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Израиль? Дополнено 54 минуты спустя Не заранее. Мы уже давно видим результат их работы. Хоронят по тому, что уже сделано Честно, лучше бы они исправляли реально важные ошибки Кого радует? Что мешало играть в оригинал? ГСС кто-то просил обновлять игру? Для чего? Какой смысл обновлять игру, которая и так нормально запускается, на которую сотни графических модов? Каким образом то, что ты получаешь что-то бесплатно лишает тебя права озвучивать недостатки? Сначала думали, что просто прикрутят dx12 и вырежут русский. Потом увидели что вырезали русский и добавили новых багов. Например, ТО ЧТО ТЫ МОЖЕШЬ ВЫБРАСИТЬ ИЗ ИНВЕНТАРЯ ТОРГОВЦА ЕГО ЛУТ И ПРОСТО ПОДОБРАТЬ. Хорошее нововведение. Удивительно, люди не довольны тем, что переиздание хуже оригинала. При чем разработчики допустили настолько нелепые ошибки, что становится за них стыдно. Текстуры и ui так вообще прогнали через нейросеть. Это качество коммерческого продукта, изданного крупной игровой студией? лучше бы ничего не делали Я конечно не осуждаю, но у некоторых людей очень странные способы получать удовольствие. Да и сделали приятно скорее аутистам наделавшим скриншотики с целью покрасоваться какие они фанаты. Обновы бесплатны для тех кто уже купил в стиме трилогию. Для других людей ремастеры не бесплатны. Насколько оправдано просить деньги за экшн-недорпг где ты можешь бесконечное количество раз получать награду от торговцев и выбрасывать содержимое их инвентаря и где интерфейс и текстуры рисует нейросеть? Когда нет аргументов, в ход идут аналогии. Сейчас нет тишины. Сплошной информационный шум и нытье свидетелей лучшей в мире страны, что компутирные игры их ущемляют и оскорбляют. Оно правда того стоит? Тебе правда интересно за этим следить? Информационная тишина никак не мешала играть в игры и обсуждать их. Почему ты говоришь за всех? Для меня, например, серия умерла после выхода чистого неба. Кому-то хватает оригинальной трилогии. Кто-то прется по эстетике отмененного концепта сралкер 2. Кто-то раз в год запускает какой нибудь мод и вообще не следит за новостями. Кто-то вообще не знаком с оригиналами и играет в КОК-сборки. Что значит жить? Все это время никто не мешал запускать игры и ставить на них моды. Тебе правда настолько весело сраться с совочкми? Это называется движом? Я думаю, для срачей с ватниками существует множество других тем помимо игор. То есть движ и “игра живет” - эвфемизмы для срачей с россиянами. Понятно. Искренне не понимаю этого прикола постоянно видеть одно и то же, читать одно и то же и сраться по одним и тем же темам. Что ватные зомбаки, постоянно обсасывают как сталкер 2 им не нужен и как они его не ждали, что впрягающиеся за С2 больше обсуждают игру, чем в нее игрют. У большинства хейтеров действительно баттхерт, вызванный ресентиментом и ущемлением чувства уруского величия, но не вся критика вызвана исключительно этим. Так я знаю про этих поехавших и всячески старалась их игнорировать, тк ничего кроме “я гналась за вами 3 дня чтобы сказать как вы мне безразличны” они сказать не в состоянии и постоянно повторяют одно и то же. Странно флексить знанием енглиш лингваге в 2к25, его только ленивый не знает. К тому же давно существует гугл переводчик, так что сидеть в англонетах - не проблема. Да и не стоит так уж молиться на иностранцев. Они не лишены все тех же искажений, что и жители лучшей в мире страны, да и многие из англо говорящих - на самом деле с пост советского пространства и пишут на ломаном английском. Пример: You can still get them if you can find the store page. Since GSC is determined to erase history, you can't even find the pages of the original trilogy on Steam, even if you specifically search for them. They are delisted.
