All good, I was just pointing out the second bit since I know it's a thing in GAMMA and even with ARO off I noticed it wasn't actually working but if it's just the texture, that's all right.
All good, I was just pointing out the second bit since I know it's a thing in GAMMA and even with ARO off I noticed it wasn't actually working but if it's just the texture, that's all right.
Noticed a few slight issues in the HUD related to radiation
1: Small incompatibility with Demonized's version of Arszi's Radiation Overhaul, it's supposed to disable the radiation zone icon in the top left but instead a small grey square pops up. Guess it's just a small scripting issue between the two mods.
2: The radiation bar in the Alternate Style BHS hud doesn't actually do anything, at least in the standard Anomaly version.
Other than that, love the UI in general, probably the first custom one I've liked since V-Nomaly years ago.
No problem, I'll keep an eye out if it pops up for a specific trader but the main suspects seem to be alright so it might be just about dealt with.
Noticed an odd issue with the new version that when trading, all your items in your inventory are marked red like "The Trader isn't interested in this"
You can still trade though, and it looks the usual limits still apply so it's just a offputting UI issue it seems.
Stack trace up in Jupiter in a new game on Update 2/Hotfix 4
{@} --- Invalid destination [459.197449][498.782410]
{@} --- Invalid destination [459.212830][499.043549]
{@} --- Invalid destination [459.212830][499.043549]
{@} --- Invalid destination [459.197906][498.791290]
{@} --- Invalid destination [466.666656][498.815308]
{@} --- Invalid destination [468.976990][498.786377]
{@} --- Invalid destination [466.415649][498.804016]
{@} --- Invalid destination [474.565704][498.771851]
{@} --- Invalid destination [474.565704][498.771851]
{@} --- Invalid destination [474.570618][498.784607]
{@} --- Invalid destination [474.565338][498.770935]
{@} --- Invalid destination [473.702087][498.881927]
{@} --- Invalid destination [473.702087][498.881927]
{@} --- Invalid destination [473.702179][498.882385]
{@} --- Invalid destination [473.702393][498.883423]
stack trace:
[error][ 126] : The specified module could not be found.
I've been trying to use R7 (the 32-bit build specifically) but using any device like the flashlight or a detector immediately freezes CoC with an out of memory error to the point I have to completely reset the computer. This is playing completely stock so no addons that could be causing incompatibility issues or anything. The one time I've managed to get something out of the log was when bringing the flashlight out didn't crash the game BUT did tank the framerate into the single digits with this error filling up the console until I put it away.
! VERIFY_FAILED: player_hud.cpp[217] {attachable_hud_item::setup_firedeps} _valid(fd.vLastFP2)
! VERIFY_FAILED: player_hud.cpp[218] {attachable_hud_item::setup_firedeps} _valid(fd.vLastFP2)
! VERIFY_FAILED: e:\stalker\x-ray source\x-ray_callofchernobyl\src\layers\xrrender\skeletoncustom.h[164] {CKinematics::LL_GetBoneInstance} bone_id<LL_BoneCount()
! VERIFY_FAILED: e:\stalker\x-ray source\x-ray_callofchernobyl\src\layers\xrrender\skeletoncustom.h[164] {CKinematics::LL_GetBoneInstance} bone_id<LL_BoneCount()
Whatever it is, I can assume with what happened that would usually be enough to freeze xray hard enough like I've mentioned. Both 1.4.22 and 1.5R6 work perfectly fine though so it's something unique to R7, what it is though is beyond me. I know I can always go back to those two versions and 1.5 is pretty much abandoned but any insight into this would be appreciated.
Interesting mod, I tried getting into Realmode for pretty much the same feature (Militiamen using a wider variety of weapons since it makes sense story wise) but, like you, just couldn't get into it and other mods due to the changes they make to the gameplay overall. It's a neat compromise.
I've tested it myself, and if the spawn population settings in the game options are at 1 or 1.25 then yeah the game stutters pretty badly, probably because there's so many offline squads going at once and those population values can make the Zone pretty crowded.
If the population is at the default .5 or under it seems to work perfectly fine though.
