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Шапка темы обязательна к прочтению, во избежание глупых вопросов! Discord You Tube Github AMK Автор проекта: I am dead Платформа: OGSR Engine Последнее обновление: 15 декабря, 2025 года Secret Trails - дополненная и улучшенная версия оригинального мода. За счет улучшенного движка удалось повысить качество геймплея, добавить новые возможности, подтянуть графическую составляющую и повысить стабильность проекта!
- 3 767 ответов
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- ogsr engine
- тайные тропы 2
- (и ещё 4 )
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Там просто все намного просто, следовать четко инструкции и запустить игру можно на 7-ке. 1. Mount ISO / Insert disc 2. Run Autorun / Startup.exe 3. Select "Customize game install" 4. Enter installation path ("C:\Program Files\Microsoft Games\Halo 2\" by default) 5. Select "Full install only, do not start" 6. When the game asks for activation, skip this step 7. Continue / Finish installation 8. Optionally apply the update patch #1 (if you feel offended by accidental nudity :)) 9. Copy the provided cracked files (startup.exe/MF.dll) to your installation folder (the one chosen in step 4) 10.Enjoy ! тут автор забыл еще один пункт это отвязка от windows live. https://www.playground.ru/halo_2/file/halo_2_otvyazka_ot_games_for_windows_live-974380 Все намного проще чем вы думаете, реально сложно это установить игру где надо править exe в hex редакторе, да да есть такие игры и намного легче установки модов на сталкер, не надо никаких путей к папкам прописывать в батниках, править файлы конфигураций. Еще сложнее это установка игр через гипервизор, по сравнению с этим установка Halo легче легкого. ^-^
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Shoker Team: РикошеТ - руководитель проекта, работа с моделями, анимациями, худовыми конфигами, YouTube-канал Shoker - идеи, конфиги, скрипты, балансировка и доводка геймплея MaxOFF - работа с текстурами и поддеражка Установка: Автоматическая. В папку с игрой. Версия игры: Только на Сталкер - Зов Припяти v1.6.02 Размер после установки: 1.18 Гб Информационный сайт мода: ссылка You-Tube канал мода: Youtube Описание мода: Список добавленного и изменённого оружия: Скриншоты: Благодарности: Спасибо за особую помощь проекту: Команда перевода: Отдельное огромное спасибо Alpet-у (NLC Mod) и Sin!-у (GUNSLINGER mod) за инструментарии и помощь в ковырянии движка, без которых многих скриптовых плюшек тут бы не было. Обязательно к прочтению: Установка, советы и адаптации к другим модам: Кошельки для тех, кто хочет материально поддержать мод: WebMoney – R369191206722; Z412022939934 Яндекс.Деньги – 41001502615457 Ссылки: Сборки и адаптации: Предупреждение: Мод использует элементы CheatEngine (setSpeed.exe), которые некоторые анти-чит системы (Punkbuster, BattleEye) могут воспринимать негативно. Поэтому очень не рекомендуется запускать сталкер с модом\держать запущенным лаунчер и при этом играть ОДНОВРЕМЕННО в другую онлайн-игру с подобной анти-чит системой дабы избежать возможных проблем. (В "Диспетчере задач" не должен быть запущен процесс setSpeed.exe.) Народное творчество:
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void CScriptGameObject::set_dest_level_vertex_id(u32 level_vertex_id) { CAI_Stalker *stalker = smart_cast<CAI_Stalker*>(&object()); if (!stalker) ai().script_engine().script_log (ScriptStorage::eLuaMessageTypeError,"CAI_Stalker : cannot access class member set_dest_level_vertex_id!"); else { if (!ai().level_graph().valid_vertex_id(level_vertex_id)) { #ifdef DEBUG ai().script_engine().script_log (ScriptStorage::eLuaMessageTypeError,"CAI_Stalker : invalid vertex id being setup by action %s!",stalker->brain().CStalkerPlanner::current_action().m_action_name); #endif return; } if (!stalker->movement().restrictions().accessible(level_vertex_id)) { ai().script_engine().script_log ( ScriptStorage::eLuaMessageTypeError, "! you are trying to setup destination for the stalker %s, which is not accessible by its restrictors in[%s] out[%s]", stalker->cName().c_str(), Level().space_restriction_manager().in_restrictions (stalker->ID()).c_str(), Level().space_restriction_manager().out_restrictions(stalker->ID()).c_str() ); return; } stalker->movement().set_level_dest_vertex (level_vertex_id); } } Дополнено 12 минуты спустя Mass , там одна строка рабочая stalker->movement().set_level_dest_vertex (level_vertex_id); остальное лог.
