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.

Forum Thread
by member
  Posts  
Bug Report Thread (Mods : L.U.R.K. : Forum : Questions : Bug Report Thread) Post Reply
Thread Options 1 ... 6 7 8 9 10 11 12 ... 24
Oct 4 2009, 1:32am Anchor

I just got a crash when I tried to equip one too many artifacts to my belt.

FATAL ERROR

[error]Expression : 0
[error]Function : CUICellContainer::FindFreeCell
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\ui\UIDragDropListEx.cpp
[error]Line : 508
[error]Description : there are no free room to place item

EDIT: Had a lockup/crash when escaping from the bandit base after x18.

FATAL ERROR

[error]Expression : e_entity
[error]Function : xrServer::Process_event_reject
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\xrServer_process_event_reject.cpp
[error]Line : 12
[error]Description : entity not found. id_parent=4298 id_entity=4300 frame=112665

stack trace:

Scheduler tried to update object val_raid_g01_soldier_0002

Edited by: AgentJR

Oct 4 2009, 10:54am Anchor

Great job here guys - really enjoying LURK. I'm in warehouse's area, I've retrieved the sniper rifle, and the bulldog/rg-6 (?) but not done any other tasks, and have been sniping the bloodsuckers near the tower in the village, and I'm getting CTD with:

"
FATAL ERROR

[error]Expression : ai().level_graph().valid_vertex_id(vertex->data().level_vertex_id())
[error]Function : CPatrolPathManager::select_point
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\patrol_path_manager.cpp
[error]Line : 164
[error]Description : patrol path[mil_mercs_walker_3_walk], point on path [name07],object [bar_dolg_respawn_130470]

stack trace:

"

Oct 4 2009, 11:16am Anchor

Another minor bug: the M16A3 has burst instead of full auto fire mode.

Oct 4 2009, 2:17pm Anchor

Looks like the locker texture is a bit off. I498.photobucket.com

Oct 4 2009, 6:04pm Anchor
henry1491 wrote:Great job here guys - really enjoying LURK. I'm in warehouse's area, I've retrieved the sniper rifle, and the bulldog/rg-6 (?) but not done any other tasks, and have been sniping the bloodsuckers near the tower in the village, and I'm getting CTD with:

"
FATAL ERROR

[error]Expression : ai().level_graph().valid_vertex_id(vertex->data().level_vertex_id())
[error]Function : CPatrolPathManager::select_point
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\patrol_path_manager.cpp
[error]Line : 164
[error]Description : patrol path[mil_mercs_walker_3_walk], point on path [name07],object [bar_dolg_respawn_130470]

stack trace:

"


Got the same error after getting the rifle from the Mercs Camp, happened on way back towards Barrier.

Oct 4 2009, 6:17pm Anchor

-The Spas12 doesn't have the pump animation after firing, only after reloading. (Not sure if this is a bug)

Iron Sights.
-The Sig 552, 551, and 550's are too low.
-G36E is either trying to use the scope, or is too high.
-G36 the red dot is too low.
-Famas (Prototype 3) is too high.
-Famas F1 is too high.
-AKS-47 is too high.

Ignore any of these that aren't actually in use. I just testing everything that wasn't commented out of arsenal.ltx.

Edited by: AgentJR

Oct 5 2009, 12:33am Anchor
VicRattlehead wrote:Another minor bug: the M16A3 has burst instead of full auto fire mode.

That's been fixed as of the latest build.

AgentJR wrote:-The Spas12 doesn't have the pump animation after firing, only after reloading. (Not sure if this is a bug)

That's intentional. The SPAS-12 can function either as a semi-automatic (self-loading) shotgun or a pump-action shotgun. In reality the pump-action mode is only used for unusual loads (like less lethal 'beanbags') that don't have the power to operate the semi-auto mechanism. Many games and movies depict it as pump action anyway, presumably because the act of pumping a shotgun is 'cool', leading to the misconception that it's pump-action only.

Quote:-The Sig 552, 551, and 550's are too low.

Noted.

Quote:-G36E is either trying to use the scope, or is too high.

This has been fixed as of the current built.

Quote:-G36 the red dot is too low.

Not in use because the G36E has a better texture.

Quote:-Famas (Prototype 3) is too high.

Not in use.

Quote:-Famas F1 is too high.

Not in use, because its texture pales in comparison to the FAMAS G2 (which has now taken its place as the Ecologist rifle)

Quote:-AKS-47 is too high.

