1.5 Bugs and Issues

keleset
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Re: 1.5 Bugs and Issues

Postby keleset » 21 Aug 2017, 13:13

File agr_u_soldiers_logic.ltx has some strings commented:

Code: Select all

;combat_ignore_cond = {=check_enemy_name(actor)} false, true

Does commenting this cause issue with soldiers in agroprom underground attack you even if you are neutral/ally with them, or fix this issue? :suicide:

Eugen
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Re: 1.5 Bugs and Issues

Postby Eugen » 23 Aug 2017, 12:13

1. Заметил, что некоторые базы вообще не охраняются (кажется вообще все), остаются только человека 2 от силы. Например база бандитов пустует, бункер Учёных на Янтаре тоже и т.д. Слишком много монолитовцев в саркофаге и комнате управления Монолитом, из-за этого монолитовцы сбиваются в кучи и мешают пройти. Охрана Лукаша почти загораживает проход, надо их ближе к стене сдвинуть, или переставить вообще.
2. В Подземных Уровнях переходы не спрашивают, хочу я перейти на другую локацию или нет, а также нет маркеров на этих переходах.
3. Было бы не плохо добавить новые места старта на ЧАЭС и Саркофаг при новой игре ГГ-Монолитовцем.
4. Думаю, при игре за "Монолит" гул в ушах и жёлтый экран, а также Зов Монолита в Саркофаге, являются лишними. Ну или хотя бы Зов Монолита, думаю он точно лишний при игре Монолитовцем.
5. На карте почему-то переход в Лиманск находится на севере Госпиталя, а на ЧАЭС - на юге.
6. Зашел в x-10 будучи Монолитовцем, и у входа слышу сообщение о критическом уровне пси-излучения, хотя там его нет. Наверное это от сюжетки.
7. Маркеры напарников после их освобождения или смерти пропадают только после перезагрузки.
8. Взял в напарники отряд учёных, убил одного из них, они стали врагами (не нападали, просто красными были), а после перезагрузки снова стали зелеными.
9. Из отряда напарников патрулировать может только глава отряда, т.к. второстепенный член отряда "привязан" к главарю и не может от него "оторваться", в связи с этим предлагаю второстепенным нпс эту функцию заблокировать или как-то иначе решить эту проблему.
10. Напарники патрулируют только до финальной точки и на ней просто останавливаются и стоят, хотя я не отменял патрулирования и они должны идти по тому же пути до первой точки и так по кругу.
11. Иногда при загрузке сейва вылетает игра с логом illegal instruction. Получил один такой в x-16 после смерти от контролера (напарники уже были мертвы "от рук" того же контролера).
12. Если играть за зомбированных и выбрать местом старта Путепровод "Припять-1", то ГГ заспавниться не в месте назначения, а в Окрестностях "Юпитера" у входа в Оазис (там где зомбированные обычно крутятся).
13. Друзья зомбированные не отображаются на мини-карте в Деревне Копачи.
14. Почему-то зомбированным мутанты не враги, а ГГ зомбированному - враги.
15. В x-10 даже без сюжета работает рычаг, отключающий "Выжигатель Мозгов".
16. Иногда при разговоре с напарниками выскакивает сообщение типа: "Мое дело стрелять, а поговорить - это к командиру" и т.д., хотя они со мной разговаривают и они не говорят то, что написано в этих сообщениях. Так происходит со всеми напарниками которые ходят за главой отряда напарников.
17. При новой игре за зомбированного, если выбрать место старта "Затон. Лесопилка", игра стартует где-то под локацией в пустоте (предположительно под Генераторами)
18. Команда напарникам "Не открывай огонь первым" кажется не работает. Компаньоны по прежнему при виде врага сразу же его атакуют, или я не заметил разницы.
19. Напарники не всегда хорошо видят противника. На Радаре меня атаковал монолитовец, и даже когда попадал по напарникам - они на него не реагировали.
20. Также решил оставить напарников на Радаре, постоять на блокпосту (режим "Жди здесь и охраняй точку"), а сам ушел на Армейские Склады. Так вот, на Армейских Складах заглянул в ПДА и увидел что маркеры напарников с них пропали. Вернулся на Радар, и увидел что напарники забились у перехода на Армейские Склады, пришлось через ПДА давать им команду "Следование за мной", а то стали там и стоят.
21. В Деревне Новичков напарники-военные вообще не помогали мне в битве против Сталкеров, просто шли за мной и все.

