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ReplicaF813
ReplicaF813 - - 194 comments @ Features

Hey, Jack! Are you still alive? I'm amazed by the companion system and AI improvements you've implemented in your mod. Is there a change to talk to you about porting those to CoC engine? Especially in tandem with my soon to be released, enhanced version of Warfare mod?

Good karma+2 votes
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Hello! Is any developer on?

I'm having a weird compiler crash during the general graph+spawn compiling. It says, that "Level [k00_marsh] checking for AI map separators space restrictors. no restrictors found."

I couldnt find any of those on other locations. What should I do?

Good karma+3 votes
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Hello, community! Is there anyone, capable of porting weapons from one weapon pack to another? Please, let me know if someone can lend some aid in this matter. Best regards.

Good karma+7 votes
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Well, a status update. Apparently, stock files from R6, map files I mean, are broken somehow. When I use them even directly in gamedata, game crashes as I go to these locations. If I take 1.4 files, however, it works perfectly fine. I have NO idea what is wrong with it -_-. Will probably just include it into the release, screw it all :D

I'm pretty close though. Since I have this issue resolved (sort of) I can finish up CoP locations, aswell as Yantar. Working on it currently, there is a lot to be done.

Good karma+2 votes
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

I see. Right now I solved an issue by using unpacked versions of the levels from 1.4, but will try and unpack 1.5 files once more, will see how this goes, maybe I messed smth up back in a day.

Thanks a bunch^^

Good karma+3 votes
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Well, yea... that's what I think.

The location has been changed, but, the AI map seems to remain the same, thus, unchanged locations are working perfectly fine.

Thus I'm curious about the location of the file that I have, apparently, unpacked in my gamedata folder and that corresponds to old cross_table thingy. Trying to find it even now, yet all this system reminds me of spaghetti.

Good karma+2 votes
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Hello, people! My project ran into a very-very thiccc brick wall I cannot penetrate yet, I've tried to for a month and half, yet my efforts were in vain.

The problem: a crash

Expression : cross_table().header().level_guid() == level_graph().header().guid()
Function : CAI_Space::load
File : ai_space.cpp
Line : 113
Description : cross_table doesn't correspond to the AI-map

stack trace:

0023:005D24D1 xrCore.dll, xrDebug::fail()
0023:05FBE215 xrGame.dll, CDialogHolder::operator=()

At first I though it has something to do with the the all.spawn I've been working with, yet when I use one from clean, unpacked version, Outskirts and Yantar are still unplayable.

Googling the issue only led to something related to a level editor and compiling a level, but I didnt use a level editor in my work. Is there a file I need to fix to bring everything back to normal?

Help will be highly appreciated, thanks.

Good karma+3 votes
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Well, my early iterations of making stuff up were merely first steps at modding. Now I'm trying to do stuff such as integrating weapons from different weapon packs, such as WA2000 from STCoP in AO3, aswell as making some unique guns.

Well... NPC's... I hope this will explain everything

Steamcommunity.com

and this

Steamcommunity.com

and this

Steamcommunity.com

and the last one

Steamcommunity.com


Good karma+3 votes
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Thanks for a feedback, mate.

Werejew will also prepare a number of changes, but he's too busy and I lack any knowledge in serious programming to make something new in terms of scripting. Lack of programmers hurt the project as of now. When I get big enough "backpack" with changes on my part, I may start to call new people in. You know, people feel more confident working with you when you show that your project is not something half-dead, undeveloped, and you may even give up in the start... as many modders do.

Good karma+4 votes
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

All of them. New scripts, new jobs, new smarts, and they are all properly set up in simulation and simulation_objects_props files already. I'm working with all.spawn to be precise.

Good karma+3 votes
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Yes. My first version of such addon included only NPC loadout/profile overhaul, repopulating the Zone, removing over9000 bases on each even small location. However, there were some issues I fixed by now, such as broken traders, so new edition of this addon is going to be a real treat.

