The L.U.R.K. team wants to provide the best possible experience from Stalker: Shadow of Chernobyl, we don't plan to skew the scope of this game, because I, like many others, fell in love with the game because of the story, the realistic gameplay, and the atmosphere. I plan to preserve and improve on that concept to the best of my abilities, and our team has vowed to do so as well. Which is why we took it upon ourselves to provide that experience. We want to fulfill a niche that's otherwise unfulfilled in the modding community. We want to bring as many features to Stalker without damaging or changing the original theme of the game. While improving upon that concept with features that were dropped off the development cycle from GSC, such as stealth AI, and a strong foundation for balance, as well as dynamic A-Life, and an unprecedented visual presentation that no other Stalker Overhaul can touch.

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Daemonion
Daemonion Mountain Man
Sep 23 2009, 3:55pm Anchor
Ghost783 wrote:
Daemonion wrote:

Actually, it won't save my game. I'm trying to figure out how I can get those guns out of there. Do you know where he drops those guns?


If you haven't gotten far into the game you'll have to sneak into the Duty base. Not sure how you're going to get OUT though without Duty noticing, but anyway:

Sneaking in:
Go the entrance of the Duty base (where the guys won't let you in.) Facing the entrance, look on your right. There is a tower with a ladder. Climb up the sets of lader and go onto the roof of the building adjacent to it. Walk all the way to the far edge. You will see a drop and a roof on the other side. Jump over to the roof, then drop down. Walk over to the building with the windows, and you'll see.

Normal way in:
Go towards the entrance of the Duty base (where the guys used to block your from going in) and simply turn right. In the building ahead is where the trader is.


I think I'm going to put the game on novice mode and walk in to try and pickup the guns after modifying how much I can carry. I'll let you know how it goes.

Hahahaha! Click there for a pic.

Edited by: Daemonion

Sep 23 2009, 3:59pm Anchor

Jesus fuckin' christ how do you add Silencers back to the game cause I can't bloody buy em anywhere.
Same for the other addons (such as scopes)

Edit:

Christ! I gotta add all of em ONE BY ONE?!

Edited by: dave_5430

Sep 23 2009, 4:08pm Anchor
Daemonion wrote:
Ghost783 wrote:
Daemonion wrote:

Actually, it won't save my game. I'm trying to figure out how I can get those guns out of there. Do you know where he drops those guns?


If you haven't gotten far into the game you'll have to sneak into the Duty base. Not sure how you're going to get OUT though without Duty noticing, but anyway:

Sneaking in:
Go the entrance of the Duty base (where the guys won't let you in.) Facing the entrance, look on your right. There is a tower with a ladder. Climb up the sets of lader and go onto the roof of the building adjacent to it. Walk all the way to the far edge. You will see a drop and a roof on the other side. Jump over to the roof, then drop down. Walk over to the building with the windows, and you'll see.

Normal way in:
Go towards the entrance of the Duty base (where the guys used to block your from going in) and simply turn right. In the building ahead is where the trader is.


I think I'm going to put the game on novice mode and walk in to try and pickup the guns after modifying how much I can carry. I'll let you know how it goes.

Hahahaha! Click there for a pic.


Yep, there's the source of your slowdown and save/reload problems. Get rid of them any way you can and hopefully you'll be dandy

Daemonion
Daemonion Mountain Man
Sep 23 2009, 4:46pm Anchor
Ghost783 wrote:
Daemonion wrote:
Ghost783 wrote:
Daemonion wrote:

Actually, it won't save my game. I'm trying to figure out how I can get those guns out of there. Do you know where he drops those guns?


If you haven't gotten far into the game you'll have to sneak into the Duty base. Not sure how you're going to get OUT though without Duty noticing, but anyway:

Sneaking in:
Go the entrance of the Duty base (where the guys won't let you in.) Facing the entrance, look on your right. There is a tower with a ladder. Climb up the sets of lader and go onto the roof of the building adjacent to it. Walk all the way to the far edge. You will see a drop and a roof on the other side. Jump over to the roof, then drop down. Walk over to the building with the windows, and you'll see.

Normal way in:
Go towards the entrance of the Duty base (where the guys used to block your from going in) and simply turn right. In the building ahead is where the trader is.


I think I'm going to put the game on novice mode and walk in to try and pickup the guns after modifying how much I can carry. I'll let you know how it goes.

Hahahaha! Click there for a pic.


