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tmpwhore
tmpwhore - - 37 comments @ 1.4.10 patch for 1.4

Ok I think I narrowed down the bug and how to fix it. Sort of. What I did is put my graphics down to minimum and "Cleaned up" the map. So all the ****** guns that I dropped earlier I donated to the trader. Then I popped the graphics back to maximum and low and behold it works fine now. There obviously is a memory bug or there are just too many objects on the map once you start cleaning out the zombies. Normally on other maps you can drop a gun and it's usually in a high traffic area so another stalker will pick it up and the engine doesn't have to draw it. So I guess the work around for now is to play S.T.A.L.K.E.R.: Street Cleaner Edition. I'll try turning off Anti-Alliasing next time it happens to see if that will reduce the memory overhead a bit. Damn you 32-bit applications! Damn you to hell!

Good karma+1 vote
tmpwhore
tmpwhore - - 37 comments @ 1.4.10 patch for 1.4

Ok another update. It seems the bug will go away if you get away from Yanov station and I'm assuming the scientist bunker. Could there be some sort of memory leak around these places due to the amount of NPC's hanging out there?

Good karma+1 vote
tmpwhore
tmpwhore - - 37 comments @ 1.4.10 patch for 1.4

If I get this, the whole Jupiter map is broken in regards to checking inventory or sometimes just completing quests such as mutant hunting:

stack trace:

0023:72C0215E d3dx11_43.dll, D3DX11SaveTextureToMemory()
0023:72BE2F21 d3dx11_43.dll, D3DX11SaveTextureToMemory()
0023:72BE45CA d3dx11_43.dll, D3DX11SaveTextureToMemory()
0023:72BDA5D2 d3dx11_43.dll, D3DX11GetImageInfoFromMemory()
0023:72BDA506 d3dx11_43.dll, D3DX11GetImageInfoFromMemory()
0023:052D9500 xrRender_R4.dll
0023:006C610A xrCore.dll, CLocatorAPI::file_find_it()
0023:745C6174 d3dx9_43.dll, D3DXTriPatchSize()
0023:72853434 d3d11.dll, D3D11CreateDeviceAndSwapChain()
0023:05322E88 xrRender_R4.dll
0023:77764282 ntdll.dll, RtlCheckForOrphanedCriticalSections()
0023:006CA232 xrCore.dll, CLocatorAPI::get_path()
0023:006C743D xrCore.dll, CLocatorAPI::exist()
0023:052AF0BA xrRender_R4.dll
0023:006C6350 xrCore.dll, CLocatorAPI::check_for_file()
0023:052FF385 xrRender_R4.dll
0023:05322E88 xrRender_R4.dll
0023:0532DAB1 xrRender_R4.dll
0023:052D7604 xrRender_R4.dll
0023:052D7A9E xrRender_R4.dll
0023:052D7C0E xrRender_R4.dll
0023:052D3475 xrRender_R4.dll
0023:749FE99A MSVCR120.dll, _RTCastToVoid()
0023:7496ED29 MSVCR120.dll, _crtFlsGetValue()
0023:777333D7 ntdll.dll, RtlQueryPerformanceCounter()
0023:77733406 ntdll.dll, RtlQueryPerformanceCounter()
0023:006C03A9 xrCore.dll, IReaderBase<CStreamReader>::find_chunk()
0023:006D83B7 xrCore.dll, str_container::dock()
0023:055B166C xrGame.dll, CDialogHolder::UseIndicators()
0023:05532DCB xrParticles.dll, PAPI::PATurbulence::operator=()

[error][ 8] : Not enough storage is available to process this command.

Worked perfectly with 1.4.07 with AO3 now with 1.4.10 and updated AO3 basically after a while Jupiter becomes unplayable. It only happens on Jupiter no other maps have this problem as far as I can tell.

Good karma+1 vote
tmpwhore
tmpwhore - - 37 comments @ 1.4.10 patch for 1.4

update:

Seems to happen after a while talking with Hermann(The dude who keeps wandering around) when trying to sell or buy from him. I went off the map then back and he was the only one that initiates a crash when trying to trade with him now.

