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Comment History
patrolmostwanted
patrolmostwanted - - 23 comments @ HardBassFM radio mod [1.4.22 compatible]

Sure: delete the "xr_sound.ltx" file (gamedata\configs\plugins) and the radios will revert back to their vanilla playlist. You can also get rid of the .oggs, if you want to. In order to do this, just delete the "radio" folder (gamedata\sounds).

Good karma+1 vote
patrolmostwanted
patrolmostwanted - - 23 comments @ HardBassFM radio mod [1.4.22 compatible]

Yep. But I would have to edit the .ogg comments manually for each track again. I increased their range and volume already compared to vanilla radios, so I don't feel like going over the top with it. If you want to do it, however, sinaps_nn posted a Yadisk link in his comment. You can download the software there and adjust the values to match your preferences.

Good karma+2 votes
patrolmostwanted
patrolmostwanted - - 23 comments @ Arsenal Overhaul 3.1 (v.4)

I think yes, that's how it works. When I played CoC 1.3.2 with OWR I set all these values to 1 and the weapon performed the same both when suppressed and unsuppressed. Should be the same for AO. I set them to 1 because these nerfs would make sense only if subsonic ammo types were included in the game, apart from the rounds which are already subsonic (9x39).

Good karma+1 vote
patrolmostwanted
patrolmostwanted - - 23 comments @ Arsenal Overhaul 3.1 (v.4)

There seems to be a problem with some sights. When attached to certain weapons, their reticles don't glow at all (a Kobra sight on an SR3M, for example) so it defeats their purpose in limited light conditions as I gotta use the headlamp to see the reticle. I play on DX9 Enhanced.

Good karma+1 vote
patrolmostwanted
patrolmostwanted - - 23 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

It's good to know that, thanks. I thought I'd just share this idea as it seemed to be cool at first but now that I know it's even more difficult to create an actual map than I expected, I won't urge you to do it. Like I said, bugfixing is most likely time-consuming enough. Still, the gap between Pripyat and ChNPP is kinda meh...

Good karma+1 vote
patrolmostwanted
patrolmostwanted - - 23 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

I can see that the in-game locations were put on a satellite map of the Zone, which is great - adds some actual authenticity! It creates a problem, however, as now there's a HUGE gap between the Pripyat Plaza and the ChNPP and it has never made any sense to me that you gotta go through the stadium and poof, you are in front of the power plant. I know it may sound far-fetched but it would make a lot of sense to put a new, quite big location there, like "Northern Pripyat". Maybe it's a good idea for a community contest - someone could build the new map or at least create some assets for it. Ambitious, I know. Fixing bugs probably takes more than enough time. But I'm sure I am not the only one who would enjoy a completely new Pripyat map, as the ones we have are decent, though they feel very small and even claustrophobic at times. I'd love to see (and climb) the 16-story buildings and wide main streets! :)

Good karma+3 votes
patrolmostwanted
patrolmostwanted - - 23 comments @ My preferred configuration (for AO3.v4)

Shouldn't the damage values for 9x39 mm be higher? They should have decent stopping power at least up to 100 meters while suppressed. Then, somewhere between 100 and 300 meters the 7,62x39 should take the cake. Tbh, there shouldn't be a difference between suppressed and unsuppressed damage here because 9x39 rounds are subsonic by default. Same for .45 ACP out of a compact pistol.

Good karma+1 vote
patrolmostwanted
patrolmostwanted - - 23 comments @ Original Weapon Renewal 3 (v.4)

No way - it's either AO or OWR. They replace the same files and will not work properly together.

Good karma+5 votes
patrolmostwanted
patrolmostwanted - - 23 comments @ No "ironman mode" in "survival mode"

Same thing here. I don't know what's the reason behind this crash. It happens every time no matter which faction I choose.

Good karma+1 vote
patrolmostwanted
patrolmostwanted - - 23 comments @ HardBassFM radio mod [1.4.22 compatible]

6.09.2016 - UPDATED AGAIN! No new tracks this time. I've got some laying around so stay tuned for them until the next update! However, I got rid of the invalid ogg comment issue once and for all! These error lines won't plague your game log anymore :) A huge "THANK YOU!" to sinaps_nn for providing me with software I used to finally fix it! Thanks for your feedback and as always - report any problems to me!

Good karma+2 votes
patrolmostwanted
patrolmostwanted - - 23 comments @ HardBassFM radio mod [1.4.22 compatible]

Thanks for advice then! I also noticed that there are some more missing ogg comments within the basic game files, like bandit looting lines and this is what's worrying. Hopefully, 1.4 will fix it. As for now, I'll be adding more tracks and fixing the ogg comments.

Good karma+1 vote
patrolmostwanted
patrolmostwanted - - 23 comments @ HardBassFM radio mod [1.4.22 compatible]

5.09.2016 - UPDATED with new songs and slightly better sound quality! Report any errors, should you find any! Make sure to read the Readme file.

