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Wow, now this is not only a (Ultra?)Widescreen mod, but it's been merged with the essential AI and Water relection fixes, everything you need bundled in 1 package!! Thank you for making the vanilla experience so easily available for everyone on modern setups, amazing job!!!
Aha, enjoy :D
Yea, me too, it looks like Akella couldnt get the rights for Goodbye Almond Eyes, but they released it anyway. Then they had to remove it later and replace it with a more generic theme >.<
Oh? Does the download not start or something? I've tried downloading it from different browsers too (Firefox/Chrome) but it works fine for me?
Is it possible to only swap the executions for firearms? And is it possible to add them all and have guns use the same 3 execution-stage system that melee items use?
Yea i know, but i just miss these awesome rocking songs playing :)
/// BLOWOUT IN PROGRESS ///
All these SoC goodies, damn! How bout the casual hands in pockets pose and strut?
Agree, those SoC uniques were so awesome, would love to see it as a standard in CoC
Great, id love to see the encyclopedia and folklore make a return as well!
Getting the same here: it looks fine on DX9, but too bright on DX10. But my indoor areas do seem really really dark now. Didnt have any of these issues on 1.4000
Im at the cordon, and after a couple of minutes of play this CTD occurs:
$ LA_DBG: ABORT ~~> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG: [error]ABORT CALLED:
$ LA_DBG: [error]From: gamedata\scripts\xr_logic.script in function 'activate_by_section' (220)
$ LA_DBG: [error]Line: 284
$ LA_DBG: [error]Description: xr_logic:activate_by_section:obj=[cordon_esc_stalker_shustriy],section=[sleeper@nimble0]<~does_not_exist:(false)
$ LA_DBG: ABORT:
...k.e.r. - lost alpha\gamedata\scripts\xr_logic.script:284: in function 'activate_by_section'
...k.e.r. - lost alpha\gamedata\scripts\xr_logic.script:504: in function 'switch_to_section'
...k.e.r. - lost alpha\gamedata\scripts\xr_logic.script:555: in function 'try_switch_to_another_section'
...r. - lost alpha\gamedata\scripts\bind_stalker.script:356: in function 'update_combat_type'
...r. - lost alpha\gamedata\scripts\bind_stalker.script:173: in function <...r. - lost alpha\gamedata\scripts\bind_stalker.script:150>
When i follow nimble, he just leaves the tunnels, heads for the rookie village and enters the house with the strange plant hanging from the ceiling. He then jogs to one of the rooms, walks up the window and then it CTDs. Tried sleeping during this, but it still crashes and there does not seem to be any way around this.
This is awesome, i missed this feature from AMK
Always taking good care of Clear Sky eh, thanks Decane!
Now that you mention it, I do recognize these situations in OWR: I could use the throwable grenades just fine outdoors, but in narrow spaces iv wasted a couple of grenades in the exact same way you described. I dodged them in time so they didnt kill me, but they surely caused panic and ruined the element of surprise >.< Wouldve been infuriating if i had squadmembers around me, but I didnt really think much of it at the time. Maybe the grenade's hitboxes or throwing arc were slightly altered?
Im sorry, im pretty late myself, been quite busy >.< I noticed the accuracy upgrades being at 0% in version 1.4.18, but I thought the lack of effect mightve been in the description only. Other then that, I had VOG grenades showing up with SUSAT scope icons (not sure if they were usable), but the throwables were still good I think, so I think im also running into different things here.
Oh, you mean the accuracy upgrades and VOG grenades?
Oh but this is pretty cool! Not a big fan of ironman and survival, but this is definitely awesome aaf. Isnt it abit like that ZombiU game? Also, would it be possible to loot your former character and his stashes when you take over a new stalker? Or meet your former stalker as a zombified stalker? And can you set limits on who you can switch over to, based for example on rank or faction(s)?
Is this compatible with 1.4.19? Still on 1.4.18 currently
Wow, this is pretty comfy indeed. Would love to see this as an animated wallpaper too :O
Thats a nice nod to the lore too :)
CoP emmission bugs fixed, yaaaay!! I like the new fast travel option, but perhaps you can add a travel system like in clear sky, having a dedicated guide which charges you money over distance, provided youve already been there of course. Anyways, you guys are doing a terrific job, keep it up!!
Il give these tricks a try, thanks man :D
That doberman looks like those cerberus dogs from resident evil, awesome!
Also, iv got a problem with the blowouts in CoP maps: The psy-emissions work well and as they should, but when i save the game after the normal emissions and then load that game, it will instantly kill me during the loading screen:
The task that tells you to take cover wont show up during such an emission, but nothing else seems wrong at first. Then, when i save the game after the emission passes, and return to that save, it will show the "Lost to the zone" gameover message immediately during the loading screen.
As for addons, i have a slightly modified game_relations.ltx and trade_barman.ltx file.
Oops, the log actually says "There is no squad with id[jup_b204_squad]"
Think i ran into something strange in jupiter: The console was spamming "There is no squad with id[jup_b204b_squad]" and the game was stuttering alot. But saving the game and reloading it will fix it.
Also, I think spartacus and hawaian (when having a Oasis artifact when you talk to him) still have code that references to old dialogue options from CoP.
And the "Rottern Grove" anomaly in Jupiter is making strange sounds.
Well, im on vanilla, but i tweaked 2 files, which are some lines in the game_relations.ltx file (Clear Sky neutral to Freedom and vice versa) and a trader file (Skat9 and VSS rarely available at Barkeep), but the common structure of these files remains the same, and the files werent changed since 1.4.10. Il update to 1.4.13
On 1.4.12, im still getting the "pure virtual function call 935" CTDs on CoP maps. Tried adding -noprefetch to the shortcut, but still no luck. In Zaton, theres a single loner in the iron forest shooting a poltergeist. Whether i help him to shoot the geist, or he shoots it, it will always CTD with mostly 935 upon taking it out, but also various other stack trace reports.