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Unresponsive mercs

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  08:38:44  3 February 2013
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te47
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On forum: 06/03/2010
Messages: 415
Unresponsive mercs

A long time ago, I added the Dead City to my mod, along with an army of mercs and bandits that were already set up to populate it. I removed the story mission, so that it would be entirely free for exploration and combat, and it now serves as a massive merc and bandit base and a link between Yantar and the Army Warehouses. Everything works perfectly, except for one relatively small but fairly serious problem.

A few of the mercs in the Dead City are almost completely unresponsive to external stimuli. Players can walk right in front of them, shoot the ground by their feet, and even shoot them in the back (to wound, not kill) without any sort of response. However, if the player shoots them (to wound) while in their line of sight, they'll wake up and begin fighting the player. Also, while in their unresponsive state, they'll occasionally enter their alert mode for a few seconds if they perceive something suspicious, while still ignoring the actual player.

In the level editor, the broken mercs are statistically identical to the mercs that work perfectly in-game. That means it's probably something in gulag_deadcity.script or maybe all.spawn. Does anyone know what specifically could cause an issue like this?
  11:22:13  3 February 2013
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Bangalore
Robberbaron
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On forum: 02/17/2008
 

Message edited by:
Bangalore
02/03/2013 20:37:36
Messages: 1159
I remember this problem:

https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=41&thm_id=20002&sec_id=16

Did you try to compile a final ai map for Dead City? Draft ai map can cause this issue too. Also, verify ai map, before you make a final one.

That version of Dead City, what you did use in your mod, has erratic ai map, you have to fix the errors before verify and finalize.
http://s.gameru.net/stalker/deadcity_2006_v21.rar

Don't use Bardak's aiwrapper to make a final ai map/graph, use the newer xrAI for this:

http://stalkerin.gameru.net/modules.php?name=Downloads&d_op=getit&lid=376
  15:03:04  3 February 2013
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igor306
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On forum: 01/06/2012
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what is the name of your mod?
  03:06:47  4 February 2013
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te47
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On forum: 06/03/2010
 

Message edited by:
te47
02/04/2013 5:21:10
Messages: 415
Thanks very much for the advice. After investigating further, I've discovered that the AI map that came with this version of the Dead City is an absolute mess. Going through the xrAI verify process to catch all of the reasons this AI map is invalid would probably take me years. Generating a fresh AI map makes it look MUCH less sloppy, but this map is missing the invisible walls necessary to stop it from covering the surrounding scenic landscape in AI map nodes (which seems to be an automatic "invalid" ). I could technically delete the AI map nodes in the non-playable area by hand, but that would also probably take me quite a while. Unfortunately, I have no idea how to add invisible walls myself. Is it even possible without using 3D rendering software? I've never actually changed level geometry myself before.
  05:20:54  4 February 2013
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te47
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On forum: 06/03/2010
 

Message edited by:
te47
02/04/2013 5:39:30
Messages: 415

---QUOTATION---
what is the name of your mod?
---END QUOTATION---



Sorry, I forgot to respond to your question.

My mod has no name. It's just a massive compilation of various other mods, plus some of my own content and ideas, completely rebalanced for high standards of realism and maximum fun factor. It's really just for myself and a friend of mine, but I might release it some day... We just call it "the mod."
  11:27:22  4 February 2013
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igor306
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On forum: 01/06/2012
Messages: 72

---QUOTATION---
what is the name of your mod?

Sorry, I forgot to respond to your question.

