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The Warmongers - help, comments and critics

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  16:31:18  13 November 2011
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Firmament
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On forum: 06/02/2009
Messages: 268
The Warmongers - help, comments and critics

So, now that the mod is finally available to all, this will be the thread where to post everything you may want to ask, or simply say about The Warmongers.
  13:11:38  14 November 2011
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Seeker_of_Strelok
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On forum: 05/02/2011
 

Message edited by:
Seeker_of_Strelok
11/14/2011 13:14:01
Messages: 279
First Blowout

So, great mod you've posted here, the texture and atmosphere are very nice, but I've run into a snag.

The first blowout, perhaps its bugged, as I approached the tower, climbed up, the guy there died, but I received no ill effects ( radiation, health loss, etc ) .

I guess what I'm wondering is, if I need to find a scout as per usual to get back to the Clear Sky base, since I don't pass out, and get taken back.

Any help is appreciated, thanks.
  13:21:06  14 November 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268

---QUOTATION---
First Blowout

So, great mod you've posted here, the texture and atmosphere are very nice, but I've run into a snag.

The first blowout, perhaps its bugged, as I approached the tower, climbed up, the guy there died, but I received no ill effects ( radiation, health loss, etc ) .

I guess what I'm wondering is, if I need to find a scout as per usual to get back to the Clear Sky base, since I don't pass out, and get taken back.

Any help is appreciated, thanks.
---END QUOTATION---



Sorry, but when this happens, the only thing to do is start a new game. Hopefully, this won't happen the next time. Also, remember to drop the sleeping bag you're spawned with as soon as possible. I suspect it's a little buggy.
  14:02:29  14 November 2011
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Seeker_of_Strelok
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On forum: 05/02/2011
Messages: 279
No such luck, dropped the bag where I started, even tried selling it.

'Invisible' blowout wave still kills the Clear Sky NPC, same situation as before though. Perhaps I can find someone to take me back to the base, I'm guessing it runs like it should for you.
  14:32:34  14 November 2011
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Seeker_of_Strelok
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On forum: 05/02/2011
Messages: 279
Success

After starting a new game four times, finally it worked. Blowout struck, screen whitened out like usual and such, no idea what was happening, maybe it was the sleeping bag.

Thanks for the hint, hopefully no ones else runs into this.

Looking forward to seeing these new items.

Regards,

S_o_S
  14:52:57  14 November 2011
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Firmament
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On forum: 06/02/2009
Messages: 268

---QUOTATION---
Success

After starting a new game four times, finally it worked. Blowout struck, screen whitened out like usual and such, no idea what was happening, maybe it was the sleeping bag.

Thanks for the hint, hopefully no ones else runs into this.

Looking forward to seeing these new items.

Regards,

S_o_S
---END QUOTATION---



Fourth try and it finally worked? I guess you've got really unluncky...
On my PC it never occured more than twice!
Glad to hear you can play normally, now
  14:57:57  14 November 2011
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iloveSHOC
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On forum: 02/03/2010
Messages: 747
Great mod Firmament awesome work.

Played to the cordon no crashes yet just getting ripped apart by military.
  15:29:43  15 November 2011
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Jone
(Senior)
 
On forum: 12/20/2008
Messages: 58
hope I am the only one..

hello,
on a fresh install, current patch etc
I see your loading screen, then get the following crash: Creating new game...
* Creating new game...
* Loading spawn registry...
* 11568 spawn points are successfully loaded

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\priquel\sources\engine\xrCore\Xr_ini.cpp
[error]Line : 443
[error]Description : <no expression>
[error]Arguments : Can't open section 'poltergeist_normal_tele'


stack trace:
sorry about this....
  15:59:29  15 November 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268

---QUOTATION---
hope I am the only one..

hello,
on a fresh install, current patch etc
I see your loading screen, then get the following crash: Creating new game...
* Creating new game...
* Loading spawn registry...
* 11568 spawn points are successfully loaded

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\priquel\sources\engine\xrCore\Xr_ini.cpp
[error]Line : 443
[error]Description : <no expression>
[error]Arguments : Can't open section 'poltergeist_normal_tele'


stack trace:
sorry about this....
---END QUOTATION---



Hi, I'm not convinced that you've actually downloaded the 6 parts of the mod... Your gamedata folder must be 2 224 624 830 bytes sized, is this the case?


The mod will be available in one single archive on modb very soon. That way, maybe people will get less confused with those several parts everywhere.
  17:40:20  15 November 2011
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Jone
(Senior)
 
On forum: 12/20/2008
Messages: 58

---QUOTATION---
hope I am the only one..

hello,
on a fresh install, current patch etc
I see your loading screen, then get the following crash: Creating new game...
* Creating new game...
* Loading spawn registry...
* 11568 spawn points are successfully loaded

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\priquel\sources\engine\xrCore\Xr_ini.cpp
[error]Line : 443
[error]Description : <no expression>
[error]Arguments : Can't open section 'poltergeist_normal_tele'


stack trace:
sorry about this....

Hi, I'm not convinced that you've actually downloaded the 6 parts of the mod... Your gamedata folder must be 2 224 624 830 bytes sized, is this the case?


The mod will be available in one single archive on modb very soon. That way, maybe people will get less confused with those several parts everywhere.
---END QUOTATION---


thanks for your quick response, will check and get back in a bit..
  17:57:31  15 November 2011
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Jone
(Senior)
 
On forum: 12/20/2008
Messages: 58

---QUOTATION---
hope I am the only one..

hello,
on a fresh install, current patch etc
I see your loading screen, then get the following crash: Creating new game...
* Creating new game...
* Loading spawn registry...
* 11568 spawn points are successfully loaded

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\priquel\sources\engine\xrCore\Xr_ini.cpp
[error]Line : 443
[error]Description : <no expression>
[error]Arguments : Can't open section 'poltergeist_normal_tele'


stack trace:
sorry about this....

Hi, I'm not convinced that you've actually downloaded the 6 parts of the mod... Your gamedata folder must be 2 224 624 830 bytes sized, is this the case?


The mod will be available in one single archive on modb very soon. That way, maybe people will get less confused with those several parts everywhere.
thanks for your quick response, will check and get back in a bit..
---END QUOTATION---



just re extracted the files, you are right, though I had the correct amount of data in the Gamedata folder, there was an extra Gamedata folder in the first one!
Many thanks for your speedy response to my (consistent) stupidity!
i now look forward to enjoying the fruits of your labour.
  01:50:06  16 November 2011
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
11/16/2011 1:52:15
Messages: 268
I've uploaded the mod into one single rar archive, for those who would prefer to get it that way. Plus it has its own page on modb, now.

See here: http://www.moddb.com/mods/the-warmongers


Now, just let me get back to it
I've played like 17 days ingame and still have litteraly tons of things to do and to find; absolutely not bored nor willing to start a new game. I apologize however for some issues you may encounter, myself I had several crashes (and weird bugs) at certain moments. But the freeplay mode is simply fabulous, at least for my taste. Never has a Stalker game given me so much joy exploring this doomed place the zone is. The feelings I have playing this mod for real (as opposed to playtesting it) is comparable to the one I had when playing the divine AMK mod for the first time. I was amazed at this mod, and since then I always thought that I would at least try to give Clear Sky something as valuable.
  13:27:39  16 November 2011
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kyfohatl
(Novice)
 
On forum: 10/07/2011
Messages: 36
Hello, I've just installed the warmongers mod (the six part installation), and after playing for a while, I noticed that my inventory screen is completely messed up (icons are not in the right places). Also, the icon indicating my location on the PDA map, as well as those that marked my objectives are all gone... is that an issue or a part of the mod? Any help would be greatly appreciated.

By the way, I'm running on 1024x768 resolution as was recommended.
  14:56:59  16 November 2011
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ntex
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On forum: 01/28/2008
Messages: 327

---QUOTATION---
Hello, I've just installed the warmongers mod (the six part installation), and after playing for a while, I noticed that my inventory screen is completely messed up (icons are not in the right places). Also, the icon indicating my location on the PDA map, as well as those that marked my objectives are all gone... is that an issue or a part of the mod? Any help would be greatly appreciated.

By the way, I'm running on 1024x768 resolution as was recommended.
---END QUOTATION---



can u tell what video card you have and how much memory on it? Maybe your video card does not support larger textures...
  16:27:49  16 November 2011
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smoq2
Forklift operator
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On forum: 09/08/2008
Messages: 2433
@ kyfohatl - The ui_icon_equipment.dds must have been saved by mistake with mipmaps. The author must reedit the file and remove mipmaps. You can do it yourself if you know how to do it.
  20:49:16  16 November 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
Hello,

I report my first CTD in marsh after 10min of game:


---QUOTATION---
FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_string
[error]File : E:\priquel\sources\engine\xrCore\Xr_ini.cpp
[error]Line : 453
[error]Description : <no expression>
[error]Arguments : Can't find variable gl_hud_offset_pos_16x9 in [wpn_mp7a3_hud]


stack trace:
---END QUOTATION---



I use the moddb link for Warmonger all in one.
I play in 1920*1080 (16/9? hud position???), i don't know this log.
  21:36:12  16 November 2011
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
11/16/2011 21:36:58
Messages: 268

---QUOTATION---
Hello, I've just installed the warmongers mod (the six part installation), and after playing for a while, I noticed that my inventory screen is completely messed up (icons are not in the right places). Also, the icon indicating my location on the PDA map, as well as those that marked my objectives are all gone... is that an issue or a part of the mod? Any help would be greatly appreciated.

By the way, I'm running on 1024x768 resolution as was recommended.
---END QUOTATION---



Hi, I once had a similar issue but long time ago, and since then I fixed it, so for now, I don't know what the problem could be. Could you just load a save you made some time before and see whether the issue is already here?


@Borovos91

Never had this, though the line is indeed missing
That fix will be included in the first patch, thanks for reporting it.

If you want to fix it by your own, you can simply open w_mp7a3.ltx from the weapons folder, and then, in the hud section " [wpn_mp7a3_hud] "
, place this somewhere (preferably below the classical gl_hud_offset_pos):

gl_hud_offset_pos_16x9 = 0,0,0
gl_hud_offset_rot_16x9 = 0,0,0

Done.
  23:21:50  16 November 2011
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
11/16/2011 23:23:44
Messages: 268
Okay, if really you don't want or know how to edit the ltx, you can simply apply this file: http://www.megaupload.com/?d=68ZQH26P the same you've extracted the mod. It will override the wrong one (with the missing line) properly.

I'm more worried about this problem with icons. Does anyone else has it? If so, could you please post a screenshot?



---QUOTATION---
@ kyfohatl - The ui_icon_equipment.dds must have been saved by mistake with mipmaps. The author must reedit the file and remove mipmaps. You can do it yourself if you know how to do it.
---END QUOTATION---



Nope, I've checked the file, nothing such. I really don't know what's going wrong; everything is fine on my PC. I hate that kind of errors, good old CTDs are far less annoying than these ones!
  23:24:57  16 November 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
Okay, thanks.

I add this value.

Sorry, but i have a now CTD:
[Quote]! Cannot find saved game ~~~ npc with name sim_default_csky_042449 can't present in patrolmanager[mar_smart_terrain_10_7_to_mar_smart_terrain_10_5_patrol_1_walk]

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: ....t.a.l.k.e.r. - clear sky\gamedata\scripts\_g.script:976: bad argument #2 to 'format' (string expected, got nil)


stack trace:
---END QUOTATION---


If you prefer, i can post it in the first topic about Warmonger mod.
And, i didn't search if this log is know or unknow.
  23:35:45  16 November 2011
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
11/16/2011 23:37:21
Messages: 268
You have no luck, I haven't seen that one in the couple of last games I played. But I admit it exists, I've pointed it in one of the "tips" PDA ( "-Also expect few CTDs when moving to the Machine Yard, just insist a little." )

There ain't any real way of fixing it, besides changing the whole faction war in that area. Which I don't want to do, as it would lead me to remove the Northern Farmstead as a target (which, for some reasons that would be long to explain, is the reason why you may have this CTD on machine yard (--> terrain_10_5).


Edit:

---QUOTATION---
If you prefer, i can post it in the first topic about Warmonger mod.
---END QUOTATION---


No way! Here is definitely the most appropriate place.
  00:43:36  17 November 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
Do you want pictures about inventory bug?

