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Gun Mod with Enhanced AI. Based on Call of Chernobyl 1.5r7 x64. NPCs now engage better in combat with player and will engage player across a map. The best part of the Gun Mod is the enhanced AI. They actually engage the player. This is really what the mod is about. Its not about the weapons, I just did that to make testing more interesting. Any NPC or mutant can spawn just about anywhere. NPCs fire grenade launchers as of Ver 6.
Call of Chernobyl 1.5r7 x64 Gun Mod
Database only from Dev repo 012518 download Drive.google.com
Bins and exe for Gun Mod ver 6 Drive.google.com
Installation:
Download the (dev repo) database 01.25.2018. "Only the database is needed" for the Gun Mod.
Download my Mod (Gun Mod v6) is contains everything else required. Place the downloaded database "above" in the CoC 1.5r7 Gun Mod Version 6 Chimera folder. Thats it!
Download the Bins and exe files place bins, fsgame, coc exe and short cut in CoC 1.5r7 Gun Mod Version 6 Chimera folder.
If you already have ver 5! Do not merge with ver 5. It is a stand alone gamedata for ver 6
Addons
Zombied Rise addon for ver Drive.google.com
Texture addon for ver 6 Level vegetation is now a little more lush, some terrain textures improved, some world textures improved. Its a start! Drive.google.com
Delete the l05_bar level in the levels folder it looks hideous in game. Thanks Vorador!
Texture addon for ver 6 + Level Details This is the textures above plus the level.details file for each level with new textures. If the geometry is the same it should be good on each level. Bar may need to be deleted as I know the geometry is different from CoC. This will increase vegetation on each outside level not just make it better. Credit goes to Demosfen Mod 1.3 for textures.
Re-uploaded a more tested version Drive.google.com
Install patch below!
============================================================================================
Update (Nov 8) not really a patch. Drive.google.com
Readme: Drive.google.com
Patch for Nov 8 update above
Added you need to equip a knife to field dress.
Added missing ammo textures
Fixed a callback CTD that I missed in repo. Fixed ammo 357 CTD
Returned full DrX anomaly amounts. I nerfed them for testing.
============================================================================================
Issues with the mod post here! Moddb.com
Additional detail textures. Now included with Ver 6
How to start game: click "start_game_dev_noprefetch.bat" file
============================================================================================
How to disable addons! Drive.google.com
Russian language: Most weapons Drive.google.com
Based on assets from 01.25.18, xr_sanya's engine X64 Build 7518 Sept 6 2019.
DX9 does not work on my machine with this engine. DX10 and DX11 are OK.
This is still very much 1.5r7. I ported material from Balathruin's version of x64 and last official repo of 2018-11-05 plus last fix of 2019-08-03.
Adding fixes (carried over from my previous x64 versions) and changes to CoC's released x64 version with addition of a weapons mod based on "WeaponGulash v.02".
Originally I used repo 2018-11-05 scripts, but it had frequent CTDs. I'll integrate them in time if stable. Not much difference between the repos and Balathruin.
The script test of 07.04.18 proved unstable!
Great deal of incidental sounds missing from all fucking repos. Turned off print to console function in sound_theme.script to maintain sanity.
Will fix.
Final script test of ported 1.5r7+fixes of xr_sanya and myself. AI works as it should in combat.
Weapons are essentially STCoP 2.85-to STCop 2.9 plus AO3.0. I have added even more weapons to that. Made about 8-10 new scopes based on Alexey Ivanovsky's works.
Only some weapons are randomly spawned in stashes by treasure_manager. To alter that go into configs\plugins\coc_treasure_manager.ltx and commnet any weapon you with to spawn. Do not choose detector scope weapons. Comment is putting a semi colon symbol ; in front of the item.
Flashlights and torches available from traders "only", do not donate a torch or game will CTD.
Flashlight is non volumetric now. I hacked it to shut off. Volumetric is buggy and shadows flicker.
These need to be added to scripts folder to work.
outfit_marauder.script and disguise.script is in addons\scripts in main\root folder.
wpn_effects.script is in addons\scripts in main\root folder. This can be skipped as enhanced recoil works well.
disguise.script is in addons\scripts in main\root folder.
