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Найдено: 50 результатов

  1. Босс the "omega.xdb1" file does not work with version 2.04. I'm wasting a lot of time checking the French translation of the change. Sorry for my mistake, it's not always easy. Thanks (Файл "omega.xdb1" не работает с версией 2.04. Я трачу много времени на проверку французского перевода изменений.)
  2. Господа. Сейчас разбираю логику mob_combat. Могли бы сказать где именно проблема? Вроде все правильно сделал. [logic] active = mob_eluder on_death = death@boar_i combat_ignore = mob_combat [mob_eluder] path = bloodsucker_way_bloodsucker combat_ignore_cond = always braindead = true [death@boar_i] on_info = %+lvl8_swamp_find_groups_stalkers_mutants_dead_krovosos% [mob_combat] combat_ignore_cond = always braindead = true Кровососс, нападает на нпс, но нпс игнорирует его, по итогу нужно сделать что бы кровососс игнорировал все. А собственно говоря все равно кровоссос место того что бы игнорировать нападает на НПС, нпс в схеме combat ignore Задача главная состоит чтобы данный мутант игнорировал любые атаки.
  3. Hellstar Clothing

    Hellstar Clothing isn't always simply a trend brand; it is a manifesto of individuality and a riot towards the mundane. This label represents a insurrection in opposition to traditional fashion and champions the unapologetically unique. From picture tees to distinct hoodies and shirts, Hellstar's series is a canvas for self-expression, a name for non-conformity, and a venture to the ordinary. It's a fusion of trend and rebellion, a platform for these who dare to wreck free from the norm and create their personal sartorial statement. Hellstar Clothing epitomizes the spirit of defiance, reworking every garment into greater than mere attire, however a proclamation of non-public identity.

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  4. I'm in Jupiter and I have to save Koltsov. He dies because he gets out as soon as the attack starts and I haven't found a way to keep him alive. I've tried every possible idea but he always gets out even when I manage to kill his jailers. In the guide it says that he has to be wounded, not dead. His PDA doesn't say anything about the mission. Thank you
  5. Господа. Возник вопрос. Делал логику для Нпс, и не могу понять, почему в игре нпс просто стоит, по идеи он должен делать замеры ( анимацию я просматривал). Вот сама логика [logic] active = walker combat_ignore = combat_ignore [walker] path_walk = lvl8_swamp_scientists_find_cutscene_walk path_look = lvl8_swamp_scientists_find_cutscene_look combat_ignore_cond = always on_info = {+lvl8_swamp_psi_ystanovka_give} remark@zameri [remark@zameri] anim = metering_0_draw_1 combat_ignore_cond = always [combat_ignore] Встречный вопрос, с какого файла берутся анимации для схемы remark? Или указанная анимка работает в схеме [meet]? Дополнено 1 минуту спустя Щас посмотрел в одной статье, это тоже самая анимация что и в логике моей, но под другим именем. Но до сих пор понять не могу, с какого файла берутся анимации... Вот название анимации probe_2
  6. Вобла вот эту вписать попробуй [logic] active = remark@start combat_ignore = combat_ignore danger = danger_condition [remark@start] anim = wait target = nil [combat_ignore] combat_ignore_cond = always [danger_condition] ignore_distance = 0 ignore_distance_corpse = 0 Дополнено 1 минуту спустя Вобла точнее - не попробуй, а она точно должна работать. Правда работала она 100 на тч, надеюсь на коп получится
  7. Кто шарит в гулагах, хочу сделать такую вещь, при попадании, в одного из нпс ( которые под смартом этим) то они сразу начинают стрелять по игроку. ;**************************** ; SHMON ;**************************** [logic@gar_rob_walker] active = walker@gar_rob_walker combat_ignore = combat_ignore [walker@gar_rob_walker] on_info = {+gar_bandit_shmon} kamp@days path_walk = walker_1_walk path_look = walker_1_look combat_ignore_cond = always [kamp@days] center_point = kamp_4 def_state_moving = walk combat_ignore_cond = always [logic@gar_rob_walker_1] active = walker@gar_rob_walker_1 combat_ignore = combat_ignore [walker@gar_rob_walker_1] path_walk = walker_2_walk path_look = walker_2_look on_actor_dist_le = 5 | remark@second combat_ignore_cond = always on_hit = hit@actor [remark@second] on_timer = 5000 | walker@day anim = claim snd = gar_dm_bandit_demand target = actor combat_ignore_cond = always meet = meet [walker@day] path_walk = walker_2_walk path_look = walker_2_look on_info = {+gar_bandit_shmon} kamp@night combat_ignore_cond = always meet = meet [meet] use = true use_wpn = false [on_hit@actor] on_info = {=hit_by_actor} [kamp@night] center_point = kamp_4 def_state_moving = walk combat_ignore_cond = always [logic@gar_rob_walker_2] active = walker@gar_rob_walker_2 combat_ignore = combat_ignore [walker@gar_rob_walker_2] on_info = {+gar_bandit_shmon} kamp@dayz path_walk = walker_3_walk path_look = walker_3_look combat_ignore_cond = always [kamp@dayz] center_point = kamp_4 def_state_moving = walk combat_ignore_cond = always
  8. Borovos