Look at this:
[link]http://uppix.net/8/f/2/f3f6659649963be8126a7cb19f080.jpg[/link]

It's the same think with trader or technician, or stashes.

And one mistake with animation, it's the first time that i see it. A npc play harmonica with a grenade launcher
[link]http://uppix.net/5/d/3/b7312423933167827c4ce5b6bad60.jpg[/link]


---QUOTATION---
I'm running on 1024x768 resolution as was recommended.
---END QUOTATION---


I play with full graphical option, 1920*1080. What is the problem with graphics?
  02:21:12  17 November 2011
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
11/17/2011 2:33:58
Messages: 268
I can see that you are playing on a french version, so I'll repeat it to all: english is the only language this mod currently supports!

Your game is probably all wrong, because this mod not only has english descriptions, but also and specially *essential files* in the ENG folder, not related to simple text at all!


Unless you did the job youself, to install this mod on a french, a russian, or whatever version of clear sky which is not english will either crash the game or cause it to load incorrectly!

Please reinstall your game and choose english as the main installation language. Then patch it and extract the mod.


You've just convinced me to hurry a proper translation patch for this mod. After all, that ain't too much work and will help many people not to get confused
  02:46:29  17 November 2011
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
11/17/2011 2:49:24
Messages: 268
Btw, lol about the grenade launcher... This is not something I can fix (well I haven't really checked it out, maybe I can, in fact), though. All weapons are meant to be attached to the bag of Stalkers when they sit down, and God knows what, with or without harmonica they actually keep the RG-6 in their hand. So, when the "play harmonica" anims is called, well, you know the rest! You never see that in vanilla (and in some other mods too) because there is no harmonica, and NPCs never carry such a weapon.

Edit: too me it actually looks like some high-tech gasmask
  08:26:22  17 November 2011
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kyfohatl
(Novice)
 
On forum: 10/07/2011
Messages: 36
@ntex: Albatron 8800GTS 320MB graphics card (NVidia). Old, I know, but runs clear sky just fine on high settings.

@smoq2:
---QUOTATION---
You can do it yourself if you know how to do it.
---END QUOTATION---


No, sadly I'm a (proud) noob. I have no idea how to do that.

@Borovos91: The picture you posted is exactly what I'm talking about.

@Firmament: I'm running the ENGLISH version of the game by the way. I also started a new game a few more times, but the inventory/PDA bug is there every time

Also, what about my icons not showing up on my PDA? is that a bug or part of the mod? (for example I can't see the player marker on the PDA)

Thanks for the help everyone
  13:07:34  17 November 2011
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
11/17/2011 13:08:29
Messages: 268
For those having that issue with their ui: go in your Gamedata folder, then textures, then ui. There, you have exactly three files that you can temporarly remove (or rather move them to another place, on your desktop for example, so that you can easily put them back later in case that fix would not work) to see whether it causes your issue to vanish or not:

- ui_common.dds

- ui_common-short.dds

- ui_ingame2_common.dds


Remove them, either one by one, or all together, and see whether your ui looks better. Don't try to remove any of the other files, they have nothing to do with your problem.



---QUOTATION---
Also, what about my icons not showing up on my PDA? is that a bug or part of the mod? (for example I can't see the player marker on the PDA)
---END QUOTATION---



It's a bug, nothing such was planned.
  14:40:52  17 November 2011
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ntex
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On forum: 01/28/2008
Messages: 327

---QUOTATION---
@ntex: Albatron 8800GTS 320MB graphics card (NVidia). Old, I know, but runs clear sky just fine on high settings.
---END QUOTATION---



your card surely need to be enough for this game. Have other probs then :\
  15:08:09  17 November 2011
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Niftyeye
(Senior)
 
On forum: 09/25/2008
Messages: 90
Quick and stupid question:


Is this mod just the faction war? Or does it include the story as well?

I know it says it in your readme, but I struggled to understand it, sorry :S
  12:32:47  18 November 2011
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kyfohatl
(Novice)
 
On forum: 10/07/2011
Messages: 36

---QUOTATION---
Quick and stupid question:


Is this mod just the faction war? Or does it include the story as well?

I know it says it in your readme, but I struggled to understand it, sorry :S
---END QUOTATION---



No, this mod DOES NOT remove the story; it's still there
  13:39:07  18 November 2011
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
11/18/2011 13:39:37
Messages: 268
@kyfohatl, it would seem that Borovos91 fixed his problem with ui by reinstalling the game properly in english, and applying the right patch (1.5.10 english or any).
It should work for you too. Are you sure you've installed the proper "english" or "any language" patch?
  16:06:04  18 November 2011
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kyfohatl
(Novice)
 
On forum: 10/07/2011
Messages: 36

---QUOTATION---
@kyfohatl, it would seem that Borovos91 fixed his problem with ui by reinstalling the game properly in english, and applying the right patch (1.5.10 english or any).
It should work for you too. Are you sure you've installed the proper "english" or "any language" patch?
---END QUOTATION---



Yeah, it's the English version patched to 1.5.10... unless the Australian game I have is any different to the "proper English" version? (by Australian I mean I bought it here in Australia)

Anyway, I was just trying out the fix you suggested. I removed them one by one, and every time I removed one, one of my issues was fixed. For example the first file fixed my PDA issue, while removing the other two fixed my inventory and messed up menu issues. So I'm happy.

Just a question though: What was the purpose of those files? What am I missing out on by having to remove them?

Thanks for the great support man
  17:35:23  18 November 2011
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Firmament
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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
  18:34:18  1 December 2011
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ntex
Senior Resident
 

 
On forum: 01/28/2008
 

Message edited by:
ntex
12/01/2011 18:35:29
Messages: 327

---QUOTATION---
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
---END QUOTATION---



how the work advancing? Im not tested the mod yet, because as i read the topic the mod have some issues :S i hope you can fix them, the CS dont have much really good mods and this one should be in the top 3 if you can advance on the issues
  12:04:12  4 December 2011
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Jone
(Senior)
 
On forum: 12/20/2008
Messages: 58
Underground Controller agroprom

Hi All,
has anyone else managed to survive the psi emissions from the hardcore controller in the Agroprom underground? I mean the second one after flooding and escaping up the ladder. I am using freedom modified SEVA suit with a Moonlight and Stoneflower artifacts, but these offer no protection.
Any suggestions gratefully received!
  15:44:40  5 December 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
12/05/2011 15:44:57
Messages: 268
That moment is pretty hard, yes
About the protections, they are here, but very low against controllers. You need more artefacts and/or a superior outfit to benefit from slightly better protections against their telepathy.


Now, about the mod, I believe I've just found an ultimate solution both to get rid of its issues, and to retrieve the good faction war I used to have before it was messed up due to memory overload. Expect a nice patch to be released soon. It will also contain few new items, maybe.
  18:21:14  6 December 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
I've just finished the last fixes on the new upcoming patch. To make it official, I just need to beta-test it. I'm going to start just now.

I'm almost certain however that it will work. I've removed several respawn locations (in the cordon), and "converted" them to spawns via script. This will not only erase nearly all probability of crashes, but also make the faction war to happen as it was planned (no army endless swarms, Loners acting intelligently...).

Really, to fix this mod, I need to remove certain things, because The Warmongers itself is almost totally bugfree, regardless of what the console may imply. All I need to do is find which ones, by this I mean the ones that save a lot of memory by vanishing, while not being too noticeable ingame. It's that simple
  02:47:00  7 December 2011
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ntex
Senior Resident
 

 
On forum: 01/28/2008
Messages: 327

---QUOTATION---
I've just finished the last fixes on the new upcoming patch. To make it official, I just need to beta-test it. I'm going to start just now.

I'm almost certain however that it will work. I've removed several respawn locations (in the cordon), and "converted" them to spawns via script. This will not only erase nearly all probability of crashes, but also make the faction war to happen as it was planned (no army endless swarms, Loners acting intelligently...).

Really, to fix this mod, I need to remove certain things, because The Warmongers itself is almost totally bugfree, regardless of what the console may imply. All I need to do is find which ones, by this I mean the ones that save a lot of memory by vanishing, while not being too noticeable ingame. It's that simple
---END QUOTATION---



Glad to hear such news I hope you do it successfully!
  03:35:29  10 December 2011
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Kvort
(Novice)
 
On forum: 03/01/2010
Messages: 27
Cordon evil bug:
FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_string
[error]File : E:\priquel\sources\engine\xrCore\Xr_ini.cpp
[error]Line : 453
[error]Description : <no expression>
[error]Arguments : Can't find variable gl_hud_offset_pos_16x9 in [wpn_mp7a3_hud]

  16:58:41  12 December 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
Official and fully working patch is to be released this week-end
  18:21:59  17 December 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
1_0 to 1_002 patch released

First official patch has just been released. Download it right there (or see the downloads section of that site for more informations): http://www.moddb.com/mods/the-warmongers/downloads/the-warmongers-1-0-to-1-002

Requires a new game in order to work.
  22:37:36  25 December 2011
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Merctime
(Senior)
 
On forum: 12/25/2011
 

Message edited by:
Merctime
12/26/2011 0:30:35
Messages: 73
MAJOR EDIT: I now realize I have committed thread necromancy. I truly appologize; I didn't notice that the last post was two years old when I typed all of this, and even after the first edit. Moderators, I DID email the mod-maker, so all I ask is please leave this post for at least a few days as I asked him in the Email to read this, then after a small time delete it? Again, everyone, I do appologize, and I'll now check post dates very dutifully. Sorry!

Hello there, Stalkers! I'm Merctime; It's nice to meet you all.

Firmament, thank you for all of your astounding work on this mod! I can't wait to try it out.

I do however experience the UI problems that others here have reported, with them being all messed up and basically unusable. So, I have went into my gamedata folder and removed the 3 files you said to. I will login to the game and try again! I do hope it works. But, I wanted to add, that I also experience this in the "options" area of the main screen. My main screen is just fine; It's just when I choose "options" tab that everything is very bad. It is unusable also... If this is fixed by removing those 3 files, I will let you know. But, it would be nice to be able to tweak those settings of course! Especially the graphics ones. BTW, I have a gtx 460 at 1GB vram, on a 2.2 GH quad core with 5 GB ram on vista 64 (process hog, I know... It may be my system can't really run this game in the first place with my weak processor... I don't know. But, I figured I'd let you know about it's basic specs). As I say, if this works, I'll edit this post to reflect that.

By the way, I am also in the camp about difficulty. I usually never play these games beyond the first two levels. If you don't mind, allowing the different difficulty levels for those of us older gamers who don't have the reflexes of younger gamers to enjoy such work, that would just be excellent. I'm still gonna try tho! Just a friendly suggestion.

Okay, so let me get back in the game, and see if this worked at all. I'll write back in a bit! And, most importantly... THANKS AGAIN for your work in this!

Happy gaming and modding everyone, -Merctime

EDIT: Oh... My... God. I WANT to love this mod. I really do. But two things, and one of them major, make this not possible. First though, an update.

Update: The 3 files that Firmament spoke of for the UI thing work wonders, and also for the "options" category. After removal of these files, all is well in every aspect. As an aside, I also have my shadows set to "Low" due to my poor processor, could this be the culprit? However, to me, not having 'see through' inventories isn't a big deal at all.

But the lower difficulties being disabled is.

WOW. HARD. Uh... Multiple high-end mutants in the swamps? The newbie area? Even after I found a set of CS-3 Armor in a stash at the fishing outpost place, every creature that could get in range one-shotted me. And I tried, I really did. I just don't have the skills to play at those difficulty levels, and I'm in no way ashamed to admit that. This is a game, made for enjoyment. Some people love this level of difficulty; I am not one of them. Please, PLEASE allow the other difficulty levels to be accessed. And if there is a way to seriously tune down the mutant spawns, that would be awesome. I know, you have already stated that you're not planning on tuning down the difficulty levels, but I implore you to consider us gamers who might not have your skill. Please, don't take this as an offense or an attack at your modding skills. It is obvious to me, that alot of love and hard-spent time went into this mod. I really do want to love it! But, it is just TOO DAMN HARD. I don't think I'll be able to play it as-is, so if you're really uninterested in tuning down the difficulty, or at least allowing the other difficulties to be accessed for play, I am afraid I'll have to say "thank you anyways" and move on to another mod. I DON'T want to do this; I truly hope you will re-consider your position regarding difficulty, Firmament. But, if you don't, It's your mod... And your work. I will understand.

