• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
    21,541 replies, posted
[media]http://www.youtube.com/watch?v=jkyo69J9Kr4[/media] I love MSO so much
Can a save get corrupted if a quest is not done properly? I.e killing all the bloodsuckers without using the gas, but by two F1 grenades and high caliber assault rifle rounds? Because that's what I did for fun, I did a quicksave before and afterwards it seemed fine. I did the quest, and got the reward from Beard. So I continued, now more then 3 hours later. The game starts constantly crashing (with the error message I typed above). I have tried reinstalling it 4 times, redownloading it twice, once on a different mirror. I tried making sure there wasn't any weird permission problems due to be shutting off UAC. I tried just about anything that I could remember/figure out etc. Sorry for asking again, but this is making me desperate. Making a new game seems to work, but I really don't want to stop playing on this playthrough. I'm already losing motivation from all of this.
No, that won't corrupt a save. There's no 'correct' way to kill the Bloodsuckers, anyway.
the only correct way to kill a bloodsucker is fast.
[QUOTE=Beacon;46849724]I think people are going to be disappointed when CoC is released and there's virtually nothing to do but kill A-Life and find artifacts in the new levels. The key will be when someone adds proper missions and new storylines to all the old levels again.[/QUOTE] The tasks in CoC are dynamic and built around the A-life. For example if Bandits are at the car park Sidrovich will have a task available to clear it out. You can optionally go talk to Fanatic to come with you. Many more like that, that can go on forever. These are not spawned situations, these situations have to exist for you to be able to get the task in the first place. I did add fetch tasks because testers begged for them, but I'm not too fond of those kinds of tasks. So, no there is quite a lot to do similar to if you were to play GTA. Gameplay in stalker has always come from the randomness of A-life, we just embrace this. Will there be something to do in every corner of every level? No, it's impossible for us to add that amount of stuff by ourselves. This is why we want a good stable mod with documentation to allow modders to add their own work. Our collaborations with OpenXray will ensure future compatibility with other mods that alter the source, too.
Such a simple concept, but it sounds so great. You need to take out X group at Y location because X group overran Y location Most games do it either like "X group statically controls Y location for questline" or "questline spawns X group" so it's really nice that you guys are embracing the randomness, I've always felt the feeling of simulation in the STALKER games is what keeps the game fresh long after the scripted scares and unknown plot details run their course. Case in point, I am sick to death of most every quest in Call of Pripyat (Especially the MQ tasks). I try to either avoid for a while or get out of the way the bloodsucker lair quest in zaton because it's so scripted in the beginning (and being with Grouse and his dialogue is torture) vs say, snag's quest for the container because while still scripted, the build that comes from traveling there and carrying out the task is a player-driven story in and of itself. Hell, I even prefer the hunting quests. Speaking of quests, do you guys have artifact-hunting quests that force you to go to really dangerous areas (like CNPP) for super valuable artifacts that you can't get anywhere else? I fucking love any type of thing that can convey a journey (as well as provide a decent reward)
[QUOTE=alundaio;46866913] Gameplay in stalker has always come from the randomness of A-life, we just embrace this.[/QUOTE] I think this is the correct approach to what you've got now. There will always be storyline mods, but I've been looking for a mod for CoP that is perfect for permadeath runs, i.e you can just forego the missions and live your life in the Zone until the Zone takes you, then roll a new character. Looks like CoC is shaping up to be this long dream of mine.
[QUOTE=Muukkis;46867215]I think this is the correct approach to what you've got now. There will always be storyline mods, but I've been looking for a mod for CoP that is perfect for permadeath runs, i.e you can just forego the missions and live your life in the Zone until the Zone takes you, then roll a new character. Looks like CoC is shaping up to be this long dream of mine.[/QUOTE] I was actually thinking about adding an Iron-man mode checkbox to the faction selection screen, where it will delete all marked saves upon death.