    True Stalker

    TS patched 1.1 to 1.3 eng version (I just see the 1.4 is out). BUG report: Cordon, quest Missing Stalker. I didn't follow the cries at the beginning. I tried to do it later, when I came back to Cordon. But it's impossible to speak with the npc. Nothing happens. The quest is closed (infoportion error?) https://ibb.co/CbLbKt5 Few minor mistake report: 1/Bar, the quest Hero or executioner, meet with Chrome. Wrong logic (collide with geometry) https://ibb.co/m920RLX 2/Name missing: Esc_composer_task_scientist_name missing (radio message) Esc_composer_task_scientist_name missing (dialog windows) 3/Transmutation quest, at the bar in the village, trouble with logic (two npc collide) https://ibb.co/YLCs47J 4/End of Chapter 6, after hiding the transmutated artifact, during the scene before coming back to cordon . No subtitles during the radio dialogue with our friend. https://ibb.co/YTHbs7M There is text on left side for that the guide says, but nothing for the actor. So english player can only understand the half of the dialog. 5/ 3D in garbage underground (hangar place), few flying objects, always the same meshes (it's like this 3 or 4 times, I don't remember and didn't take pics for all). https://ibb.co/tZfFdrb 6/ Shaders in garbage, on the bandit camp (south west, closed to the way to agroprom & anomaly field). Black effect on a wood box. I remember we had a lot of this trouble with CS levels ported to CoC (garbage, darkvalley, Limansk...) and I don't remember how we fixed it. By the way, the Team Epic forum is dead, so, I can't find the solution. Sorry. It was always for wood boxes. https://ibb.co/9s7T7Np 7/ Garbage, south anomaly field, meet chunk artifact trapped in the geometry. I don't know if it's a random event or if it's related to the way point. Save and reload, go away in another level and came back didn't fix it. https://ibb.co/Wgr8ZnH https://ibb.co/Qpkg5JM 8/ I saw few text errors, but someone is fixing them on moddb page and is in contact with the team if I understand. Gameplay feedback: Hit distance for dogs (a little) and for snork (a lot) is to high In few quest, it's hard to play when the enemy (monsters or npc) attack the player at the end of the scene without delay or safe distance. It can be frustrating sometime. At Novoshepelychi, the barman doesn't buy artefacts. It's a inconsistency imo. All trader buy them in stalker's games, artifacts are the Zone's money. In dialogues, someone explain than all stalkers here take artefacts quickly. So, we can suppose they have to sell them. So, who buy arties here? (I didn't check if hunters buy them). And regarding the end of Chapter 6. Can sell arties before the end should be fine. Ofc, the player can return to Sidorovich before the end but it isn't the expected path. It's time to check the 1.4 patch, put it and go to Yantar. Thanks again for this very great mod. I love your story. Regards
  9. Delford 1. Никакого. в сдк всё в 10 раз удобнее. 2. Что бы он не смотрел на идиота, нужно в кастом дате нпс прописать строчку meet. Вот тебе пример логики 1 из нпс. [logic] active = remark combat_ignore = combat_ignore [smart_terrains] none = true [remark] anim = sit meet = default_meet@master combat_ignore_cond = always [combat_ignore] combat_ignore_cond = always [default_meet@master] meet_state = nil meet_state_wpn = nil victim = 30|actor victim_wpn = 30|actor use = true use_wpn = false syndata = hello@hail|backoff@threat_weap Что бы не было постоянных гляделок, прописываешь нпс в логику всё начиная с [default_meet@master]