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Может быть и высокий. Апдейты + большие скидки + ДЛС. А пока красиво загорелась и потухла. Якобы все прошли быстро и забыли. ну-ну. Дополнено 0 минут спустя Да. Дополнено 1 минуту спустя You can play already, but personal me - don't want.
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Sorry Russian is not my native language even english is not my native language. @StrawFlux, большое спасибо за мод, он получился просто отличным! Хотелось бы предложить одну небольшую опциональную возможность. Было бы здорово добавить в настройки игры переключатель «Сохранение только у костров» (Campfire Saves). То есть, чтобы каждый игрок мог сам выбрать: обычные сохранения (как сейчас); или сохранения только у костров. Так любители более хардкорного и атмосферного прохождения смогут включить эту опцию, а остальные продолжат играть с обычными сохранениями. Думаю, это был бы хороший дополнительный режим, не меняющий текущий баланс игры. Ещё одна небольшая идея. Было бы очень здорово добавить опциональный 3D КПК, который можно включить в настройках игры. Но самое главное — чтобы он полностью соответствовал билдовской эстетике OLR и не выглядел слишком современным. Потёртый, грязный, с простым индустриальным дизайном и текстурами, которые гармонично вписываются в общий визуальный стиль игры. Не что-то в стиле GAMMA или Anomaly, а именно КПК, который выглядел бы так, будто он всегда был частью OLR. Мне кажется, такой КПК сделал бы погружение ещё лучше, не нарушая атмосферу оригинального проекта. @StrawFlux, thank you for this amazing mod! I'd like to suggest a small optional feature. It would be great to have a "Campfire Saves" option in the game settings. This way, every player could choose between: normal saves (as the game works now); or campfire-only saves. Players looking for a more immersive and hardcore experience could enable it, while everyone else could continue using the current save system. I think it would be a nice optional gameplay feature without changing the default experience. I have another small suggestion. It would be great to have an optional 3D PDA that could be enabled in the game settings. The most important part is that it should fully match OLR's build aesthetic, without looking too modern. A worn, rugged PDA with a simple industrial design and textures that naturally blend with the rest of the game's visual style. Not something in the style of GAMMA or Anomaly, but a PDA that looks as if it had always been part of OLR. I think it would improve immersion even further while fully preserving the original atmosphere of the project.
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Hello! I'm getting an error when starting a new game or loading a save after installing a new update 1.3.0.4.1. If you roll back to version 1.3, everything works. Any ideas? Only official mods are included: for example, increased NPC intelligence, a mod with Russian voiceovers, weapon sounds, as well as animation updates (parts 1 and 2)... FATAL ERROR [error]Expression : fatal error [error]Function : CScriptEngine::lua_error [error]File : script_engine.cpp [error]Line : 75 [error]Description : <no expression> [error]Arguments : LUA error: gamedata\scripts\pdaskills.script:591: attempt to perform arithmetic on local 'value' (a nil value)
- 5 696 ответов
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- lost alpha
- enhanced
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de_rumble seems that you installed it wrong. Make sure that you install the mod over the clean installation of Steam or GOG version of Clear Sky.
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- gunslinger
- gunslinger mod
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Hello! Thank you for your work on this modpack. I understand that you are not the original creator of these mods, but have only assembled them into a single pack. Could you please share a list of the original mod authors whose mods are included here? I’m genuinely interested in exploring and supporting their work as well, and I would really appreciate it. Русский перевод: Здравствуйте! Спасибо за вашу работу над этим модпаком. Я понимаю, что вы не являетесь автором самих модов, а лишь собрали их в один пак. Не могли бы вы поделиться списком авторов оригинальных модов, которые использованы в этой сборке? Мне действительно интересно ознакомиться с их работами и поддержать их тоже. Буду очень благодарен!
