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AMK Weapon Add-on - WIP

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  21:59:27  2 September 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
This pushes other threads down

Threads which are relevant now.


And please, keep it civil.
---END QUOTATION---



keep it on topic please.

i take it that you havnt read the relevant threads. i've posted in all relevant threads for completeness sake. if ppl look up this thread in the future, they can now see that it has been resolved with a link to then new thread containing the answers.

so many times do ppl just start a new thread for a topic that has already been discussed. age of a thread is irrelevant, its the content that is important, so you're unnessacary posts are whats keeping other threads down.

which is also unimportant, because we have a search function in this forum, and another one called google. if those other threads are so important then the next time someone posts in them, the will jump back up to the top.

and finally, please make all new posts in the new thread.

cheers.
  17:12:14  2 September 2012
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890
This pushes other threads down

Threads which are relevant now.


And please, keep it civil.
  15:59:23  2 September 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Wow shadow...4 years.. really
---END QUOTATION---



who gives a fuck!
  15:51:46  2 September 2012
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
Messages: 1890
Wow shadow...4 years.. really
  08:37:11  2 September 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
Want to know why NPCs seem to love there shitty old shotguns so much? Want to answer the age old question of "how can i give an AKSU-74 to an NPC who already has a BM-16?" want to know what ef_weapon_type really does? or want to know why NPCs will only fire some weapons in single shot and others in full auto?

all this and more is now answered in this one complete thread:
[Tutorial] The Truth about ef_weapon_type
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=21708&sec_id=16page=1
  19:15:10  23 August 2008
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EggChen
Senior Resident
 

 
On forum: 01/12/2008
 

Message edited by:
EggChen
08/24/2008 23:15:05
Messages: 1109
Skullhunter - You have mail, sorry for the delay, it's been a bit of a week.

Edit: In your latest release you mention :


---QUOTATION---
Weapon min_radius and max_radius has been fine-tuned further to encourage proper weapons discipline in NPCs
---END QUOTATION---



Fancy explaining that?

Does it govern at what range an NPC uses weapons?
  08:11:22  23 August 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
Messages: 126
V 1.31 update available:

Randomization of weapons with addons (scope, silencer, grenade launcher) now working properly

NPC ammo carry ammounts decreased

Armor descriptions reworked and rewritten - now the protective value and addons (nightvision) for all the available suits of armor are listed right in the inventory descriptions. No more expensive guesswork or reloading of savegames when making your next armor purchase

Weapon min_radius and max_radius has been fine-tuned further to encourage proper weapons discipline in NPCs

Unfortunately at this time I am still unable to track down or replicate the random crash bug some people have reported. I apologize if this bug affects you but if you can, please let me know what version of the game you're running and post the last five or six lines of your error log on my thread either on the GSC or AMK-EN boards.

[link]http://rapidshare.com/files/139432837/AMK_Arsenal_Patch_to_V1.31.7z.html[/link]
  08:28:29  20 August 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
 

Message edited by:
Skullhunter
08/20/2008 8:32:00
Messages: 126

---QUOTATION---
Skullhunter, can you verify if the texture on the box for SCIMTR and the box for Hydro-Shock are swapped? They were mixed up in my game. I double checked to verify the ammo types were pointing to the correct models, and I can't think of any way I could accidentally swap the model files around.
---END QUOTATION---



They are swapped, when I transferred your textures over to the base, I used them as they were set up in the psd and didn't check to make sure they were in the right spots. It'll be fixed in a moment.

Done. Link in my sig and the original post now point to the corrected file.
  07:25:55  20 August 2008
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IceBurner
(Novice)
 
On forum: 08/04/2008
 

Message edited by:
IceBurner
08/20/2008 7:57:09
Messages: 5
NPCs do require ammo, but so long as they have some they cannot run out. If you're using AMK's randomized weapons, having the ammo doesn't mean the NPC also had the weapon.

Modders have no way to force two or more random items to appear together, so the only way to guarantee NPCs will have the correct ammo is to always give them ammo for all the weapons on their list.

Example: There's one Novice Stalker in Cordon with a 30% chance to carry with a Mosin Nagant. He also has a 100% chance to carry 2 packs of Mosin-Nagant ammo. If it were 30% on the gun and 30% the ammo, there would be only a only a 9% chance that they would spawn with both at the same time!

