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To be honest, this answer feel a bit like a clever PR way to keep modding fans at bay rather than saying the truth.
For good or bad, today's games feel more like a consumer like product more than a piece of art, in that maintaining it alive will be less productive than releasing the n sequel for it, hence the mod support not beign a priority, like what happened to bot support when online gaming was massively adopted.
Now, what Fifa and NBA EA releases did has spreaded into all genders since Call of Duty, and I don't foresee a good future for gaming, not at least like the ecosystem that existed and enjoyed on HL and UT99 days.
Also, having the mod ecosystem controlled by the company is something I don't really support, as any kind of control will censor creativity, or at least give the tools to do it, and that is a future that I don't personally want to live, as there are mods right now that aren't "Politically Correct" that wouldn't have never see the light of day without real freedom to spread mods.
Can't say much more, I hope I'm wrong and the gaming future ends better than I think, but when money making is the top priority, is hard to say that innovation will take place.
Thanks for reading, XenonFORT
Thanks I will test it as soon as I can.
I hope you get the motivation for the project back someday, although I thank you for what you have already achieved.
Have fun and good luck :).
You're welcome :).
I'm also having "Can't find entry point for D3DKMTGetMultiPlaneOverlayCaps procedure in library ..CasualDeskGame\d3d9.dll" in windows 10 x64 (10.0.14393 in case W10 Build is necesary), although renaming the "offending" dll and using system one makes the game run.
As far as I tested the game, it looks really promising, although decals reduce fps too much.
Last but not least, I want to ask you if you prefeer me to report this on github game's page as issues, as I would gladly do it there instead.
Again have fun and good luck!
Sadly the game isn't compatible with windows 7, as at least uses some win32 6.2 instructions, for example this one: "RtlPublishWnfStateData" Which introduction was on Windows 8 (NT Kernel version 6.2).
Here are two websites for compatibility references:
I hope this helps
This project really looks promising, had tons of fond memories from the old desktop destroyer game back in XP-days, and I'm sure this one will deliver even better ones.
Right now the only thing I'm missing is a x86 compilation, so I can enjoy this raw jewel in old x86 CPUs.
I hope this request isn't a hassle to comply, and thanks in advance in any case.
Thanks for the effort put into this, and good luck with the project.
It's nice to see that a game I loved back in the day is getting the love it deserved.
Alongside with Opposing Force (HL1 Expansion), this game was the second and only ever game I got into Box Format (Back when box presentation was still a thing, and publishers cared about it).
Said that, what I would love to see and never managed to with my resources, was to be able to createa custom map with a working tank, and even less to manage to port it to Multiplayer.
So, if it is possible, I would love to see that sick Tank creating havok in multiplayer, or at least some kind of documentation on how to port it to to other maps would be appreciated.
Last thing but not least, I would love to know how hard or easy would be to implement bots to the game, as I was never able to play with others back in the time, and I think they would make this part of the game enjoyable for the time to come.
Thanks in advance for your time and support for this forgotten gaming Gem know as Gunman Chronicles.
Good luck and have fun!
I wonder, does the mod run using Sven Co-Op standalone? Some mods work with it, but wasn't able to test this one yet, if so it would be awesome and open the mod to a wider audience (I know it doesn't have to be something good always, but I want to think so in this case :P).
A real Shame, I was hoping to have full control of my experience with this mod, as I grew tired of developers forcing their multiplayer vision on players, like Battlefield series since Bad Company 2 and others that followed that trend.
I wish you good luck, as it seems you put a lot of work on this project, yet my hope is vanished as it isn't going to turn in what I expected, at least in the foreseable future.
Thanks for telling us the truth, you have my respect for that.
Well I Just wanted to give a try to this awesome mod, but now after playing a while I'm stuck inside Sidorovich's place, as I saved before taking a mission from him in case I didn't like the place where I'm send.
I didn't liked it, so I loaded the save and voila, now the game doesn't let me open the door until I pay the guard, which I can't because I'm in the other side of the door...
In any case I like the mod so far, just a bit hardcore for what I'm used to, but feasible.
Thanks in advance and have fun :).
Thanks for pointing that out, but if what you show on both cuts are the complete functions called when using each type of save, quicksaving has objectively more process to do (checking the name of the last quicksave to put the correct number, having to read filenames for it and concatenating the name when calling "save" on console).
Also checked that when one opens the main menu, the GPU use and VRAM both get unloaded, and maybe that helps, but I can't be sure.
At the end, I'm sure you understand much better what the engine is doing than me, so I trust your word over mine, also I don't know how efficient is LUA as I'm not used to it, so I can't talk about it neither.
