As you already said, I meant one of those models with the letter and "_beret" at the end.
I also agree with your point about not fixing some of the bad models, they're probably not worth your time.
As you already said, I meant one of those models with the letter and "_beret" at the end.
I also agree with your point about not fixing some of the bad models, they're probably not worth your time.
I believe that the new update broke the goggles on "stalker_soldier_2". It looks like this on freshly installed Anomaly while playing on DX10:
Imgur.com
Would it still be possible to release the SDK objects from Absolute Nature 4 on Moddb?
Don't know about you but I always just turn my volume down.
I found out that the model „stalker_bandit1b _mask“ (and „1c“ iirc) uses the wrong torso texture from the corresponding „1a“ variant. I believe that there might be more of these unintended texture swaps among the leather jacket bandits.
Also, is there any difference between duplicate models, e.g. like different damage values? Duty has multiple skat models that are the same.
I switched from DX10 to DX11 and turned on tessellation. Shoulders are now normal but at the same time it makes the gas tanks and leg pouches on (probably all) NPCs look inflated.
I'll probably stay on DX10 without Tessellation.
Found an oversight on the following model iirc: ecolog_guard
It looks like the model has partially a wrong bump map (looks like the one from the sunrise suit or the skat suit) on its shoulders, which causes this weird effect.I hope that it's somewhat visible on my screenshots.
I think that it would be better, if you could upload all your translations in one addon and update it with new translations. All of those French versions clog up the addon section currently.
Fair enough, I looked what has been changed between those version and I found out that Drx changed only one line inside the script (I believe it had something to do with disabling the generators in warlab or something). So it shouldn't really make that much of a difference.
Looks really nice and I love the fact that some of the anomalies add positive effects.
Also, is the mod based on the dynamic anomalies script from Call of the Zone? Because it seems that you have used the 2.1 version instead of the newer 2.2 one from his own continuation in CotZ after looking into the "drx_da_main" script file and comparing them.
Sorry for the late reply. I will upload this to CotZ addon page after the final update, which should fix the last critical errors on some models (like seeing through nimbles svd handguard back that connects to the main body of the gun).
The bad thing is that I currently have little to no time to do it because of real life stuff. I also wanted to get into fixing models myself, after PYP did all those fixes for the older updates. So don't expect anything right now.
Getting a stack trace when I enter the added apartment with radio music in Limansk.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 189
[error]Description : fatal error
[error]Arguments : LUA error: ....e.r. call of chernobyl\gamedata\scripts\xr_logic.script:412: attempt to call a nil value
Looks outstanding, I love how the different elements from other suits were blended together. The head fits the vanilla style really well (at least in my opinion).
The helmet also reminds me of some of the headgear used by the liquidators.
I love the added building interiors in the CNPP level. I'm looking forward for the next version.
Do you also plan to include 2C.LiryC's updated objects (like the added rooms in CoP Pripyat or the fixed Duty HQ)?
Fair enough, good luck with this adaptation for Anomaly.
It would have been a better idea to post this mod under the "addon" section on the Anomaly mod page.
What's the difference between the normal text based version and the text based one for VODIS (,which is also I guess for the other two, like Old Dog, too?).
The good news: I made him like you wanted. He doesn't have other random items inside his trade window and he won't by anything from you. Also, he sells other weapons, e.g. Zulus PKM or Streloks SIG 550, that you couldn't normaly get in CoC (besides using the debug menu, or by playing with the lost to the zone storyline addon and killing the NPCs).
The bad news: It seems like he does not sell a few weapons. It's Snag's Ak-74u and the Desert Eagle variant, that are missing right now, iirc. I really don't know what the causes might be at the moment.
I will still release it with the next version as an addon, but it might be incompatible out of the box with many other mods, so you might have to merge it.
The mod currently uses the russian vanilla descriptions of CoC, because it lacks a proper russian localization. I would need someone, who could do a proper localization of "st_items_weapons.xml", instead of a rough machine translation.
I might look into that, and make it as an optional feature. But don't expect it.
Have you any other mods installed?
Edit: Your Savegame could be not compatible with this version of OWR, because the vog-25p has been deleted. Is the game also crashing, when you start a completely new game with a new character?
It would be better, if you would put all you three mods into one file, instead of flooding the addon section with multiple versions of this mod.
Finally a HUD that actually looks and feels like a standard stalker HUD. I always hated how everything floats in anomaly's HUD.
Is this version build upon the 32 or the 64-bit fork?
This is brilliant. Good luck with further development.
Stop begging everyone to make a seperate GoG version.
It's still in development I believe. We just have to be patient.
It's nice to see this patch getting released on Moddb and to have older versions archived here.
Is the aftermath gamemode, which was mentioned in the article from 30th of July in 2018, scrapped or is it going to be introduced with the Vong on Halloween?
Does it make a difference if a map is being made in the directory of the Gog version, instead of the steam version?
Duty_Guy
joined
Deadly anomalies, dangerous mutants, anarchists AND bandits. None of them will stop Duty on its triumphant march towards saving the planet!