Call of Chernobyl is a free-play sandbox mod for S.T.A.L.K.E.R. : Call of Pripyat created by TeamEPIC. It features 32 explorable maps, reworked level design and level fixes, new original level, Trucks Cemetery, Full AI and A-Life overhaul, engine and script enhancements, Repeatable task system which bases itself on A-Life events, Customizable weather environments for every map as well as surges and psi-storms from AF3, Character creation which includes name, portrait and faction selection; Several optional modes such as Ironman mode, story mode and zombie survival mode, New achievements, rankings and reputation system, PDA leaderboard and enhanced PDA statistics, Companion system with keyboard issued commands, many optional side-features and community-made addons . Call of Chernobyl was player's choice Mod of the Year 9th place in 2015 and 1st place in 2016!
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Fixing CoC OX64 unofficial | Locked | |
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Jun 6 2019 Anchor | ||
Try this first! Start in Cordon. Invoke god mod. Use invisibility. Walk through the level and observe. It's actually interesting the NPC activity.No need to start with noprefetch any longer.Just some info. This is not mine, it's TeamEpic's. I'm not part of the team. I'm playing it and fixing it as I find issues. I thought I would share this version as it is not as bad as initially thought. Help is appreciated fixing. ======================================================================================================================== CoC Repo 1.5r7 Unofficial repair to stability======================================================================================================================== Download gamedata: New as of 06/21/2019 You will need the x64 repo Drive.google.com The update for the repo is included in my gamedata ======================================================================================== Vanilla Version of 06/21/2019This differs from CoC 1.5r7 v06212019. ======================================================================================== What this is! This is my actual gamedata I'm playing\testing. Combat is a lot better. This is a real FPS now. At the moment I don't care about major tasks being broken. I care about an entity spawning CTD or conversing with an NPC CTD, weapons CTD, item CTD. One step at a time. I will deactivate broken tasks if told about them, for now. Stability first! I will try to fix tasks later. Please speak up about CTDs. Saves and logs help. Little description of what happened if you know. Some animations are still wrong or strange. Please, some feedback, like it, hate it, whatever. =============================================================================== New as of 06/21/2019 _g.script has revision date now. Prefetch is done for now. DrX Faction relations works now. 1.5r6 hack. Not his 2.0 yet, I ran out of time today. Reset bug may be present. I will get his 2.0 to work at some point. Other things are ahead of it for me. Fixed more visual issues. Added new vanilla scope variants to traders. Fixed another ecolog model description errors. That's two. Tasks with Ecolog companions should be ok now. Went through creature ltx files (all) checked\fixed Went through spawn_sections per level ltx files (all) checked\fixed Need to go through unique character descr ltx files for levels (did a quick search for model errors and fixed). NPC character desc ltx files (all) checked\fixed. Re-checked spawn_desc.ltx for errors. Phantom CTDs should be very seldom now. Engine is still a bit persnickety! Scopes for this version are for wide monitors (16) Sorry, I did not consider other monitors when I started this. I will fix that just not for a bit. This is good to merge in "open sights" ================================================================================ Removed actor meshes and one monster mesh I thought were issues. 26 from actors. Meshes are still present just not called from character descriptions ltx files. Weapon sound shoot files. I'm playing with Maximum AI distance values to see it it helps AI combat. simulation_objects_props.ltx. Made it somewhat like the warfare mods. Weapons have different scopes and textures. SG550 has for example wpn_addon_scope_susat_sig dusk, 1.6, night, custom , detector Texture is an acog reticle. Weapons and ammo have better icons. Still vanilla weapons for now.
