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I wonder, does the mod run using Sven Co-Op standalone? Some mods work with it, but wasn't able to test this one yet, if so it would be awesome and open the mod to a wider audience (I know it doesn't have to be something good always, but I want to think so in this case :P).
A real Shame, I was hoping to have full control of my experience with this mod, as I grew tired of developers forcing their multiplayer vision on players, like Battlefield series since Bad Company 2 and others that followed that trend.
I wish you good luck, as it seems you put a lot of work on this project, yet my hope is vanished as it isn't going to turn in what I expected, at least in the foreseable future.
Thanks for telling us the truth, you have my respect for that.
Well I Just wanted to give a try to this awesome mod, but now after playing a while I'm stuck inside Sidorovich's place, as I saved before taking a mission from him in case I didn't like the place where I'm send.
I didn't liked it, so I loaded the save and voila, now the game doesn't let me open the door until I pay the guard, which I can't because I'm in the other side of the door...
In any case I like the mod so far, just a bit hardcore for what I'm used to, but feasible.
Thanks in advance and have fun :).
Thanks for pointing that out, but if what you show on both cuts are the complete functions called when using each type of save, quicksaving has objectively more process to do (checking the name of the last quicksave to put the correct number, having to read filenames for it and concatenating the name when calling "save" on console).
Also checked that when one opens the main menu, the GPU use and VRAM both get unloaded, and maybe that helps, but I can't be sure.
At the end, I'm sure you understand much better what the engine is doing than me, so I trust your word over mine, also I don't know how efficient is LUA as I'm not used to it, so I can't talk about it neither.
So I guess in the end and in my humbly point of view, the trouble could be caused on level_input.script:58, as it seems it checks all the savefiles and, if we have a lot, it may overload the engine, although again, I'm talking from inexperience here, so I could be totally wrong.
All in all, all that I can humbly confirm is that I have hardsaved more times than quicksaved, and yet got less crashes using the former, although I can't tell why.
Again, thanks for your time and effort in the answer, not much people is willing to take the time and explain/show things like you did, it's really appreciated (and also made me understand a bit better CoC :P).
Unless your Hard-Drive is almost full, I don't know what's wrong with the game.
The file I asked you may have all the info from the crash, just search for "*.log"(without quotes) inside the game folder, there should be a file called xray_(YourCharacterName).log (for example mine is xray_xenon.log), and paste the contents in pastebin (https://pastebin.com/) and share the link here so others can check the error.
Last but not least, Call Of Chernobyl has an history of crashes when using quicksaves, so if you aren't saving manually (Esc > Save Game > put a name and click save), try to do so, as there is no fix for that still.
Hope this help, if not I hope somebody more versed in CoC can help you.
For the little info you posted, I would say you ran out of memory, but not sure what kind of (VRAM, RAM or maybe HDD, as you said it happened when saving).
I don't know how the insides of X-Ray engine works, but if you post your specs (CPU, GPU and OS) it would really help to know what happened or, better yet, upload "GameFolder\appdata\logs\xray_nameofyourchar.log" to a place like pastebin so anyone can check what went wrong and help you.
Just discovered this mod, it really looks promising.
I loved AoE III Engine, but not some gameplay aspects of it, so I guess this will take what I love from both games into something to remember.
Just add SpaceMan (Lasers) Guy Cheat and I'm totally sold! :P.
Good luck with the project, and have fun! :).
Hi there, again with another issue comment, so sorry for it in advance (added an issue on the official Mantis Bug tracker, but I guess here will have more visibility from others with probably the same issue):
My problem is that since I have been playing CoC, the vanilla CoC HUD doesn't show the full Health/Energy bars, and it only get's lowered when the value is lower than the cut part of the HUD bars (if the bar is cut at 70%, only when Health/Energy gets lower than 70% it will get lowered).
Inventory Health bar works flawlessly, and after testing Dan's Nano HUD, the bars work correctly, so I'm not sure where the problem is.
Here's some screens from both HUDs to make it easier to understand:
Dan's Nano HUD:
Here's the Issue I made on CoC Mantis, although you need to login to see it:
Nothing more to add, thanks in advance for your time and effort, have fun :).
It looks awesome, you really took your time to make it feel like the original but with your own twist, which feels great.
There is just one thing that my perfectionist side can't forget about, and it is that the health bar almost eat the left border, and I would recomment to center it a bit more, if it isn't hard to do, that is.
Other than that, awesome work! :).
