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ZRP - A joint effort in fixing S.T.A.L.K.E.R.

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Question Do YOU want an unofficial patch?
Answers
Yes, I'm desperate!
Yeh, why not...
I don't care either way.
Could easily do without it...
Decane, stop spamming the forums with your dumb ideas! NO!
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  02:31:03  28 February 2010
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302
Current Zone Reclamation Project (ZRP) download site:
http://www.metacognix.com/stlkrsoc/

Please read the documentation in the mod's archive before posting here. And your question might already be answered elsewhere; you can try Google with the search parameter site:gsc-game.com to check this site.

Have a crash? A freeze or lockup? A BSOD? A shutdown? Go here, first:

---QUOTATION---
"Crash To Desktop (CTD): Causes and Treatment":
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11715&sec_id=12

Crashes still in the game:
http://www.metacognix.com/stlkrsoc/CrashesStillInTheGame.html
---END QUOTATION---


Read the "Find your log file" section. Most "crashes" are fixable, but we need the info from the end of the log file.

Semi-new: Bugs in STALKER-SoC:
http://www.metacognix.com/stlkrsoc/BugsInSTALKER.html

The list is not quite complete, as I'm not finished going through the collection of changes and notes. Feel free to mention any you know that are missing from the list. Correction: Feel obligated.

If you don't start a new game, there may be some minor problems with your saved games. The saves are modified versions of the all.spawn file present when you started your current game. Saved games based on mods might also include custom items from those mods, and support for them will need to be properly merged to avoid crashes.

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Tejas Stalker, re interesting Texas weather: Yes, it can be surprising. The environment is not at all static. There are even earthquakes here now, albeit minor relative to the rest of the world. --So far.
__________

---QUOTATION---
hey Nat, I just found in my merge, that I can do an ESC S save level game sweet as. But if I try to load it, when I click on the save name it just disappears from the list and I can't load it. It's back next time I open the list up, but will disappear everytime... weird.
---END QUOTATION---


Storm Shadow State, assuming the merge is okay, the first thing I'd check is the relatively-new save game prefix. The tooltip notes that it must be lower case and in quotes. I'll put in a check to validate it in the next release, which is undergoing some final testing.

Otherwise: What does the save look like in the list when you first open the Load Saved Game dialog?

P.S. I've got both your Sidorovich and Fanatic revisions in, but they are not tested yet; I was past those points when I deployed the changes. The Sid update should still work with the option to skip all of that completely. And I'm glad you were able to use my posted info to help solve your blank-log CTD problem in the other thread.

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Mr_Molecule, I hope you saw my correction about an omitted line earlier -- you were the only one encouraging us to get back on topic, but it might have sounded like I was irritated at your visit when I wasn't. Seriously, thanks for the drop-in!

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Thanks for answering romulous, BobBQ, and thanks for the update to Tiger's Spring.

I'll answer the rest of you later.

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Folks, a couple of notes from testing:

There is an interesting exchange between the Duty sacrifice victim and the bandit executioners in the Dark valley that is likely not heard much in the bfa/ZRP with the re-enabled tower guards deciding they want to shoot the enemy first. I just heard it for the first time because I was sneaking around after quietly terminating the tower guards.

Spoiler: I finally experienced this from Lukash:

---QUOTATION---
"Since you helped our guys at the Barrier, you can count on getting some rest on our territory, as well as our help. Oh, and my personal appreciation - a bit of legal tender for you - from this moment on, I'm enlisting you in our group."
---END QUOTATION---


I did it by not talking to Lukash until after I'd helped Cap at the border. Then I did some Freedom side quests, despite having the Snitch task pending. I didn't fail the Snitch task, so that's not a requirement.

I'm going to leave it alone for the moment because you can rejoin the loners with the ZSU's "Faction Join or Leave" item. (I did.)
  02:42:37  28 February 2010
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
 

Message edited by:
notanumber
02/28/2010 2:45:10
Messages: 2832
NatVac, the only requirement for joining Freedom seems to be helping Cap before reporting back from the Snitch mission (successful or not). It doesn't matter if you help Cap before or after accepting the Snitch mission.
  03:38:42  28 February 2010
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
02/28/2010 4:11:36
Messages: 1868
I was returning from Garbage to Cordon, when I came to the Military bridge. It was deserted. Thinking the delayed spawning bug had reoccurred, I waited a bit. Then realised that since the Major fellow was there, it wasn't that. No sign of anyone else though. No bodies, no nothing. I have never seen them disappear like that.