- 4 441 ответ
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- сталкер 2
- big pack mods
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Hello! Thank you for your work on this modpack. I understand that you are not the original creator of these mods, but have only assembled them into a single pack. Could you please share a list of the original mod authors whose mods are included here? I’m genuinely interested in exploring and supporting their work as well, and I would really appreciate it. Русский перевод: Здравствуйте! Спасибо за вашу работу над этим модпаком. Я понимаю, что вы не являетесь автором самих модов, а лишь собрали их в один пак. Не могли бы вы поделиться списком авторов оригинальных модов, которые использованы в этой сборке? Мне действительно интересно ознакомиться с их работами и поддержать их тоже. Буду очень благодарен!
- 858 ответов
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- сталкер 2
- сталкер 2 модпак
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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'm not sure how far in i am, i am currently doing a quest for duty to clear out mutants around x18. but everything is great so far. my biggest concern/frustration is keeping up with income to pay for ever-increasing ammo and repair costs. i cant even think about repairing or buying a new gun (using m4 with scope and armsel striker). there's plenty of arts, and barters for ammo, etc., but i do feel kind of stuck with what i've got. its pointless to sell gear because you get so little, and i wish i had a backup suit instead of the 1200ru i probably got from selling it. Дополнено 39 минуты спустя of course, i get SVD and AK74M right after i repair a 5.45 gun :D
- 3 767 ответов
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- ogsr engine
- тайные тропы 2
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shiperoid Honestly I hope AO Engine Devs never make this open source. Grok has been acting incredibly entitled. A newer better alternative to previous engines is out and they want to act like toddlers. To the devs: Know the worth of your work. Don't let some retard run over you because he has a large discord server. To hell with grok and his fanboys. p.s.: when I say never I don't really mean never, of course. I mean enough time for the free loaders and the loafers to not be able to claim your achievements as their own. Keep it closed source for years so that everyone finds out about you and your hard work on the project then open it up when you've got the recognition you deserve. Great job, keep up the good work.
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SixHundredCorpses for the level to be read by the game you need to go to game's gamedata and add the level to the following files similar to how all the other levels are added, using the level's folder name: gamedata\config\game_graphs.ltx, gamedata\config\game_maps_single.ltx gamedata\config\game_levels.ltx Then put the level into levels folder of the game. I believe that's pretty much it, but in order to actually visit the level you also need to recompile all.spawn and game.graph using SKD. You said you know how to do it so I won't go into much details, but basically you add the level to all the same files, but now inside the SDK, then you decompile the level and edit spawn using the SDK, then you click Make Game, and then you build the two files with a special .bat (don't forget to add your level's name to the bat file). After the process is done, if no errors happened, you transfer all.spawn and game.graph to your game (the new all.spawn will likely have incorrect name, you will need to rename it first if that happens). Also if you are trying to add CoP or CS level you will need to do some extra steps, the main one being converting AI map into SoC format. I can give you more details if you need these levels. For particles.xr use this program: https://xray-engine.org/index.php?title=particles.xr_compiler/decompiler_(particles.xr_cdc) Hope this helps!
