A bit of story time first about what am I even doing and how did I end up here. All the way back in May 2017, I was digging around the Bitbucket repository and found a mirror leading to the in-development version. After playing around with that for some time, I started reporting bugs and other issues. Seeing how some were not resolved, I decided to make some changes myself. Right around this time it was already August with the release of the first 1.5 beta versions and me digging around in the game, having all kinds of ideas. This lead to the last version of the original 1.5, R4. After that, things changed. I was suddenly part of the team working on gameplay balance related changes, which can be seen in a horrible state in R6. Here is where everything went wrong. It turned out later, that I joined in either the best or worst time. Development was right about to be stopped by Alundaio, who didn't want to work on the mod anymore. With me joining, I became the fresh source of power, trying to keep going. It was going fine for a surprisingly long amount of time, but then nearly everybody had to take longer and longer breaks. What I did in the end is completely ruin the development by going off track, trying to completely redo major parts of the game.
All that lead to the current state. Development paused back in the end of July 2018 with some small activity spikes up until around October. I took my own long break, also waiting and hoping people will come back. Without team lead and our C++ programmer, I tried to change the engine under the mod with the help from a Russian team, to one that uses mid July 2018 Open X-Ray as a base, which is 64 bit. It wasn't very successful to say the least.
So, what next? Well, the mod needs manpower in order to be continued. Mainly C++ and LUA programmers, but anything helps, even writers and good QA. If you can help, leave some information about what you can do in the comments. If you know someone, please send them our way.
Update: I can no longer promise any activity from my end. After many years with stalker, I have to start making major changes in life, which will not leave enough time for a project this big.
The last in-development builds: 32 bit from October 2018 | crashy 64 bit from February 2019
Thanks to everyone for your patience and support!
The long awaited 1.4 patch for the S.T.A.L.K.E.R.: Call of Chernobyl modification has been released. Many new features, customizations and optimizations...
Finally, the long awaited Call of Chernobyl has been released. Here is a short FAQ of some of the most commonly asked questions and issues!
The time has come, announcing the best Mods of 2016 as selected by you.
The time has come, announcing the best Mod of 2015 as selected by you.
Complete beta version of Call of Chernobyl 1.5. !IMPORTANT! Please read the description for more details.
This package will update all versions of CoC between 1.4.00 and 1.4.21 to 1.4.22. Please read the description:
Complete repack of Call of Chernobyl version 1.4.12. !IMPORTANT! Please read the description for more details.
JonesSoft Generic Mod Enabler is an application that allows you to manage addons more easily.
This download is not needed for players to play CoC, it's only useful for modders! The pack contains updated level editor scenes and updated objects for...
This download can be useful only for modders! SDK files for level editor/3D software work, for all.spawn compiling. My complete SDK/editors folder compressed...
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
Just to have to some fun doing some rookie DYI modding and what not... My question is, does anyone know how to customize/edit those light blue icons that display the artifact boosters (I am specifically talking about the artifact boosters - not the drugs/medicine boosters!)
The reason being is that I found out that 4 of all the possible icons (wound, armour, explosion and strike) are all stretched (duh) - and to put the cherry on the cake - the armour and explosion labels are mismatched! (i.e. Explosion icon says it's Armour and vice versa.)
I've messed around with some files (obviously this should be a file in "configs", in the "ui" folder, but I still haven't had any luck).
I've played around with the "af_params_16.xml" file, since it's fairly obvious it has to be it, but still to no avail. Furthermore, I've managed to (funny enough) flip the mismatched labels, alas what good is that since doing it this way is kind of ridiculous because doing so means I replaced the explosion stat with the texture of armour (and vice versa.) but this doesn't justify that maybe the icon placing is wrong and not the labeling...
Idk... any thoughts?
When unloading guns after looting corpses, the mood reduces considerably the amount of bullets received, For example, unloading 10 AKM sometimes give me just 1 bullet, or if I have let´s say 130 bullets in the inventory, downloading 10 weapos give me 100 bullets but in the inventory the amount reduces to 120. Any way to fix this? Thanks in advance.
small question, will the Arsenal Overhaul 3.1 and STCoP Weapon Pack addons work together?
No, sorry its one or the other
Hello guys. I've played COC for years but recently I reinstalled my Win 10 Pro and for some reason I can't play this mod. It keeps giving me 0xc0000007 error and I've done pretty much anything I could find on Tutorials and YT vids. DirectX reinstall, .Net framework reinstalls, found some AIO runtime that I use, than putting every .dll in the game folder and none of those work.
Does anyone have any idea on how to fix this? (PS: I even tried running it with the x64 engine and still didn't work).