The best part of the Gun Mod is the enhanced AI. They actually engage the player. This is really what the mod is about. Its not about the weapons, I just did that to make testing more interesting.
The NPC perceptions have been enhanced, through file tweaks and sound attributes.
They now properly react to sound in game and thanks to the engine changes for handling danger respond to a long range attack.
They no longer ignore combat, and move toward enemy sound. The safe zone flags have been removed.
Enemies actually remember you during extended combat and will use smart covers and come at you from different directions as they were meant to.
Soldiers will now see you at the top of the hill of the rookie camp and fire on you. and come after you.
If you engage at the block post they will take smart cover and fire from there.
They also will jump the barricade if suppressed fire is happening or you are on the run.
They will follow you and try to engage or shoot you from a distance.
Much help bug hunting by bmblbx176 and Vorador.
Melighos help with CTD fixes and stat fix for PDA.script.
Weapon balance and improvement by bmblbx176
Alife switch distance is increased to 750 to help the AI perceptions and increase combat range.
Spawns for soldiers, mercs, bandits, monolith and mutants have been increased to make the combat challenging.
More mutants are now radioactive.
Old variety of mutants and NPCs is returned from older builds.
Zombied have more resilience to gun fire. Head shots!
NPCs panic.
Items are multi use again.
Some outfits and helmets and small military backpack from 1.5r7 are not available yet in game.
Back packs now always work for stash and do not disappear.
Death manager works like it should again.
Reactivated some random death animations.
Old economy and balance is returned.
Added 4 Night Vision goggles. Good, Bad, elite and tactical yellow.
Headlamps are available from traders. Flashlight is no longer volumetric for now.
Headlamps can be bought and traded without CTD. Cannot donate a headlamp without a CTD
Dynamic huds plus a hoodie view with outfits that I think should not have masks.
Added Tourist Suit and Ghosts suit from ShoC
Added a hoodie exo skeleton with diminished protection but good carry ability and sprint capable.
Loadouts are better due to aggressive AI.
Nimble is a trader for good weapons and items. No more ordering.
Monolith species are now human. This is a test.
Gameplay desc files no longer use profiles. No more perma corpses, NPCs with story IDs will disappear like any NPC or Mutant debug still manually spawns entities on actor location @ 0,0,0 to avoid level graph error CTD. Will look at that later.
Mercs are enemy to loners.
Red Forest fast travel (level jump) is now correct. All jumps may be in different locations than 1.5r7 Balathruin.
Shaders no longer cause flickering or twinkling.
DX9 does not work on my machine with this engine. DX10 and DX11 are OK
Sound folders still have backups and tool used to alter attributes. Will clean eventually.
Sleep_dep.script from repo 07.04.18 does not need Melighos fix. It is 2016 version.
Fog plane distance reduced again. Now to 250, this is good if you like to extend grass draw distance to max. This makes it look better, like your actually there. Instead of like looking through a window.
Sunshafts are now almost always present. The intensity and lentgh and radius are increased. This is not as bad as it sounds. When you turn now you are looking into a glare. Kinda like fallout. This makes fire fights tougher. With the weather changes it is not as washed out as before.
Settings to get the most from glare.
r2_ss_sunshafts_length 1.5
r2_ss_sunshafts_radius 2.
r__sunshafts_intensity 1.0 Without this to 1.0 the ss are more glare and less beam like.
Added anomaly grenades (rgd5 variant).
Added an anomaly cannon. If it is not repaired after six shots it will explode. It fires m209 anomaly grenades.
Added some of the same weapons back as variants with different upgrades.
Addons:
Monolith wounded now self-destruct (from dead Air)
NPCs reanimate as Zombied armed stalkers. Actually removes NPC and creates a Zombied in its place.
Can cause inventory ownership CTD...infrequently.
If too frequent, just comment out the release functions in sk_zombie_life.script (originally by skyloader).
This is a test! It is cool in game.
