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  15:54:17  17 March 2014
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051

---QUOTATION---
Sadly it isn't.

It's simply the area. I, and a few of my friends all suffer from the same problems.

I've tried all lighting and graphics options, and mine being the least powerful, but still pretty damn beefy (Out of the group of 5 of us whom are doing a play-through) isn't quite able to cope with it, even via static lighting.

Still. It could be worse.

It's nothing but stack traces and script function overflows so to speak. Not sure why it flips total balls in Yantar for me and my friends, yet as an example. Pripyat with its pure mayhem runs flawlessly.

There allot of talk of stack trace crashes on the Stalker Soup steam forum I think TecnoBacon is currently fixing them I think there caused by population control in allot of levels.
---END QUOTATION---



It's to be expected giving the sheer amount of content and the strain that it causes on this now old incarnation of the engine.

Pretty much my only crashes are Yantar and that is it. I've had maybe one or two crashes that weren't in Yantar. Out of the 30 or so I've had.
  23:09:58  13 March 2014
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iloveSHOC
Senior Resident
 

 
On forum: 02/03/2010
Messages: 747

---QUOTATION---
Sadly it isn't.

It's simply the area. I, and a few of my friends all suffer from the same problems.

I've tried all lighting and graphics options, and mine being the least powerful, but still pretty damn beefy (Out of the group of 5 of us whom are doing a play-through) isn't quite able to cope with it, even via static lighting.

Still. It could be worse.

It's nothing but stack traces and script function overflows so to speak. Not sure why it flips total balls in Yantar for me and my friends, yet as an example. Pripyat with its pure mayhem runs flawlessly.
---END QUOTATION---



There allot of talk of stack trace crashes on the Stalker Soup steam forum I think TecnoBacon is currently fixing them I think there caused by population control in allot of levels.
  21:43:27  13 March 2014
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
 

Message edited by:
Steelhawk92
03/13/2014 21:43:44
Messages: 5051
Sadly it isn't.

It's simply the area. I, and a few of my friends all suffer from the same problems.

I've tried all lighting and graphics options, and mine being the least powerful, but still pretty damn beefy (Out of the group of 5 of us whom are doing a play-through) isn't quite able to cope with it, even via static lighting.

Still. It could be worse.

It's nothing but stack traces and script function overflows so to speak. Not sure why it flips total balls in Yantar for me and my friends, yet as an example. Pripyat with its pure mayhem runs flawlessly.
  21:40:16  13 March 2014
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Stalkerstein
Senior Resident
 

 
On forum: 04/24/2010
Messages: 1991

---QUOTATION---
Ah. Cheers for the tip. I'll bear it in mind.

Sadly Yantar is next, and it's a total crashfest.
---END QUOTATION---




Maybe the 'Static Lighting' setting will help.
  21:29:49  13 March 2014
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051
Ah. Cheers for the tip. I'll bear it in mind.

Sadly Yantar is next, and it's a total crashfest.
  06:41:29  13 March 2014
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Grimwald
(Novice)
 
On forum: 10/02/2013
Messages: 30
ESC, F2, enter "ESCAPE", IIRC. There is some text on the dialogue window about what to enter and when for skipping the Cave.
  18:04:45  12 March 2014
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051
On a sidenote, I decided to try the story once more but I have to ask. Is there an actual way to skip the beyond stupid Cave Segment yet, or am I gonna have to tear open the scripts to hack my way through?
  02:25:10  12 March 2014
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051
Strange I was able to survive under there perfectly fine. Might just be to do with positioning and the finicky placement of said safe zone and it's area.

I do agree the areas are quite barren. Although until the time is spent in fleshing out the areas themselves. (Which is a very long and time consuming process) Will probably be quite a little while away.

Shotguns in general are nasty. I was able to traverse the entire zone using only a Spaz 12 and was able to kill nearly everything with ease and from quite a hefty range, but a couple simple tweaks to the shotgun LTX(s) can remedy that with ease.

Sadly, running this mod via the cop engine isn't as simple as just a quick paste job. It would require a large amount of rebuilding to make it work with it. Time that would be better spent refining the current mod on this engine than it would by trying to convert it over to Call of Pripyat.

As for mods on COP that possess a lot of content. SGM might be just for you. 2.1 or 2.2 is down to preference. Many prefer one or the other for personal reasons for which I'm not quite sure of. I stuck to 2.2 and enjoyed it, albeit 2.2 had a few bugs and AI problems where they sometimes were about as intellectual as a brick...
  00:05:16  12 March 2014
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Smoke Screen
(Senior)
 
On forum: 04/08/2007
Messages: 98

---QUOTATION---

As for the blowout at the start of Collector. You can survive in the very building you start in downstairs, you merely need to take note of the army fellows that take cover inside and you can see exactly where you need to be to survive.
---END QUOTATION---



Yeah,tried that one,but got killed from radiation.

Anyway,i played this in an earlier version,when a couple maps from COP just were
added with a special bin-folder Tecnobacon provided. It was far more lively back then
and crashes happened with high probability only on certain points in the game world
but it seemed depended on how long your playtime was. But the maps were cleverly
interconnected so you could circumvent for example yantar and still go everywhere
you want. Personaly i used that scoped doubblebarrel shotgun you find in the tunnel
under wild territories.. What a gun ! LOL.

This new version - well, getting stopperbugs like i described,and im out. Especially that
bug that corrupts saves is nasty.
But hey,since youre a modder yourself,why not run this mod on COP`s engine,which
is way more stable ? Or is there a mod based on that engine that provides a similar
large zone ?
  02:34:20  11 March 2014
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
 

Message edited by:
Steelhawk92
03/11/2014 2:35:24
Messages: 5051
@Smoke Screen

Intrigued to see people still use my factions wars.

On a serious note. The mere concept of running this content within itself is mind blowing considering the sheer amount of strain you are putting a very outdated and not entirely well made early build of said engine through. Vanilla was a struggle as it stood, and Narodnaya Solyanka wasn't stable within itself either. Which is intriguing seeing as the sheer content this mod provides is within itself more stable than stand alone NS, at-least from my last play-through.

Only place that gives me any real problems is Yantar, everywhere else is relatively pretty good.

My point is, crashes will happen, especially given the limitations of this engine without access to the bare essentials that build the foundations for this game, you can only do so much. Regardless of efforts to fix them and ammend them via a mod.

As for the blowout at the start of Collector. You can survive in the very building you start in downstairs, you merely need to take note of the army fellows that take cover inside and you can see exactly where you need to be to survive.

As for economy, I personally haven't had a problem. I've gone all over the game world with no weapons apart from a Spas 12 and buckshot and taken out anything that attacks me with relative ease, even in massive bulks of waves of attacks. And the Iphone detector type thing easily points out enough artefacts that you can use to gain extra money. Again I've had no problem so maybe it's just me.
 
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