Thanks, now even my own faction has only 50 goodwill instead of 2000, not sure if that's normal, but at least it says something different.
It really helped me, so thanks again and have fun! :)
Hey there, long time not posting on the main mod comment section.
Wanted to ask if the info at the "Relations" tab in the PDA is static or it really reflect the Goodwill the Player has with each faction in "Real-time".
Just asking because the number haven't change for relations with Loners even though I have done some missions for random NPCs of that faction (Supplies run, for example), so I want to know if it could be some of the mods I'm using or it is the base game.
So far using latests version of AO3, DoctorX Questlines, MoDoStRoY Craft and werejew Warfare (ModDB version, and yeah that's why I only said random NPCs from the faction and not the traders, as they are in the Trader faction on this mod).
Thanks for your time and effort, and have fun as always :).
Thanks for the useful info, although I guess the Resurgence feature is called after losing all their bases on the game, and not per map/zone as "Keep last base" isn't it?
In that case I haven't cleaned yet military from the game, so I guess that they are random squads that are left in the map/zone, or maybe an invasion from the map/zone at the Swamps's North.
Again, thanks for the info, I'm getting used (again) to Call of Chernobyl, and I feel a bit lost :P.
Hi there again, I'm afraid I can't search on the comments, so I'm sorry if this was already answered (Although wiki can be edited to finish ambiguity):
The question is, if the option "Factions keep last base" makes factions only retain their last/main base, or, by the other side, it makes that their last/main base on each map is never completly conquered, making squads spawn there to reclaim it even if they have already lost the base.
I find really odd to see military spawning in strange places in the swamps when I already wiped out all military bases there, but it may be that they just travelled from other maps, hence why I would like a more precise answer to this feature.
Myself I interpret "Factions will keep their last base and will never be completely wiped out." as the first possible choice (only last base in the game is affected by this), but I could be wrong.
Thanks for your patience and time, and sorry if I'm beign too annoying with these little things, it's not my intention at all.
As always have fun :).
Good to know, thanks for the info :).
Thanks, but this happened at the start of the game and couldn't find the icon in the minimap.
Could this happen even at the very start of a new game?.
In any case, thansk again for the response, it's really appreciated :).
Oh ok, so I guess there is no easy solution for this one.
Thanks for the response and the great effort put into making this addon, and good luck with the project in the near future :).
Hey there, and first of all, thanks for this awesome addon, the game really needed more task variations.
That said, I saw that the generic supply task doesn't tell you the item they need before-hand (as in CoC 1.2x), instead of the normal CoC 1.4 behaviour in which they tell you the item before-hand (really useful to be honest).
I wanted that if this is a "bug" or a "feature", and if it is the last, ¿How I could make it like vanilla CoC 1.4?, I really miss it.
Using latest Moddb's AO and werejew's Warfare addons.
Thanks in advance for your time and effort in this addon, I really love it.
First of all thanks for this awesome mod, it really adds to replaybility in a lot of ways.
I wanted to ask if it's normal that Librarian (The C-Sky NPC that usually sends you hunting and sells food), doesn't spawn when using this mod (The version that's uploaded here, not the last bitbucket commit, as I though this one would be more stable than the last snapshot).
Well, to be fair I'm not sure if it didn't spawn at all, but I'm sure it isn't where he should be.
Said that, I'm using Last versions of AO and DoctorX Questlines, loaded before warfare, if that helps.
I'm not sure if I should have opened an Issue on bitbucket, as it would be easier to check than to read 94 pages of comments here.
Thanks for your time and effort on this awesome mod, have fun :).
Wow, more than a year without touching anything related to STALKER, I'm getting used to all the changes slowly, I really missed that time.
Off-topic aside, I was thinking in something like what this mod does, but with a twist.
What I though was that, instead of all humans giving money, make so that only those who were "stars" (those to who you can talk to) and ally or neutral to you before dying give money, and the ammount be the money they had with them before dying.
The reason for this is that, although I like to make money for looting and then selling it, I hate when someone to which I want to sell things dies before I can exchange loot for all it's money worth, so this could compensate that.
I'm talking without knowing how the script works, so I don't know if making this would be as easy as tweaking the code a bit, or it needs to be rebuild and/or a lot has to be added.
Thanks for the mod nonetheless, and please don't feel obligated to do anything, I was just asking if it was possible only.
This addon is for the mod Call of Chernobyl, not sure what you meant by official game, but if it is Call of Pripyat, as long as I know, it wouldn't work.
Wow, thanks for the fast response! (And sorry to not be able to correspond with the same speed).
