 |
 |
 |
|
 |
 |
 |
|
 |
 |
|
1 2 3 4 5 ... 10 |
|
|
04:40:59 18 April 2008 |
|
Skullhunter
(Senior) On forum: 03/22/2008
 Message edited by: Skullhunter 04/18/2008 4:45:53
Messages: 126
|
AMK Weapon Add-on - WIP
Well after years of working on very little, S.T.A.L.K.E.R. has inspired me to roll up my sleeves and get back to it. This idea started off as a simple rework of the two Desert Eagle pistols in the game, then it enveloped the Saiga-12 model first introduced to us by BAC9-FLCL (plus Siro's Hunting Saiga-12 skin for it) and the full-sized BM-16 shotgun and now I'm eagerly awaiting the loads of new weapons currently being created by the Russian S.T.A.L.K.E.R. community as well as other talented folks like King Friday.
Why an add-on for AMK? Well, I dig it. Plus their ui_equipment image has so much extra room for new weapon icons it's not even funny. And variety is good. Even if weapons are so similar that they're mechanically and ballistically identical, they still look different. Some people like AKs, some people like M4s, and so on. Having a greater variety of weapons will definitely add to the immersion factor.
This is what I've got for you so far. The two Desert Eagles have been converted to use .44 Magnum and .50 AE ammo, respectively, their inventory descriptions have been rewritten and the two new ammo types have been added to the game, plus they now have two different and distinct firing sounds that better match the guns they're based on. The BM-16 shotgun is integrated into the game and has its own inventory icon, but I'm still working out the accuracy and damage for it, plus I need to adjust its position in the HUD. The Saiga-12c shotgun is also implemented, using Siro's skin with a custom inventory icon to match it plus his inventory description. I've also edited the all.spawn so the Big Ben (now the .50 AE Desert Eagle) in the breakable box in Rostok now has two boxes of .50 AE with it instead of two boxes of 9x39mm. I'm also going to see about implementing portable repair kits for weapons and armor, for those times when you're so far out in the Zone you just can't realistically make it back to a trader. I'd have more but I've only really been working on it seriously for two days.
Any possible suggestions or any work someone would like included in this add-on are of course appreciated. And of course if anyone would like to help me test things out, I'd be more than happy to accept volunteers.
Oh and it's going to be called AMK ARSENAL. Simple and to the point. Lots and lots of guns for lots and lots of carnage.
AMK Arsenal 1.0
http://rapidshare.com/files/134505352/AMK_Arsenal_V1.7z.html
http://stalker.filefront.com/file/AMK_Arsenal;92735
Patch to V 1.2
http://rapidshare.com/files/136444744/AMK_Arsenal_Patch_to_V1.2.7z.html
Patch to V 1.31
http://rapidshare.com/files/139432837/AMK_Arsenal_Patch_to_V1.31.7z.html
|
05:09:23 18 April 2008 |
|
mattmoto
(Novice) On forum: 04/08/2007
Messages: 47
|
Sounds great, I will be watching this mod. Also, take a look at Lucian's random weapons, it allows the NPCs to carry random weapons that you can define, so they will have a chance to carry these new weapons.
Also, for balancing these, PLR seems to be the master at that. So contact him for help.
Hm, I'm just offering the help of other people... I wish I had the talent to contribute myself. |
06:37:34 18 April 2008 |
|
silverpower
short-haired anarchist hippy scum (Resident)
 On forum: 08/26/2007
Messages: 790
|
That reminds me, I need to finish packaging up my own take on this mod - I used .357 Magnum instead, though, because I'm anticipating the two current attempts at revolvers. (SRP's S&W and f0xhound's Colt Python, to be precise.)
Make sure to give them both realistic damage *and* misfire/degradation numbers. The RL Desert Eagle is notorious among actual gun users for being a rather finicky gun, prone to various malfunctions - average seems to be around 50-100 rounds before you start getting jams and shit. (Then again, they get pretty dirty within that sort of round count anyway. What do you expect?) Then again, I do have to give Magnum Research credit for building a working semi-auto in a magnum revolver caliber. It's great for what it is, no more, no less.