Secondly, I noticed that at least the beginning handgun, the makarov PM, fired without using the lining-up of the iron sights. I really feel like this is not good, and I wonder if it might be possible to include iron sights mods in this package? Really, that hurts the ability of the shooter not being able to line those sights up. I know it does me! If possible, please include the lining up of iron sights for any handguns or other firearms that don't have that ability; I'd be greatful.

Otherwise, game looks great! New weapons are awesome, albeit rather plentiful, new armors look great, and I loved how the combat worked out (outside of the difficulty level being FAR out of my reach as a player), in the fact that engagements with the Clear Sky soldiers and the Renegades ending rather quickly! That proved to me that the combat re-designs worked for the non-player actors as well as the player... Very nicely done. Weapons do what weapons do... They kill. I think that this is about as close as we can get to "oblivion lost" for Clear sky. Pity it's so dang hard with no option to lessen the difficulty. I do hope you reconsider your stance on that point, or at least tell those of us who would love to play this mod how we can go into the game data and re-adjust the mutant spawns to a more-vanilla value and re-allow the choosing of different, more specifically, lower difficulty levels.

For now, I'm afraid I have to uninstall this, as there is no way I'll be able to play it as is. However, I WONT YET delete it off of my harddrive, as I'll check back frequently to see if you've answered, and what your answer is... I am very hopeful that I can enjoy this also

Either way it goes, thank you for all of your efforts; Two years is a long time! Happy gaming folks.
-Merctime
  18:51:01  9 February 2012
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
02/09/2012 18:54:42
Messages: 268
Merctime, thank you for your comments, and sorry to hear that the mod has disappointed you. You're not the only one to tell me that it's too difficult and that there are too many mutants.

For now however, I'm not planning to work on this, as this is how I wanted to mod to feel like, and I rather want to balance and fix it as best as possible before getting to major gameplay changes (making lower levels of difficulties such as Veteran or Novice available again will barely improve your games, trust me. All this has to be done much more deeply).


To all, now that the 1_0025 patch has been released (link: http://www.moddb.com/mods/the-warmongers), feel free to comment here (rather on Modb, which is hard to follow due to "major" psots being promoted at the top of the page) if you experiment some trouble with it.
  04:23:01  10 February 2012
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Bospor
(Novice)
 
On forum: 06/30/2011
Messages: 3
The mod is great, really. I love the difficulty and variety of weapons in it. However, EVERY TIME I save or try loading a save I game crashes to desktop. If I die, I know I don't stand a chance loading my previous position, I just quit the game and load the saved game. After 7 times like this I got really pissed and uninstall the game. I patched the game to 1.0510. I extracted the Warmongers gamedata file into Clear Sky folder (the large file). I patched that with 1.020 and 1.025 patches. I changed the file from false/true to true/true. I think I followed instructions correctly, but I still crash. What's wrong?
  18:42:47  10 February 2012
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
02/10/2012 18:43:24
Messages: 268
Do you have a team under your orders? Such a problem may indeed occur when you have just recruited some mercenaries thus following you everywhere. But it doesn't lead to load of crashes as you reported it though...

Also, are you playing on an english version of the game?
  03:19:50  11 February 2012
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Bospor
(Novice)
 
On forum: 06/30/2011
Messages: 3
No, I don't have anyone under my command. The version is English.
  17:55:48  11 February 2012
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
02/11/2012 17:55:59
Messages: 268
Could you please post the end of the log of your error, when crashing to desktop? Is this a "you are saving too much" error (at least when using the save function - and, in the same time, please post the log when your loads get corrupted)?
  05:58:22  12 February 2012
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Bospor
(Novice)
 
On forum: 06/30/2011
 

Message edited by:
Bospor
02/12/2012 5:59:36
Messages: 3
I don't know how to get the error message log. I gave up and uninstalled. Sorry, too much headache for me ... But thanks for answering anyway.
  01:31:02  1 March 2012
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
03/01/2012 1:31:55
Messages: 268
I'm currently working on some new patch. It currently is giving truly excellent results in all areas, including stability. Looks like I'm slowly retrieving the good health of the mod few weeks before the release and memory issues


It's in beta state, but will be released when completed. Here's the current changelog:


/1_0025 to 1_003/ ~ REQUIRES A NEW GAME IN ORDER TO WORK! ~

* The LR-300 ML weapon is now slightly less reliable than before. The Groza OC-14 "Supernova" has also been modified on that very purpose, but moreover it now has greater chances to jam.

* Tunnel Dead End at the Agroprom Researsh Institute no longers respawn Mercenaries after the side quest in there has been completed. Mercenaries simply have fair enough respawn locations.

* Few NPCs now have new textures.

* Added one new pistol to the game.

* Renegades no longer have plethora of items to sell. You cannot trade with any of them anyway.

* Various fixes and improvments.

**** TO DO:
- Fix the M-60 "iron sight (give it a more appropriate reticle).
- Try to make "psy" Artefacts more helpful against Controllers' wide radius damages.
- allow certain weapons to be upgraded (not sure).
  17:36:49  6 March 2012
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
Patch 1_0025 to 1_0031 has just been released!

Get it on Modb: http://www.moddb.com/mods/the-warmongers/downloads/the-warmongers-1-0025-to-1-0031
  01:05:37  6 April 2012
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insolentfool
(Novice)
 
On forum: 04/06/2012
Messages: 3
Cheers for this mod Firmament, it looks really good. I'm just getting started in it and the only issue i've had so far is occasionally a black screen after i load. No crashes but when it loads to the black screen ( I can still move the mouse) I need to cntrl alt delete and forcequit. It seems any black screen save will do it every time and i have to roll back to a previous save. I'm still in the swamp and i found your 25-31 update so i should start again right?

Also is it possible for me to re-enable the minimap? I kinda feel naked without it.

Also although i usually like playing games on hard, the possibility of errors on reloading made me wish i could lower the difficulty to reduce my deaths a bit. The game lets you.... but will this screw stuff up?
  21:40:52  6 April 2012
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Kvort
(Novice)
 
On forum: 03/01/2010
 

Message edited by:
Kvort
04/06/2012 21:41:21
Messages: 27
i got this to offen:

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: ....t.a.l.k.e.r. - clear sky\gamedata\scripts\_g.script:976: bad argument #2 to 'format' (string expected, got nil)


stack trace:
any idea on what is causing it?
  00:17:57  7 April 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
Abort call, so we'll need any ![LUA][ERROR] lines above the FATAL ERROR part to see what the problem is.
  14:12:14  7 April 2012
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insolentfool
(Novice)
 
On forum: 04/06/2012
 

Message edited by:
insolentfool
04/08/2012 3:53:37
Messages: 3
Update on my post, Black screen is just a crash but i cant see the error log for some reason.

I downloaded a "remove minimap" mod and looked at what files it had, then i unpacked my vanilla files and used the origional ui files over the top of warmongers. Been playing for hours now wihtout any UI issues.

As stated the main problems with this mod seem to be in the swamp. I did everything as instructed (chuck sleeping bag and take lookout first) however i had problems with guys never pushing capture points or getting their pathing messed up and being stuck in a fence. Doing the swamp solo in your mod with a pmm and a toz shotty is pretty crazy hard. I ended up starting 3 times before i got a good string of captures. They seem to reset their scripts when you load, a couple of times i would complete a mission only to die to some sneaky pigmutant from behind before i could save. reloading would have the guys who attacked with me last time just chilling out for hours.

I've only had 2 crashes in about 6 hours since finishing the swamps, easily acceptable to play. Perhaps just offering a choice to skip this obviously buggy section via an included save file or somtehing? I would have taken it over 4 hours of struggling to cope with crazy difficulty and long crash prone save/loading.

Once you're free of the swamps the difficulty goes down, you get better gear, can buy/find some armor that stops you getting oneshot by a pistol and the groups seem to be much more willing to help.

only 1 bug i had in cordon, a non stop static/anomaly sound that was so loud i could barely hear mutants creep up on me. The screen shakes around and makes aiming and sniping difficult. My ears were ringing after 2 hours running around there. It persisted through saves/loads, zoning into a different area (would stop elsewhere but return in cordon) and even a reboot.

To help through killing the bloodsuckers you encounter in the swamps ( you can only hurt them when they are already swinging to hit you and they one shot kill you) I used cheat engine to bind a "bullet time" 50% slow down for 3 seconds. Just enough time to squeeze in that shotgun blast. I had no choice but to solo some areas of swamps, and those bloodsuckers would rape me every time.

Lovin the mod though, feels really immersive once you get past swamps, but kinda painful up to cordon. I'm glad i stuck through.

Props Firm!

Edit: Anomaly noise is happening in garbage now too, i came across it near the dead diggers fang goes to see. I obviously got close to the same type of anomaly that caused the issue last time but this time it goes away when i walk away.
  14:05:34  8 April 2012
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mpm414
Senior Resident
 

 
On forum: 11/05/2010
Messages: 188
2 Questions:

Is it normal for the game to remove items like non-vanilla weapons from a blue locker? I lost some nice weapons that I intended for later use.

How can I get the cross hairs and HUD to work? I do have the box for the cross hairs checked in the options menu. When I was in the cordon, it was difficult to tell just who was friend or foe.

I did go thru the readme but I did not see anything related to either questions.

Thanks
  01:39:48  9 April 2012
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Seeker_of_Strelok
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On forum: 05/02/2011
 

Message edited by:
Seeker_of_Strelok
04/09/2012 1:42:42
Messages: 279
Items Storage and Crosshair

First off, by 'Blue Locker', do you mean the chests on the ground?

If so, the only ones as far as I remember that are useful is the one next to Sidorovich, or the one in the Freedom base in Dark Valley. I think they occasionally refill their contents, or at least change them to aid in your quest. In the Marshes, you can always store your items in the room above the Clear Sky trader : there's a ladder by the fence to the east of his position.

The crosshair - it might be either turned off in the mod to increase difficulty, or turned down to just a dot in the system.ltx file. Look in gamedata/configs for the file, then for cross_length. If at 0.0, try changing it to 0.002 or so, not sure if this requires a new game to take effect. Also, make sure that the 'NPC Identification' box is also lit up, to show the name and faction.

Maybe this can help, Firmament should know.

SoS
  05:18:56  9 April 2012
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mpm414
Senior Resident
 

 
On forum: 11/05/2010
Messages: 188
I was referencing the storage lockers on the floor and the fact that some items just disappeared after they were placed in there for future use.


---QUOTATION---
Items Storage and Crosshair

First off, by 'Blue Locker', do you mean the chests on the ground?

If so, the only ones as far as I remember that are useful is the one next to Sidorovich, or the one in the Freedom base in Dark Valley. I think they occasionally refill their contents, or at least change them to aid in your quest. In the Marshes, you can always store your items in the room above the Clear Sky trader : there's a ladder by the fence to the east of his position.
  07:34:15  9 April 2012
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insolentfool
(Novice)
 
On forum: 04/06/2012
Messages: 3
Many of the blue chests spawn random items in them. They seem to reset every time you load a game and probably when you change zone. Due to this they are useless as your personal storage because the stuff will reset when this happens. As seeker said if you want to "store" stuff you will need to use the lockers that he specified, they don't seem to spawn any random items. There may be more, but if you want to test a locker (it should be empty when you find it) just put a random worthless item in it and save/load. If its gone then theres your answer.
  12:09:07  9 April 2012
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Seeker_of_Strelok
Senior Resident
 

 
On forum: 05/02/2011
Messages: 279
Blue 'Chests'

There's probably more, but those are the only two I can really remember. There might be other areas like the empty room above the Clear Sky trader in the Swamps, but I can't remember.. I've been playing a few new mods for the last four months a bit each in my free time, and haven't got even to Agroprom yet.

Also, the Loner base in the Garbage ( the tech there occasionally sleeps, it's the broken concrete structure with a mini basement ). There's a blue box there too, I'm pretty sure that it stores your loot, though in some mods I've found random things in there.

If others know vanilla storage locations ( corpses don't count, sorry ) I'd like to update my list of locations.. I'm a bit of a pack rat.