My mod has no name. It's just a massive compilation of various other mods, plus some of my own content and ideas, completely rebalanced for high standards of realism and maximum fun factor. It's really just for myself and a friend of mine, but I might release it some day... We just call it "the mod."
---END QUOTATION---



you can release it for me too, I`d love to play Dead city level, but cant start other mods that have that map.
  05:10:16  5 February 2013
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te47
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On forum: 06/03/2010
 

Message edited by:
te47
02/05/2013 5:11:06
Messages: 415
I recently finished creating an entirely new AI map for the Dead City, including a number of big improvements over the original including full support for NPC movement through all of the various apartment buildings. Took me several hours to get it this good, but I fixed every error and the verify command says it's valid. However, when I try to enter the Dead City in-game, the game crashes as soon as it finishes loading. Here's what the log says:

Scheduler tried to update object cit_killer_g_0006
! Cannot build GAME path! (object cit_killer_g_0006)
! CURRENT LEVEL : l09_deadcity
! CURRENT game point position : [106.899406][1.068398][54.866173]

FATAL ERROR

[error]Expression : I != levels().end()
[error]Function : GameGraph::CHeader::level
[error]File : e:\stalker\sources\trunk\xr_3da\xrgame\game_graph_inline.h
[error]Line : 171
[error]Description : there is no specified level in the game graph : 24


stack trace:

I checked, and cit_killer_g_0006 is standing on perfectly normal AI mapped ground, just like every other NPC. I'm so close to pulling this off, but I have no idea what to do about this problem. Any help would be greatly appreciated!
  11:37:29  5 February 2013
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cOldSnake
modeler
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On forum: 07/11/2011
 

Message edited by:
cOldSnake
02/05/2013 11:43:26
Messages: 197
It will be helpful if you explain how you compiled AI map,are you using map as single level for test or is it connected with other levels.I never encounterd this problem,but it sounds like a bad level changer configuration,or an skipped AI map compilation proces.If you make a new AI map,make new graph points

EDIT:search this forum for threads "Using the level editor" and "add Stalker Map Pack to FreePlayStart" for more information
  18:49:13  5 February 2013
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te47
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On forum: 06/03/2010
 

Message edited by:
te47
02/05/2013 18:56:48
Messages: 415

---QUOTATION---
It will be helpful if you explain how you compiled AI map,are you using map as single level for test or is it connected with other levels.I never encounterd this problem,but it sounds like a bad level changer configuration,or an skipped AI map compilation proces.If you make a new AI map,make new graph points

EDIT:search this forum for threads "Using the level editor" and "add Stalker Map Pack to FreePlayStart" for more information
---END QUOTATION---



The Dead City is connected to other levels for this test.

I already added the Dead City to my mod before, successfully, but with the AI-map it came with (which often goes through hills, doesn't lead everywhere, and so on). I recently generated an entirely fresh AI-map in the level editor, cleaned it up, manually added support for places the old one didn't let NPCs go, and made sure every graph point was still on the AI-map. I also used xrAI's "-draft -f, -verify" commands to fix the many hundreds of errors that were generated along with this new AI-map, in order to make sure this new one is valid. (I do this again any time I make a change to the AI-map, just to be sure.)

Then, in the level editor, I go to Compile -> Build, Compile -> Make Game, and Compile -> Make AI-map. Once all that's done, I do "-draft -f, -verify" again, and then I use xrLC's -f command on the Dead City, then xrAI's -f command on the Dead City, then xrAI's -g command on the Dead City (and I did that for all other territories the first time I tried this). Then, I do xrAI's -m, and then xrAI's -no_separator_check -noverbose -s. All finish without any apparent issues. Then I move all the new files over top of the old ones in my mod's gamedata\levels folder for all territories, plus all.spawn and game.graph.

I've gone through this process multiple times, changing some small thing each time, and nothing seems to help. I'm running out of ideas. Did I miss something? It's always the same merc in the crash log each time, though I somehow doubt deleting him would make a difference (it'd probably just point to the guy standing next to him, and then the guy down the street, etc...). If anyone sees anything wrong with my process, or has any idea what might cause such an error, please let me know!
  19:53:20  5 February 2013
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Bangalore
Robberbaron
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On forum: 02/17/2008
 

Message edited by:
Bangalore
02/05/2013 19:56:01
Messages: 1159
Did you cleaned SDK's game_levels.ltx, and did you inserted the new map into the level list?
Game.graph and all.spawn maker command takes the levels list from that file.