If you wish to know what is to come, so here it is:

Zone's rebalanced, base and resource points have been worked around and placed more strategy and common sense wise.

Reworked relationships: now bandits are not a version of Monolith for outskirts of the Zone, but they are also neutral to Mercenaries. Freedom no longer beefing with Clear Sky for no reason, but they are not friendly towards Ecologists anymore. Mercenaries are also neutral to Freedom, creating a formidable resistance against Duty+Military case of events.

Guns are shooting real bullets -- character is no longer dying in 1 shot from PM, but NPC's no longer take a mag from AK and being still alive. Damage is buffed against NPC's, while slightly nerfed against main character. You'll find using good outfits really helpful to soak up a few rounds for you. Still, sometimes high caliber AP ammo may put you down instantly, so be on the lookout for such.

More on guns and profiles -- now every Faction has their own unique characters, that participate in Faction War. They have a very small chance to spawn amongst veteran squads and they always have a rank of Legend, carry something either rare or completely unique, sometimes, upgraded. Oh yea, now you may find upgraded weapons on NPC's, and upgrades affect their combat effectiveness.

Making anomalies great again. We all know, how pathetic radiation really is in CoP, same goes with psy-zone anomalies. Well, not anymore! The closer you are to the center, the more deadly such anomalies will become, and instead of being a mere nuisance, they will kill you if you have crappy protection. No more wandering in Sarcofagus in trenchcoat, relying just on anti-radiation meds. Psy fields will also spawn phantoms and distract you, so be careful. Ow, also, meds, that boost rad/chem/psy protection no longer grant immunity to it, they only slightly buff your resistance. Be sure to have proper gear to explore such anomalies.

Smart terrains and NPC jobs. Manually placed and restored a lot of inactive NPC jobs, also fixed, for the most part, peculiar patrol ways for NPC's that caused them to wander on the other side of the location at times and stand still in a middle of nothing for no reason -- now NPC's are more into protection of their camps, patrolling surrounding areas and not wandering too far from their allies.

More traders and mechanics everywhere, from Darkscape to Generators. Now Warfare may go on with a little need to hustle back 2-3 locations to sell/fix stuff you have.

Misc. New HUD, more guns/reskin of the original ones from for AO3, loadout system has been further improved. Reduced grenade spam, yet its still a thing and is not to be underestimated. Traders are fixed and will stay so forever (I hope).

I guess that is all.

Steamcommunity.com

Steamcommunity.com

Steamcommunity.com




Good karma+10 votes
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Yeee boiii. Wont believe what kind of things you may learn while searching for a new job :D

Once I release this pumpkin, it will have everything -- rebalanced population, traders/mechanics/medics on each location in strategic spots... that kind of thing. Seen people complain about lack of traders and mechanics in Warfare... soon the problem is going to be fixed for guuuud.

Good karma+8 votes
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

New Radar is going to look gorgeous with all these monolith troopers in the area.
Once disorganized and half-dead location, it is now a fully entrenched and guarded area again.

Steamcommunity.com

Military warehouses, just as many locations, also received a restyle in terms of NPC positions and, no more NPC's going alone somewhere for no reason.

Steamcommunity.com

More than 50 percent of the Zone is done

Good karma+10 votes
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Advice: go with 1.5R6, latest Warfare and unofficial AO3 port to R6 if you want to have this kind of experience. More fast travel locations mod will also work, but forget about mixing two weapon packs -- unless manually merged and carefully configured, it will not work.

Good karma+1 vote
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Btw, Borovos, I'm curious

Stalkerin.gameru.netРаботы_универсальных_лагерей#patrol_.28.D0.B0.D1.82.D0.B0.D0.BA.D0.B0.29_-_.D1.82.D0.BE.D0.BB.D1.8C.D0.BA.D0.BE_.D0.B2_.D1.81.D0.BE.D1.81.D1.82.D0.BE.D1.8F.D0.BD.D0.B8.D0.B8_.D0.B0.D1.82.D0.B0.D0.BA.D0.B8

What do these do? I find a lot of such "from smart A to smart B" patrol walk points, mainly on Clear Sky maps -- as far as I think they are responsible for squads taking different routes instead of simply rushing forward. They are not being used correctly, however. I have CS resources opened yet I didnt find any mention in walker or patrol scripts. What makes them work in Clear Sky and is it possible to make them work in CoC?