So I guess in the end and in my humbly point of view, the trouble could be caused on level_input.script:58, as it seems it checks all the savefiles and, if we have a lot, it may overload the engine, although again, I'm talking from inexperience here, so I could be totally wrong.
All in all, all that I can humbly confirm is that I have hardsaved more times than quicksaved, and yet got less crashes using the former, although I can't tell why.
Again, thanks for your time and effort in the answer, not much people is willing to take the time and explain/show things like you did, it's really appreciated (and also made me understand a bit better CoC :P).
Unless your Hard-Drive is almost full, I don't know what's wrong with the game.
The file I asked you may have all the info from the crash, just search for "*.log"(without quotes) inside the game folder, there should be a file called xray_(YourCharacterName).log (for example mine is xray_xenon.log), and paste the contents in pastebin (https://pastebin.com/) and share the link here so others can check the error.
Last but not least, Call Of Chernobyl has an history of crashes when using quicksaves, so if you aren't saving manually (Esc > Save Game > put a name and click save), try to do so, as there is no fix for that still.
Hope this help, if not I hope somebody more versed in CoC can help you.
For the little info you posted, I would say you ran out of memory, but not sure what kind of (VRAM, RAM or maybe HDD, as you said it happened when saving).
I don't know how the insides of X-Ray engine works, but if you post your specs (CPU, GPU and OS) it would really help to know what happened or, better yet, upload "GameFolder\appdata\logs\xray_nameofyourchar.log" to a place like pastebin so anyone can check what went wrong and help you.
Just discovered this mod, it really looks promising.
I loved AoE III Engine, but not some gameplay aspects of it, so I guess this will take what I love from both games into something to remember.
Just add SpaceMan (Lasers) Guy Cheat and I'm totally sold! :P.
Good luck with the project, and have fun! :).
Hi there, again with another issue comment, so sorry for it in advance (added an issue on the official Mantis Bug tracker, but I guess here will have more visibility from others with probably the same issue):
My problem is that since I have been playing CoC, the vanilla CoC HUD doesn't show the full Health/Energy bars, and it only get's lowered when the value is lower than the cut part of the HUD bars (if the bar is cut at 70%, only when Health/Energy gets lower than 70% it will get lowered).
Inventory Health bar works flawlessly, and after testing Dan's Nano HUD, the bars work correctly, so I'm not sure where the problem is.
Here's some screens from both HUDs to make it easier to understand:
Dan's Nano HUD:
Here's the Issue I made on CoC Mantis, although you need to login to see it:
Nothing more to add, thanks in advance for your time and effort, have fun :).
It looks awesome, you really took your time to make it feel like the original but with your own twist, which feels great.
There is just one thing that my perfectionist side can't forget about, and it is that the health bar almost eat the left border, and I would recomment to center it a bit more, if it isn't hard to do, that is.
Other than that, awesome work! :).
Thanks, now even my own faction has only 50 goodwill instead of 2000, not sure if that's normal, but at least it says something different.
It really helped me, so thanks again and have fun! :)
Hey there, long time not posting on the main mod comment section.
Wanted to ask if the info at the "Relations" tab in the PDA is static or it really reflect the Goodwill the Player has with each faction in "Real-time".
Just asking because the number haven't change for relations with Loners even though I have done some missions for random NPCs of that faction (Supplies run, for example), so I want to know if it could be some of the mods I'm using or it is the base game.
So far using latests version of AO3, DoctorX Questlines, MoDoStRoY Craft and werejew Warfare (ModDB version, and yeah that's why I only said random NPCs from the faction and not the traders, as they are in the Trader faction on this mod).
Thanks for your time and effort, and have fun as always :).
Thanks for the useful info, although I guess the Resurgence feature is called after losing all their bases on the game, and not per map/zone as "Keep last base" isn't it?
In that case I haven't cleaned yet military from the game, so I guess that they are random squads that are left in the map/zone, or maybe an invasion from the map/zone at the Swamps's North.
Again, thanks for the info, I'm getting used (again) to Call of Chernobyl, and I feel a bit lost :P.
Hi there again, I'm afraid I can't search on the comments, so I'm sorry if this was already answered (Although wiki can be edited to finish ambiguity):
The question is, if the option "Factions keep last base" makes factions only retain their last/main base, or, by the other side, it makes that their last/main base on each map is never completly conquered, making squads spawn there to reclaim it even if they have already lost the base.
I find really odd to see military spawning in strange places in the swamps when I already wiped out all military bases there, but it may be that they just travelled from other maps, hence why I would like a more precise answer to this feature.