SoS
  18:50:00  10 April 2012
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Kvort
(Novice)
 
On forum: 03/01/2010
Messages: 27
this one:
! [LUA][ERROR] ERROR: NPC with name sim_default_csky_156077 can't present in PatrolManager[mar_smart_terrain_4_7_to_mar_smart_terrain_4_5_patrol_1_walk]
! Cannot find saved game ~~~ npc with name sim_default_csky_156077 can't present in patrolmanager[mar_smart_terrain_4_7_to_mar_smart_terrain_4_5_patrol_1_walk]

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: ....t.a.l.k.e.r. - clear sky\gamedata\scripts\_g.script:976: bad argument #2 to 'format' (string expected, got nil)
Help pls!
  16:40:49  11 April 2012
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Kvort
(Novice)
 
On forum: 03/01/2010
Messages: 27
a new one:

! Can't find texture 'bipod'
! Invalid ogg-comment version, file: g:\games\s.t.a.l.k.e.r. - clear sky\gamedata\sounds\weapons\draw_pr.ogg
current_state 5
next_state 5
item_sect wpn_ak74
H_Parent sim_default_csky_2
stack trace:

0023:04C21567 xrGame.dll, CDialogHolder::shedule_Scale()
0023:004193C1 xrEngine.exe, CEffectorPP::CEffectorPP()
0023:04ECDDA8 xrGame.dll, CDialogHolder::`vftable'()
0023:04F51F74 xrGame.dll
  12:40:20  24 April 2012
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
04/24/2012 12:41:26
Messages: 268

---QUOTATION---
i got this to offen:

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: ....t.a.l.k.e.r. - clear sky\gamedata\scripts\_g.script:976: bad argument #2 to 'format' (string expected, got nil)

stack trace:
any idea on what is causing it?
---END QUOTATION---



"Patrol manager ctd", yes. Nothing I can do to fix that, besides removing few respawn points in certain areas (which will be done with the next upcoming patch) and thus make the activity less intense.



---QUOTATION---
only 1 bug i had in cordon, a non stop static/anomaly sound that was so loud i could barely hear mutants creep up on me. The screen shakes around and makes aiming and sniping difficult. My ears were ringing after 2 hours running around there. It persisted through saves/loads, zoning into a different area (would stop elsewhere but return in cordon) and even a reboot.
---END QUOTATION---



It's a Controller (mutant), not a bug You haven't played SOC, have you? Maybe I will remove the annoying sound with the next version. I personnally like it, but I recognize it may become really tedious when heard too often.



---QUOTATION---
Is it normal for the game to remove items like non-vanilla weapons from a blue locker? I lost some nice weapons that I intended for later use.
---END QUOTATION---



Normally, in ANY case, the weapons you put in ANY "locker" should stay here forever, regardless of whether the said locker allows or not for some items to be randomly spawned in it as well. All you need to do is make sure to move, at least once, those items in your inventory. That way, the game kinda "remembers" them and they will not vanish unlike the random ones that are regularly spawned in the box.



---QUOTATION---
How can I get the cross hairs and HUD to work?
---END QUOTATION---



Crosshairs and NPC identification are disabled in this mod.



A new patch is currently in the making. It will contain all updates released until now so you will only have one file to care about once the core mod is installed.
  17:57:59  26 April 2012
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mpm414
Senior Resident
 

 
On forum: 11/05/2010
Messages: 188
Quote
"Is it normal for the game to remove items like non-vanilla weapons from a blue locker? I lost some nice weapons that I intended for later use."

Normally, in ANY case, the weapons you put in ANY "locker" should stay here forever, regardless of whether the said locker allows or not for some items to be randomly spawned in it as well. All you need to do is make sure to move, at least once, those items in your inventory. That way, the game kinda "remembers" them and they will not vanish unlike the random ones that are regularly spawned in the box."


I will keep that in mind. I lost a suit of armor and a couple of shotguns (Saiga's I think). That is why is posed the question. It must have been a random thing as I have yet to lose anything else.

Also I vote to remove the controller sound from the game. It irritates me too much that I remove my headset.

Other than-great mod!
  22:55:04  1 May 2012
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TheDividedGod
(Novice)
 
On forum: 05/01/2012
Messages: 19
Had a question about the mod...it's not exactly clear to me what kind of graphical updates are included in this giant overhaul...can I merge atmosfear and the absolute packs safely with warmongers? Is it even necessary? Or are such things already included?

Essentially, I'm looking for an enhanced vanilla experience, with better visuals and, most importantly, a non-buggy faction war system. This mod seems to compile lots of other things too....I always install the Clear Sky Starter Pack stuff, but I'm always disappointed by the buggy faction warfare.
  13:49:31  11 May 2012
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
05/11/2012 13:50:21
Messages: 268
There's no need to merge Atmosfear or any other graphical updates to this mod, unless you know EXACTLY what you're doing (really not recommanded, though).

Sounds like The Warmongers mod is not for you, I'm afraid! This is not an enhanced version of Clear Sky, rather something very close to a total conversion, featuring a completely different gameplay.


P.S: forry for the late reply.
  12:33:15  16 July 2012
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ntex
Senior Resident
 

 
On forum: 01/28/2008
Messages: 327
Mod developing stopped?
  07:56:33  28 August 2012
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Audioave10
Senior Resident
 

 
On forum: 07/19/2008
Messages: 2468
I could not download these files on my Windows 7 PC. However, my XP did download all the files just fine...very strange. I will try it this weekend as the videos looked awesome and busy enough that I won't get bored with it.
  16:02:23  28 August 2012
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GeeNo
Caretaker of the infamous Pseudo duck
(Resident)

 

 
On forum: 03/20/2010
 

Message edited by:
GeeNo
08/28/2012 16:12:41
Messages: 631

---QUOTATION---
I could not download these files on my Windows 7 PC. However, my XP did download all the files just fine...very strange. I will try it this weekend as the videos looked awesome and busy enough that I won't get bored with it.
---END QUOTATION---



I just downloaded it on my PC with Windows Vista which also worked fine. I don't see any complaints on ModDB about downloading with windows 7 so maybe it was just an issue with your PC? I could be wrong though, might not have looked hard enough.

Anyway I'm going to give this mod a shot which I've been meaning to do for a while anyway, so hopefully it's still being updated! haha
  18:50:14  28 August 2012
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Audioave10
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On forum: 07/19/2008
Messages: 2468
I transfered the mod files to my Windows 7 PC and I'm now playing it. I found that because of the heavy activity of the mod I had to reduce the resolution from 1920x1080 down to 1280x800. Its now working and the saves are good. Before that, no saves would reload...the X-Ray engine is being stressed pretty good here. You need a strong PC for this one.
my specs...Windows 7 Home, AMD quadcore @3.5Ghz, GTX470 1280MB of VRAM, 4GB system RAM.
  12:27:44  2 September 2012
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
Since several people cannot stand the constant Controller sound in certain areas, I've decided to upload a small file that will reduce it greatly.
Download it here: http://www.moddb.com/mods/the-warmongers/addons/controller-sound-fix

You will notice that this file will be included within the next patch, but until then, you may now play with headphones again
  15:33:14  2 September 2012
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mpm414
Senior Resident
 

 
On forum: 11/05/2010
Messages: 188
Hey Firmament ,
I just started replaying your mod again. Thanks for the controller patch. I think we can all appreciate the ability to use our headphones again.

I do have a problem that I would like you to look at and maybe advise a solution for it.

I completed the task of following Snag back to the cordon from the Dark Valley. I went into the room where the bandits steal all of your belongings. I then returned to the Dark Valley to retrieve some weapons that I had left there and cash in on the rewards from the Dark Valley missions. My problem is - once I try to reenter the Garbage, the game crashes. I tried both portals to the Garbage and they both crashed. I then went to the portal at the Southern Farm and tried the portal to the Cordon. That level changer worked fine. I tried both the portals from the cordon to the Garbage and they both crashed too. I have copied some of the crash log below in hoped that you can help me resume the game. I have invested a lot of time and have amassed some great weapons that I really do not want to lose by starting a new game.

Exception Reason
xrengine.exe caused ACCESS_VIOLATION in module "C:\Program Files (x86)\Steam\steamapps\common\STALKER Clear Sky\bin\xrGame.dll" at 0023:07DB1567, CDialogHolder::shedule_Scale()+2008823 byte(s)
Registers
EAX=00000000 EBX=0018F8B4 ECX=60AD89E0 EDX=0808614C
ESI=2C77FB80 EDI=0018E5A0 FLG=00010246
EBP=0018F8D4 ESP=0018D84C EIP=07DB1567
CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B
Loading sectors portals...
* Loading HOM: c:\program files (x86)\steam\steamapps\common\stalker clear sky\gamedata\levels\garbage\level.hom
* phase time: 3136 ms
* phase cmem: 380474 K
Loading AI objects...
* phase time: 3149 ms
* phase cmem: 380473 K
CLIENT: Spawning...
* phase time: 3156 ms
* phase cmem: 380473 K
Loading textures...
* t-report - base: 1029, 476448 K
* t-report - lmap: 12, 12289 K
* phase time: 3862 ms
* phase cmem: 415460 K
CLIENT: Synchronizing...
* phase time: 2496 ms
* phase cmem: 415460 K
* [win32]: free[2604176 K], reserved[121728 K], committed[1468336 K]
* [ D3D ]: textures[525295 K]
* [x-ray]: crt heap[415460 K], process heap[11231 K], game lua[97859 K], render[108 K]
* [x-ray]: economy: strings[24138 K], smem[1218 K]
! Invalid ogg-comment version, file: c:\program files (x86)\steam\steamapps\common\stalker clear sky\gamedata\sounds\weapons\draw_pr.ogg
stack trace:

0023:07DB1567 xrGame.dll
0023:004193C1 xrengine.exe, CEffectorPP::CEffectorPP()
0023:0805DDA8 xrGame.dll, CxImage::`copy constructor closure'()
0023:080E1F74 xrGame.dll
  16:05:11  2 September 2012
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
09/02/2012 16:05:47
Messages: 268
Try lowering your resolution, try reducing your textures details, anisotropic settings... At least until you've managed to pass the said portal.
Basically, the area you're trying to visit has too much activity in. This bug is fortunately quite rare, but there's nothing I can do to fix it. When it's there, it may as well disapear by its own or stay forever.

Again, try reducing your settings, and tell us if it did the job. If not, then I'll maybe have some other uncommon (and uncertain) solutions to share.
  16:09:31  2 September 2012
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
09/02/2012 16:10:03
Messages: 268

---QUOTATION---
I transfered the mod files to my Windows 7 PC and I'm now playing it. I found that because of the heavy activity of the mod I had to reduce the resolution from 1920x1080 down to 1280x800. Its now working and the saves are good. Before that, no saves would reload...the X-Ray engine is being stressed pretty good here. You need a strong PC for this one.
my specs...Windows 7 Home, AMD quadcore @3.5Ghz, GTX470 1280MB of VRAM, 4GB system RAM.
---END QUOTATION---



This comment is very precious, thank you for sharing it (and sorry for all the inconvenience!)
  16:42:33  2 September 2012
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mpm414
Senior Resident
 

 
On forum: 11/05/2010
Messages: 188

---QUOTATION---
Try lowering your resolution, try reducing your textures details, anisotropic settings... At least until you've managed to pass the said portal.
Basically, the area you're trying to visit has too much activity in. This bug is fortunately quite rare, but there's nothing I can do to fix it. When it's there, it may as well disapear by its own or stay forever.

Again, try reducing your settings, and tell us if it did the job. If not, then I'll maybe have some other uncommon (and uncertain) solutions to share.
---END QUOTATION---



Reduced all the variables to minimum settings. I moved all the sliders on the advanced video settings to the far left stops. I tried several different video display options too, but nothing worked. It still keeps crashing to the desk top. If you or anyone else, have any others ideas on how to fix this issue, please let me know.
  17:17:05  2 September 2012
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Firmament
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On forum: 06/02/2009
Messages: 268
All right, then we'll proceed step by step. First off, get this file: http://www.mediafire.com/?y3jgyf9h9q657ij and extract it in your game directory. Then try to pass the portal once again.
  17:35:44  2 September 2012
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mpm414
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On forum: 11/05/2010
Messages: 188

---QUOTATION---
All right, then we'll proceed step by step. First off, get this file: http://www.mediafire.com/?y3jgyf9h9q657ij and extract it in your game directory. Then try to pass the portal once again.
---END QUOTATION---



Added patch per your instructions-still CTD. Used minimum settings again.