"I never asked for an easy life, I asked for an interesting one."
|
05:33:36 30 July 2008 |
|
Skullhunter
(Senior) On forum: 03/22/2008
Messages: 126
|
Okay, resurrecting this thread because silverpower and I are close to the release of AMK Arsenal 1.0.
Current features:
New weapons - .357 Magnum Desert Eagle, BM16 Standard shotgun, Saiga12c, Modified Saiga12c, FN P90, OTS-33 Pernach, HK MP7A3, TOZ-34 sawn-off, Benelli sawn-off, PP-19 Bizon 9mm Makarov, PP-19 Bizon 9x19mm, Kriss Super V, HK MP5K, MAC-10 9mm, MAC-10 .45 ACP, Mosin Nagant 1891, scoped Mosin Nagant 1891, TMP and AK-47. The BM16 Standard has also been positioned better in the hud so you can't see inside the arms. The vanilla AK-74SU hud model and sounds have been traded out for KingFriday's model and sounds. The AK-47 is using Sickn3ss' realistic texture. The 9mm and .45 ACP MAC-10s have the appropriate markings on their recievers. The suppressor for the MAC-10s and the MP7A3 have been reskinned by me. The AK-74, Abakan and Groza are all using Millenia's skins. The SPAS-12 and USP are using Siro's skins with my bumpmaps. The LR300 has been replaced with the upgraded hud and world model with my fixed bumpmaps.
New ammo - .357 Magnum Hollowpoint, .357 Magnum Hydra-Shok, .357 Magnum Frangible, .44 Magnum Hollowpoint, .44 Magnum Hydra-Shok, .44 Magnum Frangible, .50 AE Hollowpoint, .50 AE Hydra-Shok, .50 AE Frangible, 12 gauge Hydra-Shok, 12 gauge SCIMTR, 4x30mm HK, 4x30mm HK HV, 7.62x39mm ball, 7.62x39mm AP, 7.62x54mm SP, 5.7x28mm SS190 and 5.7x28mm SS198.
Varied wallmarks - weapons now leave different sized marks on surfaces according to their caliber/power
New weapon descriptions - All new weapons and some original ones have reworked inventory descriptions using silverpower's format and incorporation silverpower's descriptions with my own. No more having to scroll down to find out the capabilities of your new toy; caliber, ammo types available, available upgrades, built-in modifications and ammo capacity are all listed right at the top.
Level weapon replacement - Finally got this one working. The AK74U in Strelok's Agroprom Underground hideout has now been swapped out with the Modified Saiga12c.
PLR's accuracy and damage values - weapons now behave a bit more like they should. Damage, range, speed, accuracy and impact values have been adjusted to get closer to realistic than the vanilla settings. Shotguns no longer behave like sniper rifles while shooting buckshot while being inexplicably inaccurate with slugs and darts.
Repair kits! - Now if your favorite gun is so messed up it might as well be a paperweight, you won't have to slog all the way back to the Bar to get it working again. Buy some from a trader or loot them from the dead (they don't need them as much as you do). To use, figure out which gun you want to fix, equip it, unequip other guns and armor and either double-click the repair kit in your inventory or right-click it and click on "use". Sometimes works on armor too, but I haven't puzzled out exactly how to get it more consistent in repairing armor.
BAC9-FLCL's Cinematic Marked One Face - Marked One's face and PDA icon now look more like the guy in the cutscenes.
Gosuke's SPAS-12 and TOZ-34 with fixed smoothing - self explanatory, now Marked One doesn't look like his hands are made of Legos when he uses these guns.
All new weapons and ammo have been incorporated into mp_ranks.ltx, to prevent one of the more annoying causes of game crashes. They've also been incorporated into the news data, to prevent log spam.
I've also done some general spelling and grammar correction in the news section so there's no more "I saw some stalker I have killed a bandit" and suchlike.
There's also some add-on modules available, the option to use either gosuke's or Zenobian's P90 (gosuke is default), weapon randomization for NPCs, optional disabling of the Controller zombification ability (the cause for a lot of crashes) and various other neat stuff.
And, so you can get a look at some of this stuff in action, I've got a teaser trailer up on Youtube.