Kultag
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Re: 1.5 Bugs and Issues

Postby Kultag » 25 Aug 2017, 19:36

About a page ago, I already posted here about muzzle climb, here are my new findings.

For the AVT-40, I set about 3 times the cam dispersion for hip fire vs. aimed fire, 6.5 vs. 2.4. I imagined that now the weapon would rise 6.5 degrees per shot from the hip, and 2.4 from the shoulder. This was not the case.

When I unholstered the weapon, muzzle climbed a lot at firing, probably this was 6.5 degrees. This was true for both hip fire and aimed fire, both with and without the PU scope. I could make the weapon to climb 2.4 degrees per shot the following way:

1. I set the weapon to automatic.
2. Fired a short salvo from the shoulder.
3. While still aimed, I set it to semi.
4. I fired again, still aimed.

From now on, the weapon climbed 2.4 deg both aimed and unaimed. This lasted until I holstered the weapon. When I holstered it, then immediately unholstered it, and then fired it, climb was back 6.5 for all modes of firing. Repeating the aimed auto fire, aimed semi fire cycle, climb was again 2.4, so this is repeatable.

I now consider muzzle climb mechanism to be broken, and will set aimed climb (2.4 for AVT-40) for unaimed climb as well. Any better suggestions? v1.4.22 + AO + Smarch Config for Arsenal Overhaul.

Here are my exact sections:

cam_dispersion = 6.5
cam_dispersion_frac = 1.0
cam_dispersion_inc = 0.18
cam_max_angle = 50.0
cam_max_angle_horz = 50.0
cam_relax_speed = 5
cam_relax_speed_ai = 360
cam_return = 0
cam_step_angle_horz = 0.6

zoom_cam_dispersion = 2.4
zoom_cam_dispersion_frac = 0.7
zoom_cam_dispersion_inc = 0.18
zoom_cam_max_angle = 50.0
zoom_cam_max_angle_horz = 50.0
zoom_cam_relax_speed = 5
zoom_cam_relax_speed_ai = 360
zoom_cam_step_angle_horz = 0.6
zoom_dof = 0.5, 1.0, 180
zoom_enabled = true
zoom_rotate_time = 0.25

Ivanovich_62
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Re: 1.5 Bugs and Issues

Postby Ivanovich_62 » 25 Aug 2017, 23:46

Please provide intestinal tape-worm medicine for my stalker.
He is very hungry about every 10 minutes.
Doesnt matter what he eats, the hunger icon will light up too often.
I almost died of starvation by going to sleep.( lol)

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sinaps
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Re: 1.5 Bugs and Issues

Postby sinaps » 26 Aug 2017, 15:20

I speak with Petrenko and...

Code: Select all

FATAL ERROR
 
[error]Expression    : <no expression>
[error]Function      : CInifile::r_section
[error]File          : Xr_ini.cpp
[error]Line          : 523
[error]Description   : fatal error
[error]Arguments     : Can't open section 'actor_helm_hardhat'. Please attach [*.ini_log] file to your bug report
 

stack trace:

0023:006E258C xrCore.dll, xrDebug::fatal()
0023:04225D4F xrGame.dll, CDialogHolder::operator=()
0023:044B9A23 xrGame.dll, CDialogHolder::operator=()


In configs\outfits\outfit_helmet.ltx

Code: Select all

bones_koeff_protection                   = actor_helm_hardhat

In configs\creatures\damages.ltx

Code: Select all

;[actor_helm_hardhat]:actor_body_damage_absent, actor_head_damage_hardhat

It is no good... :fight:

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Balathruin
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Re: 1.5 Bugs and Issues

Postby Balathruin » 26 Aug 2017, 15:30

sinaps wrote:It is no good... :fight:

Alun included unfinished configs. It's not done yet.

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sinaps
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Re: 1.5 Bugs and Issues

Postby sinaps » 26 Aug 2017, 15:37

Balathruin wrote:Alun included unfinished configs. It's not done yet.