PDA off (Bamah modified for off during emissions and psy storms also) by S.T.A.L.K.E.R. Another Side Outfit Marauder from Anomaly Mod? (developers Shoker, ziken, Dimeyne, SashaRed, RenanMsV) Disguise Mod from Anomaly Mod Sharpened actor textures by neurozaneurona Scope textures: Boyok, Gnomes, STCoP2 Bamah changed; Prefetch file iis vanilla 1.5r7 (needs work). Remove by deletion of file. Edited by: AMCJeep |
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Jun 6 2019 Anchor | ||
After getting the unofficial version and the fixes i got this error when starting a new game (not using noprefetch) : FATAL ERROR [error] Expression : Edited by: Fluffx |
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Jun 6 2019 Anchor | ||
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Jun 6 2019 Anchor | ||
Now i get this error: [error] Expression : <no expression> |
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Jun 6 2019 Anchor | ||
Start the game with game_noprefetch.bat The prefetch file is the only thing I can find that calls out those weapon ammos that are causing the ctds. Wpn_effects.script, but it only works if item is actually used. Delete the valid_item_sections.ltx file in main directory and start a new game. I do not get these errors using the no_prefetch. I'll remove all unused ammo from no prefetch also. I will add the extra ammo to weapons_ammo.ltx to prevent any of them causing ctds. Post fix soon Edited by: AMCJeep |
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Jun 7 2019 Anchor | ||
CTD using any and every way to launch the game. Using the newest merge. Same error as previous merges. Edited by: BigTinz |
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Jun 7 2019 Anchor | ||
Need the log file located in appdata\logs Start game with start_game_noprefetch.bat Prefetch file is causing CTDs Edited by: AMCJeep |
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Jun 9 2019 Anchor | ||
sry for the question but what it's mean start_game_noprefetch.bat ? and how i can lauch the game in this way ? |
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Jun 9 2019 Anchor | ||
In the game main directory. 3rd one down from Stalker-CoC.exe start_game_noprefetch.bat DBL Click this one to launch game. Edited by: AMCJeep |
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Jun 11 2019 Anchor | ||
Don't know why this isn't more popular, seems to be the exact type of merge i was looking for. Thank you |
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Jun 12 2019 Anchor | ||
hello does this merge included a spawn menu addon ? |
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Jun 12 2019 Anchor | ||
Seriously . . . Thank you so much for your efforts |
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Jun 12 2019 Anchor | ||
No spawn menu addon. The original is available with esc+s if starting the game with "start_game_noprefetch.bat" Well I got two positive feedbacks! Thanks guys! Enjoy the merge! Posting the last fix. I'm moving on. I hope CoC will continue. -Bamah Edited by: AMCJeep |
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Jun 12 2019 Anchor | ||
Works perfectly for me, good work! |
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Jun 14 2019 Anchor | ||
I started game with start_game_noprefetch.bat but only starting logo appears but nothing happening?? Any help please Log [06/15/19 01:17:30] OpenXRay Rx64 build 7398, May 9 2019[06/15/19 01:17:30] OpenXRay Rx64 build 7398, May 9 2019[06/15/19 01:17:30] [06/15/19 01:17:30] command line C:\CoC 1.5r7\Stalker-CoC.exe [06/15/19 01:17:30] [06/15/19 01:17:30] * Detected CPU: Intel(R) Core(TM) i7-5500U CPU @ 2.40GHz [GenuineIntel], F6/M13/S4, 'rdtsc'[06/15/19 01:17:30] * CPU features: RDTSC, MMX, SSE, SSE2, SSE3, MONITOR/MWAIT, SSSE3, SSE4.1, SSE4.2, HTT[06/15/19 01:17:30] * CPU cores/threads: 2/4[06/15/19 01:17:30] * CPU0 current freq: 2401 MHz, max freq: 2401 MHz[06/15/19 01:17:30] * CPU1 current freq: 2401 MHz, max freq: 2401 MHz[06/15/19 01:17:30] * CPU2 current freq: 2401 MHz, max freq: 2401 MHz[06/15/19 01:17:30] * CPU3 current freq: 2401 MHz, max freq: 2401 MHz[06/15/19 01:17:30] [06/15/19 01:17:30] Initializing File System...[06/15/19 01:17:30] using fs-ltx fsgame.ltx[06/15/19 01:17:30] FS: 61011 files cached 101 archives, 13568Kb memory used.[06/15/19 01:17:30] Init FileSystem 1.865586 sec |
