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Comment History  (0 - 30 of 139)
Kultag
Kultag - - 139 comments @ Tactical Expansion Mod

Why are the tracer colors reversed? NATO is purple and East is green IRL.

Good karma+1 vote
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

You can fix all these with Notepad in about 4 minutes.

Good karma+6 votes
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Does the heavy pockets section work in the trader files? I have millions of rubles and the Duty trader still has supplies according to the generic section. If I add something to the heavy pockets section, it doesn't come up ingame, but when I add it to the generic section, it does.

Good karma+1 vote
Kultag
Kultag - - 139 comments @ The Armed Zone

I set it to run on the weapon texture folders, but not others, so that ui_icon_equipment, among others, are untouched. It resized the 2048x2048 textures of Arsenal Overhaul to 1024x1024, and it worked wonders. I set "Resize down ..." to ">1024" for this. Frame rate is not higher, but the CTDs are gone.

Good karma+1 vote
Kultag
Kultag - - 139 comments @ The Armed Zone

Thanks a lot for the tip, I ran that optimizer, and the out of memory CTDs are about gone.

Good karma+1 vote
Kultag
Kultag - - 139 comments @ The Armed Zone

It's a bit strange that switch distance is the culprit. I thought the game just loads the data files anyway, regardless of SD, and that's it. It sure is a frame rate killer, but eating up the memory? As for texture size, I'm perfectly willing to decrease the size of them, but do I just resize everything to 1kx1k in paint.net, and that's it?

Good karma+1 vote
Kultag
Kultag - - 139 comments @ The Armed Zone

How are you able to pack this many weapons into a mod without getting out of memory CTDs all the time? I have about 300 weapon meshes in my Call of Chernobyl v1.4.22 + its Arsenal Overhaul + about 20 more from here and there, with about 370 variants in total, and I'm getting more and more CTDs. I'm not sure if it's bc of the weapons (+200 variants of ammunition), or the 800 m switch distance I set or what, but something eats up memory there. No CTDs otherwise.

Good karma+1 vote
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Do I see correctly that v1.4.22 doesn't use level 3 night vision goggles, even when all armors are tuned to their max? I have a few low-end armors that use level 1, and everything above uses level 2. Why? Is level 3 buggy or what?

Good karma+1 vote
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Try an older DirectX, like 8.0.

Good karma+1 vote
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

How do the muzzle flash textures work? I can set it under flame_particles but weapons\generic_weapon01 and weapons\generic_weapon03 seem to be the same, also weapons\generic_weapon05 and weapons\generic_weapon06 seem to be the same (a bit longer that 01 and 03). I have AO installed. The only thing I found is that probably all four of these use the textures\pfx\pfx_flame_01.dds file for both the long blast (05 and 06 only) and the circular blast (both 01, 03, 05, and 06). So what's the difference between 01 and 03, and 05 and 06?

Good karma+1 vote
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

More of a general question, although I'm asking this bc of tinkering around in CoC 1.4.22 + AO. How many weapons can the game run with? I have AO + I imported 18 other weapons from other mods (down to SoC Legendary), so I have something like 150 different weapon base types (3D meshes) with a total of 340 variants, differing in ammo used with the same model, like Remington 700 in 7.62x51 + .300 WinMag + .338 Lapua. Is there an upper limit where the game starts to crash, or I can go until my RAM lasts? I remember that the very talented guys behind SoC Supermod Pack stated that around 500 guns they started to reach the limits of the engine, whatever that meant.

Good karma+1 vote
Kultag
Kultag - - 139 comments @ Female Ecologists 1.1.1 [1.4.22/1.5]

Cancel that, it didn't solve the CTD.

Good karma+1 vote
Kultag
Kultag - - 139 comments @ Female Ecologists 1.1.1 [1.4.22/1.5]

In Yantar it worked, but when later I tried to move into the Swamp, it crashed on map loading, with this error message:

[error]Arguments : Can't open section 'stalker_names_stalker_f'. Please attach [*.ini_log] file to your bug report

I checked my installation, and turned out I tried to be a smartass, and did not copy the Russian text folder, only the English one. After copying it over, it could load the Swamp. Not sure if this was actually needed for solving the problem, but it's worth a look if you too run into this CTD.

Good karma+1 vote
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

I guess these are the general remove times. I've no problem with that, only with that they stay permanently in the Sarcophagus and underground labs. Will these affect those? My character is in the Zone since several months now, I'm doing "tours" around all the maps, and in many of these locations I can't even see the floor bc of the dozens of zombie, Monolith and tushkano corpses. That's my concern. In the Sarcophagus I still have the original Monolithans' corpses.

Good karma+1 vote
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Is it possible to get rid of bodies where they are permanent, like around the reactor or some underground labs? There are so many now that they cause slowdown. v1.4.22

Good karma+1 vote
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

What's the difference between the flame_particles parameter set to generic_weapon01 and generic_weapon03 (both seems to be short), and to generic_weapon05 and generic_weapon06 (both seems to be long)? Ingame, 01 looked the same as 03, and 05 looked the same 06 for me.

Good karma+1 vote
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Some update info:
- I turned off everything I could (wallpaper changer, Windows 7 desktop apps, MSI Afterburner), and it still freezes.
- I deleted user.ltx and temp.ltx in appdata, which means starting in DX8, and it still freezes.
- I did CCleaning including registry cleaning, and it still freezes.
- Quite importantly, I fired up vanilla Call of Pripyat, and that does the same freezing in the main menu.

I will continue with other games, and see how we do. :-(

Edit: Killing Floor also freezes in the menu, so the f.up is somewhere else. Anyway, thanks for the tips so far.