[link]http://www.youtube.com/watch?v=DxZXrWgU0v4[/link]
With any luck we'll have this ready for release by the end of the week.
AMK Arsenal 1.0
http://rapidshare.com/files/134505352/AMK_Arsenal_V1.7z.html
http://stalker.filefront.com/file/AMK_Arsenal;92735
Patch to V 1.2
http://rapidshare.com/files/136444744/AMK_Arsenal_Patch_to_V1.2.7z.html
Patch to V 1.31
http://rapidshare.com/files/139432837/AMK_Arsenal_Patch_to_V1.31.7z.html
|
12:03:44 30 July 2008 |
|
isaac newbie
Senior Resident
On forum: 04/04/2004
Messages: 631
|
great update skullhunter
but i do not like the way the mosin jerks out of the scoped view after a shot.
i think it would have been better if nothing happened until the player himself goes out of a zoomed view and that the weapon then gets the next shot ready. |
20:24:30 30 July 2008 |
|
Niourk
(Senior) On forum: 04/05/2007
 Message edited by: Niourk 07/30/2008 20:26:01
Messages: 63
|
Will amk arsenal release coincide with the release of the English 1.4.1 release? It's just a question , if not , I 'll go on with the german version "möchten-Sie-Kartoffeln-Marked One?" i barely understand |
21:13:07 30 July 2008 |
|
kme
(Senior) On forum: 04/14/2007
Messages: 113
|
---QUOTATION--- Will amk arsenal release coincide with the release of the English 1.4.1 release? It's just a question , if not , I 'll go on with the german version "möchten-Sie-Kartoffeln-Marked One?" i barely understand ---END QUOTATION---
Is there a German version of 1.4.1?? Where can I find it??
Optional signature you may use to appear at bottom of your posts.
|
21:28:35 30 July 2008 |
|
xDeaDManx
Senior Resident
On forum: 07/28/2008
Messages: 177
|
Personally, I'm dissapointed that none of these arsenal mods are making the G36C. The G36C is such a great gun, and it is much different than the G36 already in the game...
I want to create the G36C Myself, but I have absolutely no idea how to begin.
Can somebody either incorporate it into the arsenal, or help me get started? |
18:10:46 31 July 2008 |
|
isaac newbie
Senior Resident
On forum: 04/04/2004
Messages: 631
|
over at the AMK mod website skullhunter asked if he should work on finishing up the current AMK Arsenal mod without the fresh gosuke weapons and release this weekend or scrap that release and make a version with the new gosuke weapons in.
i personally think it would be best if skullhunter would put in the new gosuke weapons and delay his release.
wish i knew how to register on that AMK website but the russian language that board uses makes it impossible to figure out for me. |
19:32:10 31 July 2008 |
|
isaac newbie
Senior Resident
On forum: 04/04/2004
Messages: 631
|
---QUOTATION--- isaac, the Arsenal pack just released isn't gosuke's work, it's done by Zerset and Dester.
There's also a post here somewhere detailing how to register on the AMK website even if you don't read Russian, but I don't have time to find it right now. ---END QUOTATION---
oops your right i had gosuke's mosin rifles in my mind when posting.
all respect to zerset and Dester. |
07:35:15 1 August 2008 |
|
Skullhunter
(Senior) On forum: 03/22/2008
Messages: 126
|
Crossposting this from the AMK EN board:
Okay, silverpower and I talked it over, we're going to release AMK Arsenal V1 this weekend as planned. V2 will include new weapons we've selected from Arsenal but understand that it absolutely will 100% for certain botch up your savegames. They most likely will not even work with a V1 save and even if you remove the all.spawn from V2 it will still screw up a lot of the visuals for weapons. V2 will definitely be a while in production, it may not even be done before Clear Sky comes out, but it will still be done regardless. V2 will also feature over 50 new weapons currently, as silverpower and I have pared down Arsenal to what we feel is the best of the bunch and the most appropriate weapons for SHOC. There will be some color variants like Arsenal's that will be available at the traders, some weapons like the HK416 and the FAMAS prototype will be unique. You want those, you're going to have to hunt them down and probably take them from their owners. So that's the current status of the project.