Loading HOM: c:\program files (x86)\steam\steamapps\common\stalker clear sky\gamedata\levels\garbage\level.hom
* phase time: 3130 ms
* phase cmem: 380664 K
Loading AI objects...
* phase time: 3129 ms
* phase cmem: 380664 K
CLIENT: Spawning...
* phase time: 3142 ms
* phase cmem: 380664 K
Loading textures...
* t-report - base: 979, 126775 K
* t-report - lmap: 12, 12289 K
* phase time: 3774 ms
* phase cmem: 415469 K
CLIENT: Synchronizing...
* phase time: 2510 ms
* phase cmem: 415469 K
* [win32]: free[2995012 K], reserved[124724 K], committed[1074504 K]
* [ D3D ]: textures[157698 K]
* [x-ray]: crt heap[415469 K], process heap[10708 K], game lua[97788 K], render[118 K]
* [x-ray]: economy: strings[24132 K], smem[1218 K]
! Invalid ogg-comment version, file: c:\program files (x86)\steam\steamapps\common\stalker clear sky\gamedata\sounds\weapons\draw_pr.ogg
stack trace:

0023:07FC1567 xrGame.dll
0023:004193C1 xrengine.exe, CEffectorPP::CEffectorPP()
0023:0826DDA8 xrGame.dll, CxImage::`copy constructor closure'()
0023:082F1F74 xrGame.dll
  17:39:19  2 September 2012
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mpm414
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On forum: 11/05/2010
Messages: 188
Using Windows 7 home premium

Does using this OS matter?
  18:13:58  2 September 2012
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268

---QUOTATION---
Using Windows 7 home premium

Does using this OS matter?
---END QUOTATION---



I don't think it's a problem related to OS version. Myself I'm using windows 7 pro 64bits edition.


Try this new fix then: http://www.mediafire.com/?sq99o4niuq4g887
  18:37:59  2 September 2012
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Audioave10
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On forum: 07/19/2008
Messages: 2468
I'm on Windows 7 64bit and it works good. I did have to lower my resolution quite a bit. Thanks Firmament, for the Controller patch. I haven't seen one yet because I keep getting killed. LOL This Mod is a real Brute! I keep coming back to find new ways to die. For those that think the game is always too easy...here you go.
  18:56:41  2 September 2012
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mpm414
Senior Resident
 

 
On forum: 11/05/2010
Messages: 188

---QUOTATION---
Using Windows 7 home premium

Does using this OS matter?

I don't think it's a problem related to OS version. Myself I'm using windows 7 pro 64bits edition.


Try this new fix then: http://www.mediafire.com/?sq99o4niuq4g887
---END QUOTATION---



Thanks for the patch-but again no joy. I am going to email you the complete text doc from the error log. I would list it here but in all of the error logs I have ever seen, this one is by far the longest.
I do thank you for all your help. I really do enjoy the mod.
  19:37:06  2 September 2012
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
09/02/2012 19:39:03
Messages: 268
I would appreciate if you could send me the save file you used too. The one just before having to enter the portal to the Garbage.

Unfortunately, there shouldn't be anything I could conclude upon reading your log. I know what it contains, more or less.
  21:09:47  2 September 2012
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Audioave10
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On forum: 07/19/2008
 

Message edited by:
Audioave10
09/02/2012 22:05:56
Messages: 2468
With so many spawns, which I like about this mod, I'm getting alot of smart_terrain errors.

! [LUA][ERROR] mar_smart_terrain_10_10 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] mar_smart_terrain_5_10 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] mar_smart_terrain_5_10 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] mar_smart_terrain_5_10 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] mar_smart_terrain_5_10 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] ERROR: NPC with name sim_default_csky_156065 can't present in PatrolManager[mar_smart_terrain_8_9_to_mar_smart_terrain_8_11_patrol_1_walk]
! Cannot find saved game ~~~ npc with name sim_default_csky_156065 can't present in patrolmanager[mar_smart_terrain_8_9_to_mar_smart_terrain_8_11_patrol_1_walk]

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: ....t.a.l.k.e.r. - clear sky\gamedata\scripts\_g.script:976: bad argument #2 to 'format' (string expected, got nil)


stack trace:

Besides this, its been running good. I have been making manual saves but I'll try to save more often.

EDIT: Yes, I'm getting much further in game by saving every few minutes.
  00:13:15  3 September 2012
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mpm414
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On forum: 11/05/2010
Messages: 188

---QUOTATION---
I would appreciate if you could send me the save file you used too. The one just before having to enter the portal to the Garbage.

Unfortunately, there shouldn't be anything I could conclude upon reading your log. I know what it contains, more or less.
---END QUOTATION---



I will email it to you.
  18:29:20  8 September 2012
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
09/08/2012 18:30:03
Messages: 268
The new patch has just been released, people!

http://www.moddb.com/mods/the-warmongers/downloads/the-warmongers-1-0031-to-1-0036

My playtesting tells me that it's a very, very precious one!
Don't forget that you will need to install ALL previous patches released for the mod before applying this new one.
  18:36:11  8 September 2012
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8424
Why don't you put them all together and only have the one patch? That way you reduce all the problems due to people missing info such as you just gave and those who do not read the read me's. Which is way too many of them.
  19:04:53  8 September 2012
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Firmament
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On forum: 06/02/2009
Messages: 268

---QUOTATION---
Why don't you put them all together and only have the one patch? That way you reduce all the problems due to people missing info such as you just gave and those who do not read the read me's. Which is way too many of them.
---END QUOTATION---



This patch is but a part of a bigger one I was working on until I realized it was too unstable.
So I've released this fixed part only, which actually makes the mod more reliable, and now I'm going to try to find a way to fix and complete the bigger patch, which will indeed include ALL previous ones among several new features.
  05:01:14  14 September 2012
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mpm414
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On forum: 11/05/2010
 

Message edited by:
mpm414
09/14/2012 5:22:24
Messages: 188
Find the Stalker Stash

Hey Firmament,
I have another question for you on playing the mod. First off-I started a new game when I could not use the patch to fix the CTD's I was having trying to reenter the Garbage. I am now at the Agropom and have completed the underground mission. I just want you to know that that mission was the hardest that I have come across yet with any Stalker mod. I took me 4 days of playing to come up with the right suit, artefacts and strategy to complete the mission. Thank god!Anyway, I now the mission that says to find the Stalkers Lost Stash, but I have no idea where to look. Will you please help out on this? Love the mod. Keep up the good work!
  05:20:33  14 September 2012
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mpm414
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On forum: 11/05/2010
 

Message edited by:
mpm414
09/14/2012 5:21:02
Messages: 188
Sorry,
It's the Stalker Group Stash I need help with.
  11:35:28  14 September 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
Abort call, so you'll need to post the [LUA][ERROR] line above the FATAL ERROR
  13:41:35  14 September 2012
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mpm414
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On forum: 11/05/2010
Messages: 188
Stalker Stash

My mistake-I realized that I had not activated Streloks PDA when I was underground. I was heavily Psy influenced and busy pumping in med kits to stay alive. I couldn't tell at the time if I had activated the PDA or not. All's fine now-except for the new mutants that spawned after finding the PDA. They were easier to deal with than the controller and his psy attacks.
  17:37:26  14 September 2012
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motanut
Senior Resident
 

 
On forum: 03/09/2010
Messages: 327
ERROR

! [LUA][ERROR] mar_smart_terrain_10_10 distance_to_job_location() - job == nil or obj == nil
! [LUA][ERROR] ERROR: NPC with name sim_default_csky_156653 can't present in PatrolManager[mar_smart_terrain_10_7_to_mar_smart_terrain_10_5_patrol_1_walk]
! Cannot find saved game ~~~ npc with name sim_default_csky_156653 can't present in patrolmanager[mar_smart_terrain_10_7_to_mar_smart_terrain_10_5_patrol_1_walk]

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: ....t.a.l.k.e.r. - clear sky\gamedata\scripts\_g.script:976: bad argument #2 to 'format' (string expected, got nil)
  01:40:29  22 September 2012
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mpm414
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On forum: 11/05/2010
Messages: 188
Weapon,ammo and artifacts

I enjoy playing this mod but I was wondering why so many weapons,ammo and artifacts never seem to spawn. I am on my third play thru and every time I play I run into the unavailability of some the weapons I had used in prior play thru s. I managed to get hold of the Steyr assault rifle but I cannot find anyone that has the ammo for it. I have the one artifact that is supposed to keep you immune for claw attacks but it doesn't work at all on the bloodsuckers.
Is it possible to edit the script to make these items appear more frequently?
  00:22:43  24 September 2012
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
09/24/2012 0:30:51
Messages: 268

---QUOTATION---
Weapon,ammo and artifacts

I enjoy playing this mod but I was wondering why so many weapons,ammo and artifacts never seem to spawn. I am on my third play thru and every time I play I run into the unavailability of some the weapons I had used in prior play thru s. I managed to get hold of the Steyr assault rifle but I cannot find anyone that has the ammo for it. I have the one artifact that is supposed to keep you immune for claw attacks but it doesn't work at all on the bloodsuckers.
Is it possible to edit the script to make these items appear more frequently?
---END QUOTATION---



Certain very powerful weapons indeed have very, very rare ammo. You have to look for it really hard (meet a lot of people, try to find who are the traders that tend to sell rare things or ammo in general, etc...). You will not use these weapons to clear out a whole map, that's for sure. They can be very useful during some special tasks within the Zone though

About the Sphere artefact (that's the one you're talking about), it greatly reduces all melee damages done by mutants. However, if you're facing a really strong Bloodsucker (there are weak, normal and strong ones) and in the same time carrying a low-medium armor, then you may not notice much of this bonus. Note that the same thing goes with the telepathy artefacts: if you're owning some armor that has very low protection against telepathy, then to carry one or even two artefacts like this will not really reduce the damages done by Controllers.

Got it? You need THE artefact and THE armor that suits


At last, making these items to appear more frequently would break the balance, and make the mod way too easy...
  11:11:40  28 October 2012
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Derdevill
(Novice)
 
On forum: 10/28/2012
Messages: 1
new game

Hi I have problem with new game, if Im in menu everything is working good, but when I want start new game I cant select difficult, difficult bars arent working, Im clicking like idiot but nothing its just freezed, but this problem is only with warmonger mod, help me please. Sorry for my english.
  20:26:44  28 October 2012
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
10/28/2012 20:28:47
Messages: 268
Hi, you absolutely need to reinstall the mod in english, or else it won't work properly and will probably crash under certain circumstances.
Reinstall the game by choosing "english" as the installation language.

Then, you will see that the mod only allows a difficulty bar that is called "Warmonger" (which is basically the "master" difficulty). This is something intentionnal, as the gameplay of the mod was really thought to be hardcore oriented.
  21:05:44  2 November 2012
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henry1491
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On forum: 02/10/2008
Messages: 403
! [LUA][ERROR] ERROR: NPC with name sim_default_csky_154377 can't present in PatrolManager[mar_smart_terrain_6_11_to_mar_smart_terrain_8_11_patrol_1_walk]
! Cannot find saved game ~~~ npc with name sim_default_csky_154377 can't present in patrolmanager[mar_smart_terrain_6_11_to_mar_smart_terrain_8_11_patrol_1_walk]

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: ....t.a.l.k.e.r. - clear sky\gamedata\scripts\_g.script:976: bad argument #2 to 'format' (string expected, got nil)

This crash happens relaibly in the marsh - along with a few others I've had - I'm looking forward to v2 as for me v1 is crashing a lot - pity as it looks great!
  00:01:00  3 November 2012
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
11/03/2012 0:03:41
Messages: 268
V 2_0 WILL be more stable, one way or another. I will remove as many items as needed. Don't worry, though, the mod itself will not decrease in content nor quality.
For example, until now I've had like 125 upgraded AK-74 available! I've decided to remove 35 of them. Less objects while playing means less memory used, and thus less probabilities of random crashes.

