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Crucible RC.1 (SSOC 1.005)

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  09:05:58  20 April 2010
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VicRattlehead
(Novice)
 
On forum: 04/20/2010
 

Message edited by:
VicRattlehead
04/20/2010 17:17:57
Messages: 32
Okay some feedback. I'm still in Cordon though, the game is kicking my ass hard, but that's just the way I like it.

There seems to be some bug with the draw distance, everything far away is shaded in black. I'm playing your mod on static lighting so I don't know if that's what's causing it.

The TT-33 isn't accepting 7.62x25 +P+ and only accepts the FMJ rounds. Is this intentional?

Sleeping bags. I don't really approve of them, they're exploitable, being able to be used anytime and anywhere. I suggest you implement sleep areas instead like in CoP.

Stashes. You've replaced some of the stashes with different loot and I just have to say, they don't make sense. Why would someone go through the trouble of stashing only a dozen rounds of pistol ammo and a couple cans of food?

Artifacts. To be honest, I haven't got around to using any of them but according to the details of your mod, you reduced the belt capacity AND reduced the artifacts' effectiveness. That seems overkill. Just do one or the other, otherwise you'll make carrying artifacts useless.

There also seems to be some sort of bug with the health/stamina system. When you go into critical health, you will be exhausted, right? However, when your character recovers health without the aid of items, and even when he reaches above the critical health level, he seems to still be exhausted, I have to save and load the game to circumvent this issue.

Also, I suggest that you add a stamina indicator of some sort. We should be able to determine if our character is about to reach his limit or not. Either you add a stamina bar or you could get creative and maybe make the character produce slightly labored breath when his stamina is below the half way point. If you can, I suggest you remove the "You are exhausted" message as well, completely unnecessary since you can hear your character breathe heavily when stamina is low or empty.

The BM16's run animation could use a little work.

I've noticed that you placed an electro and a flame anomaly right outside Sidorovich's place. Probably just something you used for testing and forgot to remove before release.

I think grenades are too common. I'd say they're even more common than in vanilla. I've already got six grenades and I haven't left Cordon yet.

I've also noticed that the food items no longer replenish health upon consumption. That's alright with me and I don't know if you already did this but perhaps you could make it so that they would replenish a small amount of stamina instead so they wouldn't be completely useless aside from satiating hunger.

There also seems to be some sort of grenade indicator that appears on the minimap when grenades are thrown. I think this should be removed.

The weapon jam message is replaced by a period. It's a bit clumsy, either completely remove the message or just restore the usual weapon jam message.

You seem to have adjusted the noise volumes of certain things so I'll comment on some things concerning this. You've reduced the weapon switching sounds to almost nothing, that's good. However, selecting the binocs still produces quite a lot of noise and I think it shouldn't produce any at all, like when selecting the bolt. I also think that firing a weapon should produce louder noise, right now, it's roughly the equivalent to the volume of the noise made while running. Also, the breath sounds produce way too much noise.

There are some strange items that I've seen, some sort of gas tank and a harmonica. If these items serve no purpose, I think you should just remove them.

One more thing, some of the weapon stats are a bit screwed up. The TEC-9 more accurate than the AK-74, really?

Well anyway, great job nonetheless, I'm really enjoying this mod so far.
  17:25:03  20 April 2010
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csoldier
Senior Resident
 

 
On forum: 08/30/2008
 

Message edited by:
csoldier
04/20/2010 18:10:16
Messages: 168
First of all, thanks for your interest and constructive feedback.

1. To be honest I never tried the mod in anything other than full dynamic lighting. I'll check out static, but I'd guess that would be the reason.

2. From the research I conducted, the TT-33 is not capable of firing +p pressure rounds in RL in a safe manner, so I didn't allow for it in Crucible. The same can be said for the PM and PB pistol when matched with +p 9x18 ammunition. I may look into increasing the wear of +p ammunition on unsuitable weapons....

3. I'll leave it upto individual players as to whether they exploit the sleeping bag or not. However, that is one suggestion that I can look into.

4. Stashes will become more elaborate and varied as you progress out of the Cordon. However, one intention of mine was to use stashes as a low level aid, not as a major source of supplies.

5. Later on in the mod you'll be hard pressed to survive with ease without at least a couple of artifacts. The limitation also forces the player to choose what artifacts they use. Rather than relying on ten different artifacts at the same time to cover all bases. At the end of the day and as stated, artifacts are there to aid gameplay not dominate it.
You can easily change the belt limit yourself though.

6. Do you mean that in your experience, the 'panting' never stops or stops later than what you'd expect?

7. Yes, it was my intention to return the stamina bar, that was merely an oversight on my part. The next version should have it.

