Sometimes my game would crash if playing as Antioch or as Genoa/Pisa, either right after a battle or whenever I tried to move an army. Any idea on the issue?
Sometimes my game would crash if playing as Antioch or as Genoa/Pisa, either right after a battle or whenever I tried to move an army. Any idea on the issue?
I think some merc units are already usable in Custom Battles, namely the Italian Mercenaries.
Rest of it is on the Steam Workshop, including all 7 model files, the walled settlements, script file and campaign file.
Wow, just wow! I'm dumbfounded by this!
I don't suppose this organizer lets you merge files from 2 different mods, does it?
Finally, the only type of suit that evaded my grasp this whole time!
Many thanks for making this mod!
Sorry for the late reply, partly because of health issues. I gave it a try, and the problem persisted. Then did I realise I hadn't completely removed some files related to trader overhaul. Pretty much a problem on my end. Sorry ¯\_(ツ)_/¯
summarysummarysummarysummarysummarysummarysummarysummaryummarysummarysummarysummarysummary
So, judging by the only stuff I managed to dig up, so far it seems like we have a childish mod developer who decided to just call it quits, just because he got in a fight with another modder who I essentially heard of for the first time here, and because he apparently thinks the Anomaly community is "toxic". I'll be honest, so far this community is far from being the best community but it certainly doesn't qualify as toxic. As for the mod itself, I can only hope the TAZ developer gets back to his senses and completes this mod, because he nonetheless did create a masterpiece that was an integral part in my Misery runs, and I certainly would love to have it present in Anomaly too.
I may have been absent for a short while, but after scrolling through the comments I came to a conclusion:
What the ****.
Could someone actually explain to me what the hell happened with this entire "TAZ" Story? In detail possibly?
Also the new update seems very promising, at first glance.
Will try out. I'll let you know how that goes.
The icons do not play well. Only mod I have which changes the icons is QOL icons. Any ideas for a fix?
Ok, I didn't even realize BaS guns were supposed to scale with hud_fov instead of fov.
Now I feel stupid... Thanks for pointing out the obvious though.
I mean the BaS guns tend to be too close to my face, and when you switch to a vanilla gun with a high FoV the contrast becomes more evident.
I'll be honest though, i did not check if that was because of hud_fov, since that setting did nothing for me in the past...
Guns are looking real nice, animations are smooth, but there's one thing bothering me:
The FoV.
Is there any chance that the mod will be adapted so that people who run 100+ FoVs don't end up with a sudden change of sidearm at a distance to immediately being greeted by an AK strapped to your cheek?
Maybe have the guns adapt to the FoV itself?
Thanks for your time.
It's surprisingly easy, especially if you're Greek...
But if you want the pronounciation its something like:
Hero-siphon-at-or-es(panol)
This whole word literally just means Handheld Siphon Handlers
I'm using the vanilla scopes, as far as I can tell.
The Freedom Seva Suit still crashes when trying to install any of the durability upgrades. The error log points to line 39 in the upgrade file but I can't find anything thats wrong.
Quick question. Do the artifacts that spawn in the labs respawn after an emission like most other artifacts or are they one time only. I ask because the Dream artifact was not found when I visited X18 unlike last update. Also I find it quite funny how basically I searched a random stash in the Swamps and ended up finding a Dragon's Eye. Does this mean that those artifacts can now be found outside the labs?
They also spawn in X18.
L85 and G36 pointed to wrong names of scope textures. Might wanna get those fixed as they cause crashes.
You might wanna check the outfit.ltx file within the 1.4.22 install, more specifically the BANDITMERC section. Last two groups of immunities were missing and caused my game to crash whenever I tried to upgrade the outfit.
This the one?
