This member has provided no bio about themself...

Comment History
Sp@wnkiller
Sp@wnkiller - - 26 comments @ Arszi's Anomaly Detector Restored 1.0.1

Hello Arszi

1st thank you very much for all your Anomaly mods especially for the PSI fix / overhaul.
Keep up the good work :)

2nd it looks like you forgot to add the "gamedata" directory for the Traders overhaul patch in your latest version of this mod (starts with the config dir).

wbr Spawnkiller

Good karma+1 vote
Sp@wnkiller
Sp@wnkiller - - 26 comments @ Separated Helmets Outfits Backpacks 1.1.4

Hello Vintar0

This is a great idea, thank you very much for creating and sharing your mod.

Did you know the “PSY” resistance progression math of ANOMALY is broken according to this mod “ARSZI'S CONTROLLER FIX AND PSY OVERHAUL” Moddb.com?
Sometimes the protection is not even activated on helmets or suits that should have them in the first place? Would you consider to take a look into it and maybe make a compatibility patch and/or adapting the idea into the rebalancing of your mod?

Also would it be possible to make an a compatibility patch for "GET ALL UPGRADES" Moddb.com?

wbr Spawnkiller

Good karma+1 vote
Sp@wnkiller
Sp@wnkiller - - 26 comments @ Arszi's Controller FIX and Psy Overhaul

Hello Arszi

1st thank you very much for creating and sharing this mod with us.
2nd how do I properly install your mod when I also use "TRADER OVERHAUL COMPLETE 2.x".
JSGME tells me a lot of TOC files are about to be overwritten by yours.
3rd is a compatibility patch necessary for TOC & ACF&PO; (ARSZI'S CONTROLLER FIX AND PSY OVERHAUL) play nice together?

Edit: this is also true for the HD Model Mod.
ANOMALY HD MODELS ADDON FIX 2 Moddb.com
I gueess it would also need a compatibility patch?

wbr Spawnkiller

Good karma+1 vote
Sp@wnkiller
Sp@wnkiller - - 26 comments @ disable burnt fuzz

That is the behaviour I know from CoC.
In Anomaly I could crouch 2m away from them (for example Cordon passage) and still get hurt, very annoying!

Good karma+1 vote
Sp@wnkiller
Sp@wnkiller - - 26 comments @ disable burnt fuzz

Hello _STYX_

Thank you very much; I really learned to hate these plants in Anomaly.
In CoC the hit box of these plants where reasonable.
If you were not cautions enough you got "burned" but it could be avoided.
But in Anomaly there is no way to avoid getting hit. Not sure if this is intentional or a world building bug.

So this mod of yours is better than nothing. I would prefer an "immersive" fix, where I don’t get punished when my Player Character and these plants clearly do not "intersect" but will damage the PC if they “touch” each other.

wbr Spawnkiller

Good karma+1 vote
Sp@wnkiller
Sp@wnkiller - - 26 comments @ Anomalous Zone v1.04 1 5v4

I see, well I'm looking forward to it and hope you may consider it in the future. thanks anyway :)

Good karma+2 votes
Sp@wnkiller
Sp@wnkiller - - 26 comments @ Anomalous Zone v1.04 1 5v4

Yes I think so too, pistols control feels like mouse sensitivity has been maxed out. For me to a factor of being much too fast and unplayable.

Just right now I encountered an “actor_helm_exo” CTD-event on the passage way from darkscape to cordon. As soon as I removed this mod the auto save could be loaded successfully again. I’m using JSGME mod manger to setup the mods.

partly log dump:
"FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 530
[error]Description : fatal error
[error]Arguments : Can't open section 'actor_helm_exo'. Please attach [*.ini_log] file to your bug report

stack trace:"

wbr Spawnkiller

Good karma+1 vote
Sp@wnkiller
Sp@wnkiller - - 26 comments @ Anomalous Zone v1.04 1 5v4

Hello FatalFunnel

Thank you very much for updating your mod to the latest Anomaly version.
Would you consider making a patch for the mod “GET ALL UPGRADES”? That would be great.
Moddb.com

wbr Spawnkiller

Good karma+1 vote
Sp@wnkiller
Sp@wnkiller - - 26 comments @ 1.5.1 - Jivix's Easier Anomaly 1.13.2

Hello Jivixfromwc3

Thank you very much for your fantastic mod.
It makes the gameplay for me much more enjoyable without watering down the Anomaly experience (at least that’s how I feel about it). I always use the "regular" option.
I hope, in time you will update your mod for the newly released Update 3 of Anomaly 1.5.0 Beta3.

wbr
Spawnkiller

Good karma+2 votes
Sp@wnkiller
Sp@wnkiller - - 26 comments @ Fixed buggy guard in the Rookie Village

Hi av661194

1st nice to see some bug fixes, very appreciated :)
2nd why is there a spawns.rar file (with two renamed .ltx files in it) in the gamedata sub directory?
Was the rar packed into the patch by mistake or is it part / necessarily for the actual bug fix?

wbr Spawnkiller

Good karma+1 vote
Sp@wnkiller
Sp@wnkiller - - 26 comments @ Stalker Tweaks

Hello SarisKhan
1st a nice Mod, balancing is always welcome.

