The Call of Chernobyl team have always been very gracious in sharing their tech, and I gather we have no problem doing the same. So I imagine Call of Chernobyl will also be getting the 64 bit support when it arrives :)
The Call of Chernobyl team have always been very gracious in sharing their tech, and I gather we have no problem doing the same. So I imagine Call of Chernobyl will also be getting the 64 bit support when it arrives :)
COC 1.4 has a basic story built in. Radium will be using this, perhaps with extra embellishments.
It's to my eternal shame that I never really learned to use the SDK at all, and I have my own methods of doing things, but yes certain elements of the Zone have been overhauled.
For example, I spent a long night converting all the lights in all of COC's map to be affected by emissions, with a scheme based on whether or not the level is considered underground or not.
Underground emissions is one of the features I'm most happy with, as they can now happen anywhere, and as such the conditions of them 'skipping' are no longer as stringent, meaning they are far more unpredictable and consequently dangerous.
There still needs to be some work done to them (mainly failsafes incase you transition between underground/overground levels during surges and vice versa) and making them look/sound more impressive when you're underground, but I'm pretty happy with them so far.
It's a re-invention of the world of Stalker, too.
I'm trying to keep a balance of the already existing lore but expanding on it with stuff from the old builds, and some extended universe stuff.
I'm not trying to make it grimdark like Misery, but there's definitely some horrific elements in the game.
Same, bro. Hopefully this year will be the year of Radium, assuming I get my **** together.
The problem is that the _G.script hasn't been properly modified to include the new ammo types, hence they will never get dropped because the actual death manager (that controls drops) doesn't really know that these ammo types exist. So only guns will have ammo in them.
This isn't a vanilla COC problem at all (COC did have a problem with this, but it was fixed fairly quickly). The problem lies in the _G.script
I think it got a bad rep because it just seems rather unnecessary and illogical.
Having to choose between a flashlight and a gun seems like a stupid decision. It was stupid in Doom 3 (hence all the "duct tape" jokes), and it seems even more stupid in Stalker where the problem has been solved by having a torch that you strap to your head, in the actual proper game.
I'd like to make a suggestion for Freedom:
Alun, I'm sorry I ever brought it to your attention. Causes way more problems than it's worth :p
Instead of stalkers respawning, it's only controllers.
Agreed. After modding stalker for so long it took a lot of the lustre out of actually playing the games. Call of Chernobyl is like playing SoC for the first time: Wild, unpredictable and cool as hell.
COC is first and foremost a modder's resource.
Perhaps the best way to look at COC is as if it's an entirely new stalker game, except we now have years of potential mods and knowledge to build on to make it all that it can be. People have already started doing this.
It probably bears repeating since this was only mentioned on the Team EPIC forums, but the Call of Chernobyl development repo has been made public.
If you can't wait for an official patch 'release' then you can go there and get the latest changes as they happen, so to speak
Going to be uploading a new version later on with a few fixes. This involves deleting three files:
textures\glas\glas_gr02.dds
textures\ston\ston_temp#.dds
textures\ston\ston_temp.dds
This should fix the issue in the Dead City with the floor in a certain building reacting strangely to light, and overly dark/black windows on another building.
Future versions will not include these files, but if you've installed this already, get rid of these three files.
For the dead city, the texture is glas_gr02.dds in textures/glas. Delete that and it should fix that issue. As for the floor I'll check that out.
Also I'm not sure this texture mod would cause crashes. All it does is replace existing textures with new ones. CDialogGolder is usually a problem with scripts/configs.
Sounds like the ui_custom_msgs.xml is incorrect. Check the one you've got in gamedata/configs/ui with the one in the mod folder. Chances are good you've installed another mod that has overwritten that.
Absolute Structures should work fine with this.
Glad to see you've volunteered for that job. Can't wait to see your work :)
Just uploaded a version of the AF3 nano hud for COC on the addons page :)
I'll have a quick look at the AF3 Nano Hud and adapt it to COC. Won't be very difficult, I imagine.
Problem is likely with af3 nano hud.
COC and Open X-Ray has support for a third ammo type, which many huds will not have support for.
If it's anything like Radium's implementation, there's three values: zoom_dof, reload_dof and reload_empty_dof
Not entirely sure which is the correct one, as I don't handle weapon stuff, but experiment with all three.
Experiment with all three.
I'm putting the same level of OCD in with the AN addon that I did with this, so I'm matching up all textures/terrain maps, using proper build details etc.
Main problem is that there's so many variants (dead, rotten, green etc.) that it's quite tricky separating out what's essential to what isn't. There's so many folders it's quite annoying.
So it should come fairly soon, but I'm not going to rush it since I don't want to half-*** it.
Working on it. Matching up all the various terrain masks with the correct one is a bit of a pain in the ***, and Absolute Nature from CS onwards has multiple variants. Think I'll just use "default" as a base - way too much work otherwise :/
I seem to remember that Strelok bypassed the Scorcher by going underground so it sort of makes sense.
You could just add the game to Steam as a separate Call of Chernobyl entry, as I have.
configs/ai_tweaks/axr_companions.ltx
Call of Chernobyl is not an addon to Call of Pripyat, it's a separate installation. You should install it to somewhere else (I've used C:\COC)
The only reason Call of Pripyat is required is to make sure you've actually got it.
Installing COC ontop of COP will cause problems - big problems.
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