
Mazryonh
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Весь контент пользователя Mazryonh
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Wild Territory - A level that needs to be fixed
Mazryonh ответил на тему форума автора Mazryonh в AMK English Version
Actually, I'm not even certain that it's possible to get 150 meters away from Kruglov once his AI routine makes him run towards the rendezvous point where he'll give you the recipe, as there's very little remaining of the level once you go south of the Burner anomaly tunnel. Besides, that strategy can't solve the problem that results if an anomaly spawns RIGHT AT the rendezvous point where he meets you, which will mean that either he will be killed by the Springboard, Vortex, or Whirligig anomaly, or that he will be waiting for you right in the middle of a Fruit Punch, Burner, or Electro anomaly, so it will be near impossible to talk to him and get the recipe without getting yourself killed. In fact, I already do my best to kill ALL the Mercenaries and monsters in the level BEFORE talking to Kruglov, so that's not really a problem. Sadly, anomalies cannot be moved or neutralized in any way by the player, so that's why I made this thread so as to highlight just how difficult the "random anomaly spawner" makes this quest to be. After all, the AMK team made it so that Kruglov is the ONLY one who can give you an artifact recipe as well. -
A new and severe AMK issue that removes some of the mod's features from the game!
Mazryonh ответил на тему форума автора Mazryonh в AMK English Version
CarbonMonoxide, Actually, I spoke with Wodkagt over Xfire and he gave me a fixed amk.script file that fixed the problem but introduced another one: CLIENT: Synchronizing... * phase time: 11 ms * phase cmem: 346208 K * [win32]: free[686992 K], reserved[208696 K], committed[1201400 K] * [ D3D ]: textures[570278 K] * [x-ray]: crt heap[346208 K], process heap[715586 K], game lua[33717 K], engine lua[133 K], render[2695 K] * [x-ray]: economy: strings[39428 K], smem[28421 K] ! Cannot find saved game ~~~ process_trade_-_unknown_-_wpn_rg-6_wpn_rg-643009 * MEMORY USAGE: 270380 K FATAL ERROR [error]Expression : fatal error [error]Function : CPostprocessAnimator::Load [error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\PostprocessAnimator.cpp [error]Line : 76 [error]Description : <no expression> [error]Arguments : Can't find motion file 'amk_shoot.ppe'. I decided that since wodkagt is working with the AMK development team, it's likely he has a better amk.script file to test the various changes the team is making to the mod to prepare for AMK 2.0 so I had a look around the new script file he gave me. Here's the one paragraph that mentions a file named "amk_shoot.ppe". if gg_kick then if prev_health>db.actor.health+0.05 then level.add_pp_effector("amk_shoot.ppe", 2011, false) level.set_pp_effector_factor(2011, (prev_health-db.actor.health)*100) I decided that I might try transplanting the paragraph from the old version into this new script file, which reads as follows: if gg_kick then if prev_health>db.actor.health+0.05 then level.add_pp_effector("fire_hit.ppe", 2011, false) level.set_pp_effector_factor(2011, (prev_health-db.actor.health)*100) And, for once in my can't-code-to-save-my-life computer programming experience, it mostly worked. One feature has not returned with this new AMK.script file, which is the warnings about when the next blowout will occur that the Stalker chat network sometimes gives you. While this isn't that much of a problem (it won't stop me from finishing the game), I think it's a bug issue that should be looked into. I take it that the "amk_shoot.ppe" file is really just a bunch of new animations the AMK team put in for a new version--some new shooting animations might be nice, given that right now there's an animation bug that causes some stalkers to aim to the right of you while still firing bullets straight at you (most common when they are using assault rifles), or even when they're just talking to you. There's still plenty of animations to be done as well, such as showing NPCs reloading their grenade launchers (not to mention actually using them), and the fact that when NPCs sight down pistol barrels, they have to tilt their heads to the right. You don't have to do that at all, actually--you can just raise the pistol right in front of your face and make sure the sights are aligned properly, without having to move your head. -
CarbonMonoxide, Actually, I've found an easy way to complete the "Kill the Bloodsucker in the Dark Valley" quest. The Bloodsucker in question spawns in the southeastern corner of the Dark Valley, and only does so after midnight. Usually there are two of them running around, along with a pack of dogs and a Burer. Killing all of them does not seem to corrupt my savegames, so as long as I don't die and leave the Dark Valley as quickly as possible. The Burers and Electro-Chimeras that spawn in from the north in big packs--now that's a real problem.