In CoP, GSC finally came to their senses and made it so that you recover energy for running while you are walking (in SHOC and CS, you have to stop). Can this be changed in SHOC? A modifier option to totally disable the energy bar so you can run forever would be even better.

Edit: Went back into Garbage and accidentally triggered the message from Seriy about being attacked. However, there was no voice - only the text popped up on the bottom of the screen. First time I've seen that, and no other noticeable voice problems in SHOC so far.
  07:47:30  1 March 2010
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ERForman
Senior Resident
 

 
On forum: 04/12/2007
Messages: 224
try this with MonoMartyrs

At the Military Warehouse get 3 or 4 MMs to attack you at the north entrance to the Freedom compound. Hide behind a Freedomer so that the MMs bullets eventually kill him, not you. The Freedomers will finally decide to defend themselves and shoot back at only the offendign MM, not all of them as a group. When a second Freedomer falls to the MMs then all of Freedom will come running, including Lukash, Screw and Skinflint (strangely Cook stays put, guess he's drunk). After Freedom eliminates the MM threat instead of returning to their normal posts, they instead begin to wander the compound aimlessly. If they happen to wander outside, you find that they are blind to anomalies and cannot read signs that say minefield ahead. I tried leaving and returning to the MW but this behavior seems permanent now and Lukash is no more. If I try this at the Bar, the Dutiers will eventually return to their posts. Can you tell I am running out of ideas to experiment with???
  09:16:37  2 March 2010
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
03/02/2010 9:17:04
Messages: 1868
An interesting explanation of the invulnerability bug from the CoP GameFAQs forums:
http://www.gamefaqs.com/boards/genmessage.php?board=959904&topic=53578735 (fifth reply down from Lucian)
  16:37:29  2 March 2010
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anphrax
Senior Resident
 

 
On forum: 09/06/2008
Messages: 183

---QUOTATION---
Folks, a couple of notes from testing:

There is an interesting exchange between the Duty sacrifice victim and the bandit executioners in the Dark valley that is likely not heard much in the bfa/ZRP with the re-enabled tower guards deciding they want to shoot the enemy first. I just heard it for the first time because I was sneaking around after quietly terminating the tower guards.
---END QUOTATION---



The guards never caused me a problem with that guy before. I can sneak into the base without topping any of them and still hear that dialogue. However, that's not to say I've never had an issue with that bandit base. I currently have a very big issue with it. If I help Bullet save his friend when first entering DV and then after helping him go to the base, all the bandits are in their "alert" mode and seem to be looking up the road with their guns readied.

When they're in this mode the Dutyer sacrifice victim always inevitably gets himself shot seeing as the script to prevent his death seems to only work when the bandits are in their normal state.

I have as of yet not figured out the cause of this problem, but it seems that if I help Bullet, then take a quick detour towards the bandit base, when I come close enough to it they reset and go back to normal, then I can go and help bullet and THEN I can go back to the base and they'll all still be normal. Most peculiar... Not sure if this ZRP related but it sounds abit like what you've experienced there with your bandit watch towers.

Also, another observation about the watch tower bandits while I'm rattling on here, when ZRP is combined with a blowout mod (I used OGSM blowouts), there's a crash on Dark Valley: If a blowout occurs while you're on the level, after it finishes one of the watch tower bandits seemingly can't find his way back to his watchtower and the game borks it. I haven't got the error to hand though. Next time I test I'll remember to evoke the crash and post the log.
  17:33:09  2 March 2010
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
Can offline AI detect the occupation state of their targeted smart terrain, or is there some workaround for that?

The fact that we switch online AIs mutually exclusive, standing on top of each other, is an ancient annoyance. I hope some knowledge accumulated with the years can address that bitch.
  18:44:04  5 March 2010
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302
romulous, the texture on the mutant search screen icon is apparently normal. You can eliminate the drunk effector stuff, although that might be too much of a cheat. Perhaps removing some of the video processing might improve your framerate.