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JonRads I will use English from now on if its okay, because that will probably let us communicate better. I need you to explain something to me. How are you decompiling level.game and level.spawn into SDK? I understand that you are using the ACDC program to get these files from all.spawn. But after that, what are you using to get them into SDK? As far as I remember, SDK has its own raw formats which are called way.part and spawn.part. In order to remake the spawn you need to turn individual level.game and level.spawn files into those. This is usually done through converter program, and that should not give you issues. If you are doing it in a different way, please tell me. As for ACDC, I only know how to work with Universal ACDC version. That doesn't make sense to me, you cannot extract level.game without using this command. I think you are confused about something, about how this works. Also, if you are working with a mod, you want to extract the modded files rather than GSC files. Unless the mod was made without editing waypoints in all.spawn in which case you should just use leaked source files for SKD's way.parts and forget about ACDC altogether, like I have suggested in my first comment (the topic with the SDK has rawdata for the levels attached).
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Hello, and thank you again for your response. Let’s get into it. Apologies for my previous comment — I now better understand what you meant. In my initial steps, I used Universal ACDC to extract level.spawn and level.game from the all.spawn file. From what I understand, level.game contains all the way.part data. However, for some reason, ACDC doesn’t handle splitting the way.part files properly. Because of this, I decided to work with ACDC without using the -way command. For my current purposes, the most important thing is to retrieve all the changes made to level.spawn, which are included in the Zone Reclamation Project 1.07 RC5. Since ZRP doesn’t modify the way.part files, I don't actually need the level.game in my case. To view these changes inside the SDK, I updated the level.spawn for each map and used the converter to transform the data into LE format. That part worked without any issues. However, I ran into another problem before I was able to successfully extract the level.spawn from the all.spawn of ZRP 1.07 RC5. The version of Universal ACDC I downloaded from the GitHub link was unable to define classes for [hunters_toz], even after I included the mod’s config folder and manually added the class to the clsids.ini file. I had to use a different version of Universal ACDC, but that one required Perl to be installed on the system. I’m not sure why the GitHub version didn’t work, considering it’s already compiled and supposedly has a Perl layer embedded in the executable. I might be mistaken on that — if so, I apologize. Now, I have a question for you: You mentioned that Aiwrapper can handle level.spawn and level.game without any problems, and that it compiles them correctly after editing. From what I understand, Aiwrapper struggles only when building new game_graphs and working with the ai_map. Is that correct? Thank you again for your time and support.
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the game is simply not finished, such important things as A-life and enemy's AI don't exist in a release version, a ton of bugs which makes a completion of some missions impossible , the sidequests and unique loot which should drive players explore the open world are realy scarse, so the only reason to get around the map is new sights and sometimes anomalies which you didn't see and occasional stashes with actually good loot instead of 2 bottles of vodka some ammo and a bread loaf. So the game needs another year or two to get A-life and AI to work (when enemies see you through walls and obstacles and the whole squad get to know where the player if one of them knows is awful), and to fill the world with actual things to do except for the main plotline, and fix a lot of issues with Lightning (the Lumen implimintation is really bad) so to wait for modders and developers fix the game is the most sensible thing to do, i tried the released version and was really upset
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Hello. i love this modpack. other than some crashes here and there which i believe are mostly due to my laptop. I'm having an issue and I am stuck. During mortal sin endgame once you do the fight in the generators and chernobog runs off into the war lab, i get to him in the room with the pods and get sent to the sarcophagus. After fighting all ten waves i am confused what I'm supposed to do, where is chernobog at this point? i fast traveled back to the war lab and he's not there, i tried to turn of the generators and the handle cant be activated, I've shot the blue glowing things and killed the guys in the pod and still cant activate the switch. id love to continue the story after this but i am lost as to what i am supposed to do. If i can just somehow progress the quest and be done with it, guessing heading back to faction leader would be the next part after killing chernobog that would be fine too but i don't know how to do that or if its possible. Any help would be greatly appreciated
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FATAL ERROR [error]Expression : [error]Function : invalid_parameter_handler [error]File : D:\a\xray-monolith\xray-monolith\src\xrCore\xrDebugNew.cpp [error]Line : 1087 [error]Description : invalid parameter stack trace: ! [LUA] 0 : [C ] save_as ! [LUA] 1 : [Lua] ... 1.5.3 + bosspack v1.8/bin/..\gamedata\scripts\_g.script(1608) : save ! [LUA] 2 : [main] ... + bosspack v1.8/bin/..\gamedata\scripts\axr_main.script(21) : ! [LUA] 3 : [C ] __index ! [LUA] 4 : [Lua] ... bosspack v1.8/bin/..\gamedata\scripts\ui_options.script(1105) : get ! [LUA] 5 : [main] ...k v1.8/bin/..\gamedata\scripts\sim_squad_scripted.script(13) : ! [LUA] 6 : [C ] register ! [LUA] 7 : [Lua] ...ck v1.8/bin/..\gamedata\scripts\class_registrator.script(15) : s_register ! [LUA] 8 : [Lua] ...ck v1.8/bin/..\gamedata\scripts\class_registrator.script(132) Кто подскажет как это чинить?