The compatibility patch was made for the 1.4 RC a couple months back so it's very much out of date compared to the actual release all.spawn. We're just waiting for an updated all.spawn or a whole new version, whatever comes first.
What script or config file handles what audio files play on megaphones so I could add in more announcements and such and not replace them. I've tried looking for the script that handles that myself but haven't had any luck.
Any news happening?
With Misery coming out with 2.0 next month, I've been getting an itch to play through STALKER again with the new mods coming out, and I was hoping this would be the one for SOC.
Please tell me it'll come out in time. Would be nice. :)
Well, more bug fixes are always nice. As long as you don't think it might screw up anything you have working, I don't see any reason why not to upgrade ZRP.
Nice to know you're almost done with this thing. Can't wait to see what you've been doing these last few years.
I once had a dream. A dream that told me of a amazing chance, a once in a lifetime opportunity. Somehow, someway, I was going to use my creative writing skills to get a Counter Strike Global Offensive beta key. At first I thought this dream was nothing more than the most nonsensical fantasy. The very idea of a gaming community unlocking the floodgates holding back the creative power of Counter-Strike players around the world seemed far too dangerous.
But alas, here I was. The dream had become a worrying reality. The unlikes were everywhere; the non-effort posts wre everywhere, and in the creative battle for a set of numbers and letters, people may very well be losing their lives. I could feel nothing but sorrow, and I mourned for those that had already lost their lives in this dangerous game.
But, in the past few minutes, I've had a revelation. In that dream I was not just an observer, lamenting over the chaos. In fact, I was laughing. For you see my friends I had come into the possession of one those keys that people were fighting so terribly over. How I came into possession of this key? I had no idea, but it seemed the fates smiled upon me in this dreadful vision, as they smiled on several other people, as they were saved from the bloodied killing fields of poems about Dust2 and limericks about AWPers.
My point of telling this dream, my dear ModDB judges, is that I need a beta key. Because as the dream foretold this very event, it foretells my early entry into the next chapter of the Counter-Strike series. It's simply destiny, and surely you do not want to get in the way of destiny?
First off, the mod was, really, really worth the wait. Made me feel like I was back in SoC Yantar/Red Forest again. A perfect atmosphere for being so close to the center of the Zone I think.
My only problems are pretty much the same for everyone else it seems. Looted guns need to be more useful in the economy, and hunger needs to be tweaked to be a bit more forgiving rather than having to gorge yourself by noon. Other than those two, I really don't have any major complaints. The combat seems pretty well balanced, I managed to clean out the Snork cave in Zaton with only a Makarov, which is practically unheard of in vanilla or many other mods. You guys did a fine job for the first release, just needs some tweaks here and there and It'll be golden.
Yeah. Complete is a serviceable compilation pack of ZRP and the numerous visual/sound mods out there, but it would be nice if Pavel would release a "Untouched Gameplay" version. For someone who's played STALKER before, and all the hard mode mods like LURK, Redux, and such, it felt wrong going into Agroprom for the first time with like 15 regular medkits and 6 blue ones, ALL SCAVENGED off of enemies.
RMA is a very interesting mod, being a sort of "Director's Cut" Mod for SoC. I've been kinda disappointed that it still hasn't gotten the attention like Narodnaya Solyanka does and that there hasn't been a push to get it translated.
But, if you're planning on having LURK being the "Western RMA," which it seems like it to me, then I'm all for it.
Hey N.Aaroe, is there any chance that Atmosfear Fallout could be included as an optional? Maybe it's just me but I kinda liked how it added to the feeling that the Zone was trying to kill you in every possible way, but I could understand how some people got annoyed by it.
Hasn't been much news on this for a while. Is the development still going or has it stalled indefinitely?
I hope not, Rebalanced 1.05 was a very good mod even if it was somewhat unstable and had some questionable presentation choices. (The Metallica guitar covers for one :p) I'd love to see if 1.2 managed to surpass all that, especially since it has all the advancements from other mods that have come out since 1.05 to consider.
Hope you manage to release soon.
Warad
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