If you're not using random weapons, I have no idea what's wrong

Edit:

Skullhunter, can you verify if the texture on the box for SCIMTR and the box for Hydro-Shock are swapped? They were mixed up in my game. I double checked to verify the ammo types were pointing to the correct models, and I can't think of any way I could accidentally swap the model files around.
  07:25:35  20 August 2008
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The_Funktasm
(Senior)
 
On forum: 03/07/2008
 

Message edited by:
The_Funktasm
08/20/2008 7:39:18
Messages: 66

---QUOTATION---
Because we're trying to mesh together a bunch of disparate weapon mods, all with different power scales.

If you have better recommendations for power settings, we'd like to hear it. It's a bit of a mess, especially since we're concentrating on fine-tuning the weapon selection criteria.
---END QUOTATION---



For one, machine pistols should be about lucky shots and volume of fire, meaning that they can't really be used for much more than firing from cover and without precise aiming. First shots should be semi-accurate if possible.

The MP5k perhaps should be 85% as accurate as the standard model, while the AK-47 should be somewhat hard to stabilize but generally as accurate if not somewhat less than the AK-74.

Just my two cents.

Also, why do the mac and kg-9 use the PM firing sound? I could find wave sounds to stand in if you want.

EDIT:
I thought NPCs don't require ammo?
  06:21:46  20 August 2008
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Sgt Doom
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On forum: 08/01/2008
Messages: 330
One thing i've noticed is that when the AI decides to use their pistol according to the range, when I loot their bodies afterwards their main weapon is nowhere to be found, but there's still ammo for it. For example, I killed the bandits at the factory in Cordon, I find Mosin Nagant ammunition on them, but no Mosin Nagant.

I'm running the latest version, from 1.0 patched to 1.2, then 1.3. Does the 1.2 patch include the 1.1 as well? If not, could that be the cause of the problem?
  04:20:58  20 August 2008
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IceBurner
(Novice)
 
On forum: 08/04/2008
 

Message edited by:
IceBurner
08/20/2008 4:57:33
Messages: 5
New ammo icons & textures

Just want to add that the new ammo inventory and model texture art assets are not to be packaged with other mods or distributed alone without my permission.

Should have been in the 1.3 readme, but I forgot to remind Skull.
  03:41:06  20 August 2008
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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).
  17:06:52  19 August 2008
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silverpower
short-haired anarchist hippy scum
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On forum: 08/26/2007
 

Message edited by:
silverpower
08/19/2008 17:08:17
Messages: 790
Because we're trying to mesh together a bunch of disparate weapon mods, all with different power scales.

If you have better recommendations for power settings, we'd like to hear it. It's a bit of a mess, especially since we're concentrating on fine-tuning the weapon selection criteria.
  02:30:00  19 August 2008
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The_Funktasm
(Senior)
 
On forum: 03/07/2008
 

Message edited by:
The_Funktasm
08/19/2008 2:32:33
Messages: 66
I don't like the handling in this. Why can a mac-10 fire a perfect burst that a vanilla assault rifle can't hope to match? Why is the full BM-16 better than a TOZ-34? How can a single slug be more accurate than one of the original sniper rifles? Who made the settings and what were they on?

Sorry to sound angry but none of this makes any sense!
  03:29:35  16 August 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
Messages: 126

---QUOTATION---
Well vanilla used the same effects for smoke, muzzle flash and shells for most weapons, assault rifles and pistols alike. Even shotguns shared the same smoke and muzzle flash!!

Anyway, I am sure I could add pistol shells. It would just need a change in every pistol ltx to use them.

PS. Replied

Edit: Am I right in understanding from an earlier post that the Kriss also has downward shell ejection?
---END QUOTATION---



Actually that was incorrect. My fault for posting so soon after waking up.
  21:15:05  15 August 2008
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EggChen
Senior Resident
 

 
On forum: 01/12/2008
 

Message edited by:
EggChen
08/15/2008 21:16:18
Messages: 1109

---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
---END QUOTATION---



Well vanilla used the same effects for smoke, muzzle flash and shells for most weapons, assault rifles and pistols alike. Even shotguns shared the same smoke and muzzle flash!!

Anyway, I am sure I could add pistol shells. It would just need a change in every pistol ltx to use them.

