What is this? This is open beta of my upgrade CoC 1.5 R7 Unofficial Patch by xr_Sanya. Last update - 07.11.2023, link is down.
Warning, i am from Russia and my en still awful
The old engine was improved by me (without serious technical knowledge) and mainly at the expense of other people's repositories, in order to at least slightly match the capabilities of advanced engines like Anomaly. But in general, it's still the same good old Call of Chernobyl.
My repo: Github.com
Full russian descr: Disk.yandex.ru
Everything you see here is free to use.
Upd 26.10:
- The world model Ithaca M37 "Chrome" has been modified
- Added the usual Ithaca M37
- Redesigned jam for TOZ-106, plus some edits for it
- Fixed a bug with a zero cartridge for shotguns and a three-action reload animation
- Fixed missing bolt sounds from weapons
- Replace Saiga-12 model from Ganslinger
- Replaced 3d mesh sights for SVD and IED
- "anm_idle_sprint_start" and "anm_idle_sprint_end" animations are available for reading
- AK-74 replaced with AKS-74, replaced animations for AK-74M and AKM
- Remove of the Laser-weapons attaches (lasers and flashs still working)
- Added SSFX Rain for DX11 (configuration commands: ssfx_rain_1, ssfx_rain_2, ssfx_rain_3, r3_new_ssfx_rain)
- For "CWeaponRevolver" added sounds and animations of each of the shots in the drum: "sndReloadRevolver1", "sndReloadRevolver2", "sndReloadRevolver3", etc.
up to 7 and "sndReloadEmpty" at the end. Animations are named like this: "anm_reload_less_1", "anm_reload_less_2", "anm_reload_less_3", etc. up to 7 and "anm_reload_empty" at the end. That is, as a result, the class supports a revolver up to eight rounds (inclusive) with animations for each of them. Made for addons like "COLT 357". The sound and animation of "reload_empty" are required, but "reload" is not needed.
- Fixed a crash if you put a silencer on the SPAS-12
- Other multiple weapon edits
- Added the option of reflection range from AXR
- Fixed a rare crash when a pseudo-giant hits the ground if "HugeKick_Knock_Actor_Weapon" = true
- Animations of knives from Ganslinger
- Now the overheating lines can be read by stationary weapons of military equipment such as armored personnel carriers (overheating for equipment)
- Added a script that initially hides anomalous zones on the map
- Fixed animations for FN57 and SIG220
- Added callback for unjam
- Added achievement for unjam weapons
- Three-action recharge has been removed from the SKS
How to install?
1. Create a folder with possible to engine and OC symbols.
2. Move the entire contents of the archive to the folder and launch "Stalker-CoC.exe"
Как установить?
1. Создайте папку с незапрещёнными движком и вашей ОС символами (которые не вызовут проблемы, например лучше на английском).
2. Переместите туда всё содержимое архива и запустите "Stalker-CoC.exe"
Short description:
- Added new settings to the menu
- Added the ability to adjust the frequency of sound playback on the hood, that is, for example: snd_add_cartridge = weapons\protecta\reload_insert, 1.0, 1.3 Where 1.0 is the volume, 1.3 is the frequency, and the third value is also possible – the delay before playing the sound in seconds.
- The same parameters are now available for backpacks as for helmets and almost the same as for overalls, there are more of them, now they can break, have their own immunity or protect you from something.
- Also added Unvests (EQ_UNVST) and slot for it.
- New individual settings that you will find in system.ltx
-Transfer of a 3d PDA and support for Render To Target (works like in an anomaly). The mini-card is now hidden if the PDA is missing or has sat down.
- Now you can configure the maximum number of artifact slots without getting into the engine directly from the config
- Screen Space Shaders 13.2 + SSDO + FXAA + DLAA
- The ability to configure the charging of a flashlight, detectors, a handheld flashlight and a PDA. power_decay_rate = 0.00027 ;charge consumption rate passive_decay_rate = 0.000027 ;passive consumption rate (in inventory) / Not like anomaly, just my friend help me finish Alun's idea. Detectors also have anomaly shader.
- The flashlight can be used as a NVG, or it can combine these functions
- The separation of the skeletons of the hands allows you to use animations of one hand and correctly adjust the position of the detectors and the flashlight, which now do not depend on the gun.
- Support for booster animations from the engine (for example, eating stew, etc.)
- Added thirst (thirst), poisoning (intoxication), engine sleep (sleepiness), script is supposed to be removed. Everything has its own icons, post-effects, and poisoning is also a progress bar.
- Added winter mode from AXR (snow shader and etc)
- Mortan (STCoP) scope system
- Misfire-state, broken-state, unjam, firemode, laser/flashl animations and sounds.
