19:57:32 20 December 2014 |
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Massie
(Novice) On forum: 12/19/2014
Messages: 3
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---QUOTATION---
You need a patch to fix that. It's an old issue. Look back on the downloads section for the mod, or google for a fix. I can't recall where but somewhere in this thread is a link for a fix as well. I'll try and find it for you when I can later. ---END QUOTATION---
Oh, I thought the patch link was just for upgrading from 3.6 to 3.7. Nvm, I read the changelog and it's the patch I need, thanks. |
23:45:30 19 December 2014 |
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Charcharo
Senior Resident
 On forum: 06/23/2009
Messages: 1175
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Well, smoq, what about these :
Here are my suggestions based on 3.7/3.8:
- We need a trader/quest giver in Red Forest
- Unique events like defense of the barrier, zombie assaults in Yantar and mutant attacks in agroprom?
Basically, when I have conquered the Zone, I want to fort down in the barrier and defend the Loners!
- Some weapons, like AK 74 and Hunting Rifle and maybe the British AR, should be upgradable by most/every mechanic. I mean, which gun expert that can modify a freacking Abakan, Vintorez or G36 cant do the same for a AK74.
- Sometimes I miss some of the weapons variety for NPC. Like Freedom having the ability to field the AK 74 and AKSU and Duty going with the British ARs , though from time to time, rarely..
-Merc suit is much weaker then other armors. In normal CS and CoP it is like a Sunrise suit, with better BP (only a little) and worse everything else.
- Making use of Limansk would be great! I know you did some map mods a few pages back. Removing anomalies and barriers I belive. It may work great .
- Also heard you may add Rostok. WOuld be a challenge. |
18:43:09 19 December 2014 |
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Massie
(Novice) On forum: 12/19/2014
 Message edited by: Massie 12/19/2014 19:01:16
Messages: 3
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Just recently installed the mod, so pardon if this bug is already known, but is it normal that there's always a "bar fight" in Depot - Garbage?
"Bar fight" as in hostile NPC's spawning inside the place and everyone starts gun blazing at eachother, though everyone but you has godmode, so it's like a never ending stream of bullets all around you. And oh boy, I went there with a guide as merc, so essentialy half of the area was getting me involved if I got too close.
I tried another New Game without choosing a faction and went there with the guide from Freedom Base. Same situation and I got steamrolled by military SKATs with Thunders ;_;
Here's a short video of how it looks like:
https://www.youtube.com/watch?v=HBkI4uN6MxI |
15:55:57 19 December 2014 |
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smoq2
Forklift operator (Resident)
 On forum: 09/08/2008
Messages: 2433
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That's exactly what I'm doing - waiting.
Feature wise, the test build I have on my drive (for around 9 months now) has this:
Living economy:
Stalkers buy/sell/scavenge equipment - this includes their armor/guns and commodities. They can even change armor if they obtain a better one, so the feature is immersive.
Factional stalkers are supplied with equipment from their faction's own trader - less well fearing factions may end up under-equipped. The mechanism is slightly different then in the case of neutral stalkers in order to retain balance.
Neutral traders restock basing on their income from rotation of goods. Factional traders restock basing on the income generated via resource points.
This is by far, the biggest and most complex a-life system I have ever created, or even in any stalker game, or possibly in any FPS game.
Apart from this, the build mostly includes serious bug fixing and balancing mechanics, UI changes that allow for a serious economical system.
I need the source files to create AI tweaks I think TFW desperately requires. Without this I will never feel the build is ready for public.
However, before further development was frozen, I had an idea for having squads that try and hunt down a more popular/unpopular player.
Also, the PDF hacker was suppose to give the player contacts from hacked PDFs to various suppliers/mercenary groups.
I should rewrite the outline for those 2 things.
Yeah, maybe that's not such a bad idea to keep occupied in the mean time.
The page you need in the public telephone booth will always be missing.
The pendulum spins clockwise...
Current project:
S.T.A.L.K.E.R: The Faction War
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr2&thm_id=22757&page=1&sec_id=22&sort=ASC&no_transl=#307619
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17:34:31 9 December 2014 |
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Charcharo
Senior Resident
 On forum: 06/23/2009
Messages: 1175
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I could honestly live with the AI detection problems ...
As long as some bug fixin and features are implemented.
@Smoq2
Mate, why not wait a bit more for those leaked engine and source things to get cracked open and focus on other features/stability in the mod? |
06:47:19 6 December 2014 |
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Vorenus
(Novice) On forum: 09/21/2012
Messages: 22
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Firstly, what time I have spent playing FW has been pretty fun. I like the ideas implemented, and though the trade rates are ridiculously punitive, it's kinda cool t have to scavenge for what you need to survive.
I am experiencing some performance issues, though. Despite having an i5 processor, 8GB RAM, and a GTX 760 with SSD, I'm getting up to 5+ minutes loading time for a level transition of quickload. I'm also getting noticeably low FPS, which stutters from playable to unplayable and back during fights.
I've tried using the optimized XREngine EXE, optimized CS lua.jit, lowering sun rays and SSAO, switching in-game to DX10, and launching with -noprefetch, as well as making sure Steam isn't running VIsta compatibility which seems to be a common issue. Still no improvements.
I'm aware that CS is the red-headed stepchild of the Stalker series, but I recently completed a playthrough of CS Complete with all maxed settings and the only performance issue I had was the MG nest crash in Limansk Hospital, so it's fairly safe to say that the issue is with the FW mod rather than the game engine.
Is there any way to adjust files or settings in order to get more normal load times/FPS? Any help is much appreciated! |
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