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Comment History  (0 - 30 of 32)
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ AO 3.4.4 for CoC 1.3.20 (Archived)

If you turn off the tracers you won't see anything except the bullet impacts on those. They really shouldn't be on for the 9x39mm ammo types anyway; it kind of negates the stealth purpose of the weapon. For whatever reason 9x39mm seem to be the most likely bullets to ricochet in Stalker, so if you leave tracers on you might be able to see them bounce around in the distance.

Good karma+1 vote
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

I'm not sure energy recovery bonuses work at all for helmets under Open X-Ray 1.6. A lot of outfit attributes don't. Looking through the source code I've been able to identify the functions that make it work for outfits (non-helmet armor), but no corresponding functions for helmets. I'd love to hear that I'm wrong, because I have some custom helmets I'm working on for which I'd love to integrate some of the seemingly outfit-only attributes (like power_loss).

This may be a feature that works in vanilla CoP that's missing in Open X-Ray. It'd be great if the engine supported all the same features on helmets as it does outfits.

Good karma+2 votes
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ AO 3.4.4 for CoC 1.3.20 (Archived)

In real life, outdoors and on a sunny day it's not unusual to see the sun glint off of bullets in flight. 9x39mm rounds are heavy and slow-moving so that they're subsonic, for noise reduction purposes.

You're actually seeing the tracers on the bullets though. If you want to disable them, open gamedata\configs\weapons\weapons.ltx with a text editor, scroll down to the line that says "[ammo_9x39_pab9]:ammo_base", then find the line that says "tracer = on" and change it to off. Do the same for the tracer setting under the "[ammo_9x39_ap]:ammo_base" section. For me, the two settings to change are lines 1756 and 1791.

Good karma+2 votes
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ Dynamic quests+SoC quests 1.3.20 (Ap-pro) v1.2

Canonically, shouldn't Monolith have hostage rescue quests disabled? The lore in CoP says they kill themselves rather than get captured and even kill themselves once in captivity if they do somehow get taken alive.

I appreciate the mod though, thanks!

Good karma+8 votes
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

You may have to run Call of Pripyat once to get it to generate the right registry entries the CoC installer needs.

Good karma+2 votes
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Did you run Call of Pripyat once before trying to install CoC?

Good karma+3 votes
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ [BETA] Patch 1.4 RC 4 (Official)

RC stands for release candidate. It's a way of saying this patch may potentially be the new 1.4 patch if there are no additional bugs to fix or revisions to do.

The actual changes within the patch are in the Description, just click the "Read more..." link.

Good karma+2 votes
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ [BETA] Patch 1.4 RC 4 (Official)

Call of Changes needs to be installed after all your other mods. I never use the irradiated food option, but I've had no trouble using the transparent inventory, large tooltip, hide weapon, and HUD overlay options with RC3.1. Call of Changes seems to inject its changes rather than overwrite your files, so it doesn't even break the bits that I modded myself.

Good karma+1 vote
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ [BETA] Patch 1.4 RC 4 (Official)

RC3.1 includes two additional outfits from AO that were shifted into core CoC. If you use the ui_icon_equipment.dds file provided by the current STCoP addon you'd be missing the inventory graphics for the new outfits.

Good karma+1 vote
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ [BETA] Patch 1.4 RC 4 (Official)

It looks like you are missing a definition for ammo_10x22_fmj (.40 S&W) in your config files. Did you merge AO, OWR, and STCoP yourself? Those three are normally not compatible whatsoever. Whoever did the merge must have missed ammo_10x22_fmj. It'd normally be found on line 689 of weapons.ltx in AO and should not be present at all in STCoP or OWR.

Good karma+1 vote
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

In AO it looks like 5.45x39 weapons average about 0.42 hit power once you include ammo type multipliers, 5.56x45 around 0.43, .45 ACP around 0.67 hit power, and 7.62x39 around 0.72. That's the stopping power ranking you'd expect to see in reality for the typical ranges at which combat occurs in the Stalker games.

.45 ACP is double the bullet diameter and usually about four times the bullet weight over 5.45 and 5.56, plus tends to have a superior form factor for dumping its energy into the target. The .45 ACP would have worse accuracy, worse energy loss over range, much worse armor penetration, and typically a bit harsher recoil over the 5.45 and 5.56.

It does look like the ammo values do mostly match the real-world assumptions. 7.62x39 FMJ has a 1.1 hit power multiplier, so the actual damage is 10% higher than the UI tooltip would lead you to believe. All three rifle cartridges have much better armor penetration over .45 ACP, and 5.45 and 5.56 both have superior accuracy modifiers. 7.62x39 has generally worse accuracy than .45 ACP, which I don't agree with, but all these guns are extremely accurate nonetheless.

As you bring up, ammo weight is where AO goes off the rails. 5.45, 5.56, and 7.62x39 are all given pretty accurate real world weights (11g, 12g, and 16g/round respectively). .45 ACP is given a weight of only 6g/round when it should actually be around 21g per round. My guess is at some point someone upped the round/box count without properly increasing the box weight on .45 ACP.

Good karma+2 votes
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

"D:\ ... \Stalker Call of Pripyat\ ...


Just checking, you didn't by any chance install CoC overtop an instance of Call of Pripyat, did you? That does cause crashing. CoC needs to install to it's own separate folder, which the installer will name "Stalker Call of Chernobyl" by default. I run quite a lot of addons and the only crashing I ever get is the Trucks Cemetary (fixed by the -noprefetch parameter) or my own botched modding attempts. The vanilla CoP installer by default installs to a folder called "Stalker Call of Pripyat", so I figured I'd ask.

