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This is a mod, *******. A MOD. Meant to ALTER the game. There are mods that keep very close to the spirit, the core of Stalker games, and there are mods that try to do something more or less different. Warmongers is one of them.
You're complaining that I'm not following GSC's decisions and view; again let me tell you how stupid it is... If you want a mod that doesn't change the SOC ambient and all that, then go play one like Total Faction War.
It never came to my mind to even think about making dumb criticism against the authors of a mod like Total Faction War for taking GSC's decisions as a basis to make their own stuff. Modders are and should continue to be free to make the decisions they want to, period.
Anyway, this is the last time I reply to idiotic comments like yours and @PaleHybrid's. I don't care about your opinion on the choices I made. Stalker games do have a wide range of very different mods and that's a good thing.
"it gets rid of that fear of stumbling into a lone monster lurking randomly somewhere you wouldn't expect it."
Proof that you haven't played this mod much. You will still meet mutants lurking randomly when playing Warmongers. Specially if you've cleared many mutant lairs.
One of my favourite weapons... Can't wait to see it in Arma 3.
Bipods, at last!
Sorry, but this is not a solution. Such errors say that you've installed the mod the wrong way. Or that you're actually using other files from other mods.
No one is meant to uncomment files from the mod in order to launch it. You should reinstall everything properly, instead.
Exactly ten years for me.
Sorry for not responding to all reports, but believe me I read them with much attention. I have little time to give to this mod, neverthless, I can tell you that a new version is currently being made and will adress the few last couple of things that need to be tweaked. However, there won't be any massive changes. I believe I've reached a point where the mod cannot be better than it is now while keeping as reliable on the stability thing (which is still not perfect but far superior to what it was on previous versions).
Also, I will try to make more upgradable weapons, as the lack of upgrades on the new guns is one complain that I hear too often. Let's hope that the engine will let me do that, because last time I tried to add even minor items, the game became unstable again. But the difference is that, having already fixed most of the important things, I can now really focus on that part.
@willyTHERAVEGER, if you try to switch directX render to "static lighting", along with other tweaks like setting texture details to "lowest", and the save still won't load, then I'm afraid it means it's gone forever. Sorry about that.
Don't feel sorry, it's already nice of you to spend time making a nice mod for us gamers :)
But yeah, it's a little frustrating because I really enjoy ROE as much as I enjoy Doom 3, if not even more... And I think I'm not the only one.
Thanks for releasing this! But is it compatible with ROE?
I'm still looking for a good quality mod working BOTH for Doom 3 and ROE...
"If I was 10yrs old this is probably the exact mod I would make..."
The more mutants you kill, the more agressive they become. At certain stages, they actually follow you on very long distances, not to mention that they're stronger. You're just another 10 years old making dumb comments on a mod you probably never played more than 1 hour.
"The weapons sound good and pretty powerful but the way it looks and the damage to people is just nothing."
No idea what you're saying. Weapons look good and they do much more damages to people than in vanilla game.
"Then there are weapons that don't use the ammo that it says in the description. I wasn't able to switch to the different types of ammo with the shotgun I was using. Even when I ran out of buckshot it wouldn't let me load the slug rounds I had."
The description says that shotguns only use 12x70 mm ammo. However, as it is stated in the readme, this mod needs to be installed on an ENGLISH version of Clear Sky. Otherwise, you'll end up with many wrong and/or simply inexistant texts in game. If you can't even read a readme, I doubt you can make a mod, even a silly one like Warmongers.
"And then finally the graphics are nothing special. There are mods that do a much better job and look more polished. Even with everything maxed and the upgraded textures it just looked I dunno, just old I guess."
Only thing you said here that's not completely dumb.
Technically, yes. If I remove about 50% of the mod's content, then yes, loading time will be less annoying. Needless to say that I don't really want to do this, though.
Just play more carefully ;)
LITTLE FIX NEEDED BEFORE ENTERING LIMANSK:
Unfortunately, a missing file will prevent you from entering Limansk. The file is called "stalker_hero_cs_light_1a.ogf". You can retrieve it in the full 2_0 version (Gamedata\meshes\actors\stalker_nebo), if you still have it, or you can download it here: Mediafire.com
I'll release a little patch soon that will deal with this and other small things to improve.
Why burying comments like this one? Do people still need that I try to give them advices or what?
Unless you noticed, most if not ALL crashes related to this mod aren't coming from errors of code or so, but they're due to the fact that the x-Ray engine is EXTREMELY unstable and random by nature. Proof is that, to fix them, you may sometimes need to change render (static lightning instead of full dynamic lightning), decrease textures details, or remove optionnal content (provided that you've installed it before)...
I'm not saying that this will work 100% of the time, but in any case this is the first thing to do if you experiment too many crashes while playing or if you have corrupted saves.
Well, in other words, there's no magical hotfix to solve your problem because it isn't due to an error somewhere in the mod. Most of the time, it simply means that your config isn't good enough to handle this big and greedy mod.
Try to switch the render to DirectX 8 or DirectX 9 and load your game. If it still doesn't work, then try to set details to minimum and try again.
One thing is certain: visually-speaking, this mod is going to be a blast.
Looks very good.
Looks cute, really :)
Wow, another amazing project for Stalker games...
