This member has provided no bio about themself...
I spent about two seconds and concluded that he is bending over to look at something near the bottom of the map on the wall.
So, released today, huh? Are we to expect the mod soon on the MODDB servers? :)
I would second Squid's request. AD is basically the best thing to ever happen to Quake and is imho far and away the best Quake mod of all time. There are already a ton of amazing resources out there (http://quakeone.com/forum/quake-mod-releases/works-in-progress/12936-arcane-dimensions-hd-overhaul) they'd just need to all get packaged nicely :)
Storyline, AI -AND- all these cool *** features to boot? Holy ****. This has the potential to be the next definitive Warband mod, can't wait to see how it develops! Thanks so much for doing this, you guys!
Man, I hope this mod also overhauls the ****** Skyrim base combat, otherwise it's gonna be much less enjoyable :/
Dude, your models are actually way better than the game's originals. NICE!
Guess no answer, huh. Alternatively, does anyone have save file around Agroprom that I could borrow? :) This really sucks, there's probably like 2 hours tops left and it looks like I won't be able to finish the game.. :/
So an update on this.. I went back to just before going to Agroprom, and yeah.. no matter what, at one point the game just starts FUBAR-ing.. it works fine up until I've done everything in Agroprom. At that point, it starts crashing at transitions (though I managed an autosave to Yantar which works) and definitely crashes when saving, any manual way. Basically, there's no real way to progress like this, does anyone have any idea what could be causing these crashes and how to stop them?
So guys, this mod doesn't have an alternative to a quicksave, which is what I think caused my problem eventually. The problem? Well, when I enter Agroprom all is well, up until the point when the military gank me and .. avoiding spoilers here.. you have to get some of your gear back. Anyhow, I can start from that autosave just fine, even save a couple of times (quicksave OR hard save) but somehow, after a few saves, no matter what, the game just crashes. It also crashes if I try changing zones. I do stress here that this happens after a few saves, no matter what sort of save it is AND that it happens when trying to change the zone, no matter which zone and no matter when. So, basically, this is a game-stopping bug. Does anyone have any ideas on what I can do, other than starting from way back and hoping for the best? :/
This is the case with the original, yes, and for some reason, with Lost Alpha because of this idea that that was good or realistic. However, any decent mod out there tweaked these values, and with good reason. I'm hoping that henry will take it up again for DC 1.0005, because the current settings are truly the opposite of enjoyable. Enemies are bullet spongey aimbots, which is not only completely unrealistic but creates an artifical and annoying challenge that reduces the gunplay to a tedium. It's not a case of 'git gud', I've played STALKER on and off for over 10 years now and this is just, simply put, a horrible game balance issue, that needs to get addressed, as everything else in this mod is amazing.
Started a new game just to check things out a bit and yeah.. again I run into the weird gamey balance of this mod. Guys, I get that it's cool to make the knife really deadly cause it's high risk high reward, but seriously, trust me on this, a point blank headshot from a freaking sawn off shotgun is MUCH MORE likely to end a wild boar than a fidgety knife stab, which sometimes one-shots them even when hit on the side. Why the hell do we need two buckshots POINT BLANK at the head of a charging boar and yet a knife can just take them out in one swipe? Come on..
Sure there was, but let's assume that military does have high grade helmets, esp the Spetsnaz. But the problem is not even 7.62, that's one of the rare calibers (with the sniper AKMS) that actually does soooorta kinda decently, what my problem is is that in any sort of remotely realistic scenario even 5.45, much less 5.56 would tear even most helmets a new one at the normal engagement ranges in the game. And then there are people with basically hoodies surviving them, or people in recreational looking gear surviving a chestful of buckshot etc. I get that we have different ideas of balance but really guys what's currently in the game is not very realistic. I'll try 1.1 I guess, hope I don't have to restart for that?
Guys, why do these utterly horrible models keep being used? Honestly, all kudos for making new mutants and whatnot, but the mosquitoes are OK, the bear is, I guess passable, and everything else just looks even much worse than Izloms (Fractures) and those were deemed too ugly to make GSC's final cut. Come on.. not trying to be a ****, but most of these look like a kid designed them in MS Paint..
Nice that you guys are working on this addon. However, I seriously hope this doesn't sound offensive, but the weapon/ballistics balance in this game is absolutely dismal. Firefights feel rather unfair and boring, as enemies will happily sometimes even tank a 7.62 headshot, while you will get ripped apart by just about everything. It's really made me give up on the game until someone comes out with an alternative balancing mod - honestly, difficulty of mobs vs you (eg you dying in about 0.5 seconds on Master if you're exposed) is fine, but, seriously, it won't make the game any easier if we can do the same to the enemies - believe it or not, even a ballistic helm won't protect your skull from a 7.62, much less being a scrawny little half-starved dog.
No worries bro, it's a monumental task, we understand that it takes ages!