[QUOTE=alundaio;46866913]The tasks in CoC are dynamic and built around the A-life. For example if Bandits are at the car park Sidrovich will have a task available to clear it out. You can optionally go talk to Fanatic to come with you. Many more like that, that can go on forever. These are not spawned situations, these situations have to exist for you to be able to get the task in the first place. I did add fetch tasks because testers begged for them, but I'm not too fond of those kinds of tasks. So, no there is quite a lot to do similar to if you were to play GTA. Gameplay in stalker has always come from the randomness of A-life, we just embrace this. Will there be something to do in every corner of every level? No, it's impossible for us to add that amount of stuff by ourselves. This is why we want a good stable mod with documentation to allow modders to add their own work. Our collaborations with OpenXray will ensure future compatibility with other mods that alter the source, too.[/QUOTE] That sounds good, thanks for the reply mate. I'm intrigued as to how you got dynamic tasks working, I'd love an explanation if you find the time. The temptation to restart WotW with a CoC base is a hard one to resist, I'll tell you.
Has anyone ever been able to find the MP-5/10 or 5.7x28mm ammo in Arsenal Overhaul? I wanted to get the FN P90 but I can't find any ammo for it.
[QUOTE=alundaio;46867241]I was actually thinking about adding an Iron-man mode checkbox to the faction selection screen, where it will delete all marked saves upon death.[/QUOTE] I always thought a simple idea would be to limit saves to the safe areas (bar, Skadovsk, Yanov) and anything death outside results to you reloading that point. Would sort of give meaning to armour + artifact protection instead of "less time before i need to quickload".
[QUOTE=evil_twin;46859070]So I have returned after a long absence! And I now have a ludicrously overpowered gaming PC. LoNer1, any news on the Vanilla+ front? I've just checked out the moddb page, looking great! Does it include the Zone Reclamation Project stuff yet? (The bugfixes and so-on.) I see lovely graphical stuff and things about new weapons and rebalancing. I look forward to giving that stuff a try. :) Are they going to be an optional part of the mod? It would be great if people had the option to play the game with just the original weapons and their original stats (no matter how shitty they might be be), with Vanilla+ just improving the graphics, fixing bugs, and correcting dumb oversights like the gauss rifles with no ammo in Pripyat. Vanilla+ is supposed to be the modern alternative to the old "Complete" mod, and one of the criticisms of Complete is that it it made stealth easier and messed with weapon stats and the carry limit. Resulting in purists saying "don't play Complete, it's shit, use Zone Reclamation Project instead". (Cause all the gameplay changing things in ZRP are optional.) Vanilla+ should try to avoid that issue by making anything that significantly alters the game be an optional part of the installation. My hope is that Vanilla+ will be great for people that have neved played STALKER and want to experience the "original" game but with modern graphics and all the weird stuff fixed. While experienced STALKER players will also want to play it, to have some nostalgia and relive the original story and quests, but with new improved gameplay with cool new guns.[/QUOTE] I'll PM you. Also, Amez, your videos make my day
Friendly reminder how incredibly amazingly translated the polish version is [url]http://youtu.be/Y2ZdhutlsJY?t=15m9s[/url] It's literally a voice over, same voice for every single character. To make it better, it's the Lector (polish name for voicer-over guy) who does like five million movies and a lot of soap operas on TV, his voice is forever carved into the consciousness of anyone who grew up with polish TV.
[QUOTE=JLea;46867479]I always thought a simple idea would be to limit saves to the safe areas (bar, Skadovsk, Yanov) and anything death outside results to you reloading that point.[/QUOTE] I usually do that when I play CoP. Artifically limiting saving to safehouses(mechanical limitation,that is) only would be kind of terrible though, because sometimes you have to navigate through an area that's giving crashes and that's why it's nice being able to quicksave whereever you want.
[QUOTE=download;46866823]No, that won't corrupt a save. There's no 'correct' way to kill the Bloodsuckers, anyway.[/QUOTE] What are you saying, of course the knife is the proper way.
bolt the bloodsuckers to death
[QUOTE=Beacon;46868361]bolt the bloodsuckers to death[/QUOTE] That for some reason reminds me how you were able to pull knifes out of your ass and kill things with them in SMRTER
[QUOTE=proch;46868383]That for some reason reminds me how you were able to pull knifes out of your ass and kill things with them in SMRTER[/QUOTE] Throwing ones? lol
Yep. An infinite supply of throwing knifes.
