? (Basically opens up smart terrains and such)[/QUOTE] It appears he has enabled the basics of it. I can't tell on my current play through as I'm using the faction war mod on the mega db.
[QUOTE=Jamie1992GSC;48945320]So to clarify, 1.2.22 for COC gives somewhat more active factions/Faction Warfare? (Basically opens up smart terrains and such)[/QUOTE] It seems to allow enemy squads to take over smarts, yeah. Not sure how well it works, I keep fucking up early in my playthroughs and ragequitting :v:
[QUOTE=dedo678;48945869]It appears he has enabled the basics of it. I can't tell on my current play through as I'm using the faction war mod on the mega db.[/QUOTE] Hmm. Just wondered as I found the general lack of activity somewhat saddening. I understand ofcourse it isn't designed to be a massive faction warfare type mod and is more a basis for other mods. I just find that having a manic zone full of unexpected factions and members all over the place and taking over areas they usually don't really fun. (Hence what inspired me to make Faction Wars for SOC)
I'm doing modern skins of some weapons (heffy retexture). Next up is the L85 (for both OWR / STCoP skins btw) [t]http://orig14.deviantart.net/3c00/f/2015/293/a/4/xrengine_2015_10_19_23_35_59_17_by_mod_a_holic-d9dsi6a.png[/t] [t]http://orig04.deviantart.net/3e3d/f/2015/293/8/b/xrengine_2015_10_19_23_35_44_12_by_mod_a_holic-d9dsi40.png[/t] [editline]20th October 2015[/editline] If anyone wants to see the diffuse I'll up it
When it comes to AK furniture, when they ditched wood to go with polymer, they made the front handguard different a bit. [img]http://www.operationeastwind.com/russiangearpages/AK74_poly.jpg[/img] [img]http://media.midwayusa.com/productimages/880x660/Primary/686/686494.jpg[/img] Hope this is helpful.
I know. Sadly, I can only reskin and it seemsl like the handguards heffy used aren't flat :( I checked the model. So I went with a cheap method. I can try the plastic ones, though. See how it looks ingame. Cheers
You could kinda "tweak" the texture to make that bump in the handguard look like it's part of the bump of a polymer handguard. After all both types have that bump, just it's a bit smaller on the polymer guard.
Now you say so! Thanks, that'll work. I'll just move the whole part a bit down so it fits that bump. Great idea
[QUOTE=Sewer guy;48925492]Does it bother anyone else that Ecologists can wear military and merc suits? There's been many times where I almost shoot them walking around at night. At least Ecogs don't often show up in maps where there are mercs.[/QUOTE] Those are hired mercs. Most tasks have a 24-hour in-game cooldown.
I think if you normal map it right it'll look good even though the model was obviously based off wood furniture. The gas tube furniture is still the wood type with notches for heat dispersal, other than that, when I overlayed that poly guard over the texture in photoshop, I got damn near close.
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