Do you have all 18 vanilla maps in SDK gamedata\levels folder too, near DC?

Did you copy the following files in your mod's gamedata too?
(for all 19 map, in gamedata\levels folder)
level.graph
level.gct.raw
level.gct

Did you setup the level changers correctly (destination map, destination graph point)?

Did you linked the Dead City graph points to Yantar and Military?
For this, you have to check and edit Yantar and Military level editor scenes too.
  20:14:26  5 February 2013
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te47
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On forum: 06/03/2010
 

Message edited by:
te47
02/05/2013 20:25:33
Messages: 415

---QUOTATION---
Did you cleaned SDK's game_levels.ltx, and did you inserted the new map into the level list?
Game.graph and all.spawn maker command takes the levels list from that file.
---END QUOTATION---



Yes, the SDK's gamelevels.ltx has been cleaned and updated to include the Dead City. I also included the Dead City in the SDK's game_maps_single.ltx and game_graphs.ltx. (All three of those files also include the Dead City in my mod's gamedata folder.)


---QUOTATION---
Do you have all 18 vanilla maps in SDK gamedata\levels folder too, near DC?
---END QUOTATION---



All 18 vanilla maps are present in the SDK's gamedata\levels folder (with some relatively small changes here and there, like level changers to the Dead City in Yantar and the Army Warehouses, a level changer from the Cordon to the Dark Valley, etc).


---QUOTATION---
Did you copy the following files in your mod's gamedata too?
(for all 19 map, in gamedata\levels folder)
level.graph
level.gct.raw
level.gct
---END QUOTATION---



Yeah, I copied level.graph, level.gct.raw, and level.gct from the SDK's gamedata\levels folder to my mod's for all 19 maps.


---QUOTATION---
Did you setup the level changers correctly (destination map, destination graph point)?
---END QUOTATION---



The level changers should still be set up perfectly. They're unchanged from my previous 100% working version of the Dead City, and the game actually finishes loading the Dead City when (in my tests) I travel there from the Army Warehouses. I get about a quarter of a second of actual gameplay before it crashes. If I spawn inside the level changer instead of just in front of it, the game pauses with the "Are you sure you want to travel?" dialogue box, and can stay on that indefinitely. I can then say "yes" and return to the Army Warehouses, or "no" and watch the game immediately crash.


---QUOTATION---
Did you linked the Dead City graph points to Yantar and Military?
For this, you have to check and edit Yantar and Military level editor scenes too.
---END QUOTATION---



The Dead City graph points should still be linked correctly, as I didn't touch them since the working version and made sure they're all on the AI-map. But I'll double check the level changers and the graph point links, just to be sure (in the Dead City, Yantar, and the Army Warehouses).
  21:48:17  5 February 2013
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Bangalore
Robberbaron
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On forum: 02/17/2008
 

Message edited by:
Bangalore
02/05/2013 21:52:27
Messages: 1159
Then it should be a problem with graph point masking. It has some significance for off-line a-life, what you insert into game_graphs.ltx, and how you edit the graph points on Dead City.

Natvac posted, that vanilla SOC + ZRP still (but very rarely) crashes sometimes with this CTD, and the reason behind is not too clear.

If you read these pages/threads about graph point masking, maybe it will help you some:

https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=160&thm_id=20446&sec_id=16&page=1

https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=45&thm_id=11786&sec_id=16&page=272

https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=45&thm_id=11786&sec_id=16&page=274
  00:31:11  6 February 2013
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te47
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On forum: 06/03/2010
 

Message edited by:
te47
02/06/2013 0:33:24
Messages: 415

---QUOTATION---
Then it should be a problem with graph point masking. It has some significance for off-line a-life, what you insert into game_graphs.ltx, and how you edit the graph points on Dead City.

