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Izual_Zephyr
Izual_Zephyr - - 35 comments @ New levels 0.53

I'm having problems with the latest versions of this mod. I have copies of version 0.31, 0.5, and 0.51
0.31 works just fine, but the newer versions crash as soon as I try to start a new game.
I will post the end of the crash log here:

~ ------------------------------------------------------------------------
~ STACK TRACEBACK:

c:/anomaly\gamedata\scripts\axr_main.script (line: 229) in function 'callback_set'
c:/anomaly\gamedata\scripts\_g.script (line: 105) in function 'RSC'
c:/anomaly\gamedata\scripts\dxml_core.script (line: 179) in function 'RegisterScriptCallback'
... dialogs_redemption_storyline.script (line: 2080) in function 'on_game_start'
c:/anomaly\gamedata\scripts\axr_main.script (line: 292) in function 'on_game_start'
c:/anomaly\gamedata\scripts\_g.script (line: 83) in function <c:/anomaly\gamedata\scripts\_g.script:74>
~ ------------------------------------------------------------------------
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] c:/anomaly\gamedata\scripts\axr_main.script:232: table index is nil
! [SCRIPT ERROR]: c:/anomaly\gamedata\scripts\axr_main.script:232: table index is nil

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: c:/anomaly\gamedata\scripts\axr_main.script:232: table index is nil

stack trace:

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Project Brutality (2.03a) Bitl's Enhancement Addon

Yo dawg I heard you like mods

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Maximum Outfit Addon Upgrade v1.3 [COC 1.4/1.5]

I'd also like to request a Weapon Full Upgrade mod, as Raubt1r has not updated his own weapon upgrade mod in quite a long time.

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Life of Boris Time to Load Death Sound

Get out of here, chuvak!

Good karma-1 votes
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Gun Jam Swearing v1

OY BLIN

Hey, is mayonnaise in-game?

edit: i'm sorry, I meant majonez.

Good karma0 votes
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Scorch the Scorchers 1.0.2 [1.4.22/1.5b r6]

This kinda makes sense since the monolith faction has an npc that can give you a mission to hunt down someone who is planning to "shut off the brain scorcher"

Good karma+2 votes
Izual_Zephyr
Izual_Zephyr - - 35 comments @ XRay PDA 0.7.11

He said in the mods main article comment section that it may take between "some minutes" and "some hours"

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Hey! I see Warfare has been updated to 1.5! I remember when it hadn't even been updated to 1.4 and we were all writhing on the edge of our seats waiting for that update you announced, and then it got delayed because you got a new job with longer hours iirc.

I also remember when it finally got released, the earlier 1.4 versions of the mod had a problem where squads would continuously spawn and swarm maps. Ooh boy, it's been a while.

Anyways, right now I have two CoC installs, one of 1.4.22 with all my mods installed, and one of 1.5 with no mods. I've looked over all the new features included in the 1.5 version and I'm hoping that version of the mod still works with 1.4.22, as I have all my mods there. If I can get off my rear one of these days I might create a new 1.4.22 install just to see if the newest warfare version works with it.

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ MustaphaTR's D2K Mod

I put the folder into the mods folder like it says but nothing changes ingame, do I have to run a shortcut?

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ [BETA] Call of Chernobyl 1.5 r4 [Patch]

Would it be possible, after having dealt with all the important features of 1.5, to replace the controllers animations with it's original Shadow of Chernobyl anims? The controller was my favorite mutant, and probably my favorite ANYTHING in the game because of how cool it looked, but its new animations look... not very cool. :P

Good karma+5 votes
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Glad to see this mod is coming along just fine! With CoC 1.5 on the horizon, I feel excited about what's coming!

One little issue I've got: In Yanov Station, the mechanic, the doctor, and Hawaiian, have been replaced by generic NPC's, while the original three traders are still walking around the station. Not really a problem in and of itself, but has interfered with a fast travel mod I have that requires me to talk to specific NPC's to fast travel. Hawaiian is one of these NPC's and for some reason I can't talk to him unless he comes inside and stands next to a table.

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ RealMoney 0.3.2

I just got this and played the game for a few minutes with it installed, and everything seems to be working properly.

The only problem is between this and the SKAT 9M armored suit mod. When I installed this mod, the suit became invisible in my inventory.

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ English Voices Addon (1.5)

"Not bad, some pretty good stuff you've got there!"

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Sorry if this has been answered in the past, but I have no idea what "Zombie Mode" is. How does this differ from survival mode, which replaces all spawns with zombies?

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Smurth's Dynamic Hud v3.2.2.8 (1.4.22+ AO, ...)

Is this compatible with the skat-9m armored suit mod?

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

How much do you even get paid?

Good karma+2 votes
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Even though I'm not Werejew, I'm going to say that he/she might appreciate it if we were to submit our logs whenever there is an error or crash in-game.

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Downloaded and installed.

Only crashed when I tried to apply the "warfare" preset in warfare options, which I tried twice. Other than that, no crashes. At all.

I went to limansk, as a member of the monolith, and I almost died from a severe case of framerate deficiency. I already suck at aiming in this game, and that fps just made things impossible. I think it was because of all the monolith squads that had spawned. There were green dots and stars all over the minimap.

I hope that didn't leave my computer with cyber-diabetes.