This is a known bug, I'm not sure if it's fixed or not yet.

Thanks!

Oct 5 2009, 1:48am Anchor

Hey, just signed up to inform about a small bug. Not sure if it's been mentioned since I didn't want to sift through 9 pages, but when attaching a GP-25 and PSO-1 scope to an AK-103, you will zoom in scopelessly when aiming with the grenade launcher. You can see what I'm describing here:


I presume that this oddity happens when attaching the two to any AK variant that will accept them, and possibly on their NATO counterparts.

Edited by: Scylliver

Oct 5 2009, 7:01am Anchor

I believe this is deliberate. If you fired a grenade while looking through a scope you would probably get a black eye or a concussion.

Oct 5 2009, 7:50am Anchor

I found a bug, it's more like an exploit.
In Yantar, Sakharov asks if you have some rare artifacts (mama's beads and battery). If you give him these artifacts he rewards you with a flash rifle.
But the artifacts will stay in your inventory and you can repeat this a hundred times and you will never have financial problems again ;)

Oct 5 2009, 10:23am Anchor

Does anybody have a clue as to what specific shader/setting could be causing the graphical error shown in the picture below. I could try (rather ham-fistedly) disabling each one individually - but if someone has a plausible answer, they could be saving me a lot of bother.

Speakeasy.org (Black horizontal lines on the horizon)

I've tried several clean installs of various certified/modified/optimised/official/unofficial drivers, which haven't solved the issue. I'm running a Geforce 7950 GTX (mobile gpu) and I suspect it's to do with my card's inability to display (or lack of support for) a certain shader (DX10 related perhaps?).

Thanks in advance.

Edited by: demomod

Oct 5 2009, 2:46pm Anchor

AUG does not zoom in properly, making iron sights useless.

Oct 5 2009, 4:53pm Anchor

Got this on way back from Pripyat at barrier after fighting off mutants

Expression : Not available
Function : CRender::texture_load
File : E:\stalker\sources\trunk\xr_3da\xrRender\Texture.cpp
Line : 356
Description : D3DXCreateTextureFromFileInMemoryEx ( HW.pDevice,S->pointer(),S->length(), D3DX_DEFAULT,D3DX_DEFAULT, IMG.MipLevels,0, IMG.Format, D3DPOOL_SYSTEMMEM, D3DX_DEFAULT, D3DX_DEFAULT, 0,&IMG,0, &T_sysmem )
Arguments : c:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\textures\arsenal_mod\galil_ar_d3_bump.dds

Oct 5 2009, 6:38pm Anchor

I downloaded L.U.R.K. RC 1.05 Full and the Patch today, my Game had Patch 1.0006 applied and when I want to start it, all I´m getting is this.
I changed the prefrences of the shortcut to -noprefetch already.

Oct 5 2009, 8:08pm Anchor
Ferroith wrote:I downloaded L.U.R.K. RC 1.05 Full and the Patch today, my Game had Patch 1.0006 applied and when I want to start it, all I´m getting is this.
I changed the prefrences of the shortcut to -noprefetch already.

The install instructions say you need patch 1.0005, so I guess you'll have to reinstall and only patch up to that point.

Oct 5 2009, 9:00pm Anchor

I caught a few bugs so far
1. I can never give Wolf an AK47 after he asks for one. I never get a dialogue option other than "how do you guys hold this place"
2. After night came and I went to sleep, it never went back to daylight.

I'm using the 1.6 patch if that makes any difference. :(

Oct 5 2009, 9:36pm Anchor
dannyboy2016 wrote:I caught a few bugs so far
1. I can never give Wolf an AK47 after he asks for one. I never get a dialogue option other than "how do you guys hold this place"

Thats because he wants an AK74 :)
--

Few issues ive come across:
-Bugged weapon occasionally on sale at freedom trader. Weapons world model is that of the M82 Barret while its buy-screen model is that of an SVD. It costs 70,000ru (10,000 more than SVD) and has no description other than enc_weapons1_wpn_m82_barret. Transition to scope animation on this weapon is very dodgy.

-G36E scope bugged. Either the scope doesnt function as it should (its opaque) or the model of the weapon (where the scope is) is blocking the view.

Edited by: SuicideDivision

Oct 6 2009, 5:27am Anchor
dannyboy2016 wrote:I caught a few bugs so far
1. I can never give Wolf an AK47 after he asks for one. I never get a dialogue option other than "how do you guys hold this place"
2. After night came and I went to sleep, it never went back to daylight.