Good karma+1 vote
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

I don't think so, the freeze happens in a few seconds after start, and the GPU is well below throttling temp. I could try it out, though.

Good karma+1 vote
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

DX9 Enhanced on Win7. I've been using it this way for several months now. What did you do to solve it? I switched from a later DX to DX9 because map load times were terrible with that one.

Some other changes I did recently (weeks ago) was -noprefetch command line option, and different SSAO options. All these worked fine for some time, so I'm still puzzled what causes these recent freezes. I'm not sure that the .ogf swap causes it either, but I 'm running out of ideas.

Another recent change is that I added an HDD, but the game is on an SSD, and Win7 is on another one. I searched for "d:\" in the game files as text, but it doesn't seem to be included as a location anywhere (and the old HDD, d: is still present).

Good karma+1 vote
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

v1.4.22 started frequently freezing in the main menu. Not even Ctrl-Alt-Del works, so I have to press reset. This happens about 50% of the time, both at first game start after computer startup, and also after I had played in a previous session and then exited and restarted the game. My character has several hundreds of hours in it, and this never happened before. No recent changes to the hardware or any drivers. The only change I did to the game recently was swapping the .ogf for a weapon that was already present in the game: both full-length TOZ-34s (of the Arsenal Overhaul mod) now use the "dark brown furniture with black barrel" .ogf, and the "light brown furniture with shiny barrel" .ogf was given to a hunting rifle that previously used an .ogf from the v11.11 Spartan mod for Clear Sky. If I start a new game (and remove any old saves), there are still freezes in the main menu. If I can load a game, inside the game everything is okay, the recently-altered guns included. When it freezes, it produces 0 bytes log files.

What do you think can be done here? Can an external + HUD .ogf change for an existing weapon cause freezes in the main menu if it works perfectly in-game? Thanks.

Good karma+1 vote
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

The question is if I can set that per ammo variant. So the TOZ-34 now uses 05 but I want it to use 08 when it shots the dragonbreath ammo variant of the 12 gauge family. So it should be a line in weapon_ammo.ltx, not in w_toz34.ltx. I'm asking if this is possible.

Good karma+1 vote
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Is it possible in 1.4.22 to set different muzzle flashes (flame_particles) for varieties of a given round? I would like to use generic_weapon05 for normal lead shot and slug, but generic_weapon08 for dragonbreath.

Good karma+1 vote
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

1.4.22 here. FYI, I had to increase the grenade launchers' grenade_vel by 13 m/s to have the realistic 400 m range. Testing: I stand on some elevated point (the bridge of Skadovsk, or on top of the tower in the NE corner of Yanov), and I fire a grenade at ~45 degrees. After impact, I aim on the hit point, and read the distance marker. Turns out the figure is very sensitive, even a few m/s deviation and the max distance shifts by several meters.

GP-25: 76.5 --> 89.5
M203 12 inch: 76 --> 89
M203 9 inch: 74 --> 87
GL5040: 75 --> 88
AG36: 76 --> 89
Groza: 76 -->89

Didn't test these very thoroughly, but should be okay, and better than vanilla.

Good karma+1 vote
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Can I set different muzzle velocities for each type of round fired by a weapon? Say I have a .416 Barrett M82, and I want a heavy ball round at 960 m/s, and a lighter armor piercing one at 1,100 m/s. Can I do that? I couldn't find a velocity modifier on the bullets' side, only one at the weapons.

Good karma+1 vote
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Well, 1.5 is not a stable edition so far. I had DFR in my 1.4.22 install for a while, and worked there. Not sure about anything else.

Good karma+1 vote
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

It should work. Which version do you have? What addons did you add? What did you modify?

Good karma+1 vote
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

A quick question: is this mod compatible with STALKER 2?

Good karma+8 votes
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Another question. I'm running out of available space on the ui_icon_equipment.dds. Can I just increase the canvas size in Paint.net, populate the new area, and start using it, or are there some other things to do?

Good karma+1 vote
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Could be, but doesn't seem so. For example I copied the Barrett M82 from SGM into CoC, its reload animation was unique (m82_reload_n), and trying to use that name in CoC caused a CTD saying it was not found. How is this possible? I've imported about a dozen weapons from other mods now, and this was a problem with all of them. Even the folder names are identical: gamedata\meshes\dynamics\weapons\wpn_m82. So what's going on? Do I have to register new weapons somewhere else as well than gamedata\configs\weapons\weapons.ltx?

Good karma+2 votes
Kultag
Kultag - - 139 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

How do you carry over weapon animations from other mods? I have CoC 1.4.22 with Arsenal Overhaul (together with a couple of other mods I found in the addon list here). I wanted to carry over a few weapons from other mods, and I found that the animations (reload, show, hide, sprint, etc) don't work here. Instead I have to choose from the animations of the weapons that came with CoC+AO. Here's what I do: I copy the meshes, the textures, then copy the ltx of an existing weapon and modify that as needed. Icons, sounds, ammo, and description are all temporary at this point. I add the new ltx to weapons.ltx, and add the gun to the Duty trader's list so I can buy it. But if I add the animation that were named in the other mod (the source of the new weapon), it'll CTD saying it can't find that animation. If I use a weapon's animation that was already present in CoC+AO, then that works, if looks a bit strange. Also, most new weapons cause CTD's time to time, especially when I show them (that is I press the button to take them into my hand). I checked the gamedata\anims folder in CoC and the source mods (SGM, Legendary, SMRTER, etc.), and there are no weapon-specific animation files there. The transferred weapons work, but with crappy animation and amidst CTDs. So what's missing? How could I use the animations of the new weapons' source mod? How could I prevent these CTD's? Thanks.

Good karma+3 votes