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ACDC is an ancient and outdated technique and tutorials for it are sparse and borderline incomprehensible even for a native speaker. I have an idea of how to edit spawn using it, but I cannot explain how to add a new level. How to work with SKD: The SDK is a complex program that allows you to build game levels using Level Editor mode. SDK has its own gamedata folder and rawdata folder which has raw assets. Gamedata folder's structure is the same as in the game. Level Editor has two parts to it - spawn building and full geometry building. In this case we are only doing spawn building, so any geometry changes won't be saved, we don't have to worry about that. Spawn in Stalker stored two different places - in all.spawn/game.graph and also in level.spawn/level.game/level.graph files inside each of the level folders. Now, the game itself never uses level.spawn/level.game, these files are only used by the SDK. The game only uses all.spawn (and game.graph). all.spawn is something like an archive containing all of the level.spawn/level.game from every level, and game.graph contains level.graph files from every level (in CS and CoP game.graph is integrated inside all.spawn). all.spawn stuff is responsible for all of the spawn elements (level.spawn - contains spawn elements, level.game - waypoints and graph points, I believe). game.graph is responsible for global movement between maps (and I'm not too sure how to work with it or update it using SDK, since I only worked with CoP before and CoP doesn't have any cross-level NPC movement anyway). The way SDK works is as follows: 1) You modify raw spawn data using Level editor (this data is separate and is stored in rawdata folder). 2) In SDK you click the button "Make Game" - this creates/overwrites level.spawn and level.game files in the SDK gamedata for the opened level. 3) You use the bat file which is responsible for building all.spawn (it should come with the SDK), it can be edited using Notepad++ to include all locations in the game (all levels and their level.spawn and level.game must be located in SDK's gamedata) - this will combine all the files for all levels included, and after the process is done, a new all.spawn is created in SDK's gamedata spawn folder (not too sure about game.graph - like I said, this is a SoC-only thing and I have little experience with SoC SDK and some things I say could be slightly inaccurate as a result) 4) You copy over the new all.spawn (and supposedly game.graph) into the game and replace the old one (copying level.spawn and level.game in the level folders is unnecessary since game doesn't use them. But it is considered good practice to do so as well to make it easier for others to use or edit your mod for their own needs). This is the general process, and you must also add the level to all the files I mentioned earlier for both the game and the SDK for them to recognize it. The problem is that you need raw files to build level.spawn and level.game. Some of the levels you download may already have these raw files included, and you simply need to put them into levels folder of the rawdata folder of the SDK, and then you can just open it. Some levels don't have that. Also, since you edited original spawn with ACDC, original level.spawn and level.game for vanilla levels cannot be used either. ACDC allows you to decompile your all.spawn into level.spawn и level.game: https://xray-engine.org/index.php?title=*.spawn_compiler/decompiler_(Universal_ACDC) You will need to do so and place these proper files into vanilla levels in the SDK's gamedata before continuing (note that due to how ACDC works there may still be some errors or differences after SDK compiles all.spawn, but it should be fine in most cases). To actually open a level in the SDK, we need to decompile it. Follow this tutorial to do so: https://modfaq.ru/Декомпиляция_уровня You only need to decompile levels you plan to edit using SDK. Decompiler always uses level.spawn and level.game as a base, I believe, and it never uses all.spawn, that