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  17:35:23  18 November 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
Glad to hear it worked!
Well the only thing you'll loose by doing this is the transparent inventory. I think you can do without
  15:10:06  19 November 2011
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Kvort
(Novice)
 
On forum: 03/01/2010
 

Message edited by:
Kvort
11/19/2011 15:12:30
Messages: 27
First gz. and ty for this very in tresting mod. Many interesting features, i love the weapons an items... but this mod is far from being finished - is by far the most "crashy" mod I've ever played, when you enter the console there's a litany of lua errors (tens of thousands)- something about smart terrain -spawn related i suppose; I've arrived at the mission point when they'll stole all of you money, so before that I've decided to join Loners to level up a bit - cordon is a total mess - crashing every 10 mins. or so, not to mention the previous "factory lobby" nightmare...
I a word i like this mod very much, that's why i'm still persevering.
The ugly parts are also: grenade spawn - as soon an npc will sense you it will right away trow grenades - the entire f... squad, they don't even batter to try to shoot you whit their weapons, no, - grenade right away - that's why i'm force to snipe em; ,, zone is filled whit mutant weirdo squads- let's say that it might pass- but no mutant parts or other benefit from hunting em, not to mention the uber annoying controller sound and super large area of telepathic influence...
  16:56:55  19 November 2011
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Arjento
(Novice)
 
On forum: 04/18/2011
Messages: 48
This shouldn't be a 1.0 release.

It looks like still in alpha.

It's got great potential.

Hopefully the bugs/crashes will be fixed in future updates so it can be playable.
  00:30:42  20 November 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
11/20/2011 0:44:32
Messages: 268

---QUOTATION---
First gz. and ty for this very in tresting mod. Many interesting features, i love the weapons an items... but this mod is far from being finished - is by far the most "crashy" mod I've ever played, when you enter the console there's a litany of lua errors (tens of thousands)- something about smart terrain -spawn related i suppose
---END QUOTATION---



Believe it or not, these lua errors are 99% simply due to the cut mutants GSC did not add. There was no other way to add them back (none that I know at least) than by spawning/editing them in a way that they indeed create these errors. None of them should cause any crash, though. CTD are mostly related to something else.


---QUOTATION---
I've arrived at the mission point when they'll stole all of you money, so before that I've decided to join Loners to level up a bit - cordon is a total mess - crashing every 10 mins. or so, not to mention the previous "factory lobby" nightmare...
---END QUOTATION---



Unfortunately, according to the way you're playing, the game indeed may or may not crash at certain moments. Sorry to hear that it was such a nightmare for you... I hope you finally managed to bypass it :\



---QUOTATION---
The ugly parts are also: grenade spawn
---END QUOTATION---



I like the way grenades are used in this mod. It forces you to move fast, which fits well the overall gameplay. To say that enemy squads always use them instead of normal weapons is slightly exagerated though



---QUOTATION---
no mutant parts or other benefit from hunting em
---END QUOTATION---



The benefit for hunting mutants, as pointed out in the readme, is that it can speed up considerably the faction war.
Quote from the readme: "The second option would be to try to find out what scare the men and prevent them somewhat to get out of their positions. If there are too many enemies around them, even not standing directly on the path leading to the next target, then you would do well to eliminate them. You will realize yourself how to eradicate a very strong mutant lair for example can sometimes erase everyone's fear and reticence to start patrolling inside these dangerous landscapes."


---QUOTATION---
not to mention the uber annoying controller sound and super large area of telepathic influence
---END QUOTATION---



Go hunt the controllers, if you don't like them. Seriously, I like this feature. It gives the Zone a very impressive and fearsome ambient. When your hear this, you know you are not just lost somewhere until you've met some tourists telling you the right path. No, you are inside the ZONE


---QUOTATION---
This shouldn't be a 1.0 release.

It looks like still in alpha.

It's got great potential.

Hopefully the bugs/crashes will be fixed in future updates so it can be playable.
---END QUOTATION---



It is playable; I at least completed all story events on that very version twice. And then continued on Freeplay mode, which is far more stable.