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
Immersive fast travel (KA Travel) by SpikensbroR
Loot Money from Anomaly Mod by tsesari
Dinamic Hud by BAK aka Rulix
Illusion Hoodie hud textures by Illusion Mod
OGSE weapon explode mod by OGSE from Demosfen Mod b4 1.0 version
DrX Dynamic Anomalies from Demosfen 1.0 Mod
DrX Dynamic Relations 1.1 by TronEX (DRx 2.0 coming)
Door tweaks by Asynchron
Most addons can be removed with just deleting its script in scripts folder. Travel no!
ka_travel_dialog must be removed from character_desc_XXX.xml etc.
CzekDeath weathers more ShoC far plane and fog distance. Delete environment folder if you want vanilla.
Scopes by BoyOK, Paranoid, Morka, Gnomes, Alexey Ivanovsky, Bamah
Average
8.47 votes submitted.
Thanks everyone for efforts they put into this mod. Gladly buy you a beer! Waiting for files to be downloaded. So exited can tell you :)
Thanks Zon, enjoy!
Everyone, just reiterating you need to download the 01.25.2018 repo for its database.
Download (dev repo) database 01.25.2018 Yadi.sk
If you can't download it from that site, post up I'll put it on my drive.
Just an FYI.
Due to the previous model issues of 1.5r7 and some of Gun Mod weapons I did test every NPC and creature and weapon in game in game not one CTD.
The world is not quite the same as the 1.5r7 initial x64 release. I opted for the previous dev version, also considered a 1.5r7 release. The model variety is also returned for NPCs and mutants. This is why the older database is required. This mod is basically 1.5r6 only with assets, everything else is 1.5r7.
From the first minutes of the game I have two questions. There is no idle.anm file in the archives and the game crashes, I just took scope_shake.anm and renamed it to the desired file but it’s not possible to play because of shake. Need the original idle.anm and second, how can I disable helmets HUD? Hoods in outfits don't look so good for me.
As well as in the original 1.5.r7, the language does not change into Russian
I know. I play english and never looked at it. Sorry!
It can be fixed someway?
To play in RU, for now you can move any Russian text to the eng folder. I will look at it. My time is very limited at the moment.
Makser, here is a link to most of the weapons in Russian that you can add.
Drive.google.com
Makser, it doesn't crash for me. Do you have the database download?
Post the save so I can test it or a t least see what is wrong.
To remove my huds, delete the dinamic_hud.script file in scripts folder.
Here is the file for the idle_anim.script.
Drive.google.com.
Just delete the idle_anim.script if you don't like the weapon sway after you try the file.
To disable addons read this!
Drive.google.com
Everyone, use the this download for the database. There is a couple files missing from the full dev download.
Database only from Dev repo 012518 download Drive.google.com
Textures! This may fix a dependency (.THM) CTD. If not at least they look better in game.
Credit goes to Anomaly 1.3
Drive.google.com
This has become my life! I need to stop going in there during testing.
Drive.google.com
Issues with the mod post here!
Moddb.com
Patch 2 here: Drive.google.com
Fixes mutant item CTDs and Agroprom entry CTD
Bmb,
The weapon changes are they because the outfits are like wearing rags instead of armor or some items underpowered? In truth I have only looked at improving AI and have disregarded balance so far. Thats next.
Whatever you change we'll make a weapon balance addon for the mod.
Patch 3 Fixed monolith suicide
Drive.google.com
Patch 4 Fixed monolith suicide, Language switch interface button now works between Rus and Eng language. Fixed K98 CTD for scope variable. Patches are cumulative you need only latest patch.
Drive.google.com
Is it possible to turn off head bouncing?
Hi Zon,
Use this file! Drive.google.com
So to use for the first time...I have to install it first Gun Mod v5 and afterwards Dev repo 012518 correct?
[21:47:56.427] FATAL ERROR
[21:47:56.427]
[21:47:56.427] [error] Expression : hSrcFile != INVALID_HANDLE_VALUE
[21:47:56.427] [error] Function : CVirtualFileReader::CVirtualFileReader
[21:47:56.427] [error] File : e:\unofficial-patch\src\xrcore\fs.cpp
[21:47:56.427] [error] Line : 551
[21:47:56.427] [error] Description : d:\jocuri\s.t.a.l.k.e.r\coc 1.5r7 gun mod version 5 chimera\gamedata\sounds\weapons\gauss\gauss_cry_shoot - ????????.ogg
[21:47:56.427] [error] Arguments : The filename, directory name, or volume label syntax is incorrect.
