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STALKERSOUP

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  09:33:49  12 August 2011
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Tecnobacon
Senior Resident
 

 
On forum: 08/11/2011
Messages: 222

---QUOTATION---


I know this is irratating but remember that before this it would just CTD all the time (why so few ever really played NS) at least now you get to quit and reload instead of staring at your desktop. The alerts for us are invaluable in debugging this mod.

One thing you can do for now is to turn dmx_cars to false in TB3D_modders.script before you enter DV. Even though the vehicles are in the all.spawn, they will not try to update thier locked condition and not cause the error. Remember to turn it back to true if you want to use one. this works without CTD, I've tested it.
EB



I saw your post on the steampowered forums. I have no dmx_cars line in my TB3D_modders.script file using the 1.04 patch. Am i looking in the wrong place for it?
---END QUOTATION---



My bad! I assumed it was in there already, I will add it to the patch tomorrow, even tho it's a start option, you can turn it off in game without CTD, it's changing it to true after new game that will CTD.
  18:35:40  12 August 2011
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Tecnobacon
Senior Resident
 

 
On forum: 08/11/2011
Messages: 222
UPDATE

I have a patch for tonight:

FIXES:
added missing texture for PM quest in Swamp
added mossberg590 to physics group

OPTIONS in modders script:
sleeping bag use anytime except Hellhour and Blowouts
use DMX cars or not

also added mac10 and dual weapons to spawn menu.

Still time to send bugs and requests to stalkersoup@tecnobacon.com
  19:18:57  12 August 2011
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Tecnobacon
Senior Resident
 

 
On forum: 08/11/2011
Messages: 222
QUESTION

I am preparing Patch 5, would like to know what you think my default settings should be in the modders script, they are:
start_collector = true
use_ammo_belt = false
use_DMX_cars = true
Auto_Save = true
unlimited_bolts = true
hide_weapon = true
default_hit = true
use_COP_bloodsuckers = true
use_COP_burers = true
use_COP_psi_dog = true
breath_sounds = true
default_sleep = true
money = 1
money_real = 1
suithud_enable = 1
blurs_enable = 1
blood_enable = 1
bleed_enable = 1
kostri = 0

send your suggestions to stalkersoup@tecnobacon.com, most popular settings will be used.
Eric
  21:52:04  12 August 2011
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Smoke Screen
(Senior)
 
On forum: 04/08/2007
Messages: 98
I play this mod for a while now under a fresh install
of SHOC V1.005 Nonsteam,since 1.01 was available
and patched it with every update.
Stalkersoup seems to be more stable than the DKZ
version. At least ive not encountered bug-traps which
hardly let you play further. A problem area in the DKZ
was wild territories for example,or the underground
missions. Thats gone.
However Stalkersoup so far seems more sensible toward
C_stack overflows. I dont know if this is related to the
games version or the mod.
Another thing that bothers me is that shotguns are now
pretty much useless and you have to waste expensive
and hard to come buy rifle bullets on dogs and other
monsters. But ive read that new weapon configs are in the
making,so i hope it will get better.
Im also with Blackbyte on the issue of the nearly unvisible
electra anomaly and the ugly looking explosions.
That clearly is a step back from earlier version in my view
and i dont understand why theyve done that.
It would be nice to get the old particles back.
Electra anomalies are impossible to spot in high grass and
additional the sound mixing in Stalkersoup is a bit weird so
you cant trust your ears locating anomalies or monsters
or enemys anymore. BTW sound mixing was exellent done in
DKZ.
  22:46:31  12 August 2011
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Tecnobacon
Senior Resident
 

 
On forum: 08/11/2011
Messages: 222

---QUOTATION---
I play this mod for a while now under a fresh install
of SHOC V1.005 Nonsteam,since 1.01 was available
and patched it with every update.
Stalkersoup seems to be more stable than the DKZ
version. At least ive not encountered bug-traps which
hardly let you play further. A problem area in the DKZ
was wild territories for example,or the underground
missions. Thats gone.
However Stalkersoup so far seems more sensible toward
C_stack overflows. I dont know if this is related to the
games version or the mod.
Another thing that bothers me is that shotguns are now
pretty much useless and you have to waste expensive
and hard to come buy rifle bullets on dogs and other
monsters. But ive read that new weapon configs are in the
making,so i hope it will get better.
Im also with Blackbyte on the issue of the nearly unvisible
electra anomaly and the ugly looking explosions.
That clearly is a step back from earlier version in my view
and i dont understand why theyve done that.
It would be nice to get the old particles back.
Electra anomalies are impossible to spot in high grass and
additional the sound mixing in Stalkersoup is a bit weird so
you cant trust your ears locating anomalies or monsters
or enemys anymore. BTW sound mixing was exellent done in
DKZ.
---END QUOTATION---