AMK Arsenal 1.0
http://rapidshare.com/files/134505352/AMK_Arsenal_V1.7z.html
http://stalker.filefront.com/file/AMK_Arsenal;92735
Patch to V 1.2
http://rapidshare.com/files/136444744/AMK_Arsenal_Patch_to_V1.2.7z.html
Patch to V 1.31
http://rapidshare.com/files/139432837/AMK_Arsenal_Patch_to_V1.31.7z.html
|
18:37:13 1 August 2008 |
|
darksmaster923
(Senior) On forum: 06/29/2008
Messages: 71
|
---QUOTATION--- Personally, I'm dissapointed that none of these arsenal mods are making the G36C. The G36C is such a great gun, and it is much different than the G36 already in the game...
I want to create the G36C Myself, but I have absolutely no idea how to begin.
Can somebody either incorporate it into the arsenal, or help me get started? ---END QUOTATION---
Now there is |
18:49:00 3 August 2008 |
|
mattmoto
(Novice) On forum: 04/08/2007
Messages: 47
|
Awesome work, been playing this all morning. Seeing stalkers with all these new weapons gives the game a new level of immersion.
Thanks! |
20:00:40 3 August 2008 |
|
isaac newbie
Senior Resident
On forum: 04/04/2004
Messages: 631
|
great mod playing it all day and loving it.
its so much fun to see everyone using all sorts of weapons now. |
23:06:54 3 August 2008 |
|
isaac newbie
Senior Resident
On forum: 04/04/2004
Messages: 631
|
gamershell and filefront would be a good place to start.
not sure how you can upload to those places but they would host your stuff forever i think. |
20:44:53 4 August 2008 |
|
isaac newbie
Senior Resident
On forum: 04/04/2004
Messages: 631
|
---QUOTATION--- gamershell and filefront would be a good place to start.
not sure how you can upload to those places but they would host your stuff forever i think.
Working on getting it up at StalkerFiles now.
So, anybody found anything interesting yet? ---END QUOTATION---
i found a steyr TMP from a dead merc that was a rather nifty gun plus the big ben was replaced with some .50 cal deagle that shoots 3 bullets at once. |
01:43:27 5 August 2008 |
|
Tugatoga
Senior Resident
On forum: 03/24/2008
 Message edited by: Tugatoga 08/05/2008 1:47:33
Messages: 273
|
---QUOTATION--- It's a scope texture try looking for this L-85-AMK-W in the folder and rename it to the one listed in the crash log. Or so that's been a problem with AMK 2.0 eng version i might be wrong?
I just looked, it's not there in the AMK mod rar or in my gamedata folder. I'll try downloading the AMK arsenal again.
Try reinstalling AMK 2.0 ENG in a different folder but select the wide screen scopes instead I always select the 1680x1050 option that's why it has a -W at the end. Or you could have already selected the wide screen scopes and it doesn't have the default scopes.
Ok, I'll try that now.
I don't have a widescreen monitor though.
Think it's the Arsenal pack, with the l-85
It' set to use this for the scope
scope_texture = wpn\L-85-AMK ; wpn\L-85-AMK-N
I went ahead and installed AMK 2.0 Eng and it installs this
scope_texture = wpn\L-85-AMK-N
So all you got to do is change the the texture L-85-AMK-N
to what the Arsenal pack is using which is L-85-AMK, not sure if you'll have problem with any other weapons. So it won't matter if you install wide screen scopes or not.
Alright thanks, I'll try it.
Fantastic, another missing texture.
FATAL ERROR
[error]Expression : fatal error
[error]Function : CRender::texture_load
[error]File : E:\stalker\patch_1_0004\xr_3da\xrRender\Texture.cpp
[error]Line : 295
[error]Description : <no expression>
[error]Arguments : Can't find texture 'wpn\hakko-15ch-b-amk'
WTF is going on?
FATAL ERROR
[error]Expression : fatal error
[error]Function : CRender::texture_load
[error]File : E:\stalker\patch_1_0004\xr_3da\xrRender\Texture.cpp
[error]Line : 295
[error]Description : <no expression>
[error]Arguments : Can't find texture 'wpn\wpn_crosshair_4-dot'
Honestly, what the hell? ---END QUOTATION---
Well Skullhunter's states that you have to install ONLY AMK 1.4 EN 2.0.94 then install his add-on. I quit playing the eng version and started playing AMK 1.4.1 and NLC 5.08 awhile ago and just merged the eng text with it.