Natvac posted, that vanilla SOC + ZRP still (but very rarely) crashes sometimes with this CTD, and the reason behind is not too clear.

If you read these pages/threads about graph point masking, maybe it will help you some:

https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=160&thm_id=20446&sec_id=16&page=1

https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=45&thm_id=11786&sec_id=16&page=272

https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=45&thm_id=11786&sec_id=16&page=274
---END QUOTATION---



Thanks for the advice. I discovered that the coordinates in the crash log are the exact coordinates of a specific graph point. However, it seems exactly the same as any other graph point. I just tried using graph point masking. I tried setting its second line to "limited access" and then "denied access", and I tried setting the third line to "not for the player". Nothing makes any difference. The crash log is identical every time, except for the number at the end of "there is no specified level in the game graph", which seems to be random.

This is so confusing... Is there a way I can safely delete that graph point and see what happens? It's number 44 of 74, not counting the ones for level changers. I have a strange feeling pulling that one out of the list will screw everything up in a completely different way.
  02:11:08  6 February 2013
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te47
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On forum: 06/03/2010
 

Message edited by:
te47
02/06/2013 5:26:08
Messages: 415
Okay, NOW I've finally learned something new. I tried deleting that graph point, and sure enough, it no longer crashes as soon as it finishes loading. However, after about a minute of normal gameplay, it still eventually crashes. And deleting that graph point also seems to have seriously messed with the two mercs standing near it. Here's the new crash log:


! Object masks (1) :
! [255][0][255][255]
! Cannot build GAME path! (object cit_killer_g_0005)
! CURRENT LEVEL : l09_deadcity
! CURRENT game point position : [42.677811][-1.411541][76.530632]
! TARGET LEVEL : l10_radar
! TARGET game point position : [0.000000][-0.000000][-0.000000]
! Target point mask [250][191][51][51]
! Object masks (1) :
! [255][0][255][255]
! Cannot build GAME path! (object cit_killer_g_0006)
! CURRENT LEVEL : l09_deadcity
! CURRENT game point position : [107.032486][1.081436][3.048363]
! TARGET LEVEL : l10_radar
! TARGET game point position : [0.000000][-0.000000][-0.000000]
! Target point mask [250][191][51][51]
! Object masks (1) :
! [255][0][255][255]

FATAL ERROR

[error]Expression : ai().level_graph().valid_vertex_id(vertex->data().level_vertex_id())
[error]Function : CPatrolPathManager::select_point
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\patrol_path_manager.cpp
[error]Line : 164
[error]Description : patrol path[cit_bandits_near_kamp2_walk], point on path [wp00|sig=arrived],object [cit_bandit_v_0003]


stack trace:

Scheduler tried to update object cit_bandit_v_0003

FATAL ERROR

[error]Expression : ai().level_graph().valid_vertex_id(vertex->data().level_vertex_id())
[error]Function : CPatrolPathManager::select_point
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\patrol_path_manager.cpp
[error]Line : 164
[error]Description : patrol path[cit_bandits_near_kamp2_walk], point on path [wp00|sig=arrived],object [cit_bandit_v_0003]


stack trace:


The top half of that kept looping over and over again, so I just grabbed one loop.

Also, after all that, the unresponsive mercs are still unresponsive. But at least on this new AI-map, the normal mercs and bandits can follow the player into all of the apartment buildings and houses now...