[21:47:56.427]
[21:47:56.427]
[21:47:56.427]
[21:47:56.427] stack trace:
[21:47:56.427]
[21:47:56.458] D:\Jocuri\S.T.A.L.K.E.R\CoC 1.5r7 Gun Mod Version 5 Chimera\bins\xrCore.dll at 00007FF96FA4572B CVirtualFileRW::~CVirtualFileRW() + 331 byte(s)
[21:47:56.458] D:\Jocuri\S.T.A.L.K.E.R\CoC 1.5r7 Gun Mod Version 5 Chimera\bins\xrCore.dll at 00007FF96FA4BED4 CLocatorAPI::file_from_cache_impl() + 132 byte(s)
[21:47:56.458] D:\Jocuri\S.T.A.L.K.E.R\CoC 1.5r7 Gun Mod Version 5 Chimera\bins\xrCore.dll at 00007FF96FA0EB3F CLocatorAPI::r_open() + 111 byte(s)
[21:47:56.458] D:\Jocuri\S.T.A.L.K.E.R\CoC 1.5r7 Gun Mod Version 5 Chimera\bins\xrSound.dll at 00007FF985048C9A CSoundRender_Source::LoadWave() + 186 byte(s)
[21:47:56.458] D:\Jocuri\S.T.A.L.K.E.R\CoC 1.5r7 Gun Mod Version 5 Chimera\bins\xrSound.dll at 00007FF9850492A4 CSoundRender_Source::load() + 468 byte(s)
[21:47:56.458] D:\Jocuri\S.T.A.L.K.E.R\CoC 1.5r7 Gun Mod Version 5 Chimera\bins\xrSound.dll at 00007FF9850401D7 CSound_stats_ext::append() + 2983 byte(s)
[21:47:56.458] D:\Jocuri\S.T.A.L.K.E.R\CoC 1.5r7 Gun Mod Version 5 Chimera\bins\xrSound.dll at 00007FF985043EAC CSound_stats_ext::append() + 18556 byte(s)
[21:47:56.458] D:\Jocuri\S.T.A.L.K.E.R\CoC 1.5r7 Gun Mod Version 5 Chimera\bins\tbb.dll at 00007FF97A53F6A9 tbb::interface7::internal::isolate_within_arena() + 14137 byte(s)
[21:47:56.458] D:\Jocuri\S.T.A.L.K.E.R\CoC 1.5r7 Gun Mod Version 5 Chimera\bins\xrSound.dll at 00007FF985043D77 CSound_stats_ext::append() + 18247 byte(s)
[21:47:56.458] D:\Jocuri\S.T.A.L.K.E.R\CoC 1.5r7 Gun Mod Version 5 Chimera\bins\tbb.dll at 00007FF97A53F6A9 tbb::interface7::internal::isolate_within_arena() + 14137 byte(s)
[21:47:56.458] D:\Jocuri\S.T.A.L.K.E.R\CoC 1.5r7 Gun Mod Version 5 Chimera\bins\xrSound.dll at 00007FF98503FE42 CSound_stats_ext::append() + 2066 byte(s)
[21:47:56.458] D:\Jocuri\S.T.A.L.K.E.R\CoC 1.5r7 Gun Mod Version 5 Chimera\bins\xrSound.dll at 00007FF98503B022 CSound_source::CSound_source() + 2370 byte(s)
[21:47:56.458] D:\Jocuri\S.T.A.L.K.E.R\CoC 1.5r7 Gun Mod Version 5 Chimera\bins\xrEngine.dll at 00007FF9704E9538 Startup() + 72 byte(s)
[21:47:56.458] D:\Jocuri\S.T.A.L.K.E.R\CoC 1.5r7 Gun Mod Version 5 Chimera\bins\xrEngine.dll at 00007FF9704E9DFF RunApplication() + 1327 byte(s)
[21:47:56.458] D:\Jocuri\S.T.A.L.K.E.R\CoC 1.5r7 Gun Mod Version 5 Chimera\bins\xrEngine.exe at 00007FF7BD7612E8
[21:47:56.458] D:\Jocuri\S.T.A.L.K.E.R\CoC 1.5r7 Gun Mod Version 5 Chimera\bins\xrEngine.exe at 00007FF7BD7613B4
[21:47:56.458] D:\Jocuri\S.T.A.L.K.E.R\CoC 1.5r7 Gun Mod Version 5 Chimera\bins\xrEngine.exe at 00007FF7BD76169E
[21:47:56.458] C:\WINDOWS\System32\KERNEL32.DLL at 00007FF9A8C77974 BaseThreadInitThunk() + 20 byte(s)
[21:47:56.458] C:\WINDOWS\SYSTEM32\ntdll.dll at 00007FF9AA1CA271 RtlUserThreadStart() + 33 byte(s)
Just navigate to this file "gauss_cry_shoot - ????????.ogg" and delete it.