Disable your PDA icon. The gun is not worth it. As I mentioned, I'll see if I can make a non-flashing version of the HUD icon so that it is not distracting. The weapon is only indirectly related to the PDA info, in that you need the PDA info to access the location where the gun is stored. So you probably already know about it. The other weapon is in the open and not anything that special, although it is a unique weapon.

---QUOTATION---
It is frustrating when you can fire a single shot at an enemy, then - while he is in his "I have just been hit" animation - fire an entire clip from an ak at him and he takes zero visible damage. Nothing seems to happen to him at all, he just continues to sway while in the animation. He then turns around when he finishes his hit animation, and kills you with a pistol in a couple of shots (so much for me being at full armour and health). This has actually happened to me by the way, I'm not just making it up as an example.

Probably the latter. I say probably because it's not just when they are in a sequence - but I find that quite a number of hits miss completely at any time when I am shooting at an enemy. They can be standing still, just walking slowly around, running after me (dogs for example), really any situation. As far as I am concerned, if my crosshairs are on an enemy, the bullets should be hitting the enemy. If the bullets aren't going to go where the crosshairs intersect like every other FPS ever made (as I have just realised, yes - I know that everyone else had probably already known this, but no one explained it to me), there is little point in having a crosshair as far as I am concerned. I might as well just run around without a gun, and when I come across an enemy, point my finger at the screen and go "bang, you're dead".
---END QUOTATION---


Heh. I do that all the time, saying "Bangity-bang-bang" and they fall down dead. The exception is the one rolling over me, saying "Tankety-tank-tank". (I'm reliving my childhood, apparently.) A fix for you forthcomes. (Is that a word?)

---QUOTATION---
I know quite a number of people dispute the 'invulnerable' bug actually exists which frustrates the living you-know-what out of me, because I know otherwise. It was a daily occurrence on my old SHOC install for months. lol - There is a thread in the CS forums now where the last poster denies the bug exists. Apparently anyone who claims otherwise is just a moron.
---END QUOTATION---


You are not a moron, but you don't "know" otherwise, you perceive otherwise. Your perceptions are valid, but I'll argue with you about your conclusions, useless though it may be with your goldfish memory. (My memory says we've had this conversation before, maybe on the defunct ZSG.) Several notes on the show_hit_damage stuff:

Try using it all the time, please. In my playthroughs with it, I've seen the following: Sometimes callbacks are not called when they should be. I've had boxes with stuff not have "obligatory" stuff because the callback didn't occur. But this is rare and I've not seen a problem with shooting the NPCs, something you also note as the case with your trials with the show_hit_damage variable.

However, by having it on all the time you can see if there is a problem on your box, which indeed might be due to a dual-/multi-core quirk.

You will not get notified of damage when there is none. Again: certain parts of the NPC bodies do not take damage by design.

Go for the headshots. While the NPC is reeling, you can often take him down with a headshot, but you might be doing only one-tenth of one percent damage to him by shooting his torso. That would take a thousand shots to kill, making him look invulnerable. And burst shots are wild after the first shot anyway for most weapons.

Ignore the deflections unless you do what I already told you to do: Mod some ammo to show tracer tracks, and then slow it down. I suggest using less than 100 meters/second for pistols in your tests to start. That way you will KNOW that you are hitting the target, and then the bullet is being deflected by the target off to the side.

While I personally like the role-play where aiming improves accuracy: Yes, definitely mod your game to make the cursor a simple cross for all the weapons. I've already said several times on this forum and elsewhere how the hit circle is bounded by the inside of the cursor's crosshairs, but that can vary if those crosshairs are tweaked. Removing the dispersion from the weapon, the ammo and the human will result in the bullet always going where you are pointing, excepting bullet drop. There are three places to make changes for this:

1) Replace the value for fire_dispersion_base with 0.001 for each weapon. Maybe zero will work.

2) Or you can mod the k_disp for each type of ammo to be zero in weapons.ltx. This is easier and only requires one file to be edited. Also, remember to use single-fire shots or short bursts, or mod the recoil down to zero.