I'm using the 1.6 patch if that makes any difference. :(


I think the sleeping bag is bugged if you sleep for 9 hours, try sleeping for 3 hours a few times and it should be ok ( is for me anyway )

Oct 6 2009, 6:28am Anchor
marbai wrote:
Ferroith wrote:I downloaded L.U.R.K. RC 1.05 Full and the Patch today, my Game had Patch 1.0006 applied and when I want to start it, all I´m getting is this.
I changed the prefrences of the shortcut to -noprefetch already.

The install instructions say you need patch 1.0005, so I guess you'll have to reinstall and only patch up to that point.


I reinstalled it but now I´m getting this:

Yfrog.com

Edited by: Ferroith

Oct 6 2009, 2:50pm Anchor

Just purchased exo from freedom and noticed that the specs do not match each other ie from the vanilla specs to the one to the left of it which shows the colour coded specs.

Also got this error when entering underground carpark

Expression : vertex || show_restrictions(m_object)
Function : CPatrolPathManager::select_point
File : E:\stalker\sources\trunk\xr_3da\xrGame\patrol_path_manager.cpp
Line : 155
Description : any vertex in patrol path [pri_monolith_patrol10_walk] in inaccessible for object [pri_monolith_14]

Edited by: Gobbi

Oct 6 2009, 9:28pm Anchor

Thought id post some of the issues i have encountered:

RPK 74 LMG cannot use the 5.45 silencer, also the RPK's handeling seems really high compared to the "assualt" rifles

Colt m16a1 description does not list the Leupold scope as attachable yet the scope specifies this gun as compatible. also im not sure why they are less accurate then the M4's and only have 20 round mags. Select fire is single and auto but no 3 round burst.

Colt m4a1 does not list ACOG as an attachment but it can be put on(I think it should be this way) same with the CAR ar 15

Speaking of scopes the ACOG has a much higher magnification then the Russian pso1, i havent encountered the "svd scope" but the magnification of the pso1 for the SVD and Vintorez is not enough

HK XM8 cannot have the m203pi granade luancher attached

VSS Vintorez icon shows scope attachted but by defualt their is not.

PKL armor actual values differ from the colored discriptions making it lighter and in everyway but looks better the the SEVA suit

Trading in the battery artifact and the Mama's bead artifact for the Flash gun does not remove the artifacts

Some npc's deing that are needed alive, siery for meet with siery quest, not super important but bandits several times attacked the bar and ended up killing the arena npc.

Sleeping bag not always setting correct lighting when using the 9 hours option

Honestly dont remember if you could before but, i have done several quest for duty and dont have the option to buy items from them, also i didnt recieve a suit from them after the first quest, that was however before i deleted the 3 mentioned files in the configuration and replaced them completly with the patch.

I beleive someone said this was an issue from the original game too but the Groza rifle when going to iron sights doesent move the loaded granade along with it.

mp5 and saiga 12k dont have descriptions yet

The einfield L85 rifles have the SUSAT sights by defualt and they cannot be removed.

I believe i remember having this issue with vinilla stalker too but for the duty guest to talk to cook and get the granade launcher the quest target is a bit off

im in the middle of this one right now so im not completly sure about this but the killing the zombie quest for duty i have wiped out all the zombies i can locate, however their seems to be a controller around and if i was following the sounds correctly is outside of the playable map behind the concrete walls next to the metal gates in the back of the building area and i didnt seem to be able to kill it with granades provided i was infact aiming in the correct area.

I know it was in the origonal game but i dont see why we cant sprint with the "Flash Rifle"

the spas does not change ammo type when you hit the key only after reloading once you have fired a shot(no idea if it actually changes but doesent display the change however), the saiga does change ammo types correctly so i believe the other shotguns that do not use magazines suffer the same flaw as the spas.

This is all i can think of for now I know it was a bit long but hopefully this will help the mod out and not just end up with me having been retarded and not applied the mod correctly.

Thought id post some of the issues i have encountered:

RPK 74 LMG cannot use the 5.45 silencer, also the RPK's handeling seems really high compared to the "assualt" rifles

Colt m16a1 description does not list the Leupold scope as attachable yet the scope specifies this gun as compatible. also im not sure why they are less accurate then the M4's and only have 20 round mags. Select fire is single and auto but no 3 round burst.