thx
Hi Guys!
Something is different about how the sound is handled in the engine. There are errors that were not present previously. I'm using the same sounds as before. I had some sound stuttering issues due to my PC setup before, but not like now. gun Sound volume settings in weapon ltx files cause issues now, not before.
Try the previous Gun Mod engine as a temp solution.
I will get back to this shortly, my schedule is kinda tight now. DX10.1 is the best renderer for this engine. DX11 is not quite finished, but still quite nice.
If you you guys are using my settings for god rays that is a drain on the resources, if your PC is not top of the line. The engine alone uses 400mb more. There is also a folder in environment to revert weathers to normal sunshafts. The textures I included also are a big hit on the system. Details folder is the biggest. grnd "ground" is big also. Briks and crete.
Weapon files without volume comments\attributes.
Drive.google.com
Bmb's weapon changes not included in these files. You can merge anything you like but sound attributes.
This is only a test, but it does address an issue I saw in console. I do not have the CTD volume you guys are having. So it's hard for me to pin point the issues you're having.
This script file will help define the errors. It will spam the console though. It will printf missing or errors about sound files. You will see files for NPC speach missing for wolf fanatic and psy wounded, wait etc..
No grenade launchers rx or zombied spawn while testing please. Those both are too Beta.
Drive.google.com
Any help with sound would be appreciated.
What GPU are you guys using? I'm ATI 1080
Sound card? I'm Creative Labs X-FI.
I have always had anomalies with CL cards in stalker. Wondering if the AI max distance in sounds or switch distance is requiring more CPU or sound card hardware.. Snd_targets are set low and will cut off sounds. You can increase in user file cache and targets size.
CPU? I'm Intel I7 68K (3.4)
Sound test fix.
Drive.google.com
I didn't have much time today so, I did a hack fix. I don't believe it will be a total solution. It will allow the sound_theme.script to print to console without a ton of spam about voices, scenarios and story parts missing. Some sound files are just redundant till I can cull out what is required and fix character_desc files in game. Back up your original sound folder and use this in place.
Weapons folder is the one from above comment.
More Sound!
Both rspec_high.ltx and rspec_extreme.ltx call out of range snd_targets @ 255
Acceptable integer range is between 4 and 32. Both are line 62 in those files.
I'm adding some of the rx_ai to the mods AI. Also made rx_gl.script more compatible with 1.5r7.
While doing so, I'm watching the CTD logs. I have about 35 dead NPCs and about 20 fighting when I CTD. I know that's extreme, but...bug hunting. I think the engine is having issue with graphics (possible passing bad data to a video function or a stalled thread) and object updating so...Basically not processing fast enough.
In bind_stalker.script change line 231 to "10" this line-alife():set_objects_per_update(10)
my mod script
--//Bamah test was 20 objects, 30 may be too much
local function set_obj_per_upd()
alife():set_objects_per_update(10)
return true
end
I did play play 2hrs now. Sound test fix and sound_theme.script from post above(I should use it?). Killed several mutants(blind dogs and pseudodog) and about 40 zombies. Started in Zaton(as Loner), passed to the Jupiter. I need to say, there is a lot of Zombies(are full of loot), didnt saw any living 1 Stalker! I noticed in Zaton, when you step close to the anomaly, some rumbling sounds appears. No crash, and log file is clear.
I have 4770k(OC 4Ghz) and GTX970(OC version) with 16gb RAM, both game and system running with separate SSD. Must say, with current settings(settings I use in previously versions) got a lot of stuttering. When I walk, animation stutter every repeat, plus FPS drops. Loading, and loading over levels going fine.
