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It was problematic for me too... Had to bring RG-6 and some grenades to deal with those guys. :D
New game required?
I had like five or six documents from base, cant say for sure cause i didn't payed attention while i was picking them. :D I recall that there was one piece hidden very well in base. Its in decorated guard house near south entrance, hidden in the red shelf. Check if you found that one. After turning them on i found one that might belong to same quest in Streloks locked hideout. The one where you need a key from deepest level of underground.
Sorry if my directions seems vague. I'm really bad at describing stuff, especially in english. :)
Edit: It was supposed to be reply... ****** up commenting system...
I had that too. Cant say for sure, but i think the last piece is in Streloks hideout in underground. I just ignored "take everything that's left" and dragged everything i found on base to Sidorovich. Then i checked Streloks hideout and found one more piece. Try there.
From my experience, yes, you have to be on the "right" path. You get couple of warnings before you busted, but as long as you on the right path you can, practically, dance in front of soldiers. :) I had one time, patrol, that is walking around building, greeting me while i'm near the window. :D That was good ten seconds before he snap out and started shooting me. XD Other time, sleeping soldier woke up because of pseudodogs and ran past me while i was carrying his precious documents in the middle of perfectly lit room. I just jumped out of window and finished mission. :) Ahh, good times.
Sorry Dez0wave, but i'm just not a fan of scripted stealth. Good thing that rest of the game is almost flawless. Really feels complete and rich with content. My thanks to whole team for all the efforts through out the years.
OGSE mod have a really nice, fully scripted combat AI accompanied with some sweet NPC animations here and there. It would be so amazing if you could extract it and use it in your mod. With proper credits, of course. :) KamikaZzeRU, if i'm correct, is the man who created it... Anyways, good luck in finishing testing and releasing this mod. Early versions proved that you can capture nice atmosphere in stalker perfectly. Keep up the good work and keep us updated on progress. :)
Very nice, dude. I see that you getting much better at animating. Looking forward to see more from you. Cheers. :)
Tracers will be restored in upcoming DC version. More info on changes here: Dezowave.com
I checked everywhere, even tried "search" function and nothing. It seams that game doesn't even created one, cause _appdata_ only contains logs folder with couple irrelevant files in it. Could it be because i installed mod in custom folder, completely out of program files?
Where can i find user.ltx file? I need it, cause after starting game with launcher i get black "out of range" screen. Usually it means that game starts with resolution that my stupid monitor doesn't support and user.ltx is the only way to change it. Thanks in advance.
About respawn problem. Not sure whether you know this, but NatVac, creator of ZRP mod for SoC figured out that respawn delays not working properly when you save/reload game. There is a fix for this problem. You should browse this: Metacognix.com as it contains lots of cool stuff, including fixes or workarounds for most vanilla bugs and some developing tools. Merging whole ZRP mod would be hell of a work, but maybe you could try to add some of smaller fixes, including Respawn Population Managment 1.0. Thanks for your hard work which brings back some of the best memories about Oblivion lost 2.2 and good old mods in general. :)
Ah, i see that you have some ZRP stuff already, but when you were away there was lots of ZRP revisions.
Count me in for donation! Good luck with the project. :)
Oh, you're smartass too? Just the answer i expected. Cheers.
You know it's not just random dude asking random question, right?
Kanyhalos is a living legend of stalker modding and he used to work with Dez back in a days when modifications was actually creative and amazing, not just generic modpacks like nowadays. So his question is more like saying "Hey old friend, i'm back!" and they probably chating right now in PM's instead of here. So you really don't have to be Mr. Obvious, especially when nobody asked YOU a damn thing...
What is "invalid faces" and how do you, guys fix them? Your mod looking very nice so far. Keep up the good work.
It's been a while since i edited those files myself, but i think that you need "source" line in "flares.ltx" set to "on" for this to work. I'm sure you'll work it out from here. ;)
You need to open gamedata/config/weathers/flares.ltx, find line called "source_texture" and point right texture from your favorite weather mod or custom made one. Of course your weather cycle (gamedata/config/weathers folder "weather_default.ltx" for example) must contain line named "flares" = [section_name_here] from your edited "flares.ltx" file. In short: your weather cycle have line "flares", which contain name of the section (in ) from "flares.ltx", which contain name of texture of sun. :D I hope it is at least partially comprehensible for you, because i write this while being drunk... :D
On the other hand, merging mods which was made with source, will be next to impossible if mod authors would decide to not share their tweaked code. I just hope that it's not going to be this way and community will be willing to share their work even more than ever...
So, basically, what you saying is: GUNSLINGER guys will port those sexy weapons AND engine features to SoC and AA guys will implement them in their mod? If so, then... THEN... OMG!!!
@: L.U.R.K team
Sad to see you guys abandoning this, but, as a STALKER modding man, i totally understand this decision. Sometimes i'm ****** at this engine to. :D Anyways, good luck in future and, please, consider releasing assets you made for STALKER community to. ;)
Yeah!!! Good to see you back!
Hey man, good to see progress on this project. Looking really nice, especially those rain splashes!
Kazak, is that you? :) Anyways, good one, mate. :D
Edit: No you're not Kazak. Sorry, mistaken you with someone else. :)
Don't tell me that Bloodsucker in Agroprom underground wasn't scary at all... :) I remember how i was afraid to go down the stairs after beating bandits. Not without reason. That Sucker scared the living **** out of me. :D
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That's a nice suggestion. I always wanted to see that in "Shadow of Chernobyl" myself, but i'm afraid that it requires engine modification. Then, of course, you would need different reload animations for partially empty and empty mags which is one more engine tweak. But who knows, maybe Skyloader would find some free time for such nice addition to realism. :)
Since you have company, maybe you wanna pay a salary to a team? Otherwise they will have to stick to old jobs and make this game in their free time.
Well, i don't know the details, but, probably, that wall is just dynamic object with immunity to "explosion" type of damage to prevent player from blowing it up with grenade or other explosives. I found that dynamite is set to do "explosion" damage and thus cannot destroy it to. You don't even need to change quest itself to brake it in this case. ;) That's one of the reasons why i love stalker. Because quests happening not only according to script. It also depends on "rules" set in the game world which always makes it different experience. :D
Anyways, i'm glad i could help you guys. ;)
I was having wall problem too. You need to open weapons.ltx (in gamedata/config/weapons) with notepad, scroll down till you find
"[explosive_dinamit]:delayed_action_fuse" section, find line "hit_type_blast = ", change it from explosion to chemical_burn and save. Worked for me.
Strange, i can't remember such bug in vanilla...
I think that some additional lines for bandits would be really nice touch. As i can understand, they using same old ones and new lines (if done properly) would be nice, refreshing experience. It's just my opinion, though, but if you guys will find some free time and patience then, please, consider this matter.