* Loading HOM: d:\games\s.t.a.l.k.e.r. - call of chernobyl\gamedata\levels\k00_marsh\level.hom
* phase time: 4178 ms
* phase cmem: 481152 K
* phase time: 11 ms
* phase cmem: 481152 K
* phase time: 11 ms
* phase cmem: 481152 K
* t-report - base: 1261, 273800 K
* t-report - lmap: 12, 12289 K
* WARNING: player not logged in
! Invalid ogg-comment version, file: d:\games\s.t.a.l.k.e.r. - call of chernobyl\gamedata\sounds\trx\background_music\day_normal\music_09.ogg
! Invalid ogg-comment version, file: d:\games\s.t.a.l.k.e.r. - call of chernobyl\gamedata\sounds\trx\background_music\night\music_04.ogg
! Can't find texture 'map\map_l12u_control_monolith'
* phase time: 23560 ms
* phase cmem: 868759 K
* phase time: 197 ms
* phase cmem: 868757 K
* [win32]: free[2914768 K], reserved[73160 K], committed[1206312 K]
* [ D3D ]: textures[344893 K]
* [x-ray]: process heap[868757 K], game lua[33610 K], render[156 K]
* [x-ray]: economy: strings[22685 K], smem[1965 K]
compiling shader deffer_model_bump-hq_3
compiling shader deffer_model_bump_3
compiling shader shadow_direct_model_3
compiling shader deffer_model_bump-hq_0
compiling shader deffer_model_bump_0
compiling shader shadow_direct_model_0
compiling shader deffer_model_flat_2
compiling shader shadow_direct_model_aref_2
compiling shader deffer_model_flat_0
compiling shader deffer_model_bump_d-hq_1
compiling shader deffer_model_bump_1
compiling shader shadow_direct_model_1
compiling shader accum_emissive
compiling shader deffer_model_bump-hq_2
compiling shader deffer_model_bump_2
compiling shader shadow_direct_model_2
compiling shader deffer_model_bump-hq_1
compiling shader model_def_lplanes_0
compiling shader model_env_lq
compiling shader model_env_lq_1
compiling shader deffer_model_bump_d-hq_0
compiling shader model_env_lq_0
compiling shader shadow_direct_model_aref_0
compiling shader deffer_model_flat_1
compiling shader accum_emissivel
compiling shader model_def_lq
compiling shader model_def_lq_3
compiling shader deffer_model_bump_d-hq_3
compiling shader deffer_model_flat_4
compiling shader shadow_direct_model_aref_4
compiling shader deffer_model_flat_3
compiling shader model_def_lq_1
! auto-generated bump map: wpn\wpn_harpoon_knife_bump#
collectgarbage before=35345536Kb
collectgarbage after=23822468Kb
intro_start game_loaded
* MEMORY USAGE: 1577467 K
* End of synchronization A[1] R[1]
intro_delete ::update_game_loaded
[LSS] Spawning object [mar_smart_terrain_5_12_box][inventory_box][133]
[LSS] Spawning object [mar_treasure_28][inventory_box][129]
[LSS] Spawning object [mar_q_t_l_5][inventory_box][170]
stack trace:
0023:04D3A48A xrGame.dll, CDialogHolder::TopInputReceiver()
0023:04D3A1AA xrGame.dll, CDialogHolder::TopInputReceiver()
0023:04D3706F xrGame.dll, CDialogHolder::TopInputReceiver()
0023:04D36BAA xrGame.dll, CDialogHolder::TopInputReceiver()
0023:04D1033A xrGame.dll, CDialogHolder::TopInputReceiver()
0023:04D07A04 xrGame.dll, CDialogHolder::TopInputReceiver()
It looks like they're dancing rather than moving forward
You were supposed to make a clean installation, that means removing any instance of older BWs and then installing the new version. However I can't help with the in-game bugs, since I never faced such an issue, despite using both versions at the same time...
Every day you wake up, you have a 10% chance of dying. Might as well kick it up to a 50%, if it means literally liquifying anything that stands in front of me... Pls don't liquify my face...
Yes, all it does is change the UI a bit, but don't worry about that. Though I should warn you that whenever I play with the mutator enabled I can't use the link gun. Says it has no ammo despite the fact that it was full.
you need a completely clean installation, that means removing everything from any previous version of ballistic weapons you had prior installed
PanosKiller413
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