Yep, there's the source of your slowdown and save/reload problems. Get rid of them any way you can and hopefully you'll be dandy


Alright, get a load of this. There is a total of 1,500kg and 1,000,000 (one million) rubles worth of weapons causing the crash.

Unfortunately, the huge drop of weapons crushed and killed poor Colonol Petrenko, which I think will prevent me from playing future missions. Is this true?

Furthermore, although I improved the frame rate and fixed the issue, I had to wipe out the entire base after they found me sneaking in there, and now the Colonol is dead! I think I'm better off starting a new game, and cheating to get my weapons/armor back early on to save me some time to try and get me back where I was.

Edited by: Daemonion

Sep 23 2009, 4:50pm Anchor

So anyway I figured I'd just throw all the silencers into the trader.

So I threw in the following lines:

wpn_addon_acog    =
wpn_addon_aug_a1   =
wpn_addon_g36    =
wpn_addon_scope1   =
wpn_addon_sil_9_p   =
wpn_addon_sil_9_pb   =
wpn_addon_sil_545_ar   =
wpn_addon_sil_556_ar   =
wpn_addon_sil_762_ar   =
wpn_addon_sil_762_p   =
wpn_addon_sil_762_pms   =
wpn_addon_sil_1143_p   =
wpn_addon_p90_silencer   =

To every section
(one with 0.7;0.9 behind the =, one with 1;3 behind the =, one with 1;7 behind the = etcetera)

It's so funny to see that you can actually COUNT the parts of copypasta code in the mod that's just drifting around, non functioning, and activating those parts'll crash the game.

Heh. It's completely patched together with functioning and nonfunctioning copy and paste code! xD

Either way, if ya poke around you'll be bound to find a NON FUNCTIONING mosin Nagant with scope already attached
and a 9mm silencer that doesn't have a model file. You can find it in AMK or uh, BMP, but unfortunatly it doesn't have any weapon it can be attached to.

EDIT:

So anyway
During night time, the enemies CAN'T see me, at all.
Not even if their flashlights are shining in my face.
They CAN see me when I'm TOUCHING them, but that's about it!
Which... just... breaks gameplay, immersion, and any kind of tensity from sneakin' around.
They only run towards my footsteps and gunshots and nothing more.

... oh and, for some reason, if you stand in a bush, all the AI goes deaf dumb and blind cuz' they just swing their guns around looking for me...

Edited by: dave_5430

Daemonion
Daemonion Mountain Man
Sep 23 2009, 5:08pm Anchor
dave_5430 wrote:Heh. It's completely patched together with functioning and nonfunctioning copy and paste code! xD

It sounds like the mod could use another month of polishing, rather than another release on the 25th. I hope the team stays inspired, because what they have going is absolutely incredible.

Sep 23 2009, 8:23pm Anchor

Alright so I've played up until lab x16.

Where are my vivid sunsets and beautiful blue skies? All I see is clouds clouds clouds.
I mean sure it's atmospheric and all, but it's boring after 5 whole hours.

EDIT: I've slept, over and over again hour after hour, and it's ALWAYS cloudy?!

Daemonion
Daemonion Mountain Man
Sep 23 2009, 8:26pm Anchor
JohnYukon wrote:Alright so I've played up until lab x16.

Where are my vivid sunsets and beautiful blue skies? All I see is clouds clouds clouds.
I mean sure it's atmospheric and all, but it's boring after 5 whole hours.

EDIT: I've slept, over and over again hour after hour, and it's ALWAYS cloudy?!



It does seem to be cloudy too often, but I've been getting some very nice sunsets and hot damn do the thunderstorms rock.

Sep 24 2009, 5:03am Anchor

Ran into a downright hilarious bug.

Went over to Yantar, went to the bunker. I would occasionally hear "Get out of here Stalker!" said off in the distance. Though it wasn't being said by any of the Stalkers defending the bunker.
When I went to do a "collect snorks foot" mission, I discovered that the Snorks growling was replaced by "Get out of here Stalker."

Kind of breaks the immersion, but it was fucking funny.

Sep 25 2009, 3:39am Anchor

I am getting this weird graphical glitch:
Img10.imageshack.us
Img225.imageshack.us

I have a fresh install, patched with 1.005, and installed lurk along with post release crash fix.