[QUOTE=Bloodshot12;46864812]Are there any mods for any of the games that use the MP maps from ShoC/CS/CoP as new areas? (I know redux will use a few) Was looking at the maps ingame, desolated village in ShoC's MP would make an excellent village to come across in SP[/QUOTE] Упавшая звезда. Честь наёмника has that map, if I recall correctly. Predbannik (available from AMK Team's site) has a portion of the abandoned village map in it (it's actually more like that MP map expanded into a far larger one for the purpose of being a location for other mods to use). SZM 0.2 for CoP uses the Predbannik as a starting location. If you feel courageous enough, you can also try AlternativA 1.2 or Diana Mod.
my fucking god, AO/MSO [quote]Expression : ai().level_graph().valid_vertex_id(vertex->data().level_vertex_id()) Function : CPatrolPathManager::select_point File : D:\prog_repository\sources\trunk\xrGame\patrol_path_manager.cpp Line : 173 Description : patrol path[pri_a28_arch_strelok_2_walk], point on path [wp00|sig=path_end],object [pri_b305_strelok_strong22036] [/quote] Fucking strelok, the cunt, is making the game crash during the escape when he's supposed to go through an arch near the hospital PROBLEM FIXED
oh hey araknid, already answered your post over on /sg/ ;)
Yo wtf, game was fine until i hit jupiter plant and got to the heli room, now every time i load my game it starts off fine for like 15-20 seconds then framerate just gradually drops until i get about 8 fps. Reloading fixes it for the same 15-20 seconds. Using AO 2.4.1 with atmosfear and MSO EDIT: as soon as I leave the jupiter plant and go outside performance is restored, wtf
@Beac, evil twin, [I]and the rest of the thread[/I] I will PM both of you. After this, I will be offline for an indefinite time, because I've lost 2 uncles. The one died because of natural causes, the other passed away because of cancer. I just wanted to let everyone know where I'll be, hence this public post. I'll probably be back in a month or so, but if anyone is wondering why such a 'long' time, let's keep it at "it's messy here at home". (also the reason I've been so abcent these last 4 days). Cheers
[QUOTE=LoNer1;46870304]@Beac, evil twin, [I]and the rest of the thread[/I] I will PM both of you. After this, I will be offline for an indefinite time, because I've lost 2 uncles. The one died because of natural causes, the other passed away because of cancer. I just wanted to let everyone know where I'll be, hence this public post. I'll probably be back in a month or so, but if anyone is wondering why such a 'long' time, let's keep it at "it's messy here at home". (also the reason I've been so abcent these last 4 days). Cheers[/QUOTE] Ah shit, I'm really sorry to hear that bro... Hope you get through this ok. We're here for you.
[QUOTE=LoNer1;46870304]@Beac, evil twin, [I]and the rest of the thread[/I] I will PM both of you. After this, I will be offline for an indefinite time, because I've lost 2 uncles. The one died because of natural causes, the other passed away because of cancer. I just wanted to let everyone know where I'll be, hence this public post. I'll probably be back in a month or so, but if anyone is wondering why such a 'long' time, let's keep it at "it's messy here at home". (also the reason I've been so abcent these last 4 days). Cheers[/QUOTE] Shit dude, that sucks. My condolenses.
Hey alundaio, is my idea impossible?
Best part of the modified CoP source code? No more irrelevant BugTrap error window that you have to manually end the process of with task manager when you crash... now you get a proper window, with the error, and a button to exit the process! [editline]6th January 2015[/editline] By the way Daemon, I didn't ignore you, I'm just trying to catch you being online at the same time as me! Message me if I'm online again!
[QUOTE=Beacon;46870796]Best part of the modified CoP source code? No more irrelevant BugTrap error window that you have to manually end the process of with task manager when you crash... now you get a proper window, with the error, and a button to exit the process! [editline]6th January 2015[/editline] By the way Daemon, I didn't ignore you, I'm just trying to catch you being online at the same time as me! Message me if I'm online again![/QUOTE] In SHoC 1.0008 I don't crash either, just a logdump (for instance when a weapon rank is missing). Really handy.
The missing weapon rank crash was also fixed for the modded source, it's brilliant.
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