Description

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.

Preview
Bamah's  Gun Mod Ver6 with Enhanced AI
Post comment Comments  (0 - 50 of 83)
zon3r
zon3r - - 83 comments

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 :)

Reply Good karma Bad karma+4 votes
Bamah Author
Bamah - - 247 comments

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.

Reply Good karma+4 votes
Makser090
Makser090 - - 40 comments

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.

Reply Good karma Bad karma+1 vote
Makser090
Makser090 - - 40 comments

As well as in the original 1.5.r7, the language does not change into Russian

Reply Good karma Bad karma+1 vote
Bamah Author
Bamah - - 247 comments

I know. I play english and never looked at it. Sorry!

Reply Good karma+2 votes
Makser090
Makser090 - - 40 comments

It can be fixed someway?

Reply Good karma Bad karma+1 vote
Bamah Author
Bamah - - 247 comments

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

Reply Good karma+3 votes
Bamah Author
Bamah - - 247 comments

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

Reply Good karma+3 votes
Bamah Author
Bamah - - 247 comments

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

Reply Good karma+4 votes
Bamah Author
Bamah - - 247 comments

Issues with the mod post here!
Moddb.com

Reply Good karma+2 votes
Bamah Author
Bamah - - 247 comments

Patch 2 here: Drive.google.com

Fixes mutant item CTDs and Agroprom entry CTD

Reply Good karma+1 vote
Bamah Author
Bamah - - 247 comments

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

Reply Good karma+2 votes
Bamah Author
Bamah - - 247 comments

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

Reply Good karma+1 vote
zon3r
zon3r - - 83 comments

Is it possible to turn off head bouncing?

Reply Good karma Bad karma+1 vote
Bamah Author
Bamah - - 247 comments

Hi Zon,
Use this file! Drive.google.com

Reply Good karma+2 votes
cmp100
cmp100 - - 280 comments

So to use for the first time...I have to install it first Gun Mod v5 and afterwards Dev repo 012518 correct?

Reply Good karma Bad karma+1 vote
volkermord
volkermord - - 84 comments

[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)

Reply Good karma Bad karma+1 vote
zon3r
zon3r - - 83 comments

Just navigate to this file "gauss_cry_shoot - ????????.ogg" and delete it.

Reply Good karma Bad karma+1 vote
volkermord
volkermord - - 84 comments

thx

Reply Good karma Bad karma+1 vote
Bamah Author
Bamah - - 247 comments

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)

Reply Good karma+2 votes
Bamah Author
Bamah - - 247 comments

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.

Reply Good karma+3 votes
Bamah Author
Bamah - - 247 comments

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.

Reply Good karma+2 votes
Bamah Author
Bamah - - 247 comments

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

Reply Good karma+2 votes
zon3r
zon3r - - 83 comments

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.

Reply Good karma Bad karma+1 vote
Bamah Author
Bamah - - 247 comments

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???

Reply Good karma+1 vote
zon3r
zon3r - - 83 comments

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.

Reply Good karma Bad karma+1 vote
Bamah Author
Bamah - - 247 comments

"snd_targets show 32 value in console, not 4,32(?)"

Range is from 4 up to 32 targets. Your setting is fine.

Reply Good karma+2 votes
gpdus4605
gpdus4605 - - 8 comments

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.

Reply Good karma Bad karma+1 vote
gpdus4605
gpdus4605 - - 8 comments

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.

Reply Good karma Bad karma+3 votes
gpdus4605
gpdus4605 - - 8 comments

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

Reply Good karma Bad karma+1 vote
Bamah Author
Bamah - - 247 comments

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!

Reply Good karma+2 votes
gpdus4605
gpdus4605 - - 8 comments

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!

Reply Good karma Bad karma+3 votes
Joshua_Priasky
Joshua_Priasky - - 18 comments

So many thanks for this patch... i really love this :)

oh i dont know what the gauss its cry? very sad mokment :,(

Reply Good karma Bad karma+1 vote
Bamah Author
Bamah - - 247 comments

Glad you like it!

Guys playing this turn of EAX in sound options. Just something I found may be an issue with engine.

Reply Good karma+2 votes
Bamah Author
Bamah - - 247 comments

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.

Reply Good karma+2 votes
zon3r
zon3r - - 83 comments

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.

Reply Good karma Bad karma+1 vote
Bamah Author
Bamah - - 247 comments

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

Reply Good karma+2 votes
cmp100
cmp100 - - 280 comments

If I put Dev repo 012518 in Gun Mod v5...for me game dont start.

Reply Good karma Bad karma+1 vote
zon3r
zon3r - - 83 comments

How is that, any info about crash or something in .log file?

Reply Good karma Bad karma+1 vote
Guest
Guest - - 688,627 comments

This comment is currently awaiting admin approval, join now to view.

genesis.anibal
genesis.anibal - - 22 comments

This mod is very interesting, but 1.5 R7 is full of issues. Release a version for 1.5 R6 please.

Reply Good karma Bad karma+1 vote
Bamah Author
Bamah - - 247 comments

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.

Reply Good karma+2 votes
vorador1980
vorador1980 - - 180 comments

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.

Reply Good karma Bad karma+2 votes
Bamah Author
Bamah - - 247 comments

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.

Reply Good karma+2 votes
Guest
Guest - - 688,627 comments

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?

Reply Good karma Bad karma0 votes
Bamah Author
Bamah - - 247 comments

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.

Reply Good karma+2 votes
vorador1980
vorador1980 - - 180 comments

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.

Reply Good karma Bad karma+1 vote
Bamah Author
Bamah - - 247 comments

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

Reply Good karma+2 votes
Bamah Author
Bamah - - 247 comments

Updated to Ver 6

Google drive download links are in the description

Reply Good karma+5 votes
vorador1980
vorador1980 - - 180 comments

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.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: