• S.T.A.L.K.E.R. Series Megathread: "A Typical Day In The Zone"
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[QUOTE=Cutthecrap;48253939]POSTAL Stalker soon[/QUOTE] Perhaps someday I will make such a thing.
[QUOTE=Cutthecrap;48253939]POSTAL Stalker soon[/QUOTE] [video=youtube;xmMW1uXscdI]https://www.youtube.com/watch?v=xmMW1uXscdI[/video] ?
Im having some issue with crashing in SHoC with Kingo64's merge mod it always crashes near the large warehouse in garbage with the fight between bandits and loners. Anyone know a fix?
[QUOTE=Bloodshot12;48254818]Chaser 13 Shot FINAL[/QUOTE] What caliber at this grenade launcher?
[QUOTE=lafugix;48256646]What caliber at this grenade launcher?[/QUOTE] Hm? That is the Chaser 13, aka Winchester 1300 pump action shotgun. I do intend on some cool explosive stuff but this is just a reanimation of an existing ingame weapon. [editline]20th July 2015[/editline] [QUOTE=Vexua;48255958]Im having some issue with crashing in SHoC with Kingo64's merge mod it always crashes near the large warehouse in garbage with the fight between bandits and loners. Anyone know a fix?[/QUOTE] Please post your crash log, mine is located in C:\Users\Public\Documents\stalker-shoc\logs
[QUOTE=doommarine23;48256811] Please post your crash log, mine is located in C:\Users\Public\Documents\stalker-shoc\logs[/QUOTE] Here it is FATAL ERROR [error]Expression : assertion failed [error]Function : xrServer::Process_event_ownership [error]File : E:\stalker\sources\trunk\xr_3da\xrGame\xrServer_process_event_ownership.cpp [error]Line : 23 [error]Description : e_parent
I'm honestly not too sure what it could be. Has it done this even on different saves?
None I just started it played for a hour or 2 fine with some frequent random crashes but this one is consistent
[QUOTE=doommarine23;48256811]Hm? That is the Chaser 13, aka Winchester 1300 pump action shotgun. [/QUOTE] I know. He's just so huge that they shoot down helicopters
[QUOTE=Vexua;48257404]Here it is FATAL ERROR [error]Expression : assertion failed [error]Function : xrServer::Process_event_ownership [error]File : E:\stalker\sources\trunk\xr_3da\xrGame\xrServer_process_event_ownership.cpp [error]Line : 23 [error]Description : e_parent[/QUOTE] I have never seen that crash before. Looks like it is crashing at: [code]CSE_Abstract* receiver = game->get_entity_from_eid (destination); if (receiver) { R_ASSERT(receiver->owner); receiver->OnEvent (P,type,timestamp,sender); };[/code] Unless somebody else has a better suggestion, I'd travel as far away as possible in the game and wait as long as possible and maybe do a few save/reloads to dump the A-Life. Also I am surprised people are still playing that mod. I released that thing years ago as my gamedata folder backup so it has hardly any polish. [editline]21st July 2015[/editline] It could also possibly be this, I dunno: [code]case GE_RESPAWN: { CSE_Abstract* E = receiver; if (E) { R_ASSERT (E->s_flags.is(M_SPAWN_OBJECT_PHANTOM)); svs_respawn R; R.timestamp = timestamp + E->RespawnTime*1000; R.phantom = destination; q_respawn.insert (R); } } break;[/code]
It would be cool if the air bottle upgrade did more for whatever suit its on, as long as you have a gas mask. I would think that if you have an open circuit breathing apparatus it would give you more than just 10% extra acid/toxin resistance as opposed to just a gas mask and suit with no air bottles.
[QUOTE=K1ngo64;48258842]I have never seen that crash before. Looks like it is crashing at: [code]CSE_Abstract* receiver = game->get_entity_from_eid (destination); if (receiver) { R_ASSERT(receiver->owner); receiver->OnEvent (P,type,timestamp,sender); };[/code] Unless somebody else has a better suggestion, I'd travel as far away as possible in the game and wait as long as possible and maybe do a few save/reloads to dump the A-Life. Also I am surprised people are still playing that mod. I released that thing years ago as my gamedata folder backup so it has hardly any polish. [editline]21st July 2015[/editline] It could also possibly be this, I dunno: [code]case GE_RESPAWN: { CSE_Abstract* E = receiver; if (E) { R_ASSERT (E->s_flags.is(M_SPAWN_OBJECT_PHANTOM)); svs_respawn R; R.timestamp = timestamp + E->RespawnTime*1000; R.phantom = destination; q_respawn.insert (R); } } break;[/code][/QUOTE] Oh shit hey mod author I choose it cause i couldn't decide between the mods so I choose your pack of three haha also what mod added that motion blur cause I do quite like it. Ill try that suggestion Also any suggestions on another mod to play incase it continues crashing?