is why we need to get the correct versions of those files. SoC uses SDK 0.4 so this is the one you should be using here (linking it just in case): https://ap-pro.ru/forums/topic/82-x-ray-sdk-04-soc/ After level is decompiled, raw level files will be added to raw data, then you can open said level in the level editor, make your changes and compile it back using the process described above. Most of geometry will be decompiled into strange chunks and will likely break in different ways if you try to rebuild it from this state, but since we are only working with spawn data, so this is fine. We only use geometry to see the level inside the level editor. Spawn data should be mostly fine, any errors will be small and can be manually fixed, if they are even present in the first place. The only problem is that non-level changer graph points will lose their names, but it should not cause any issues in the game as far as I know. Alternatively, if the level you are using already have premade level.spawn и level.game, and you plan on using ACDC going forward, you can skip the decompilation phase, and simply build new all.spawn from all of the level.spawn и level.game files for each level, then use ACDC to create the rest of the spawn like you do normally in this new file. That said, I highly recommend fully switching to using SDK, it is a more useful and better program overall. But it is up to you. Also, backup all of your important files before doing any of this, because it is very easy to break things or mess something up if you make a mistake during this process and damage can be irreversible. Some people also set game's gamedat folder to be the same as SDK's, I highly recommend NOT doing so (SDK loves to just destroy your files with a wrong button click). Дополнено 19 минуты спустя forgot to mentioned, if you do plan to use Level Editor to edit these levels, the SDK gamedata must also contain all resources used in the level like models and textures, if level has custom assets, dont forget to add the as well (both into the game and the sdk gamedatas)
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I am noticing an issue with the armor upgrades. It seems that the upgrades are not reflecting at the proper percentages as they should. Example : I just tried this on four different types of heavy armour. The ARMOR CLASS upgrades has no affect whatsoever. It is pointless to even purcahse ARMOR CLASS upgrades as you gain no benefit as you would be better off picking the other option. Also, CHEMICAL RESISTANCE also takes a big hit from what you should gain. I also tried this on other Heavy Armors. The example above shows that I upgraded the ARMOR CLASS on 3 upgrades at 5% each which should total a 15% boost but gives nothing. The Chemical Resistance I have chosen two upgrades. One with 10% while the other was at 5%, both adding to 15% but only shows I gained 2% after the upgrades. BURN Resistance I should be at 11% but I am only at 7%. Psychic Resistance I should be at 25% but I am only at 17%. Chemical Resistance I should be at 16% but I am only at 3% You can try this experiment with yourself by adding two of the same armors and just upgrade one of them. Then switch between the upgraded and non-upgraded and view here to see the ARMOR CLASS does not change When you toggle between the two, you will see no change in the ARMOR CLASS bullet protection. If you add all the percentages together, I should have gained a total of 70% on my stats, but I actually only gained a total of 22%. This is a VERY BIG difference in percentage loss. You grind hard and pay a lot for the upgrades but don't get any benefits. I do not even know if Stamina Boost has any true affect. The weight and artifact container gains are correct. It is not like if you pick 5kg gain but only get 4kg. Or you choose 2 artifact slots but only get one. As it is now, it is a waste to upgrade the ARMOR and CHEMICAL RESISTANCE as they have little to no affect to those stats. The only benefit now if you should not choose the ARMOR upgrades is that you will not gain the weight.