Good karma+1 vote
tmpwhore
tmpwhore - - 37 comments @ 1.4.10 patch for 1.4

Another one. Every level seems fine except Jupiter and Zaton where it's crash city. I have a new one for you. Hitting the dreaded "I" for inventory whether for trading or just looking at your inventory is instant crash only on Jupiter level:

023:756BC54F KERNELBASE.dll, RaiseException()
0023:7557359C msvcrt.dll, CxxThrowException()
0023:74770C78 d3dx11_43.dll, D3DX11SaveTextureToMemory()
0023:7474E9DF d3dx11_43.dll, D3DX11CreateAsyncTextureInfoProcessor()
0023:74753ECD d3dx11_43.dll, D3DX11SaveTextureToMemory()
0023:747543BA d3dx11_43.dll, D3DX11SaveTextureToMemory()
0023:7474A5D2 d3dx11_43.dll, D3DX11GetImageInfoFromMemory()
0023:7474A098 d3dx11_43.dll, D3DX11CreateTextureFromMemory()

[error][ 8] : Not enough storage is available to process this command.

Only level to do this.

Good karma+1 vote
tmpwhore
tmpwhore - - 37 comments @ 1.4.10 patch for 1.4

Ok did a full re-install of everything with the patch and latest AO and everything seems to be ok but the papriyat outskirts. If I'm lucky I can get about 15 mins out of it before the dreaded "error 935 pure function call crash of death" In fact the only thing I have to fear in the Zone is the crashes! :-)

Good karma+1 vote
tmpwhore
tmpwhore - - 37 comments @ Arsenal Overhaul 3.1 (v.4)

Still crashes when asking for riches:

stack trace:

0023:0526B349 xrGame.dll, CDialogHolder::IgnorePause()
0023:05057404 xrGame.dll, CDialogHolder::UseIndicators()

Good karma+1 vote
tmpwhore
tmpwhore - - 37 comments @ 1.4.10 patch for 1.4

Getting alot of this:

FATAL ERROR

[error]Expression : <no expression>
[error]Function : handler_base
[error]File : xrDebugNew.cpp
[error]Line : 935
[error]Description : pure virtual function call

stack trace:

0023:002864AA xrCore.dll, xrDebug::_initialize()
0023:00436DCF xrEngine.exe, CRenderDevice::SecondaryThreadProc()
0023:0028C60C xrCore.dll, thread_spawn()

Sometimes if I'm lucky I might get 20 minutes of play. Happens alot on Zaton.

Good karma+2 votes
tmpwhore
tmpwhore - - 37 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

OK I got it running pretty stably now. It seemed that the stupid Windows defender BS turned itself on again. The POS will turn itself on almost every windows update so maybe to help the other folks we should tell them to check it even if they've turned it off. Also on a side note the Arena is a bit bugged when fighting human opponents. Sometimes when you win, the arena guy will say "Hey you walked away from me" instead of giving you any cash. However it will still count as a win with no cash as going back to him gives you a harder round in the arena. The mutant cage part seems to work fine for the most part.

Good karma+1 vote
tmpwhore
tmpwhore - - 37 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

K got it here is the save game bug stack trace:

stack trace:

0023:059F3BE7 xrGame.dll, CxIOFile::Open()
0023:05A09881 xrGame.dll, CxIOFile::Open()

[error][ 87] : The parameter is incorrect.

Not much to go on. I tried the "/LARGEADDRESSAWARE" switch but it didn't make a difference. I have no anti-virus or real time protection running. I'll check if that BS windows defender is on or not, never use it but I'll check.

Good karma+1 vote
tmpwhore
tmpwhore - - 37 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Nope nothing no anti-virus or malwarebytes. Sometimes I seem to get random "unhandled exception errors" the same if quick save crashes. And Ram is not the problem I originally built this computer to be a file server. It's an i7 with 32 gigs of ram. However, I remember when I was playing CoP years ago there was some sort of a patch or something to increase the RAM that CoP uses because it's a 32-bit program. I'll try and search. Unless it's already implemented in the mod. I will say I'm using the Arsenal overhaul mod if that's an issue as the only addon. Never caused any problems in the past. I'll try and do a stack trace, but it seems clean no "error" messages. I'll try looking up that patch for CoP to increase the amount of RAM the game uses and see if thats the problem.

Good karma+1 vote
tmpwhore
tmpwhore - - 37 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

K got it running ok. More crashy than 1.3.2 but thats fine. Seems to crash on quicksaving alot with no log error which is annoying but can be gotten around on just by frequently saving. But I'd like to know why the grass density and distance is so short now. There used to be a slider bar I believe in the Atmoshpere settings which I had on max as I have a real video card. Even with everything on max the grass looks like I'm playing on a commodore 64 still. Anyway to change it?

Good karma+1 vote
tmpwhore
tmpwhore - - 37 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

ok I think I fixed it. Basically you don't need an installer but you can't just overwrite your old 1.3.2 it's a totally standalone program. Maybe tell people to basically just delete the old folder entirely and run this by itself. It's not clear in the instructions.