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CarbonMonoxide, Actually, it's interesting that you've brought up the point that the "Marked One is not made of steel," because there have been times I've gotten up to 70% bullet resistance and STILL can't take more than 3 assault rifle hits. That's not right--at that bullet resist level, shouldn't you be able to laugh off everything except 3 headshots? Again, the Burer's heat wave attack is a real problem in that most of the time once you get hit, you can't escape getting killed. Making the Burer's attack rate slower could also help with that problem, allowing players to get away a bit more often than usual. There's another pressing problem with killing Burers, especially in the Dark Valley level: Every time I've done so at night when they spawn, they often corrupt my savegames. Here are two error logs where they've done so: ! Missing ogg-comment, file: c:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\sounds\anomaly\amk_electra.ogg ! Unknown command: dbg:_SAVE_FILE_IS_CORRUPT_burer_normal3991 FATAL ERROR [error]Expression : fatal error [error]Function : CScriptEngine::lua_error [error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\script_engine.cpp [error]Line : 73 [error]Description : <no expression> [error]Arguments : LUA error: ...shadow of chernobyl\gamedata\scripts\xr_logic.script:1405: attempt to perform arithmetic on local 'p' (a nil value) and here: ! Unknown command: dbg:_SAVE_FILE_IS_CORRUPT_burer_normal3990 ! Unknown command: dbg:_SAVE_FILE_IS_CORRUPT_bloodsucker_normal50474 ! Unknown command: dbg:_xr_logic:_pstor_load_all:_not_registered_type_N_235_encountered ! Unknown command: dbg:_xr_logic:_pstor_load_all:_not_registered_type_N_208_encountered ! Unknown command: dbg:_xr_logic:_pstor_load_all:_not_registered_type_N_42_encountered ! Unknown command: dbg:_xr_logic:_pstor_load_all:_not_registered_type_N_68_encountered ! Unknown command: dbg:_xr_logic:_pstor_load_all:_not_registered_type_N_228_encountered ! Unknown command: dbg:_xr_logic:_pstor_load_all:_not_registered_type_N_151_encountered FATAL ERROR [error]Expression : fatal error [error]Function : CScriptEngine::lua_error [error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\script_engine.cpp [error]Line : 73 [error]Description : <no expression> [error]Arguments : LUA error: ...shadow of chernobyl\gamedata\scripts\xr_logic.script:1405: attempt to perform arithmetic on local 'p' (a nil value) Something needs to be done about this. Or should I just stay out of the Dark Valley when it's night time?
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Okay, I've got a missing animation file, with these parameters: CLIENT: Synchronizing... * phase time: 11 ms * phase cmem: 346208 K * [win32]: free[686992 K], reserved[208696 K], committed[1201400 K] * [ D3D ]: textures[570278 K] * [x-ray]: crt heap[346208 K], process heap[715586 K], game lua[33717 K], engine lua[133 K], render[2695 K] * [x-ray]: economy: strings[39428 K], smem[28421 K] ! Cannot find saved game ~~~ process_trade_-_unknown_-_wpn_rg-6_wpn_rg-643009 * MEMORY USAGE: 270380 K FATAL ERROR [error]Expression : fatal error [error]Function : CPostprocessAnimator::Load [error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\PostprocessAnimator.cpp [error]Line : 76 [error]Description : <no expression> [error]Arguments : Can't find motion file 'amk_shoot.ppe'. stack trace: Where can I get a copy of this file? And where would I put it? And why does it say the "RG-6" process trade is unknown?
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WodkaGT, Okay, I've sent you a message via Xfire. Hopefully you can reply soon.