To be honest though, properly patched 1_0036 version was very reliable on my config. But stability on such a mod also depends on the hardware, and on the way people are playing as well. But I will do my best to please most Stalkers with v 2_0.
  00:18:34  4 November 2012
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mpm414
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On forum: 11/05/2010
Messages: 188
Hospital Level

I am in the last phase of the hospital level. I get a CTD when either I get killed by the machine gunner or I back off and kill him myself. The part that I'm referencing is where you are being attacked from all sides and waiting for the Clear Sky faction to help you to get to the level changer behind the machine gunner.
Is this as far as the mod allows you to go or can I still travel to Pripyat to kill Strelock?
  00:51:17  4 November 2012
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Firmament
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On forum: 06/02/2009
Messages: 268

---QUOTATION---
Hospital Level

I am in the last phase of the hospital level. I get a CTD when either I get killed by the machine gunner or I back off and kill him myself. The part that I'm referencing is where you are being attacked from all sides and waiting for the Clear Sky faction to help you to get to the level changer behind the machine gunner.
Is this as far as the mod allows you to go or can I still travel to Pripyat to kill Strelock?
---END QUOTATION---




All is in the readme:

"Hospital

1/ An incontrovertible crash will happen during the final scene, more or less exactly at the moment when the Clear Sky soldiers tell you to hold on, and start showing up in the midst of the Monolith enemies. In order to fix it, then open the folder called "Hospital fix (TO BE REMOVED AFTER USE!!!)", then copy the "state_mgr_animation.script"
file inside it and paste it into your Gamedata\scripts directory. Load your game, and try to make it until the Nuclear Power Plant. If you have other crashes, then insist. HOWEVER, IT SHOULD BE NOTICED THAT THIS FIX IS EXTREMELY UNSTABLE AND TERRIBLY HARMS
THE MOD. IT MUST DEFINITELY BE REMOVED AFTER USE, WHICH MEANS PREFERABLY ONCE YOU'VE ENTERED THE NUCLEAR POWER PLANT, OR IN ANY CASE BEFORE GETTING BACK TO LIMANSK IN
FREEPLAY MODE. TO FORGET REMOVING IT WILL RESULT IN NUMEROUS LATER ISSUES."

Following these instructions will let you go to the NPP, complete the final events and then enjoy the freeplay mode

On a side note, I'm also planning to fix this issue with v 2_0.
  02:28:03  4 November 2012
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mpm414
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On forum: 11/05/2010
Messages: 188
Thanks for the quick reply. I do remember the read me stating that now that you mention it. This is my third play thru and the first time that I decided to play it thru to the end. It's probably almost a year since the last time I read the read me.
Thanks,
On my way to kill Strelock!


All is in the readme:

"Hospital

1/ An incontrovertible crash will happen during the final scene, more or less exactly at the moment when the Clear Sky soldiers tell you to hold on, and start showing up in the midst of the Monolith enemies. In order to fix it, then open the folder called "Hospital fix (TO BE REMOVED AFTER USE!!!)", then copy the "state_mgr_animation.script"
file inside it and paste it into your Gamedata\scripts directory. Load your game, and try to make it until the Nuclear Power Plant. If you have other crashes, then insist. HOWEVER, IT SHOULD BE NOTICED THAT THIS FIX IS EXTREMELY UNSTABLE AND TERRIBLY HARMS
THE MOD. IT MUST DEFINITELY BE REMOVED AFTER USE, WHICH MEANS PREFERABLY ONCE YOU'VE ENTERED THE NUCLEAR POWER PLANT, OR IN ANY CASE BEFORE GETTING BACK TO LIMANSK IN
FREEPLAY MODE. TO FORGET REMOVING IT WILL RESULT IN NUMEROUS LATER ISSUES."

Following these instructions will let you go to the NPP, complete the final events and then enjoy the freeplay mode

On a side note, I'm also planning to fix this issue with v 2_0.
---END QUOTATION---
  05:13:27  14 December 2012
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mpm414
Senior Resident
 

 
On forum: 11/05/2010
Messages: 188
V 2_0 Release

Are you still planning a release for V 2_0 this month? You have not posted anything about in a while.

Thanks!
  00:24:13  12 January 2013
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
2_0 version delayed but still being worked on!

Unfortunately, I wasn't able to finish the awaited 2_0 version of the mod. I simply had too much work to release it on Christmas as planned.

However, after some short break, I've just recently started working on it again. It is now doing excellent job in all areas, but still needs few more little things to be completed and ready. From my recent testing, the mod appears to be insanely more stable and clearly less memory-consuming. And this version actually brings myriads of changes. You will love it

I can't give any release date for now. What is really positive is that I've reached a point where all the changes I'm going to apply are rather harmless and will not break the mod, making the development harder and thus longer. They are mostly related to basic weapons, items, traders (ect...) editing (a process which, however, does take time in a big mod like this one - those who checked out the .ltx and .xml files surely know what I'm talking about...).

Just be patient!
  22:22:58  24 January 2013
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DigitalySane
(Novice)
 
On forum: 01/24/2013
Messages: 43
Features?

What does this mod change? I can't find a channel-log or anything so i have no idea what this mod does.
  01:06:21  1 February 2013
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
You can find a complete features list in the downloads section.
  07:34:08  1 February 2013
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Audioave10
Senior Resident
 

 
On forum: 07/19/2008
Messages: 2468
I'll also be waiting for this as it was wicked fun. It made me go so slow as it would kill me so fast!
  19:40:23  14 February 2013
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
2_0 version is coming...

And it will be available before the end of this month
  02:25:59  15 February 2013
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DigitalySane
(Novice)
 
On forum: 01/24/2013
Messages: 43
Coolio, Might consider re installing clear sky to see what the mod has to offer.

Please give a full features list with your release.
  18:29:37  15 February 2013
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268

---QUOTATION---
Please give a full features list with your release.
---END QUOTATION---



I will!
  05:07:44  16 February 2013
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Seeker_of_Strelok
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On forum: 05/02/2011
Messages: 279
Warmongers 2.0

Since I haven't finished with this released version yet ( too many things to collect / I keep dying in amusing ways ), should I just hold off and wait for the next version? Haven't even got to the Red Forest yet.

It was typed earlier that the next version will be out in about two weeks, and unless the storyline is changed in some way, you can only play the game so many times as you progress through the scripted storyline events.

So, keep playing and then compare the two versions? I'm merely curious.

SoS
  18:27:22  16 February 2013
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Firmament
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On forum: 06/02/2009
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---QUOTATION---
Warmongers 2.0

Since I haven't finished with this released version yet ( too many things to collect / I keep dying in amusing ways ), should I just hold off and wait for the next version? Haven't even got to the Red Forest yet.

It was typed earlier that the next version will be out in about two weeks, and unless the storyline is changed in some way, you can only play the game so many times as you progress through the scripted storyline events.

So, keep playing and then compare the two versions? I'm merely curious.

SoS
---END QUOTATION---




Just wait few more days (two weeks max) and forget about the current version. There are so many things that have been improved with 2_0 that I could really not advise anyone to continue playing the mod, for now...
  21:23:03  30 March 2013
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Firmament
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Things are happening on Modb: http://www.moddb.com/mods/the-warmongers

I'm currently performing the ultimate playtesting. Which should normally go very well considering my recent results.
The mod is already packed, and is to be uploaded next week!
  00:07:45  31 March 2013
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Seeker_of_Strelok
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Nice to know. I've been playing other mods for the series since you posted it'd be better to just wait for the new version. Thanks for the continued work on this.

SoS
  23:31:08  24 April 2013
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Firmament
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Message edited by:
Firmament
04/24/2013 23:37:27
Messages: 268
Here's the (hopefully final) changelog for the next 2_0 version. It may looks rather thin at first glance, but I can tell you that an incredible amount of work was needed to get all this done the right way...

For those who haven't been on Modb, just know that I'm currently (still) performing the ultimate playtesting and that, normally, the mod will be released once I'm done with my current game


/2_0 Version/ ~ REQUIRES A TOTALLY NEW INSTALL OF THE MOD! ~

* All weapon reskins have been replaced with totally new models. Few modifications in balance, sounds (ect...) applied when needed. The ~120 weapons of the mod are now totally UNIQUE.

* Greatly arranged the faction wars. Fixed a lot of mistakes, bad logic, both resulting in high probability of crashes under certain circumstances.

* Made certain ammunitions a little less hard to find.

* Respawn places that are controlled via script will not return to initial state once the last squad has been eliminated! In other words, it will now be possible (but VERY hard) to actually clear out forever vast areas of any map).

* Medkits and bandages are now far less efficient. This was done notably to make the Artefacts giving health bonus more useful in game.

* Fixed and greatly arranged the treasures characters give you the coordinates of for a certain sum of money. You may now obtain very rare items... at the right price.

* Created a totally new type of ammo meant to be used on bad or average mostly Soviet type of weapons. You can only obtain it via the treasures system. These heavy rounds will however clearly enpower the LSR-80 "Snake", PP1901 M-c3 "Skirsmisher", AKS M-a "Fox", AK-74 "Praetorian", Masada M-e52 "Clear Sky", AKS M-g8 GL "Assaillant", AK-74 "Brutal", RPK "Saw", RPK M-l13 "Raven", AKMS "2000", AK-105 "Inferno", RPK M-S60 "Belzebuth", RPK "Buzzsaw", AKM-47 9a-HP, Scar M-x90 "Military", PTRD "Hunter", and RK-98 TP "Blitzkrieg". These weapons are thus no longer useless in the long run.

* The Clear Sky Trader now has new and fixed textures and he gives you even less items to complete your first mission.

* Added a new scoped and very, very rare military rifle.

* Few arrangements in characters' visuals and roles within the faction.

* Bodies now disapear slightly faster than before.

* Arranged and fixed the relations system. It is now possible to become friend with all factions excepted the Army, the Monolith, the Zombied and the Mutants. On the other hand, relations may really deteriorate in case of numerous failure in side quests. Beware: if you don't bother helping other people, then more and more squads in the faction may turn hostile to you. Start acting as a good guy again, and they will forget it all.

* Fixed several files that could cause unpassable crashes when trying to enter certain maps (notably the Garbage, the Swamps, and the Agroprom Institute Researsh).

* Fixed a bug that would prevent the Army and Monolith NPCs from using attached scopes, silencers and grenade launchers.

* Fixed Wolf's brother quest. The hostage isn't automatically killed by the bandits with you being unable to do anything against that.

* Fixed (at last) the bandit squad in Limansk: these people now belong the Army faction.

* Removed 35 out of the 125 upgraded AK-74 from the game. There were simply too many. Tweaked all supply values accordingly so that they don't become too rare either.

* Removed the special Snorks in the Agroprom Underground. They were useless.

* Removed the M60's "scope". That was a bad idea.

* Removed 30 out of the 40 bullets impact sounds. Again, there were too many.

* The AK-101 "Luciole" now uses the rare "Silencer MII" instead of the classical one.

* The OC-33 Pernatch "Sultan" and the SIG-Sauer "Bear" are now upgradable weapons. They are fully integrated into the game as such (few upgraded weapons available via trade, looting, etc...).

* The Village Center in the Cordon will no longer respawn Mercenaries even if they manage to capture that location. On balance and stability purpose, of course.

* In order to respawn from the Vehicle Station in the Cordon, Mercenaries now need to actually capture and hold that location.

* In order to respawn from the Defensive Outpost in the Garbage, Freedom now need to actually capture and hold that location.

* Balanced the artefacts giving protection against eletric damages. Added them some new properties to make them more useful (read the description ingame!).

* Huge cleaning of the mod's files, several unused folders and files removed.

* Various fixes and improvements.
  02:56:13  26 April 2013
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GeeNo
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Been holding off until 2.0 comes out. EVerything looks good except this part:

*Respawn places that are controlled via script will not return to initial state once the last squad has been eliminated! In other words, it will now be possible (but VERY hard) to actually clear out forever vast areas of any map).

So if I say clear out the Stalker base in Cordon... will Stalkers cease to respawn there even if they take it back? Also, can factions respawn at captured bases? For example the Stalkers take out the Depot and now spawn there. What if the player then kills the stalkers to let the bandits respawn? Will they respawn even if there are no bandit squads left? What if the player does the latter but there is one bandit squad which manages to get back into the Depot? Heh, just coming up with scenarios that might occur
  18:17:06  26 April 2013
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Firmament
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Message edited by:
Firmament
04/26/2013 18:19:18
Messages: 268
By "respawn via scripts", I mostly mean mutants respawns. In places the original game tends to ignore too much ("Far Encampment", "Camp in Spruce Forest", "Lagoon", etc, etc...). Thus, certainly not in important areas such as the Loner base and even ANY base!