Good karma0 votes
tmpwhore
tmpwhore - - 37 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

It broke my CoC 1.3.2 and not even a fresh install of CoP will fix it. Since the installer for 1.3.2 is gone I can't install it to it's own directory so I guess it's permanently dead. Oh well was a great mod. Here is the stack trace so maybe you can either create an installer when it dies, or fix the bug:

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::Load
[error]File : Xr_ini.cpp
[error]Line : 285
[error]Description : fatal error
[error]Arguments : Duplicate section 'booster' found.

stack trace:

0023:005671FC xrCore.dll, xrDebug::fatal()
0023:00569881 xrCore.dll, CInifile::Load()
0023:0056A438 xrCore.dll, CInifile::CInifile()
0023:00429285 xrEngine.exe, CObjectList::o_crow()
0023:0046A32A xrEngine.exe, InitSettings()
0023:00469D63 xrEngine.exe, CApplication::CApplication()
0023:00469AD6 xrEngine.exe, CApplication::CApplication()
0023:00433453 xrEngine.exe, CObjectList::o_crow()
0023:76D6336A kernel32.dll, BaseThreadInitThunk()
0023:77999902 ntdll.dll, RtlInitializeExceptionChain()
0023:779998D5 ntdll.dll, RtlInitializeExceptionChain()

Good karma0 votes
tmpwhore
tmpwhore - - 37 comments @ Call of Chernobyl 1.4 (Full Repack)

Installing 1.4 permanently broke my CoC. Not even a fresh install of of CoP fixed it. INSTALL 1.4 AT YOUR OWN RISK.

Stack trace:

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::Load
[error]File : Xr_ini.cpp
[error]Line : 285
[error]Description : fatal error
[error]Arguments : Duplicate section 'booster' found.

stack trace:

0023:005671FC xrCore.dll, xrDebug::fatal()
0023:00569881 xrCore.dll, CInifile::Load()
0023:0056A438 xrCore.dll, CInifile::CInifile()
0023:00429285 xrEngine.exe, CObjectList::o_crow()
0023:0046A32A xrEngine.exe, InitSettings()
0023:00469D63 xrEngine.exe, CApplication::CApplication()
0023:00469AD6 xrEngine.exe, CApplication::CApplication()
0023:00433453 xrEngine.exe, CObjectList::o_crow()
0023:76D6336A kernel32.dll, BaseThreadInitThunk()
0023:77999902 ntdll.dll, RtlInitializeExceptionChain()
0023:779998D5 ntdll.dll, RtlInitializeExceptionChain()

Good karma+1 vote
tmpwhore
tmpwhore - - 37 comments @ S.M.R.T.E.R. Pripyat

For atmosphere and all the environment mods it will start running out of memory after an hour or two of playing. I believe this is due to the engine, there is defiantly a memory leak somewhere. WHen the FPS goes down take a look at your HDD light you'll see it's caching like crazy. I have a feeling that the engine is not releasing textures entirely when the levels change or at certain points. Saving then restarting the game back up again clears the caches and you'll get another hour or two before the memory leak starts again. I've been trying to find a way around this but to no avail, I also heard that entering "vid_restart" in the console will also clear the caches however for me the screen went black and there was little HDD activity so it didn't work for me but you can try it next time the memory leak happens. I'll try fooling with the .itx's to see if I can enable more memory caching or something and post if I can fix or minimize it.

Good karma+1 vote
tmpwhore
tmpwhore - - 37 comments @ S.M.R.T.E.R. Pripyat

I'm being picky but the P90 has an Ambidextrous charging handle so the weapon does not need to be tilted to charge a round into the chamber which may eliminate some of the reloading animation so it will match the reloading sound effects. Think of the "mirrored" standard weapons where the ejection port and charging handle is on the wrong side where you can just insert a mag and on the same side of the weapon operate the action. It's similar to Skorpian SMG semi copy I've shot, however it's a non reciprocating charging handle.

It seems the first reload animation is pefect then it goes to the wonky tilt the weapon reload animation. Work in progress? Looks alot better than .41 though!! Good job!

Good karma+1 vote
tmpwhore
tmpwhore - - 37 comments @ S.M.R.T.E.R. Pripyat

I've been also experimenting with having to buy dedicated tracer rounds as I thought it kind of weird that every round in the game including pistols had tracers on them. I got it to work no problem and even created a custom icon for it, I modeled it on a standard NATO 5.56x45 AP-T round. However it kind of screws up the ammo counters in the HUD when you have more than 2 types of ammo available. The rounds left in the mag work but it doesn't show whats remaining very well on the little counters as I think it gets confused to show which other kinds of rounds down there. So either I could just can the entire thing(have it off for now), make all AP rounds have tracer as you pay more and they are rarer, or fix the HUD which is beyond me. If the new smrter has a changed HUD which only shows how much in the mag maybe I'd try it back again. But I think the easiest and least amount of work is just make only Armour Piercing rounds have tracers and no pistol rounds have tracers. Except the LMG's of course. I also tried to have 1 in 4 be a tracer but I couldn't see any way to code it with an easily moddable way so that will be a back burner item as well.