Good karma+1 vote
patrolmostwanted
patrolmostwanted - - 23 comments @ HardBassFM radio mod [1.4.22 compatible]

If this manages to break your game in some way, then report it here. I haven't experienced any problems with the "Invalid ogg-comment file" log. It plays the track from the error log flawlessly anyway.
I've read a bit about it and it is rumored that these invalid ogg-comments might cause AI to behave strangely, like hearing you all the way across the map and reacting to stuff they shouldn't be reacting to BUT it was all said in the context of basic game sounds only, such as walking, shooting, picking up weapons and stuff like that. I really don't believe that radio music would cause the same kind of problem as it is JUST that - radio music. It has absolutely no in-game function apart from airing in the background.
Also, fixing this "issue" is 10 times more time-consuming than putting this whole mod together (requires installing 3rd party software and messing with each of the 39 oggs individually :v). The end result isn't worth the effort, I'd say, especially that it is questionable if this is a real problem in the first place.
However, if anyone here knows any quick-fixes or has a lot of spare time, go ahead and try. I'd prefer to focus on the quality/volume issue myself.

Good karma+1 vote
patrolmostwanted
patrolmostwanted - - 23 comments @ HardBassFM radio mod [1.4.22 compatible]

Yes. I have no idea what causes this but it doesn't break anything. Everything works in spite of the game complaining about something which seems not to be a problem at all.

Good karma+1 vote
patrolmostwanted
patrolmostwanted - - 23 comments @ HardBassFM radio mod [1.4.22 compatible]

The real problem is - it is either quality or volume. If I keep them high-quality (without any clipping, no amplification at all), they are barely audible in the game. On the other hand, if I amplify them so that they are well-audible, the quality suffers. I normalized every track so they all should be equally loud, however, as you can hear, each track is still mixed differently BY DEFAULT, their musical textures are different too - the quality just varies from track to track, so there's really not much I can do to completely fix it - trust me, I tried. Once I add some new tracks, I'll go through all of it again and try to improve it somehow. I cannot guarantee anything, though. This **** is a lot more laborious than I initially thought it would be.

Personally, I want the songs to be heard in the game instead of being very high quality. STALKER doesn't do justice anyway when it comes to keeping the quality intact.

Btw, they are NOT intended to be listened to in Windows, really. They are meant to work in the game as an addon. So how they sound outside of CoC is pretty much unimportant.

Good karma+5 votes
patrolmostwanted
patrolmostwanted - - 23 comments @ OWR 3.0.8 for CoC 1.3.20 (Archived)

Found a solution - scroll down to my comments and see if it helps.

Good karma+1 vote
patrolmostwanted
patrolmostwanted - - 23 comments @ OWR 3.0.8 for CoC 1.3.20 (Archived)

I just wrote down below the steps you need to take in order to fix it. Figured it out today. Tell me, if it works for you, please :D

Good karma+1 vote
patrolmostwanted
patrolmostwanted - - 23 comments @ OWR 3.0.8 for CoC 1.3.20 (Archived)

^ This will activate the F2000's perma-GL.

After doing this, save the file. You're done. The problem should be fixed enabling you to play with both the AUG and the F2000 the way they were meant to be :)

Hope this will help all of you! It should work like a charm after it's fixed.

Also, sorry for the spam - originally I wrote one long-*** instruction and had to comment in parts.

Good karma+3 votes
patrolmostwanted
patrolmostwanted - - 23 comments @ OWR 3.0.8 for CoC 1.3.20 (Archived)

Bugged AUG pt. 4

Then we need to change one more thing in order to restore the permanent grenade launcher of the F2000. To do this, go almost all the way to the end of the file, find these lines and put the "grenade_launcher_status = 1" line like shown below, between "snd_silncer_shot" and "[wpn_fn2000_nimble_hud]":
"[...]
snd_silncer_shot = weapons\fn2000\fn2000_shot_sil

grenade_launcher_status = 1

[wpn_fn2000_nimble_hud]:wpn_fn2000_hud
[...]"

Good karma+3 votes
patrolmostwanted
patrolmostwanted - - 23 comments @ OWR 3.0.8 for CoC 1.3.20 (Archived)

Bugged AUG pt. 3

"1" means that the addon is permanent, "2" would mean that it could be mounted, "0" - no possibility to use such addon. Knowing this, REPLACE 1 WITH 0 - this will disable the AUG's (non-existent, btw) grenade launcher basicaly getting rid of the bug in its entirety. The game was looking for the AUG animations with the GL mounted. But this weapon shouldn't have a perma-GL at all. So the problem wasn't actually any missing animation files but the way the AUG was configured in its file.

Good karma+2 votes
patrolmostwanted
patrolmostwanted - - 23 comments @ OWR 3.0.8 for CoC 1.3.20 (Archived)

The bugged AUG solution pt. 2

Open it in Notepad, then find this line in the file, between two "av661194"s:
"[...]

grenade_launcher_status = 1

[...]"

Good karma+2 votes
patrolmostwanted
patrolmostwanted - - 23 comments @ OWR 3.0.8 for CoC 1.3.20 (Archived)

The bugged AUG solution pt. 1

To EVERYONE who has this problem with the AUG being bugged and causing a CTD when trying to holster it in OWR - I have found a legit, reliable solution! You gotta mess with the "w_fn2000.ltx" file just a bit. It's located in CoC's directory: "gamedata/configs/weapons".

Good karma+2 votes