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The Warmongers - help, comments and critics

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  15:44:05  24 October 2013
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Wolfred
(Novice)
 
On forum: 01/31/2013
 

Message edited by:
Wolfred
10/24/2013 21:56:26
Messages: 5
Got what I assume is me messing up the install, my inventory screen is transparent and what looks like the background for the screen is squished up at the top of the screen instead. What did I break?
Edit: Also, this is a fresh CS install and got a 2 part RAR for the mod. I can probably link a screenshot if needed.
  20:16:15  27 October 2013
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
10/27/2013 20:16:34
Messages: 268

---QUOTATION---
Got what I assume is me messing up the install, my inventory screen is transparent and what looks like the background for the screen is squished up at the top of the screen instead. What did I break?
Edit: Also, this is a fresh CS install and got a 2 part RAR for the mod. I can probably link a screenshot if needed.
---END QUOTATION---



Here you can find the instructions on how to get rid of that bug: http://www.moddb.com/mods/the-warmongers/images/how-to-fix-messed-up-ui

Hope this helps
  02:07:30  30 October 2013
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Wolfred
(Novice)
 
On forum: 01/31/2013
Messages: 5
That worked, thanks. It also seems some of the scopes are tied to lighting, so static lighting turns them completely solid grey.
Run into a new problem though; Leshiy's squad is hostile to me, and immortal to boot, so I can't get into Limansk.
  18:28:27  5 February 2014
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
Version 2_18 finally released! Contains many important fixes (making the mod stable as never before) as well as full support for 1920x1080 screen resolution.

Download it and enjoy!
http://www.moddb.com/mods/the-warmongers/downloads/the-warmongers-2-18


Full changelog:

/2_18 Version/ ~ REQUIRES A TOTALLY NEW INSTALL OF THE MOD! ~

* The annoying crashes at the Hospital just before making it to the NPP are now gone. You can thus play normally without having to install a fix. LAST MINUTE NOTE: unfortunately, I couldn't get it to work, so you will (eventually) have to insist a lot in order to make it to the NPP. If the game really crashes too much at the hospital, then rush the travel point to the NPP as soon as possible (without looting bodies and all that). I'll release a patch when I'm 100% certain that I know how to fix this without breaking the mod (yes, this is a real *deep* issue with the engine)...

* Fixed some code, either vanilla or not, that could lead to some MAJOR problems while playing. Yantar and Dark Valley should really not be as unstable as before.

* Improved the logic of the factions.

* The mod now FULLY supports 1920x1080 screen resolution (report to the "OPTIONAL CONTENT" section above for more details). Scopes will now work well even on 16:9 monitors.

* Made certain highly memory consuming features of the mod optional only (report to the "OPTIONAL CONTENT" section above for more details).

* Attached silencers, scopes and grenade launchers will no longer look mis-aligned in inventory. For some reasons that would be too long to explain, some icons may sometimes look very good in the weapon's slot and slightly mis-aligned in the inventory or vice-versa. This is very noticeable when attaching a grenade launcher to an AK-74, AK-94 Abakan, L85A2 or a LR-300 ML.

* Emissions are now less frequent.

* Bandits no longer turn naturally hostile to the player after completing the story events at the Agroprom Institute Researsh.

* Changed and improved the textures of the SM39-3x weapon.

* Changed and improved the textures on some scopes.

* Changed the ugly texture of the PP-3c 2020's scope.

* Removed several respawn locations that were either problematic, useless or even prone to crashes. Changed the logic and sometimes more generally the role (spawned NPCs, faction...) of some other ones. A great work has been done to keep the faction wars as open as possible despite these changes.

* Removed a couple of NPCs' unique models that were not very noticeable. It might slightly decrease the probabilities of memory-related issues in the long run.

* Loners' Technician may now upgrade the classical light Duty's and Freedom's outfits, and the Digger Technician may now upgrade the "Guardian of Freedom" suit.

* The .45 V Explosive rounds (the ones that uses the IMI Desert Eagle "Era" are now a little less powerful.

* Tweaked the PTRD "Hunter" to make it a little more realistic: the weapon is clearly more powerful but is now a lot harder to handle.

* Game now starts at 6:10 am. This was done to prevent enormous FPS drop during the first fights against the Renegades in the Swamps at around 7:00 to 8:00 am on certain configs. This particularly heavy lag only happens once. But the main reason to this change is a little harder to explain: basically, the game REALLY needs to start at 6:10 am. Not to be edited in any way.

* To help Lefty and his squad fighting through Yantar will no longer automatically reset the relations with the Clear Sky faction to neutral. However, these men still belong to this very faction.

* To prevent some issues caused by bad relationships with the Mercenaries faction (and also to prevent having to create new special characters, which I want to avoid), Leshiy and his squad at the bridge in Red Forest now belong to the Clear Sky faction.

* Slightly increased the reliability of the VSA Val "Crow" and classical VSA "Val" weapons (again...).

* Ultimate handling upgrade of the HK G36 no longer makes this weapon absolutely unusable because of the screen sliding way too fast when looking around.

* It is now possible to actually talk to Yar (Freedom's Technician) after completing the "recover friend's PDA" mission.