8. I'd love to be able to alter 3D animations, but I'm not a modeler type guy. The rise and fall of the hammers of the full length BM-16 is a Vanilla derived fault I'm quite certain. I'll see if there are any third party BM-16 models that rectify this. I also need to fix the Toz shotgun to prevent clipping when fired.

9. The two anomalies outside Sid's bunker are AMK/O.L.2.2 derived. I also didn't think very highly of them, but became accustomed to them and simply ignored them. However, you are correct; I probably should remove them as there is not alot of purpose to them.

10. NPC's do have an extra second to run away from grenades, but that is something that is easily rectified.

11. At first I did have food items, inc. the energy drink, increasing the smallest amount of health possible, but then decided against it for 'realism' purposes and that food maintains your health over the long term by preventing loss of health from starvation. So if you don't eat, your health will suffer over the long term. In addition you won't find a great deal of 'fresh' food when you're closer to the NPP, so any good food you find will be a godsend.

12. Are you seeing the minimap? That should be turned off due to the HUD minimisation mod that I incorporated from Ceano?

13. Unfortunately if you use a blank space for the text of the jam message, the game crashes. What else is new for ol' Xray...
So a full stop is the smallest mark I can use, unless anyone knows of a specific fix for this?

14. The noise adjustments are mostly concerned with NPC reaction. So while drawing out the binoculars might sound loud from your speakers, the in game variable is only set to 0.2, which greatly reduces said NPC's ability to hear the binoculars from ridiculous distances. However, this is something else that should be easy to rectify.

15. Gas tanks can be used as improvised explosives and other misc. items are there for variety but can also be sold for cash. Having radios and harmonica's in stashes is another way of reducing the amount of easily accessed supplies as well.

15. Don't worry about the ingame stat. bars for weapons, the Stalker game is well known for those bars not relating to what the actual variables are set to. For reference, if you open both the Tec-9 and AK-74 '.ltx' files you'll see that both are set to a fire_dispersion_base of 0.06. However, the AK-74 will be more stable, have less bullet drop and a greater range.


Well I think that covers your concerns. If nothing else this is only a Release candidate for now. I've already tweaked a few things for the next version, but thanks again.
  18:22:08  20 April 2010
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VicRattlehead
(Novice)
 
On forum: 04/20/2010
 

Message edited by:
VicRattlehead
04/21/2010 0:29:58
Messages: 32

---QUOTATION---
6. Do you mean that in your experience, the 'panting' never stops or stops later than what you'd expect?
---END QUOTATION---



Critical health is at around three bars of health left, right? Usually when I go below that, my character starts panting and can hardly move, I understand that gameplay mechanic. However, even if I wait about 5 minutes and have the health naturally replenish itself up to the fourth bar, my character still acts exhausted.


---QUOTATION---
10. NPC's do have an extra second to run away from grenades, but that is something that is easily rectified.
---END QUOTATION---



What I mean is that I find grenades very common in looting corpses and it seems that every single NPC is able to use one.


---QUOTATION---
12. Are you seeing the minimap? That should be turned off due to the HUD minimisation mod that I incorporated from Ceano?
---END QUOTATION---



Well, yeah, I see it. I thought it was supposed to be there. I don't think I installed the mod improperly, but I'll check.


---QUOTATION---
13. Unfortunately if you use a blank space for the text of the jam message, the game crashes. What else is new for ol' Xray...
So a full stop is the smallest mark I can use, unless anyone knows of a specific fix for this?
---END QUOTATION---



I managed to fix it. I first tried using a space but that crashed the game so I tried using a blank character/symbol (press ALT+255) and it worked perfectly. I also removed the "you are exhausted" message while I was at it. I think that message was unnecessary, since you are able to move even when your stamina is drained anyway.


---QUOTATION---
14. The noise adjustments are mostly concerned with NPC reaction. So while drawing out the binoculars might sound loud from your speakers the in game variable is only set to 0.2, which greatly reduces said NPC's ability to hear the binoculars from ridiculous ranges. However this is something else that should be easy to rectify.
---END QUOTATION---



I understand that, I was actually referring to the NPC reaction thing. Drawing the binocs makes slightly more noise in the noise meter than drawing a weapon. Everything else I also said including the breath sound and gunshot noise was also referring to the NPC reaction. The noise meter reaches pretty high when your character is panting and I don't think that should be. The noise meter when firing a shot is about the same as when you're sprinting and I don't think that's right either.