Oh, sorry... I already made myself a temporary patch

-HUN-Riot_Gin
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Re: 1.5 Bugs and Issues

Postby -HUN-Riot_Gin » 27 Aug 2017, 07:39

The SKAT-9M type suit textures are using the same bad quality very old and looking bad bump and bump#s (stalker_dolg_3_bump and bump#).
I recently discovered the newly imported Brainsorcher type SKAT-9M outfit has no bumps, and after the .thm file in thm viewer saying the act_stalker_military_bump are not in the textures/act.

So after year I'm on stalker modding, and about 300 gb of material what I collected trough the past 1 year I found a better _bump and _bump# for the SKAT-9M Type suits. So I'm uploaded and here to download: https://www.mediafire.com/file/7wwxl7xi ... xtures.zip. These Bumps are not created by me, and I don't know who created/which mod I taked from.

And by the way, here is the list of texture, who using the bad quality act_stalker_dolg_3 bump and bump#-s. So this suit .THM files are need to recorrect / or the bumps what I uploaded needed to rename it. Anyway: You know what I mean and IF you decided to use : You know the job. You know what you need to do.

The List:

act_stalker_dolg_3
act_stalker_dolg_3a
act_stalker_military_1
act_stalker_soldier4a

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DoctorX
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Re: 1.5 Bugs and Issues

Postby DoctorX » 27 Aug 2017, 22:06

Faction Base Defense missions often CTD:

Code: Select all

ERROR: CGameObject:net_spawn() Object with ID already exists! ID=35853 self=dog_weak_bulterier35853 other=dog_weak_bulterier35853
! VERIFY_FAILED: space_restriction_manager.cpp[99] {CSpaceRestrictionManager::restriction}  m_clients->end() != I
stack trace:

0023:04B8694C xrGame.dll, CxFile::`vftable'()
0023:04932547 xrGame.dll, CxImage::`copy constructor closure'()
0023:0488F1B6 xrGame.dll, CDialogHolder::operator=()
0023:04737FCA xrGame.dll, CDialogHolder::operator=()
0023:0488F0A1 xrGame.dll, CDialogHolder::operator=()
0023:04709735 xrGame.dll, CDialogHolder::operator=()
0023:00776606 xrCore.dll, str_container::dock()
0023:0042C179 xrEngine.exe, IGame_ObjectPool::create()
0023:047F6BF3 xrGame.dll, CDialogHolder::operator=()


Has happened in CS Base and Bar. Only have had 1 out of 5 base defense missions not CTD so far. Sometimes get a "The parameter is incorrect" error.

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DoctorX
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Re: 1.5 Bugs and Issues

Postby DoctorX » 27 Aug 2017, 23:37

Helo crash sound doesn't play when you shoot down a helo (or maybe plays very quiet). Problem also existed in later versions of 1.4

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Balathruin
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Re: 1.5 Bugs and Issues

Postby Balathruin » 28 Aug 2017, 01:52

Enemies heal each other with their bullets. My guess is friendly fire deals negative damage.

JB-JB
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Re: 1.5 Bugs and Issues

Postby JB-JB » 28 Aug 2017, 12:50

Been trying to get 1.5 to run to no avail. Tested with 1.5 R2, and with the R4 patch. Nada. Log as follows.

Code: Select all

* Detected CPU: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz [GenuineIntel], F6/M12/S3, 3500.00 mhz, 18-clk 'rdtsc'
* CPU features: RDTSC, MMX, 3DNowExt!, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2, HTT
* CPU cores/threads: 4/8

Initializing File System...
using fs-ltx fsgame.ltx
FS: 38416 files cached 44 archives, 6102Kb memory used.
Init FileSystem 0.475456 sec
'xrCore' build 6756, Aug  5 2017