Dude, you are a ******* LEGEND. This is one of if not THE most underrated game of all time, and your mod is for sure the most underrated thing on MODDB. If you truly pull this off (and I believe you will) it will be one of the greatest modding endeavors of all time - kudos to you and don't give up please! :)
Guys, does anyone know where the Limansk merc's safebox is? I decided to try an alternative solution as the duty guys (bomb nonwithstanding) seemed a better deal for my later continued survival than helping the mercs, but after killing all of them in Limansk I'm stuck with the guy's key and no idea where the stash that the Duty guy needs is.. anyone? :)
Hahaha holy ******* **** bro. I invited you over at LA but that ain't happening (EonSpirit on the GSC forums)... seems like I've also managed to get you on here, and you actually did it! Best piece of news today, can't wait to play this mod with a proper balancing this time around! Thanks so much!
Guys is ANYONE working on a balance mod, or has anyone at least successfully edited the weapon configs and can share the settings here? Maybe CoC has spoiled me but I really find LA's balance utterly tedious and unfun, the more I push on with the game...
This mod, much like Lost Alpha, DESPERATELY needs a weapon balance patch. Playing either after something like CoC/CoM with Arsenal Overhaul etc, just feels so, so wrong. A freaking TOZ blast to the head from 10m out should not tickle even a heavily armor soldier, much less a scrawny blind dog. Mod has a lot of potential but the gameplay needs some serious improvements.
Henry man, any chance that you're working on this for DC 1.5?
So, uh, I've made some changes to the weapons individually (some don't have hit power under the impact heading, what's up with that?) and now the game gets an error when starting, saying that it finds a duplicate line of "explosive fuelcan".. which is a line only found in the weapons.ltx file that I didn't even modify. I actually just put the parts of the config I changed in the folder (following proper directory structure ofc), individual weapon files and the actor and stalker.ltx .. the problem is definitely with changing the weapons but I have no idea how to fix it?! Any help? :)
Just boosting this in case you see it later col.
Yeah, might just have to dip into it.. any chance you could share your config file with us man? :)
Check out my post just below. It seems as if enemies 'level up' or something and there's definitely way too much bullet sponginess. I was thinking that I'm imagining things but clearly something is up. I do remember playing the original LA with a weapon balance mod, and it seems that'll have to be the case here again. :/ It's also just weird.. a random stalker wearing a stalker suit in the rookie village will go down even with two chest shots from a stealth pistol, yet random enemies not even wearing top tier armor later on will randomly shrug off headshots from higher caliber weapons. And no, again, I'm not missing, unless the game is bugged.. I always play on master and what you hit - you hit, plus I see them flinching.. they just don't.. die. Yet other enemies will sometimes go down with a headshot from the same stealth pistol so it sometimes definitely seems pretty random.
So, uh, what's the deal with the wildlife suddenly getting tougher for no reason once you start reaching the Bar? Like, previously, I could knife headshot any pig for a quick kill, similarly a normal dog would go down with one 7.62 bullet to the head.. now, suddenly, pigs take 4-5 7.62 headshots and dogs still keep going after one and they even survive the knifing too. I mean, ok, sure.. big mutated hogs SHOULD be a bullet sponge, but there is no reason I can think of that even pseudodogs should be shrugging off 7.62 to the head, much less 5kgs sacks of sagging flesh and bone. The balance with the mutants is seriously off, but I don't get how or why this changed from the Cordon, where they would take sane amounts of damage to bring down?! Anyone else experiencing this or am I having some sort of a bug? I know that I'm not missing cause they get pain textures...
No answer? In fact, while I'm at it, is it even possible to add local zone respawns or is there only one modifier that modifies global respawn times? Either way, they seem really frequent almost everywhere, but particularly bad at Cordon...
So, ah.. why does every mod including LA have an annoying soldiers-at-cordon-chokepoint respawn AND why does it seem to literally kick in EVERY DAMN TIME at Cordon? Come on, these guys don't even make any sense in the game, they don't even want to talk to you, yet the ones at the transition are all chill if you follow the rules? Furthermore, where the hell do they respawn from logically, since, again, the guys at the barrier are chill and it's not like there's a birthing pod there to spawn em anyway?!
Long post short - how the hell do I turn off this particular respawn, because it's annoying as hell?
Well yeah, of course. I always kinda hate it how in every version of STALKER ever, even LA, you get your hands on AK's too early,and MP5's and shotguns get too little use. Just saying, though, from a logic standpoint, 7.62 should be just as common as 5.45.. it's not used as much by the military anymore, but it certainly would be by stalkers, as it has a line up of great vintage guns, which are exactly what your average somewhat experienced STALKER would use. And yes, I use it like that too, single shot bandit's sniper AK is thus far a rather game-winning weapon for me, so perhaps it's for the best that ammo is very limited :D