PS. Replied

Edit: Am I right in understanding from an earlier post that the Kriss also has downward shell ejection?
  21:06:07  15 August 2008
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TristanYockell
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On forum: 04/03/2007
Messages: 308
How many more of the RC1 weapons roughly do you have successfully in AMK so far?.
  20:46:31  15 August 2008
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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.
  18:37:02  15 August 2008
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EggChen
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On forum: 01/12/2008
Messages: 1109
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.
  18:31:07  15 August 2008
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Masamunect
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On forum: 04/08/2007
Messages: 257

---QUOTATION---
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?

generic_shells is set up to eject from the left, arsenal_shells1 is set up to eject rightward. Eventually EggChen will be done with PE3 and then we'll have proper downward-ejecting shells for the P90 and Super V SMGs.
---END QUOTATION---



Also, I'm not sure if this is an issue with the game or the mod, but the casings ejected from the pistols are rifle casings.
  06:00:36  15 August 2008
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mrjingo
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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?
  10:38:21  14 August 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
Messages: 126

---QUOTATION---
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?
---END QUOTATION---



generic_shells is set up to eject from the left, arsenal_shells1 is set up to eject rightward. Eventually EggChen will be done with PE3 and then we'll have proper downward-ejecting shells for the P90 and Super V SMGs.
  07:38:02  14 August 2008
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Lucan
Sup
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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.
  06:59:49  14 August 2008
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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?
  06:41:09  14 August 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
 

Message edited by:
Skullhunter
08/14/2008 6:53:14
Messages: 126

---QUOTATION---
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?
---END QUOTATION---



mrjingo, did you use the particle file I included with the mod? It's compatible with the Arsenal mod weapons and AMK. It's not as nice as the one EggChen is working on but it'll have to do until he's done.

Update: I just checked out that particle file in the editor and there is no P90 shell particle. What's odd is that my game hasn't crashed from it. For now, open the w_p90.ltx and change the line "weapons\generic_shells_p90" to "weapons\arsenal_shells1".

Lucan, apology accepted. I understand frustration over not getting something to work right. Unfortunately I'm intimately familiar with that right now. All I ask is that you bear in mind that I'm doing my best to get it right the first time and if I don't, I'll do my best to fix it.

durundalives, the Freedom armorer sells ammo for the PKM after you do the mission involving the informant. I'm working on making it more available in the world also. Just remember that you asked for this when you run into a Monolith sweeper team armed with PKMs.
  05:54:06  14 August 2008
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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?
  04:51:39  14 August 2008
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Lucan
Sup
(Resident)

 

 
On forum: 11/13/2007
Messages: 759
Sorry being an asshole earlier, I was just really fustrated that I couldn't get it to work.

I love this mod so much :V

Got a crapload of pellets from a Saiga-12 pumped into me by some Spetsnaz dick in the bloodsucker village D:
  15:02:14  13 August 2008
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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---

  14:58:29  13 August 2008
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reaver2
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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.
  05:10:42  13 August 2008
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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?
  03:39:38  13 August 2008
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durundallives
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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
  04:10:48  12 August 2008
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Audioave10
Senior Resident
 

 
On forum: 07/19/2008
Messages: 2461
Thanks Skullhunter!

Per Skullhunter's instructions 4 posts up^......I'm having better luck
running AMK/Arsenal then with just AMK. Quite stable overall.
Remember....do exactly what he says and your good to go.
Sometimes a NPC gets stuck in the hallway and I can't get into the
Bar.....so I just toss a grenade in there when no one is looking. But
that is AMK's problem....Great weapon addon! Recomended.
  17:48:37  11 August 2008
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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.
  16:52:13  11 August 2008
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mrjingo
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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?
  07:06:09  11 August 2008
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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
  05:44:48  11 August 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
 

Message edited by:
Skullhunter
08/11/2008 5:52:31
Messages: 126

---QUOTATION---
I'm dumb, I didn't realize I needed AMK. Can anyone direct me to the link to the version of AMK I need?
---END QUOTATION---



No problem Kommisar.

Here's the updated AMK 2.0 Eng setup
[link]http://www.mediafire.com/?yxgjijmmnel[/link]

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

Remember to NOT use Kanyhalos' settings in the installer. It will only install textures for one resolution and will result in missing texture crashes. But, just in case, I'm uploading ALL the scope textures for every single resolution available just in case.

Gimme about half an hour or so and I'll have a 1.2 patch up. It will also fix the issue with weapon description xml tags.

Update: Okay I lied. I didn't need a half hour, it's done now.

Patch to V 1.2
[link]http://rapidshare.com/files/136444744/AMK_Arsenal_Patch_to_V1.2.7z.html[/link]
  23:19:20  10 August 2008
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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.
  23:04:16  10 August 2008
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Cmdr. Vasily Kutnetz
Cordon Commissar
(Resident)

 

 
On forum: 02/03/2007
 

Message edited by:
Cmdr. Vasily Kutnetz
08/10/2008 23:41:44
Messages: 673
Hiya, your mod sounds neat, and I have one requests, one not so easy


Webley MKIV Revolver--.455 cal. British army revolver
  22:10:40  10 August 2008
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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?
  21:52:20  10 August 2008
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Kommissar
(Senior)
 
On forum: 08/10/2008
Messages: 71
I get this when I try to launch

http://i36.tinypic.com/wvpezp.jpg


Reinstalled twice, no luck.
  21:15:06  10 August 2008
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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
  19:58:08  10 August 2008
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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.
  17:37:38  10 August 2008
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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.
  17:15:19  10 August 2008
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Lucan
Sup
(Resident)

 

 
On forum: 11/13/2007
 

Message edited by:
Lucan
08/10/2008 17:28:08
Messages: 759
What folder is it in?