EH: 452A8CD0188F3DACB0A1CEF02CF04941

-----loading i:\call of chernobyl 1.5b\coc1.5\gamedata\configs\system.ltx
-----loading i:\call of chernobyl 1.5b\coc1.5\gamedata\configs\system.ltx
Initializing Engine...
Starting INPUT device...
Loading DLL: xrRender_R2.dll
Loading DLL: xrRender_R3.dll
refCount:m_pAdapter 1
Loading DLL: xrRender_R4.dll
command line
Executing config-script "user.ltx"...
[appdata\user.ltx] successfully loaded.
Loading DLL: xrRender_R4.dll
Loading DLL: xrGame.dll
* [win32]: free[4054756 K], reserved[53360 K], committed[86124 K]
* [ D3D ]: textures[0 K]
* [x-ray]: process heap[15923 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[12046 K], smem[0 K]
SOUND: OpenAL: enumerate devices...
SOUND: OpenAL: EnumerationExtension Present
dir[0]=I:\Call of Chernobyl 1.5b\COC1.5\bin\
dir[1]=I:\Call of Chernobyl 1.5b\COC1.5\
dir[2]=I:\Call of Chernobyl 1.5b\COC1.5\bin\
dir[3]=C:\Windows\system32\
CleanDeviceSpecifierList
CleanDeviceSpecifierList Generic Hardware
devices Generic Hardware
SOUND: OpenAL: system  default SndDevice name is Generic Hardware
SOUND: OpenAL: default SndDevice name set to Generic Software
SOUND: OpenAL: All available devices:
1. Generic Software, Spec Version 1.1 (default) eax[0] efx[no] xram[no]
2. Generic Software, Spec Version 1.1 (default) eax[0] efx[no] xram[no]
3. Digital Audio (S/PDIF) (2- Sound Blaster X-Fi Xtreme Audio), Spec Version 1.1  eax[4] efx[no] xram[no]
4. Speakers (2- Sound Blaster X-Fi Xtreme Audio), Spec Version 1.1  eax[4] efx[no] xram[no]
Executing config-script "i:\call of chernobyl 1.5b\coc1.5\gamedata\configs\default_controls.ltx"...
[i:\call of chernobyl 1.5b\coc1.5\gamedata\configs\default_controls.ltx] successfully loaded.
Executing config-script "user.ltx"...
Executing config-script "i:\call of chernobyl 1.5b\coc1.5\gamedata\configs\rspec_extreme.ltx"...
[i:\call of chernobyl 1.5b\coc1.5\gamedata\configs\rspec_extreme.ltx] successfully loaded.
Executing config-script "i:\call of chernobyl 1.5b\coc1.5\gamedata\configs\default_controls.ltx"...
[i:\call of chernobyl 1.5b\coc1.5\gamedata\configs\default_controls.ltx] successfully loaded.
~ Invalid syntax in call to 'r2_aa_break'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
~ Invalid syntax in call to 'r2_aa_weight'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
~ Invalid syntax in call to 'sv_adm_menu_ban_time'
~ Valid arguments: ui_mp_am_10_minutes/ui_mp_am_30_minutes/ui_mp_am_1_hour/ui_mp_am_6_hours/ui_mp_am_1_day/ui_mp_am_1_week/ui_mp_am_1_month/ui_mp_am_3_monthes/ui_mp_am_forever
[appdata\user.ltx] successfully loaded.
SOUND: Selected device is Generic Software
* sound: EAX 2.0 extension: absent
* sound: EAX 2.0 deferred: absent
* sound : cache: 65537 kb, 4856 lines, 13820 bpl
Starting RENDER device...
stack trace:

0023:6F578D99 MMDevApi.dll, Ordinal2()
0023:6F574C6A MMDevApi.dll, Ordinal3()
0023:6F571674 MMDevApi.dll, Ordinal15()
0023:6F57191B MMDevApi.dll, Ordinal15()
0023:778E621D ntdll.dll, RtlTestBit()
0023:778D2DF9 ntdll.dll, TpCallbackIndependent()
0023:7557337A kernel32.dll, BaseThreadInitThunk()
0023:778B92E2 ntdll.dll, RtlInitializeExceptionChain()
0023:778B92B5 ntdll.dll, RtlInitializeExceptionChain()


Any ideas? I've got 1.4.22 on a separate HD running with no issues at all.

Kultag
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Re: 1.5 Bugs and Issues

Postby Kultag » 28 Aug 2017, 13:31

Icons in 1.4.22 were quite mixed in quality, I fixed what I could. Use as you want in 1.5.