So I recently beat CoP with the Misery mod and really enjoyed the difficulty. Are there any mods out there that focus more on survival and scavenging? As unbalanced as Misery was, the stupid difficulty made me take much longer to plan my artifact runs and stash locations and I found that to be a really fun experience.
Anyone have a tut or examples on how to properly merge Dynamic Shaders 2.0 with other mods? I've tried copying missing things across files with winmerge but it messes up because I'm either overwriting something or not doing it properly - and without merging files it sorta works but you don't get the reflective wet surfaces or anything like that.
[QUOTE=TheGoodDoctorF;48262244]So I recently beat CoP with the Misery mod and really enjoyed the difficulty. Are there any mods out there that focus more on survival and scavenging? As unbalanced as Misery was, the stupid difficulty made me take much longer to plan my artifact runs and stash locations and I found that to be a really fun experience.[/QUOTE] the EARLY GAME in SGM can be pretty punishing, from my experience. The mod's RPG-like elements keep that from persisting, but I spent my first few hours with it getting utterly slaughtered.
Hey Beacon does AtmosFear 3 work with the original Redux?
[QUOTE=wat_am_i_doin;48264760]the EARLY GAME in SGM can be pretty punishing, from my experience. The mod's RPG-like elements keep that from persisting, but I spent my first few hours with it getting utterly slaughtered.[/QUOTE] Yeah, SGM is a lot of fun. I wish there was a way to merge SGM and Misery in a way that kept the best of both mods. I like SGM's crazy amount of content and good "endgame" stuff, but I like Misery's tough economy and scrounging.
[QUOTE=TheGoodDoctorF;48262244]So I recently beat CoP with the Misery mod and really enjoyed the difficulty. Are there any mods out there that focus more on survival and scavenging? As unbalanced as Misery was, the stupid difficulty made me take much longer to plan my artifact runs and stash locations and I found that to be a really fun experience.[/QUOTE] I'm playing Oblivion Lost Remake 2.5 for ShoC right now and the difficulty is pretty insane, in an addicting way. You start with jack shit, resources are scarce as hell, it's a beta mod so it adds back a ton of dangerous environmental hazards (those anomaly things that slice you up) and radiation pockets and there's a million mutant spawns. If you run in anywhere, at least early on, you are going to get fucked no doubt about it - you have to contend with massive packs of dogs, bloodsuckers and who else knows what - and on top of that in places like agroprom I've yet to find a medkit, I have one bandage and one antirad - and hunger is tied into how long you can sprint. It's forced me to play very carefully and avoid encounters, hide, draw enemies that were chasing me into others that could help (or military to kill them), etc. On top of that, it pretty much looks exactly like an improved build 1935 so if you are a fan of the more open earlier stalker builds and visuals, or if you just want new maps it's a treat. Translation is a little quick though so there are a lot of funky sentences, but nothing that you can't understand.
[QUOTE=Vexua;48259441]Oh shit hey mod author I choose it cause i couldn't decide between the mods so I choose your pack of three haha also what mod added that motion blur cause I do quite like it.[/QUOTE] The motion blur was a disabled feature that came with the game which I just exploited with custom shaders. In ShaderSettings.txt you'd find "USE_MBLUR" which enables the motion blur or you can add "-mblur" to your game shortcut launch parameters to force it on.
So has anything interesting happened recently in the CoP modding scene?
[QUOTE=proch;48267600]So has anything interesting happened recently in the CoP modding scene?[/QUOTE] Radium is going strong. CoC is going to be released soon. Ray of hope is going into public beta soon. Open Xray 1.6 is being worked on again. Loads is gonna happen
[QUOTE=Vexua;48257404]Here it is FATAL ERROR [error]Expression : assertion failed [error]Function : xrServer::Process_event_ownership [error]File : E:\stalker\sources\trunk\xr_3da\xrGame\xrServer_process_event_ownership.cpp [error]Line : 23 [error]Description : e_parent[/QUOTE] Check here: [url]http://www.metacognix.com/stlkrsoc/CrashesStillInTheGame.html[/url] If the error mentions e_parent, please help us troubleshoot this error by reporting the last few lines above the FATAL ERROR message in the log file. Though if I remember correctly these e_parent bugs occur an awful lot when NPCs are reloading or what have you and are killed during the reload. It's extremely prominent with any AI mods that allow NPCs to reload early.