EDIT: Okay, I just figured out how to fix that crash, but not the looping first half of the log I posted. Now it crashes five minutes in, but I'm pretty sure I already know how to fix this second crash. However, on my latest test, I noticed that even more mercs were unresponsive than ever before. Like six or seven of them. Could this be because it's a draft export of the map, even though the AI-map was a full -f (not -draft -f)?
  07:52:04  6 February 2013
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te47
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On forum: 06/03/2010
 

Message edited by:
te47
02/06/2013 7:57:31
Messages: 415
I've finally fixed all the crashes. The game no longer crashes in the new Dead City. However, I'm still wondering what to do about this:


! Object masks (1) :
! [255][0][255][255]
! Cannot build GAME path! (object cit_killer_g_0005)
! CURRENT LEVEL : l09_deadcity
! CURRENT game point position : [42.677811][-1.411541][76.530632]
! TARGET LEVEL : l10_radar
! TARGET game point position : [0.000000][-0.000000][-0.000000]
! Target point mask [250][191][51][51]
! Object masks (1) :
! [255][0][255][255]
! Cannot build GAME path! (object cit_killer_g_0006)
! CURRENT LEVEL : l09_deadcity
! CURRENT game point position : [107.032486][1.081436][3.048363]
! TARGET LEVEL : l10_radar
! TARGET game point position : [0.000000][-0.000000][-0.000000]
! Target point mask [250][191][51][51]
! Object masks (1) :
! [255][0][255][255]


Is this a serious gameplay-affecting issue? Or will it just fill my console with red text?

Also, more importantly, I've noticed that several mercs and even bandits are unresponsive in my new Dead City, just like the few mercs that were unresponsive in the old one. Is this a known side effect of using a map that was compiled with draft settings in the level editor (even though I used xrAI to make a full non-draft AI-map)? If not, does anyone know what else could be causing this, and why it might be worse on my new version?
  22:25:21  6 February 2013
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Bangalore
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On forum: 02/17/2008
 

Message edited by:
Bangalore
02/06/2013 23:48:51
Messages: 1159
If you use this Dead City mod:

http://s.gameru.net/stalker/deadcity_2006_v21.rar

I used this mod as well in my Uncut18+, and i went back now to check DC.

All these mercs and bandits in DC have smart terrain jobs, and they don't want to go to another maps in normal case. Also, the mod contains the scene, when Marked One is captured, and escapes from the jail. These mercs in DC have special logic, they are forced not to kill at sight Marked One in the jail, until the jail door opens.

Your mercs wanna go to Radar, which is not good, they should be captured by gulags in DC. Maybe the jail escape scene logic causes all these for you, that they are unresponsive. You should simply delete the storyline related things from DC scene, and make new smarties and logic.

Maybe your smarties in DC don't work, and mercs are captured by other smarties from another maps, or they just want to go there in offline mode, but they don't fit to the graph point mask or the game can't build a path there.

It's best not to mask DC graph points, and try to grant permissions to the mercs in m_stalker.ltx and see what happens:

[stalker_killer_terrain]
255,000,255,255
250,191,51,51

But i don't understand, what kind of place they want to go, this place in Radar is near the antennaes, and the graph points there don't have special mask settings.
  00:07:59  7 February 2013
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te47
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On forum: 06/03/2010
 

Message edited by:
te47
02/07/2013 0:13:05
Messages: 415

---QUOTATION---
If you use this Dead City mod:

http://s.gameru.net/stalker/deadcity_2006_v21.rar

I used this mod as well in my Uncut18+, and i went back now to check DC.

All these mercs and bandits in DC have smart terrain jobs, and they don't want to go to another maps in normal case. Also, the mod contains the scene, when Marked One is captured, and escapes from the jail. These mercs in DC have special logic, they are forced not to kill at sight Marked One in the jail, until the jail door opens.

Your mercs wanna go to Radar, which is not good, they should be captured by gulags in DC. Maybe the jail escape scene logic causes all these for you, that they are unresponsive. You should simply delete the storyline related things from DC scene, and make new smarties and logic.

Maybe your smarties in DC don't work, and mercs are captured by other smarties from another maps, or they just want to go there in offline mode, but they don't fit to the graph point mask or the game can't build a path there.

