Dead Air is a total conversion for the S.T.A.L.K.E.R. series based on Call of Chernobyl, encompassing all aspects of the game from graphics, audio, and special effects to various gameplay and AI features. The mod evolves from the ideas started in Call of Misery, a previous project of the mod author. Major inspirations for Dead Air include projects such as NLC, MISERY, Autumn Aurora, and OGSE. Dead Air prioritises the development of the game engine’s potential, complexity of gameplay, and attention to detail, along with addressing both the quality and quantity of all content.
In this archive, I have included a number of fixes that should correct the problems associated with incorrect timing.
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These bugfixes fix a number of errors related to incorrect time determination in certain algorithms. There are two such fixes: battery drain and squad respawn. In the first case, everything is simple - devices spend energy at a constant rate, and not at a "random" rate, as it was in the original. In the second case, the "last spawn" variable depends on the amount of "missed frequency", which allows squads to spawn at the right time with the right frequency. In addition, squads will not spawn if the respawn time "jumped", so after waking up, smarts will not spawn them at once - this will prevent overload on the scheduler and allow you to avoid overload (well, complete enslavement of the ChEZ by bandits and mutants, huh).