I have not tried it yet but I want to, therefore I have a compatibility Question:
Quote "Recommended for use with W.A.R.F.I.G.H.T.E.R.."

-> As W.A.R.F.I.G.H.T.E.R. is not available for CoC 1.5rc6 does our mod act as sort of patch for CoC 1.5rc6 (install warefighter 1st and our afterwards) or does this combination only work with CoC 1.4.22?

Or do i need this mod 1st "[CoC 1.5] W.A.R.F.I.G.H.T.E.R. 0.51 fix" Moddb.com

wbr
Spawnkiller

Good karma+1 vote
Sp@wnkiller
Sp@wnkiller - - 26 comments @ TRX: Upgradable Binoculars + Backpacks [CoC 1.5]

Cool idea, sounds great :)
- Like take 2 or 3 of the same lower tier backpacks to get the next better one.

To add more Complexity:

-Like armours and weapons make the bags deteriorate / decay if they get shot or damaged by the elements (fire, lighting, chemical, radiation). These damages can then be fixed by the sewing kits and by repair shop. To counter this effect, make them more upgrade options to add more resistant to various forms of damage. Basically like Armor upgrades…

- Also to stash stocks of extra backpacks in a Backpack is kind of wired and not very realistic. But I confess, I like to have always two bags in the game on my Character, one for carrying and one for making instant stashes. :)

- To spin the concept much further: a recipe like formula to get small permanent effects from artefacts because they are woollen in to the fabric. But I guess this would go beyond the basic idea and out of hands :)

WBR
Sp@wnkiller

Good karma+1 vote
Sp@wnkiller
Sp@wnkiller - - 26 comments @ CoC v1.5rc6 compatibly Patch for Dan's Nano Hud

Thanks, I'm very happy to read that you like it :)

I described in detail in the readme.txt what I did. If you what to "fix" it your self be my guest.

I only did it because no one seems to care or notice and it annoyed me that much, so I tried my best. :)

I also wonder if it would be possible make the player stash makers show up in the Minimap, maybe with an option the HUD configuration menu to make the markers to switch on / off able. Or better built the player stash show up filter directly in the PDA Menu itself.

But I guess that’s a question better suited for Team Epic.

WBR
Sp@wnkiller

Good karma+3 votes
Sp@wnkiller
Sp@wnkiller - - 26 comments @ TRX: Upgradable Binoculars + Backpacks [CoC 1.5]

Hello Tronex

Very nice idea, I like the mod very much so fare.
I have some suggestions on how to maybe improve the concept.

1st I think I found a bug:
I’m using your mod with OWR patch on a 2kg Backpack with tier level 2: +2g +5% energy regeneration

- When I use the "build an instant stash key binding" the Bag loses all its upgrades when I pick it up again. I guess the upgrade values are not or not correctly saved.

-I'm not sure if this is a general bug (making stashes and pick them up again) or only related to the quick stash key binding function.

Different upgrade options for the qualities of the Backpacks:
- Low quality Bags can only upgrade very small amount of kg and influence positively / negatively the player’s energy consumption.

- As it progresses higher maybe the best can also add-on an extra artefact container, Or can influence a small amount of ammunition (max 100 bullets per type) to stash it lighter or for 0 kg. Something like that…

Binoculars:
I always have a problem on how S.T.A.L.K.E.R. handles night vision upgrades, why do I have to choose one type. I don’t know if it would be possible by scripts, clever key binding or something to change this behaviour like this:

- Instead of choosing one night vision type the player can select the filter type, maybe an extra menu or key can switch between the 3 options.

Also it really annoys me the sound the binocular (also the red scopes of OWR) makes when it activates or identifies:

- It would be nice to make the sound identification an upgrade option to be able to silence it with an option menu or key stroke.

with best regards
Sp@wnkiller

Good karma+1 vote
Sp@wnkiller
Sp@wnkiller - - 26 comments @ Dan's Nano Hud (CoC v1.4.22 and up)

Hello every one, if anyone is interested in, I uploaded my own small patch to fix these issues.