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Jun 14 2019 Anchor | ||
I need the lower portion of the log. The script engine froze at logo. Did you install the extra software to run CoC? Edited by: AMCJeep |
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Jun 14 2019 Anchor | ||
Will give the new version a test later tonight. Thank you again for these, any chance of merging the warfare addon (Bitbucket.org )? |
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Jun 14 2019 Anchor | ||
Try this! It's kinda like the warefare addon with the changes to the simulation_objects_props.ltx file. it does not have the scripting to support. It just tells NPCs and monsters it's ok to occupy territories previously off limits. I will look at warefare as an addon though. Once this version is stable. I just found more minor errors in the repo. Balathruin didn't do as bad as he thought. Some things are just fucked up. I think his engine changes would work if the repo had less errors. Thanks for playing. Edited by: AMCJeep |
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Jun 14 2019 Anchor | ||
Would you recommend waiting for the next fix to start a long playthrough then? Glad to hear you're looking at continuing, im sure theres plenty of others who would enjoy this fix/merge that haven't seen it/commented |
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Jun 14 2019 Anchor | ||
I'm playing the latest download "above" with fix (just a small mistake in the repo). It is stable for me, no ctd in 4 real time hours, other than the fixed mistake mentioned. I'm not adding anything new now. Just gonna bug hunt while playing. Please, play it'll help! Different play styles create different scenarios this is where the errors surface. The Repo 1.5r7 is not as bad as thought. It's just stupid or even ignorant errors. Alundaio's scripts are tight. These are not the issue. The errors lie elsewhere. Balathruin's attempt at the engine is also not as bad as thought. The engine stops easier/faster then previous iterations. It CTDs rather than limps along and dies. Hence it seems more "crashy". Thanks for playing! I just couldn't let CoC go. I've been playing since before it's initial release to the masses. I like the "mod" is it just a mod? It's like ShoC for me on steroids. Edited by: AMCJeep |
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Jun 14 2019 Anchor | ||
It works after a computer reboot, thank you man . . . Got this issue after trying to click on half gas mask for repair |
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Jun 15 2019 Anchor | ||
I looked at helm_respirator_half. Technically it should not be upgrade-able as its like the face mask. It does have an upgrade tree though. So I'll look at when time. Temporary CTD fix below. In configs\outfits\outfit_helmets.ltx comment out lines 565 and 566 ;upgrades = up_gr_firstab_helm_respirator_half I looked at helm_respirator_half. Technically it should not be upgrade-able as its like the face mask. It does have an upgrade tree though. So I'll look at when time. Temporary fix below. In configs\outfits\outfit_helmets.ltx comment out lines 565 and 566 ;upgrades = up_gr_firstab_helm_respirator_half Just found more helmets with issues. I'll post a fix shortly. -POSTED Edited by: AMCJeep |
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Jun 16 2019 Anchor | ||
I changed this lines "upgrades = up_gr_firstab_helm_respirator_half" and "upgrade_scheme = upgrade_scheme_helm_respirator_half" but didn't worked, that's cool . . . . . I will wait for fix/update, thank you |
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Jun 16 2019 Anchor | ||
Razor, I did an update see above. You need to start a new game most likely. I removed two unfinished helmets. I removed upgrade tree from the half mask. I don't think it should be upgraded. Anyway the the upgrade present was incorrect/unfinished. It would ctd if trying to repair or upgrade it. You can repair it though "now". Right now I want to make it stable. Less crash prone. I'll fix stuff when time. Edited by: AMCJeep |
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Jun 17 2019 Anchor | ||
BigTinz wrote: |
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