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Нахожусь на Кордоне. Начал происходить вылет при переходе ножками хоть куда (Поляна, Свалка, Лощина) и так же при быстром перемещении. До этого момента ходил и перемещался без проблем. Вылет такой: STACK TRACEBACK: ... axr_main.script (line: 254) in function 'callback_set' ... _g.script (line: 104) in function 'RSC' ... dxml_core.script (line: 253) in function 'RegisterScriptCallback' ... key_wrapper_mcm.script (line: 67) in function 'on_mcm_load' ... ui_mcm.script (line: 298) in function 'gather_options' ... ui_mcm.script (line: 190) in function 'init_opt_base' ... ui_main_menu.script (line: 26) in function <... ui_main_menu.script:21> !ERROR [inv_update_item_xd] is not spawned by ItemProcessor ! you are trying to use a destroyed object [23468] ! you are trying to use a destroyed object [23494] ! you are trying to use a destroyed object [23581] trader ! you are trying to use a destroyed object [24916] ! you are trying to use a destroyed object [24973] ! you are trying to use a destroyed object [24977] trader ! you are trying to use a destroyed object [27855] ! you are trying to use a destroyed object [46578] ! you are trying to use a destroyed object [46582]
- 369 ответов
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- s.t.a.l.k.e.r
- anomaly
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JonRads I think you misunderstood, I have never worked with Aiwrapper, I have no direct knowledge of any issues or absence of any issues. However, you have said in your original message that you had good success with extracting data using AiWrapper, but were afraid it would break level transition for NPCs. I responded by saying that as long as you rebuild the spawn data back with SDK, using AiWrapper for extraction wouldn't be an issue, at least that is my understanding. I don't know why you would need to compile level.spawn and level.game with AiWrapper though, when you have SDK. Based on these messages: It sounds like you have managed to decompile the spawn data into SDK format by now, and you are using the default SoC waypoint/graphpoint data I assume? Now all you need right now is to make the changes that you wanted inside the level editor and then compile everything back into all.spawn using SDK. Then put that back into the game and your changed should appear. I cannot say one way or another. I would recommend using SDK for re-compiling all.spawn (and game_graphs if you need it) as it is the official tool made by the devs and should give you the least amount of problems. This is the way I do it (though I work more with CoP which has slight differences in the process, as game_graphs is included inside of all.spawn in that game).
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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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Подскажите, пожалуйста, при запуске лаунчера вылетает ошибка. !launcher !. exe You must install .NET Desktop Runtime to run this application. Architecture: x86 App host version: 6.0.36 Would you like to download it now? Learn about runtime installation: https://aka.ms/dotnet/app-launch-failed Что делать в такой ситуации? Установил то, что требует лаунчер.
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Hunter37 The game explains: the spawn doesn't match the save. I suspect you installed the new patch but are trying to load an old save. This is not allowed, as I change the spawn file in each new patch, which requires a new game. In your case, the only thing you can do is start a new game. Да, как и вся секретная концовка. Ее не было ни в диздоках, ни в билдах. Это просто прикол от флаера. Дополнено 41 минуты спустя Обновил адаптацию FWR. Теперь у Тисса уникальная модель, а не укороченный АК. Также исправил проблемы с перевернутыми костюмами/предметами и добавил новую иконку для экспериментальной Грозы.
- 2 016 ответов
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- oblivion lost
- билды
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Hunter37 My patch is in the "Add-ons" section for Patch 19. If you're talking about the SOP project, it hasn't been released yet. Regarding your problem, I can only say that you installed something incorrectly or are trying to start the game from an old save.
- 2 016 ответов
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- oblivion lost
- билды
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C тегом:
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Возвращение блудного сына. Что-то кончается, а что-то продолжается. Обычно всегда пишу первее свои обзоры, особенно на моды от Бумера, но тут решил немного затянуть и посмотреть, что другие скажут. Поиграл и я, теперь мой черёд оценивать. ±Геймплей По сути сделан в стиле предыдущих модов: тут побегали, там постреляли, трупы залутали. Есть и ребусы, чтение диалогов, быстрые перемещения в сюжетных моментах. Баланс в перестрелках адекватный. Всё довольно просто и без душниловки. Игровой процесс заставляет проходить мод в один захлёб. Ничего сверхъестественного и отрицательного. +Сюжет Сам сюжет можно назвать прологом, этакая завязка на продолжение вселенной ЧСЧ по типу сериала. Виднеются заделы на что-то большее и это радует. Печалит лишь то, сюжет очень короткий - всего 2 часа прохождения. Диалоги написаны хорошо, читаются приятно. По традиции автор добавил кучу отсылок на моды, события в сталкерском коммьюнити, шутки из интернета и.т.д. Кринж немного есть, но он даже стал приятен для меня. Дополнительных заданий не так много, и то они сводятся все к конечному итогу. Персонажей хватает - есть и старые всем известные из прошлых частей, есть новые эпизодические, а есть те, кто уже запомнился игроку. В моде также имеются неплохие кат-сцены, помогающие разбавить прохождение. +Графика IX-Ray прекрасное решение для переноса модификаций. Красивая погода, освещение, текстуры, а также прочие мелкие моменты из настроек, помогающие сделать графику в игре под себя. Это круто. Отличный оружейный пак с хорошими анимациями, приятные иконки предметов. +Оптимизация Мод за всё прохождение у меня ни разу не вылетал, не лагал и не фризил. Критических багов я не обнаружил, лишь один баг словил, когда после диалога с квестовым НПС пропал весь интерфейс. (перезагрузка помогла) Не знаю, кому как, но для меня оптимизация в моде практически железная. +Атмосфера Шуточная стилистика + атмосфера суровой ЧЗО. Для меня это довольно неплохой опыт. Очень хорошо показана атмосфера на локации Мёртвый город, но нельзя не упомянуть и забавные моменты с персонажами. (особенно приколы, взятые с интернет-мемов или с прохождений Фладара) +Звук Звуки оружия, шагов, окружения - всё звучит хорошо. Новая музыка есть, но её не так много. В сюжетных моментах также звуку уделено внимание. Озвучка персонажей получилась неплохой, любительской в первую очередь, хотя некоторым актёрам следовало бы больше прибавить в артистичности. Геймплей - 6,5/10 Сюжет - 7,5/10 Графика - 10/10 Оптимизация - 9,5/10 Атмосфера - 7/10 Звук - 8/10 Итог: 8/10 Неплохая завязка на продолжение вселенной ЧСЧ и задел на что-то большее. Немного расстроило, что мод проходится за пару часов, я только начал им проникаться. Тем не менее, могу порекомендовать мод, а Бумера с возвращением. P.S. Thank you за отсылочку :)
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- короткометражный мод
- новый сюжет
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(и ещё 1 )
C тегом:
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hint: You have divergent branches and need to specify how to reconcile them. hint: You can do so by running one of the following commands sometime before hint: your next pull: hint: hint: git config pull.rebase false # merge hint: git config pull.rebase true # rebase hint: git config pull.ff only # fast-forward only hint: hint: You can replace "git config" with "git config --global" to set a default hint: preference for all repositories. You can also pass --rebase, --no-rebase, hint: or --ff-only on the command line to override the configured default per hint: invocation. fatal: Need to specify how to reconcile divergent branches. Всем доброго времени суток! Хотел обновиться через ланчер, в тут такая штука. Подскажите, пожалуйста, что можно с этим сделать? К дискорду доступа нет к сожаленью.
- 2 390 ответов
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- anomaly 1.5.2
- сборка
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(и ещё 3 )
C тегом:
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######################################################################################################################## ------------------------------------------------------------------------------------------------------------------------ ------------' CryRay Engine x64. Developers: OldSerpskiStalker, ValeroK, GladiatorVS, ForserX, Misery '----------------- ------------------------------------------------------------------------------------------------------------------------ ######################################################################################################################## Detected CPU: AMD Ryzen 5 5600 6-Core Processor , F175/M33/S2, 3492.00 mhz, 34-clk 'rdtsc' CPU features: RDTSC, MMX, SSE, SSE2, SSE3, MONITOR/MWAIT, SSSE3, SSE4.1, SSE4.2, SSE4a, AVX, AVX2 CPU cores: [6], threads: [12] GPU: AMD Radeon RX 6600 Initializing File System... File System Ready... FS: 55732 files cached 49 archives, 7360Kb memory used. Init FileSystem 9.753287 sec Windows version: 10 ######################################################################################################################## (Info) [15:05:31:385] ----------------------------------------------------------------------------------------------------------------------------- (Info) [15:05:31:385] [CryRay Engine x64 INFO]: When reading configs, duplicate sections were found! (Info) [15:05:31:385] [CryRay Engine x64 INFO]: Fix this section! (Info) [15:05:31:385] [CryRay Engine x64 INFO]: Duplicate section [anomaly_scaner] found. (Info) [15:05:31:385] [CryRay Engine x64 INFO]: If this is 'game_info', then you can skip this. So it has a systemic origin and cannot be settled. (Info) [15:05:31:385] ----------------------------------------------------------------------------------------------------------------------------- (Info) [15:05:31:974] ----------------------------------------------------------------------------------------------------------------------------- (Info) [15:05:31:974] [CryRay Engine x64 INFO]: When reading configs, duplicate sections were found! (Info) [15:05:31:974] [CryRay Engine x64 INFO]: Fix this section! (Info) [15:05:31:974] [CryRay Engine x64 INFO]: Duplicate section [anomaly_scaner] found. (Info) [15:05:31:974] [CryRay Engine x64 INFO]: If this is 'game_info', then you can skip this. So it has a systemic origin and cannot be settled. (Info) [15:05:31:974] ----------------------------------------------------------------------------------------------------------------------------- (Info) [15:05:32:074] ----------------------------------------------------------------------------------------------------------------------------- (Info) [15:05:32:074] [CryRay Engine x64 INFO]: When reading configs, duplicate sections were found! (Info) [15:05:32:074] [CryRay Engine x64 INFO]: Fix this section! (Info) [15:05:32:074] [CryRay Engine x64 INFO]: Duplicate section [anomaly_scaner] found. (Info) [15:05:32:074] [CryRay Engine x64 INFO]: If this is 'game_info', then you can skip this. So it has a systemic origin and cannot be settled. (Info) [15:05:32:074] ----------------------------------------------------------------------------------------------------------------------------- (Info) [15:05:32:185] Initializing Engine... (Info) [15:05:32:202] Starting INPUT device... (Info) [15:05:32:522] ------------------------------------------------------------------------------- (Info) [15:05:32:522] S.T.A.L.K.E.R.: Improved Weapon Pack + CryRay Engine x64. Standalone version. Last build: [Nov 3 2024 13:58:42] (Info) [15:05:32:522] ------------------------------------------------------------------------------- (Info) [15:05:34:836] Executing config-script "user.ltx"... (Info) [15:05:34:861] [datafiles\user.ltx] successfully loaded. (Info) [15:05:34:862] Initialize DLL: [xrRender.dll] (Info) [15:05:34:865] Initialization lua51.dll (Info) [15:05:34:865] CRenderDevice::ConnectToRender (Info) [15:05:34:884] Loading DLL: [xrGameIWP.dll] (Info) [15:05:35:107] SOUND: OpenAL: enumerate devices... (Info) [15:05:35:139] SOUND: OpenAL: system default SndDevice name is Default Device (Info) [15:05:35:381] SOUND: OpenAL: All available devices: (Info) [15:05:35:381] 1. Default Device, Spec Version 1.1, EFX Spec Version 1.0 (Info) [15:05:35:381] 2. Realtek(R, Spec Version 1.1, EFX Spec Version 1.0 (Info) [15:05:35:381] 3. AMD High Definition Audio Device, Spec Version 1.1, EFX Spec Version 1.0 (Info) [15:05:35:393] Executing config-script "gamedata\configs\default_controls.ltx"... (Info) [15:05:35:456] [gamedata\configs\default_controls.ltx] successfully loaded. (Info) [15:05:35:456] Executing config-script "user.ltx"... (Info) [15:05:35:457] Executing config-script "gamedata\configs\default_controls.ltx"... (Info) [15:05:35:457] [gamedata\configs\default_controls.ltx] successfully loaded. (Info) [15:05:35:458] [datafiles\user.ltx] successfully loaded. (Info) [15:05:35:458] SOUND: Selected device is Default Device (Info) [15:05:35:532] sound : cache: 524296 kb, 38848 lines, 13820 bpl (Info) [15:05:35:535] Starting RENDER device... (Info) [15:05:35:535] GPU [vendor:1002]-[device:73FF]: AMD Radeon RX 6600 (Info) [15:05:35:589] ID3DUserDefinedAnnotation initialized (Info) [15:05:35:589] CREATE: DeviceREF: (Info) [15:05:35:589] Texture memory: 8147 M (Error) [15:05:36:199] Renderer doesn't support blender 'effects\shadow_world' (Error) [15:05:37:470] THM chunk 2072 fixed, wrong size = 29, correct size = 34 (Info) [15:05:57:702] HWDST/PCF supported and used (Info) [15:05:57:702] Managed textures disabled (Info) [15:05:58:262] DX11: gamedata\shaders\r4\copy_nomsaa.ps is missing. Replace with stub_default.ps (Info) [15:05:58:271] DX11: gamedata\shaders\r4\heatvision.ps is missing. Replace with stub_default.ps (Info) [15:06:00:442] DX10: Shader 'particles\add_hard' not found in library. (Info) [15:06:00:456] DX10: Shader 'particles\alpha_add_hard' not