How did you do in P.E. today?
Does this have the sound engine fixes that were demo'd in AO3E or whatever? (sound clipping, etc)
Gotta agree with Spog, I especially enjoy that it looks like something designed in Russia/Ukraine. Receiver reminds me of the PKM and it looks crude overall (in a good way).
Is there a comparison to default A3 lighting? A3's indoor lighting (I guess SSAO?) bothers me, there's hardly any shade inside of buildings.
EDIT: stupid question.
Thanks so much for all of your work, this looks goddamn amazing!
Aspirin's ideas are very cool and interesting, and I agree with him. I also personally would like to see Cold War and post-Soviet helmets being used, especially the SSh-68/68M and such. PASGT/ACH are also being used heavily by the Ukrainian military right now, although I'm not sure how many of those were given to them very recently as part of the civil war/ATO.
Some Russian vests and Interceptor armor would be nice as well, as they have also been seen widely in Ukraine recently, and can be had online relatively cheap.
Anyhow, your mod is excellent so far, thanks for all of your hard work!
Tinnitus simulator is coming along nicely! Excellent work!
I hope the changes presented are able to be adapted to other mods. I love the sounds, but AO3's quality is lacking compared to STCoP in my opinion.
******' pretty rad, pouch set up looks ideal for a SAW or PKM.
Scratch that, I must have messed up my CS installation somehow. Just tested and the game starts and runs fine.
Excellent mod, combining it with ReShade and SweetFX produces excellent visuals and performance. Thanks for all your efforts!
I get a crash whenever I try to start the game with the Float32 SSAO Performance Patch. Error says:
Your video card doesn't meet game requirements
Pixel Shaders v1.1 or higher required
Fix seems to be as simple as removing the Float32 files, but I would like the extra performance if I can get it.
I'm using a GTX 970 and Intel i7-4790k.
Holy **** nice job replying to a 5-year-old comment.
Great to hear! Can't wait to see what you come up with. Good luck!
Oh my GOD I would love to see this in CoC. STALKER's standard outfits bother me a bit, they're missing a lot of DIY qualities (Lifchik vests, plate carriers, etc) that I'd expect survivalists and militias to wear.
Are you guys making any effort to change/improve the way manually-operated (bolt-action, pump-action, etc) weapons work? Right now the pump/bolt is part of the firing animation, which is a bit odd and clunky. I'd personally love to see something like Verdun/RO2's system introduced, where you can hold down the trigger after firing to delay pumping/bolting.
Also, CoC still has the "queue" firing system in place (if you click twice very fast while firing a weapon, it will fire two shots no matter how long it takes). Can this be remedied?
Totally understandable if this isn't something you guys are capable of/interested in doing, but I would love to hear from you.
I have a very similar error to mickdick
Expression : fatal error
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 193
Description : <no expression>
Arguments : LUA error: ... of pripyat\gamedata\scripts\coc _treasure_manager.script:221: bad argument #1 to 'insert' (table expected, got string)
0023:0066719F xrCore.dll, xrDebug::fatal()
0023:068E10D8 xrGame.dll, CDialogHolder::IgnorePause()
0023:06974D93 xrGame.dll, CDialogHolder::IgnorePause()
0023:00460D5B xrengine.exe, CInput::OnFrame()
0023:0040C131 xrengine.exe, xrSASH::operator=()
Upon telling Wolf that his mutant quest is done.
Add-on: STCoP 0.9
Love the patch's new functionality and quests (or maybe those were in 1.3.20 and I've not been paying attention).
Not sure if this is the place to report it, but I'm using STCoP alongside 1.4 RC 4.1, and when I detach scopes from rifles that aren't in the weapon slot, they seem to morph into the weapon that is in the slot (given they take the same attachment).
Example: I had an AK-102 with no scope in my weapon slot. I took an AC11090 off of an LR-300 and it morphed into an AK-102 after removing the scope. Same thing happened with an SG-550 + EOTech. Not game-breaking, but slightly irritating.
nice rear sight diameter, real easy to see through.
Could just be this image, but the G43's dimensions look ****** up to me.
Awesome that it's been added in, though!
>incompatible with Complete
Looks amazing, vz 24 was always my favorite Mauser variant.
The only place you'll find a PK-A sight for the AK is in either STCS Weapon Pack or STCoP Weapon Pack on the custom camo AK74M. I don't think anyone's made it as a removable sight.
What makes you say that? Maybe the old one from a couple years ago was a little lacking, but the most recent version is excellent, and the PR guys are putting a hell of a lot of time into it making sure everything is of top quality.
Очень хорошо! Большое спасибо Gaz1k)))
werejew is ******* king. Thanks for continuing work on this, it's making CoC so much fun.
Extremely excited for the release of the mod. Thanks so much to the devs for working so hard to make the mod playable by all stalkers.
Do you still need the trader repair GUI screenshots? It should be pretty simple to get, I can download the 0693 OBT and have it done in a few hours (slow internet here)
That does sound awesome, although maybe the info could stay (just in case the misc terrains have a value if captured or something)? If they don't have any info, though, the info could definitely be removed.
Super interesting! The focus on their secrecy and insidiousness really brings them to life. More faction articles would be awesome, and if you guys plan on adding an SoC-style encyclopedia to the PDA the info could also be put there.
Good luck on MOTY 2015, you've got my vote.
This sounds good, except that I've noticed that squads that are on their way to a point to capture move at a walking pace until they make contact with an enemy. This could be problematic for reinforcements, as they wouldn't arrive in a timely manner unless the closest resource point is very close. If you can make squads that are sent to points move at a quicker pace (I think TFW for CS had such squads run), that would be excellent.
Other than that, I like where this is going. Although I do have to say I enjoy the way the mod is right now (3.1.1) for its uniqueness in that battles seem more spread across maps, making them seem like struggles for that entire map rather than isolated outposts within them (like TFW). TFW in that regard seemed somewhat empty and/or COD-esque, in that you'd only find engagements near smart terrains and would defend said terrains against small waves of enemies.
To that end (imagine resource points won't exist), one idea I'd have for reinforcing squads is to have the skill level of squads correspond to the power level of a captured base. I guess the intent of this is to have advanced/veteran/master squads spawn further away from the front line and take longer to reach it, which would put more emphasis on effectively holding a point until it is "fortified" (power level), and in that way slow things down a bit.
Again, I love where this is all going. Your coding abilities are amazing, and this mod is the first one for CoC that I feel has done something meaningful for the game.