A professional CGI artist with 20 year experience in 3D, web design and web developing. A passionate gamer since ancient era of 8-bit ZX Spectrum. A devoted S.T.A.L.K.E.R., tirelessly roaming and exploring The Zone.

Comment History  (210 - 240 of 884)
CrommCruac
CrommCruac Jul 11 2014, 6:29pm replied:

You need system.ltx and actor.ltx (IIRC) I don't know exactly which dbs they are in. Extract every dbs one by one and you'll have them all.

+1 vote   mod: S.T.A.L.K.E.R. - Lost Alpha
CrommCruac
CrommCruac Jul 11 2014, 3:42pm replied:

You can't add patch 1.3001 files over 1.3002. You will 'ovewrite' them as the load order is gamedata.db => gamedata folder.

+2 votes   mod: S.T.A.L.K.E.R. - Lost Alpha
CrommCruac
CrommCruac Jul 11 2014, 3:36pm replied:

You have to add ONLY files you change to gamedata folder. No need to add all of them. And you need to mod ONLY the files extracted from db*. Note that some of them may be duplicated across various dbs as some of them are from game and some from patch.
Extract ALL dbs to some dir, them copy those you need to gamedata folder and mod them.

+1 vote   mod: S.T.A.L.K.E.R. - Lost Alpha
CrommCruac
CrommCruac Jul 11 2014, 2:25pm replied:

If you loathe LA so much why you keep coming back?

+4 votes   mod: S.T.A.L.K.E.R. - Lost Alpha
CrommCruac
CrommCruac Jul 11 2014, 2:21pm replied:

gamedata folder wasn't present in any of Stalker games.
Anyway: Sdk.stalker-game.com

+1 vote   mod: S.T.A.L.K.E.R. - Lost Alpha
CrommCruac
CrommCruac Jul 11 2014, 2:04pm replied:

Just extract whatever files you want from db* archives, mod them and put them in gamedata folder. Just like in any other Stalker game.

+3 votes   mod: S.T.A.L.K.E.R. - Lost Alpha
CrommCruac
CrommCruac Jul 11 2014, 2:00pm replied:

There is no gamedata folder anymore. All files has been packed to db* archives.

+2 votes   download: S.T.A.L.K.E.R.: Lost Alpha v1.3002 Patch OUTDATED
CrommCruac
CrommCruac Jul 11 2014, 1:58pm replied:

Nope, all files have been packed to db* archives.

+3 votes   mod: S.T.A.L.K.E.R. - Lost Alpha
CrommCruac
CrommCruac Jul 7 2014, 6:15pm replied:

Sorry, r2_sun_far is used in CS/CoP only

Frankly, I don't know if there is a way to improve the shadows past r2_sun_near range. This is how the engine works. Beyond that range all shadows are rendered for the whole level so the shadow map (4096x4096) must cover the whole renderable area. I think the only way to make it better is to extend near shadow (within r2_sun_near) by extending this value.
Mind that extending it means that the same shadow map need to cover bigger 'near' area so it will be blurred.

+1 vote   mod: Autumn Aurora 2
CrommCruac
CrommCruac Jul 7 2014, 6:42am replied:

Force shadow resolution to 4096 by adding -smap4096 to the shortcut command line and then increase r2_sun_near to eg. 30
Also check r2_sun_far. If it's set to high value the shadows beyond r2_sun_near range appear blurry.

+1 vote   mod: Autumn Aurora 2
CrommCruac
CrommCruac Jul 2 2014, 2:38pm replied:

Thanks :)

+3 votes   mod: Autumn Aurora 2
CrommCruac
CrommCruac Jul 1 2014, 8:30pm replied:

Try Autumn Aurora 2 for another SoC replay. It's my side project made with Vandrerer ( Moddb.com )
You can also try Secret Trails 2 (with AA2) if you're looking for the new story.

+5 votes   mod: S.T.A.L.K.E.R. - Lost Alpha
CrommCruac
CrommCruac Jun 30 2014, 9:36am replied:

Good luck with that. You've been warned :P

+1 vote   mod: Autumn Aurora 2
CrommCruac
CrommCruac Jun 30 2014, 8:23am replied:

Great vid.
Noticed one thing: you use quicksaves. Don't. This mod (ST2) tends to break quicksaves and hard saves made after the quicksave. Dunno why, seems the devs of original ST2 broke something.
Word of advice: save always from the menu or via console.

+1 vote   mod: Autumn Aurora 2
CrommCruac
CrommCruac Jun 24 2014, 11:06am replied:

Well, it depends on how fast you type. Moving stones on abacus is quicker :D

+2 votes   mod: S.T.A.L.K.E.R. - Lost Alpha
CrommCruac
CrommCruac Jun 24 2014, 8:15am replied:

Works well on my abacus so I guess you won't.