- Weapon icons were in general hugely overhauled: they are now more like their 3D look, and the huge difference between different icons in hue, saturation, brightness, and contrast is gone.
- Overly dark weapons are now properly visible.
- Attachment icons now match their respective weapon's icon more.
- A few grainy icons are now smoother.
- AG36 now matches G36. See the w_g36.ltx in the zip for icon coordinates.
- FAL icon now matches the 3D.
- I tried to remove the lilac coloring, but saving the dds always brings it back.
- In my weapon ltx's, I modified the grenade launcher coordinates, so now all of them match their main weapon properly in horizontal icon arrangement. All affected ltx's included.
- In my weapon_ammo.ltx I swapped the icons of 4.6x30 HK and 5.7x28 FN, and also after icon modification, the two variants within a couple of others. The stats now match the icons, just like the xml. Both files included.
- 9x19 FMJ replaced by 7N31 AP. Icon and xml matched.
- Modified most ammo box icons so that they are now more recognizable.
- Modified most ammo icons so that their markings tell about what they are good in: black means AP, yellow means soft target round, red means sniper grade ammo. Markings are mixed where necessary.
- .357 Magnum FMJ rounds now look FMJ instead of HP.
- VOG-25P icon replaced with VOG-25.
- Overly dark mutant parts are now more visible.
- Coloring of Energy Drink now resembles Red Bull.
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-HUN-Riot_Gin
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Re: 1.5 Bugs and Issues

Postby -HUN-Riot_Gin » 28 Aug 2017, 15:00

Kultag wrote:Icons in 1.4.22 were quite mixed in quality, I fixed what I could. Use as you want in 1.5.

- Weapon icons were in general hugely overhauled: they are now more like their 3D look, and the huge difference between different icons in hue, saturation, brightness, and contrast is gone.
- Overly dark weapons are now properly visible.
- Attachment icons now match their respective weapon's icon more.
- A few grainy icons are now smoother.
- AG36 now matches G36. See the w_g36.ltx in the zip for icon coordinates.
- FAL icon now matches the 3D.
- I tried to remove the lilac coloring, but saving the dds always brings it back.
- In my weapon ltx's, I modified the grenade launcher coordinates, so now all of them match their main weapon properly in horizontal icon arrangement. All affected ltx's included.
- In my weapon_ammo.ltx I swapped the icons of 4.6x30 HK and 5.7x28 FN, and also after icon modification, the two variants within a couple of others. The stats now match the icons, just like the xml. Both files included.
- 9x19 FMJ replaced by 7N31 AP. Icon and xml matched.
- Modified most ammo box icons so that they are now more recognizable.
- Modified most ammo icons so that their markings tell about what they are good in: black means AP, yellow means soft target round, red means sniper grade ammo. Markings are mixed where necessary.
- .357 Magnum FMJ rounds now look FMJ instead of HP.
- VOG-25P icon replaced with VOG-25.
- Overly dark mutant parts are now more visible.
- Coloring of Energy Drink now resembles Red Bull.


The Merc Seva Icon are wrong. The Bandit Exoskeleton Icon is not match with the in-game one.(Not just your version, the original vanilla icons too.)
But the others are looking good, and fine. Good Work :)

Real Merc Seva: http://imgur.com/a/NKKAG

JB-JB
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Re: 1.5 Bugs and Issues

Postby JB-JB » 30 Aug 2017, 15:04

Yep.. I guess I'm sticking with 1.4.22.....

zon3r
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Re: 1.5 Bugs and Issues

Postby zon3r » 31 Aug 2017, 04:31

Few one:
It happens that weapons, items, artifacts very often fall through roofs, bridges to unreachable areas. Example: In Cordon Nothern Farm, a stalker that is on roof in building where is Loner repair, when you kill him a weapons fall through roof and cannot be reached because of closed area.

It should be able to push other stalkers, cause sometimes they stays on passages and entrances and they don't move, need to reload game.

There is an addons, but i think that weapon damage shoud be better balanced ingame. Sometimes three shoots in rookie Bandit with Chaser 13 to get it down.

Game with cloudy/fog/rainy weather in areas is a bit dark.

When both inventory is opened during looting dead stalkers, sometimes right click on consumables one not works.

