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Crucible RC.1 (SSOC 1.005)

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  11:26:26  27 April 2010
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VicRattlehead
(Novice)
 
On forum: 04/20/2010
Messages: 32
Okay, I managed to determine the source of the problem.

It looks like the 'real' HUD only shows up on certain resolutions, it works okay on resolutions like 1024x768, 1280x1024 but it doesn't on the resolution I'm using, 1280x720. Since we're talking about the HUD, I suggest you remove the ammo icons, it's a little contrasting to the simplicity and minimal nature of the rest of the HUD.
  11:37:44  27 April 2010
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4287
That sounds like the corresponding wide_screen *_16.xml versions of the files need to be updated as well.

Nice investigative research, VicRattlehead!
  16:15:38  27 April 2010
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csoldier
Senior Resident
 

 
On forum: 08/30/2008
Messages: 168

---QUOTATION---
That sounds like the corresponding wide_screen *_16.xml versions of the files need to be updated as well.

Nice investigative research, VicRattlehead!
---END QUOTATION---



I wasn't aware that '_16.xml' referred to widescreen resolutions until recently. I thought it meant 16bit....
Anyway, that is another fix to add to the list.


---QUOTATION---
I suggest you remove the ammo icons, it's a little contrasting to the simplicity and minimal nature of the rest of the HUD.
---END QUOTATION---



At one point I did remove the weapon related section of the HUD in the lower right corner. However, because X-Ray doesn't have a quick and easy method by which a player can check for ammo capacity (without unloading weapons in the inventory), it became a bit of a pain in the arse even for a 'realism' fan like myself. So I'm in the process of modifying it and at the same time I'll fix the '_16.xml files'.
Clearly I don't have a widescreen monitor and I had a feeling that somehow that would come back to bite me in the arse.
  21:18:35  27 April 2010
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VicRattlehead
(Novice)
 
On forum: 04/20/2010
 

Message edited by:
VicRattlehead
04/27/2010 23:56:33
Messages: 32
Some more feedback

Knifing vehicles destroys them in one hit.

Vehicles need to react to anomalies, like spin around when colliding into a whirligig or vortex. I'm not even sure if they take damage from them.

Vehicles shouldn't blow up every time they reach zero health, they should just be disabled, unless the finishing blow is caused by explosions, fire or electricity.

If you take the box of dynamite from the vulnerable Freedom base wall, then activate the Duty assault, either by killing the sniper or by having the sniper killed by someone else or some mutant, the Dutyers will proceed with the assault but end up just humping that wall for eternity.

Also, like I said in one of my earlier posts, some of the mutants' health values need to be increased.

EDIT: Okay, it looks like anomalies like the whirligig affect vehicles after all, I still think they don't do damage to them though. I also noticed that vehicles do not produce any noise, by noise I mean the kind concerning NPC reaction.

Also, I was able to destroy the Freedom base wall with a stab of my knife, allowing the Dutyers to finally meet their fate. Some hilariously weird stuff going on in this mod.
  01:07:27  28 April 2010
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csoldier
Senior Resident
 

 
On forum: 08/30/2008
 

Message edited by:
csoldier
04/29/2010 11:42:47
Messages: 168

---QUOTATION---
Some more feedback

Knifing vehicles destroys them in one hit.

Vehicles need to react to anomalies, like spin around when colliding into a whirligig or vortex. I'm not even sure if they take damage from them.

Vehicles shouldn't blow up every time they reach zero health, they should just be disabled, unless the finishing blow is caused by explosions, fire or electricity.

If you take the box of dynamite from the vulnerable Freedom base wall, then activate the Duty assault, either by killing the sniper or by having the sniper killed by someone else or some mutant, the Dutyers will proceed with the assault but end up just humping that wall for eternity.

Also, like I said in one of my earlier posts, some of the mutants' health values need to be increased.

EDIT: Okay, it looks like anomalies like the whirligig affect vehicles after all, I still think they don't do damage to them though. I also noticed that vehicles do not produce any noise, by noise I mean the kind concerning NPC reaction.

Also, I was able to destroy the Freedom base wall with a stab of my knife, allowing the Dutyers to finally meet their fate. Some hilariously weird stuff going on in this mod.
---END QUOTATION---



If I need to change the box of dynamite back to its original settings, I'll do so in order to prevent errors with scripted sequences. I do now have the satchel charge afterall.

