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I'm getting alot of CTD's with these error:
* MEMORY USAGE: 402269 K
* End of synchronization A R
compiling shader shadow_direct_model_aref_2
0023:629ACB38 nvd3dum.dll, QueryOglResource()
0023:629AC75E nvd3dum.dll, QueryOglResource()
0023:629B1052 nvd3dum.dll, QueryOglResource()
0023:629C2100 nvd3dum.dll, QueryOglResource()
0023:629C2684 nvd3dum.dll, QueryOglResource()
0023:629C26CF nvd3dum.dll, QueryOglResource()
0023:62B60EE4 nvd3dum.dll, QueryOglResource()
0023:62B6102B nvd3dum.dll, QueryOglResource()
0023:7709336A kernel32.dll, BaseThreadInitThunk()
0023:776C9902 ntdll.dll, RtlInitializeExceptionChain()
0023:776C98D5 ntdll.dll, RtlInitializeExceptionChain()
[error][ 298] : Too many posts were made to a semaphore.
Can this be updated for 1.4 please
Can someone send me the old helicopter sound from 1.3.20? would be very much appreciated.
Is STCoP weapon pack not supported anymore?
Fragmented within themselves seems logical, they are a bunch of crooks, thieves and murderers so a faction like bandits would fall apart and split off into other groups like the renegades. Two classes of bandits would be pretty epic.
The armor and other properties can be adjusted accordingly for a proper balance with the suit ofcourse but i figured it would give the player more strategic planning while venturing in the zone. There will be pros and cons that come with it as everything in the zone so its up to the player what they choose to use or take with them. I think it would be a fun addition to the mod but again its just my personal opinion so its up to the devs if they want to implement it or not.
Ive had an idea i think would be cool to implement, but i want to see if anyone agrees or think it would be a cool idea too.
Ive always wonder how the exo suit was powered in the zone they never really talk about it, but yet its this huge advantage people can have without any disadvantages other then it can prevent you from running. But i always thought it would be cool to have an artifact (flame, eye, or any power producing artifact) power the exo suit and have it placed where the helmet section is and it would last a couple days or so before it loses all properties and becomes a dead artifact. The player becomes sluggish and tired while trying to move in the exo suit without any power provided to it. It would give more meaning into searching for artifact other then money and protection for the player.
I wish they revamped absolute structures and nature for 1.4
Very eerie, fits stalker atmosphere well. Good work
So excited!, MSwartz the CHAMP!!
Will Radium be built on CoC 1.4?
Im actually really excited about the switch to CoC and ive been following the progress on this mod for a long time i wish the best for all current members and a BIG welcome back to YeiZone.
I support your decision MSwartz and i wish you the very best on your progress, so please dont give up on us.
You need to run the original Call of pripyat game at least once because when installing CoC it checks if you have the game so it can be installed in its own directory or where ever you choose.
You dont actually think you can play this game without owning the original did you?
I really enjoy the work you put on this mod, it stands out from others and im following what you do on it. good luck
I like this layout thank you.
almost every mod ive seen from the stalker series have invalid ogg comments with weird distant values or not commented at all and its crazy because AI benefits greatly from it and its essential for gameplay. Its beyond me why sound is always neglected i had to manually edit each sound file in STCOP weapons mod and vanilla ambient sounds in COC accordingly.
I love these little tweaks, very much appreciated.
I originally wanted to make a video to show that some factions ignore each other when spawned close together in cordon but ended up recording a pretty cool sight with bandits destroying the chopper and huddling together in cover and crouching low to avoid being seen. I edited the NPC's behavior slightly but not much but when scared (mutants and stalkers) they flee if low ranked. I also disabled some of the AI tweaks such as Smart cover, close encounter punches (with low ranked NPC, experienced NPC's can use this feature and its mainly to give mutants a chance in a fight otherwise they die too easy) and a few other AI abilities i never see them using. But from the looks of it they seem to use cover quite well.
Towards the end you will see the bandits and stalkers Fight each other at first then become neutral for whatever reason, this occurs quit often with military and bandits or stalkers and bandits in cordon. Sorry if its too dark i'll make adjustments next time... Youtu.be
Are you over clocking your graphics card or CPU?
Anything close to vanilla SoC im a fan of. Great Job Guys! And Thanks for this wonderful MOD!!!!
I can understand your point of view on the relations and having it balanced for gameplay as far as mutant deciding weather to attack you or your companions, but to me it isnt really an issue if they choose me over them and friendly fire can happen in stressful situations which is realistic. But if i were to choose performance (less CPU calculations with mutants) over mutants attacking me first i would go with that.
Which area specifically would i encounter less mutants? because from testing each map seems about the same mutant and NPC wise.
(edit) Although now that i think about it, i have been commenting ogg files and setting the proper comment for each sound file for the game engine to utilize accordingly for AI maybe that could be another reason i am getting better performance not entirely sure how the engine handles each calculation and which cpu core it uses for certain task but one would assume it functions that way..
Hey guys, i was messing with game_relations.ltx file and decided to set mutants back to vanilla SoC relations and noticed a huge performance boost in game can someone confirm? The only downside is (if you considerate it to be) chimeras, cats and burers dont have any enemies so they team up against you which is fine, gives a nice challenge
Yea ive noticed that too, id also like to add that when a faction spawns and sticks around their spawn zone for whatever reason (usually fighting mutants then looting) and moments later another faction will spawn at the same spot and them being close together they dont see each other as enemies and wont attack each other unless they are a ways apart. I also noticed that when a group of any faction are set to loot someone and then continue on they ignore when i shoot at them but another group close by would respond.
This is probably one of my favorite comments ive read today because you cant tell if he's excited, optimistic, angry or all three together. Either way a round of applause for this guy.
I'm not quite sure if 1935 map builds would be compatible.. Correct me if im wrong
NICE!!! thats great news GOOD LUCK GUYS!!!!
This is such a good mod im enjoying it so far. I just finished lab x18 and on my way to see sid in cordon, havent ran into any problems yet i will update...
I use to get those freezes where the frames cut back and forth for whatever reason and once i ran ccleaner to remove unnecessary files on my PC it stopped. Not sure if it has anything to do with it or just coincidence but wouldnt hurt to give it a try. Best of luck