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2015 Mod of the Year Awards

2015 Mod of the Year Awards

97 members Event

Welcome to the 14th Annual Mod of the Year Awards. An epic celebration of modding for developers and players, with the years finest chosen by you and us.

2016 Mod of the Year Awards

2016 Mod of the Year Awards

77 members Event

Welcome one and all to the 15th Annual Mod of the Year Awards. The biggest celebration of modding for developers and players, with the years finest chosen...

Photographers of the Zone

Photographers of the Zone

47 members Arts & Literature

A group for users to share their pretty screenshots from any S.T.A.L.K.E.R game or mods.

TeamEPIC

TeamEPIC

8 members Developer

Call of Pripyat modding team. Currently the team consists of two designer and one coder, but you can apply for job. Currently developing Call of Chernobyl...

Comments  (0 - 10 of 34)
^Nastor^
^Nastor^

Hi Alundaio, I started studying Stalker LUA scripts with your comments in them, like the structure of axr_main.script files and all other files that compose the skeleton of the code. The thing I can't understand, and it's driving me nuts, is what do tables passed as parameters to callbacks do. I see that certain callbacks, like "on_enemy_eval" (which I would need, because I am trying to develop a mod that does stuff whenever that evaluation occurs), are used by various modders by setting "flags.override = *boolValue*" and "flags.result = *boolValue*", but I don't get what altering those flags actually does. If you could help me by even just pointing me in the right direction I'd be grateful.

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Videoman99
Videoman99

Hey Alundaio,

Help a fellow loner out, I saw your comment on the absolute nature 4.04 and you claim that renaming certain texture files would effect all levels in call of chernobyl. Would you mind if you can tell me which file to rename so I can achieve this?

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mora145
mora145

Hey Alundaio, could you help me with this?
I play the Anomaly mod:
It happens to me that the NPCs, when they stop seeing the player, undertake an absurd advance towards him; almost like zombies (cap: Prntscr.com)

It happens like this:
> I shoot at any enemy NPC
> I see him, he sees me.
> I'm hiding behind a tree/bush/wall.
> About 5 seconds later, the NPC changes its status to "action_detour_enemy"
> 5 seconds later, the NPC changes its status to "action_seach_enemy" and starts searching for the player.

I'd like to extend the time between combat planer "action_detour_enemy" and "action_search_enemy" so that the NPC is under cover longer, before starting its search for the player.
The problem with all this is how easy it is to kill them when they come walking up to the player so soon. I can hide for about 10 seconds, and I know I'll soon have them out in front of me.

The Github Vanilla files of Anomaly: Github.com

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JayFKay
JayFKay

Hello, you posted this "DX11 will give the illusion it runs smoother, that is because GSC did a half *** job implementing it and many shaders don't even work right or were never even implemented. Compare a screenshot side-by-side with DX9 enhanced with DX11, you'll see that DX9 and DX10 are graphically superior." last year.

Is this true?

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Alundaio Creator
Alundaio

By examining xray source code you can see many DX10/11 features and shaders, that work in DX9, are incomplete.

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Amoch
Amoch

Hi Alundaio. Thank you for your modding work with STALKER. When do you plan to release the next version of Call of Chernobyl (final 1.5)? Thanks! :)

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Ciceroo
Ciceroo

when?..

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CFWMagic
CFWMagic

You intimidate me.

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ZoneScout89
ZoneScout89

He Alundaio, could you take a quick look at this thread and tell me your thoughts on the subject, clearly you're the expert in such things!

Moddb.com

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