thanks for the feedback! Yes the weapons are being examind by boutch71 for us, we are also examining all the email to stalkersoup@tecnobacon.com which is the best way to get things tweaked.
The DKZ sounds sorta got lost in the new holsterable and addition ammo belt sounds we are trying to sort out sounds as we have three times the weapons as ANY other NS mod, takes time. i am getting sound file, script tweaks and option requests which are ALL being read. We will incorporate some and make others optional downloads.
We have re-written key ares that were causing the majority of CTDs, things like trying to attach a 3D sound to a non existant object, 64k+1 errors caused by large address aware patches, many, many typos and missing format characters and all the cryllic we could find including hex editing the mesh files.
  01:27:06  13 August 2011
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Lord_Santa
>>opinions will differ>>
(Resident)

 

 
On forum: 07/04/2007
Messages: 2065
not sure if you've fixed this yet, but I seem to be unable of turning off the collector's mod

thus I can't turn off the extremely low-crouch, which bugs the Hell out of me

is it fixed, or is it going to be fixed?

other than that, welcome aboard (the forums)
  01:58:44  13 August 2011
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Smoke Screen
(Senior)
 
On forum: 04/08/2007
Messages: 98
I forgot to mention that now killed
enemies and weapons sometimes vanish
trough the ground. Never observed this
in the DKZ-Version. But i played that
under V1.004 and not the V1.005 adapted
version of DKZ.
Again,i dont know if that is gameversion
related whos causing it or the mod.
Anyway its kinda anoying.
From my experience with Stalkersoup so
far C_stack overflows are likely to happen
in the bar-level and the log reads something
like this then:

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\script_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: e:\stalker\gamedata\scripts\state_mgr.script:198: C stack overflow


stack trace:

Scheduler tried to update object bar_ohotnik_respawn_137644

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\script_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: e:\stalker\gamedata\scripts\bind_det_arts.script:115: C stack overflow

This happens randomly. Sometimes ist all fine and sometimes
the games crashes.

What is better than in DKZ is the that missions are not that easy
broken if not done in the "intended order" - which is pure luck in
my opinion given the fact that ppl all have their own playstyles
and decide differently on what is the next thing they will do in the
gameworld. I guess some effort went into this and is this ongoing.
Highly appreciated !!
  02:25:47  13 August 2011
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Tecnobacon
Senior Resident
 

 
On forum: 08/11/2011
Messages: 222
FREEPLAY

OK, I love the feedback and i will see what I can do with spawn thru walls and stuff (always has been a problem)

Something tonight for you DIE HARD STALKERS, free play is now open for testing by the community. Needs a new game but you start as The Collector with the main quest ended. Have fun.
  02:53:29  13 August 2011
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Lord_Santa
>>opinions will differ>>
(Resident)

 

 
On forum: 07/04/2007
Messages: 2065

---QUOTATION---
FREEPLAY

OK, I love the feedback and i will see what I can do with spawn thru walls and stuff (always has been a problem)

Something tonight for you DIE HARD STALKERS, free play is now open for testing by the community. Needs a new game but you start as The Collector with the main quest ended. Have fun.
---END QUOTATION---



does this mean that all the new areas are opened as well?
  03:34:54  13 August 2011
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Tecnobacon
Senior Resident
 

 
On forum: 08/11/2011
Messages: 222

---QUOTATION---
FREEPLAY

OK, I love the feedback and i will see what I can do with spawn thru walls and stuff (always has been a problem)

Something tonight for you DIE HARD STALKERS, free play is now open for testing by the community. Needs a new game but you start as The Collector with the main quest ended. Have fun.

does this mean that all the new areas are opened as well?
---END QUOTATION---



Not yet, still have to establish safe ones as ALL tasks except the original SHOC storyline are still available so we have no idea what arbitrary spawning will do yet. daVros (Collector Mod) has four to submit for us to verify, it's a monumental task to insure sycronisity with the now 3,696 quests that we have incorporated (soon to add Lost Trails quests to the batch).
 
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