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Yes! I believe I got that hand written map with the thumb drive when I discovered the stash at the Agroprom Tunnels, which was weird because it is the map of the location of that same stash. I will double check that Guides button when I get home tonight. My favorite thing in the Stalker series is the hunt for artifacts. One of the things that I missed from Lost Alpha was luring of mutants into anomalies that would spit out artifacts. So glad to see it in this Bosspack. Now that my weight/speed has been increased and with Lucifer activated, I can run circles around mutants and lure them into anomalies to get even more artifacts =) I hope to see this in 1.7 https://www.moddb.com/mods/stalker-anomaly/addons/grass-and-trees-by-panceride-v10
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i thought SF 5 reception was bad mostly because of the poor roster of avaliable fighters at the start, i don't think UE5 is a bad engine, it's just like with every engine it needs a lot of effort to get things right and most developers just settle with standart UE solutions instead of actually working on improving their games, the same thing can be said about REngine which in Dragon's Dogma 2 just slays almost any CPU because it can't handle the crowds properly, the same engine which works great in SF6 and RE games
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Ok, I'm feeling pretty stupid here. I'm not having any luck. 1st I picked the Global 2nd I pick this below 3rd I leave everything alone here 4th then I get it Creating instance..... Access denied. (0.5) I'm at a loss here.... I had no problem installing the original Anomaly Custom Дополнено 14 минуты спустя I can get access into the games menu. If I try to launch the game, I get this same error. I truly wished this mod had a more simpler, manual way to install.
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Greetings to everyone in the East from the West. I recently installed Custom and Love...I mean Love the look and feel as it takes me back to SoC when it came out. I am however having a ton of difficulty with the gunplay. This may not be the place to post for help but I have to use Google Translate to even read posts here. Can someone please assist me with these issues I have. Before I get replies about sucking and to get better and so on I play S.T.A.L.K.E.R for the immersion and fun factor. I am having issues with the AI difficulty in regards to them having perfect aim and their site. They instakill me and see me at extreme ranges through objects. I have played with the in game settings without results. Is there a mod in the pack I can disable or download to make it easier? Also the radiation is overwhelming for me. I love everything else though and want to figure this out. Thank you in advance.
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I still believe the issue here is the seamless open world size of Stalker 2 that can greatly hinder the way A-life functions and its optimization. The segmented world of the trilogy series manged A-life in a whole different way. I truly hope that one day they will get Stalker 2 A-life equal or better that the older Xray.
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I still play Unreal Tournament 2004 to this day. It was built on the UE2.0 which Epic Games provided all the tools and the tutorials on a separate cd at the time. We were able to modify every aspect of the game. People even made total conversion mods with UE2.0. It was a blast for modding at the time along with Quake. I do remember GSC mentioning at one time they would provide us with the editing tools for their game. Whether they give it to us at release date or at a later time.....we will see. How deep will we be able to get into the game...I hope deep enough to get access into the scripts and configs. If they do not open all the doors to modify their game, it would hurt their sales a little bit. I remember reading people were buying SoC just for the mods. The damn cursed Xbox may be the limit to how much we can tweak the PC version. That is what I fear, because I really would like to see Stalker 2 fully modded.
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I understand that a lot of people are feeling underwhelmed by the look of this game. I understand that it looks like a 2017 game. However, we do need to understand that they are also not Microsoft, Ubisoft or even Epic games....they are a small funded studio in comparison to the top 50 game studios out there. My big concern is the combat and gameplay. I will reserve my judgement until I play this. I remember when this was first announced that it was designed on an Unreal engine and will also be released on the Xbox. I was very upset with these at first. I just have to get over that and move on with acceptance. We have no choice. I know this game will have a cinematic console feel, however...it is still Stalker. My biggest excitement are going to be the mods. I know a lot of people will want to start making all sorts of add ons when they get access to its editor. This is where all the magic will shine for Stalker2. I can't wait to see Boomsticks and Sharpsticks, Expedition or even have some wild Artifact mods. This could have the potential to shift mostly everyone away from the old Xray to a more stable UE5. We all shall see......