* Fixed a treasure in Yantar giving the actor 2400 ammo instead of 240!

* Fixed missing Flash Drive with Data on an Electronic Stabilization System for Shotguns. Better late than never!

* Various fixes and improvements.
  08:02:17  9 February 2014
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mahanddeem
(Senior)
 
On forum: 07/23/2013
 

Message edited by:
mahanddeem
02/09/2014 8:17:15
Messages: 60
Is that a mod or an early alpha ? 10 times and not able to start a new game ? seriously ? started finally then my savegame load also crashes ? WTF ?
How should I trust this mod and proceed with hours of gameplay then a savegame will not be loading or CTD ?
No thanks
If this is "stable as never before" lol I wonder how it was before
Sorry for being frank here but a mod that can't run should be posted here

My system is Windows 7 64bit
Core i7 3770K
16GB ram
MSI GTX 680 2GB
  22:52:37  9 February 2014
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
02/09/2014 22:54:48
Messages: 268

---QUOTATION---
Is that a mod or an early alpha ? 10 times and not able to start a new game ? seriously ? started finally then my savegame load also crashes ? WTF ?
How should I trust this mod and proceed with hours of gameplay then a savegame will not be loading or CTD ?
No thanks
If this is "stable as never before" lol I wonder how it was before
Sorry for being frank here but a mod that can't run should be posted here

My system is Windows 7 64bit
Core i7 3770K
16GB ram
MSI GTX 680 2GB
---END QUOTATION---



Your first load crashed because of the sleeping bag issue... Everything is explained in the readme. Funny thing is that, contrarly to what you're implying, that issue wasn't in the first version of the mod (or was barely noticeable). It became obvious and really annoying specially when 2_0 was out, simply because at this point I added a lot of content into the mod. Basically, the create new game/sleeping bag issue is due to the engine being old and limited, and not really thought to handle big and complex mods like this one.


To start a new game may indeed be problematic (again, that's a pure engine limitation, there's nothing to do about this aside from removing many features of the mod), but as soon as you've managed to do it, then the mod indeed plays much better than any older version.

Basically, the real annoying thing with 2_18 is that it may sometimes be hard to actually start a new game... But on the other hand, yes the mod is *much* more reliable.


Also, remember that The Warmongers goes far beyond what the old xRay engine can endure. It is just impossible to make it 100% stable. Now that the core of the mod is strong enough, my role is mainly to make the downsides related to stability less and less insuportable than before. To be honest, I believe that having to insist a little in order to start a new game is less annoying than having to endure many crashes and corrupted loads while playing. Obviously, I wich I could fix the whole mod, but that's a long and very frustrating process...

So, for now, you have to be happy with what you've got, which is, I say it again, the most stable version of the mod ever released. If not, then wait until I come with a new patch or a new version, or simply ignore the mod. This is how it works.
  05:54:17  10 February 2014
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Seeker_of_Strelok
Senior Resident
 

 
On forum: 05/02/2011
Messages: 279
For Those With A 'Sleeping Bag' Issue

I posted this on Mod DB as well, figured I would post this here, too. This worked fine for me, tested it more than a few times ( five in a row ), and it worked.

I had this issue more than a few times ( have with most mods using the 'Sleeping Bag' mod ), and solved it by switching the render to DirectX 8 ( static Lighting ) or DirectX9 ( Full Dynamic Lighting ), and started a new game. I then saved, exited and reset the render options, restarted, and it worked fine. No corrupt saves so far, just the occasional crash.

Maybe this will help you a bit.
  11:52:47  10 February 2014
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mahanddeem
(Senior)
 
On forum: 07/23/2013
Messages: 60
Well I just was curious to try this mod and after an awful time I got it working finally.
The vanilla game has fewer weapons than it should yes, but I think you have added too many weapons and flashy confusing amounts of item and ammu that distract more than can serve a very wide range of purposes, at the end everybody will pick a HK G37 or some similar weapon or some kind of a good sniper rifle and be done with it.
That was my 1st impression.
  03:49:29  5 March 2014
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268

---QUOTATION---
For Those With A 'Sleeping Bag' Issue

I posted this on Mod DB as well, figured I would post this here, too. This worked fine for me, tested it more than a few times ( five in a row ), and it worked.

I had this issue more than a few times ( have with most mods using the 'Sleeping Bag' mod ), and solved it by switching the render to DirectX 8 ( static Lighting ) or DirectX9 ( Full Dynamic Lighting ), and started a new game. I then saved, exited and reset the render options, restarted, and it worked fine. No corrupt saves so far, just the occasional crash.

Maybe this will help you a bit.
---END QUOTATION---




Yes, apparently it does actually help several people. Thanks for the hint
  01:28:41  10 March 2014
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
LITTLE FIX NEEDED BEFORE ENTERING LIMANSK:

Unfortunately, a missing file will prevent you from entering Limansk. The file is called "stalker_hero_cs_light_1a.ogf". You can retrieve it in the full 2_0 version (Gamedata\meshes\actors\stalker_nebo), if you still have it, or you can download it here: http://www.mediafire.com/download/x6o9203xvmf34dq/stalker_hero_cs_light_1a.ogf

I'll release a little patch soon that will deal with this and other small things to improve.
 
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