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I remember that in the original unmodded SoC, anomalies would not move. While I am grateful to the AMK team for adding in blowouts that moved the anomalies, apparently the law of unintended consequences had to strike a few times along the way. One of the ways this shows up most is in Wild Territory. Whenever you load a save from when you enter a level for the first time on that playthrough, the anomalies also spawn in random areas. While this normally isn't a problem and most NPCs with AI scripts to walk to a certain location are usually smart enough to avoid anomalies in the way (such as Bullet in the Dark Valley who must go to a certain location to rescue his friend, or the Stalker who tells you about the ambush on Mole's men when you first enter the Agroprom Research Institute level and then runs over to the Eastern complex to join the fight), one notable exception is Professor Kruglov when you first enter the Wild Territory level. Because the Wild Territory level is not an open field like the Agroprom Research Institute and the Dark Valley, his AI pathing script is very restricted and doesn't allow him to change his path at all to avoid anomalies. While his armour allows him to shrug off the effects of walking into Electra and Burner anomalies, Whirligigs, Vortices, and Springboards are an entirely different matter--they always kill him instantly, just like any other NPC who walks into them. I believe the AMK mod calls those last two anomalies types "Mincers and Mosquito Balds." Unfortunately due to the fact that these anomalies can spawn in anywhere (changing location after every blowout) it is often likely that he'll walk into one--and be killed instantly--if one just happened to spawn in his path. During my last three attempts to escort Kruglov to Yantar, the following things happened to him. 1) Once when he was running to the ambush site by the second group of mercenaries that spawn in after you agree to escort him, he kept running into a Vortex anomaly and was killed by it, EVERY TIME, since he couldn't avoid it. 2) Another time I was more successful and managed to get him to the Burner anomaly tunnel, but once he walked out of it, he was ALWAYS killed by a Springboard/Mosquito Bald anomaly that was directly in his way. 3) My most recent attempt (the one that eventually caused a bug to arise that stopped me from sleeping or using the Stalker chat network) was the most successful. I managed to get him to the other side of the Burner anomaly tunnel and got his recipe. Unfortunately, the random anomaly spawner had one more surprise in store for me. As he was making his way to the exit to Yantar, he always walked into a Whirligig anomaly that sucked him up and killed him. I eventually figured out that if I went to the exit towards Yantar before he did, he would still be considered "alive" by the game engine and then would spawn as normal inside the Mobile Science Bunker. I was proven right, though I had to discard that savegame as well because of the severity of the bug that hit me. You might be wondering why I'm so concerned about a fictional person in a computer game. This is partly because of the fact that if you escort through the Burner anomaly tunnel, he will give you a recipe you can't get anywhere else, and second, I much prefer to escort him around Yantar rather than the other Ecologists. I can think of two solutions for this problem. One is simply to make Kruglov immune to damage from those three anomalies. The other is to change the anomaly spawning code so that those three anomaly types (Whirligig, Vortex, and Springboard, or Whirligig, Mincer, and Mosquito Bald) simply never spawn into the areas Kruglov walks into, unless the mission has been failed (i.e., if he has been shot and killed or eaten by a mutant) or if the mission is successfully completed. Since Kruglov sticks to a very limited area when he runs to the exit of Yantar, I don't think this would be overly complicated either. I have also wondered what would happen if a blowout happened in the middle of the "Escort Kruglov" mission. While I've never actually tried it for fear he might be caught in the blowout and then get killed, I don't think it would be very difficult to make him immune to blowout damage. Or have the AMK developers already taken measures against this?
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Of all the bugs I've encountered with this well-made mod, this has got to be among the weirdest. Recently I tried several times to escort Kruglov from Wild Territory to Yantar, but failed several times (sometimes even crashing my machine) because of how many Electro-Chimeras got in my way. They would often swarm me and prove impossible if they got too close because their bursts of electricity would kill me too, or else their bursts of electricity would overload the particle manager of the Xray engine. Unfortunately after successfully getting Kruglov to Yantar, I found that I could no longer sleep (every time I used my sleeping bag I would just get the "You don't want to sleep" message), blowouts no longer happened, and the Stalker chat network no longer worked. I think a bug as severe as this one deserves some attention by the AMK developers. Does a bug like this mean that the mod files have been corrupted and that I should re-install them? I would appreciate it if someone from the development team could investigate this problem for me, and how to prevent it in the future. I think the AMK developers would also benefit if they could figure out a way to stop their mod's features from being deactivated so quickly. Here's a download link to the savegame files on my filefront account. You need WinRAR archiver to unzip the archive: http://www.filefront.com/14526359/AMK-Feat...Loss-Saves.rar/ Like a good beta tester, I've also prepared a savegame where you can reliably reproduce this bug with a simple action. All you have to do is use the sleeping bag, and the features I mentioned will be lost for no real reason. You can also see in the Marked One's diary that a Stalker network chat said that a blowout was supposed to have happened that night, but never does if you sleep (which is alarming because blowouts always wake you up). Furthermore, for some reason the moment you wake up, the deadline for all active quests changes from "1 months" to the vanilla "7 days." You can download the archive here: http://www.filefront.com/14530525/AMK-Feat...igger-Save.rar/ If have to re-install and start over again, this will be the fifth time that I've done so, without even completing the game once. Again, this is a serious problem and I would like to know how to prevent it or undo the damage. Please help?
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MikeRussia, Well then, I'd like to learn how I can help the English translation along. Even in AMK 1.4 EN Rev. 94, there are stilll plenty of English passages that are obviously machine translated given how awkward they are. While I don't know how to read the Cyrillic alphabet, I have had experience in improving the English of mods made by people in the European Union, for whom English is a second language. There's much I could do to speed the translation along by editing the text to suit the atmosphere of the AMK mod. Do you know how would I sign up to help the AMK EN team? I'd like to help bring a mod this good to more players.