Good karma+1 vote
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Not sure if these issues have been posted before, but there are some mapping flaws in DarkScape

Steamcommunity.com

Steamcommunity.com

Good karma+2 votes
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Mate I know about these, I just didnt see any of them covering just one small problem I have in particular (or maybe I didnt see it). I'm not working in level editor, only all.spawn, and I cant get the characters to face the direction I want them to face when using smart cover system for trader/mechanic and kamp jobs. Walkers, guards and campers work fine because they look not in a direction, but at a point you specify.

But its alright, seems like I'm on my own.

Good karma+1 vote
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

You've used some mod it seems. Be cautious about stuff you install, maybe smth conflicts with another mod

Good karma+1 vote
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Guys, a quick question, I cant find the hotkey to switch my debugger from debugging Traders -- can you tell me how do I switch the debug modes? Please? I remember doing it back in a day, but now I simply forgot the key :D

Good karma+1 vote
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Your frustration is fixed by using certain mods that may increase your bullet/projectile/bleeding resistance, while lovering these of your enemies. Look around.

Good karma+3 votes
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Well, here are the results of my smart terrain restoration project

Steamcommunity.com

There are more and more screenshots, check them out in the screenshot tab.

Still, I'd like to chat with someone who knows more about level design. Please hit me up if someone is interested in showing me some cheeki-breeki design secrets.

Good karma+7 votes
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Oh goood, its still obnoxious. I cant get proper "look direction" coordinates. For example, I put for 2 different spots following things: direction = 0, 3, 0 and direction = 4,0,0. Yet they still look at the same direction! I dont get this system, and I dont get it, when I get coordinates like this "direction = 0.99980175495148,0,-0.019912483170629", they still dont look where I was looking on the moment of taking positional info. What am I missing?

Good karma+1 vote
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Thanks a bunch mate, will start working upon it shortly

Good karma+2 votes
ReplicaF813
ReplicaF813 - - 194 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Hello, community! If there are any devs around, or anyone who knows how to work with NPC jobs, I'm curious -- how do I change the direction of the job?

So far I figured out how to restore smarts and make NPC's play animations on the job spot, but they always seem to face the same direction. I use position command to get the coordinates and facing, but when I put it into respective fields, it gets everything right, but not the direction they look.

Steamcommunity.com

If I could acquire samples of working code to make NPC's patrol certain path, it could have been even more awesome. Please.

Good karma+3 votes
ReplicaF813
ReplicaF813 - - 194 comments @ Russia on a map will never look the same

I live nearby and I definitely gonna agree

Good karma+2 votes
ReplicaF813
ReplicaF813 - - 194 comments @ Balance overhaul for Warfare

That's a very good question. Traders seems to really bug a lot in 1.5. Cant wait till they fix it.

Good karma+1 vote
ReplicaF813
ReplicaF813 - - 194 comments @ Balance overhaul for Warfare

It is a sim_squad_warfare.script error, I had it too back in a day.

The latest commit fixes it.

Bitbucket.org

Good karma+1 vote
ReplicaF813
ReplicaF813 - - 194 comments @ Balance overhaul for Warfare

Try to remove the "damage.ltx" file

Good karma+1 vote
ReplicaF813
ReplicaF813 - - 194 comments @ Balance overhaul for Warfare

Then I dont know... try reinstalling the mod, and agree to overwrite files if it asks so

Good karma+1 vote
ReplicaF813
ReplicaF813 - - 194 comments @ Balance overhaul for Warfare

More details please -- where did you start a new game, a location, I'll be looking into it.

Hm... stalker_bandit_6, huh? I dont remember myself doing anything to it -- what mods did you use?

Good karma+1 vote