I did changes to bind_stalker_script to 10.
If I remember anything else will post.
UP:
I use default sound card, motherboard z97 Extreme6.
Zon, try this! Reduce switch distance in alife.ltx to say 350. Needs new game for that. The stuttering can be entities coming on line. That's one reason I increased distance. Also for NPC reactions.
On board sound can be an issue without acceleration it requires more cpu cycles. Did you stutter before the SSD drive install?
The sound rumbling is noise. I get it when an NPC starts a fire. Could also be volume setting too high.
The sound fix is to eliminate the missing sounds in the repo database.
Check snd_targets in console. 4,32 is correct range.
I'll look at spawns for Jupiter. In configs\misc\squad_desc.ltx you can lower the zombied spawn amounts to your liking. Zombied should have loot like any other NPC. Granted the loot in this may be a bit extravagant.
How are the CTDs???
Yes! That helped a lot! Now game runs smooth with 350 value. And response seems to good, at least with this quick play.
Hmm, mostly cracks at louder sounds. Rest is fine.
snd_targets show 32 value in console, not 4,32(?)
I saw in config file, number values are the same as rest NPCs. But it is good to have more Zombies over. Seems more realistic for zone than bandits behind every corner.
"snd_targets show 32 value in console, not 4,32(?)"
Range is from 4 up to 32 targets. Your setting is fine.
1st attempt
Started in Cordon, Rookie town as Loner. Got wiped by 8 military soldiers that I couldn't leave a town.
2nd attempt
Somehow managed to survive and defended military's Rookie town assault. Looted and onward, got sniped by dot. turns out, that was military soldiers.
3rd attempt
Gets surrounded by 11 military guys. Get fxxed.
my opinion:
As I worked as Combat Engineer(Explosive, Landmine) in military for 2 years, It's IMPOSSIBLE to spot and identify someone or enemy who is over 200 meters away without proper equipment in battlefield! If you see someone is too far away and looks like a dot, how can one decide that is enemy or friendly?
Buuuuuuut! The enemy AI spot me and react, shoot in 1 second. no more. And they even don't have a scope. ?!
I love realistic AI feature, but shooting from over 100 meter on full-auto? that is not realistic.
ps. The trader who responsible to one-faction's equipment and supply, Trader sells too many weapons compare to ammunition. It is frustrating when they sell only 2~3 mags of your primary weapon. Using 9x39 weaponry? good luck finding those ammo
gpdus, the distance is intentional for long range detection for xr_danger. It is still vey beta the AI. It'll get fine tuned later. You'll probably hate that the scope range for NPCs got increased as well.
In configs\creatures\m_stalker.ltx you can adjust vision values.
Lines 401 and 402
eye_fov = 165
eye_range = 250
Line 78
max_view_distance = 1.0
Line 90
max_view_distance = 2.0
Balance is kinda last on my list right now. CTDs first.
Trying to make the most NPC action to hunt CTDs.
Edit: traders are actually meant to be sparse on ammo. Ammo drops are not bad now. PPL used to complain that the death drops and dropped weapon condition was too poor. I guess running for your life while trying to scavenge scraps is annoying :-)
Nimble does supplement Sid on good ammo.
The trade files in configs\misc\trade can also be modified to your liking. Sid as example.
[supplies_generic]
;Ammo
ammo_11.43x23_fmj = 4, 0.3
4 is amount of boxes. 0.3 is 30% chance he will have it when you arrive.
Edit: I gotta say I find it amusing the mention of realism in STALKER. The player is chased by two headed creatures, wolves that create phantoms of themselves and humanoid bloodsucking monsters and zombies while running from weather anomalies like psy-storms and blowouts while evading anomalies that will melt you, crush you and electrocute you or irradiate you. Yup Real!
Thanks for your reply even though I ranted over. The mod wasn't giving me a single CTD while I played 2 hours. I'll apply your config recommandation as soon as I get my freetime.