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I'm getting a little sick and tired of seeing NPCs pick up MP5s and then completely refuse to equip any other gun you sell to them. I would like to know exactly which AI file controls which weapons they will pick up and change which they will "prefer" to equip. Right now it seems that the MP5 is ranked too high in terms of NPC weapons preference. If they pick one up, it seems like they'll never change to another weapon again unless they drop the MP5 when they're left bleeding on the floor. I'd like to know how the AI system for NPCs choosing which weapons to equip works. Does it work like a ranking list, where if an NPC is sold or picks up a better firearm than the one they are carrying, they will immediately switch to and equip the better one? Or is it based on a formula of some sort, such as one that calculates the averages of the gun's various parameters (such as reliability, damage, accuracy, etc.) and then makes the NPC equip the one with the higher average? I was looking to make a ranking system something like this for assault rifles, from lowest preference to highest preference: 1) MP5 2) AKS-74u 3) AK-74 & LR-300 4) AN-94 & Enfield L85A2 5) SIG 550 & G36 (since both of these are similar but both have features the other lacks, since the SIG 550 cannot use a scope, and the G36 cannot use a grenade launcher). 6) AS VAL & VSS Vintorez 7) OTs-14 Groza 8) FN F2000 If an NPC is sold or picks up a new gun while he also has equipped another gun of the same ranking, an NPC will always equip the most recent and least-damaged gun of that ranking they were sold or just picked up. How might I implement such a ranking system into the AI files? Also, how can I make it so that NPCs no longer equip BM-16 shotguns in their pistol slots? I figured out how to do it for the Marked One, but not for NPCs. NPCs who spawn with a BM-16 also often spawn with a pistol, but they can't equip the pistol and the BM-16 at once because for some reason the AI still thinks both weapons go into the pistol slot. And speaking of NPCs with shotguns, I'm glad that the AMK team included an AI script that lets NPCs you've sold a Winchester 1300 shotgun to pull it out when mutants or other enemies get too close, but why don't they do this when they're sold SPAS-12 shotguns. How do I let them do the same trick with the SPAS-12 shotguns then? I hope in AMK 2.0 NPC AI will have better and more diverse weapon selection AI. Maybe they could have 2 additional weapons slots for long and short-range combat, such as switching to a shotgun when a target gets too close, or to a sniper rifle (or at least a scoped assault rifle) when engaging foes at long range. Having them be able to switch to their pistols if they're attacked when reloading another weapon would be a nice way to make them actually use pistols more often. And for the Zone's sake, please make it so they don't keep switching to shotguns using buckshot when a target is at long range!
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I think there is definitely something wrong with the Dark Valley, especially at night. If I attempt to stay there too long, then something wrong occurs which stops me from loading savegames at all. Here's a crash log from the latest crash here. It's definitely got something to do with the Burers spawning in there. CLIENT: Synchronizing... * phase time: 24 ms * phase cmem: 338127 K * [win32]: free[765372 K], reserved[169776 K], committed[1161940 K] * [ D3D ]: textures[563225 K] * [x-ray]: crt heap[338127 K], process heap[704442 K], game lua[34629 K], engine lua[217 K], render[0 K] * [x-ray]: economy: strings[4774 K], smem[28222 K] ! Missing ogg-comment, file: c:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\sounds\anomaly\amk_electra.ogg ! Unknown command: dbg:_SAVE_FILE_IS_CORRUPT_burer_normal19716 FATAL ERROR [error]Expression : fatal error [error]Function : CScriptEngine::lua_error [error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\script_engine.cpp [error]Line : 73 [error]Description : <no expression> [error]Arguments : LUA error: ...shadow of chernobyl\gamedata\scripts\xr_logic.script:1405: attempt to perform arithmetic on local 'p' (a nil value) This is definitely something that needs to be fixed for AMK 2.0, please?
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Problem with one of Lukash's missions
Mazryonh ответил на тему форума автора Mazryonh в AMK English Version
CarbonMonoxide, It's not that I think the Russian developers of this mod discriminate against their English players. It's just that the Russian players have gotten more updates (AMK 1.4.1 and AMK 1.4.2 are Russian-only, after all). Still, I have high hopes for AMK 2.0 once it gets released into English. Please don't forget about your English players! -
While I like the AMK team's efforts in putting these terrifying creatures into the mod (as well as their design decision to make them appear only at night), there's a major problem with their main attack mode (their pyrokinetic ability, which creates a wave of heat in a long line). Or do they do impact damage instead? The damage decals are confusing, since they surround the Marked One with the same decals as a Springboard (or Mosquito Bald, for the Russians) anomaly does when it hits the player. The wave of heat attack deals a significant amount of fire damage, enough to kill someone in 3 hits even at 90% fire resistance or more. What's worse is that every hit, and I mean EVERY hit, stuns the Marked One so he can't shoot straight or sprint (if "Post-hit effects" are enabled), which means that unless he can get behind some cover he'll always be killed if he's even hit once. A simple way to fix this would be to make it so that the Marked One is no longer stunned by the Burer's psychic attack. I think this would be a wise decision, since Burers can already block bullets by raising their hands anyhow.