That one really looks ambitious. Good luck, Team EPIC!
To anyone having problems with create new game process, or savegames, I think this one might help you. There's indeed a problem with the engine (not the mod) that sometimes break the game for no apparent reason. One of the means to get rid of it is to use different directX settings. This quote is from @Seeker_of_Strelok is an excellent hint, and may actually help some people:
"I had this issue more than a few times ( have with most mods using the 'Sleeping Bag' mod ), and solved it by switching the render to DirectX 8 ( static Lighting ) or DirectX9 ( Full Dynamic Lighting ), and started a new game. I then saved, exited and reset the render options, restarted, and it worked fine. No corrupt saves so far, just the occasional crash. Maybe this will help you a bit."
I guess it's awaiting authorization from Modb... It can take on day or two.
I'm also awaiting this. Ai tweaks 2.03 + atmofear 3 + the newest OWR = me back into COP!
Yeah, I know, but when balancing the weapons, I felt like this one needed to have a big magazine capacity.
Weapons were not meant to be realistic; they're like the mutants respawn thing, kind of ^^
You're refering to a special Ak weapon, not THE classical Ak-74 ^^
1.5.10, and on an english version of Clear Sky (reinstall the game in english if needed).
About the UI issue, here's what you need to do to fix it: Moddb.com (read the image description).
And if your savegame is corrupted after 5 mins of playing only (I assume that's your first one?), then I believe it might be because of the "famous" sleeping bag bug.
Here's a quote from the readme on what it is and how to deal with it:
"THE FIRST THING YOU MUST DO INGAME, after having talked with Lebedev for the first time, is to verify that your sleeping bag is working correctly. Just open your inventory and right-click the icon. If the menu with the sleeping options appears, then you can continue playing normally (you don't need to sleep, just make sure that the menu is well here and that's all!). If however the icon disapears, then it unfortunately means that you will have to restart a new game. This bug of the vanishing sleeping bag basically tells that the game was created the wrong way and that you will never be able to go past the first emission at the tower (emission which will not even occur)."
Savegames will be corrupted in case of the sleeping bag issue.
But if it's no due to this, then make sure you're not using the optionnal high-res and permanent sunrays files. Most corrupted saves are the result of people not owning hardware good enough to play this greedy mod. May I ask you what are you system specs, by the way?
2_18 version uploaded, awaiting authorization...
Don't worry, update will come :)
I'm in no way frustrated by criticism when it's made by people who actually played the mod... And about 90% of the recent criticism (on last two pages) is valid. Yes, balance is still no perfect, yes, mutants' respawns and relationships are a little silly, yes, the game is unstable somewhat...
To be honest, the main reason why I left the mod without support for 2-3 months is that I've recently turned totally addicted to Arma 3 (spent over 500 hours on it).
Don't worry, though. The new version, although I haven't tested it as much as I would, is now 100% ready. I will start uploading it tonight. Yes, tonight!
Hoping that Modb doesn't fail at letting me upload the mod, you will all be able to play on a polished, stable and brand-new version of the Warmongers in one or two days (depending on Modb's authorization process) :)
Sorry for the delay, but the release of the new 2_18 version is now a mater of hours!
Yes, I go play Arma 3!
(C'mon, I've already taken back my stupid comment about this game... What should I do now, kill myself?)
Yes, few ones...
Ok, so here's all:
- The new version is about to be released, however, I still need to do some more playtesting to make sure it is as reliable and stable as possible.
- I actually have several versions of the new version (yeah, sounds a bit weird I know), and I have to try them out and find which one plays better and why. 2_18 will perhaps be the last release of this mod so I want it to be as clean as possible.
- If things go well with my new game on the new version, which will begin this evening or tomorrow, then I might release the mod sooner than planned (which is still too late considering that I promised to upload it before November :p). If so, then the mod could be available next week. If not, then it will be released 'somewhere before Christmas'.
- I know this is annoying, but a game like Clear Sky and a mod like this one simply don't allow me to rush anything I may do. Every single change must be applied very carefully, and believe me some result in very weird and unexpected things ingame. This is also why I must playtest the game from the Swamps to the NPP, because sometimes a change made on the Clear Sky faction for example may have totally unexpected consequences on the events in Limansk (and vice-versa).
- Recently, I've been playing and modding Arma 3 a lot, and as of now this is definitely the game I will spend most time on. It doesn't mean that The Warmongers will not be updated anymore after 2_18, but it will no longer be my main project!
Just be a little more patient, I'm currently doing my best to make the new version as great as possible.
Sadly I've ran into some unexpected problem with the soon-to-be-uploaded new version. But it will be uploaded either tomorrow or in two days max. I just need to perform some ultimate fix.
@dariobrit, @ganja_rage97, most issues with save/loads will be fixed in the new version. All you need to do is wait few more hours!
@guest, I believe the mod's readme is clear and consistent enough when it comes to credits. As stated, I couldn't credit EVERYONE I borrowed textures to for the good reason that some of them don't release them with proper readme including author's name and any mean to contact him in order to ask for permission to use his work. Rare are the big mods like this one that have 100% due credits, believe me.
If you want to be credited, and even if you want that I remove some of the textures you made for x reason, I will do it. Only thing I'd say is please state this beforehand in readme files :)