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Comment History  (0 - 30 of 294)
billlcarr
billlcarr - - 294 comments @ Barbwire shadow fix

How did I never notice this before??? Great job!

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ Devices of Anomaly Redone (UPDATE 4.1)

if you perform a quick melee while holding a sidearm and a device, during the animation the device will float over to the sidearm and sort of stick to it throughout the animation, then float back to your hand and into position once the animation ends. This only seems to happen when holding a sidearm, it works normally if you're only holding a device.

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

Commenting out all that doesn't fix the dead city crash, but it DOES remove all those "level.object_by_id(nil)" warnings from the log when using the newest exes (those warnings never appeared in the older SSS exes). So I'll take that as a win :)

Good karma+2 votes
billlcarr
billlcarr - - 294 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

cool, I'll run with this then. Thanks again for your help!

Edit: I love the debug message, you shouldn't remove it lol

Good karma+2 votes
billlcarr
billlcarr - - 294 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

I should have run it through the syntax checker before I asked. I guess it has to be the first one, huh?

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

I'll go ahead and keep those lines commented out then. It passed the syntax check, and the game loads and runs fine. The only thing I'm concerned about is something like this-

function place_decal(decal_sec,y_pos_mod,size_skel,size)

--local body_obj = ext_body_id and level.object_by_id(ext_body_id)
--if body_obj then
--local fx_pos = body_obj:bone_position(bone_list[math.random(1,7)])
--fx_pos.y = fx_pos.y + y_pos_mod
--local blood_trace = vector():set(0,-1,0)
--wallmarks_manager():place_skeleton(body_obj, decal_sec, fx_pos, blood_trace, size_skel,-1)
--actor_menu.set_msg(1,"placed",3)
--wallmarks_manager():place(blood_trace, fx_pos, 0.5, size, decal_sec, body_obj,-1)
--else
-- actor_menu.set_msg(1, "SHIT_YOURSELF", 3)
--end

end

Is that cool?

or should it look like this?

function place_decal(decal_sec,y_pos_mod,size_skel,size)

--local body_obj = ext_body_id and level.object_by_id(ext_body_id)
--if body_obj then
--local fx_pos = body_obj:bone_position(bone_list[math.random(1,7)])
fx_pos.y = fx_pos.y + y_pos_mod
local blood_trace = vector():set(0,-1,0)
--wallmarks_manager():place_skeleton(body_obj, decal_sec, fx_pos, blood_trace, size_skel,-1)
actor_menu.set_msg(1,"placed",3)
--wallmarks_manager():place(blood_trace, fx_pos, 0.5, size, decal_sec, body_obj,-1)
else
actor_menu.set_msg(1, "SHIT_YOURSELF", 3)
end

end

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

I'm also wondering if this might just be some freak X-ray glitch that caused it. I've had PLENTY of those over the years lol

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

Even if I'm not able to travel to dead city in my previous save (which I don't really care about anyway, since I've started a new game), could the removal of these lines from the script prevent it from happening again? I just don't know how it could be tested for since it took 2 years for it to happen in the first place...

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

Commented out everything referencing body_obj and ext_body_id, the LUA app didn't find any syntax errors. Game loaded fine, legs were visible, but traveling to dead city resulted in the same crash.

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

just to make sure, it's safe to change something like this-

--[[if visual_armor_upg_supported[LEGS_SECTION] and body_obj then
if check_outfit_upgrade("prop_armor") then
body_obj:set_bone_visible("armorupg",true)
end
end]]--

to this?-

--[[if visual_armor_upg_supported[LEGS_SECTION] and body_obj then
if check_outfit_upgrade("prop_armor") then
--body_obj:set_bone_visible("armorupg",true)
end
end]]--

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

Thanks, I'll give that a shot!

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

Just tried with those lines commented out, same crash.

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

Hey, already tried disabling before load, but it crashed when I returned to the game after reenabling it in the MCM. Also tried traveling to dead city with it disabled, and it still crashed.

Also, I don't know if you're going to be able to reproduce this. I've been using this add-on since release, and this is the first time this has happened to me, that's almost 2 years of regular play (this is actually the only game I play regularly). So it seems like it's probably pretty rare (unless it's somehow related to a recent change in the binaries I guess).

I started a new playthrough a couple days ago, and so far traveling to dead city hasn't been a problem. It only happens in saves from my previous playthrough.

I just commented out those lines in the script. Will test now and let you know what happens.

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

No problem! Here's the log with the newest exes. The weird thing is, those "level.object_by_id(nil)" warnings also show up earlier in the log when loading the initial save, and it loads just fine.

Drive.google.com

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

This is the log from the latest crash

Drive.google.com

The crash itself is exactly as it was before, but this log is with the SSS exes. The log I posted to github was with the newest Demonized exes (he had me reproduce the crash with the latest exes), so the log is a bit different.

In just a bit when I have time, I'll install the newest exes and reproduce the crash with the script you posted and send you that log as well.

Thanks again for you time and help!

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

oh also, I'm not using the very newest Demonized exes, I'm using the ones that come with the latest SSS, which I think are from some time in March.

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

Was able to load the save this time, but it still crashes when trying to travel to dead city.