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Why do I keep losing the ability to drag corpses properly?
Mazryonh ответил на тему форума автора Mazryonh в AMK English Version
CarbonMonoxide, Thank you for your information. Taking off my armour seems to work. Even so, this is a serious problem that needs to be addressed in the next AMK version for English release. -
Lukash has a mission, labelled "Clear the village," that requires you to kill the Bloodsuckers and the Controller in the Bloodsucker Village at the Army Warehouses map, that for some reason cannot be completed with the current release of the AMK 1.4 English version mod. When I first entered the Army Warehouses map, I accepted Murk's mission and destroyed the Bloodsuckers inside. I can tell that a Controller respawns there occassionally, along with some Poltergeists and random mutants. However, Bloodsuckers only respawn there at midnight, along with some unarmed zombies, and for some reason killing them while the "Clear the village" quest is active NEVER seems to complete the quest at all. Is this mission known to be uncompletable in the AMK 1.4 English version? I don't mind if it is, because its rewards can be had elsewhere--but it's still something that needs to be fixed for the next English patch.
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Ikar, I'm sorry, I should have been more specific. I believe you're referring to the "Ancient Glassbeads" recipe which is given by Sidorovich after finishing a Destroy mutants in Cordon quest. I already have the other "Elder Glassbeads" recipe which is given by a runaway soldier if you decide NOT to kill him like the Barkeep tells you to. I am missing the "Old Glassbeads" recipe, which is needed to start making the other "Glassbeads" artifacts. I do not remember if Brome is actually the person to give that recipe to you once you give him back his "Storming Obokan" weapon. I remember that he gives you a Slug artifact for bringing him back the rifle, but not if he actually gives you the recipe as well. In any case, I cannot access Brome's quest (labelled "Find the Weapon of the Dutyer" in your PDA) because the game keeps saying he has no work for me, even when I first talked to him. If Brome actually does give you the "Old Glassbeads" recipe, does this mean I will have to restart my game to get the quest? The other problem I have is in finding the "Burer Glassbeads" recipe from Fanatic, because even when I finish his quest, he does not give me the recipe at all. Any help would be much appreciated.
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I'm glad that the AMK team took the time and trouble to program in artifact transmutation recipes, especially in making them impossible to use unless you've already go them, but I don't like how so many of them can be completely missed. Too many of them are on corpses that, when they decay, become impossible to retrieve a recipe from. Others are from quests that can easily be failed. An example of the second kind is likely affecting my current game. I'm trying to get the recipe for "Old Glassbeads" where I can transform a "Glassbeads" artifact ("Mama's Beads" in the English version) by putting it into an Electra anomaly for 5 hours, but unfortunately I can't seem to find it at all. Loading an old save game implies that it's from a Duty member, but I have not found it at all. Is it a reward for completing the "Find the Weapon of the Dutyer" quest? That quest was rendered inaccessible for some reason when I started up my current game. If it is indeed tied to that quest, can someone show me which console command to enter so I can get that recipe anyhow? Has anyone been able to get the "Burer Glassbeads" recipe as well? I know it's a reward for completing Fanatic's quest at the Rookie village in Cordon, but I've never received it even after completing that mission. I've also been led to believe that there's a recipe available in Borov's Office in the Dark Valley Bandit Base, but I've never been able to find it. Can someone help me with that as well?
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Surely there's going to be a release for your English-speaking players, right? I don't see why we were passed over for AMK 1.4.1 and AMK 1.4.2.