About ammunition drop, yes they are giving a lot. even guns. but mostly poor condition you metioned. Most of starting weapons isn't matching they drop so as soon i got my mag empty, welp better deal with it XD
Oh, about realism. yeah, I love sci-fi as well. I played FalloutNV +1000 hours. I also like stalker lore. that's fictional and keep me back in the Zone.
But playing Enhanced AI mod was giving unfair moment a lot. Gunplay is not some kind of scientific fiction, you know. Got no-scoped by a dot-sized enemy is gone too far.
I was looking forward your work from back when you try to make a stable 64-bit CoC. Yes, it's way less crashy compared to Balathruin's one.
Keep it up stalker!
So many thanks for this patch... i really love this :)
oh i dont know what the gauss its cry? very sad mokment :,(
Glad you like it!
Guys playing this turn of EAX in sound options. Just something I found may be an issue with engine.
Some optimization.
Sound: if you have built in or on board sound. Set snd_targets @ 24. snd_cache_size at 32mb max it doubles. Eliminated the stuttering then CTDs for me...so far anyway.
Reduce texture flicker with an Nvidia GPU: reduce r2_ssa_lod values.Experiment!
No matter how powerful your GPU or GPUs it\they can't render\draw a scene at full details at all times. It looks like the engine is trying to decrease the number of object details that are far away in current hud view angle and does it badly. Some engines do it well. Others...
ATI cards may handle it better than my Nv 1080 also.
I am experimenting with texture_lod @ 1 and r__geometry_lod values also to see.
In Lost Alpha mod, there is some interesting things. Unable to run during reload, yes you can, but reload will be stopped. And when you using med or bandage, to be unable to use weapon until patching is over. Here we have hunger mehanic, but what about water? Just saying, from time, maybe implement some of this things.
Guys!
Going away for awhile. Forum is too inactive to keep checking. I a miss Bmb and Voradar's input. I will post a better rx_gl soon. I will also post when or if I make more progress. No promises...sorry. I will keep working on this as I do, do this for me. I am unhappy with the available mods for CoC. xr_sanya looks like he may release another engine upgrade soon, something I don't have to do. Works for me.
Good luck with ver 5.
-B
If I put Dev repo 012518 in Gun Mod v5...for me game dont start.
How is that, any info about crash or something in .log file?
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This mod is very interesting, but 1.5 R7 is full of issues. Release a version for 1.5 R6 please.
I finally found the worst CTD. 5 real time hours and no CTDs. I will be posting an another update. I am trying to wait till xr_sanya makes his changes to the engine.
This is actually the most stable this mess of 1.5r7 has been. NPC grenade launchers are even better.
Sound issues are not anything I've done. I have addressed some though. I'll get to them and tasks when this is more stable. If it's even possible.
I will not be porting this to another version other than x32 1.5r7. I need some of the engine changes for xr_danger.
Is anyone even playing this? Only a couple ppl have posted, and its just this doesn't work or I want this.
Unlike my expectations my game actually become more stable with DX11 than DX10 (DX10.1 option off and volumetrics off). Sun Rays mode: Screen Space, SSAO mode: HDAO (for AMD user) and at HIGH quality. But then my faithful AMD R9 270X 2GB GPU burn, this time beyond repair. Back to a crappy old 1 GB GPU is agonizing experience and already showed huge difference with crashes and all kind of problems compare with gameplay with 2 GB GPU.
A decent upgrade on my system will require another 10-14 days before I can provide any reliable test data.
Anyone see any missing sound schemes in console? Like; blah blah blah sound is nil! I am trying to fix the sound schemes now.
I am also tweaking the vision distance and low light of NPCs.
The only issue with sound I had was crashing because the game has problems with reading "gauss_cry_shoot - оригинал" and "mp5sd_suppressed - копия", when I deleted the files the audio didn't cause any issues afterwards.
BTW, Veles detector isn't working for some reason, maybe I have to do something before it works when equipped?
How not working? Did you equip it to belt slot?
My PC is set up for the Ru characters. So I did not have the sound issues most had. Those sound will not be included in update.
Initial observations of ver. 5 of Sir Bamah`s gun mod:
The implementation of the anomaly`s movement is a great success. There were more than just a few times when my toon ran into an anomaly at places where I thought secure or already went there before an emission. Truly a top one trait for creating another random threat which can only increase the lenght of the gameplay.
