22 year old dude from Croatia. I play S.T.A.L.K.E.R often, favorite game is Call of Pripyat. I have a Steam account aswell, if anyone wants to add me.
Very very nice, I'm liking the font and all that.
Update: It worked.
You mean use the old bat file (avx version) but just change the path there or?
Debug mode does not appear to work with your new repack. Adding -dbg to the end does absolutely nothing. Even using the Steam launch command function does nothing.
I have 16gb of RAM and the mod uses like 10/11 GB of RAM at maximum.
Agreed, I played a bit with this. The added dynamic factor was cool but the anomalies don't fit so well with the game. Seeing a glowing green anomaly in the middle of the ******* road just looks weird. And there's these red things/red lines that make earrape noise when you pass by them. It's baaaad
What do you mean main story? CoC/LD/CoM have only a very short small story.
I'm just asking which patch changed this because I know how to replace it but can't find the original textures/models by the looks of it.
As long as those changes you speak of aren't complete nonsense unrelated to STALKER and don't ruin immersion then it should be fine.
I prefer the bolt because it's more classic, also the bullet casing looks a bit too big imo. Looks like a sniper round.
Thank you, I'm just tired of my settings resetting every time I upload lmfao. Are you gonna compile Anomaly + the 11 updates now? That'd be great for the future.
At some point through the update process, the bolts which you throw in the game.. Their model/texture replaced with a bullet casing. Any way to bring back the actual screw/bolt? Been looking through the files but can't find crap.
Does this final version actually change anything compared to the most recent Update 11 Preview? I got the preview 06/10, so yesterday. I guess this is literally the same stuff.
I have the exact same issue, check my thread on the forums. It's weird as ****..
When starting the game up for the first time on the day and loading it, takes a few minutes (and I'm on SSD). But once that's loaded. Loading any saves and crossing levels takes no more than 15 - 20 seconds for me.
I don't know if this is a feature or a bug but.. I can hardly hear the footsteps of NPC's. Mutants or humans doesn't matter. I was fighting bandits in the car park and couldn't hear bandits walking besides me. It seems a little excessive if it's intended because player makes LOTS of noise but they make none?
Also mutants make no noise? Aside from growls etc.
I'm not crashing anymore but all my saves are corrupt instead, I can't load any saves whatsoever.
I reinstalled the entire mod, and with this update. This is what I'm getting in the console: Puu.sh
It is constant, 24/7, this keeps repeating and repeating and repeating. It's filling up the entire console non stop and not causing any crashes.
I respect that you want to maintain an image for the mod and I do hope you do not change it drastically however something like static vs dynamic relations don't really change the image of your mod. It's a nice option to have, if you ask me.
I can't think of it like that. For me everything CoC based takes place after CoP and is not an alternate universe. However Anomaly does not have any issues with following this anyway, I feel that it's realistic.
I am updating my own progress on this. I installed this final version of the Update 9 and then applied the experimental update 10. It works fine.
Is this tested/stable? I would like to try this, I quite enjoy the idea of dynamic anomaly locations and the new anomalies seem awesome.
From my understanding of how the game workd and that of my friend who also knows a little about modding. Changing the relations to static should in no way affect save corruption unless you've edited Anomaly to somehow be dependant on it. I certainly don't see corruptions happening.
I highly recommend you make it optional for people because let's be honest, not many people like dynamic relations. When you see stuff like Clear Sky and Ecologists declaring war or something it is simply immerssion breaking nonsense if you ask me.
In gamedata, scripts all you need to do is install a game_relations.script that is static (e.g from CoC or something) and it works just fine. It does not at all corrupt saves, or at least why would it?
I have the exact same problem. Kill someone in front, hear him as if someone died to my left or something. Turn around, nobody there. Seems to happen only with deaths and voice lines.
So if you have the Update 9 Preview and Update 10 Preview what do you do with this? Install this, and then install the Update 10 Preview or what?
Np, enoy. Just watch out for radioactive items when spawning a lot of crap.
Yes, the debug menu works for me. Here is a picture of my bat file: Puu.sh
Then press ESC and while in the main menu press S and you will have access to it. Also g_god 1 in the console for godmode if you want to test stuff.
Any reason why it's not recommended for a playthrough? I use it to unfuck the game when things bug or xrEngine starts messing around (want to spawn all items too and see what they do etc). I played CoC with it constantly.
P.S I have a i5 6600k at 4.0ghz.I suppose my CPU is not old enough for non AVX version?
This might be a stupid question but how do you access the debug/spawner in this mod? I want to see what kind of items it has etc.
I used a bat to exe converter to convert the bat to an .exe and then I added the .exe as a non Steam game and it worked. But I think starting from bat feels kind of primitive. Was there any particular reason for choosing bat over .exe? I know it executes a script but seems like it's inconvenient for you and also us.
Is there no other way to start this mod than with the .bat file? I am unable to add the .exe/mod as a non Steam game and start it that way so I can use the overlay for FPS, chat and screenshots.