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What do you want to be included in the next versions of AMK Mod
Mazryonh ответил на тему форума автора Vizzy в AMK English Version
Okay, here's something that really and truly needs addressing. It's about the A-Life system and how it can randomly kill off quest-related NPCs. Normally this isn't much of a problem, but it becomes a real issue when early on in the game non-random NPCs who are the targets of quests (like Friar, Poker, Father Diodor, Smartass, Scarecrow, Master, etc.) are killed by the A-Life system before the player is able to reach those who will give out quests to target them. During my last attempted playthrough, I tried to get the "Kill the Traitor" mission from Baldy, and could not get it for no particular reason (most likely because Smartass, the quest's target, had already been killed). During my current playthrough, I tried to get the "Find the weapon of the dutyer" quest but could not, most likely because Friar, the NPC who has the weapon in question, was most likely killed in a way that destroyed the weapon too (such as getting caught in a Whirligig or Vortex anomaly). I am sick and tired of having to reload or restart my game when I find that I can't receive or complete a quest or when I get a PDA message saying a quest-related NPC has died (it's even worse with bandit NPCs or the like, whose deaths are never listed in the PDA death messages). My solution to this serious problem is simply to make all NPCs who either give out quests or are targets of quests themselves completely invulnerable to anything, A-Life or otherwise, except the player's attacks. This way the player will always be able to get and finish the quests associated with those NPCs. This is especially important with regards to the main quest, since you won't be able to get the two C-Consciousness endings if Guide is killed by the A-Life system before you can talk to him and get the quest to talk to the Doctor at Strelok's hideout in the Agroprom Underground. I do not believe this is impossible; the AMK team has already made NPCs who were previously in areas where you couldn't use weapons, like Barkeep, Sakharov, or Sidorovich completely invulnerable. Extending this invulnerability to quest-related or quest-giving NPCs, with the exception of the player's attacks, shouldn't be impossible either. -
How do I stop Controllers from crashing my game?
Mazryonh ответил на тему форума автора Mazryonh в AMK English Version
Okay, for the Russian readers who may be reading this, let me make this easier for you: Simple English version: Controllers are a very large, and very common, problem with AMK 1.4. They have code that makes many mutants run in circles around them. This is very hard work on the game engine, and often causes a crash because the game engine cannot create paths for the mutants that run around Controllers fast enough. If there is any way to disable this code that causes mutants to run around them, I would be happy to hear it. I do not know why this code was put in. Did the beta testers of AMK 1.4 have very powerful computers? My computer only has a Dual Core 3.0 Ghz CPU and a GeForce 9800GT (it's not the best, but not a pile of junk either). dutikov, Thanks for your info. Do you think you could tell the Russian AMK forums about this? There must be a way to disable this code. Yes, I did indeed find a way to snipe the Controllers before they (and their mutant hordes) got close enough to crash my computer, but this isn't always possible. This was because they were inside the walled compound at Yantar and I couldn't get a clear shot because of the walls blocking my view. I had to wait until the A-Life engine moved them outside the walls so I could snipe them. Controller zombification hasn't been much of a problem for me, except for once at the Army Warehouses (near the entrance to the Red Forest) where the Freedom Members who got zombified and wounded on the ground didn't go back to friendly after killing the Controller there. Any help would be most appreciated. -
I appreciate the AMK team's intention to add more mutant encounters in the Zone, but one thing that's constantly caused crashes to desktop or computer freezing for me is when Controllers appear with hordes of mutants running around them. Maybe the testers of the AMK mod all had quad-core CPUs or the like, but for some reason whenever Controllers with their mutant hordes running in circles appear, either I have to kill the controller extremely fast or my computer always crashes from the burden of calculating so many paths for the mutants. My computer's not a pile of junk; it's got 2 GB of RAM, a dual-core 3.0 GHz CPU for each, and a GeForce 9800 GT from EVGA. I also just downloaded the new drivers for my graphics card, so that's not an issue. Given my limited coding knowledge, I can only see two ways I can hot-fix this problem--either delete or disable the code that causes mutants to run in circles around Controllers (and causes the pathing problems to build up until my computer