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For those who never had the chance to experience stalker with EAX effects, even though in options it says its active but isnt sadly without the proper implementation and hardware to enable it.
And in this case the OGSE team brought it back to life and its amazing to hear for the first time. I wish modders can realize its potential and implement it as well.
Here is an example of EAX used on a creative soundcard with Creative ALchemy software through directsound (-dsound) in launch options. (best heard with headphones)
try setting "snd_targets" and "snd_cache_size" both to 32 in user.ltx thats located in appdata folder and see if it still crashes after that. It might be an issue when boxes break or containers fly and hit the wall that causes the engine to play 300+ sounds simultaneously that can crap out the game in certain cases. Especially if you have an older soundcard the game uses that can only play a certain amount of sounds at once.
i think alundaio further tweaked AI in next update so they can act accordingly through hostile encounters.
warfare is compatible with 1.5R6 but you have to go to his bitbucket to downloaded his latest releases. he hasnt posted his latest work here yet because 1.5 is still beta.
to download warfare go here Bitbucket.org
Thank you for your work, for an old engine you really brought out the beauty it can give and i dont think it can get any better then what you created here. My top 3 of shadow of chernobyl mods
Decane1 Will AO 1.2 with patch work on SRP 1.1.3? or be supported?
the reload animation for the mp5 (partial reload) has a camera sway that snaps back to default position and looks off.
Ok cool, count me in as one of your beta testers when the time is right. Restarting a new game doesnt bother me, i do it anyway every time a new patch is released for any mod i play.
Chevyfreak Where can i track the progress of your new mod? do you have a moddb page up? i'd be interested to see your progression
so, what does this mean for the future of this mod?
A mod that makes logical sense in stalker. Thank you for this!
Mooze's music is what made this game so immersive for me, absolutely brilliant composer. I have Cordon music on my ipod at all times
i have an ivy bridge system as well with a gtx 680 and luckily all my hardware has driver support for windows xp, but i think its best to use the 64 bit version for call of chernobyl to have more headroom for addons. and in all honesty it runs better/smoother on windows xp.
Some advice though if you plan on using XP is to update the OS using "WSUS Offline" and the latest version for XP support is version 9.2.1
If i were to guess what the object was for, i would guess its sort of a side mission task you would need to find to activate the lift maybe into the underground? or something else? A lot of CoP seems unfinished or extra side mission scrapped or lost in the mix (seems to be a recurrence throughout all stalker games) and was left over and forgotten. There is still code and textures left over in the stalker trilogy that arent used so chances are this would be an item in that category of unfinished work.
then again i could be wrong...
I like the idea that some important characters have no mask and have a face to identify themselves (traitors for faction, leaders ect) and grunts / foot soldiers have mask that wonder the zone
Nice man! cant wait to try it out. Thanks on all your hard work.
this is my favorite weapon
Im curious would this Mod run on windows XP 64bit?
theres 3 others that have no rank and causes the NPC's to be unresponsive:
hey! nice to see you back stalker.
Decane1, what graphic settings are you using for your screenshots?
now im receiving this error every time a blowout is about to happen:
0023:0040D025 XR_3DA.exe, IBlender::operator=()
Should i disable blowouts and start a new game then reload a quicksave?
Theres no avoiding this crash it happens everytime no matter how far back my saves are.
Thanks! i managed to get past the point by waiting a while before getting close enough to the transition point and all seems well. I'll make sure to post any issues i have to you and refragger, you guys have been a lot of help.
Receiving this error right before i transition to CNPP (at cut scene around stadium)
* MEMORY USAGE: 466331 K
[16-9] get_xml_name for[ui_mm_main.xml] returns [ui_mm_main.xml]
[16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml]
[16-9] get_xml_name for[ui_ms.xml] returns [ui_ms.xml]
sv reject. id_parent [wpn_rpg7:wpn_rpg721029] id_entity [wpn_rpg7_missile:] 
sv reject. id_parent [wpn_rpg7:wpn_rpg721050] id_entity [wpn_rpg7_missile:] 
sv destroy object [ammo_9x39_ap:ammo_9x39_ap9756] 
sv reject. id_parent [actor:single_player] id_entity [ammo_9x39_ap:ammo_9x39_ap9756] 
sv destroy object [ammo_9x39_ap:ammo_9x39_ap9831] 
sv reject. id_parent [actor:single_player] id_entity [ammo_9x39_ap:ammo_9x39_ap9831] 
cl setDestroy 
cl setDestroy 
sv destroy object [separator:separator11829] 
sv reject. id_parent [actor:single_player] id_entity [separator:separator11829] 
cl setDestroy 
sv destroy object [yad:yad32067] 
sv reject. id_parent [stalker:pri_stadium_help_stalker1] id_entity [yad:yad32067] 
sv destroy object [bandage:bandage20804] 
sv reject. id_parent [stalker:pri_stadium_help_stalker1] id_entity [bandage:bandage20804] 
[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\script_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: ...hadow of chernobyl\gamedata\scripts\news_main.script:975: attempt to get length of field 'hear_z' (a nil value)
Thank you chevyfreak!
I'd like to enable blowouts and hellhour (i know its buggy) how do i go about doing this?