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Oblivion Lost Remake - OLR

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  10:52:52  17 September 2015
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bdoomed
Senior Resident
 

 
On forum: 07/03/2012
 

Message edited by:
bdoomed
09/18/2015 0:22:59
Messages: 304

---QUOTATION---


Can you post the fatal error log here? Sometimes you can fix these issues quite easily.

Expression : xml_doc.NavigateToNode(path,index)
Function : CUIXmlInit::InitStatic
File : E:\stalker\sources\trunk\xr_3da\xrGame\ui\UIXmlInit.cpp
Line : 172
Description : XML node not found
Arguments : tab_video:cap_vsync


I can't find the location where olr keeps its log files, but this was the last entry in the log from bugtrap.

---END QUOTATION---





---QUOTATION---
Does the French translation have more translated than the English? I know more French than I do Russian and would be interesting in using it if it is the better/more content translation.
---END QUOTATION---



I don't know this translation, but the text is correctly rewritten and it should, at least, fix your bug with the UI
(for me this mod is beautiful in the first two maps and become the worst thing I've ever seen for soc later, but it doesn't seem to disturb most players...?)

EDIT: french translation - http://toutbox.fr/ebate
  04:03:34  20 September 2015
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Celice
Senior Resident
 

 
On forum: 08/10/2011
Messages: 284
Thanks for the French translation!

So looking at it and the English one, I notice a LOT of gameplay files are in here, such as weapon and creature stats--the French one even includes an altered damage that is different from the mod's stock values.

I've had a couple people tell me the other files in the translations are outdated and should be deleted, or they can cause problem with quests or other things. For the time being I've deleted everything except for 'config/text/rus'. Does anyone have experience about what files should and shouldn't be left? For example, leaving only the above text gives me basic UI text and dialogue, but PDA mission entries are in cyrillic still, as are the PDA news pieces.
  18:08:49  5 October 2015
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ebate
(Novice)
 
On forum: 04/07/2015
Messages: 1
Hi,
The changes are in "modifs" folder, otherwise, the translation changes only the dialogs...
  10:48:09  16 October 2015
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Celice
Senior Resident
 

 
On forum: 08/10/2011
Messages: 284
I finally came back to this mod, really love all the work in it so far.

Does anyone know how to properly force AA or to use SMAA injector? The mod says it has SMAA, but it actually looks like FXAA and blurs the entire screen, and does not remove jaggies. SMAA is way better for this, but I can't seem to get the injector to work.

I tried forcing driver AA for the stalker games, but it does not appear in the game...

Anyone have any tips?
  17:45:15  16 October 2015
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1975
Perhaps it will help you :

Kanyalos make a great tweak guide pdf, to force AA in Stalker Games:

http://www.moddb.com/downloads/mirror/90563/113/c2258040b0a3203660b15abb1590df43

And for this mod you can use the fabulous Meltac's shaders.
(Look videos in my sig)
  04:14:15  17 October 2015
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Celice
Senior Resident
 

 
On forum: 08/10/2011
 

Message edited by:
Celice
10/17/2015 11:30:09
Messages: 284
I tried that, through both nvidia control panel and through nvidia inspector, and it still isn't able to force hardware AA

I realized I can settle on downsampling from 1440p to 1080p, which helps a little with the problem at the cost of more performance. So far no big performance loss from doing this, but wherever I got this mod it was said that the person already increased the grass draw distance manually and not to change it in-game, and that has caused a little lag when I'm looking down Cordon or other large fields.

I think the xr3da exe for this mod might be customized and so the graphic software isn't recognizing it. I know in nvidia inspector, you can manually set title flags and other things to try and increase compatibility, but I don't know anything about this :<

How are the meltac shaders? I really like the idea of them, especially the water puddles, but I also REALLY love the classic early build look OLR has right now. Sunsets and colors are beautiful!

EDIT: tried a standalone smaa injector and it seems to have worked!

http://mrhaandi.blogspot.com/p/injectsmaa.html

This is good enough for now. I also tried ReShade and several versions of SweetFX but they all had errors. Very strange.
  16:51:16  17 October 2015
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1975
EDIT: tried a standalone smaa injector and it seems to have worked!

http://mrhaandi.blogspot.com/p/injectsmaa.html


Interesting.And how is it in game?Have you a screen?
I will test that.
  07:38:47  18 October 2015
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Celice
Senior Resident
 

 
On forum: 08/10/2011
 

Message edited by:
Celice
10/18/2015 7:39:20
Messages: 284
Sure, here are two basic comparisons

before http://i.imgur.com/C12EZhm.jpg

after http://i.imgur.com/3VjGvxx.jpg

before http://i.imgur.com/6oSmhzv.jpg

after http://i.imgur.com/dIvPcMG.jpg

You can notice the AA effect on the thin metal bars and wires. It's still only postfx AA method, so it isn't as good as hardware AA, but SMAA has amazingly good edge detection and this is how it manages to smooth out jaggies without blurring the rest of the screen.

