Update Engine 2020 for Lost Alpha DC big modification on S.T.A.L.K.E.R
Last updated: April 29, 2020
Platform: LADC v1.4007
Author: V@leroK
Developments used: OGSR, STCoP, SWM
Thanks to: Shoker, Mortan, rafa, KRordinn, Old Serpski Stalker
Changes:
1. High Quality fix by Shoker
2. Fixed rendering of addons (when the sight was put on and the model did not appear)
3. Added strafes from Shoker Mod
4. Added smooth camera transition when crouching
5. Added sound for switching dynamic sight modes
6. Reduced Hud Viewport, now the weapon will not be translucent due to the proximity to the camera
7. The sound of rain does not disappear when loading a save
8. Added console command to turn off sound wiping, see below
9. Reduced RAM consumption, thanks to this there will be no more memory crashes. (Big thanks to Shoker)
Move the files and folder to the folder with the game, agreeing to the replacement.
P.s This engine update is already included with LAR in the bins folder. This is only for Vanilla LADC v1.4007.
Moddb.com
FYI, this engine update is already included with LAR in the bins folder. This is only for vanilla 1.4007.
Ok, i add your info to description. Thanks you
What exactly is engine update ? X64 bit ?
Did you read the changes in the description? It has nothing to do with 64bit.
Hello, i need some help! I play LA DC with recommended mods from configurator , and this engine update. When try to enter to the bar map, game crash and give me this log -
$ Frame [30]; : ABORT ~~> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ Frame [30]; : [error]ABORT CALLED:
$ Frame [30]; : [error]From: gamedata\scripts\_g.script in function 'set_save_marker' (1058)
$ Frame [30]; : [error]Line: 1079
$ Frame [30]; : [error]Description: set_save_marker:[xr_logic:wild_physic_object_0061]:LOAD:Size=[31]<x>[60064]:build=[7235]
$ Frame [30]; : ABORT:
stack traceback:
gamedata\scripts\_g.script:1079: in function 'set_save_marker'
gamedata\scripts\xr_logic.script:1231: in function 'load_obj'
gamedata\scripts\bind_physic_object.script:139: in function <gamedata\scripts\bind_physic_object.script:135>
$ Frame [30]; : ABORT ~~< ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ Frame [30]; : ABORT ~~x ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ Frame [30]; : ABORT ~~> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ Frame [30]; : [error]ABORT CALLED:
$ Frame [30]; : [error]From: gamedata\scripts\_g.script in function 'set_save_marker' (1058)
$ Frame [30]; : [error]Line: 1079
$ Frame [30]; : [error]Description: set_save_marker:[bind_physic_object:wild_physic_object_0061]:LOAD:Size=[33]<x>[46912]:build=[7235]
$ Frame [30]; : ABORT:
stack traceback:
gamedata\scripts\_g.script:1079: in function 'set_save_marker'
gamedata\scripts\bind_physic_object.script:140: in function <gamedata\scripts\bind_physic_object.script:135>
$ Frame [30]; : ABORT ~~< ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ Frame [30]; : ABORT ~~x ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
compiling shader deffer_model_flat_d_0
compiling shader deffer_model_bump-hq_4
compiling shader deffer_model_bump_4
compiling shader shadow_direct_model_4
compiling shader deffer_model_flat_4
compiling shader model_def_lq_1
compiling shader shadow_direct_model_aref_2
compiling shader model_def_lq_2
compiling shader particle_alphaonly
- Disconnect
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
! item [cgim_console] not found!!
! item [cgim_console] not found!!
! Error: No object to reject/sell [1613]
- Destroying level
~ CClientSpawnManager is empty
* [ D3D ]: textures[2003818 K]
DestroySingleton::RefCounter: 0
DestroySingleton::RefCounter: 0
DestroySingleton::RefCounter: 0
Input: 1
Config-file [appdata\user.ltx] saved successfully
Destroying Direct3D...
* RM_Dump: textures : 1
* : 1: ui\ui_common
* RM_Dump: rtargets : 0
* RM_Dump: vs : 1
* : 1: null
* RM_Dump: ps : 1
* : 1: null
* RM_Dump: dcl : 0
* RM_Dump: states : 1
* RM_Dump: tex_list : 1
* RM_Dump: matrices : 0
* RM_Dump: lst_constants: 0
* RM_Dump: v_passes : 1
* RM_Dump: v_elements: 1
* RM_Dump: v_shaders : 1
refCount:pBaseZB 1
refCount:pBaseRT 1
DeviceREF: 3
This looks neat! Is this compatible with 1.4007 saves or does this require a new game?
Need new game
Buggy as hell at static lighting when you play at Samsung RV518 laptop...
There's no models. Only crappy lods with buggy animations for objects, NPCs and weapon hud.
This engine update causes some problems:
1. Elite anomaly detector does not show up anomalies on minimap
2. SPAS 12 and Winchester clip badly when aiming
I would't recommend using it, unless these issues are fixed.
Not working!
Only a black screen at new game or loading a save.