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AMK Weapon Add-on - WIP

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  02:36:51  5 August 2008
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Masamunect
Senior Resident
 

 
On forum: 04/08/2007
 

Message edited by:
Masamunect
08/05/2008 2:38:47
Messages: 257
LOL!


---QUOTATION---
***FATAL***: Too many lmap-textures (limit: 8 textures or 32M).
Reduce pixel density (worse) or use more vertex lighting (better).

---END QUOTATION---



... seriously?
I didn't do what you posted yet. I had to copy paste and rename every damn missing texture.
It ran for a while, completed a fist full of missions and before an auto save I got that.
  02:49:16  5 August 2008
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Tugatoga
Senior Resident
 

 
On forum: 03/24/2008
Messages: 273

---QUOTATION---
LOL!

***FATAL***: Too many lmap-textures (limit: 8 textures or 32M).
Reduce pixel density (worse) or use more vertex lighting (better).


... seriously?
I didn't do what you posted yet. I had to copy paste and rename every damn missing texture.
It ran for a while, completed a fist full of missions and before an auto save I got that.
---END QUOTATION---



I got that same thing in Yantar with my OL Arsenal merge, but it didn't crash my game, it just showed up in the console log.
  06:24:06  5 August 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
 

Message edited by:
Skullhunter
08/05/2008 6:25:50
Messages: 126

---QUOTATION---
This is a slightly altered version of installer which installs all crosshair textures for all resolutions at the same time to reduce the risk of CTDs.
Please redownload and reinstall your AMK using this.
Links to the old installer are no longer available.
You don't have to start a new game or anything like that.
Sorry for the inconvenience of having to redownload the installer

This was below the post above on the AMK ENG forum

Hi everyone.
The solution to the installer problem for now is:
Don't install Kanyhalos's pack, as it contains only one weapon config only for one resolution.
If this doesn't help, I practically don't know what to do...




Here's the .94 patch
http://www.mediafire.com/?jlyhnu9ygmy


Then after you install the new AMK 2.0 setup, the .94 patch, and then the Arsenal pack it should work.


Check this link to the AMK Eng forum, I was able to log in yesterday it was down.

http://amk-team.ru/forum/index.php?s=3ed88fc1b8a1a667fa60540f2271063b&showtopic=480&st=20&start=20
---END QUOTATION---



Tugatoga is right. Thanks for snagging this, Tugatoga, I was at work or I'd have responded to the problem quicker. Sorry guys.

---QUOTATION---
***FATAL***: Too many lmap-textures (limit: 8 textures or 32M).
Reduce pixel density (worse) or use more vertex lighting (better).

---END QUOTATION---

Damn, I've never even seen that one before. I'll see if I can find any info on it.
  06:53:56  5 August 2008
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silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
Messages: 790
No need to bother trying to hunt this down - this error occurs on vanilla, too, with a sufficiently large level. Like, say, Cordon. In Static Lighting, most levels use too many lightmaps, so the engine freaks out a bit. It doesn't affect anything, really. Might screw with ODL a bit, though. Not sure if it happens on FDL - I *think* it dispenses with the lightmaps entirely.
  08:12:09  5 August 2008
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TristanYockell
Senior Resident
 

 
On forum: 04/03/2007
 

Message edited by:
TristanYockell
08/05/2008 8:13:10
Messages: 308
Any plans to Replace all the vanilla ingame models with the improved ones from arsenal mod. Just becuase you know, the vanilla models are horrible ect.

Like I mean the PM, PB, Colt .45, AK74, beretta 92 ect ect.

How many other weapons do you plan to add in in the future.

Could we atleast get one of the AKMs. it could be made lighter than the ak47 in game. Also the muzzel climb should be reduced and accuracy increased slightly because of the slanted muzzel.
  08:35:27  5 August 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
Messages: 126

---QUOTATION---
Any plans to Replace all the vanilla ingame models with the improved ones from arsenal mod. Just becuase you know, the vanilla models are horrible ect.

Like I mean the PM, PB, Colt .45, AK74, beretta 92 ect ect.
---END QUOTATION---



All of the default weapons will be replaced with their more cosmetically pleasing equivalents.


---QUOTATION---
How many other weapons do you plan to add in in the future.
---END QUOTATION---



At current count, including the replacements, 64. Some people even claim to have seen Arsenal RC1 weapons in this release of AMK Arsenal V1, but these are obviously just unsubstantiated rumors spread by people whose experiences in the Zone have left them unbalanced.


---QUOTATION---
Could we atleast get one of the AKMs. it could be made lighter than the ak47 in game. Also the muzzel climb should be reduced and accuracy increased slightly because of the slanted muzzel.
---END QUOTATION---



Absolutely. I'm a fan of the old-school AKM, so it will definitely be in.
  13:21:25  5 August 2008
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isaac newbie
Senior Resident
 

 
On forum: 04/04/2004
Messages: 631
am i going crazy or does the AK-74 drop a bandit faster then the AKM ?
  05:42:17  10 August 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
Messages: 126
Important! AMK Arsenal has been updated to V 1.1, which has a few bugfixes but that's not the best thing in it.

silverpower and I have not only cracked the NPCs' problems with weapon priorities, we've busted them wide open. From the readme:


---QUOTATION---
AMK Arsenal Patch to 1.1 release for AMK Arsenal 1.0

Fixes in this patch release:

SKAT-10 armor restored

Combat Chaser (unique Winchester 1300) description restored

Features added:

Comprehensive weapon classes - Now NPCs won't behave like idiots and keep their crappy sawed-off shotgun or TEC-9 equipped when you hand them something nicer, like the LR300. All available weapons have been divided up into new rank classifications according to ef_weapon_type and now NPC weapon choices will actually make frickin' sense for a change.