In this mod, almost all locations in the game do respawn NPCs, either via script, or via classical respawn. And concerning the respawn via script, most of them do respawn squads that are naturally enemy to the player (mutants, zombied, army, monolith...). And they have a logic (some of them will attack important points, ect...). So, with 2_0, I thought it would be fair to give the player the possibility to erase them for good. For fun's sake, but also, for example, to allow his favourite faction to complete its objectives more easily (because I can tell you that certain squads respawned via script, even in the Cordon, can be terribly hard to beat. And again, they may attack important points such as the loner base, etc...).

I hope I've been clear enough
  18:17:12  26 April 2013
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Firmament
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Message edited by:
Firmament
04/26/2013 18:17:31
Messages: 268
*sorry, double post*
  04:10:19  27 April 2013
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GeeNo
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Yes that makes sense. I was mostly asking if factions can essentially take over bases and use them as new respawn points for their own faction. I was also curious as to how wiping one faction out would work in this mod. Since in Vanilla if you were to say, take out Freedom at their base and Duty was to reside there... Freedom would just respawn there once you left due to other Freedom squads being alive in other areas of the zone like Army Warehouses. Thanks for the response and looking forward to 2.0
  18:20:40  27 April 2013
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Firmament
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Message edited by:
Firmament
04/27/2013 18:21:52
Messages: 268

---QUOTATION---
Yes that makes sense. I was mostly asking if factions can essentially take over bases and use them as new respawn points for their own faction.
---END QUOTATION---



It does happen in this mod, but not with any faction on any base.
But yes, all important factions have several points from where they can respawn squads if they manage to hold certain key locations.



---QUOTATION---
I was also curious as to how wiping one faction out would work in this mod. Since in Vanilla if you were to say, take out Freedom at their base and Duty was to reside there... Freedom would just respawn there once you left due to other Freedom squads being alive in other areas of the zone like Army Warehouses. Thanks for the response and looking forward to 2.0
---END QUOTATION---



I remember some issues like this one or the other with the annoying locked doors, preventing people in vanilla to actually capture a base. Regardless, such things are no more in this mod, and you can actually see some faction setting up camp in one enemy base wihout having to fear to see them being beaten too early and without any reason.
  19:40:59  28 April 2013
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GeeNo
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Alright cool. Thanks for the responses
  20:29:36  28 April 2013
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Firmament
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Firmament
04/28/2013 20:29:47
Messages: 268
Now that I've just finished my game, the mod will be uploaded on tomorrow. It should be available to users on Modb around Tuesday or Wednesday
  23:48:05  28 April 2013
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Seeker_of_Strelok
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---QUOTATION---
Now that I've just finished my game, the mod will be uploaded on tomorrow. It should be available to users on Modb around Tuesday or Wednesday
---END QUOTATION---



Very, very nice. Been hoping this would be up soon. Thanks for the continued work on this, Clear Sky needs more large mods.

SoS
  16:24:14  9 May 2013
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Firmament
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2_0 version is now available, at last!

You can get it in two parts on Modb: http://www.moddb.com/mods/the-warmongers
  02:15:11  10 May 2013
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Seeker_of_Strelok
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Message edited by:
Seeker_of_Strelok
05/10/2013 5:00:07
Messages: 279
Crash On Start

Unpacked both files, moved the Gamedata file to the Clear Sky directory, and unfortunately got this when trying to start the game, did not even make it to the main menu.

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\priquel\sources\engine\xrCore\Xr_ini.cpp
[error]Line : 443
[error]Description : <no expression>
[error]Arguments : Can't open section 'zero_immunities'


stack trace:

I'll try a re-install.

SoS

P.S. - Not entirely sure why, but a re-install of the game and re-patching made this work. Now, the sleeping bag won't work, I've started twenty-two new games, and it disappears after clicking 'use' every time. Seems like every clear sky mod that uses the sleeping bag, usually always fails for me. I'll try it again later maybe.

P.P.S. - It oddly worked the first time I tried it, in DX9 ( full dynamic lighting), and I can't figure out why. I don't mind at all ( I get to play it finally ), so here goes.

Thanks for version 2.0
  00:38:31  11 May 2013
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GeeNo
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Crashed for me as well. Got to the start menu then hit new game and while loading the game crashed.

FATAL ERROR

[error]Expression : wave&&wave->length()
[error]Function : CSoundRender_Source::LoadWave
[error]File : E:\priquel\sources\engine\xrSound\SoundRender_Source_loader.cpp
[error]Line : 65
[error]Description : Can't open wave file:
[error]Arguments : c:\program files (x86)\steam\steamapps\common\stalker clear sky\gamedata\sounds\weapons\whine_5.ogg


stack trace:

Maybe I installed it wrong but I'm not too sure.
  02:51:49  11 May 2013
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Firmament
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Firmament
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Messages: 268
@Seeker of Strelok:
Glad to hear that you got it to work... 22 new games, holy shit, you really needed to play
I wish everyone could play modded Clear Sky without issues. Problem is, it's just impossible for us modders to figure out what can happen every config. Some people manage to get certain big mods to work, others don't.

I hope you won't encounter any other (serious) issue. I've worked so much on that new version...


@Genocider:
I'm pretty sure that you didn't install it properly. The sound the log is refering to (whine_5) is located in the second rar file: PartII. Make sure that you didn't extract it in the 'Gamedata' folder created previously when you extracted PartI. This is a common mistake. And one of the reasons why I wanted to avoid to split the mod in two parts.
There's a simple way to verify that all is properly installed: go to your Clear Sky directory, and then open the 'gamedata' folder. If there's one another sub-folder called 'gamedata' in it, then it means that you have installed the mod wrong.
  06:40:18  11 May 2013
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Seeker_of_Strelok
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---QUOTATION---
@Seeker of Strelok:
Glad to hear that you got it to work... 22 new games, holy shit, you really needed to play
I wish everyone could play modded Clear Sky without issues. Problem is, it's just impossible for us modders to figure out what can happen every config. Some people manage to get certain big mods to work, others don't.

I hope you won't encounter any other (serious) issue. I've worked so much on that new version...
---END QUOTATION---



Just remember that these attempts were before I switched to the Enhanced Full Dynamic Lighting, DX9. After doing that, it worked the first time. Also, need and want are completely different things, I just really wanted to give the new version a try.

I found a special weapon on one of the renegades at the church in the swamps, the 'Hunter'.

I've a question, regarding these special weapons : can they actually be upgraded? It didn't have one of the marks upon its icon, like the other varied, upgraded models of shotgun or pistol to be found.

SoS
  12:30:45  11 May 2013
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Firmament
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Firmament
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Messages: 268
Well, the "Hunter" cannot be upgraded, you can however buy some superior ammo to make it better at least in damages.

Look, it's in the readme:


---QUOTATION---

* Created a totally new type of ammo meant to be used on bad or average mostly Soviet type of weapons. You can only obtain it via the treasures system. These heavy rounds will however clearly enpower the LSR-80 "Snake", PP1901 M-c3 "Skirsmisher", AKS M-a "Fox", AK-74 "Praetorian", Masada M-e52 "Clear Sky", AKS M-g8 GL "Assaillant", AK-74 "Brutal", RPK "Saw", RPK M-l13 "Raven", AKMS "2000", AK-105 "Inferno", RPK M-S60 "Belzebuth", RPK "Buzzsaw", AKM-47 9a-HP, Scar M-x90 "Military", PTRD "Hunter", and RK-98 TP "Blitzkrieg". These weapons are thus no longer useless in the long run.

---END QUOTATION---



I would have prefered to make these weapons upgradable, but the game engine simply won't tolerate it. I'm already at the limit of what it can endure...
  04:21:15  12 May 2013
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GeeNo
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I installed part 1 as a gamedata folder like I would most mods, then opened part two and put the meshes, models, etc. into the part 1 folder. I don't have two gamedata's. I'll reinstall the mod though since I've been using Winzip recently and I still haven't been able to use it effectively as the trial version of winrar .

For the new weapons by the way, I've always been a fan of explaining things to people in game rather then in a readme file (Though reading those while the mod installs is always something I usually do). Perhaps have a dialogue option appear when the player brings one of these weapons to a mechanic which would allow the player to learn about the ammo this way. This would allow the player to learn what weapons would be better with what, and more importantly prevent the need to memorize a list of weapons. A suggestion, not a necessity but I think it'd add a nice bit of polish to it.
  20:39:37  12 May 2013
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mpm414
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CTD's

I have been having multiple CTD's since I started the game play.I am now in the Dark Valley just finishing up the antenna quest. I cannot do anything as the mod keeps crashing. I had a couple crashes in the Marshes and a few in the Cordon, none in the Garbage, but now I can go no further. I did check the sleeping bag at the beginning of the mod, but it came out OK. I have attached the crash log for you to examine.
FATAL ERROR

[error]Expression : error handler is invoked!
[error]Function : invalid_parameter_handler
[error]File : E:\priquel\sources\engine\xrCore\xrDebugNew.cpp
[error]Line : 793
[error]Description :


stack trace:
  08:47:36  14 May 2013
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Aggresive_Napkin
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On forum: 08/21/2010
Messages: 74
Pistol bug

Bug report: It seems that whenever you aim with the pistol, your cross hair disappear, for now I've only seen this happen to Makarov but I'll look and see if other pistols are like this.
  09:36:18  14 May 2013
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Seeker_of_Strelok
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Message edited by:
Seeker_of_Strelok
05/14/2013 9:38:27
Messages: 279

---QUOTATION---
Pistol bug

Bug report: It seems that whenever you aim with the pistol, your cross hair disappear, for now I've only seen this happen to Makarov but I'll look and see if other pistols are like this.
---END QUOTATION---



I didn't like it at first, but got used to predicting the bullet's arc or drop rate. I'm not completely sure of this, but I've done it in other mods, and I've no idea if this will require a new game.

To re-enable fine aiming ( right click ) crosshairs for pistols, open the corresponding .ltx file and search for 'zoom_hide_crosshair = true'. Change true to false, and the crosshair should stay.

I believe you also need to open system.ltx and search for 'cross_length = 0.0', and add a 0, followed by another single digit. I use 5, so it should read 'cross_length = 0.005'.

Hopefully the mod creator doesn't mind me adding this info here, and maybe this will help with what you perceive as a bug.

I think it was turned off for more immersion.

SoS
  10:32:43  14 May 2013
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Aggresive_Napkin
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Message edited by:
Aggresive_Napkin
05/14/2013 11:02:22
Messages: 74
more bug reports

Sniper scopes seems to be bugged as it places black box around the scope itself while the outside area are fine, and it seems that the PPSH "punisher" gun has unaligned sights as well as AK74 and AN-94 as well.
  11:12:17  14 May 2013
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Seeker_of_Strelok
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Message edited by:
Seeker_of_Strelok
05/14/2013 11:18:32
Messages: 279

---QUOTATION---
more bug reports

Sniper scopes seems to be bugged as it has giant horizontal black stripes while the top of the screen are fine, and it seems that the PPSH "punisher" gun has unaligned sights as well as AK74 and AN-94 as well. Thanks for the fix btw Strelok
---END QUOTATION---



You're welcome.

The scopes and nearly every iron sight are aligned fine for me, but I'm using a 5:4 resolution ( 1280x1024 ) so everything is lined up just fine.

I believe that since this was developed using a 4:3 resolution, some things might indeed be off. I've had the unfortunate experience when encountering the opposite : iron sights were calibrated for 16:9, not 4:3 or 5:4. The scopes looked squished horizontally.

I'll guess that your scope isn't nice and round : http://i.imgur.com/O7ElAv1.jpg?1

Abakan : http://i.imgur.com/x6uMIG1.jpg

AK-74 : http://i.imgur.com/3fyXkSU.jpg
  12:21:37  14 May 2013
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Aggresive_Napkin
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On forum: 08/21/2010
Messages: 74

---QUOTATION---
more bug reports

Sniper scopes seems to be bugged as it has giant horizontal black stripes while the top of the screen are fine, and it seems that the PPSH "punisher" gun has unaligned sights as well as AK74 and AN-94 as well. Thanks for the fix btw Strelok

You're welcome.

