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Re: 1.5 Bugs and Issues

Posted: 29 Sep 2017, 20:53
by Alundaio
Just to provide a counter-point to that, not everyone thinks that way. There is a significant portion of the stalker community that would like to see wound damage be as realistic as possible.


Realism is definitely not 1 bullet 1 kill and other subsystems would need to be in place for it even to work correctly like realistic wounding and cover mechanics and other things that AI can't do. 3-4 hits is reasonable.

Re: 1.5 Bugs and Issues

Posted: 29 Sep 2017, 21:33
by DoctorX
Balathruin wrote:
DoctorX wrote:
Balathruin wrote:If enemies die too quickly there is no fun

There is a significant portion of the stalker community that would like to see wound damage be as realistic as possible.

I could do that, but only as an addon. Current setup was Alun's wish, but I actually started liking it. Killing medium enemies in 2 shots would make scopes and long range combat even more broken.
If I remember correctly my original idea was 3 hit kill on mediums (sunrise, merc suit, etc.), somewhat less than now. I will only change it if I'm allowed to.


That's about the level I was thinking.

I wouldn't do any more changes in vanilla, it's a good overall balance that most people can agree on. No matter what you do there will always be some people who think it should be nerfed, and some people that think it should be buffed. You can't please all the people all the time.

If you do plan on doing it in an addon however, I would definately encourage that and would be very interested in it.

Re: 1.5 Bugs and Issues

Posted: 30 Sep 2017, 01:51
by Balathruin
DoctorX wrote:I wouldn't do any more changes in vanilla, it's a good overall balance that most people can agree on.

I'm readjusting armor and k_ap to make AP ammo useful, so there's that.

Re: 1.5 Bugs and Issues

Posted: 30 Sep 2017, 02:38
by syn
Was following 3 Loners from about 30 meters here: https://imgur.com/a/Dp2IQ when they just straight up poofed out of existence without leaving my line of sight. Are there NPC only level transitions, or is something else going on there? Using OWR and the 'Revenge Kill Fix'.

@Balathruin
You did a great job with the balance, and I'm genuinely surprised how good it is out of the box. I normally spend hours tuning tuning things to get it all feeling perfect, but this isn't bad at all, especially for "vanilla". I've personally tossed around the idea of doing a true 'realism pass' on the weapons and ammo to get them roughly matching their external and terminal ballistics, but I could never find a way to make that work from a gameplay perspective. When the "top-tier" weapons like the OTs-14 or VSS realistically have the muzzle energy of a hot 9x19 load (albeit with AP capability with the SP-6), there'd be no reason to use anything other than 5.45/5.56/7.62x54r, and that probably wouldn't be particularly fun.

*Edit
This campfire in Cordon is broken. https://imgur.com/a/TTWPo
It's generating spark particles like a lit campfire, and is playing the "burning" sound, but it can't be interacted with, and it isn't visually lit. Strangely, if you load while looking at it, it'll stay lit for about a second or so before the flame disappears. I guess this could be intended behavior, since I've found a ton of campfires that do this.

Another weird occurrence: Was getting my gear repaired in the Agroprom military base, and when I walked outside, the helicopter was behaving strangely, to say the least. Attached a video of it.

Re: 1.5 Bugs and Issues

Posted: 30 Sep 2017, 10:48
by SadBlackFox
Вылет при попытке взять квест у нпс

Code: Select all

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 204
[error]Description : fatal error
[error]Arguments : LUA error: ...rogram files\coc 1.5 r6\gamedata\scripts\xr_logic.script:607: attempt to index local 'npc' (a nil value)

В продаже появляются два рюкзака equ_backpack как 2 разных предмета, а в настройках продает только один рюкзак. Второй наверно принадлежит торговцу, Это у всех так
Spoiler:
Image

у заданий в ПДА вверху нет иконок, там где курсор
Spoiler:
Image

должно быть так:
Spoiler:
Image

С ворон теперь ничего не падает, не знаю зачем были исключать их в itms_manager 407

Code: Select all

--[clsid.crow] = "crow", — only because in binder it is not saved

От 3-го лица максимальный угол на который можно смотреть вверх где-то 75 градусов. Вниз тоже ограничено, но меньше
Spoiler:
Image

Так же после загрузки у торговцев пропадает товар. Это можно часто заметить у торговцев Военных, ЧН, наёмников. Это явно связано с изменениями в bind_trader 180:

Code: Select all

st.object = self.object
, axr_trade_manager 222:

Code: Select all

size_t = size_t + 1
и trade_manager 119:

Code: Select all

if not (id and m_data.trade_manager and m_data.trade_manager.cfg_ltx) then

так же в sleep_dep надо изменить в 66: caff_max 3 на 5, иначе ГГ хочет спать практически после любого предмета

Re: 1.5 Bugs and Issues

Posted: 30 Sep 2017, 14:20
by vorador1980
With Military stalker the Duty trader offers only a piece of bread https://imgur.com/IIKPIZy, while the Ecologysts trader offers only medical materials and nothing else. The traders`s inventory no longer change at random with each reload, which leads to considerable difficulty when PC wants to purchase more than 30 bullets at the same time. Combined with the insignificant ammo loot from random weaponry, the military life in the Zone becomes hell, especially when is used pirmary 9x39.
New game as Loner and Duty in Rostok shows Duty trader`s inventory, but Bartender`s inventory is empty https://imgur.com/bofNetf.

Fulfilled quests for Duty gives its rewards but no relations points.

One of the stationary guns in Rostok (near the Wild Territory entrance) is still in a bit weird position https://imgur.com/1rHBGjm. And that one at Agroprom tower too https://imgur.com/XTzcpBq, https://imgur.com/ak4rHiS (another angle). They aren`t useable so it is only a minor thing.

M203 underbarrel grenade launcher looks a bit out of place https://imgur.com/Zys4Quc. Otherwise it works properly.

In r6 Stalker spawn rate of 1.5 has approximately the number of spawn rate 1.0 from r4.

Bedrock Claws anomaly in Agroprom shows some artefact on Veles detector, but nothing appears when PC moves inside it. The artefact can not be seen or taken. Edit: after 24 hours rest and detection of 2 artefacts into the same anomaly, both appeared and could be taken.

Tested with CoC 1.5 r6 new game, with OWR for r6, http://www.moddb.com/mods/call-of-chern ... -scorchers, hotfix for Revenge kill quest https://drive.google.com/open?id=0B2mzu ... 2I4MHAxVDA, paranoiia8`s CoCk Texture pack 1.65 and http://www.moddb.com/mods/stalker-two-k ... -k-fx-pack.

Re: 1.5 Bugs and Issues

Posted: 30 Sep 2017, 16:48
by Courier
Looks like Duty and Loners don't care about Monolith forces near Skadovsk, they meet themselves without any reaction.
Spoiler:
Image

Spoiler:
Image


And small issue here, also in Skadovsk.
Spoiler:
Image

Spoiler:
Image


Everything on R6 version without addons.

Re: 1.5 Bugs and Issues

Posted: 01 Oct 2017, 01:21
by Lowprofile
I get a CTD when shooting the boxes inside trailor/train cart? at radar where you encounter the first sniper post to the left (vanilla SoC) before entering the forrest with this error message https://imgur.com/a/Psxxv :

Code: Select all

compiling shader yuv2rgb
* [win32]: free[2060292 K], reserved[105332 K], committed[2028616 K]
* [ D3D ]: textures[964957 K]
* [x-ray]: process heap[1751100 K], game lua[25244 K], render[8292 K]
* [x-ray]: economy: strings[18179 K], smem[10899 K]
~ cannot remove restriction with id [6886][rad_zone_mincer] to the entity with id [22593][pseudodog_grey_strong22593], because it is not added
~ cannot remove restriction with id [6886][rad_zone_mincer] to the entity with id [22595][psy_dog_normal22595], because it is not added
~ cannot remove restriction with id [6886][rad_zone_mincer] to the entity with id [22593][pseudodog_grey_strong22593], because it is not added
~ cannot remove restriction with id [6886][rad_zone_mincer] to the entity with id [22595][psy_dog_normal22595], because it is not added
~ cannot remove restriction with id [6886][rad_zone_mincer] to the entity with id [22593][pseudodog_grey_strong22593], because it is not added
stack trace:

0023:652DF5D8 nvd3dum.dll, QueryOglResource()
0023:652DF1FE nvd3dum.dll, QueryOglResource()
0023:652E3C11 nvd3dum.dll, QueryOglResource()
0023:652F4DB0 nvd3dum.dll, QueryOglResource()
0023:652F5334 nvd3dum.dll, QueryOglResource()
0023:652F537F nvd3dum.dll, QueryOglResource()
0023:6528F90F nvd3dum.dll
0023:6528F7A5 nvd3dum.dll
0023:652B8B03 nvd3dum.dll
0023:65243673 nvd3dum.dll
0023:6525D697 nvd3dum.dll
0023:65485DB4 nvd3dum.dll, QueryOglResource()
0023:65485EFB nvd3dum.dll, QueryOglResource()
0023:74F97C04 KERNEL32.DLL, BaseThreadInitThunk()
0023:7765AD2F ntdll.dll, RtlInitializeExceptionChain()
0023:7765ACFA ntdll.dll, RtlInitializeExceptionChain()
 
[error][       8] : Not enough storage is available to process this command.

