Swartz mod v1.3 Patch 1
Jun 7, 2012 Patch 7 commentsThis patch should fix all crashes that were previously occurring. I'm sorry about the inconvenience. IMPORTANT: Go into your game directory and go into...
This is an individual project that I'm always looking to improve. The original premise of this mod was to make the Zone a very irradiated place where radiation was the invisible killer. I'm moving away from this and it's becoming more of a weapons mod, with the new release (1.4) concentrating more on new quests and other new features.
2 comments by jketiynu on May 10th, 2013
So exams are over and I figure I should be giving updates at least once a month.
I'm going to be going away for a week starting tomorrow (5/10) so you won't see anything new for me for a little while. On top of that I just found out my room-mate did not pay my ISP this month (it's their part of the deal), so it's possible I may end up without internet for a while as well. Even without internet I can still get plenty done, and I'll try and use someone else's PC to give updates if I can't get internet access.
Here's whats new:
* Ignore what I said before about "LUA optimization". I asked Natvac about the things I was doing and apparently it doesn't even affect anything in the X-Ray engine. However, I have gone through some problematic scripts and fixed a few things, made functions that are faster, removed unnecessary functions, etc. I am also looking into a tool that is capable of making scripts multi-threaded. I haven't really spent any time trying it out yet, but I will make that my top priority as soon as I return from my trip.
* As you can see I'm starting to port various models into the game to replace some current ones. I haven't posted screens of it yet but I'm replacing the current knife with Mr.Rifleman's Russian OTS-04 knife, Eprdox's SVD he made for New Vegas, and various other models. Eprdox also agreed to do some weapon re-skins for me, which is great :)
* New weapons I'm now willing to confirm (not many surprises): AK5, Glock 20, MP5/10, Steyr Aug A1, PP-91 Kedr, Sako Trg-42 (there was a Trg-22 in 1.3, but I want a .338 Lapua round so I'm changing it). There are/will be others, but that'd all I'll say for now.
Depending on whether I can get someone to create some new texures based off of UV maps I would also like to add an AK-12 (comes in various calibers, what would you like to see it in?) and an AEK-918G (I'd like to replace the Vityaz with this, but it would require textures AND some modified anims.)
I've also removed some more crappy weapons that were in 1.3. I will not say what they were as I don't want to deal with any whining ;)
* Gunshots will sound nice, loud, and crisp. I'm still waiting on some advice from Daemonion regarding loud sounds, however he's very busy at the moment. I've managed to do some of this already and I'm going to be basing this off of some various information I've gathered regarding the Db values of different calibers.
* Freeplay is going to be...different, than what you would typically expect. I'm going a bit crazy with it. I have some voice actors lined up, as well as some possible help writing some new freeplay missions and content.
* I'm still working on modifying maps, but I get distracted by other features so I haven't got a lot done yet. I may see if I can get some help on this to speed progress up, as the things I want to change shouldn't be very difficult.
* I'm changing around a lot of stuff regarding the weather/Atmofear 3. Blowouts will be different than you would normally expect. I'm also making all sorts of changes to weather cycles.
* Stashes will be working differently than usual. I'm pretty sure the Misery team said they're using a different system too, but I'm pretty sure mine is a bit different.
* I'm pretty sure I mentioned this before, but in-case I haven't: you will no longer be able to easily get really good weapons right away. There are several ways I'm doing this, but rest-assured you will not be picking up some really high-grade assault rifle off a corpse right away or traveling to Jupiter right away to grab nice hardware off of Duty of Freedom. There will be a progression of weapons over time. Similar to this I'm consering doing a "rank" system where you can rank-up and maybe have an easier time handling weapons, etc. though the idea is very up-in-the-air.
* Mercs will be your most dangerous threat in the early parts of the Zone. Be careful if you decide to cross them. This does not mean Monolith will not be dangerous. Thanks to a script ported from OGSE by DDraig, they wear suicide vests. Approach wounded Monolith with caution, and occasionally be prepared for them to charge you and detonate their vest.
That's it for now. I'll see if I can manage to upload some more screens and maybe even a new gameplay video today before I leave but I'm not making any promises.
This patch should fix all crashes that were previously occurring. I'm sorry about the inconvenience. IMPORTANT: Go into your game directory and go into...
Swartz mod v1.3 full version. Please read the notes below.
Changelog: *FINALLY fixed issue with some characters appearing flat (I'm an idiot for not figuring it out sooner) *Fixed OGG commenting on revolver shot...
Changelog: *Fixed the VSK-94 sights (they're still slightly off, but better than before). *Fixed a crash when approaching Strelok's stash. *Fixed 'Mincer...
This is the full version of Swartz mod v1.2, I hope people enjoy it :)
You should still stick to the radiation concept...it's a nice touch to game since naturally radiation is pretty dangerous. But having to worry about the radiation with some sexy new hardware to put down the beasts and assorted scumbags is always a plus :).
I might leave in the effects for when you do get exposed to radiation, and make it more deadly when you do come in contact with it, but the whole radiation-everywhere thing I'm scrapping. I know I said I'd make it an optional via the level editor but that's not really possible in the way I had hoped.
This is going to focus on quests and weapons.
You're probably already aware of this...but some of the pistols don't actually allow for you to change rof when you give them either the full auto upgrade or 3 round burst....tried with the beretta and Sig pistols and neither work.
Yeah I know. Stalker doesn't properly support pistols with anything besides single shot mode. The Walther P99 in Vanilla did, but the trade-off is that it causes some AI weirdness re: weapon switching and it screws up animations for slide being locked open after last shot/when empty. I likely will be getting rid of any upgrades like that and not including any full-auto or 3-round burst pistols.
Nice updates...definitely looking forward to the next version for sure.
Glad to hear it :)
As for your previous question re: DX11 I don't have a clue why it's crashing. However it's not really worth using anyways (the only feature it has over DX10.1 is Tessellation, which is a performance hog and only used sparingly on some npc helmets).
I know this is off topic...but does anyone actually play this game in maximum DX11 settings? Every time I try to adjust everything to max the game hangs basically and reverts everything to high. Pretty sure a 7970 was higher then high end when this game was released...so it's kinda odd unless of course nobody plays with it because it's bugged.
I'm using a different HK 416 model in 1.4, and it doesn't have any issues like that (and doesn't have the scope glitch). It's this one (but modified): Youtube.com
Basically if you can think of any model with issues don't worry about it as it's likely being replaced as well.
As for underwhelming sounds, I know, that's something that's being fixed this time around. Weapons will sound quite powerful.
awesome man....i've needed a reason to play this game since i've had it for a long while but havent actually touched it due to lack of quality gun mods. the vanilla arsenal always bores me and also has all of that silly left sided brass ejections.....of which that brings up another point is the LR assault rifle vanilla? I havent even touched it that way to be honest so i have no clue which are or aren't.
Everything in 1.4 will have right-sided ejection, but as for 1.3, here's the models that eject on the left still (that I can remember):
LR300, L85, Abakan, Fort-12, Spas-12, Mossberg Maverick 88, Steyr Aug A3, FN FAL, G3a3, and the M-14's. There may be others.
Like I said though, there won't be any left-side ejection ports in the new release.