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

Hey, no problem, thanks! Just downloaded the newscript. Gonna test it real quick and I'll let you know what happens.

Thanks again!

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

With that version of the script, it crashes when loading any save. This is at the end of the log-

FATAL ERROR

[error]Expression : motion_ID.valid()
[error]Function : CKinematicsAnimated::ID_Cycle
[error]File : F:\ANOMALY BUILDS\xray-1.5.2 - SSS 21\xray-monolith\src\Layers\xrRender\SkeletonAnimated.cpp
[error]Line : 241
[error]Description : ! MODEL: can't find cycle:
[error]Arguments : leg_stand_idle_alt_1

stack trace:

! [LUA] 0 : [C ] play_cycle
! [LUA] 1 : [Lua] ....t.a.l.k.e.r. - anomaly\gamedata\scripts\swm_legs.script(2188) : play_anim
! [LUA] 2 : [Lua] ....t.a.l.k.e.r. - anomaly\gamedata\scripts\swm_legs.script(2159) :

SymInit: Symbol-SearchPath: '.;G:\Games\S.T.A.L.K.E.R. - Anomaly;G:\Games\S.T.A.L.K.E.R. - Anomaly\bin;C:\WINDOWS;C:\WINDOWS\system32;', symOptions: 530, UserName: 'Dreamhive'
OS-Version: 6.2.9200 () 0x300-0x1
G:\Games\S.T.A.L.K.E.R. - Anomaly\bin\AnomalyDX11AVX.exe:AnomalyDX11AVX.exe (0000000140000000), size: 16203776 (result: 0), SymType: '-exported-', PDB: 'G:\Games\S.T.A.L.K.E.R. - Anomaly\bin\AnomalyDX11AVX.exe'

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

I noticed today that if I try to go to Dead City, I get a CTD before it finishes loading. I went back to earlier saves to test, and it looks like it's been this way for a month and I just didn't realize it. It's definitely a corrupt save, because there's no crash when doing the same thing in a new game. I'm using Demonized's modded exes, so I opened an issue on his github. After reading the log, he said "It is related to swm_legs.script file. Looks like the legs model wasnt initialized by the mod and the engine freaked out. I can't help with that any further, you have to forward the issue to the mod author".

I've been using this add-on for a very long time, and this is the first time this has ever happened. I'm assuming this is a very rare (maybe even freak) occurrence, so I'm not sure anything can even be done. Here's a link to the log and MDMP if you want to have a look.

Drive.google.com

Thanks for the amazing add-on!

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ Outfit Animations v1.0.2

Awesome, thank you!

Good karma+2 votes
billlcarr
billlcarr - - 294 comments @ Outfit Animations v1.0.2

Love this add-on! 10/10

I noticed with the newest version (1.0), if I have a weapon drawn, after going through a level transition it will be put away, and I have to draw it again. This didn't happen with the previous version.

Good karma+2 votes
billlcarr
billlcarr - - 294 comments @ [MODDED EXES] Ledge Grabbing / Mantling (UPDATE 4.4)

Absolutely love this! Total game changer. Thanks!

Been using it for a while, and noticed today that I can only use it with "Space". If I change the key in the MCM, it doesn't work. Just does nothing. With the controls set to default (hold "Space") it works like normal. Could this be a conflict of some sort?

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ Corpse Fauna

Really loving this! Great work.

Using the latest version, I crashed on changing levels with this in the log-

! [SCRIPT ERROR]: ...s/stalker - anomaly\gamedata\scripts\corpse_fauna.script:32: attempt to index local 'npc' (a nil value)

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : F:\ANOMALY BUILDS\xray-1.5.2 - SSS 21\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
1 : [Lua] ...s/stalker - anomaly\gamedata\scripts\corpse_fauna.script(32) : func_or_userdata

LUA error: ...s/stalker - anomaly\gamedata\scripts\corpse_fauna.script:32: attempt to index local 'npc' (a nil value)

Check log for details

stack trace:


SymInit: Symbol-SearchPath: '.;G:\Games\STALKER - Anomaly;G:\Games\STALKER - Anomaly\bin;C:\WINDOWS;C:\WINDOWS\system32;', symOptions: 530, UserName: 'Dreamhive'
OS-Version: 6.2.9200 () 0x300-0x1
G:\Games\STALKER - Anomaly\bin\AnomalyDX11AVX.exe:AnomalyDX11AVX.exe (0000000140000000), size: 16175104 (result: 0), SymType: '-exported-', PDB: 'G:\Games\STALKER - Anomaly\bin\AnomalyDX11AVX.exe'

Good karma+3 votes
billlcarr
billlcarr - - 294 comments @ Busy Hands Detection and Blame

Sorry, didn't think of that one. There's also spatial anomalies. It adds a small quest given by Noah in Zaton. Other than that I don't think I have anything else quest related.

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ Busy Hands Detection and Blame

Nope, no task mods at all

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ Busy Hands Detection and Blame

Thanks, I'll remove that one

Good karma+1 vote
billlcarr
billlcarr - - 294 comments @ Busy Hands Detection and Blame

No WTF.

Is there a way to export a txt file from MO2? Or are screen shots cool for the mod list?

EDIT: Nevermind, I figured it out. here's the mod list:

Drive.google.com

Good karma+2 votes