  10. Не совсем верно, вот часть кода НПС из аллспавна: [1820] ; cse_abstract properties section_name = stalker_0012 name = tirpic position = -19.1746063232422,15.5646266937256,-147.488845825195 direction = -0.489549994468689,0,-0.871975004673004 ; cse_alife_trader_abstract properties money = 5000 character_profile = npc_tirpic ; cse_alife_object properties game_vertex_id = 2119 distance = 3.5 level_vertex_id = 80698 object_flags = 0xffffff7b custom_data = <<END Все зависит от флага, например в указанном примере у НПС установлен флаг: object_flags = 0xffffff7b И этот НПС прекрасно отрабатывает логику (именно логику, а не смарт) даже в оффлайне. Т.е. можно на одном конце локации поговорить с ним, выдать поршень на переход в другую схему логики, отправляющую его на противоположный край, и смело отправляться туда куда он должен прийти, оставив его далеко позади и в оффлайне. Через некоторое время он придет в нужное место самостоятельно. Дополнено 38 минуты спустя Всё достаточно просто. Например есть простейшая логика логика: [logic] active = walker@tirpic_stroy ;;;; обьявляем активную секцию логики combat_ignore = combat_ignore [walker@tirpic_stroy] ;;;; активная секция логики path_walk = tirpic_walk ;;; нпс стоит в этой точке path_look = tirpic_look ;;; нпс смотрит в эту точку combat_ignore_cond = always ;;;; игнорирует любую опасность (это не обязательно))) можно в него даже стрелять, не ответит danger = danger_condition show_spot = false ;;; не отображается на миникарте on_info = {+mogno_topat} walker@go_tochka_a ;;;; при получении инфопоршня "+mogno_topat" нпс переходит в секцию логики "walker@go_tochka_a" [walker@go_tochka_a] ;;;; перешли сюда path_walk = tirpic_go_walk ;;;; топает в эту точку path_look = tirpic_go_look ;;;; смотрим в эту точку meet = no_meet combat_ignore_cond = always on_signal = tirpic_mesto| %+s_pribitiem% walker@tirpic_na_a ;;;; при получении сигнала (прописывается либо в точках ***_walk, либо в точках ***_look "tirpic_mesto" выдается инфопоршень "s_pribitiem" и нпс переходит в секцию логики "walker@tirpic_na_a" [walker@tirpic_na_a] ;;;; перешли сюда path_walk = tirpic_sid_walk ;;;; дотопали в эту точку path_look = tirpic_sid_look ;;;; смотрит в эту точку combat_ignore_cond = always meet = meet on_info = {+vtoroy_tochka_da} walker@tirpic_tochka_b ;;;; при получении инфопоршня "vtoroy_tochka_da" переходим в секцию логики "walker@tirpic_tochka_b" [walker@tirpic_tochka_b] ;;;; перешли сюда path_walk = tirpic_walk_b ;;;;; дотопали в эту точку path_look = tirpic_look_b ;;;; смотрим в эту точку combat_ignore_cond = always on_actor_dist_le_nvis = 7|remark@talk ;;;; при приближении гг на 7 метров к нпс он переходит в секцию логики "remark@talk" meet = no_meet [remark@talk] ;;;; перешли сюда anim = wait_trade ;;;; нпс отыгрывает анимацию target = actor ;;;; нпс смотрит на гг meet = meet on_actor_dist_ge = 7|walker@tirpic_tochka_b ;;;; при отходе гг от нпс на 7 метров, он возвращается в секцию логики "walker@tirpic_tochka_b" В общем, немного знаний и упорства, и с нпс можно творить практически всё, что угодно - заставить его ходить или сидеть, бегать или играть на гитаре, есть, пить, отыгрывать анимации и т.д. и т.п.
  11. As you want, you can do it or share me your stuff and tell me how do. It's always time to learn something new. About the mod itself, don't worry. I have a lot of files in eng, for SA, RMA... I already play on it.. I translated the first RMA version in french a decade ago. It was not easy. Google translator was not as translators are today.
  12. wzyddg