Colt m4a1 does not list ACOG as an attachment but it can be put on(I think it should be this way) same with the CAR ar 15

Speaking of scopes the ACOG has a much higher magnification then the Russian pso1, i havent encountered the "svd scope" but the magnification of the pso1 for the SVD and Vintorez is not enough

HK XM8 cannot have the m203pi granade luancher attached

VSS Vintorez icon shows scope attachted but by defualt their is not.

PKL armor actual values differ from the colored discriptions making it lighter and in everyway but looks better the the SEVA suit

Trading in the battery artifact and the Mama's bead artifact for the Flash gun does not remove the artifacts

Some npc's deing that are needed alive, siery for meet with siery quest, not super important but bandits several times attacked the bar and ended up killing the arena npc.

Sleeping bag not always setting correct lighting when using the 9 hours option

Honestly dont remember if you could before but, i have done several quest for duty and dont have the option to buy items from them, also i didnt recieve a suit from them after the first quest, that was however before i deleted the 3 mentioned files in the configuration and replaced them completly with the patch.

I beleive someone said this was an issue from the original game too but the Groza rifle when going to iron sights doesent move the loaded granade along with it.

mp5 and saiga 12k dont have descriptions yet

The einfield L85 rifles have the SUSAT sights by defualt and they cannot be removed.

I believe i remember having this issue with vinilla stalker too but for the duty guest to talk to cook and get the granade launcher the quest target is a bit off

im in the middle of this one right now so im not completly sure about this but the killing the zombie quest for duty i have wiped out all the zombies i can locate, however their seems to be a controller around and if i was following the sounds correctly is outside of the playable map behind the concrete walls next to the metal gates in the back of the building area and i didnt seem to be able to kill it with granades provided i was infact aiming in the correct area.

I know it was in the origonal game but i dont see why we cant sprint with the "Flash Rifle"

the spas does not change ammo type when you hit the key only after reloading once you have fired a shot(no idea if it actually changes but doesent display the change however), the saiga does change ammo types correctly so i believe the other shotguns that do not use magazines suffer the same flaw as the spas.

This is all i can think of for now I know it was a bit long but hopefully this will help the mod out and not just end up with me having been retarded and not applied the mod correctly.

Oct 7 2009, 12:22am Anchor
SuicideDivision wrote:-Bugged weapon occasionally on sale at freedom trader. Weapons world model is that of the M82 Barret while its buy-screen model is that of an SVD. It costs 70,000ru (10,000 more than SVD) and has no description other than enc_weapons1_wpn_m82_barret. Transition to scope animation on this weapon is very dodgy.

This weapon's implementation isn't finished (and won't be, because we decided to leave it out), it was mistakenly added to the Freedom trader's stock.

Quote:-G36E scope bugged. Either the scope doesnt function as it should (its opaque) or the model of the weapon (where the scope is) is blocking the view.

This issue, along with the AUG's bugged scope, has been fixed in the latest build. I can only recommend you don't use those weapons until the next patch is released, sorry. :(

Quote:RPK 74 LMG cannot use the 5.45 silencer, also the RPK's handeling seems really high compared to the "assualt" rifles

The former issue (with the suppressor) has been fixed as of the latest build. I recommend you ignore those stat bars at the top of each weapon's description, they're not accurate.

Quote:Colt m16a1 description does not list the Leupold scope as attachable yet the scope specifies this gun as compatible. also im not sure why they are less accurate then the M4's and only have 20 round mags. Select fire is single and auto but no 3 round burst.

This is because we decided to disable scope support on all the ARs with carry handles. The Leupold scope isn't supposed to be available anywhere, where did you find it? The M16A1 being less accurate than the M4 is definitely a bug, but the 20 round magazine capacity is correct, the model depicts the earlier 20 round magazine. The M16A1's fire modes are correct, the M16A1 has semi-auto and full auto, it was the M16A2 that replaced full auto with 3-round burst.

Quote:Colt m4a1 does not list ACOG as an attachment but it can be put on(I think it should be this way) same with the CAR ar 15

I'm fairly sure this has been fixed, but I'll check.

Quote:Speaking of scopes the ACOG has a much higher magnification then the Russian pso1, i havent encountered the "svd scope" but the magnification of the pso1 for the SVD and Vintorez is not enough

Quote:HK XM8 cannot have the m203pi granade luancher attached

I'll look into this.