Myself I interpret "Factions will keep their last base and will never be completely wiped out." as the first possible choice (only last base in the game is affected by this), but I could be wrong.
Thanks for your patience and time, and sorry if I'm beign too annoying with these little things, it's not my intention at all.
As always have fun :).
Good to know, thanks for the info :).
Thanks, but this happened at the start of the game and couldn't find the icon in the minimap.
Could this happen even at the very start of a new game?.
In any case, thansk again for the response, it's really appreciated :).
Oh ok, so I guess there is no easy solution for this one.
Thanks for the response and the great effort put into making this addon, and good luck with the project in the near future :).
Hey there, and first of all, thanks for this awesome addon, the game really needed more task variations.
That said, I saw that the generic supply task doesn't tell you the item they need before-hand (as in CoC 1.2x), instead of the normal CoC 1.4 behaviour in which they tell you the item before-hand (really useful to be honest).
I wanted that if this is a "bug" or a "feature", and if it is the last, ¿How I could make it like vanilla CoC 1.4?, I really miss it.
Using latest Moddb's AO and werejew's Warfare addons.
Thanks in advance for your time and effort in this addon, I really love it.
First of all thanks for this awesome mod, it really adds to replaybility in a lot of ways.
I wanted to ask if it's normal that Librarian (The C-Sky NPC that usually sends you hunting and sells food), doesn't spawn when using this mod (The version that's uploaded here, not the last bitbucket commit, as I though this one would be more stable than the last snapshot).
Well, to be fair I'm not sure if it didn't spawn at all, but I'm sure it isn't where he should be.
Said that, I'm using Last versions of AO and DoctorX Questlines, loaded before warfare, if that helps.
I'm not sure if I should have opened an Issue on bitbucket, as it would be easier to check than to read 94 pages of comments here.
Thanks for your time and effort on this awesome mod, have fun :).
Wow, more than a year without touching anything related to STALKER, I'm getting used to all the changes slowly, I really missed that time.
Off-topic aside, I was thinking in something like what this mod does, but with a twist.
What I though was that, instead of all humans giving money, make so that only those who were "stars" (those to who you can talk to) and ally or neutral to you before dying give money, and the ammount be the money they had with them before dying.
The reason for this is that, although I like to make money for looting and then selling it, I hate when someone to which I want to sell things dies before I can exchange loot for all it's money worth, so this could compensate that.
I'm talking without knowing how the script works, so I don't know if making this would be as easy as tweaking the code a bit, or it needs to be rebuild and/or a lot has to be added.
Thanks for the mod nonetheless, and please don't feel obligated to do anything, I was just asking if it was possible only.
This addon is for the mod Call of Chernobyl, not sure what you meant by official game, but if it is Call of Pripyat, as long as I know, it wouldn't work.
Wow, thanks for the fast response! (And sorry to not be able to correspond with the same speed).
I though Sven Coop SDK had the source code too, it's a bummer we can't have the "TF2 Goes free, Source mods go free too" moment with Goldsrc.
About Buying the game, it's just I don't want to rebuy it on my new account, and on all sales seeing that HL1 has an higher price than HL2 makes me feel they are cashcowing Gldsrc engine mods that still survive, but that's a personal point of view.
In any case I will investigate that SDK when I have the time, until then I will just switch accounts I guess xD.
Again, thanks for the response and good luck with the mod's development.
It's possible to play the mod using Sven Coop Standalone?
It was released months age, yet I'm still not seeing any mod team talking about this posibility.
I tried myself several mods with varied results, from working flawless to being totally broken.
Thanks in advance for the answer and awesome mod nonetheless.
I think we should be able to choose what content we want. I mean, maybe a default to what the site is right now (Seeing everything here) while not logged in, and then be able to select what to see on ModDB if logged in, in our profile.
Said that, I discovered good indie games thanks to seeing it on ModDB, as I tend to only use this site for everything, and I understand it's the main boat on the DBolical network.
Maybe a good middleground would be a kind of GET var on the URL to tell the engine we are only interested on seeing mods, like "?mods as that could also save us the trouble to login when we are tight on time.
Whatever you guys choose will be good for me, but ¡thanks for asking!
Hi there, I hope this hasn't been asked before (but as comment search in ModDB is non-existant I can't do much more :/ ), but does this mod work with Sven Co-Op Standalone release?
I would love to play it with others, but it's hard to find oldscoolers nowdays :).
Nothing more to say, I just love that Half-Life 1 modding is still alive, keep up with the great work and of course, have fun.