- Weapon laser and flashlight supporting (like gunslinger)
- Ammo in chamber, misfire-state for pump-weapons
- BaS collimator shader
- Full support PiP Scopes
- Alt. scopes system from Shoker-Anomaly (see G36, key for if - GL key)
- A new class for disposable grenade launchers (WP_RPG26)
- New keys for a car's
- Car inventory
- The engine of the car no longer stalls by itself, this happens only when the car is in low condition
- Artifacts and clothing can change walking speed and jumping height
And more...
"Is this for a game?"
Not really, a comfortable version for the game is still in development. My goal was to modernize the engine a bit, show some of its features and make the launch of the game playable. You can take this engine and build your own assembly on it.
"What's with your location pack?"
It will be updated together with the weapon pack and this engine in the future.
"Is English supported?"
Yes, but the transfer was carried out through Yandex.
"Where should I send bug reports?"
Here. I really appreciate the English-speaking community, but I will not be able to establish contact with it, because I did not study well at school and I have no friends who are fluent in two languages.
"The sights 1P59 and 1P29 have a PSO reticle"
Unfortunately, I'm bad at drawing. And in BaS, STCoP and GWR there are no necessary textures.
"Bad balance etc."
I'm doing more global things. Do not forget that I also have my own project at my side. You can still post similar reports, but don't think I'll fix them right away.
Screenshots:
Sun9-9.userapi.com
Sun9-20.userapi.com
Sun9-52.userapi.com
Sun9-42.userapi.com
Sun9-75.userapi.com
Sun9-9.userapi.com
Sun9-70.userapi.com
Sun9-45.userapi.com
Sun9-47.userapi.com
Average
923 votes submitted.
Nice work! good to see people still working on vanilla coc.
Thanks
hey dude i really like this but is it possible to play like on dx8 for better performance? thx!
Temporarily not supported, sorry. // 19.11.2023
Link is down.
Главное без перебора что бы не превратить в очередной Аномали или всякие Дед эиры)
If you can get poisoned, that means that chemical anomalies and the antidote are not worthless anymore! Good.
Anomalies do not affect the poisoning effect yet. This was done to possibly limit medications. But you gave me a good idea, thank you.
Great job! Thank you for all the efforts you've done!
Thanks my Russian comrade for your passion for CoC. Love from Serbia
Sun9-36.userapi.com
Отличная работа! Спасибо!
Following for the update, do the PIP scopes cause FPS drops?
Yes, ofc. The technology is the same as everywhere else. But you can adjust the FPS factor in the settings, just like in OGSR. I also know that Mortan is working on lowering the graphics settings in the second screen rendering, I think sooner or later this will reach us.
I myself was skeptical about the PiP technology in the stalker. But when I saw that half of the code in the rendering part had already been written, I simply could not help but finish introducing sights into the game. Especially since I already got used to the weapon classes.
ah well ty for the info man, Cant wait to play new update :)
It's already loaded
A few things noted, you may be already fixed them but
Boxes are too loud
Enemies arent "realistic" they have instant reaction time, this means that they aren't hard enemies they just are annoying. Lower their instant aim for easy mode or something.
Either make the energy drinks more powerful, or lower their price they last barely 2 minutes and dont help with stamina regeneration
also, mutant spawns set to 0.25 still spawn at least 10 boars in a pack, considering the player doesnt have good enough weapons or enough ammo at the start, this is impossible to avoid death sometimes.
Aside that I love the direction you are taking the mod and wish you the best man.
Voting (10/10) and leaving a comment out of principle. Great to see that there are hardcoders out there yet :)
Thns, lol!
Is there any way to run this in dx8?
We have r2a it's almost the same. But if you want it, use key -r1
Detectors are broken they do not appear when button pressed and bug other weapons
Shotguns also do no damage to mutants or stalkers
I know you said you wont fix bug reports because of english speakers, but Those at least make the game unplayable. Good luck
"I know you said you wont fix bug reports because of english speakers"
Rly? Where?
If you about
"I'm doing more global things. Do not forget that I also have my own project at my side. You can still post similar reports, but don't think I'll fix them right away."
Then this message is also in russian. Ill fix it before dawn (Moscow time). Keep going and don't get offended.
If you about
"Here. I really appreciate the English-speaking community, but I will not be able to establish contact with it, because I did not study well at school and I have no friends who are fluent in two languages."
I meant that I would not be able to properly run a discord server, which would be more efficient. But reports are always welcome here.
fixed, re-down
Heya, I've played a bit of the engine fix, pretty great however so far the issues I've encountered are:
>Stalkers seem to spawn without weapons.