Here's the updated AMK 2.0 Eng setup
http://www.mediafire.com/?yxgjijmmnel
This was posted with the link
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
Patch v1.1 for ARSENAL Mod RC1
http://www.megaupload.com/?d=UZ0VE4Z7
Add-ons for ARSENAL Mod RC1 Patch v1.1 Eng translations, Weapon Cheat
http://www.megaupload.com/?d=VBJLQQYG
Oblivion Lost 2.2 + Arsenal RC1 Merge - v0.2
http://www.megaupload.com/?d=PJIM285L
|
08:12:09 5 August 2008 |
|
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. |
13:21:25 5 August 2008 |
|
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 |
|
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.
AMK Arsenal 1.0
http://rapidshare.com/files/134505352/AMK_Arsenal_V1.7z.html
http://stalker.filefront.com/file/AMK_Arsenal;92735
Patch to V 1.2
http://rapidshare.com/files/136444744/AMK_Arsenal_Patch_to_V1.2.7z.html
Patch to V 1.31
http://rapidshare.com/files/139432837/AMK_Arsenal_Patch_to_V1.31.7z.html
|
06:32:32 10 August 2008 |
|
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 |
|
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 |
15:55:09 10 August 2008 |
|
isaac newbie
Senior Resident
On forum: 04/04/2004
Messages: 631
|
---QUOTATION--- 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
Same here. You have to edit the file string_table_enc_weapons.xml.
At the end of the file, remove the line </string> under <text>Mixture for the flamethrower</text> to have something like this:
<text>Mixture for the flamethrower</text>
</string>
</string_table>
instead of something like this:
<text>Mixture for the flamethrower</text>
</string>
</string>
</string_table> ---END QUOTATION---
i need something a bit more specific :\ |
16:33:48 10 August 2008 |
|
TristanYockell
Senior Resident
On forum: 04/03/2007
Messages: 308
|
---QUOTATION--- 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
Same here. You have to edit the file string_table_enc_weapons.xml.
At the end of the file, remove the line </string> under <text>Mixture for the flamethrower</text> to have something like this:
<text>Mixture for the flamethrower</text>
</string>
</string_table>
instead of something like this:
<text>Mixture for the flamethrower</text>
</string>
</string>
</string_table>
i need something a bit more specific :\ ---END QUOTATION---
Open up your string_table_enc_weapons.xml, go to the very bottom of it and you will see the word String twice in a row, get rid of one of them. So that it looks like:
<text>Mixture for the flamethrower</text>
</string>
</string_table>
Instead of: <text>Mixture for the flamethrower</text>
</string>
</string>
</string_table> |
17:37:38 10 August 2008 |
|
isaac newbie
Senior Resident
On forum: 04/04/2004
 Message edited by: isaac newbie 08/10/2008 17:39:31
Messages: 631
|
its in S.T.A.L.K.E.R. - Shadow of Chernobyl\gamedata\config\text\eng
near the bottom open the file with notepad to make the change.
it fixed the problem.
edit: just delete stalker and do a clean instal with patch 1.0004 then AMK+ AMK patches and then AMK Arsenal mod this should give you all the needed textures. |
19:58:08 10 August 2008 |
|
Skullhunter
(Senior) On forum: 03/22/2008
 Message edited by: Skullhunter 08/10/2008 19:59:51
Messages: 126
|
---QUOTATION--- Skull, you really need to get your act together, your mod fucked up alot of files that were fine before, and worse then that, completly removed them. ---END QUOTATION---
Really. Can anyone here tell me how a mod without an installer can remove files? As has been explained adequately, previous installers for the AMK-EN mod have had problems with installing the correct scope texture files. This was fixed by Claysoft but selecting Kanyhalos' settings in the installer breaks it again. I apologize for the error in string_table_enc_weapons.xml, but it is easily fixed if you follow the directions kme and Tristan gave. This and the accidental removal of the SKAT-10 armor are the only errors that are absolutely 100% related to this mod. The texture issues are not.