Sep 25 2009, 3:39am Anchor

everyone should (first of all) make sure to download the latest patch (Cumulative Patch # 2); it is available on the moddb page at the top; it states "latest patch"; it is as far as I can tell, the very latest

on new "feature" I encountered (not sure if it's a bug, but somehow I doubt it); is that weight limit is cut down from 35/90 -> 35/40

I do not agree with this; and for those of you who want "the old" weight-limit back; go into:

gamedata\config\creatures

and make a change in the file called:

actor.ltx
look for the line:

max_walk_weight                = 40

and then just change the 40 -> 90

max_walk_weight                = 90

Daemonion
Daemonion Mountain Man
Sep 25 2009, 5:10am Anchor
Lord_Santa wrote:everyone should (first of all) make sure to download the latest patch (Cumulative Patch # 2); it is available on the moddb page at the top; it states "latest patch"; it is as far as I can tell, the very latest

on new "feature" I encountered (not sure if it's a bug, but somehow I doubt it); is that weight limit is cut down from 35/90 -> 35/40

I do not agree with this; and for those of you who want "the old" weight-limit back; go into:

gamedata\config\creatures

and make a change in the file called:

actor.ltx
look for the line:

max_walk_weight                = 40

and then just change the 40 -> 90

max_walk_weight                = 90


This was added with Release Candidate 1. Anyone who wants to be able to make out at 90kgs needs to make this change.

Sep 25 2009, 7:54am Anchor

Lets see that again.

Marked one can carry 40 Kilo's Max

Lets see that in slowmotion

His armor alone is bound to weigh, like, 10 kg's alone

A primary, secondary weapon will rank up to 6.5 kg something, including a minimal of 150 rounds (5 clips) for his primary, and lets say 42 (6 clips) for his secondary, and keep that around 6 kg something total?

Now, imagine all those medpacks and food, drugs and such he'll have to carry to survive...

and add anything worth to the quest which can rank from atleast 1 kilo to 10 kg's....

...

Are we talking about a 16 year old student with a bookbag, or a 40 something year old zone 'Master'' of which we all know is Strelok

I mean jesus even the, and yes I'm just going to say it again, military's fullpack kit weighs around 70 kg' somethin'....

Does he break a leg every time he passes over every bump in the road/grass/sand/whatever?

I know I'm being a huge bitch but come on people lets be a little bit REASONABLE with the total ammount of which we are expected to carry halfway through the game (Not even mentioning the loot you'll have to get if you want to survive the game ANYWAY, I mean how else will you get funds?)

EDIT:
To make matters worse

I'm worried that there might still be  alot of audio bugs

You guys Mixed the pistol draw sound (ripped from Ravenshield Rainbow Six), with the Holster sound for the main weapon, so now when you have all weapons holstered, and you draw any weapon (The sound is called Generic Draw), it plays the actual drawing noise when you already have the weapon in the idle position (First the rustling holsternoise, then when you have the weapon the pistol draw sound)
And yes I'm nitpicking but it's not the only one you know.

Besides, why not use the INDIVIDUAL drawing sounds for every weapon? You guys DID add it to the sound folder!?
What is it there for? Collecting Digital Dust?
I know I could re-enable those myself but... well, I'm not sure everyone's up for that.

Edited by: dave_5430

Sep 25 2009, 10:05am Anchor
Daemonion wrote:
This was added with Release Candidate 1. Anyone who wants to be able to make out at 90kgs needs to make this change.

dave_5430 wrote:Lets see that again.

Marked one can carry 40 Kilo's Max

Lets see that in slowmotion

His armor alone is bound to weigh, like, 10 kg's alone

A primary, secondary weapon will rank up to 6.5 kg something, including a minimal of 150 rounds (5 clips) for his primary, and lets say 42 (6 clips) for his secondary, and keep that around 6 kg something total?

Now, imagine all those medpacks and food, drugs and such he'll have to carry to survive...

and add anything worth to the quest which can rank from atleast 1 kilo to 10 kg's....


so from what I've gathered, the weight limit to walk changed from 90 to 40? Oof. That's going to make things a bit hard. I already carry around 41 - 45 kg normally. And if vanilla item weights are still in place, then some certain types of armor will weigh up to 15kg, nearly 38 percent of what you can carry. Med kits themselves were about .75kg when I played through with the previous patches.

Edit: Oh yeah, and let's not forget attaching artifacts to your belt. I'll give the 40kg limit a chance but... If I find that it ends up being too cumbersome, I'll just go ahead and change it.