crashes), or to completely stop Controllers from spawning randomly in levels. The second option is not one I want, because I find it actually kind of fun to find where a Controller is before they fry my brains just by being near them. Can anyone tell me how to hot-fix this very annoying problem? Добавлено через 345 мин.: Okay, here's a sample of the ugly code that results from Controllers having mutants race around them. ***FATAL***: Too many lmap-textures (limit: 8 textures or 32M). Reduce pixel density (worse) or use more vertex lighting (better). * phase time: 304 ms * phase cmem: 323310 K CLIENT: Synchronizing... * phase time: 12 ms * phase cmem: 323310 K * [win32]: free[1380576 K], reserved[93612 K], committed[622900 K] * [ D3D ]: textures[69602 K] * [x-ray]: crt heap[323310 K], process heap[187718 K], game lua[22412 K], engine lua[233 K], render[0 K] * [x-ray]: economy: strings[4684 K], smem[28222 K] ! Missing ogg-comment, file: c:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\sounds\anomaly\amk_electra.ogg ! Missing ogg-comment, file: c:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\sounds\weapons\tm_val_shot_0.ogg ! Missing ogg-comment, file: c:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\sounds\weapons\tm_val_shot_1.ogg ! Missing ogg-comment, file: c:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\sounds\weapons\tm_val_shot_2.ogg ! Missing ogg-comment, file: c:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\sounds\weapons\tm_val_shot_3.ogg * MEMORY USAGE: 254660 K ! Cannot build GAME path! (object dog_weak37979) ! CURRENT LEVEL : l08_yantar ! CURRENT game point position : [27.540794][0.034492][21.364105] ! TARGET LEVEL : l02_garbage ! TARGET game point position : [175.975433][-0.355644][54.132923] ! Target point mask [2][0][0][0] ! Object masks (1) : ! [255][0][255][255] ! Cannot build GAME path! (object dog_weak37979) ! CURRENT LEVEL : l08_yantar ! CURRENT game point position : [27.540794][0.034492][21.364105] ! TARGET LEVEL : l02_garbage ! TARGET game point position : [175.975433][-0.355644][54.132923] ! Target point mask [2][0][0][0] ! Object masks (1) : ! [255][0][255][255] ! Cannot build GAME path! (object dog_weak37979) ! CURRENT LEVEL : l08_yantar ! CURRENT game point position : [27.540794][0.034492][21.364105] ! TARGET LEVEL : l02_garbage ! TARGET game point position : [175.975433][-0.355644][54.132923] ! Target point mask [2][0][0][0] ! Object masks (1) : ! [255][0][255][255] ! Cannot build GAME path! (object dog_weak37979) ! CURRENT LEVEL : l08_yantar ! CURRENT game point position : [27.540794][0.034492][21.364105] ! TARGET LEVEL : l02_garbage ! TARGET game point position : [175.975433][-0.355644][54.132923] ! Target point mask [2][0][0][0] ! Object masks (1) : ! [255][0][255][255] ! Cannot build GAME path! (object dog_weak37979) ! CURRENT LEVEL : l08_yantar ! CURRENT game point position : [27.540794][0.034492][21.364105] ! TARGET LEVEL : l02_garbage ! TARGET game point position : [175.975433][-0.355644][54.132923] ! Target point mask [2][0][0][0] ! Object masks (1) : ! [255][0][255][255] ! Cannot build GAME path! (object dog_weak37979) ! CURRENT LEVEL : l08_yantar ! CURRENT game point position : [27.540794][0.034492][21.364105] ! TARGET LEVEL : l02_garbage ! TARGET game point position : [175.975433][-0.355644][54.132923] ! Target point mask [2][0][0][0] ! Object masks (1) : ! [255][0][255][255] ! Cannot build GAME path! (object dog_weak37979) ! CURRENT LEVEL : l08_yantar ! CURRENT game point position : [27.540794][0.034492][21.364105] ! TARGET LEVEL : l02_garbage ! TARGET game point position : [175.975433][-0.355644][54.132923] ! Target point mask [2][0][0][0] ! Object masks (1) : ! [255][0][255][255] ! Cannot build GAME path! (object dog_weak37979) ! CURRENT LEVEL : l08_yantar ! CURRENT game point position : [27.540794][0.034492][21.364105] ! TARGET LEVEL : l02_garbage ! TARGET game point position : [175.975433][-0.355644][54.132923] ! Target point mask [2][0][0][0] ! Object masks (1) : ! [255][0][255][255] ! DetailPathManager has failed : from [44.799988,0.004770,7.699982] to [50.399994,0.692432,12.600006] ! DetailPathManager has failed : from [50.399994,0.692432,12.600006] to [46.199982,0.286503,9.100006] ! DetailPathManager has failed : from [44.799988,0.017557,16.799988] to [50.399994,0.692432,12.600006] ! DetailPathManager has failed : from [51.099976,0.639923,12.600006] to [46.199982,0.286503,9.100006] ! DetailPathManager has failed : from [51.799988,0.353168,12.600006] to [46.199982,0.286503,9.100006] ! DetailPathManager has failed : from [48.299988,0.353168,11.899994] to [46.199982,0.286503,9.100006] ! DetailPathManager has failed : from [44.099976,0.004770,7.000000] to [70.000000,0.816633,20.299988] FATAL ERROR [error]Expression : assertion failed [error]Function : CSafeFixedRotationState::create [error]File : e:\stalker\patch_1_0004\xr_3da\xrgame\phvalidevalues.h [error]Line : 81 [error]Description : dBodyStateValide(b) stack trace: I know that there must be a way around this. Can someone please point it out to me?