Sometimes shotguns stuck and cannot stop shooting until second click fire. They stop when load is empty. Know to happen often when stutter glitch is.

Population in zone is very high, even with option ingame 0.25. Stalkers is everywhere, especially bandits. They spawn alot.

All for now.
Thanks.

UP:
It will be great aswell if there is an option in menu for enable ingame (add)quick travel locations.
Traveling back to Cordon crashes game(+crash sound)

Code: Select all

intro_start game_loaded
* MEMORY USAGE: 718824 K
* End of synchronization A[1] R[1]
intro_delete ::update_game_loaded
ERROR: CGameObject:net_spawn() Object with ID already exists! ID=3789 self=dog_weak_white3789 other=dog_weak_white3789
! VERIFY_FAILED: space_restriction_manager.cpp[99] {CSpaceRestrictionManager::restriction}  m_clients->end() != I
stack trace

-HUN-Riot_Gin
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Re: 1.5 Bugs and Issues

Postby -HUN-Riot_Gin » 01 Sep 2017, 17:57

-HUN-Riot_Gin wrote:The SKAT-9M type suit textures are using the same bad quality very old and looking bad bump and bump#s (stalker_dolg_3_bump and bump#).
I recently discovered the newly imported Brainsorcher type SKAT-9M outfit has no bumps, and after the .thm file in thm viewer saying the act_stalker_military_bump are not in the textures/act.

So after year I'm on stalker modding, and about 300 gb of material what I collected trough the past 1 year I found a better _bump and _bump# for the SKAT-9M Type suits. So I'm uploaded and here to download: https://www.mediafire.com/file/7wwxl7xi ... xtures.zip. These Bumps are not created by me, and I don't know who created/which mod I taked from.

And by the way, here is the list of texture, who using the bad quality act_stalker_dolg_3 bump and bump#-s. So this suit .THM files are need to recorrect / or the bumps what I uploaded needed to rename it. Anyway: You know what I mean and IF you decided to use : You know the job. You know what you need to do.

The List:

act_stalker_dolg_3
act_stalker_dolg_3a
act_stalker_military_1
act_stalker_soldier4a


I looked that bump nowdays, what I recommend to use: Please don't use that. It's looking bad.
Last edited by -HUN-Riot_Gin on 02 Sep 2017, 04:20, edited 1 time in total.

Ivanovich_62
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Joined: 25 Aug 2017, 23:40

Re: 1.5 Bugs and Issues

Postby Ivanovich_62 » 01 Sep 2017, 23:11

I find consumables to be off the chart in 1.5 compared to 1.4.22 and vanilla.
Food requirements are absolutely unrealistic. Most people CAN go on 1 meal a day in real life. But in 1.5, the need is bout every couple hours.
And alcohol has little effect on radiation sickness.
I'm sure you're are fully aware of these issues by now.
No need to integrate Misery into your great mod. 1.4.22 was perfect.

User avatar
sinaps
Scavenger
Posts: 18
Joined: 24 Jul 2016, 05:50

Re: 1.5 Bugs and Issues

Postby sinaps » 02 Sep 2017, 01:33

Your Voronin
Spoiler:
Image

My Voronin
Spoiler:
Image

https://yadi.sk/d/1mi7YrK03MXzHk
MilkShape 3D Plugin Is beautiful! :D

User avatar
Alundaio
S.T.A.L.K.E.R.
Posts: 1368
Joined: 26 May 2012, 22:26

Re: 1.5 Bugs and Issues

Postby Alundaio » 02 Sep 2017, 22:28

sinaps wrote:Your Voronin
Spoiler:
Image

My Voronin
Spoiler:
Image

https://yadi.sk/d/1mi7YrK03MXzHk
MilkShape 3D Plugin Is beautiful! :D


If you want to fix some of the bad meshes, I'll gladly put them in and credit you. Just use meshes.db from the update drive: https://drive.google.com/drive/folders/ ... sp=sharing

I'll probably be going back to 1.4.22 bump maps, but that will be some time before I update the textures.db with them.
"I have a dream that one day this community will rise up and live out the true meaning of its creed: "We hold these truths to be self-evident; that all mods are created equal."


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