Edited by: Ghost783

Sep 25 2009, 11:13am Anchor

Just found out that the 7.62 Tokarev silencer, doesn't actually fit on the TT-33

Changing silencer-status to 2 makes it work again


EDIT:

RC 1 still has flaws with Night AI
So they're still deaf dumb and blind at all ranges (apart from inside the flashlight beam (Which is what, 5 steps tall?) or when touching from any other angle, atleast they 're not as bad as before though.

Silhouetting from shadow to light does not make them any different (If you stand in a doorway in the darkness you can still see your sillhouet but the AI can't.

When you shoot, silencer or no silencer, they still look in your direction...

What's even worse, if you are detected by ANYONE, you will act like a magic light bulb even when you're way out of range they'll still shoot your ass off.

BY THE WAY
Maybe ya'll should check out your ammo types?
Some things are kind of weird, mostly the statistics on the 7.62 AR  vs 5.45 AR rounds vs 5.56 AR rounds

I mean, it's the small things that changes balance

For example, why would the AK74 be more powerfull than the AK47?
Anyone that's done a bit of research 'should' have stumbled across the fact that the 7.62 round is more powerfull, due to its weight, than the 5.45, and the 5.45 is more accurate and less likely to spin off due to friction than the other.

As wherein a 5.45 round could be, like, 50 grains and fly at a speed of 900 meters per second, which is around 750 meters per second and 750 rpm when fired from the standard ak74U, with an impact of around a 1250 joules....

a 5.56 could be 65 grains, fly at the speed of 950 m/s, which is around 900 m/s when fired from the carbine CAR-15, 800 RPM and have an impact of 1800 Joules....

and the massive 140 grain 7.62 x 39, at the speed of 715 m/s, 600 rpm and 2000 Joules impact wise....

....

But whatever, I'm just rambling and randomly calculated some statistics....

Edited by: dave_5430

Sep 25 2009, 12:41pm Anchor

Just been messing around in Cordon for a couple of days ( game ) and Guide has already been killed seeing as he is a main player later on in game ( decoder etc) will the game pan out ok or will it make it harder ( not impossible ) to complete one of the final options ? Also the MP5 is still missing it's description and although i've been bitten slapped kicked sent flying 30+ feet into the air by a boar and shot my leather jacket still doesn't need repairing will this be addressed in a future update along with bandage healing or is this intentional ? All that aside lovin the mod :thumbup:

Edit: Just noticed the price of 9x18 +p+ is lower than the standard 9x18 shouldn't this be the other way around or is the fact that the +p+ can screw up your gun quicker taken into consideration?

Gobbi gonna change my name to reckless Gobbi now :D

Edited by: Gobbi

Sep 25 2009, 1:32pm Anchor

Gameflow problem:
Fox and the Guide are killed off before even leaving Cordon

If you are reckless, just like me, and decide to take on the army, they'll start random sweeps killing off anyone that's close by, well, the guide now RANDOMLY TRAVELS AROUND CORDON, making him an easy target. This bug has been posted before, he'll be killed off long before he comes into play, ever.

Same goes for Kruglov, later on, if you're unlucky and a random event occurs too close to the guy, such as bloodsuckers (even during that quest).

Mp5 still has the 'Not in use' Description (as stated before)

Mmh, that's about it.

Edited by: dave_5430

Sep 25 2009, 2:00pm Anchor
dave_5430 wrote:Gameflow problem:
Fox/Guide is killed off before even leaving Cordon

If you are reckless, just like me, and decide to take on the army, they'll start random sweeps killing off anyone that's close by, well, the guide now RANDOMLY TRAVELS AROUND CORDON, making him an easy target. This bug has been posted before, he'll be killed off long before he comes into play, ever.

Same goes for Kruglov, later on, if you're unlucky and a random event occurs too close to the guy, such as bloodsuckers (even during that quest).

Mp5 still has the 'Not in use' Description (as stated before)

Mmh, that's about it.


I noticed the problem with Guide a while back myself. I thought he isn't supposed to even appear until after you get the quest to see him?  And the bloodsucker thing with Kruglov happened to me as well. There were 3 extremely strong bloodsuckers at the end of the map over by Yantar that just offed him after I went through all the work of saving his ass, and I had to kill all 3 with an RPG as it was the only way for me to survive them. Yeouch.

Sep 25 2009, 2:12pm Anchor

Well, most bloodsuckers went down easily with a shotgun, Just time it right and when they storm to you, shoot.