This Patch fixes two tiny but significant changes that CoC v1.5 rc6 made to the HUD UI behaviour:

1. It fixes the missing (invisible) FMJ and AP counters
2. It fixes the player stash icons not displayed on the PDA Map

Moddb.com

WBR
Sp@wnkiller aka DX_Blaster

Good karma+3 votes
Sp@wnkiller
Sp@wnkiller - - 26 comments @ [BETA] Call of Chernobyl 1.5 R6 Full

Hello Balathruin

Thank you for your answer. Sorry for double posting the bug.
I think I found a bug that was reported here.

Every Time (literally every time) I make a Stash using a spare Backpack, the HUD turns invisible (like the option “show interface” is turned off) and I have to activate “show interface” again in the options “UI/HUD” menu.
Hope I’m not the only one, and it’s not again a double bug report :-)

Maybe it’s because I have a special setup: I play the game out of a RAM Drive.
To save my progress and configuration the “appdata” folder is not on the RAM Drive but stays in the root setup folder of CoC 1.5rc6.

For that purpose I changed one line in the fsgame.ltx form:
$app_data_root$ = true| false| appdata\
into
$app_data_root$ = true| false| J:\STALKER_CoC_1.5rc6\appdata\

I also have Problems with the music configuration, every time I fire up the CoC program for the 1st time it is muted (bar set to 0 [totally on the left side]). I have to reconfigure the music bar again (I set it 2 steps the right). But that behaver does not change if I start CoC locally (not form RAM Drive but directly out of the setup folder, with an unchanged (vanilla) fsgame.ltx, which should not have an impact at all as J:\STALKER_CoC_1.5rc6 is the root directory of the game).

To make it possible I made myself two batch files, one of copying the files to the RAM Drive, and a 2nd to start the game.

Copy Bat:

echo off
rem clone S.T.A.L.K.E.R. CoC to Ram Drive B:
call robocopy J:\STALKER_CoC_1.5rc6 B:\CoC_1.5rc6 /xf *.bat *.org *.old *.log *.mep *.zip *.rar /xd J:\STALKER_CoC_1.5rc6\MODS J:\STALKER_CoC_1.5rc6\appdata /e /COPY:DAT /DCOPY:T /TEE /LOG:J:\STALKER_CoC_1.5rc6\Copy_from_HD_to_Ext_HD.log
echo.
echo S.T.A.L.K.E.R. CoC 1.5rc6 has been cloned to RAM-Drive [B:\CoC_1.5rc6]
goto :END
:END
echo.
Pause

Game Bat:

echo off
rem run S.T.A.L.K.E.R. CoC from ram drive B: and backup changed game configs:
call B:\CoC_1.5rc6\Stalker-CoC.exe
pause
if exist "B:\CoC_1.5rc6" goto :COCDIROK
echo B:\CoC_1.5rc6 not found!
goto :END
:COCDIROK
call robocopy B:\CoC_1.5rc6\gamedata\configs J:\STALKER_CoC_1.5rc6\gamedata\configs /xd *.* /LEV:0 /COPY:DAT
echo.
echo config files for S.T.A.L.K.E.R. CoC on RAM-Drive [B:\CoC_1.5rc6] have been backuped
:END
echo.
Pause

With best regards
DX_Blaster

PS: I wanted to make "Expanding & Collapsing Spoiler Tags", but didn't manage to figure it out here on MODDB forum. Maybe someone can help me out :)

Good karma+1 vote
Sp@wnkiller
Sp@wnkiller - - 26 comments @ Dan's Nano Hud (CoC v1.4.22 and up)

Hello DeadlyDanDaMan

1st I want to tell you in my opinion this is the best "small" HUD mod for the CoP/COC games.

2nd I have a small problem with it on CoC v1.5rc6: The primary and alternative spare ammunition counters are gone / missing (I guess not drawn or invisible), only the counter for the active clip is still working. I tested it with mods and vanilla 1.5rc6 only, results are always the same, spare and 2nd ammo counters are missing.

Hopefully you can fix this "small" bug :)

With best regards
DX_Blaster

Good karma+1 vote
Sp@wnkiller
Sp@wnkiller - - 26 comments @ [BETA] Call of Chernobyl 1.5 R6 Full

Hello TeamEPIC
Hello Alundaio
Hello Balathruin

Congratulations for the best mod I’ve ever seen or played in years.
As well for delivering the S.T.A.L.K.E.R. experience which I personaly think was promised by the developers but sadly where never to pull it off -> dark and very challenging free to play game after story events.

