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Comment History  (0 - 30 of 60)
te47
te47 - - 60 comments @ AI Combat Pack for Anomaly 1.5.2

I completely agree. As an SoC veteran, I still think stats for individual weapons plus fitting rank/faction loadouts do a good enough job for variety. Just thought I'd point out that 'spawn_sections_general.ltx' does take effect without starting a new game, in case anyone's feeling desperate.

Anyway, great work! I'm always so glad to see AI getting the focus is deserves.

Good karma+1 vote
te47
te47 - - 60 comments @ AI Combat Pack for Anomaly 1.5.2

You can actually change AI dispersion settings at any time without starting a new game through 'gamedata\configs\creatures\spawn_sections_general.ltx'.

I confirmed by setting everything to 0.000001 and then 999999. Unfortunately, it's for individual factions/ranks, so you'd need to apply desired settings 58 times.

Good karma+1 vote
te47
te47 - - 60 comments @ Persistent Weather

I just switched back to the original 1.0 version and tried my test again. This time, the weather abruptly changed on the first attempt. This definitely isn't a new bug.

If it helps, my test save is at 11:57. My weather transition always begins at 12:00. I've been loading the 11:57 save, waiting until 12:03, saving, and then loading again. Sometimes the weather stays the same, sometimes it doesn't.

Good karma+1 vote
te47
te47 - - 60 comments @ Persistent Weather

I found that trying exactly the same thing multiple times can have different results. I have a test save from right before a weather change hour. I've tried loading it, waiting until a little past the hour change, saving, restarting the game, and then loading again. I did this over and over to try and figure this out. Most of the time, the weather stayed the same. Some of the time, it abruptly changed like it does in vanilla. I gave up on testing because I can't get consistent results.

Edit: Forgot to mention, this test save is from a new game started with this addon.

Good karma+1 vote
te47
te47 - - 60 comments @ Persistent Weather

I'm having exactly the same problem. I tested this a lot when it first came out, and it worked perfectly. By the time I updated to 1.3, it suddenly stopped working entirely. I can't seem to get it working again even by switching back to older versions.

Edit: On second thought, it's probably just that this only works most of the time on any version. It just took me a long time to notice, so this seems like a new problem.

Good karma+1 vote
te47
te47 - - 60 comments @ Persistent Weather

I think this can be corrected in the script by using "if (not bLevelUnderground) then". Should be an easy fix.

If you're seeing this, yohjimane, thanks so much! :D

Good karma+3 votes
te47
te47 - - 60 comments @ Lowered Weapon Sprint Animation for Anomaly 1.5.1

Cool, looking forward to the new version!

The issue I was having was triggered by the mouse cursor passing over a dialog box button, like the ones for changing levels. Using "not (actor_menu.last_mode == 0)" completely fixed that.

I later noticed problems with left-clicking in the inventory menu while sprinting. I fixed those by adding "not (pda.dialog_closed == true)". Based on _g.script, those are supposed to be swapped, but I've confirmed it.

Just thought I'd share in case any of this is helpful. Keep up the good work! :)

Good karma+1 vote
te47
te47 - - 60 comments @ Lowered Weapon Sprint Animation for Anomaly 1.5.1

Never mind, I figured it out. A "not" was missing from the script. If anyone's interested in the fix, just change line 89 to:

elseif not (actor_menu.last_mode == 0) then

Thanks again! :)

Good karma+2 votes
te47
te47 - - 60 comments @ Lowered Weapon Sprint Animation for Anomaly 1.5.1

Thank you so much!! This is a must-have fix for the extremely inconsistent sprint animations, and even makes it possible to set your own custom sprint positions. 10/10

There is one small issue though. When sprinting into map transitions, the dialog box keeps cancelling or confirming by itself. Any chance of a fix for this?

Good karma+1 vote
te47
te47 - - 60 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

While I agree that bandits have no honor, they are neutral to mercs in SoC, CS, and CoP. They're also neutral in pre-SoC builds, which is where the Dead City comes from. It's a neutral "0" in "game_relations.ltx" across the board.

The reason mercs and bandits are right next to each in the Dead City using the original GSC spawns is because they don't attack each other. If they do, instead of a fortified enemy stronghold, the Dead City becomes a pile of bodies and free gear.

Good karma+1 vote
te47
te47 - - 60 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Any chance bandits and mercs will go back to being neutral to each other instead of hostile in final 1.5? It would solve the Dead City civil war issue without changing the original spawns, and it would match the gameplay/lore of Shadow of Chernobyl, Clear Sky, and Call of Pripyat. It's a sort of criminal nonaggression pact. Mercs are more or less trained, organized, well-equipped bandits. The Dead City was built on this idea.