This SMAA method does affect some other edges slightly, such as the font, but not in a noticeable bad way.

SMAA performance cost is almost always 0, so it is great for any system!
  01:21:24  8 November 2015
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ticchi78
(Senior)
 
On forum: 11/17/2014
Messages: 69

---QUOTATION---
Sure, here are two basic comparisons

before http://i.imgur.com/C12EZhm.jpg

after http://i.imgur.com/3VjGvxx.jpg

before http://i.imgur.com/6oSmhzv.jpg

after http://i.imgur.com/dIvPcMG.jpg

You can notice the AA effect on the thin metal bars and wires. It's still only postfx AA method, so it isn't as good as hardware AA, but SMAA has amazingly good edge detection and this is how it manages to smooth out jaggies without blurring the rest of the screen.

This SMAA method does affect some other edges slightly, such as the font, but not in a noticeable bad way.

SMAA performance cost is almost always 0, so it is great for any system!
---END QUOTATION---



good, this is the first time I'll use smaa. So for the best graphic do i need to use this alone without sweetFX? Have I to disable AA in game with sma injector?
  03:46:46  13 January 2016
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neworder455
(Novice)
 
On forum: 03/13/2014
Messages: 21
whenever I try and open the options tab in the main menu i get a ctd, heres my log.

* Detected CPU: GenuineIntel P3 family, F6/M12/S3, 3390.00 mhz, 22-clk 'rdtsc'
* CPU Features: RDTSC, MMX, SSE, SSE2

Initializing File System...
olr.ltx _bin_olr_\fsolr.ltx
FS: 44807 files cached, 6114Kb memory used.
Init FileSystem 0.573757 sec
'xrCore' build 3312, Feb 27 2008