+4 votes   mod: S.T.A.L.K.E.R. - Lost Alpha
CrommCruac
CrommCruac Jun 19 2014, 5:20am replied:

Yup, each weapon needs a separate model of hands for each suit. Considering that number of weapons and suits almost doubled in ST2 it's nearly impossible.

+1 vote   mod: Autumn Aurora 2
CrommCruac
CrommCruac Jun 17 2014, 11:26am replied:

Who, me? Ye, I know. I'm also an idiot. That's why I spent countless hours making a game for you for free.

+9 votes   mod: S.T.A.L.K.E.R. - Lost Alpha
CrommCruac
CrommCruac Jun 17 2014, 11:22am replied:

Oh, so why he's asking if he heard the stupid answer before?

Should we quit our jobs, break family ties, send our children to foster homes and shut ourselves indoors for weeks just because some people lost their patience?

+5 votes   mod: S.T.A.L.K.E.R. - Lost Alpha
CrommCruac
CrommCruac Jun 17 2014, 9:01am replied:

When it's done. Simple as that.

Do you really think that the more you moan the sooner it will be released? I must disappoint you, it won't.

+5 votes   mod: S.T.A.L.K.E.R. - Lost Alpha
CrommCruac
CrommCruac Jun 17 2014, 8:25am replied:

OFC it's possible. Thing is it's a lot of work. I mean A LOT! Unfortunately we don't have time to do this.

+1 vote   mod: Autumn Aurora 2
CrommCruac
CrommCruac Jun 15 2014, 3:43pm replied:

You can't. The contents are randomly choosen from the lists in that file. Well, you could but that would require some lua programming. You'd need to add some exceptions to the script that selects the loot in the stash or to exclude certain stashes from random content selecting.

+1 vote   mod: Autumn Aurora 2
CrommCruac
CrommCruac Jun 11 2014, 11:27am replied:

Nope, it's not hard to think for us but we won't think of that :)
Won't happen, sorry.

+1 vote   mod: Autumn Aurora 2
CrommCruac
CrommCruac Jun 10 2014, 3:29am replied:

What subs? There were never subs for spoken dialogues in vanilla SoC.

+1 vote   mod: Autumn Aurora 2
CrommCruac
CrommCruac Jun 3 2014, 1:00pm replied:

We've already added a lot

+8 votes   mod: S.T.A.L.K.E.R. - Lost Alpha
CrommCruac
CrommCruac Jun 2 2014, 10:44am replied:

Gamedata\Config\Weathers\flares.ltx
Set flares = off everywhere.

+1 vote   mod: Autumn Aurora 2
CrommCruac
CrommCruac Jun 2 2014, 3:38am replied:

We wrote in readme to turn of the native game and driver AA because SFX one conflicts with those.
You can leave it as it is or you can play with settings to your liking.

+1 vote   mod: Autumn Aurora 2
CrommCruac
CrommCruac Jun 1 2014, 2:07pm replied:

Wow, that's how Columbus must felt when he saw the island of San Salvador :D
But seriously, 4 years here and you haven't noticed?

+5 votes   mod: S.T.A.L.K.E.R. - Lost Alpha
CrommCruac
CrommCruac Jun 1 2014, 10:32am replied:

We have one serious bug we are trying to fix. We don't want to release the patch without fixing it because it will require restarting the game once we eventualy fix it.

+9 votes   mod: S.T.A.L.K.E.R. - Lost Alpha
CrommCruac
CrommCruac May 30 2014, 7:59am replied:

@indigo, this is indeed very strange. As I said this error is related to some shader fixes we've made in patch 2.04 to hide the fences in the fog and it shouldn't happen on FDL. Maybe try to reinstall mod again but this time don't install FDL option from patch.

+1 vote   mod: Autumn Aurora 2
CrommCruac
CrommCruac May 28 2014, 6:31am replied:
Quote:Not enough textures for shader

That error happens if you install patch 2.04 with FDL (R2) options and try to play on static lighting (R1). Judging on your specs I doubt you do that but check in options if the game haven't switched to static lighting by accident. Switch to FDL and you should be fine.

+1 vote   mod: Autumn Aurora 2
CrommCruac
CrommCruac May 28 2014, 5:15am replied:

You can delete thumbs.db. They're just internal Windows thumbnail files. Never had an issue with them but maybe deleting them will help you.

BTW you are using x86 (32bit) system on 8GB of RAM? That's a total waste of 4.5GB because 32bit systems can't use it.
Using 32bit system with your specs is a CRIME! :D

+2 votes   mod: Autumn Aurora 2
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