    True Stalker

    Congratulations on the release! I'm a STALKER fan from China, our local community have been playing stalker mods for a long time. "True Stalker" is really good and we are trying to localize it so that we can play in our language, like many other mods we played. But we found out that "True Stalker" doesn't seem to fully support multi-byte font like vanilla game SOC, CS or COP. we have to use it since characters in our language is way more than 256. we are using something like follwoing in the font definition. [mb_symbol_coords] height=25 00032= 9, 0, 15, 25 00101= 31, 0, 43, 25 this is how it looks like when I translate some of the strings and use the Chinese font, the English is ok but Chinese characters just disappear. could you please fix this or provide another solution? Thank you! P.S. I'm sorry to post in English, I just want to make my question clear. You can always translate to Russian by yourself if you want. @Overf1rst I'm sorry to pin you , but this is some serious problem.
  13. [smart_terrains] none = true [logic] active = walker combat_ignore = combat_ignore [walker] path_walk = gar_rob_walker_2_walk path_look = gar_rob_walker_2_look combat_ignore_cond = always [remark] anim = claim snd = gar_dm_bandit_demand target = actor combat_ignore_cond = always [combat_ignore] Stalkervernite
  14. Zloi Badwin Hello If I may say so, based on my experience of "Stalker" since the first game : if you search unlikely places thinking you'll find something new, you're very often -always depending on the mods- disappointed; a small bonus would be appreciated to reward curiosity and perseverance. As far as damage etc. is concerned, I bend to the modders' thoughts and obey like a good little boy. Thank you to all the modders here and elsewhere.
  15. I did as you explained but it did not work. The cursor is still there. I did view that cursor.dds file in my photoshop and do see it is a cursor. It's a 64x64 picture of a cursor. Should this be a 'dot' ? Again, I would like to have that 'dot' as my crosshair, not a cursor. Sorry if I wasn't clear before. Updated 17 minutes later I thought I would like to share some reshade settings that I always apply to all my Stalker mods. I always like to use ambientlight.fx as a sort of substitute for bloom, but it also adds lens dirt which I think is a very cool effect. I switch off the NeoBloom and apply the ambientlight.fx instead. Here are my settings if anyone is interested to try. This is an extreme example of it off and on As you can see the dirt halos and the dirt scratches on the bottom. I don't usually have it set this intense though. Just an example. another example Updated 41 minutes later *******Update****** Now i'm experiencing crashing at Garbage and Jupiter. I have two crash logs for Garbage. I've been trying to enter Garbage from various locations but none seem to work. 1st one is.... FATAL ERROR [error]Expression : S && strlen(S) [error]Function : CInifile::r_section [error]File : Xr_ini.cpp [error]Line : 1080 [error]Description : assertion failed stack trace: The 2nd one is this... ! Invalid ogg-comment version, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\characters_voice\human\stalker_3\fight\death\death_1.ogg ! Invalid ogg-comment version, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\characters_voice\human\stalker_3\fight\death\death_2.ogg ! Invalid ogg-comment version, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\characters_voice\human\stalker_3\fight\death\death_3.ogg ! Invalid ogg-comment version, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\characters_voice\human\stalker_3\fight\death\death_4.ogg !Invalid ogg-comment version, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\characters_voice\human\stalker_3\fight\death\death_5.ogg ! Invalid ogg-comment version, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\characters_voice\human\stalker_3\fight\death\death_6.ogg ! Invalid ogg-comment version, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\characters_voice\human\stalker_3\fight\death\death_7.ogg ! Invalid ogg-comment version, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\characters_voice\human\stalker_3\fight\death\death_8.ogg !Invalid ogg-comment version, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\characters_voice\human\stalker_3\fight\death\death_9.ogg ! Invalid ogg-comment version, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\characters_voice\human\stalker_3\fight\death\death_10.ogg ! Invalid ogg-comment version, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\characters_voice\human\stalker_3\fight\death\death_11.ogg ! Invalid ogg-comment version, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\characters_voice\human\stalker_3\fight\death\death_12.ogg !Invalid ogg-comment version, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\characters_voice\human\stalker_3\fight\death\death_13.ogg ! Invalid ogg-comment version, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\characters_voice\human\stalker_3\fight\death\death_14.ogg ! Invalid ogg-comment version, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\characters_voice\human\stalker_3\fight\death\death_15.ogg ! Invalid ogg-comment version, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\characters_voice\human\stalker_3\fight\death\death_16.ogg !Invalid ogg-comment version, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\characters_voice\human\stalker_3\fight\death\death_17.ogg ! Invalid ogg-comment version, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\characters_voice\human\stalker_3\fight\death\death_18.ogg ! Invalid ogg-comment version, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\characters_voice\human\stalker_3\fight\death\death_19.ogg ! Missing ogg-comment, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\weapons\barry_knife_draw.ogg !Missing ogg-comment, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\weapons\barry_knife_holster.ogg ! Invalid ogg-comment version, file: c:/program files (x86)/stalker_anomaly_expedition_2.3\gamedata\sounds\weapons\handling\mosin\bolt_new.ogg stack trace: at address 0x00000001400B52E6 I opened and checked the sound db files to look for the barry_knife_draw.ogg and the barry_knife_holster.ogg and they dont exist in the gamedata\sounds\weapons folder. Jupiter crash log... g_dispersion_factor 3 ! Can't find sound 'weapons\explosions\modular_model\shared\disruptor\disruptor_1_5' ! Can't find sound 'weapons\explosions\modular_model\shared\disruptor\disruptor_2_5' ! Can't find sound 'weapons\explosions\modular_model\shared\disruptor\disruptor_3_5' ! Can't find sound 'weapons\explosions\modular_model\shared\disruptor\disruptor_4_5' ! Can't find texture 'wpn\wpn_mark_cw_rakurs' ! Can't find texture 'wpn\wpn_crosshair_rakurs' ! Can't find texture 'mp5lng_mod\wpn\surv\surv_2' ! Can't find sound 'wpn_aa12_snd_silenced' stack trace: at address 0x00000001400B52E6 I checked for some of these files as well and they are not to be found in their folders too. very odd
  16. This is S.T.A.L.K.E.R ART!!! Love the UI Love the closeness of the 3D scopes. Love everything...... I can't wait to see other mods flourish from this. Stalker world is always expanding and it is from all you modders that makes this game stay alive.