The scopes and nearly every iron sight are aligned fine for me, but I'm using a 5:4 resolution ( 1280x1024 ) so everything is lined up just fine.

I believe that since this was developed using a 4:3 resolution, some things might indeed be off. I've had the unfortunate experience when encountering the opposite : iron sights were calibrated for 16:9, not 4:3 or 5:4. The scopes looked squished horizontally.

I'll guess that your scope isn't nice and round : http://i.imgur.com/O7ElAv1.jpg?1

Abakan : http://i.imgur.com/x6uMIG1.jpg

AK-74 : http://i.imgur.com/3fyXkSU.jpg
---END QUOTATION---



yeah, my screen is 16:9 using 1366 x 768, it's odd why my iron sights aren't lined up if they're calibrated for my screen ratio...
  13:07:38  14 May 2013
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
05/14/2013 13:10:40
Messages: 268

---QUOTATION---

For the new weapons by the way, I've always been a fan of explaining things to people in game rather then in a readme file (Though reading those while the mod installs is always something I usually do). Perhaps have a dialogue option appear when the player brings one of these weapons to a mechanic which would allow the player to learn about the ammo this way. This would allow the player to learn what weapons would be better with what, and more importantly prevent the need to memorize a list of weapons. A suggestion, not a necessity but I think it'd add a nice bit of polish to it.

---END QUOTATION---



Yes, this is perhaps something I will do later on.



---QUOTATION---

I have been having multiple CTD's since I started the game play.I am now in the Dark Valley just finishing up the antenna quest. I cannot do anything as the mod keeps crashing. I had a couple crashes in the Marshes and a few in the Cordon, none in the Garbage, but now I can go no further. I did check the sleeping bag at the beginning of the mod, but it came out OK. I have attached the crash log for you to examine.
FATAL ERROR

[error]Expression : error handler is invoked!
[error]Function : invalid_parameter_handler
[error]File : E:\priquel\sources\engine\xrCore\xrDebugNew.cpp
[error]Line : 793
[error]Description :


stack trace:

---END QUOTATION---



I know this error. Though very rare, when it occurs the only thing to do is leave the area, as soon as possible. It should then disapear by its own. I suspect this is due to the scoped Eliminator (shotgun class + scope were not meant to be set together). But this could also be due to some other (still very rare) bug with Stalker reloading shotgun class weapons forever (when looting the weapon - a Spas for example - on the ground, it may even have something like 100 rounds loaded)...

Did you manage to bypass it?



---QUOTATION---

Bug report: It seems that whenever you aim with the pistol, your cross hair disappear, for now I've only seen this happen to Makarov but I'll look and see if other pistols are like this.

---END QUOTATION---



Crosshairs in this mod are disabled. This is not a bug.



---QUOTATION---

Sniper scopes seems to be bugged as it places black box around the scope itself while the outside area are fine, and it seems that the PPSH "punisher" gun has unaligned sights as well as AK74 and AN-94 as well.

---END QUOTATION---



Well you have a subfolder called "Some help for wide screen users" where this bug is somewhat explained:

"However the game only supports 4:3 and 16:9 by default (and 5:4 since its so similar to 4:3). 16:10 screens do have some issues with the scopes, but it isn't really possible to fix it unless you decide to make the scopes_16.xml in 16:10 ratio, not 16:9 (and then its the 16:9 who have problems).

The image basically explains the math in working out how to make widescreen interfaces. 16:9 is done in 4:3 co-ords, and then stretched out. All UI's are done on a 1024x768 space, so if the monitor doesn't scale up (or down) well from this (like 16:10), then the game will have issues displaying the scope overlay."


I recognize that the mod may bring some issues with scopes on 16x ratio and high screen resolutions, but there really isn't a simple way to fix that. The game wasn't made to support certain screen ratios, unfortunately.
  13:06:00  16 May 2013
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mpm414
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CTD's

I know this error. Though very rare, when it occurs the only thing to do is leave the area, as soon as possible. It should then disapear by its own. I suspect this is due to the scoped Eliminator (shotgun class + scope were not meant to be set together). But this could also be due to some other (still very rare) bug with Stalker reloading shotgun class weapons forever (when looting the weapon - a Spas for example - on the ground, it may even have something like 100 rounds loaded)...

Did you manage to bypass it?

I tried, it still crashes. I saw the weapon on the ground. I did not pick it up, returned to the Freedom base and it still crashed.
  17:44:59  21 May 2013
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Morter
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On forum: 03/19/2011
Messages: 44
Trying out this mod for the first time and while it's pretty hard, I do enjoy some of it, so I'm going through with it until I can find a definitive like or hate it moment =P


---QUOTATION---


I recognize that the mod may bring some issues with scopes on 16x ratio and high screen resolutions, but there really isn't a simple way to fix that. The game wasn't made to support certain screen ratios, unfortunately.
---END QUOTATION---



So is there a fix we can do ourselves? For example, I have a resolution of exactly 1600x900 but I've never modded or messed with stalker files before. If you could make a small tutorial on how to fix it (The image didn't really help me, sorry) I would appreciate it
  00:21:54  22 June 2013
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Heretic^
(Senior)
 
On forum: 11/22/2009
Messages: 58
I tried to add a pistol iron sights mod, but there must have been a conflict. Imo, it could really do with that. Otherwise, a great looking mod with lots of potential.
  02:55:09  24 July 2013
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
Ok, so here are the current plans for futur update. 2_0 is a great step from the previous version, but the mod still needs work in few categories:

- Stability. However, as it is getting more and more obvious that people not owning a good PC (8GB of ram, ~GTX 460, Recent CPU...) are specially the ones who have *many* crashes ingame, I will not cut out half of the mod just to make it playable on medium/low configs. To be honest, 2_0 version already removed several things from 1_0036 and should, in theory, be more acceptable to the said kind of configs. But I will still continue to try remove/change certain things to make the mod less memory-consuming, if possible.

Regardless, I'm almost certain that even after the hypothetical changes, such a mod simply will not work properly on old PCs. There are simply too many things for a modest CPU to calculate.

- And there's also the screen resolution issue. It's a vast one, really. Playing right now on a 1920x1080 monitor, I realize that certain weapons now look misaligned when aiming, when they were perfectly fine on lower resolutions. Fortunately, these ones are quite rare, but this is something I want to fix. I will make a special patch for people to play properly on 1920x1080 resolution (which, I believe, is the most common one currently used by high-end profiles).
I also want to fix the problem with scopes that don't fill the whole screen when used on very high resolutions. Fact is I'm still not sure on how to do that properly. Everything I tried until now failed.

- At last, I will also spend some time on visual tweaks, bug hunting and gameplay changes... Note that I will definitely get rid of the hospital bug, and let you continue to the freeplay mod without having to install the pseudo-fix that doesn't work very well.
  18:29:09  29 July 2013
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
07/29/2013 18:30:25
Messages: 268
TO ANYONE HAVING STABILITY ISSUES: as a mean to have less crashes ingame, go in gamedata\configs and remove the whole "environment" subfolder and then go in gamedata\textures and remove the "sky" subfolder.

This will remove the high-res skies that demand so much memory.



Note that I'm going to release a new version with stuff such as high-res textures and special models OPTIONNAL only. Such things are directly causing the mod to be unstable on certain medium configs when it works good on recent ones.

I'm a fool for not having done this before.
  15:49:23  30 July 2013
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gunso
Senior Resident
 

 
On forum: 01/24/2011
Messages: 230
Thanks for the update Firmament, I'll be looking for the new update and will gladly give it a play-through... gunso
  01:07:36  15 August 2013
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268

---QUOTATION---
Thanks for the update Firmament, I'll be looking for the new update and will gladly give it a play-through... gunso
---END QUOTATION---



Sure you will


Well, so I'm currently building up a new version. Like I said it, not only will it do a better job than 2_0 in bugfixes and increased performances, but it will also provide some content of the mod as optionnal only.

Basically, high-res skies and roads, permament beautiful sunshafts during day and special models for NPCs will be used as an option. These three things are the reason why certain people experiment various out of memory crashes while playing.

I will also definitely deal with the scope issue. This time, like in some other mods I will ONLY use real scopes, not full textures with reticles. Even on ultra high screen resolutions, there are no problems with scopes such as the classical Soviet one for example, when you can still see the weapon while zooming. So using such scopes is the path to follow. No idea why the devs didn't think about making these full textures reticles compatible with anything above 1024x768 (well it actually is possible to do so, but not in a user-friendly way) :/

The sooner or the later, believe me this mod will be playable for most loyal Stalkers!
  23:51:37  16 October 2013
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
10/16/2013 23:55:36
Messages: 268
Mod is fixed! 2_16 version coming!


Here we are, the new version of the mod is currently being completed. It will be released in a few days!

The real good thing is that I might have (finally) fixed this mod. The new 2_16 version will be released as a BETA, because I still need some more time to polish small (but long to be made) things, but trust me it works ten times better than 2_0, which still had real problematic features in spite of the time I spent on it.

Want to get rid of those stupid 'copy constructor closure' corrupted saves?
Done in 2_16.

Want to see factions behave better, keeping their intense activity while causing far less 'patrol manager' ctds than before?
Done in 2_16.

Want full support (scopes, weapons' alignment) for 16:9 monitors and high screen resolution (mostly 1920x1080)?
Done in 2_16.

Want to get rid of the misaligned icons for scopes, silencers and grenade launchers in inventory?
Done in 2_16.



Well, basically, here's the new changelog

* 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.

* 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.

* 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. Main reason to this is 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.

* 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.

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

* Fixed professor Saharov holding a weapon in his bunker.

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

* Various fixes and improvements.
  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.
  22:07:23  27 March 2014
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BegunValkery
Senior Resident
 

 
On forum: 02/23/2013
Messages: 221
I'm having a problem where if I get "spotted" by a hostile group (when the group I'm having says so on the radio), the task to kill the group will be cancelled. I have no idea why that happens, doesn't make sense, because the only order is to destroy the group.
  19:39:22  15 September 2014
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
New version will soon be available. The changes will be quite minor on this one, but let's say it's better than nothing:

* Fixed the crash that prevented the player to enter Limansk.

* The GSH-18 "Beetle" pistol may now be upgraded.

* Added the Duty Medic Exoskeleton. This is the most powerful outfit of the game and it has a custom nightvision device. You may finally play as a Duty Medic!

* Various fixes and improvements.

I would also add that the sleeping bag/missing emission issue is still here, but appears to be less frequent than usual. Release planned in a few days.
  11:12:18  7 May 2015
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Jone
(Senior)
 
On forum: 12/20/2008
Messages: 58
Agraprom Controller (again)

Hello,
even with a figure of 99 Psy protection, a combination of suit and artifacts, the 2nd controller seems to be invincible.
Should this be so? Would 100 psy protection make any difference?
I would be grateful for any advice or suggestions as I would love to proceed with this, by far and away, my favourite mod for the whole Stalker franchise!
  16:29:32  13 May 2015
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Jone
(Senior)
 
On forum: 12/20/2008
Messages: 58
Can't get to The Garbage

Hi,
I've finished agroprom underground, and spoken with Sakharov and now find I can't get back to the Garbage. I've tried from Dark Valley, The Cordon and Agroprom but get crash. here are the last few lines of the Log:
CLIENT: Synchronizing...
* phase time: 1147 ms
* phase cmem: 521976 K
* [win32]: free[2142228 K], reserved[128496 K], committed[1923516 K]
* [ D3D ]: textures[758830 K]
* [x-ray]: crt heap[521976 K], process heap[12568 K], game lua[110315 K], render[6857 K]
* [x-ray]: economy: strings[24691 K], smem[11175 K]
current_state 5
next_state 5
item_sect wpn_wincheaster1300
H_Parent sim_default_duty_4
stack trace:

0023:06571567 xrGame.dll
0023:004193C1 xrEngine.exe, CEffectorPP::CEffectorPP()
0023:0681DDA8 xrGame.dll, CxImage::`copy constructor closure'()
0023:068A1F74 xrGame.dll

Any ideas?
Cheers!
 
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