As for vehicles, the only change I made was to make them vulnerable. All other vehicle settings/quirks are as a result of either AMK or O.L.2.2.
Vehicle coding not being a completed element on the part of GSC of course.

-Edit- I just tried stabbing a vehicle in O.L.2.2 and sure enough it will cause the car to explode as well. I did add ' wound_2_immunity = 0 ' to the vehicle files in Crucible RC1, but clearly that doesn't fix the situation.


-Edit- VicRattleHead, if I could get you to check these updated UI files, they should update and correct standard and widescreen resolutions :

http://www.megaupload.com/?d=I9XQ9YYX


In addition I'll create some weather files that use Vanilla fog settings to mitigate the graphical glitch for static lighting.

I've now incorporated a fix for the ability to destroy a car by stabbing with the knife as well.
  10:15:00  30 April 2010
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VicRattlehead
(Novice)
 
On forum: 04/20/2010
Messages: 32

---QUOTATION---
-Edit- VicRattleHead, if I could get you to check these updated UI files, they should update and correct standard and widescreen resolutions
---END QUOTATION---



Hmm, it works okay for the most part but the lower right is a bit screwed up, the weapon counter is dimmed and part of the ammo icon is seen at the bottom

http://img413.imageshack.us/img413/4909/20754105.jpg

I also keep getting very, very frequent CTDs when looting bodies of mercs, specifically the ones that spawn at the construction site in Rostok. I also noticed that these mercs usually carry RG-6s, but I've never even seen them use them.
  13:44:36  30 April 2010
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csoldier
Senior Resident
 

 
On forum: 08/30/2008
Messages: 168

---QUOTATION---
-Edit- VicRattleHead, if I could get you to check these updated UI files, they should update and correct standard and widescreen resolutions

Hmm, it works okay for the most part but the lower right is a bit screwed up, the weapon counter is dimmed and part of the ammo icon is seen at the bottom

http://img413.imageshack.us/img413/4909/20754105.jpg

I also keep getting very, very frequent CTDs when looting bodies of mercs, specifically the ones that spawn at the construction site in Rostok. I also noticed that these mercs usually carry RG-6s, but I've never even seen them use them.
---END QUOTATION---



The dimmed text was done on purpose to make it harder to gauge your magazine capacity when things get hectic. I'll shift the ammo icon further off the screen otherwise.
As for the CTD's, do you have a log text reference?
  14:17:11  30 April 2010
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VicRattlehead
(Novice)
 
On forum: 04/20/2010
Messages: 32

---QUOTATION---
The dimmed text was done on purpose to make it harder to gauge your magazine capacity when things get hectic.
---END QUOTATION---



No offense, but I think this is a pretty stupid idea. There are times when that part of the HUD is against concrete walls or ground or against a cloudy sky and it literally becomes impossible to read it.


---QUOTATION---
As for the CTD's, do you have a log text reference?
---END QUOTATION---



FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'ammo_9x19_pmm'
  16:01:25  30 April 2010
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csoldier
Senior Resident
 

 
On forum: 08/30/2008
 

Message edited by:
csoldier
04/30/2010 16:02:18
Messages: 168

---QUOTATION---
The dimmed text was done on purpose to make it harder to gauge your magazine capacity when things get hectic.

No offense, but I think this is a pretty stupid idea. There are times when that part of the HUD is against concrete walls or ground or against a cloudy sky and it literally becomes impossible to read it.

As for the CTD's, do you have a log text reference?

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'ammo_9x19_pmm'
---END QUOTATION---





' [error]Arguments : Can't open section 'ammo_9x19_pmm' '

:/ .... Well that flaw is fixed. If you search for that spelling mistake in ' treasure manager.ltx ' you'll find it under [mil_secret_0004]. Change it as required and the CTD's should cease.
  18:25:32  30 April 2010
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VicRattlehead
(Novice)
 
On forum: 04/20/2010
Messages: 32
Are you planning on tweaking the fall damage/height? Normally, I don't mind the reduced fall damage or increased fall height found in most mods, but since your mod focuses on more 'realistic' gameplay, I think it would be best if you reverted them to vanilla values.
 
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