The tougher zombies are another top tier novelty. With highest difficulty, hardcore AI aim and enhanced recoil ON they are no longer cheap source of loot but real threat. Hell, if the zombie playable character was able to use the disguise system to do quests for other factions I`d be playing zombie run just for their new durability (better than any armor so far).
Rising from the dead in another top rated feature in my list. It is random and the player can no longer be safe even when looting the corpses. Truly great and immersive idea and really well implemented.
With sanya and DoctorX co-operating with Sir Bamah in Gun Mod V ver. x64 it provides the best CoC experience ever, mainly due to the AI enhancements. Even for a veteran player the initial run from spawn point Dark Valley to Agroprom base went with numerous deaths despite the good weapon and plenty of ammunitions available.
The artefact drop rate from corpses is unusually high. I found too many suits in various conditions between red and yellow for too short time. The drop rate of 7.62x39 ammunition is too low (lol). The economy changes are welcome. The trick to put a few weapons in a corpse, save and reload to loot free ammo is no more.
Good hunting, Stalkers ... The mine surely is.
Bmb and Vorador,
You guys do make it worth while! Thank you!
I will release a better version any day. xr_sanya's or DrX's stuff should just drop in. If not I'll work it. The crashes are less now with the script changes I made, models too. Hunting through the repo after a CTD with a poor log is tedious, but I think I got the worst 2 CTDs. I got them through playing and watching what happened when the game CTDs. Biggest problem is without detailed feedback and a game save, I really can't find the phantom CTD without experiencing the CTD, the log is just too vague. The engine may loose track of an object or an object dependency from time to time. This is hard to differentiate from a script error or Lua bind issue.
What I have found with playing lately, is the AI of NPCs and mutants is even better. I nerfed the vision slightly. Darkness and distance is safer unless you run. I left the speed detection alone.
Since it crashes a lot less for me anyway. Got a lot of play time the other day, not one ctd. I was waiting for one every time the ambient wind sound changed.
Best moment lately. I was engaging soldiers and one fired a grenade into the mill building opening in the wall near the car. Dead! They will now fire a grenade instead of going into a place that is hostile then they will attack NPCs or player. NPCs go prone a lot more now also. Still checking firing a grenade from cover. Looks like they do. I changed the fight from cover vision also, makes them less robotic from cover. I still have not found away around the console errors generated from the animation from the rx_gl.script. The game does not CTD from the error, just Lua squawks that its inaccessible animation. I've switched animations types and used CoP types...nope! They work fine in game.
Made the weather mostly foggy-sunny when it's supposed to be clear, looks better in game for atmosphere. Heavier haze layer at periphery.
This Mod has become all 1.4.2 and 1.5r6 assets with the enhancements of x64 and the corrections of the repo from 07.04.18 forward till when development stopped.
Most of the Balathruin only repo is now gone. I did remove campfire saving and fluid economy till I can look at them closer.
When it is more stable I'll fix the tasks and balance of drops. Help will be greatly accepted.
Fixed more sound errors and CTDs.
Incorporated Bmb,s weapon hit changes (some of my own also), but not the condition values. I like the deterioration as it makes me use the techs more. Guess that's just game preference.
Requirements for smooth play
Intel CPU. Engine does not like AMD. Some will not start.
Nv 1060 GPU at least. Original engine ShoC was designed around ATI GPUs.
Experience with different engines (mine). Nvidia used to CTD less for particles and such. ATI rendered better and faster.
SSD drive for game assets
Dedicated sound card. On-board has noise and will stutter. Make sure on-board is disabled to get the full benefit of hardware acceleration.
IMO Creative labs is not the best for a sound card. I would like to get another. I have a decent card @ Sound Blaster Z SB1500. But...
To help reduce stutter. snd_targets 32 max. lower switch distance in alife.ltx. 250m is original. 350m works good. I'm actually playing on 350 down from 650 to 750. Much smoother play all around.
Memory "A lot" I have 16GB
-B
Updated to Ver 6
Google drive download links are in the description
Since Sir Bmblbx176 began his test with DX10 I`ll play with DX11. If you continue to work only with one of them, Sir Bamah, please tell me, so I can test the right one.