Sep 25 2009, 2:35pm Anchor
dave_5430 wrote:Well, most bloodsuckers went down easily with a shotgun, Just time it right and when they storm to you, shoot.

These were the kind of bloodsuckers that didn't go down easily with a shotgun. Multiply that by 3 and I was practically meat before the battle started.

Edited by: Ghost783

Sep 25 2009, 2:44pm Anchor

BTW, M4A1 (CAR-15 type?) silenced sound has a Low Hertz blop sound half a second after firing (It's like, PFEW------ Pop) which is not good on the speakers on high volume.

>.> Btw, those are some ugly, ill fitting, unrealistic silenced fire sounds, sounds like gas burning out of a glass tube. (I'm talking -all- weapons, and yes that's one of the things that easily pisses me off.)

Edited by: dave_5430

Sep 25 2009, 2:52pm Anchor

I have to say that this mod is a big dissapoitment for me in some aspects.

LURK 0.9 + 1.0 RC patch

1.) Weapons - they are completly unrealistic, you either have no idea how diffrent weapons and ammunition works or which would be even worse you have done it on purpose. Realism of weapons is terrible !

2.) AI is half blind and can be really dumb sometimes, they also have hard time hitting me so I can pretty much kill everything without problem which is pathetic especially that I play on "master" (no crosshair).

There are also good things (for example graphics is great), but there is really no fun in playing when weapons are fucked up and game is too easy because of AI.

Some small bugs:
- elite nightvision in leather jacket (wtf ?)
- no description for bizon
- wheather cycles should be tweaked (its raining all the time in my game)

Last time I played Stalker I was playing with OL + Arsenal + some others mods merged together + some weapons tweaks and AI tweaks and it was much better because weapons were quite realistic (still needed some work but overall they were ok) and AI had good range and accuracy so playing the game was challenging.

Sep 25 2009, 4:04pm Anchor

I swear someone reported this before, but maybe it wasn't on these forums.

Anyway, oddly enough, doing a quest in which you need to bring someone an artifact is less rewarding than if you just sold the artifact on your own. Since they need that artifact so badly, could they at least pay double for it or something for a quest reward?

Sep 25 2009, 5:41pm Anchor

All was running smoothly untill I got this returning to bar from Wild Territory

Expression    : fatal error
Function      : CInifile::r_string
File          : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
Line          : 352
Description   :
Arguments     : Can't find variable scope_texture in [wpn_aug_a1_sk1]

Reloaded Autosave and no problem

Edited by: Gobbi

Sep 26 2009, 5:56am Anchor
Wilczur wrote:
1.) Weapons - they are completly unrealistic, you either have no idea how diffrent weapons and ammunition works or which would be even worse you have done it on purpose. Realism of weapons is terrible !

Agree, as shown in my AK47 AK74 example.

Some small bugs:
- elite nightvision in leather jacket (wtf ?)

Better than to have to freakin' look for it. Besides, if it gets too dark outside ya can't see crap anyway.

- no description for bizon

Was that weapon even in the game yet?
I thought this was one of the weapons they took out?

- wheather cycles should be tweaked (its raining all the time in my game)

Might wanna restart your entire game, because I ain't getting anything like this.

Last time I played Stalker I was playing with OL + Arsenal + some others mods merged together + some weapons tweaks and AI tweaks and it was much better because weapons were quite realistic (still needed some work but overall they were ok) and AI had good range and accuracy so playing the game was challenging.

Hey, if you can merge STALKER 2009, AMK and ARSENAL, I'd probably want to play that more than this too, but atleast they're trying, right?

Besides, we're talking about a mod that started out on 4chan >.>;;;;



Thought that I'd post something else than my constant moaning and bitching.
Sorry, that's just the way I work like a beta tester.
Can ya believe I actually get paid for doing stuff like this?

By the way, I keep tweaking my own version (unfortunatly it gets overwritten every patch...) to make this game more to my play style, ya'll should try it too!
And I don't mean cheating...
I just mean changing weapons and such around to have a more realistic impact, enable enemy bleeding, etc.


BTW, what I just noticed

You seem to have interchanged the PSO telescopic sight and Trijicon Reflex Sight Zoom

M4 (car15)'s zoom is like, 15 FOV

and the AK47/74 's zoom is... 30 something, not really telescopic is it?

And, some silenced weapons are stronger than their normal counterparts (ARSENAL 's Vz58 for example does 0.6400 something, and 0.7 silenced.)

Edited by: dave_5430

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