Good karma+1 vote
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

For the pistol sound issue: sounds in Stalker need to have comments added to control the distance at which you can hear them in-game. Whatever sound that was might be missing those comments. Do you know whether that was AO or STCoP?

Good karma+1 vote
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ AO 3.4.4 for CoC 1.3.20 (Archived)

The weight discrepancies on the Vepr-12 shotgun at least look like they are due to the base weapon being lighter than the real-world equivalent by about ~0.8 kg. The weights for the sighted versions look like they were calculated using the real-world weight, so it's just a case of the unsighted version being wrong.

I've never experienced ammo loss when adding or removing a sight. I just loaded the game up and tested again just to make sure. When you remove a grenade launcher attachment I think the loaded grenade stays in the attachment. I don't use them very often, but I think if you switch the gun to grenade launcher mode then unload it you can reclaim that grenade.

I believe the sight tool and associated script are required to be able to mix and match the scopes and non-scope sights on a single weapon. Removing the tool would likely mean eliminating a lot of the sight variety.

Good karma+1 vote
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

The AF3 Misery addon works fine for me in 1.3.20 and RC1.1 (I haven't migrated to RC2 yet) by just deleting the configs\environment\sound_channels.ltx file that comes with the addon. I assume that file conflicts somehow or contains some bad references, but I never really looked into it. I saw the tip on a Russian Stalker forum.

Good karma+2 votes
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ [BETA] Patch 1.4 RC 4 (Official)

With the new starting locations I've been playing more in Zaton and Jupiter. Are there any stashes in those maps to find? The two vanilla CoP player's storage boxes are the only ones I've ever come across. Occasionally I'll find a few non-stash placed items, but that's it. I assume it's because CoP used placed items for those stashes but CoC uses the treasure manager script to populate container objects as stashes.

Good karma+2 votes
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

I think with walk_accel you're setting the baseline speed that crouch_coef and run_coef/sprint_koef modify further.

Good karma+1 vote
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ AO 3.4.4 for CoC 1.3.20 (Archived)

I mean there is no starting weapon for "actor_stalker" (Loner faction) loadout 8 other than the knife received under the supplies section. None of the corresponding loadouts of the other factions are missing their firearms, which makes this seem like a bug rather than intended. Here's the text from a freshly downloaded copy of AO 3.4.4:

<loadout_8>
itm_actor_backpack \n
energy_drink \n
drug_psy_blockade \n
bandage = 1 \n
medkit = 1 \n
addons_box \n
novice_outfit \n
</loadout_8>

Good karma+1 vote
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

In 1.3.2 at least, gunsmith toolkits can't repair items currently below 5% or above 80% condition. The armor toolkits can't repair items currently below 5% or above 75% condition. The items won't show up in the repair UI.

Good karma+1 vote
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ AF3 Misery Edition to CoC

For people trying to use this with 1.3.2 and crashing, delete the sound_channels.ltx file under gamedata\configs\environment\. No credit to me, I saw that tip on a Russian Stalker forum and it worked for me.

Good karma+7 votes
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ Kaze's Extreme ReShade 3 (for COC V1.3)

People are saying if you just delete the sound_channels.ltx file from configs\environment\ on the AF3 Misery CoC addon it fixes the crashing. I've played a few hours with it so far and no crashes.

Good karma+3 votes
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

I've got it now, thanks!

Good karma+1 vote
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

What HUD is that in the first two screenshots?

Good karma+1 vote
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

One feature I'd like to see for CoC as a platform for modding would be some kind of centralized interface for tuning general game values like buy/sell prices, gun damage, NPC immunities, mutant damage, death item keep chances, etc. Something to make it easier for mod makers to find the balance sweet spot they are going for rather than going back and forth between editing the many text files and testing in-game. Maybe a small set of global multipliers that get applied to config file values as they're read.

Good karma+5 votes
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Not bugs, but duplicate weapon attributes that could be cleaned up sometime: Pastebin.com

I didn't find these by hand or anything, it's some debug output from a Python script I was working on to dump .ltx files to CSV.

Good karma+1 vote
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ AO 3.4.4 for CoC 1.3.20 (Archived)

The MP-412, I think is the name, should be a .357 Magnum revolver. I usually see it for sale at the Bar.

Good karma+1 vote
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ AO 3.4.4 for CoC 1.3.20 (Archived)

Loner player loadout 8 is missing a starting weapon other than the knife (character_desc_general_AO3.xml, line 110). Seems like that is probably unintentional.

Good karma+1 vote
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ MISERY

Actually, if I'm understanding his or her specs correctly, those shouldn't bar him or her from running the Misery mod. That CPU is slightly better and that graphics card slightly worse than mine and I can run Misery just fine (excepting the long initial load time). truth1675, I run Windows 7 64-bit and use a non-Steam retail version of CoP. You might try using something other than Windows 8, I guess.

Good karma+1 vote
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ MISERY

According to the other posters in that thread, those shaders come with a performance hit, require tweaking on top of that, and, in the end, provide only a negligible difference in shadow quality.

Good karma+2 votes
AdmiralGuyovich
AdmiralGuyovich - - 32 comments @ Dynamic Shaders III

I pasted the Dynamic DOF Shaders folder overtop the Stalker MAX 1.02 one, put shader_control.script in the Scripts folder, and modified bind_stalker.script as the readme says. I don't know for sure about the FOV, but I think it's the default 65. Except when using scopes, none of the weapons in Stalkersoup apply any zoom when aiming, if it matters. The Benelli M3 'Short', the Kar98k, and the RPK-74 all apply blur to the entire screen when aiming. All the other weapons I tried (all assault rifles or pistols) had no additional blur beyond the dynamic DOF.

Good karma+1 vote