Good karma+1 vote
te47
te47 - - 60 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

I just checked the vanilla "game_relations.ltx" for Clear Sky and Call of Pripyat, as well as Shadow of Chernobyl. Bandits and mercs are neutral in every official GSC STALKER game. They're only enemies in Call of Chernobyl.

This is basically what would happen to the Bar if loners and Duty were made enemies.

Good karma+3 votes
te47
te47 - - 60 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

The real issue here is that bandits and mercs are neutral to each other in the earlier builds and in Shadow of Chernobyl. That's the whole reason the original Dead City spawns have them all hanging out in the same area. It was a joint bandit/merc base.

Obviously, keeping the original spawns but making bandits and mercs enemies creates an instant unintended Dead City civil war.

Good karma+8 votes
te47
te47 - - 60 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Not sure if this was a bug or an intentional change in Call of Pripyat, but is there any chance the anomaly and radiation detector sounds could be restored while the HUD is off?

Especially with the new HUD toggle key, I play with the HUD off 99% of the time (as I have since I started playing Shadow of Chernobyl 10 years ago), but I really wish that wouldn't disable audio-based detectors too. It didn't in SoC, and I'm not sure why detectors would be considered part of the HUD...

Anyway, thanks again for this amazing game!

Good karma+6 votes
te47
te47 - - 60 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

I know I've posted about this before, and I hope I don't seem too insistent or ungrateful for all of the amazing work that's made Call of Chernobyl the best STALKER experience available, but is there any chance of the human NPC death sounds being restored for final 1.5?

Human death sounds work in Shadow of Chernobyl and Clear Sky, and I can't imagine that they were disabled intentionally for Call of Pripyat. It's fundamental audio feedback during combat gameplay, and I use them in my own mods with careful commenting for refined AI reactions to deaths within a certain radius. Not having them has really undermined my CoC modding efforts, and I would be incredibly grateful if they could be restored.

Good karma+5 votes
te47
te47 - - 60 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Thanks, that's really exciting news. The AI reactions seem basically perfect in 1.5 already, except for this campfire problem. The same campfire issue was there in 1.4, plus a whole lot of other ones that 1.5 has already fixed.

Good karma+1 vote
te47
te47 - - 60 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Sorry, I did appreciate the joke. Just hoping to get a pretty big issue fixed.

I've spent many years modding Shadow of Chernobyl, so I'm used to 100% reliable campfire AI. When I slaughter six guys at a campfire with amazing gear without them even having the chance to fight back, it just feels like cheating (and kills immersion). I'm less experienced with Call of Pripyat, but I'm fairly sure campfire AI is fine there too...

Good karma+2 votes
te47
te47 - - 60 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

If anyone at a campfire actually sees me, they all jump up and enter combat mode immediately. But if I attack from outside their FOV or from a concealed/distant position, none of them react at all a lot of the time. Even injuring them often doesn't wake anyone up (including the victims).

While this is on my own CoC mod, I'm only using vanilla 1.5 R6 scripts for human NPC reactions, combat behavior, and campfire activity. I haven't changed anything that could cause this.

Good karma+1 vote
te47
te47 - - 60 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

The human NPC AI is extremely good in 1.5, with a ton of reaction issues I saw in 1.4 resolved. However, one thing I'm still consistently noticing is that hostile NPCs sitting around campfires often completely fail to react to the death of their nearby friends, including ones sitting right next to them at the same campfire. You can even injure them without killing them, and they'll just continue staring into the fire. Any chance this could be resolved as well?

Other than that, the AI in 1.5 always seems incredibly reliable. Keep up the great work!

Good karma+10 votes
te47
te47 - - 60 comments @ [BETA] Call of Chernobyl 1.5 R6 Full

CoC 1.5 R6 is in really great shape. Congrats on another amazing advancement. I've just gotten my 1.5 R4 mod up and running on it, and things are going extremely well so far.

I did, however, feel the need to draw attention to issues with the Shadow of Chernobyl pickup system. I've spent so many years playing and modding SoC, and I infinitely prefer the SoC single item pickup system over the Call of Pripyat area of effect vacuum cleaner one, so I was really excited to get that back in CoC. But as it is now, this version doesn't work nearly as reliably as SoC's. You often need to crouch low and close to successfully pick up an item on the third or fourth attempt, and if a piece of wood crate is on top of it, you can't pick it up at all. In SoC, you just press the use key once and it always seems to work. Will this be refined for final 1.5?

Also, the lack of human NPC death sounds is still really messing with my mod. I know GSC broke them with CoP, but SoC and Clear Sky both have them. Any chance these could be restored?

Good karma+8 votes
te47
te47 - - 60 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Quick modding question: Rebuilding my CoC mod for 1.5 instead of 1.4, I've completely redone all of my NPC loadouts with the many weapons in my mod, based on faction and rank.