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Where can I get the latest version of the mod? do I download it from moddb? Or is the version on bitbucket the newest? I know it's not entirely stable but would it work at least partially if I installed it on coc 1.4.14?

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Dropbox.com

another crash log. I woulda put this on pastebin but they have a 512 kb limit per paste.

This is after using the 1.4.12 repack and installing the 1.4.14 patch over it, installing AO+DX dynamic faction relations+some addon that makes the flashlight brighter. and of course, I installed warfare over everything, no overwrites were needed.

EDIT:
This crash occurred the very instant I enabled debug hud in the options menu.

ANOTHER EDIT:
I was playing with the "-dbg" parameter enabled, started a new game as monolith and enabled g_unlimitedammo

(just in case it makes a difference)

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

I don't think so, I'll try it.
Should I just play on 1.4.12 or download it and install 1.4.14 over it?

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

More about resources, are all squads spawned by a faction affected by the total amount of resources held by the faction?

I think it would make more sense for spawned squads to be equipped based on how many resources are at their spawn point, so a faction can take many resources and hold them in one place, so that veteran/advanced squads spawn there, and low-priority areas can be left with few resources, and spawn novices.

By the way, I know novice squads are the weakest, but I don't know whether advanced squads or veteran squads are the strongest.

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

I'm playing 1.4.13

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

I downloaded the version of warfare you posted in your reply to "Sonofjosal" yesterday, renamed my gamedata folder and installed warfare in a new one. Ran the game, and it worked. Sweet.

Ran around as a monolith in Pripyat for a bit, saw squads running around, not stopping to talk to me (which is kind of a good thing), then crashed. I booted up the game again, and i think that overwrote the log, because when I looked at it, it was blank.

After that unfortunate occurrence, I created a third "gamedata" folder, I copied all the content from the first folder into it, then installed warfare over that. Then I ran the game again, insert blank log here, started new game, it worked. All the weapons from Arsenal Overhaul were in-game and working, and warfare seemed to be doing it's job, then it crashed again. Shucks.

This time I checked the log file before I forgot and ran the game again, and found these two lines that popped up a septigintillion times:

(quoteline1)
! [LUA] SCRIPT RUNTIME ERROR : evaluator [corpse_exist] returns value with not a bool type!
(endquoteline1)

(quoteline2)
wrong wounded animation sim_default_monolith_123985
(endquoteline2)

file ends with this:

(quote)
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] stack overflow
! [SCRIPT ERROR]: stack overflow

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 193
[error]Description : fatal error
[error]Arguments : LUA error: stack overflow

stack trace:

0023:0294717C xrCore.dll, xrDebug::fatal()
0023:072C6255 xrGame.dll, CDialogHolder::IgnorePause()
0023:00457F15 xrEngine.exe, CSheduler::Update()
0023:072C9C00 xrGame.dll, CDialogHolder::IgnorePause()
0023:6A8DE3EA MSVCR120.dll, vsprintf_s()
0023:00443591 xrEngine.exe, CGameFont::Out()
0023:029483F8 xrCore.dll, xrCriticalSection::Leave()
0023:0043EDF6 xrEngine.exe, CEventAPI::OnFrame()
0023:04F50972 xrRender_R2.dll
0023:0046B399 xrEngine.exe, CApplication::OnFrame()
0023:0040C131 xrEngine.exe, xrSASH::operator=()
(endquote)

(I just copied the file and pasted it to my desktop, if you want the whole file I can send it to you, just tell me how. You're doing a wonderful thing here!)

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

I read a comment of yours where you mentioned how the resource point system might work, with squads moving the points around.

Will there be a limit to how many resource points a squad can carry, or a limit to how many resources can be held in a single place? If not, I can imagine the faction war eventually devolving into a situation where most or all the resource points are held in a single place, and whoever captures that single territory instantly gets rich, and the other factions squads all across the zone suddenly morph into novices.

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Meeting Emburer Palpatine part 2

"Papaltine"
So he's a pope as his day job.

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

I found where I read about the scripts folder, it was the first comment by the uploader on the patch for arsenal overhaul from v.3 to v.4
I quote:
"Some script changes were made in the latest 1.4.09 patch, and as such AO3 and STCoP (soon) no-longer require a 'scripts' folder."

He says that AO3 and STCoP don't need the folder, but doesn't mention anything about other mods.

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

So I here a new version is coming out that'll be compatible with version 1.4 of CoC. That's great! This was the very first addon I downloaded for CoC but it didn't work, I think since it was for 1.3.20 and I had 1.4

I just wanted to ask you, if you don't mind, if this will be compatible with 1.4.10 that came out recently? I read on another addon, AO3 I think it was, that the newer patches made changes that removed the necessity of mods coming with a "scripts" folder. I don't know what effect that might have on compatibility with mods made for slightly earlier patches.

Good karma+2 votes
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Arsenal Overhaul 3.1 (v.4)

Nevermind, it didn't work because COMODO antivirus put it in a "sandbox".

Good karma+1 vote
Izual_Zephyr
Izual_Zephyr - - 35 comments @ Arsenal Overhaul 3.1 (v.4)

So I drop all the folders into "gamedata", but when I start the game, I can't find any of the new weapons or sights. Do traders sell them? Where do I look? What exactly do I have to install and how?

Good karma+1 vote