Initializing Engine...
Executing config-script "user.ltx"...
[c:\stalker-olr25\_appdata_\user.ltx] successfully loaded.
Starting INPUT device...
Loading DLL: xrRender_R2.dll
Loading DLL: xrGame.dll
* [win32]: free[4038292 K], reserved[52380 K], committed[103568 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[8362 K], process heap[2107 K], game lua[0 K], engine lua[0 K], render[0 K]
* [x-ray]: economy: strings[1634 K], smem[0 K]
Executing config-script "c:\stalker-olr25\gamedata\config\default_controls.ltx"...
[c:\stalker-olr25\gamedata\config\default_controls.ltx] successfully loaded.
Executing config-script "user.ltx"...
Executing config-script "c:\stalker-olr25\gamedata\config\rspec_extreme.ltx"...
[c:\stalker-olr25\gamedata\config\rspec_extreme.ltx] successfully loaded.
Executing config-script "c:\stalker-olr25\gamedata\config\default_controls.ltx"...
[c:\stalker-olr25\gamedata\config\default_controls.ltx] successfully loaded.
[c:\stalker-olr25\_appdata_\user.ltx] successfully loaded.
SOUND: OpenAL: enumerate devices...
SOUND: OpenAL: EnumerationExtension Present
devices Generic Audio
SOUND: OpenAL: system default SndDevice name is Generic Audio
SOUND: OpenAL: All available devices:
1. Generic Audio, Spec Version 1.1 (default)
SOUND: OpenAL: SelectBestDevice is Generic Audio 1.1
SOUND: OpenAL: Required device: Generic Audio. Created device: Generic Audio.
EnvFX build 87, Jun 17 2015
* sound: EAX 2.0 extension: present
* sound: EAX 2.0 deferred: present
* sound : cache: 65538 kb, 7609 lines, 8820 bpl
Starting RENDER device...
* GPU [vendor:10DE]-[device:1187]: NVIDIA GeForce GTX 760
* GPU driver: 10.18.13.5906
* CREATE: DeviceREF: 22
* Vertex Processor: PURE HARDWARE
* Texture memory: 4061 M
* DDI-level: 9.0
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: recognized, 24
* DVB created: 6144K
* DIB created: 1024K
count of .thm files=61
load time=17 ms
* NULLRT supported
* ...and used
* HWDST/PCF supported and used
* NV-DBT supported and used
- r__tf_aniso 16
- r2_tf_mipbias -0.5
Starting engine...
Loading DLL: xrGameSpy.dll
* DVB created: 6144K
* DIB created: 1024K
- r__tf_aniso 16
- r2_tf_mipbias -0.5
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: unrecognized, 16
*** RESET [783 ms]
xr_3da.exe -smap4096
* phase time: 0 ms
* phase cmem: 118974 K
Prefetching Objects...
Loading objects...
Loading models...
* [prefetch] time: 5004 ms
* [prefetch] memory: 125207Kb
* phase time: 5018 ms
* phase cmem: 230228 K
SERVER: Starting...
* phase time: 47 ms
* phase cmem: 230481 K
SEVER: Loading alife simulation...
* phase time: 6 ms
* phase cmem: 230481 K
Creating new game...
* Creating new game...
* Loading spawn registry...
* 18915 spawn points are successfully loaded
* Saving spawns...
* Saving objects...
* 24277 objects are successfully saved
* Game olr.sav is successfully saved to file 'c:\stalker-olr25\_appdata_\savedgames\olr.sav'
* New game is successfully created!
* phase time: 1205 ms
* phase cmem: 271811 K
SERVER: Connecting...
MaxPlayers = 32
* phase time: 46 ms
* phase cmem: 271859 K
Client: connecting to localhost...
# Player not found. New player created.
* client : connection accepted - <>
* phase time: 33 ms
* phase cmem: 271883 K
Opening Stream...
* phase time: 13 ms
* phase cmem: 275770 K
Loading CFORM...
* phase time: 978 ms
* phase cmem: 313797 K
Loading shaders...
* phase time: 310 ms
* phase cmem: 317355 K
Loading geometry...
* phase time: 102 ms
* phase cmem: 317371 K
Loading spatial database...
* phase time: 715 ms
* phase cmem: 321799 K
Loading details...
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 86864 v(20), 71431 p
* [DETAILS] Batch(61), VB(1696K), IB(418K)
* phase time: 40 ms
* phase cmem: 321879 K
Loading sectors and portals...
* Loading HOM: c:\stalker-olr25\gamedata\levels\lvl1_escape\level.hom
* phase time: 16 ms
* phase cmem: 322114 K
Loading AI objects...
- Loading music tracks from 'l01_escape_musics'...
* phase time: 11 ms
* phase cmem: 318292 K
Client: spawning...
- Game configuring : Started
- Game configuring : Finished
* phase time: 268 ms
* phase cmem: 327712 K
Loading textures...
* t-report - base: 1763, 697857 K
* t-report - lmap: 131, 134160 K
***FATAL***: Too many lmap-textures (limit: 8 textures or 32M).
Reduce pixel density (worse) or use more vertex lighting (better).
* phase time: 7917 ms
* phase cmem: 327712 K
Client: Synchronising...
* phase time: 38 ms
* phase cmem: 327712 K
* [win32]: free[2361384 K], reserved[161208 K], committed[1671648 K]
* [ D3D ]: textures[832017 K]
* [x-ray]: crt heap[327712 K], process heap[1072601 K], game lua[20634 K], engine lua[233 K], render[0 K]
* [x-ray]: economy: strings[4938 K], smem[97905 K]

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'rx_attach_bandage'


stack trace:

Scheduler tried to update object esc_blokpost_soldier1

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'rx_attach_bandage'


stack trace:

Scheduler tried to update object lvl1_escape_stalker_0010

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'rx_attach_bandage'


stack trace:

Scheduler tried to update object lvl1_escape_stalker_0000

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'rx_attach_bandage'


stack trace:

Scheduler tried to update object esc_blokpost_commander

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'rx_attach_bandage'


stack trace:

Scheduler tried to update object esc_blokpost_soldier7

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'rx_attach_bandage'


stack trace:

Scheduler tried to update object esc_blokpost_soldier6

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'rx_attach_bandage'


stack trace:

Scheduler tried to update object esc_blokpost_soldier5

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'rx_attach_bandage'


stack trace:

Scheduler tried to update object esc_blokpost_soldier4

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'rx_attach_bandage'


stack trace:

Scheduler tried to update object esc_blokpost_soldier3

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'rx_attach_bandage'


stack trace:

Scheduler tried to update object esc_blokpost_soldier2
Intro start 476
* MEMORY USAGE: 361764 K
* Saving spawns...
* Saving objects...
* 24896 objects are successfully saved
* Game 1.sav is successfully saved to file 'c:\stalker-olr25\_appdata_\savedgames\1.sav'

FATAL ERROR

[error]Expression : xml_doc.NavigateToNode(path,index)
[error]Function : CUIXmlInit::InitStatic
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\ui\UIXmlInit.cpp
[error]Line : 172
[error]Description : XML node not found
[error]Arguments : tab_video:cap_vsync


stack trace:
 
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