---

Here's what my HUD looks like by the way, also, you'll be able to see the black graphical glitch thing I'm talking about.

http://img96.imageshack.us/img96/7770/ss042110012700l02garbag.jpg

Also, I noticed that the AI bug from vanilla persists in this mod. What I'm referring to is the bug where if you save a game near enemies, alert them, load the previous save where they are still supposed to be unaware of your presence, they will continue to be alerted. I'm pretty sure I've tried a mod that fixed this problem so it would be nice if you could fix it as well.
  01:56:37  21 April 2010
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csoldier
Senior Resident
 

 
On forum: 08/30/2008
Messages: 168

---QUOTATION---
Critical health is at around three bars of health left, right? Usually when I go below that, my character starts panting and can hardly move, I understand that gameplay mechanic. However, even if I wait about 5 minutes and have the health naturally replenish itself up to the fourth bar, my character still acts exhausted.

What I mean is that I find grenades very common in looting corpses and it seems that every single NPC is able to use one.

Well, yeah, I see it. I thought it was supposed to be there. I don't think I installed the mod improperly, but I'll check.

I managed to fix it. I first tried using a space but that crashed the game so I tried using a blank character/symbol (press ALT+255) and it worked perfectly. I also removed the "you are exhausted" message while I was at it. I think that message was unnecessary, since you are able to move even when your stamina is drained anyway.

I understand that, I was actually referring to the NPC reaction thing. Drawing the binocs makes slightly more noise in the noise meter than drawing a weapon. Everything else I also said including the breath sound and gunshot noise was also referring to the NPC reaction. The noise meter reaches pretty high when your character is panting and I don't think that should be. The noise meter when firing a shot is about the same as when you're sprinting and I don't think that's right either.
---
Here's what my HUD looks like by the way, also, you'll be able to see the black graphical glitch thing I'm talking about.

http://img96.imageshack.us/img96/7770/ss042110012700l02garbag.jpg

Also, I noticed that the AI bug from vanilla persists in this mod. What I'm referring to is the bug where if you save a game near enemies, alert them, load the previous save where they are still supposed to be unaware of your presence, they will continue to be alerted. I'm pretty sure I've tried a mod that fixed this problem so it would be nice if you could fix it as well.
---END QUOTATION---



Hello again.
1. The values were admittedly at different levels. I have since revised them, but don't forget, getting shot is not a fun thing.

2. Another O.L.2.2 derived feature and setting. In O.L.2.2 NPC's could actually throw grenades further with a shorter detonation time. So as it stands at the moment I've already lowered the possibility of NPC grenade 'spamming'. The amount of grenades found from NPC's can be changed easily enough by me.

3. Here's the ui_hud file I'm using at the moment. Tell me if the display of the Minimap continues - http://hotfile.com/dl/38971929/d13d5b7/ui_hud.xml.html

4. I actually tried ALT+255 at one point and the game still crashed....
I'll try it again.

5. Admittedly the noise values for the binoculars and weapons weren't quite the same. I can easily change that. I never looked into what determines the noise level for panting and running otherwise.

6. I think part of the problem with that bug is that when you reload a level you essentially draw out a weapon which can be heard by nearby NPC's. This is exacerbated by drawing a Vanilla weapon that has the cocking animation as part of the draw process.
If you're reloading frequently due to the exhaustion mechanic, for the mean time go into 'actor.ltx' and set the 'limping_health_*' and 'limping_power_*' variables to either similar or lower levels.
Which mod are you referring to that corrects this bug?
  02:21:29  21 April 2010
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csoldier
Senior Resident
 

 
On forum: 08/30/2008
Messages: 168
Static lighting.
Well I see what you were referring to VicRattlehead. Nasty.
I never thought to check the game with static lighting, I only ever used full dynamic.
Have you set the game to static for performance purposes or compatibilty purposes?

If it is a performance issue, try using the '- noprefetch' tag on the SSOC shortcut target properties. I've found it greatly reduces the memory load of the game and can aid performance a great deal. The only downside is that the Bar level can be a little slow to load in game for the first few minutes.
  07:25:27  21 April 2010
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VicRattlehead
(Novice)
 
On forum: 04/20/2010
 

Message edited by:
VicRattlehead
04/21/2010 8:04:38
Messages: 32

---QUOTATION---
3. Here's the ui_hud file I'm using at the moment. Tell me if the display of the Minimap continues - http://hotfile.com/dl/38971929/d13d5b7/ui_hud.xml.html
---END QUOTATION---



My HUD is still the same, sorry.