What you just said was useless if we don't know which folder/section it is in.

And also, would it be possible for anyone who has this mod working without texture related crashes to possibly upload their textures? Alot of mine seem to be missing, and for some reason when I try to download a different link or uploading site, they aren't there. 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.

But if anyone would be willing to help, that would be nice.
  16:33:48  10 August 2008
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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>
  15:55:09  10 August 2008
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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 :\
  14:33:49  10 August 2008
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kme
(Senior)
 
On forum: 04/14/2007
 

Message edited by:
kme
08/10/2008 14:35:39
Messages: 113

---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
---END QUOTATION---




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>
  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
  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.
  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.
  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 ?
  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.
  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.
  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.
  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.
  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.
  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.
  01:43:27  5 August 2008
profilee-mailreply Message URLTo the Top
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
  01:16:45  5 August 2008
profilee-mailreply Message URLTo the Top
Masamunect
Senior Resident
 

 
On forum: 04/08/2007
 

Message edited by:
Masamunect
08/05/2008 1:26:50
Messages: 257

---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.
---END QUOTATION---



Alright thanks, I'll try it.

Fantastic, another missing texture.

---QUOTATION---
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'
---END QUOTATION---


WTF is going on?


---QUOTATION---
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'
---END QUOTATION---



Honestly, what the hell?
  00:30:40  5 August 2008
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Tugatoga
Senior Resident
 

 
On forum: 03/24/2008
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.
---END QUOTATION---




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.
  00:13:36  5 August 2008
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Masamunect
Senior Resident
 

 
On forum: 04/08/2007
Messages: 257

---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.
---END QUOTATION---



Ok, I'll try that now.
I don't have a widescreen monitor though.
  23:37:24  4 August 2008
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Tugatoga
Senior Resident
 

 
On forum: 03/24/2008
 

Message edited by:
Tugatoga
08/04/2008 23:39:05
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.
---END QUOTATION---



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.
  23:33:09  4 August 2008
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Masamunect
Senior Resident
 

 
On forum: 04/08/2007
 

Message edited by:
Masamunect
08/05/2008 0:09:14
Messages: 257

---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?
---END QUOTATION---



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.

I don't see that file anywhere.
WTF?
  21:33:26  4 August 2008
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IceBurner
(Novice)
 
On forum: 08/04/2008
 

Message edited by:
IceBurner
08/04/2008 21:53:06
Messages: 5
Oh, this is so funny. I just recently got into modding S.T.A.L.K.E.R.

Stayed up late getting the MAC-10's back into the game. Unlike the working TOZ-34 and Hi-Power, the MAC-10 was nothing more than a problem-riddled text file.

Since it didn't have a model or icons, I made photo-sourced UI art for a MAC-10 w/extended magazine, with and without the suppressor. I wondered where I'd ever find someone willing to make the large contribution of a model and animations

I should have guessed someone had already finished that entire project. I watched the video, looks wonderful! Wish I'd known yesterday, I would have gotten more sleep!
  21:21:59  4 August 2008
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Tugatoga
Senior Resident
 

 
On forum: 03/24/2008
 

Message edited by:
Tugatoga
08/04/2008 21:23:08
Messages: 273
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?
  21:05:30  4 August 2008
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Masamunect
Senior Resident
 

 
On forum: 04/08/2007
 

Message edited by:
Masamunect
08/04/2008 21:08:27
Messages: 257
I posted this on the AMK site and haven't gotten a response. So maybe here would yield an answer.


---QUOTATION---
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\l-85-amk'
---END QUOTATION---



The crash happens whenever I get near the wrecked truck in front of the duty members the guard the entrance to the place where the bar is. (I can't remember the name)

I tried copying the 'texture file' named 'wpn_l85' and renaming it to 'l-85-amk' but no luck.

Not really sure what to do.
  20:44:53  4 August 2008
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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.
  06:29:33  4 August 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
Messages: 126

---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.
---END QUOTATION---



Working on getting it up at StalkerFiles now.