Quote:VSS Vintorez icon shows scope attachted but by defualt their is not.

This is fixed as of the latest build. The PSO-1 is now non-removable. Partially because there's no reason to use the VSS without a scope (without the PSO, it's just an AS Val with a smaller magazine capacity, basically...), and partially because the model is buggy without the scope attached.

Quote:I beleive someone said this was an issue from the original game too but the Groza rifle when going to iron sights doesent move the loaded granade along with it.

Correct, and it is a vanilla issue. We'll try to fix it.

Quote:mp5 and saiga 12k dont have descriptions yet

That's been fixed as of the latest build.

Quote:The einfield L85 rifles have the SUSAT sights by defualt and they cannot be removed.

This is intentional, for various reasons.

Quote:the spas does not change ammo type when you hit the key only after reloading once you have fired a shot(no idea if it actually changes but doesent display the change however), the saiga does change ammo types correctly so i believe the other shotguns that do not use magazines suffer the same flaw as the spas..

This bug is present on all weapons that reload one round at a time (the RG-6 and most of the shotguns). There's a way around it, though: Simply unload the weapon (right click on it in the inventory screen to get this option) then press the change ammo type key to reload the weapon with the next available ammo type.

Oct 7 2009, 11:34am Anchor

Thought id post some of the issues i have encountered:

RPK 74 LMG cannot use the 5.45 silencer, also the RPK's handeling seems really high compared to the "assualt" rifles

Colt m16a1 description does not list the Leupold scope as attachable yet the scope specifies this gun as compatible. also im not sure why they are less accurate then the M4's and only have 20 round mags. Select fire is single and auto but no 3 round burst.

Colt m4a1 does not list ACOG as an attachment but it can be put on(I think it should be this way) same with the CAR ar 15

Speaking of scopes the ACOG has a much higher magnification then the Russian pso1, i havent encountered the "svd scope" but the magnification of the pso1 for the SVD and Vintorez is not enough

HK XM8 cannot have the m203pi granade luancher attached

VSS Vintorez icon shows scope attachted but by defualt their is not.

PKL armor actual values differ from the colored discriptions making it lighter and in everyway but looks better the the SEVA suit

Trading in the battery artifact and the Mama's bead artifact for the Flash gun does not remove the artifacts

Some npc's deing that are needed alive, siery for meet with siery quest, not super important but bandits several times attacked the bar and ended up killing the arena npc.

Sleeping bag not always setting correct lighting when using the 9 hours option

Honestly dont remember if you could before but, i have done several quest for duty and dont have the option to buy items from them, also i didnt recieve a suit from them after the first quest, that was however before i deleted the 3 mentioned files in the configuration and replaced them completly with the patch.

I beleive someone said this was an issue from the original game too but the Groza rifle when going to iron sights doesent move the loaded granade along with it.

mp5 and saiga 12k dont have descriptions yet

The einfield L85 rifles have the SUSAT sights by defualt and they cannot be removed.

I believe i remember having this issue with vinilla stalker too but for the duty guest to talk to cook and get the granade launcher the quest target is a bit off

im in the middle of this one right now so im not completly sure about this but the killing the zombie quest for duty i have wiped out all the zombies i can locate, however their seems to be a controller around and if i was following the sounds correctly is outside of the playable map behind the concrete walls next to the metal gates in the back of the building area and i didnt seem to be able to kill it with granades provided i was infact aiming in the correct area.

I know it was in the origonal game but i dont see why we cant sprint with the "Flash Rifle"

the spas does not change ammo type when you hit the key only after reloading once you have fired a shot(no idea if it actually changes but doesent display the change however), the saiga does change ammo types correctly so i believe the other shotguns that do not use magazines suffer the same flaw as the spas.

This is all i can think of for now I know it was a bit long but hopefully this will help the mod out and not just end up with me having been retarded and not applied the mod correctly.

Thought id post some of the issues i have encountered:

RPK 74 LMG cannot use the 5.45 silencer, also the RPK's handeling seems really high compared to the "assualt" rifles

Colt m16a1 description does not list the Leupold scope as attachable yet the scope specifies this gun as compatible. also im not sure why they are less accurate then the M4's and only have 20 round mags. Select fire is single and auto but no 3 round burst.