On top of that, no one forced you to download this. Like everyone else who's ever downloaded user-made content for a game, you do so in the full knowledge that it may cause your game not to work correctly or even not work at all. I do what I can to exhaustively test my work, but I am only one person and just as prone to making mistakes as you are. If that's unacceptable to you, I suggest moving on to something else.
For everybody else, I'll have a fix for this later tonight. Thank you kme and Tristan for helping folks out before I got here.
AMK Arsenal 1.0
http://rapidshare.com/files/134505352/AMK_Arsenal_V1.7z.html
http://stalker.filefront.com/file/AMK_Arsenal;92735
Patch to V 1.2
http://rapidshare.com/files/136444744/AMK_Arsenal_Patch_to_V1.2.7z.html
Patch to V 1.31
http://rapidshare.com/files/139432837/AMK_Arsenal_Patch_to_V1.31.7z.html
|
21:15:06 10 August 2008 |
|
isaac newbie
Senior Resident
On forum: 04/04/2004
Messages: 631
|
some people just do not understand how much time and effort go into mod making so they can not appreciate what you modders are doing for the community for free.
just keep up the good work Skullhunter
also i noticed that the monolith guys in the tunnels at the monolith base are almost exclusively using pistols perhaps something went wrong there ?
but its great to see snipers really giving me a hard time on the road to the NPP |
22:10:40 10 August 2008 |
|
Kommissar
(Senior) On forum: 08/10/2008
Messages: 71
|
I'm dumb, I didn't realize I needed AMK. Can anyone direct me to the link to the version of AMK I need? |
23:19:20 10 August 2008 |
|
Lucan
Sup (Resident)
On forum: 11/13/2007
Messages: 759
|
---QUOTATION--- Skull, you really need to get your act together, your mod fucked up alot of files that were fine before, and worse then that, completly removed them.
Really. Can anyone here tell me how a mod without an installer can remove files? As has been explained adequately, previous installers for the AMK-EN mod have had problems with installing the correct scope texture files. This was fixed by Claysoft but selecting Kanyhalos' settings in the installer breaks it again. I apologize for the error in string_table_enc_weapons.xml, but it is easily fixed if you follow the directions kme and Tristan gave. This and the accidental removal of the SKAT-10 armor are the only errors that are absolutely 100% related to this mod. The texture issues are not.
On top of that, no one forced you to download this. Like everyone else who's ever downloaded user-made content for a game, you do so in the full knowledge that it may cause your game not to work correctly or even not work at all. I do what I can to exhaustively test my work, but I am only one person and just as prone to making mistakes as you are. If that's unacceptable to you, I suggest moving on to something else.
For everybody else, I'll have a fix for this later tonight. Thank you kme and Tristan for helping folks out before I got here. ---END QUOTATION---
Actually, the textures issues are related to this mod. Before that, all the textures for the weapons in AMK worked fine. The L-85, G-36, ect. And you knwo what i meant by removing files: It removed stuff it shouldn't have.
Hi
|
07:06:09 11 August 2008 |
|
beyonder
(Senior) On forum: 04/08/2007
Messages: 149
|
---QUOTATION--- Hiya, your mod sounds neat, and I have one requests, one not so easy
Webley MKIV Revolver--.455 cal. British army revolver ---END QUOTATION---
I'm on a kill... Ahem. Modelling spree. Got one unfinished somewhere. Just need someone to do the animations and other stuff.