Good karma0 votes
tmpwhore
tmpwhore - - 37 comments @ S.M.R.T.E.R. Pripyat

I kinda like the idea of ammo you have to really scrounge. If possible I wouldn't make it totally non-existant on dead stalkers but they should have basically whats left in the mag so maybe 10-20 rounds MAX. The rest you should need to buy. However this should be balanced by all the weapons should have a minimum of 20-30% increase in damage. Except the pistols of course I thought it kind of weird in the game that a Makorov in the game had the same power as the in-game AKSU. Maybe increase the damage of all the 5.56 and 5.54 weapons so that sure there is less ammo and you have to make every one count but at least you know when you hit something it's going down in less than 10-15 rounds at least for the creatures. Does it really take 5-10 rounds to kill a dinky dog? I don't care how mutated it is one round would do it, but you want to make gameplay good so maybe 2-4 rounds for example.

IE. I've been modding the weapons of the game to try and model the weapons of game more realistically. The default damage should really be as follows:

I'll use my mods of the G36 which has 3 variants in the game, due to the different sizes in barrels I have them do different damage, firerates, weights and damage. As far as damage is concerned:

At first all the G36 variants had the same stats which made getting one variant or another kind of useless. The default damage on these weapons was 0.4 which is higher than the default 0.32 of the in-game G36. So for example:

G36c (10.9" barrel) 0.35
G36K (12.9" barrel) 0.37
G36E (19.0" barrel) 0.40

I won't post the other stats here like recoil, spread, rate of fire, etc as the numbers are kinda useless without looking at the full .itx file but you get the idea. Really you should add +.1 to all values so the C model has .45, the K model has .47 and the full rifle E model has .5, this also applies to the ingame models as well theoretically but you want to make it a reward for getting the smrter weapons so maybe .45 for the ingame G36.

Good karma0 votes
tmpwhore
tmpwhore - - 37 comments @ S.M.R.T.E.R. Pripyat

Which version did you buy? The steam one you download? I heard it can give trouble with some mods. Since you already bought the game you could try another version from somewhere else or ummmm.....some other source to try to see if that version works.

Good karma0 votes
tmpwhore
tmpwhore - - 37 comments @ S.M.R.T.E.R. Pripyat

Do you have the gamedata set to true, true in your config? Should be as your using atmosphere.

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tmpwhore
tmpwhore - - 37 comments @ S.M.R.T.E.R. Pripyat

I'm also experimenting with the addition of tracer rounds you have to buy instead of all the guns having tracers by default. I'm testing it and it's working great with the AP tracer rounds I made, however it screws up the ammo counters when you have a weapon that can take more than 2 types of ammo, it only displays the rounds in your magazine not the total number of rounds you have for each type but it does display the custom icon I made for it and the proper description I made. So I guess there are two options, A just forget the whole thing and every round is a tracer round like default which is weird but what the hell. B I make ALL AP rounds come with tracers as the AP rounds are more expensive anyway. I'll see how I like it.

Good karma0 votes
tmpwhore
tmpwhore - - 37 comments @ S.M.R.T.E.R. Pripyat

I've done a bunch of other fixes, if you want you can PM me and I'll send you the configs\weapons directory and you can try out my changes. Just back up the old files and overwrite with the new. I'm still in the midst of sorting out the numerous weapons to be based on the proper realworld stats, weights and trigger groups. Ie. Some of the trigger groups are selectfire and some have 3 round burst when they shouldn't etc. It takes a while to go through and test the behavior of each and every weapon in the game. If we get 200 next iteration of this mod it will take me months to go through it but if I like it and people want to try it out maybe I'll put it up here for fun to see if people want to check it out. Basically I want people to have a reason for getting a short barrel assualt rifle over the full size rifle other than a slightly different picture. There should be a REASON to get the compact version with advantages and tradeoffs. Ie shorter barrel, slightly less power, more recoil, less accuracy, but better handling and faster ROF, lighter weight, etc.

Good karma0 votes
tmpwhore
tmpwhore - - 37 comments @ S.M.R.T.E.R. Pripyat

see below davidme..