Colt m4a1 does not list ACOG as an attachment but it can be put on(I think it should be this way) same with the CAR ar 15

Speaking of scopes the ACOG has a much higher magnification then the Russian pso1, i havent encountered the "svd scope" but the magnification of the pso1 for the SVD and Vintorez is not enough

HK XM8 cannot have the m203pi granade luancher attached

VSS Vintorez icon shows scope attachted but by defualt their is not.

PKL armor actual values differ from the colored discriptions making it lighter and in everyway but looks better the the SEVA suit

Trading in the battery artifact and the Mama's bead artifact for the Flash gun does not remove the artifacts

Some npc's deing that are needed alive, siery for meet with siery quest, not super important but bandits several times attacked the bar and ended up killing the arena npc.

Sleeping bag not always setting correct lighting when using the 9 hours option

Honestly dont remember if you could before but, i have done several quest for duty and dont have the option to buy items from them, also i didnt recieve a suit from them after the first quest, that was however before i deleted the 3 mentioned files in the configuration and replaced them completly with the patch.

I beleive someone said this was an issue from the original game too but the Groza rifle when going to iron sights doesent move the loaded granade along with it.

mp5 and saiga 12k dont have descriptions yet

The einfield L85 rifles have the SUSAT sights by defualt and they cannot be removed.

I believe i remember having this issue with vinilla stalker too but for the duty guest to talk to cook and get the granade launcher the quest target is a bit off

im in the middle of this one right now so im not completly sure about this but the killing the zombie quest for duty i have wiped out all the zombies i can locate, however their seems to be a controller around and if i was following the sounds correctly is outside of the playable map behind the concrete walls next to the metal gates in the back of the building area and i didnt seem to be able to kill it with granades provided i was infact aiming in the correct area.

I know it was in the origonal game but i dont see why we cant sprint with the "Flash Rifle"

the spas does not change ammo type when you hit the key only after reloading once you have fired a shot(no idea if it actually changes but doesent display the change however), the saiga does change ammo types correctly so i believe the other shotguns that do not use magazines suffer the same flaw as the spas.

This is all i can think of for now I know it was a bit long but hopefully this will help the mod out and not just end up with me having been retarded and not applied the mod correctly.

Oct 7 2009, 2:23pm Anchor

not sure if it's a bug; but it's a huge problem:

when I join Freedom and get the mission to dispose of (kill) a duty commander at Yantar; I go there and kill him, but then when I try to enter the lab, both scientists will be "enemy" towards me

this would all be fine, but doing quests for Sakharov, does not increase my status towards him (I did the Snork lair and Snork leg quests); thus he will give me crappy prices

add to that, the fact that Kruglov, will open fire and try to shoot me, whilst blocking the exit from the lab; thus I cannot exit; and I cannot shoot him
rather annoying, not being able to fully enter the lab

the Sparkle, Flash and Moonlight artifacts all have the exact same properties, but vary quite a lot in pricing-range

Pripyat. I love it.
but CTD's are constant, whilst trying to save; please point out "safe" save-locations; I have thus far found 3:

first save, when you first enter Pripyat (I call it "pripyat_start")
second save, just before the "garage" (I call it "pripyat_middle")
third save at the stadium (I call it "pripyat_end")

on the way back; there were constant CTD''s whilst trying to save in any manner; I managed to find 1 safe-place to save on the way back (instead of taking the "garage"; I went to the right side of it and found 1 safe-place)

it was impossible to save at "pripyat_start"; on the way back, due to the migration of Stalkers and thus the amount of corpses and active NPC's
constant CTD's trying to exit Pripyat, back to Red Forest, after having cleared all of Pripyat, probably due to the chaos, which is at the "start" of Pripyat, once the center of the zone is "open"

solution, for me was to use binoculars and stare as far away from everything as possible, at the same time I was walking backwards through level-changer back to Red Forest

don't know how you would fix that(?)

5.56 weigh... a lot.

Exo Skeleton would seem over-powered; but I'm loving it (i.e. it weighs 10 kg. when it says it's supposed to weigh 15; it adds 20 kg. besides it's own weight)

Basic Nightvision on Exo? come on....

Oct 7 2009, 4:34pm Anchor
Quote:The former issue (with the suppressor) has been fixed as of the latest
build. I recommend you ignore those stat bars at the top of each
weapon's description, they're not accurate.


The stat bars really aren't accurate? Are they going to be readjusted at any point? It's kind of lame that they're not, they're what I've been using to choose between weapons.

Edited by: hina9888

Reply to Thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.