3) Mod the actor's stance contributions to accuracy to be very close to zero in actor.ltx. Otherwise the changes you make with 1) and/or 2) above will still not net you a solid plus sign for your crosshairs.

disp_base                	= 0.0    ;0.8  ;standing contribution
disp_aim                 	= 0.0    ;0.04 ;aiming contribution*
disp_vel_factor          	= 1.0    ;2.0  ;moving adjustment
disp_accel_factor        	= 1.0    ;2.0  ;accelerating adjustment
disp_crouch_factor       	= 1.0    ;-0.2 ;crouching adjustment
disp_crouch_no_acc_factor	= 1.0    ;-0.4 ;crouching not moving?
;*default is 20X better than shooting from the hip -- MO's contribution only


Be aware that 1) and 2) will affect NPC accuracy when they are shooting each other and mutants, but they should still hit/miss you based on the odds given via hit_probability_gd_* for the difficulty level you choose, combined with the hit_probability_max_dist setting. See http://www.metacognix.com/stlkrsoc/WhatYouKnowThatAintSo.html for more info.

I've used 2) and 3) to get a simple plus sign that doesn't care about motion, stance, weapon or ammo. You might want to make backups of your originals, and then when you are satisfied with the results of your edits, copy those files to a safe place for later playthroughs if you install mods that overwrite your changes. That way you don't have to be dependent on whether a forum stays up.

Alternatively, you can mod the ammo k_disp to be 1.0, then mod some custom weaponry to use a very low fire_dispersion_base. That reduces the impact on the NPCs, as the ordinary weapons will still vary.

While you are in actor.ltx, change the immunities_sect assignment from actor_immunities_gd_master to actor_immunities_gd_novice, or tweak the [actor_immunities_gd_master] section's protections to not be so insipid. This immunities_sect assignment doesn't change with the selection of a difficulty level, but it should; this is one reason one or two shots from an enemy can smoke you, the other side of that "invulnerable while reeling" coin.

The GameFAQs comments you cited are the beliefs of the poster, but they are definitely not my experience. I also don't see modders confirming that no hit registered. In fact, I am refuting it with real evidence. There might be something to the dual-/multi-core threads resulting in bad hit detection, but if you see the NPC reel, you are hitting him. On the physics issue: show_hit_damage is showing true hit damage almost all the time, although (again) torso hits can be minor -- there is no invulnerability issue during the animation.

And folks posting on sites like that are not really being helped. No one is telling them to look at their log files when they get a BugTrap crash. Few if any are suggesting that they visit the sites where the mods they use are actually supported. I'm reminded of the guy who lost something in the street in the night's darkness, but he is looking for it over by the lamppost because "the light is better there." Guess what -- he gets help from those things that fly around lights!

Tip: Make the enemy reel, then go for the headshot.

>> I wonder if the zoom is adjustable...

The zoom on weapons is adjustable. See scope_zoom_factor in the weapon configuration files. The formula is zoom = 60/scope_zoom_factor, so 30 means 2X and 15 means 4X. And the zoom position settings can be used to move the weapon farther forward, although reducing the zoom for iron sights will have a similar effect.

I don't know about the lack of military at the Cordon bridge. 'Twere me, a tally of blessings would be in order. I'll look into the added text for Seriy's plight being triggered without the sounds. Strange, that.

You can recover energy while walking in SoC. I don't remember what the numbers were, but maybe you just need to equip a member of the Electro artifact family. I'll think about a Modifier option: CoD4 GodMoDe or similar.

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Robberbaron, I'll echo what LoboTheMan said: Disable Cool-n-Quiet for gaming. For XP, I had this in a CMD file called PowerOn.cmd on my desktop:

powercfg.exe /S "Home/Office Desk"

and this in PowerCnQ.cmd:

powercfg.exe /S "Minimal Power Management"

I'd use the first for gaming and the second to return to a quiet desktop.

As for delayed spawning, playing with one core is not that bad other than the game won't be as smooth -- STALKER doesn't make use of multiple cores that well. Change your environmental load enough (which is one of the things done by the, uh, third-party executable) and you may be able to eliminate the problem.