But I can't deny either that this so-called 1_0 version has these issues. Sorry about that, guys; problem is, this is ENTIRELY due to an overload of memory used that the game cannot really handle. Before adding few new items, and few new characters, the mod was unbelievably more stable. I'm almost tempted to release a special version without my last improvements to show you I'm not joking. Who knows, if people really can't bear that one... But let's insist a little more on this current 1_0. I can still guarantee you that the game keeps incredibly stable for long at most other moments (and again, notably on Freeplay mode).
  12:45:42  20 November 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342

---QUOTATION---
Believe it or not, these lua errors are 99% simply due to the cut mutants GSC did not add. There was no other way to add them back (none that I know at least) than by spawning/editing them in a way that they indeed create these errors. None of them should cause any crash, though. CTD are mostly related to something else.
---END QUOTATION---


Whats the log? If it is what I think it is, there is a very simple all.spawn fix, although I need to try and track down the script problem...
  18:21:51  20 November 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
11/20/2011 18:25:01
Messages: 268
I absolutely trust your skills in allspawn editing, but really, I looked hard. Problem is, the CTD occuring when choosing another method are quite rare, which may mislead modders when they think they've finally got it right.

Anyway, what Kvort is talking about is something like:


---QUOTATION---

! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_9_7 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_5_4 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_5_4 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] agr_smart_terrain_3_5 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] agr_smart_terrain_3_5 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] agr_smart_terrain_7_5 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] agr_smart_terrain_7_5 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] agr_smart_terrain_7_5 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] val_smart_terrain_5_10 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] val_smart_terrain_8_9 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] val_smart_terrain_7_8 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_5_4 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_5_4 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_9_7 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] val_smart_terrain_7_6 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_9_7 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_5_4 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_5_4 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] gar_smart_terrain_7_3 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] gar_smart_terrain_7_3 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] gar_smart_terrain_7_3 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] gar_smart_terrain_3_2 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] gar_smart_terrain_3_2 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] gar_smart_terrain_2_4 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] gar_smart_terrain_2_4 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_9_7 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_5_4 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_5_4 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_9_7 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_5_4 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_5_4 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_9_7 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_5_4 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_5_4 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] mar_smart_terrain_10_10 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] mil_smart_terrain_3_5 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] mil_smart_terrain_4_6 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] mil_smart_terrain_4_6 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] mil_smart_terrain_5_6 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] mil_smart_terrain_5_6 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] mil_smart_terrain_5_6 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] mil_smart_terrain_7_8 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] mil_smart_terrain_7_8 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] mil_smart_terrain_7_8 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] mil_smart_terrain_7_8 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] mil_smart_terrain_7_8 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] mil_smart_terrain_2_1 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] mil_smart_terrain_2_1 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] mil_smart_terrain_2_1 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] mil_smart_terrain_7_11 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] mil_smart_terrain_7_12 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_9_7 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_5_4 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_5_4 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] red_smart_terrain_monsters_2 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] red_smart_terrain_monsters_2 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] red_smart_terrain_monsters_2 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] red_smart_terrain_monsters_2 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_9_7 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_5_4 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_5_4 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
! [LUA][ERROR] esc_smart_terrain_4_10 distance_to_job_location() - obj1 == nil
...
...
...

---END QUOTATION---



And yes, there are litteraly thousands of lines like that...
  22:42:24  20 November 2011
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smoq2
Forklift operator
(Resident)

 

 
On forum: 09/08/2008
 

Message edited by:
smoq2
11/20/2011 22:43:37
Messages: 2433
The easiest way of finding out what's causing those errors is looking up which script can generate this particular error message. That's where I would start.

From the looks of it, it seems that you either messed something up with job managing script, sim_squad_generic.script or faction ltx file. You might have somehow accidentally allowed the creation of >5 member squads which might cause job asserting problems.