1st an annoying bug to report:
I have a very annoying crash that’s bugging me since yesterday with CoC 1.5 rc6 (modified, I use JSGME v2.6.0.157). As soon as I try to upgrade the Freedom Exoskeleton 2nd tear “durability 25%” the game crashes. I’ll try to upload the Log, Mod List and a picture of the crash popup summary somewhere, maybe a drop box (don’t like it but don’t know a better alternative, suggestions are welcome by anyone :D ).

2nd a question about bitbucket files:
If I DL the .zip file on Bitbucket.org (for example latest zip file right now is revo_lucas-call-of-chernobyl-a436aef7315f.zip) -> does it act like a nighty build patch for CoC 1.5 rc6?
Also, is it “save” (as save as a nighty build can be) to use it with the CoC 1.5 rc6 Build level, or are these changes not stable enough for “public beta testing” and I should better wait for let’s say next CoC 1.5 rc# patch provided by you guys “officially” on MODDB?

With best regards
DX_Blaster

Good karma+1 vote
Sp@wnkiller
Sp@wnkiller - - 26 comments @ Xray Launch v0 04 (German, English)

Ja ein Haufen sogar, habe sogar ein Bild mitgeschickt wo man sehen kann welche mods das sind.

Was die Nutzbarkeit von Xray Launcher angeht spielt das aber keine rolle ob ich mods installiere oder nicht. Ich erhalte auf eine komplett neue Installation von CoC ohne mods die gleichen Fehler.

"gamedata" ist das Verzeichnis wo alle Modifikationen wirken, ähnlich wie bei skyrim oder fallout das "data" Verzeichnis.

Sdk.stalker-game.com

Good karma+1 vote
Sp@wnkiller
Sp@wnkiller - - 26 comments @ Xray Launch v0 04 (German, English)

PS die Funktion thumbs.db killer geht mittlerweile nach kompletter neu Installation von CoC auch nicht mehr. Mod liegt jetzt im Root ein festplatte im DIR "STALKER_CoC" hat leider nicht viel gebracht.

Good karma+1 vote
Sp@wnkiller
Sp@wnkiller - - 26 comments @ Xray Launch v0 04 (German, English)

Gerne :)
freu mich schon auf eine neue Version die auch bei mir funktioniert :D

Good karma+1 vote
Sp@wnkiller
Sp@wnkiller - - 26 comments @ Xray Launch v0 04 (German, English)

Link will nicht...

Good karma+1 vote
Sp@wnkiller
Sp@wnkiller - - 26 comments @ Xray Launch v0 04 (German, English)

Dropbox Link changed 2nd time

Good karma+1 vote
Sp@wnkiller
Sp@wnkiller - - 26 comments @ Xray Launch v0 04 (German, English)

Dropbox Link changed

Good karma+1 vote
Sp@wnkiller
Sp@wnkiller - - 26 comments @ Xray Launch v0 04 (German, English)

Hallo Marty2Base

Gerne :)

Also ich habe weiter mit deinem Tool auseinander gesetzt:
- Das Tool Funktioniert immer mit Stalker CoP (CS und SoC habe ich derzeit nicht installiert).
Ich habe nur Probleme wenn ich CoC nutzen will.
- zu Festen zu klein / Schriften zu groß:
-> Das kommt offensichtlich zu Stande da ich die Windows DIP Vergrößerung nutze. Leider Skaliert dein Tool das nicht oder nicht korrekt mit. Da ich eine 2k Auflösung (2560x1400) nutze ist das notwendig für mich, da sonst alle System Schriften zu klein zum Lesen werden. Sobald ich die DPI Vergrößerung wieder auf 100% stelle schaut die Fester Aufteilung und Schriften normal aus.
Nach dem ich die DIP auf 100% umgestellt hatte, und das Verzeichnis von „S.T.A.K.L.K.E.R Call of Chernobyl “ auf „Stalker_CoP“ umbenannt habe, hat das Tool für eine sehr kurze Zeit ca. 4 Stunden mit Stalker CoC wie erwarte funktioniert.
Nach dem ich wieder DIP auf 125% umgestellt habe, funktioniert zwar immer noch die Thumbs.db Elimination, aber die Savegeme Ordner Auflösung geht nicht mehr egal was ich mache.
Nutze Win7 x64 -> habe auch dein Tool in x86 und alten Versionen ausprobiert, immer das gleiche Ergebnis. Ordern Struktur in CoC kann nicht aufgelöst werden.
Habe Screenshots und ltx habe ich in eine zip zusammengefasst und auf dropbox gestellt:

Dropbox.com

hoff das klappt.
MfG DX_Blaster

Good karma+1 vote