From a scripting perspective, 1.0003 is not that different from 1.0004, really, but big mods depend on custom all.spawn files and that in turn forces a dependency on a game.graph file for a particular patch version. This is the source of the "rebuild game.graph" CTD: the mod's all.spawn file and the game's game.graph file are read at the launch of the game (or load of a save; the save's updates are merged with the all.spawn "registry") and a mismatch is detected.
__________

---QUOTATION---
There is a Bardaks bugfix for 1.0004.

Dunno if it addresses the same problem though.
---END QUOTATION---


Vintar, it doesn't. ZRP incorporates bardak's 1.0004 bfa and makes it work with patch 1.0004 and later patches. It does not fix the late AI spawns, although the ZRP 1.05 RC demo releases address the late crate/case spawns with an active workaround.

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ZaGaR, interesting discovery about the psi field bug when equipped with enough rupture protection! I guess I'd never seen it because I didn't have > 100% protection whilst within the reach of the psi emitters. I'm sure the treatment would be similar. I'll look into it, although it is low priority because it will not happen in vanilla, unlike the permanent radiation bug.

However, the "permanent impact" bug is possible in vanilla, so that is more of a concern. I've not seen the problem with >100% impact protection, so it might very well be a overlap problem.

---QUOTATION---
Can offline AI detect the occupation state of their targeted smart terrain, or is there some workaround for that?

The fact that we switch online AIs mutually exclusive, standing on top of each other, is an ancient annoyance. I hope some knowledge accumulated with the years can address that bitch.
---END QUOTATION---


One pic I recall capturing years ago was several mutants at the AW border as I returned from Red Forest. They were briefly arrayed in a cheerleader pyramid stack.

No, without programming, offline AI is unaware of anything, easily passing through hostile territory with nary a "cheeky breeky" or "svoboda!" Heck, online AI is unaware of fellow community members, often going toe-to-toe in a testosterone stand-off at a campfire.

One workaround is to have separate camps and more spawn points in each camp. Limit a camp to a single community. Another approach would be to get permission to occupy a camp: Only empty camps or camps having members of the same community can accept the NPC.

These issues are weaknesses of a highly deterministic game, obvious if you play it enough or examine the insides. Parts are based on simple scripts. STALKER is good because it takes longer to get there -- and you can change it!

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BobBQ, while iron sights are harder to see in reality, I find them very hard to use in STALKER -- but it is a decent trade-off given the improved accuracy and zoom.
__________

---QUOTATION---
Is it possible to somehow activate the Vanilla blow-out script that you trigger when you enter the NPP? and do it randomly, or once every 2 days?
---END QUOTATION---


LoboTheMan, I believe it is very possible to recreate that blowout. Most of it is under the control of the all.spawn stuff, but it can all be done via script and config files. I suspect some folks probably did something like that in their blowout mods.

I might look at something like that myself, one of these years.

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notanumber, re joining Freedom: I'd not had it happen to me previously, and wondered if maybe the dialog choice with Skull's minion to turn them enemies was a factor. Apparently not. Thanks for the clarification.

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ERForman, see the stuff I said to romulous about the "invulnerable while reeling" experience. I wouldn't expect the AMD processor to be that different, but there are implementation differences under the covers. There's some multiprocessor support software for AMD on their website that might help if you don't have it already.

But you can also turn on the show_hit_damage variable in xr_motivator.script to see if you are really not damaging NPCs.

That is something about the loss of Lukash. I've also tried that with the Dutyers in the Bar level, but not with the Freedomers. I'm not surprised that the Freedomers have a problem with the the minefield; it's not on the list of anomalies to avoid. One bad thing about Lukash dead is a bug I've not yet looked at: You get autoquests from the grave, which then automatically fail or maybe the game exits. I'll look into some alternatives.

If you have a save where these guys are still alive, you can load that and switch the important ones offline with ZSU's Execute Script Command. They should be able to find their way back. Or even easier: Load that save, then teleport to a level changer. From there, go elsewhere for a while. Use the script for marking the Storming Obokan and some NPCs -- modify it to mark Lukash. You can return when it shows him as being at the base again.