What happens if you run CoP?
Can you try this - Moddb.com
Which version are you playing the stable 1.4.22 or v1.5???And please check you have installed correctly.And if you are using addons make sure you have installed it in correct order
I'm playing 1.4.22. Some NPC missions cannot be passed. For example in Jupiter map when you lead scientists to a mission to investigae some areas and then you lead them back to bunker base the mission cannot be ended. Scientists do not have thank you messages and don't pay for me leading them. The only way to get rid of them is to cancel the mission. Same in swamps. You lead a scientist and then lead back to base but the mission still continues.
This has not been updated for a long time with issues left over and no 1.5 "finished" release,
DocX Call of the Zone is basically the successor , Moddb.com those issues resolved in there, plus with addons , not sure why people want to play this over that unless they do not know about DocX CotZ, or maybe just for educational purposes or something, ie web search Call of the Zone VS Call of Chernobyl: Reddit.com
Reddit.com Reddit.com
The goal of our mod was to create a sandbox which modders can build upon.
I still think we made it.
Anomaly and Call of The Zone are the best proof of that.
Also don't forget Dead Air AKA the new Misery.
2C.LiryC
thanks for that
>>Anomaly and Call of The Zone are the best proof of that.<<
Yes indeed!
I have not played much Anomaly but certainly DocX Call of the Zone and it advertises clearly a mod of Call of Chernobyl, in its initial load screen so without COC, CotZ would not exist.
I done a bit of modding myself, just small stuff but all the effort to get those small things to work gives an idea of the tremendous amount of dedication and focus it must have been required to do something like COC and keep it updated for as long as it was!
And then there is that cooperation aspect of working with other people...
oh Ok.
Sorry then. I edit the post to remove that.
Well I didn't knew about it. Perhaps I'll try that later. Right now I like this mod since this is all in one. Plus extra that didn't existed in original game series.
NP here is an old forum that talks about mods for STALKER and a lot of information of both COC and CotZ
Bay12forums.com
Save, reload it AFTER leading them back to base.
Action with a team of stalkers:
https://www.youtube.com/watch?v=ZPhyl_LrdKw
Yes it helped after reloading. The mission suddenly turned to passed. The scientist disappeared and I got money. But hell, why it should be like this? Pity.
And also the game is not very stable. Sometimes the game is shutting down for no reason. Especially when many applications run in memory along with the game.
"the game is not very stable"
Welcome in stalker univers.
"Especially when many applications..."
Perhaps should you close them when you're playing.
Are you working or cooking when you're making love? Computer are like humans.
About "shame to devs". First, try to do that we did, and after it...
A little bit of respect is always welcome.
Sorry Borovos. I won't abuse creators anymore. I have fixed abusive words in the video and elswhere. I have written in such a way just to get your attention. In such a way I checked whether the group of mod creators still around here (Alundaio, Borovos, Lyric and others..). The mod is very good. I appreciate your work and I still play it sometimes after such long time since its creation. Good to see that you answered. And I hope you'll do smth again. I would pay. As for me.. I'm not game developer. I'm learning web development - html, css, js, java, spring boot.
Yep, without you guys, DocX would not have been able to create his work! Evrytime we run his CotZ, we are reminded it is mod of Call Of the Chernobyl and Team Epic is there! Thank you very much!
Since you’re here, is it okay to ask a question?
I want to know where in the scripts is where how companions follow you? For the moment, each separate Companion Squad follows the previous squad that follows the player. With enough squads, it creates a conga line. It would be excellent to know if we can edit the script so that all squads follow the player directly instead of each other.
Otherwise, almost everyone here is thankful for what TeamEpic has left us. It would be nice to imagine what CoC would be like if you all had more time to finish the project, but what we have now is extraordinary enough. Thank you all again, TeamEpic.
Hi,
axr_companions.script should be where you start at.
But, as Borovos, I can't help on that. We're both mostly Level Editor/3D designers.
You all should understand that, creating such a mod needs many people involved, with different skills (3D, scripting/programming, texturing, etc.). Nobody masters every aspects of the game modification. ^^'
That is of course a given - CoC is a team effort and a labor of a collective of people to be able to function and to continue to progress. People come with their specialities to contribute to a greater project.
I was just hoping that one of the developers responsible for the coding was present. Otherwise, it was a good attempt to see if there were a good lead.
I'll check out axr_companions.script again. I'm not good with code and there is no negative feelings for not receiving a more explicit answer. I'm very happy to have received a response at all.
Thank you again, for responding and for contributing to a landmark STALKER mod.
Check also the "beh_companion.ltx" in configs\scripts folder.
I'm already glad if it helped. ^^