>PDA from corpses dissapear when you loot them (Probably has to do with the 3D PDA).
>Zooming with Binoculars drain your stamina very fast.
>Equipped Pioneer SF headlamp isn't emitted on a player when activated, instead emits to where it's last dropped before picking it up.
fixed, re-down
Good job !
Very bad performance for my PC :(
Молчаливые вылеты словно по кд,на болотах вообще не хочет работать (два шага и вылет),нет звука взрыва гранаты,биноколь вообще почему то тратит стамину. Цены на пистолеты вообще выше автоматов, оочень высокие прыжки,мигает экран во время кровотечения (тухнет).
Подробнее пиши. Из-за чего прыжок, что надето/в инвентаре на данный момент? На болотах мб косяки из-за ренегатов, посмотрю. Эффекты можешь отключить. По поводу цен, калаш и не должен стоить дороже нормального зарубежного пистолета.
В инвентаре стартовая снаряга, Беретта стоит дороже чем 2 АКСУ-как то не очень смотреться,пнв у сидора лям стоить)))) А как эффекты отключить?
Вот это в папку с игрой, должно убрать большинство вылетов:
Disk.yandex.lt
Отключить командой консоли "r2_hud_dyn_effects"
Hey all, getting an error message on startup using the 7th July update.
FATAL ERROR
[error] Expression : <no expression>
[error] Function : CInifile::r_section
[error] File : E:\coc_unno_path_doll\coc_unofficial_patch_doll\src\xrCore\xr_ini.cpp
[error] Line : 702
[error] Description : fatal error
[error] Arguments : Can't open section 'wpn_addon_silencer_5x56'. Please attach [*.ini_log] file to your bug report
To game Disk.yandex.lt
Хорошо бы поработать над населением зоны например кровососы и пси-собаки на кордоне как то тумач))от заставы долга на свалке осталось только название ,долгом там даже и не пахнет, допилить уже все анимации колбоса,хлеб,вкл.вкл фонарика)
Заселение кроме кордона дефолтное. Колбасы и хлеба нормальных анимаций нет, с фонариком и рюкзаком придётся пока повременить, нет кода для них.
Moddb.com
от сюда анимации не пойдут? там еще и анимация свежевания есть)
Подойдут, но я ж пишу что хреновые. Мне не нравится как он палку колбасы или кусок батона в рот суёт. Нет бы из таркова галеты вытащить...
А,ты прям на столько четенька все хочешь сделать) Глядя на сталкерский модострой остается радоваться и запихивание батона в экран в другом случае проекты уходят в долгострой с туманным будущем и скорее всего закрываются в лучшем случае на стадии бета(
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Would this work with "Legend Returns"?
Out of the box, no. A lot of things will have to be adapted independently. This addon is for rc7 unofficial patch
Использование мины=вылет,7 игровых дней ни одного выброса=0 артефактов,автомат LR у NPC и у персонажа (от 3-го лица) находиться не в руках а на уровне головы,проблемы с звуками-NPC стреляют за 100м. от персонажа а звук будто в упор стоит,гранаты взрываются без звука,у детектор Велис и Сварог прозрачные текстуры экранов.
После обновления 3 игра вообще не запускается
bins и gamedata предыдущие УДАЛЯЕШЬ, потом ставишь новые.
Перестала запускаться на DX11,на 9 (статик и дин) работает
Рендеры переключай не через лаунчер, а в меню игры. Лаунчер не я ставил и пока не знаю как его выпилить, поэтому такие заёбы. При запуске через лаунчер вообще галочки не ставь в рендерах. Либо если не поможет, удали кэш шейдеров, в лаунчере есть и настройки сбрось.
Я лаунчером не пользовался. удалил кэш,сбросил настройки и ничего не помогло
What are the optimal fov settings?
And 3D scopes look strangely in DX11. Lots of black space, a small scope area and no zoom.
As an everywhere. 75 and 0.67
DX11 Disk.yandex.lt
Describe the problem in more detail, please.
thanks for the replay.
Issue with 3d scopes only.
Got vintorez with attached pso.
When use zoom looks like the zoom is inverted and scope area is tiny.
Don't have a chance to provide a screen right away, but will do as get back to the game.
Strange. What is the screen resolution?
Resolution is 1920x1080. The fov set to 75 and 0.67.
The other guns that use pso look ok. Only vintorez with pso scope is problem.
Here the screen.
I.postimg.cc
Ok, ill fix that
and the similar vintorez issue when mounting night vision scope.
With 14 July upd? I am replace VSS model
Yes, it works now. Thanks!