Re: 1.5 Bugs and Issues

Posted: 01 Oct 2017, 02:03
by Alundaio
Lowprofile wrote:I get a CTD when shooting the boxes


I resolved his issue through IM, but for others here is the solution:
http://www.moddb.com/mods/call-of-chern ... e-to-crash
You have no choice but to switch to Generic Software.

Apparently the engine has always had issues with Creative soundcards, or rather, has issues with this version of OpenAL: http://www.gsc-game.com/index.php?t=com ... =20&page=1

Re: 1.5 Bugs and Issues

Posted: 01 Oct 2017, 03:57
by Bangalore
Alundaio wrote:
Lowprofile wrote:I get a CTD when shooting the boxes


I resolved his issue through IM, but for others here is the solution:
http://www.moddb.com/mods/call-of-chern ... e-to-crash
You have no choice but to switch to Generic Software.

Apparently the engine has always had issues with Creative soundcards, or rather, has issues with this version of OpenAL: http://www.gsc-game.com/index.php?t=com ... =20&page=1


Yep, I use an Sb X-fi Music since 8 years, i like this soundcard very much, but i can confirm, that Creative can't make drivers. I had BSOD issues with modded SOC, updating some dll helped, but for CoC, these dll's are already useless:
http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=104&thm_id=17357&sec_id=16&page=1

Re: 1.5 Bugs and Issues

Posted: 01 Oct 2017, 10:25
by syn
One of the blood decals has some kind of transparency issue, or maybe it's just Sakharov.
Spoiler:
xrEngine 2017-10-01 10-21-42-17.png

Re: 1.5 Bugs and Issues

Posted: 01 Oct 2017, 12:45
by DoctorX
vorador1980 wrote:Bedrock Claws anomaly in Agroprom shows some artefact on Veles detector, but nothing appears when PC moves inside it. The artefact can not be seen or taken. Edit: after 24 hours rest and detection of 2 artefacts into the same anomaly, both appeared and could be taken


What is happening there is they sometimes jump up on top of the claws. Not sure if that is intentional or not, I've tried climbing up there with no success.

Re: 1.5 Bugs and Issues

Posted: 01 Oct 2017, 13:38
by vorador1980
DoctorX wrote:
vorador1980 wrote:Bedrock Claws anomaly in Agroprom shows some artefact on Veles detector, but nothing appears when PC moves inside it. The artefact can not be seen or taken. Edit: after 24 hours rest and detection of 2 artefacts into the same anomaly, both appeared and could be taken


What is happening there is they sometimes jump up on top of the claws. Not sure if that is intentional or not, I've tried climbing up there with no success.


I tried to climb, to jump around but without success too. Well, since there is such a simple solution, it isn`t a problem any more, right, Sir?

Re: 1.5 Bugs and Issues

Posted: 01 Oct 2017, 13:44
by DoctorX
Yup. Never really bothered me.

Re: 1.5 Bugs and Issues

Posted: 01 Oct 2017, 16:27
by Wasyock
1 shot = 13245 holes
Spoiler:
1 (6).jpg
1 (5).jpg
1 (4).jpg
1 (2).jpg
1 (3).jpg

Re: 1.5 Bugs and Issues

Posted: 01 Oct 2017, 18:58
by lived
First! Thank you very much your job!

My reports:
1. One knife cut more trace
This bug is work on that object, what can we interact. (boxes, doors etc.)
Spoiler:
Image


2.No sound effect when we step in to the bush.

3. We cannot ignite any camp fire.

4.I cannot take the binoculars in to the slot. (the mid was before the detector slot)
Spoiler:
Image

your image
Spoiler:
Image

Re: 1.5 Bugs and Issues

Posted: 01 Oct 2017, 19:22
by Alundaio
lived wrote:First! Thank you very much your job!

My reports:


Can only light campfire if weapon is holstered.

The slot is now for backpacks

Re: 1.5 Bugs and Issues

Posted: 01 Oct 2017, 20:37
by Courier
I noticed few details related to my last post.

Every fraction when enters in area near Skadovsk become neutral and doesn't make any action, like Duty and Monolith from my screenshots.
Here another example Loners and Bandits.

Spoiler:
Image


And this dude always turns back after sleeping.

Spoiler:
Image


By the way I was fighting with Pseudogigant, he killed me, and after loading save he completely disappeared.