-beyonder
Wednesday | i7 3770 | 16GB | GTX770Ti | 24"+21" | Win7 Pro x64 | 256GB SSD + 1,25TB (true space)
Tuesday | Samsung SF510 | Q6600/8GB/3TB VM host/server
Friday | Toshiba Satellite Pro 410CDT
-
Deströyer of wörlds | Samsung Galaxy SIII LTE
|
16:52:13 11 August 2008 |
|
mrjingo
Senior Resident
On forum: 03/21/2007
Messages: 150
|
Does this mod have the same problem with AI's shooting over your head that has been reported in the main Arsenal thread? |
17:48:37 11 August 2008 |
|
isaac newbie
Senior Resident
On forum: 04/04/2004
Messages: 631
|
---QUOTATION--- Does this mod have the same problem with AI's shooting over your head that has been reported in the main Arsenal thread? ---END QUOTATION---
not as far as i have seen and all of the weapon settings are made by the AMK Arsenal team if i am not mistaken. |
03:39:38 13 August 2008 |
|
durundallives
Senior Resident
On forum: 04/08/2007
Messages: 198
|
loving the mod, its very well implemented and stable to boot! Only gripe would be not being able to find ammo for the pkm i looted from freedom base. (no biggie just switched out the required ammo) AMK with the arsenal and spring textures pack make this game exactly what i was looking for.
cheers |
05:10:42 13 August 2008 |
|
Kommissar
(Senior) On forum: 08/10/2008
Messages: 71
|
---QUOTATION--- loving the mod, its very well implemented and stable to boot! Only gripe would be not being able to find ammo for the pkm i looted from freedom base. (no biggie just switched out the required ammo) AMK with the arsenal and spring textures pack make this game exactly what i was looking for.
cheers ---END QUOTATION---
Oh jeez I love that gun, is there a full list of all the weapons in this mod somewhere? And is there any other place to find ammo for it? Or any simple way to mod the ammo in? |
14:58:29 13 August 2008 |
|
reaver2
Senior Resident
On forum: 08/20/2007
Messages: 214
|
why not just put the ammo in the freedom trader's file?
just have to modify his trader file. |
15:02:14 13 August 2008 |
|
durundallives
Senior Resident
On forum: 04/08/2007
Messages: 198
|
If you want to see all the weapons then open up the ui_icon_equipment.dds file in gamedata/textures/ui with some kind of graphics editor (gimp rocks)and you can see all the guns they added. As far as the ammo for the pkm i just switched out what kind of ammo it used to something more common like AK ammunition. just go to gamedata/config/weapons/w_pkm and edit the ammo_class field with a text editor to whatever you want it to use and your set. for me i just set it to: = ammo_7.62x39_fmj, ammo_7.62x39_ap
---QUOTATION---
Oh jeez I love that gun, is there a full list of all the weapons in this mod somewhere? And is there any other place to find ammo for it? Or any simple way to mod the ammo in? ---END QUOTATION---
|
05:54:06 14 August 2008 |
|
mrjingo
Senior Resident
On forum: 03/21/2007
Messages: 150
|
i just this CTD while rescuing Kruglov. The game crashes over and over while i am in the vicinity of the downed helicopter.
FATAL ERROR
[error]Expression : SG
[error]Function : CRender::model_CreateParticles
[error]File : E:\stalker\patch_1_0004\xr_3da\xrRender_R2\r2.cpp
[error]Line : 330
[error]Description : Particle effect or group doesn't exist
[error]Arguments : weapons\generic_shells_p90
stack trace:
any ideas? |
06:59:49 14 August 2008 |
|
mrjingo
Senior Resident
On forum: 03/21/2007
 Message edited by: mrjingo 08/14/2008 7:01:54
Messages: 150
|
Thx. I had removed the "_90" from that line in the P90 ltx file and that seemed to fix it. Whats the difference between using generic shells and arsenal_shells1 in the ltx file? |
07:38:02 14 August 2008 |
|
Lucan
Sup (Resident)
On forum: 11/13/2007
Messages: 759
|
I was wondering about the PKM. It would be nice if you made it so that, like, 1 in every 50 DUTY and 50 Freedom that spawns could have a PKM, and maybe like every 1 in 20 military STALKER, or 1 in 30 military, and 1 in 40 military have an SVD, And 1 in 30 Military STALKERs have a VSS. In short, I want to find all weapons there are to be found, and I think it would be nice for it to be possible, even if it is insanley fucking hard, to be able to find every weapon there is on NPCs. 
Hi
|
06:00:36 15 August 2008 |
|
mrjingo
Senior Resident
On forum: 03/21/2007
Messages: 150
|
The P90 silencer you can buy in Yantar doesn't attach to the P90. Is this a bug or did I mess something up? |
20:46:31 15 August 2008 |
|
Skullhunter
(Senior) On forum: 03/22/2008
Messages: 126
|
---QUOTATION--- Skullhunter
Never really checked this thread before, but I just did and noticed the particles questions!!
