Rahu X
PATROLLING THE MOJAVE ALMOST MAKES YOU WISH FOR A NUCLEAR WINTER (Resident)
On forum: 07/13/2009
Message edited by: Rahu X 12/07/2009 1:36:04
Messages: 341
---QUOTATION--- check the log in the logs folder. i have a guess that its looking for a stul_1n file but that "n" character has some markings, so you should copy that name from the log, and locate the real stul_1n.ogf in gamedata\meshes and rename it as it was in log. so the game will find it. its needed because the mesh was named on russian characters and its not visible in eng windows correctly.... ---END QUOTATION--- EDIT: Disregard this. I was just being stupid and forgot to change a setting in the user_koan.ltx file. My mind is out of it today.
Originally Quoted by the member formerly known as Zombified Stalker:
So, ''holster your shooter'' is ''Holster your Strelok?''
that was the generators map, which they planned to add back, then they cut it again you can still find some audio files for the generators blowout and other fancy stuff in cs scripts and sounds folder...
about darkscape, i have no proof only heard rumors while venturing the net, that it was part of the x18 task.
when you exit the x18 with the documents, military blocks the way to garbitch and you need to go to cordon. according to old devs there was scene with helicopter. you found an old zaz in the monolit base, and you had to escape to cordon on that darkscape route. it was a scripted level, and since they took out cars in early 2006 it became usless not to mention that Mr. Sharpe felt it better to cut unfinished and "not so important things" to bring out the game finally... if you remember back to 2006 e3 closed presentation there he said they even plan to cut the eating not just sleeping.... thankfully at least eating remained the rest was modded back. I think they thought for fans so they didnt entirely cut these features, just disabled them... more or less
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Lost Alpha project -> http://www.moddb.com/mods/lost-alpha
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As I understood it, the name 'Darkscape' is simply a portmanteau of the two levels which it connects: l04_darkvalley and l01_escape. Its internal naming scheme - k01_darkscape rather than l0x_darkscape - seems to be unique.
that was the generators map, which they planned to add back, then they cut it again you can still find some audio files for the generators blowout and other fancy stuff in cs scripts and sounds folder...
---END QUOTATION---
Thanks for clearing that up - I had remembered something or another that was planned to go back in to CS (which was cut again), but couldn't quite remember which map it was . . . it's been a long while since I've mucked about in the CS folders.
and those two screens look great . . . I take it we can consider those "teasers" for LA?
<sigh>
It'd be wonderful if we could get a full release (either by GSC or by the ENG/RUS mod communities) that puts all the game maps from the three titles - including those that were cut from various builds - into one huge freeplay release.
Thanks for clearing that up - I had remembered something or another that was planned to go back in to CS (which was cut again), but couldn't quite remember which map it was . . . it's been a long while since I've mucked about in the CS folders.
Thanks to all for the insights on darkscape, very interesting. I think I've seen mention of the helicopter chase scene in the scripts.
Must admit the idea you have to jump in a vehicle and go through the level avoiding a chopper seems both like an exciting prospect... And a terrible one. Exciting because it would have been a bit different to the usual run and gun methodology of the game, but terrible because of the vehicle handling and their inane ability to explode on contact with sign posts.
However, I think they could have still cut the vehicle aspect but made the level work but I guess as dezodor said that git Dean Sharpe likely wouldn't have wanted the hassle of redoing the mechanics of the level.
Rahu X
PATROLLING THE MOJAVE ALMOST MAKES YOU WISH FOR A NUCLEAR WINTER (Resident)
On forum: 07/13/2009
Message edited by: Rahu X 12/07/2009 15:14:35
Messages: 341
How do you get the builds to run in a different resolution?
For some reason, whenever I run the batch files (run_alife_s and start) for the builds of 1935 and 2205, it always resets the resolution to 1024x768. I don't know what could be causing this. Is anyone else having the same problem, or is it just me? And any ideas on how to fix this, or is it unfixable?
Oh. And I forgot to mention. I have already tried changing the vid mode setting in user_koan.ltx. It still resets it back to 1024x768 on start-up.
Originally Quoted by the member formerly known as Zombified Stalker:
So, ''holster your shooter'' is ''Holster your Strelok?''