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Confused about starting new game and lack of artifacts
Mazryonh ответил на тему форума автора Mazryonh в AMK English Version
KewlCrayon, "Prototype" armour? Are you talking about Exoskeleton armour? I don't believe I've ever seen that in the random stashes. I suppose that's one case where the "vanilla stashes" is actually better, since if you kill enough lone Stalkers in Yantar you can get the PDA data for a stash in Pripyat that contains Fang's old Exoskeleton that has better nightvision and a 80 kg weight limit. -
Okay, here's another nicely stupid bug that is preventing me from progressing further in the game. It's yet another problem with the Dark Valley (AGAIN). I've got two quests there that need to be accomplished inside the Dark Valley, and whenever I load a savegame from the Garbage, it lets me load but only lets me save and load a few times when I get to the Dark Valley. If I load a save game too often from the Dark Valley, the game crashes and gives me a bunch of nonsense code in the error report. ! Unknown command: dbg:_xr_logic:_pstor_load_all:_not_registered_type_N_255_encountered ! Unknown command: dbg:_xr_logic:_pstor_load_all:_not_registered_type_N_163_encountered ! Unknown command: dbg:_xr_logic:_pstor_load_all:_not_registered_type_N_75_encountered ! Unknown command: dbg:_xr_logic:_pstor_load_all:_not_registered_type_N_53_encountered ! Unknown command: dbg:_xr_logic:_pstor_load_all:_not_registered_type_N_24_encountered ! Unknown command: dbg:_xr_logic:_pstor_load_all:_not_registered_type_N_254_encountered ! Unknown command: dbg:_xr_logic:_pstor_load_all:_not_registered_type_N_57_encountered ! Unknown command: dbg:_xr_logic:_pstor_load_all:_not_registered_type_N_67_encountered ! Unknown command: dbg:_xr_logic:_pstor_load_all:_not_registered_type_N_231_encountered ! Unknown command: dbg:_xr_logic:_pstor_load_all:_not_registered_type_N_191_encountered ! Unknown command: dbg:_xr_logic:_pstor_load_all:_not_registered_type_N_63_encountered FATAL ERROR [error]Expression : fatal error [error]Function : CScriptEngine::lua_error [error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\script_engine.cpp [error]Line : 73 [error]Description : <no expression> [error]Arguments : LUA error: ...shadow of chernobyl\gamedata\scripts\xr_logic.script:1405: attempt to perform arithmetic on local 'p' (a nil value) The above "! Unknown command:" section is much longer in the original log file, and goes on for quite some time. I suppose it's the result of the computer going crazy trying to do something it can't understand. Is there any way I can hotfix this error? Is this just a symptom of a much bigger problem? Here's a savegame link. I believe I've listed enough times already as to which version of the AMK mod I'm using. http://rapidshare.com/files/253635040/Dark...egames.rar.html
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Confused about starting new game and lack of artifacts
Mazryonh ответил на тему форума автора Mazryonh в AMK English Version
Ah, so "Random Rare Mode" doesn't mean that "most stashes you find will have their vanilla contents, a rare few will have random contents" as I originally thought, but actually that the stuff you find inside is actually the rarest of the rare stuff? Wow, the readme file for this mod definitely needs some work. Yes, I know about trading with travelling NPCs. However, the situation I was describing was from a new game. It was all new, and yet the Cordon had no artifacts in the open whatsoever, even before the NPCs should have started working on looting the countryside, aside from that lone Jellyfish near the irradiated and anomaly-infested scrapyard where you see a flesh get gibbed by a Vortex anomaly, and the free-floating Night Star artifact north of the Bandit's car park that you have to retrieve. I definitely will have a lot to spend my money on, since I just completed the "Assemble the Flamethrower" quest and discovered that those fuel canisters and Colloid Gas tanks I was blowing up regularly were actually required to make fuel for the flamethrower (they should have included that fact in the readme file too!). Now every time I want the flamethrower refueled I will have to shell out 30,000 RU and a bottle of vodka. -
How exactly do I trigger rewards for NPC's "gratitude"?
Mazryonh ответил на тему форума автора Mazryonh в AMK English Version
That's the funny thing. You'd think that it'd happen piecemeal, with each and every "good deed" that you do, but for some reason I get them all in large bunches. Both times have happened at the Army Warehouses area. Is it because they only happen when the A-Life makes them appear at a trader you can't kill (hence Barkeep and Sidorovich)? Is this because of a bug? I sure wish it were a little quicker, because if this theory is correct, then it means that if they get killed before they just so happen to get to those traders, then the reward is lost. Maybe if the traders said "A package just arrived for you. It's from such-and-such, with his gratitude for killing this mutant." etc.
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