NPC weapon radius adjustment - weapons now have a better system of min_radius and max_radius, allowing NPCs to switch to appropriate weapon types based on range-to-target. Yes, this does mean that if someone with a sniper rifle is aware of you, they can target you at greater distances and it also means that in close combat they will switch to more appropriate weapons if they're present in the NPCs inventory. Now you'll be shot at by guys using the right weapons for how far away you are.

Instructions:

Unzip this archive into your S.T.A.L.K.E.R. - Shadow of Chernobyl folder. Okay any overwrites of existing files. It is possible that the patch may take effect immediately without the need to start a new game but I cannot guarantee this 100%.
---END QUOTATION---



So how does it work? Well, silverpower and I discovered today that ef_weapon_type does influence how NPCs choose their equipped weapon. But, and this is the important part, ef_weapon_type can have a value greater than 10 assigned, which was the original value for grenades. Now we've split weapons up into different classifications (pistol, sawed off shotgun, magnum pistols, double-barrel sporting shotguns, submachineguns, assault rifles, sniper rifles, support weapons, anti-tank and grenades) with certain categories also split up by the quality of weapon (low-end to high-end). Currently our system uses ef_weapon_type values from 0 (binoculars) to 24 (grenades). Here's a quick look at the setup and how weapons have been assigned their ef_weapon_type values:

0 = binoculars
1 = knife, bolt
2 = low end pistol - wpn_pm, wpn_pb
3 = mid-range pistol - wpn_colt1911, wpn_fort, wpn_beretta, wpn_hpsa, wpn_walther
4 = sawn-off shotguns - wpn_bm16, wpn_toz34_short
5 = high-end pistol - wpn_sig220, wpn_usp
6 = exotic pistol (magnums) - wpn_desert_eagle_357, wpn_desert_eagle
7 = low-end sporting shotgun - wpn_bm16_full
8 = high-end sporting shotgun - wpn_toz34
9 = low-end smg - wpn_tec9, wpn_mac10, wpn_mac10_45
10 = mid-range smg - wpn_mp5, wpn_bizon, wpn_ots33, wpn_smg_tmp
11 = high-end smg - wpn_p90, wpn_mp7a3, wpn_kriss_super_v
12 = low-end combat shotgun - wpn_benelli_short
13 = mid-range combat shotgun - wpn_spas12, wpn_saiga12c, wpn_wincheaster1300
14 = high-end combat shotgun - unused for now
15 = low-end short assault rifle - wpn_ak74u
16 = high-end short assault rifle - wpn_aks74u_m1_camo1
16 = low-end assault rifles - wpn_m1891_30, wpn_ak47_sk1
17 = mid-range assault rifles - wpn_l85, wpn_ak74, wpn_abakan
18 = high-end assault rifles - wpn_fn2000, wpn_g36, wpn_lr300, wpn_sig550, wpn_val, wpn_hk416_sk1, wpn_aks74_m1_sk1, wpn_groza
19 = low-end sniper rifles - wpn_lr300_m1, wpn_l85_m1, wpn_abakan_m1, wpn_m1891_30_scope
20 = mid-range sniper rifles - wpn_svu, wpn_svd, wpn_vintorez
21 = high-end sniper rifles - wpn_gauss
22 = heavy weapons - wpn_pkm
23 = anti-tank - wpn_rg-6, wpn_rpg7
24 = grenades - grenade_rgd5, grenade_f1

We don't actually know what the upper limit is for values that can be assigned to ef_weapon_type. So far it works perfectly in testing, with NPCs switching easily between the different weapon classes as they get their hands on new gear.

We encourage anyone and everyone to make use of this little discovery in their own mods, since we know that weapon priority has been a huge headache for modders and players.
  06:32:32  10 August 2008
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TristanYockell
Senior Resident
 

 
On forum: 04/03/2007
Messages: 308
This is great news! . This weapons mod is going to be the most realistic yet.

Can't wait until the arsenal gets bigger.
  13:36:52  10 August 2008
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isaac newbie
Senior Resident
 

 
On forum: 04/04/2004
 

Message edited by:
isaac newbie
08/10/2008 13:37:08
Messages: 631
FATAL ERROR

[error]Expression : false
[error]Function : CXml::Init
[error]File : E:\stalker\patch_1_0004\xrXMLParser\xrXMLParser.cpp
[error]Line : 87
[error]Description : XML file:text\eng\string_table_enc_weapons.xml value: errDescr rror reading end tag.

happened after applying V1.1
 
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