It's best not to mask DC graph points, and try to grant permissions to the mercs in m_stalker.ltx and see what happens:

[stalker_killer_terrain]
255,000,255,255
250,191,51,51

But i don't understand, what kind of place they want to go, this place in Radar is near the antennaes, and the graph points there don't have special mask settings.
---END QUOTATION---



Thanks for looking into this on your end. Much appreciated.

Your story mission explanation makes perfect sense. The unresponsive mercs have got to be a result of residual story mission logic still forcing certain mercs around the merc base with the jail not to shoot the player on sight. I did most of my work on the Dead City three years ago, and have sadly since forgotten a lot of what I did back then. However, I do know that I deleted enough story related things from the DC scene to effectively take the story mission out of play. And I'm very happy with everything about the existing NPC deployment throughout the Dead City, including guard posts, patrols, snipers, etc.

For someone who really doesn't know much about setting up smarties and logic (yet), is there a way I can simply remove the special logic forcing those mercs to hold their fire without changing anything else about their behavior? The NPCs are all doing exactly what they should be, except that certain ones refuse to shoot the player unless they watch the player shoot them first.
  00:26:47  7 February 2013
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Bangalore
Robberbaron
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On forum: 02/17/2008
Messages: 1159

---QUOTATION---
For someone who really doesn't know much about setting up smarties and logic (yet), is there a way I can simply remove the special logic forcing those mercs to hold their fire without changing anything else about their behavior? The NPCs are all doing exactly what they should be, except that certain ones refuse to shoot the player unless they watch the player shoot them first.
---END QUOTATION---



No, there is no simply way, you must know very well what you are doing with smart terrains and logic, or things can get screwed up, crashing like hell, or simply doesn't work.

Best way to start at the mod wiki, and learn with practice how things work by the gamedata files.
  01:32:57  7 February 2013
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te47
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On forum: 06/03/2010
 

Message edited by:
te47
02/07/2013 1:35:11
Messages: 415

---QUOTATION---
No, there is no simply way, you must know very well what you are doing with smart terrains and logic, or things can get screwed up, crashing like hell, or simply doesn't work.

Best way to start at the mod wiki, and learn with practice how things work by the gamedata files.
---END QUOTATION---



Thanks for the tip. I finally just managed to fix the unresponsive mercs. All I had to do was find their combat ignore conditions in gulag_deadcity.script, cit_jail_guard.ltx, and cit_jail_guard2.ltx and replace the conditions with a simple "fighting_dist_ge(250)" to make them ignore combat unless the player is within 250 meters. Not the fanciest solution, but it gets the job done. Those unresponsive NPCs have been bothering me for years, and I just fixed them in five minutes.

As for the two problematic mercs filling my console with red text, those two mercs were standing near the graph point I had to delete in order to stop it from crashing with "there is no specified level in the game graph" as soon as it finished loading the Dead City. The crash log contained coordinates that led me right to it. Losing that graph point must have thrown off those two mercs, and made them want to head to the Red Forest for some reason. Anyway, I have no idea what was up with that graph point, but deleting it was the only solution I could find to avoid an instant crash. I'm open to alternative solutions, though. Is there a better approach?
  22:32:42  7 February 2013
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Vintar
a bit of this and a lot of that
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On forum: 08/08/2008
Messages: 6349
fighting_dist_ge(250) is a bit overkill seeing as they are offline at 150m by default

Unless you ramped it up that is, which could cause all sorts of shite.
  03:06:07  8 February 2013
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te47
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On forum: 06/03/2010
 

Message edited by:
te47
02/08/2013 3:11:48
Messages: 415

---QUOTATION---
fighting_dist_ge(250) is a bit overkill seeing as they are offline at 150m by default

Unless you ramped it up that is, which could cause all sorts of shite.
---END QUOTATION---



You're right. I actually upped the switch distance to 200 because my mod relies heavily on sniper gameplay, but 250 is still 50 meters over. I'll lower it.

(Surprisingly, 200 doesn't seem to mess anything up. I've thoroughly play-tested it.)
 
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