Wow, but you are good at finding issues, ERForman. You are credited in ZRP_SupportUtilities_Manual.txt in the docs\ subdirectory, along with romulous, for good reason.

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anphrax, I've not had the alertness issue with the bandits, although there have been times when Bullet and friend do the threat stance thing. They come out of it after a while. I've noticed that if I'm noisy, the bandits know I'm there and either the bandit in the second-story window to the north of the execution pit or the watchtower guards to the immediate west or east of there are the ones that start shooting the sacrifice victim. The executioners don't do anything to the hostage if they are not aware of me until I get close enough.

I've got a modded all.spawn so that certain folks have ammo for possible weapons, like Shaggy and the sacrifice victim, so I can just toss the guy a weapon after potting the executioners from a distance. Once that awful dialog begins, you have just a little time to avoid a bad end for the guy, who has only 25 points of health to begin with.

The only fixes for the watchtower guards in blowouts: Take them out of the game or give them some support pathing. A workaround possibility: switch them offline. I think a modder (xRatx?) just went through this.
  19:26:02  5 March 2010
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anphrax
Senior Resident
 

 
On forum: 09/06/2008
 

Message edited by:
anphrax
03/06/2010 0:01:14
Messages: 183
Annoyingly, I was testing this again yesterday despite not having changed anything at all yet (I've been making notes on what went wrong but I haven't got round to try and changes). Note that I am adamant on this; I haven't even so much as opened one of the files since I last tested it and got this oddity.

The damn bandits have had that alert "bug" for weeks, without fail; every time I got to DV they'd be stuck in that state... Low and behold after posting in here I played it again for the first time in a few weeks since I gave up trying to solve the problem and miraculously for no reason at all they behaved normally.

This is the second time something odd has happened to me in Dark Valley that through no intervention of my own has magically repaired itself between game loads. I wish to fuck some of the other problems with this game miraculously vanished into thin air. It would make life so much easier.

As for the watchtower bandits, I didn't think of switching them offline. I instead opted to just turn off blowouts when the player was in dark valley which seemed a bit too much of a cut.

Edit: BTW, totally unrelated to that but it goes back to something I asked about ages ago and something I noticed you'd got on metacognix now. About the diary section of the PDA not remembering what the player has read like the encyclopaedia does.

It would seem the belief one would need to add a lot more info portions in order to get this to work is incorrect. I got round to this on my list of things to do earlier and was buggering around with it for at least half an hour until I discovered that if you delete the article_type="Journal" section from one of the diary entries (I tested it with sl_beginning), when you get the entry, it'll show up in the encyclopaedia and will remain "read" like encyc entries.

Leaving me to conclude that the infoportions don't actually determine what is read and unread, they're probably just used for when you talk to an NPC or search a corpse and get given encyc info. Nay, it seems the actual code for determining what has been read is hard wired, and apparently doesn't work or is missing for anything listed in the Journal article type... So, yet another thing that'll never get fixed without hacking a DLL.
  22:09:10  5 March 2010
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
03/05/2010 22:19:07
Messages: 1430

---QUOTATION---
Storm Shadow State, assuming the merge is okay, the first thing I'd check is the relatively-new save game prefix. The tooltip notes that it must be lower case and in quotes. I'll put in a check to validate it in the next release, which is undergoing some final testing.

Otherwise: What does the save look like in the list when you first open the Load Saved Game dialog?

P.S. I've got both your Sidorovich and Fanatic revisions in, but they are not tested yet; I was past those points when I deployed the changes. The Sid update should still work with the option to skip all of that completely. And I'm glad you were able to use my posted info to help solve your blank-log CTD problem in the other thread.
---END QUOTATION---



NV, You were right again, I had a comma in my save pre fix. A bit of testing latter and it's sweet to use spaces, full stops and under scores, but not commas. which actually suits me better.

Yes, I'm helping too! I finally got some code into the next ZRP, cool.

___________________________________
this next question is at no-one in particular: I have a core2 duo, is it best for me to run Stalker with:
a) the -nocpubinding command line switch
b) to set Stalker's processor affinity to one core
c) all of the above
d) none of the above

Cheers in advance, Shad.
 
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