Re: 1.5 Bugs and Issues

Posted: 02 Oct 2017, 03:35
by syn
The stash positioned on the branch that can only be reached by jumping from the roof of the X-18 complex sort of floats/wobbles around the branch in a circular pattern. The player also does this while standing on said branch.
Spoiler:
(l04_darkvalley).jpg

Re: 1.5 Bugs and Issues

Posted: 02 Oct 2017, 04:20
by 2C.LiryC
Had a crash by looting a Flesh.
(latests dev files)

Code: Select all

* [win32]: free[2335756 K], reserved[484844 K], committed[1373640 K]
* [ D3D ]: textures[802964 K]
* [x-ray]: process heap[575265 K], game lua[25239 K], render[4646 K]
* [x-ray]: economy: strings[20203 K], smem[135367 K]
opt_blowout_task
! WARNING: SV: can't find children [21719] of parent [1043756048]
releasing object [m_crow25600]
releasing object [m_crow25344]
releasing object [m_crow25088]
releasing object [m_crow24324]
releasing object [m_crow24594]
releasing object [m_crow25856]
releasing object [m_crow24840]
! [LUA]  0 : [C  ] __index
! [LUA]  1 : [Lua] d:\coc_1.5_dev\gamedata\scripts\dxr_encyclopedia.script(92) : on_interact_mutant
! [LUA]  2 : [Lua] d:\coc_1.5_dev\gamedata\scripts\itms_manager.script(427) : loot_mutant
! [LUA]  3 : [Lua] d:\coc_1.5_dev\gamedata\scripts\itms_manager.script(256) : func_or_userdata
! [LUA]  4 : [Lua] d:\coc_1.5_dev\gamedata\scripts\axr_main.script(197) : make_callback
! [LUA]  5 : [Lua] d:\coc_1.5_dev\gamedata\scripts\_g.script(81) : SendScriptCallback
! [LUA]  6 : [Lua] d:\coc_1.5_dev\gamedata\scripts\bind_monster.script(336) :
! [LUA]  7 : [C  ] on_door_is_closed
! [LUA]  8 : [Lua] d:\coc_1.5_dev\gamedata\scripts\ph_door.script(81) :
! [LUA]  9 : [C  ] on_door_is_closed
! [LUA] 10 : [Lua] d:\coc_1.5_dev\gamedata\scripts\ph_door.script(81) :
! [LUA] 11 : [C  ] on_door_is_closed
! [LUA] 12 : [Lua] d:\coc_1.5_dev\gamedata\scripts\ph_door.script(81) :
! [LUA] 13 : [C  ] on_door_is_closed
! [LUA] 14 : [Lua] d:\coc_1.5_dev\gamedata\scripts\ph_door.script(81) :
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] d:\coc_1.5_dev\gamedata\scripts\dxr_encyclopedia.script:92: attempt to index local 'killer' (a nil value)
! [SCRIPT ERROR]: d:\coc_1.5_dev\gamedata\scripts\dxr_encyclopedia.script:92: attempt to index local 'killer' (a nil value)
 
FATAL ERROR
 
[error]Expression    : <no expression>
[error]Function      : CScriptEngine::lua_pcall_failed
[error]File          : ..\xrServerEntities\script_engine.cpp
[error]Line          : 204
[error]Description   : fatal error
[error]Arguments     : LUA error: d:\coc_1.5_dev\gamedata\scripts\dxr_encyclopedia.script:92: attempt to index local 'killer' (a nil value)
 

stack trace:

0023:00BA269C xrCore.dll, xrDebug::fatal()
0023:711B266D lua51.dll
0023:711D2FCA lua51.dll, lua_sethook()
0023:711D28CC lua51.dll, lua_sethook()
0023:711D2EF3 lua51.dll, lua_sethook()
0023:711DADD6 lua51.dll, luaJIT_version_2_0_4()
0023:711B2A54 lua51.dll
0023:711B7246 lua51.dll, lua_pcall()
0023:09A9290E xrGame.dll, CDialogHolder::IR_UIOnMouseMove()
0023:09851E56 xrGame.dll, CDialogHolder::operator=()
0023:00459662 xrEngine.exe, CInput::KeyUpdate()
0023:00459FBE xrEngine.exe, CInput::OnFrame()
0023:00410C79 xrEngine.exe, CRenderDevice::FrameMove()
0023:0041098A xrEngine.exe, CRenderDevice::message_loop()
0023:00410AB1 xrEngine.exe, CRenderDevice::Run()
0023:00465ADD xrEngine.exe, InitSound2()