[QUOTE=Lyokanthrope;48267653] If the error mentions e_parent, please help us troubleshoot this error by reporting the last few lines above the FATAL ERROR message in the log file. [/QUOTE] [T]http://i.imgur.com/PmECrP4.png[/T] (I used a image so I dont get a huge post) And from that site it seem "The 1.0006 game engine has code changes that cause crashes when inventories are adjusted by the game. The CInventory::Eat error is caused by the engine when an attempt is made to use or consume corpse inventory items." But I dont know if it is the cause because I crash when NPCs start shooting at me or something else
Still looking into how to get my shit working in game but I've been busy lately so I haven't really done much into it. But just for fun I did some work for the Fort-12 Q: Wow why is the firing animation so boring A: Stalker does not use animated ironsights, ever notice how shitty the PB and PM are to fire in sights? It uses the same animation so while I wanted a flashy one, that would hurt the usability of the weapons Q:Wow a fucking COD swag tactical run A: Fort-12's look gives me a sort of "operator" vibe, all guns will use different styles of sprinting and pistols will vary depending on the style I give all of them. Yes I am aware the gun wiggle dances at the end, that is just an error on my part. [video=youtube;XZWb_dstF2M]https://www.youtube.com/watch?v=XZWb_dstF2M[/video]
[video=youtube;JaL8kO_zTHk]http://www.youtube.com/watch?v=JaL8kO_zTHk[/video]
So another small content push. [B]I want it to be clear that I am not sure at all if new arms can be added[/B], but I [I]will[/I] look into it; either way just for fun I did this and if its possible I will be adding it and more to the game. Basically, CS/COP's suit arm system was really cool but its lame how the gloves and sleeves are not only just re-textures, but basically the same. While some suits do share a very similar style of fingerless leather gloves that the player always has, many suits do not and its just a small detail I wish was there. So hopefully I will be able to add proper matching gloves for all suits in the game and maybe even matching sleeves (equipment like elbow pads) as well. This is a prototype of the CS-1 suit, using the CS sleeves and the Exosuit gloves, which will be retextured to closely match the CS-1 suit gloves. [img_thumb]http://i.imgur.com/og9inoo.jpg[/img_thumb] [img_thumb]http://i.imgur.com/m1YqeWu.jpg[/img_thumb]
UPDATE: Due to talking to Lyokanthrope, it has become clear that adding new arms for suits is entirely possible and very easy. Once I get exporting working (Still haven't figured it out, been doing other things), I will begin to add unique arms/gloves for all suits in CS/COP. Also little teaser, anyone remember the old AK47 (BOTTOM) from very old builds (around 1154) that is shown on some TVs in ShoC? Take a wild guess what I plan on doing with it. [img_thumb]http://i.imgur.com/bFvS3Ji.jpg[/img_thumb] [editline]22nd July 2015[/editline] Why isn't this post merged with my old one, oh well have a unintended free bump I guess.
Better sleeves/hands is one of my favorite parts of the higher quality weapon replacement mods. It's a small thing, but it helps a lot for the overall quality of the animation.
[QUOTE=Ghost101;48273205]Better sleeves/hands is one of my favorite parts of the higher quality weapon replacement mods. It's a small thing, but it helps a lot for the overall quality of the animation.[/QUOTE] Luckily it seems to be dead simple if my research is correct, so adding new ones, adding it to custom mods or whatever, should be very simple. For the purposes of my work, it will be built on SRP (Sky Reclaimed Project) which itself already included two new arms, for scientist and bandit suits, which ironically I might end up replacing too. I keep showing all this work so I may as well write a mini FAQ. Q: What about suits unobtainable to the player like one of the clear sky armors or the bandit trench-coat or the exo-skeleton suit without the exo? A: Hopefully they will be added to the games. Q: What the fuck is this project A: Honestly no real direction, just making new content with a focus on adding beta/cut content/concepts and enhancing what is there. Of course I also want to do mini features (hopefully things like eating/drinking animations). If anything, it should just feel like this was the actual games the whole time and not something I did. To be honest some things are things GSC WANTED to do in the first place (food animations). Q: Sounds like a ghetto gunslinger lol! why would I want it? A:Honestly you should play Gunslinger when it comes out cause it will be better than my shit, but my shit is about an overall enhancement of the vanilla games by adding in cut weapons, items, suits, and just trying to make the game a more complete package. I do plan on many weapon related things hopefully, but my sole focus will not be on only guns and will be on the game as a whole. Q: What about all these fucking other mods doing the same thing? A: I'm not recreating the games or doing a literal beta remake, not doing some grand overhaul of it. I am simply adding things like suits, guns, better models/animations, food, items, etc. I am fleshing out the game and polishing it, but I am not trying to "warp" or change what these games feel like, merely enhance it. As much as I love all these mods, sometimes I really just want the classic games, with some new features, bug fixes, polishing, and extra fitting content and that is what I aim to do. Q: Gosuke already did shit like the P90 and a Mosin, why would I want your shit? A: I like to create things, and I want to do the sounds, animations, balancing, model changes/polishing by myself and have proper control of what I do. [B]BONUS VIDEO LOL [/B]I got that old sexy AKS-47 onto the CS/COP rig + animations and will fix up its textures/models and animate it soon. [video=youtube;cjxLGgglL1k]https://www.youtube.com/watch?v=cjxLGgglL1k[/video]
Voicing your opinion on LA is the equivalent of "boasting your inflated ego" these days. Dez and his team have it rough. Wish I could help them out. Now for a question to all of you; What does LA need other than a proper story? It's hype died out quickly, I must say. For instance, few suckers are still commenting on Complete's page and praising it as the jezus of STALKER mods.
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