  17. "The Ethiopian Airlines Toronto Office is my travel anchor in Canada. Nestled in the heart of Toronto, this office is my gateway to seamless journeys filled with cultural immersion and remarkable experiences. With its strategic location and dedicated team, the Ethiopian Airlines Toronto Office ensures every trip is a vibrant tapestry of unforgettable moments. Join me as we explore diverse destinations worldwide, always commencing our voyages from this office. Let's traverse the globe together, with Ethiopian Airlines as our trusted travel companion, turning each destination into cherished memories. Explore the world with us, one flight at a time."

  18. @ Pr1koluS and Gary_Sanderson , try experimenting with removing certain unwanted add-ons. This will certainly help with performance and load times. It has with me. I'm down to 260 add-ons without much compromise on the visuals and performs decent on my end. You will have to start a new game when removing a lot. Need to experiment. I'm on a 6700k with a 3060Ti on an M.2 Win7 playing @ 1080 @Maxon 45 I have experienced this too. Try to put away your detector and pull it out again and see what happens. Also try to walk far away til it's out of your hud map range and walk back again then pull out your detector. Sometimes even leaving the level and going back again has helped. @Skilldex , I'm trying to remove the PP-19 Vityaz Virilized add-on but keeps resulting in this crash. Is there any other add-on linked to this? Any help would be appreciated. FATAL ERROR [error]Expression : <no expression> [error]Function : CInifile::r_section [error]File : C:\anomaly_src\xray-monolith\src\xrCore\Xr_ini.cpp [error]Line : 1101 [error] Description : fatal error [error]Arguments : Can't open section 'up_gr_firstab_vityaz'. Please attach [*.ini_log] file to your bug report I've already completed this game 3 times right up to the end credits after helping Strelok and Degtyarev . Each play time i'm reducing more unwanted add-ons further improving load times and performance. I'm already down to under 260 add-ons with very little crashes. However, there is always one task that I can never complete is the "Concrete Tomb" task. How do I complete this task? Where does it start? Any help would be greatly appreciated from anyone here . Overall, I'm very pleased with Anomaly Custom as it showed me many add-ons that I would never have tried and have now gotten to like them. This really showed me a lot.
  19. Установите этот аддон: https://www.moddb.com/mods/stalker-anomaly/addons/price-always-in-item-tooltip Ну а крафт в аномальке всегда был такой. Благо что никто не заставляет им пользоваться и можно починить предмет у техника немного переплатив.
  20. I see there is a patch up. Is this what was part of the recent beta? Any description on what was fixed? I have a problem with a specific keybind. I am a left handed mouse player so my movement keys are always the numeric keys. How can I unbind that free float view on the numeric '0' zero key? I need that zero key to use on the numeric pad. Also, what does the artifact melter box do? How do I use it? Is there a link of the download description of the add on? I'm still experimenting with the 'bvcx squad filler' to see how it handles the loading of the world population. Just trying stuff out.
  21. Moustapha_Matushka try to install the assembly on a non-system disk and do everything as in the instructions in the screenshot about setting up the organizer mod. Дополнено 20 минуты спустя Hrenovor And always run as administrator and you can also set the properties of all executables to run as administrator, including MO!
  22. What a difference with these 3 episodes? It's not always easy to keep up with these developments...