So, anybody found anything interesting yet?
  23:06:54  3 August 2008
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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.
  20:35:06  3 August 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
Messages: 126

---QUOTATION---
great mod playing it all day and loving it.

its so much fun to see everyone using all sorts of weapons now.
---END QUOTATION---



Glad to hear it.

Incidentally, if anyone figures out places to mirror this I'd be appreciative. I got a little lazy using rapidshare but it was about 4 AM here when I decided to upload.
  20:00:40  3 August 2008
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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.
  18:49:00  3 August 2008
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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!
  13:25:40  3 August 2008
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051
Been downloading and my god its slow lol but still im at 72% not long left now
  12:02:35  3 August 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
Messages: 126
Released. Download link in Mod Download section and my signature.
  01:36:09  3 August 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
Messages: 126
Release is scheduled for this Sunday night barring anything terrible happening.

I just finished up adding a few surprises and I'll be working on further adjustments to weapon randomization to try and keep newly spawned characters from going back to vanilla loadouts. Then I just have to give it a quick test playthrough and V1 will finally be done.
  18:37:13  1 August 2008
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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
  15:24:15  1 August 2008
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D_akbar
Youngblood
(Resident)

 

 
On forum: 04/06/2007
Messages: 1295
maybe make another version with all the guns?
  07:35:15  1 August 2008
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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.
  19:32:10  31 July 2008
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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.
  18:21:42  31 July 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
Messages: 126

---QUOTATION---
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.
---END 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.
  18:20:38  31 July 2008
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D_akbar
Youngblood
(Resident)

 

 
On forum: 04/06/2007
Messages: 1295
what new weapons?

i think i'm lost in time again....
  18:10:46  31 July 2008
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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.
  17:18:55  31 July 2008
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kme
(Senior)
 
On forum: 04/14/2007
Messages: 113

---QUOTATION---
[link]http://forum1.onlinewelten.com/showthread.php?t=203753[/link]
---END QUOTATION---



Thanks!
  21:43:40  30 July 2008
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Niourk
(Senior)
 
On forum: 04/05/2007
Messages: 63
[link]http://forum1.onlinewelten.com/showthread.php?t=203753[/link]
  21:28:35  30 July 2008
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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?
  21:13:07  30 July 2008
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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??
  20:24:30  30 July 2008
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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
  17:17:19  30 July 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
Messages: 126

---QUOTATION---
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.
---END QUOTATION---



Well, that's easy enough to change if you download gosuke's mod. I think there is an animation more like what you'd want that you can replace the default with.
  12:03:44  30 July 2008
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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.
  05:33:36  30 July 2008
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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.
  07:06:29  20 April 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
Messages: 126
Bump with screenies

Inventory view of both DE pistols:
[link]http://i33.photobucket.com/albums/d68/Skullhunter/de_types.jpg[/link]

Inventory view of both types of .44 Magnum ammo:
[link]http://i33.photobucket.com/albums/d68/Skullhunter/44_ammo_types.jpg[/link]

Inventory view of both types of .50 AE ammo:
[link]http://i33.photobucket.com/albums/d68/Skullhunter/50_ammo_types.jpg[/link]

Wolf at the rookie camp with his new toy:
[link]http://i33.photobucket.com/albums/d68/Skullhunter/wolf_saiga.jpg[/link]

Another shot of the Saiga, warning, big image:
[link]http://i33.photobucket.com/albums/d68/Skullhunter/exo_saiga.jpg[/link]
  06:44:43  18 April 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
Messages: 126

---QUOTATION---
Please, can you post it to AMK forum too? We need some community activity there )
---END QUOTATION---



Stumbling through the registration process as we speak.


---QUOTATION---
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.
---END QUOTATION---



Will do. I may make them a little more reliable than that, so that using them doesn't become a total exercise in frustration. I'll do some fine detail work tomorrow. And maybe I'll figure out why the full-size BM16 shotgun keeps showing up in inventory as being less powerful and accurate than the sawed-off.
  06:37:34  18 April 2008
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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.
  06:29:56  18 April 2008
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BAC9-FLCL
Senior Moderator
 

 
On forum: 04/10/2007
Messages: 8995
Please, can you post it to AMK forum too? We need some community activity there )
  05:46:23  18 April 2008
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Skullhunter
(Senior)
 
On forum: 03/22/2008
Messages: 126

---QUOTATION---
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.
---END QUOTATION---



mattmoto, I just took a look through Lucian's random weapons mod and it is brilliant for this. Thanks for bringing that to my attention.
  05:09:23  18 April 2008
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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.
  04:40:59  18 April 2008
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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.
 
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