I though Sven Coop SDK had the source code too, it's a bummer we can't have the "TF2 Goes free, Source mods go free too" moment with Goldsrc.
About Buying the game, it's just I don't want to rebuy it on my new account, and on all sales seeing that HL1 has an higher price than HL2 makes me feel they are cashcowing Gldsrc engine mods that still survive, but that's a personal point of view.
In any case I will investigate that SDK when I have the time, until then I will just switch accounts I guess xD.
Again, thanks for the response and good luck with the mod's development.
It's possible to play the mod using Sven Coop Standalone?
It was released months age, yet I'm still not seeing any mod team talking about this posibility.
I tried myself several mods with varied results, from working flawless to being totally broken.
Thanks in advance for the answer and awesome mod nonetheless.
I think we should be able to choose what content we want. I mean, maybe a default to what the site is right now (Seeing everything here) while not logged in, and then be able to select what to see on ModDB if logged in, in our profile.
Said that, I discovered good indie games thanks to seeing it on ModDB, as I tend to only use this site for everything, and I understand it's the main boat on the DBolical network.
Maybe a good middleground would be a kind of GET var on the URL to tell the engine we are only interested on seeing mods, like "?mods as that could also save us the trouble to login when we are tight on time.
Whatever you guys choose will be good for me, but ¡thanks for asking!
Hi there, I hope this hasn't been asked before (but as comment search in ModDB is non-existant I can't do much more :/ ), but does this mod work with Sven Co-Op Standalone release?
I would love to play it with others, but it's hard to find oldscoolers nowdays :).
Nothing more to say, I just love that Half-Life 1 modding is still alive, keep up with the great work and of course, have fun.
Since I knew about ModDB in the "early" times 2003-04, it became my heaven. Half-Life made me love mods, and today I can't live without them in any game.
This is my humble tribute to one of them that didn't capture too much attention since it's inception, but it really deserve it, beign it's development resilience be one of it's best attributes.
A bit late, but it's a shame to learn that the mod halted development.
I understand it grow big and partly unfocused, but that was more or less the strong point of it. It was more of a warfare/weapon/ammo sandbox than a gameplay-style driven mod, which made me love it. It was fun to go K.O because of a missed bullet, and that you could "fake" your dead with it.
The only encumbrance I would point were the menus, that didn't really specify why you could "buy" o not some kind of weapons/ammo, even if you didn't choose an specialized class.
I also felt a bit loss about what was happening on the big scene (which part of the map was beign captured, who was winning and why, etc), but besides those two points, I loved it.
Said that, I'm afraid I'm more into PvE (small human team against a bigger AI one) than pure PvP, so I'm not seeing myself near WWI anytime soon (Bots are something really neglected these days), but hopefully that will change.
Good luck with your works, and have fun.
Best wishes, a Occupation Source lover :).
Kudos for the mod and the man who made me back in the time to step forward and dive into the coding world for the first time :).
We didn't kept in contact for much, but that didn't mean I didn't estimate it a lot. I tend to come and go, but my esteem is in the same place always.
Hopefully one day I will have facts to support my words.
Until then, good luck to the team and most important, have fun!
Sincerely, a humbly less-than-newbie mapper.
It really looks awesome, but, as the engine is almost custom made (UI draw and netcode is the only thing kept in, if I recall well) I would suggest to release it as standalone as Sven-CoOp.
If not, it would be wonderful to see the release compatible with Sven-CoOp Standalone, as would let anyone that loved this mod to get others into playing it for free.
At least that's my humble opinion, good luck and have fun :).
Well I'm here after several months of not checking in to see if ESF progressed since I last saw it.
I was one of those that where eager to download the brand-new (at the moment) open-beta and check the things that were added, I guess I was in a minority for what I readed.
It's a shame people who tested the open-beta versions didn't understand what they were, but I really miss checking how the progress is since then, as screenshots and videos can do so much.
I may ask if there will be a version compatible with Sven-Coop Standalone, for the sake of beign able to play it with any friends that missed the "golden" days of modding, it would be a great add for launch, that's for sure.
Good luck, I hope I can taste the feeling of flying and doing beamstruggles or other kind of weird experiments with friends as I did long ago, those were the times.
Have fun, and bring it on!
It's the removal of the original netcode and adding their cloud based code what bugs me, I wonder if you can create multiplayer games without any kind of royalty too, as you are forced to use their netcode implementation.
I may be wrong, but that could be the catch. In any case, if I'm wrong, please enlighten me.