---QUOTATION---
4. I actually tried ALT+255 at one point and the game still crashed....
I'll try it again.
---END QUOTATION---



That's strange. Here's my string_table_ui.xml file.
http://www.mediafire.com/?mtjtgknnmyz


---QUOTATION---
Which mod are you referring to that corrects this bug?
---END QUOTATION---



LURK, now that I remember it, the AI is practically deaf in that mod, so that's probably why it never had that bug. But if you reduced the weapon draw sounds to almost nothing, then doesn't that mean that the problem is being caused by something else?


---QUOTATION---
Have you set the game to static for performance purposes or compatibilty purposes?
---END QUOTATION---



My PC is pretty damn old, its GPU is the ancient mystic Radeon 9600, I can't even enable the dynamic lighting option.

EDIT: I got to play around with your mod a little more, I'm at the Bar right now and I've noticed that, just like in Sidorovich's bunker where you can't normally draw your weapon in vanilla, you can draw weapons in the Barkeep's place. I like that, however, unlike Sidorovich, Barkeep isn't invincible and you can kill him and whenever he dies the game CTDs, so you should make him invincible as well. I haven't got to Sakharov's place yet in Yantar but perhaps you should make sure that he isn't vulnerable either.
  10:32:00  21 April 2010
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csoldier
Senior Resident
 

 
On forum: 08/30/2008
 

Message edited by:
csoldier
04/21/2010 12:50:05
Messages: 168
1. Well as you can see from the screenshots I posted, I don't have the mimimap visible and if it is not the ui_hud file, try adding this file to the 'gamedata\config\ui' folder (backup and then overwrite the existing file in case) -
http://hotfile.com/dl/39026861/9193fd7/zone_map.xml.html

2. I've now set the jam message with ALT + 255. Strange that it didn't work earlier but anyway...

3. I think AI will reset anyway when you reload a level and then if you are close enough, any actions that can alert the AI, will do so. A good example is if you save while Bullet's colleague is being led forward by the two bandits prior to your ambush at Dark Valley. If you reload while they are still in transit the bandits will start shooting the Dolg prisoner straight away. I'd have to see if a fix is possible, if it has been addressed or if it is simply 'hardcoded'.

4. When it comes to static lighting, I'd guess that the way I've structured the weather it would either require reducing the fog to Vanilla levels or you could try the O.L.2.2 weather files. I'm just not a big fan of certain aspects of the O.L.2.2 weather system.

5. Sakharov -should- be fine, but Barman's immunity settings must be from when I was testing out certain things a long time ago and I must have forgotten to rectify that instance. I never noticed while extensively testing the mod because I'm not a sadist who likes to shoot ol' Barman.
  10:58:32  21 April 2010
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VicRattlehead
(Novice)
 
On forum: 04/20/2010
Messages: 32

---QUOTATION---
1. Well as you can see from the screenshots I posted, I don't have the mimimap visible and if it is not the ui_hud file, try adding this file to the 'gamedate\config\ui' folder (backup and then overwrite the existing file in case) -
http://hotfile.com/dl/39026861/9193fd7/zone_map.xml.html
---END QUOTATION---



No dice. Maybe the problem lies elsewhere, I'll just wait for the next release.
  12:49:38  21 April 2010
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csoldier
Senior Resident
 

 
On forum: 08/30/2008
Messages: 168

---QUOTATION---
1. Well as you can see from the screenshots I posted, I don't have the mimimap visible and if it is not the ui_hud file, try adding this file to the 'gamedate\config\ui' folder (backup and then overwrite the existing file in case) -
http://hotfile.com/dl/39026861/9193fd7/zone_map.xml.html

No dice. Maybe the problem lies elsewhere, I'll just wait for the next release.
---END QUOTATION---



Did you extract the gamedata ... data over the top of an existing gamedata folder or did you extract it as a new folder?
Maybe you could try deleting the existing 'gamedata\config\ui' folder and then extract a new copy from the crucible.zip file?
  13:19:28  21 April 2010
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VicRattlehead
(Novice)
 
On forum: 04/20/2010
 

Message edited by:
VicRattlehead
04/21/2010 14:43:29
Messages: 32

---QUOTATION---
Did you extract the gamedata ... data over the top of an existing gamedata folder or did you extract it as a new folder?
Maybe you could try deleting the existing 'gamedata\config\ui' folder and then extract a new copy from the crucible.zip file?
---END QUOTATION---



Nope, I renamed my previous gamedata folder before extracting in yours. I don't even have a config/ui directory in my previous gamedata folder.

EDIT: Found another bug, shooting the NPC who gives you arena fights cause the game to CTD, even vanilla didn't have this issue. I'll go and slaughter some more NPCs around the Bar to see if any causes more CTDs.
 
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