Using the new system, I've got ideal silencer probabilities in place and working perfectly, but any attempt to give an NPC an attached grenade launcher results in that NPC not carrying any weapons at all. Are attached grenade launchers for NPCs not supported? (I don't need them to use it, I just want a chance of them having it attached like in SoC.)

Any info on this would help. And thanks for the excellent new loadout system! :)

Good karma+1 vote
te47
te47 - - 60 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

I did just confirm that human death sounds still work in Clear Sky, though. So they're only broken in Call of Pripyat, not SoC or CS.

Good karma+1 vote
te47
te47 - - 60 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

You're right. I just confirmed it as well. I've primarily used Shadow of Chernobyl as my modding base, though I've worked with CS and CoP too. They don't play in vanilla CoP, so GSC were the ones who broke it somehow (even though all of the death sounds are still in place in the unpacked CoP database).

I still really hope this can be fixed for Call of Chernobyl. CoC uses CoP as its base, but that didn't stop all kinds of other great SoC features from returning in 1.5 already.

Good karma+5 votes
te47
te47 - - 60 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

As someone who's been playing and modding STALKER since 2007, and considers it to be my favorite game series of all time, I just wanted to thank you all for the amazing work you've done with Call of Chernobyl. I've used a lot of different STALKER games and mods as my base for modding, but Call of Chernobyl is the one I've settled on as it's the closest by far to what I look for in STALKER.

However... I have to ask, why do none of the human NPC death sounds play? They do in all official GSC STALKER games, and I use those death sounds with careful commenting for refined stealth gameplay in all of my mods. Their never playing seems like a huge and obvious problem, yet it hasn't been addressed in all this time. I know you've got a lot to balance in terms of focus, but stealth/combat with humans is a central part of STALKER gameplay. I was very confident this would be fixed anyway for 1.5, but it hasn't been so far. Any chance of this happening? It would mean a lot to me and my modding efforts.

Good karma+11 votes
te47
te47 - - 60 comments @ S.T.A.L.K.E.R. - Lost Alpha

I figured out what was causing my problems, and it's not at all that the LADC can't handle CoP weapon models. You just need to be very careful in your implementation, but when it comes to the models and animations themselves, anything for CoP should work perfectly in the LADC.

Good karma+1 vote
te47
te47 - - 60 comments @ S.T.A.L.K.E.R. - Lost Alpha

You're right, I just got one from SRAP working fine. Interesting...

Good karma+1 vote
te47
te47 - - 60 comments @ S.T.A.L.K.E.R. - Lost Alpha

Really? Not sure what I could be doing wrong. I've spent the past ten years adding weapons from one STALKER mod to another, but I've never had the problems I'm having now. This is the crash I always get:

stack trace:

0023:73D7A932 KERNELBASE.dll, RaiseException()
0023:6EA29339 MSVCR120.dll, CxxThrowException()
0023:6EB13A3A MSVCP120.dll, std::_Xout_of_range()
0023:00BA8804 XR_3DA.exe, motions_value::load()
0023:00BA83DC XR_3DA.exe, motions_container::dock()
0023:00BA7E10 XR_3DA.exe, shared_motions::create()
0023:062B4898 xrRender_R3.dll, SupportsDX10Rendering()

Good karma+1 vote
te47
te47 - - 60 comments @ S.T.A.L.K.E.R. - Lost Alpha

I've been trying to get even a single CoP-based new weapon working in the LADC since it came out, but no matter how careful I've been, it always results in a renderer crash well before you can equip the new weapon. I can only conclude that the LADC is using a new third type of weapon HUD model, meaning no weapons from any other SoC or CS/CoP mod will work as they are.

Good karma+2 votes
te47
te47 - - 60 comments @ [Modding] Call of Chernobyl 1.4 SDK Files

Anyone else having a problem where attempting to make a change on certain maps will immediately crash the level editor? So far, I've been able to make changes to the Garbage and NPP 2, but not Yantar, the Cordon, the Agroprom, the Wild Territory, or Limansk. And probably a lot more.

Specifically, I'm trying to make AI map changes. The Garbage and NPP 2 worked perfectly, but everything else has crashed at the first attempted node deletion or creation.

Edit: Never mind, I fixed it. The editor apparently didn't like "X-Ray CoP SDK" as a folder name. Changing it to "XRay_SDK" fixed it. Thanks for the SDK!

Good karma+1 vote
te47
te47 - - 60 comments @ [Modding] Call of Chernobyl 1.4 SDK Files

Under "Edit Mode", click on "Sector". Then under "Tools", click on "Visibility" and then "Hide All".

Good karma+1 vote