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tmpwhore
tmpwhore - - 37 comments @ S.M.R.T.E.R. Pripyat

Also I fixed the AWM it shoots a Winchester .300 magnum round which is a little more than 1.5 times the muzzle energy of a 7.62x51, but it only did the same damage as the other 7.62 sniper rifles so other than a quick 3500 roubles it was basically useless. So I upped the damage to 1.5 and now it actually behaves like the sniper rifle it should be. Even with that power some enemies still sometimes need an extra round, especially if your not hitting the kill zone centre of mass or head shots. But most of the smaller enemies/zombie/stalkers will usually go down with one shot, the .300 win mag is used to take down moose which is a 3000 pound animal but without modding you might as well not have bothered as it couldn't even bring down a dinky mutated dog with one round.

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tmpwhore
tmpwhore - - 37 comments @ S.M.R.T.E.R. Pripyat

I've also fixed some of the iron sights. For example the Saiga was shooting crazily up and to the left. You had to aim to the right of someones kneecap for a chest shot. So I fixed that. Also I made the FN FAL into the semi-auto only battle rifle it really is. It has the same recoil as the other 7.62x51 and it's based on what I was trained on it(C1A1) starts with the civilian 10 round mag then upgradable to the 20 rounder. Until I can figure out how to do custom upgrades better. It takes a little skill to use but it's much more realistic. It does .8 damage instead of .9 on the other 7.62 rifles due to a slightly shorter barrel. I also fixed the weight of the MP7 and you can use the flush mounted 20 rounders or upgrade to the 40 round SMG mag, etc. I'm not re-inventing the wheel, just making it rounder.

Good karma0 votes
tmpwhore
tmpwhore - - 37 comments @ S.M.R.T.E.R. Pripyat

Well some of the smrter weapons are only slightly overpowered. It makes sense since it's a reward for actually finding them, you can't just go to a shop and buy them. What I've done is adjusted the damage based on the length of barrel, speed of projectile, etc. For example there are 3 variants of G36. The G36C compact model with a 10.9 inch barrel, a G36K with a 12.6 in barrel and the E model with a 19 inch barrel. However in smrter they all weighed 3.5 kgs and did a damage of 0.4 which made getting the different variants pretty much redundant so I changed the stats a bit and had the C drop the speed of the round and do .35 damage, the K with a slightly longer barrel does .38 damage and the full size G36 do the standard 0.4. I also fixed the weights the C only weight 2.8 kgs not 3.5 which they all weighed. K is 3.3 and E is 3.5. I may adjust the recoil as well as the C with the smallest barrel and muzzle brake seems to have less recoil than the fullsize E for some reason.

Good karma0 votes
tmpwhore
tmpwhore - - 37 comments @ S.M.R.T.E.R. Pripyat

I've been modding the weapons in smrter 0.41 to behave a little more realistically, fix the weights, fix some of the iron sights, change some behaviours of the weapons, update the trigger groups, etc. and smrtphoneuser is right. The weapons stats "sort of" work, but not 100%. The only way really is to open the .itx files and look at them in notepad. The only stat that is almost 0 is the damage attribute on the crazy "bars" that are the weapon stats. However they do sort of work so you can get an idea of how one weapon is different than another.

Good karma+1 vote
tmpwhore
tmpwhore - - 37 comments @ S.M.R.T.E.R. Pripyat

To smrtphoneuser:

I'm just posting here what I'm working on. When it's all done I'll upload it to somewhere so people can try it. As I said this is "unofficial" but when it's done I'll upload it somewhere else so people can give it a go if they like. I'm not re-inventing the wheel here I'm just helping out.

Good karma+1 vote
tmpwhore
tmpwhore - - 37 comments @ S.M.R.T.E.R. Pripyat

I've added supersonic gunshots to my version of smrter but I'm just focusing on fixing the weapon right now.

Saiga now totally fixed

Iron sights are usable now, Point of impact constant(within the limitations of a shotgun) buckshot pattern also fixed to the point of impact.

Weight fixed to real weight of the 12K model(3.5 kgs).

I guess I could go to the range this weekend and record some reports but I've tried it once and they all come out kind of crummy and too similar. I'll look at existing sound mods out there maybe when I'm done fixing all the weapons.

MP7 now fixed

Trigger group to the semi, auto only took out burst as I couldn't find a variant with a 3 round burst trigger group.
weight changed to real empty weight(1.2 kgs). Can now actually be used as a PDW like it was designed for.

Upgrade from 20 round flush mounted mag to 40 round SMG variant mag working now. No conflicts so far. Debating weather to make it two handed or not. Fire rate slightly increased to real world value(with upgrades)

This is an unofficial mod I'm not working for smrtphoneuser I'm just fixing whats in there now because he's probably busy working on 0.45.

Good karma+1 vote