A word of caution: This error is not some leftover debug message. It really indicates some serious issue with your mod's alife which might lead to crashes that may not seem interconnected at first glance. I know that your mod focuses on fps experience rather then rpg-alife experience, but you have to keep it in mind when it comes to modding Clear Sky.
  17:05:05  23 November 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
11/23/2011 17:07:20
Messages: 268

---QUOTATION---
The easiest way of finding out what's causing those errors is looking up which script can generate this particular error message. That's where I would start.

From the looks of it, it seems that you either messed something up with job managing script, sim_squad_generic.script or faction ltx file. You might have somehow accidentally allowed the creation of >5 member squads which might cause job asserting problems.

A word of caution: This error is not some leftover debug message. It really indicates some serious issue with your mod's alife which might lead to crashes that may not seem interconnected at first glance. I know that your mod focuses on fps experience rather then rpg-alife experience, but you have to keep it in mind when it comes to modding Clear Sky.
---END QUOTATION---



Frankly, I do believe that these lua errors are harmless. Or cause only very few CTDs if they actually do. If that wasn't true, then the mod would always crash, regardless of when, where, etc... At the contrary, it seems that crashes only happen at certain moments.

There again, I'm currently testing the mod with some patch and I'm not having a single CTD in the Cordon (most crashy location of this mod), although I admit I had some before, just after the storyline events were completed. There, the faction activity is still huge, but no CTDs.

I think that the crashes in the Cordon are mostly due to the Loner faction not behaving properly, which confuses the whole game. As I said it in the readme, the Loners indeed act incoherently once the vehicle station is cleared of militaries, trying to capture terrains they shouldn't. But, for some reason I have yet to discover - though I have my idea on this -, if you get back to there after having completed the storyline events in Dark Valley, then the Loners finally do things right (they capture elevator, then vehicle station, etc...). And there are far less crashes (again, not a single one on my current game and in my "second arrival" to the Cordon). This is a problem with the logic of the faction war, but I'm almost certain that these lua errors can be considered as unrelated to such issues.

The mod will retrieve its bugfree state, believe me. It'll just take some more time than I planned.
  02:17:41  25 November 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
11/25/2011 2:18:07
Messages: 268
Ok, I've uploaded a first beta patch that you can get here:

http://www.megaupload.com/?d=P8YEM3MD

It seems to considerably increase stability in the Cordon, making factions far less brutal than before. It's still beta because I haven't fully playtested it, but it should work without any problem. If so, then I will officially release it on modb.

Only thing, you will notice that the way the Clear Sky faction controls the swamps is now different, too, and unfortunately it *could* lead to few crashes. But nothing compared to what we used to have in the worst moments of the Cordon, with everyone shooting each other.



---QUOTATION---

Full changelog:

/1_0 to 1_002/ ~ REQUIRES A NEW GAME IN ORDER TO WORK! ~

* Factions are now less vehement, therefore the game is less unstable, specially in the Cordon!

* In case you were a Loner or simply a mercenarie, the Loner faction will now forgive you for shooting at Strelok during the final part of the game.

* Fixed a potential crash with one of the weapons.

* Slightly improved textures on the FAMAS "Felin 5-Hk ext" and the TOZ-34 "Black Eagle".

* The FAMAS "Felin 5-Hk ext" now proposes a better aiming.

* Army and Monolith NPCs no longer have any probability of carrying several items of the mod. This was done to somewhat reduce the memory used while playing. The gameplay will not suffer from this in any way as those factions are not playable.

* The attacks on the Loners' base at the Agroprom Researsh Institute are now definitely less frequent.

* Various fixes and improvments.

---END QUOTATION---




Don't hesit to tell me if you have any issue, though, once again, I'm positive that this patch will greatly improve the overall playability of the mod. Sorry for your savedgames, but this one does absolutely requires a new game.
  03:29:31  27 November 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
Patch works fine

I'm currently in the Freedom base, I played hell a lot of hours in the Cordon (helping the Loners to defend and all that), and I only had 5 CTD in total. It would thus seem that the patch does a fine job. Once I've finished this current game, I'll be officially releasing it
 
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