PE3 has been uploaded to Stalkerfiles, just waiting for it to be updated. However, I had to drop AMK compatibility because their particle file was just so full of new effects.
To make up for it, I am happy to add P90 and arsenal shells to the AMK particle file. If you need that doing, just send it to me, e-mail in my profile. ---END QUOTATION---
EggChen, thanks man, emailed you. Hopefully you read this too, because as Masamunect pointed out, we apparently need pistol shells too if they're available
Masamunect, since I didn't include any Arsenal RC1 pistols yet, that is actually an issue with the game.
mrjingo, that is my mistake, it's a holdover from using the Zenobian P90 before I switched back to the gosuke version. I'm going to fix that later today.
AMK Arsenal 1.0
http://rapidshare.com/files/134505352/AMK_Arsenal_V1.7z.html
http://stalker.filefront.com/file/AMK_Arsenal;92735
Patch to V 1.2
http://rapidshare.com/files/136444744/AMK_Arsenal_Patch_to_V1.2.7z.html
Patch to V 1.31
http://rapidshare.com/files/139432837/AMK_Arsenal_Patch_to_V1.31.7z.html
|
21:06:07 15 August 2008 |
|
TristanYockell
Senior Resident
On forum: 04/03/2007
Messages: 308
|
How many more of the RC1 weapons roughly do you have successfully in AMK so far?. |
03:41:06 20 August 2008 |
|
Skullhunter
(Senior) On forum: 03/22/2008
 Message edited by: Skullhunter 08/20/2008 8:31:01
Messages: 126
|
Patch to V 1.3 now available
[link]http://rapidshare.com/files/138678076/AMK_Arsenal_Patch_V1.3.7z.html[/link]
Fixes in this patch:
P90 suppressor sold in Yantar now compatible with default gosuke P90
P90 temporarily changed to use default particles to prevent game crashing until EggChen fix is available for AMK
Pistol max_radius decreased to prevent NPCs from thinking they can kill anything that moves with a pistol
PB and PM pistols now can only use 9x18 FMJ ammo
Army Warehouse and Bar randomization adjusted
Bandit randomization adjusted to drastically reduce occurance of MP5s
Changed PMM ammo to +P instead of +P+
General cleanup in weapon and ammo descriptions
More weapon descriptions added/fixed
.357 Magnum Desert Eagle damage corrected
Features added:
+P+ hotloads for 9x18mm guns
new inventory icons and new ammo box textures for all new ammo types by IceBurner
respawn character randomization added to Bandits, Duty, Mercs, Loners, Freedom and Monolith
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%. If you wish to use/update Weapon Randomization, remember to copy the "gamedata" folder in "Randomized Weapons for AMK" to your main S.T.A.L.K.E.R. directory.
Additional info:
Disable healing with food - unfortunately this mod does re-enable healing with food, but it's easy to fix. Go into gamedata/config/misc/items.ltx and find the following items: [bread], [kolbasa] and [conserva]. Under each item, find the line "eat_health" and change the value to 0.
Scope textures with different resolutions - If you installed the previous patch to 1.2 (which you should have, if you haven't, stop reading this and install it first), you will have every scope texture in every available resolution. Now some of you are on widescreen, or maybe you just want the best one for the resolution you run S.T.A.L.K.E.R. in. So, I'll explain how to set that up properly (in the patch readme of course).
AMK Arsenal 1.0
http://rapidshare.com/files/134505352/AMK_Arsenal_V1.7z.html
http://stalker.filefront.com/file/AMK_Arsenal;92735
Patch to V 1.2
http://rapidshare.com/files/136444744/AMK_Arsenal_Patch_to_V1.2.7z.html
Patch to V 1.31
http://rapidshare.com/files/139432837/AMK_Arsenal_Patch_to_V1.31.7z.html
|
|
1 2 3 4 5 ... 10 |
|
|
|
» » |
|
All short dates are in Month-Day-Year format. |
 |
|
 |
|
|
|
 |
 |
 |