found in library. (Error) [15:06:07:275] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_earth_1.ogg (Error) [15:06:07:296] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_earth_2.ogg (Error) [15:06:07:302] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_earth_3.ogg (Error) [15:06:07:330] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_earth_4.ogg (Error) [15:06:07:336] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_earth_5.ogg (Error) [15:06:07:341] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_earth_6.ogg (Error) [15:06:07:413] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_wood_1.ogg (Error) [15:06:07:418] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_wood_2.ogg (Error) [15:06:07:432] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_wood_3.ogg (Error) [15:06:07:478] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_wood_4.ogg (Error) [15:06:07:499] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_wood_5.ogg (Error) [15:06:07:541] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_wood_6.ogg (Error) [15:06:07:568] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_default_1.ogg (Error) [15:06:07:575] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_default_2.ogg (Error) [15:06:07:603] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_default_3.ogg (Error) [15:06:07:625] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_default_4.ogg (Error) [15:06:07:646] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_default_5.ogg (Error) [15:06:07:651] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_default_6.ogg (Error) [15:06:07:672] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_asphalt_1.ogg (Error) [15:06:07:679] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_asphalt_2.ogg (Error) [15:06:07:701] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_asphalt_3.ogg (Error) [15:06:07:719] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_asphalt_4.ogg (Error) [15:06:07:739] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_asphalt_5.ogg (Error) [15:06:07:762] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_asphalt_6.ogg (Error) [15:06:07:813] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_metal_1.ogg (Error) [15:06:07:827] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_metal_2.ogg (Error) [15:06:07:856] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_metal_3.ogg (Error) [15:06:07:881] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_metal_4.ogg (Error) [15:06:07:904] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_metal_5.ogg (Error) [15:06:07:918] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_metal_6.ogg (Error) [15:06:07:935] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_gravel_1.ogg (Error) [15:06:07:959] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_gravel_2.ogg (Error) [15:06:07:972] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_gravel_3.ogg (Error) [15:06:07:994] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_gravel_4.ogg (Error) [15:06:08:007] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_gravel_5.ogg (Error) [15:06:08:013] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_gravel_6.ogg (Error) [15:06:08:059] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_tin_1.ogg (Error) [15:06:08:078] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_tin_2.ogg (Error) [15:06:08:084] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_tin_3.ogg (Error) [15:06:08:106] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_tin_4.ogg (Error) [15:06:08:128] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_tin_5.ogg (Error) [15:06:08:141] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_tin_6.ogg (Error) [15:06:08:194] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_grass_1.ogg (Error) [15:06:08:202] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_grass_2.ogg (Error) [15:06:08:247] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_grass_3.ogg (Error) [15:06:08:260] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_grass_4.ogg (Error) [15:06:08:304] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_grass_5.ogg (Error) [15:06:08:323] Invalid ogg-comment version, file: gamedata\sounds\material\actor\step\n_grass_6.ogg (Error) [15:06:23:038] duplicate string table id: ui_mm_contrast (Info) [15:07:18:387] [CryRay Engine x64]: Prefetching Data (Info) [15:07:18:478] [CryRay Engine x64] -> IGame_Persistent::Prefetch -> Loading sounds... (Info) [15:07:18:478] [CryRay Engine x64] -> IGame_Persistent::Prefetch -> Loading objects... (Info) [15:07:20:541] [CryRay Engine x64] -> IGame_Persistent::Prefetch -> Loading models... (Info) [15:07:42:224] [CryRay Engine x64]: Loading textures... (Error) [15:07:51:571] Can't find texture 'glow\glow_laser_sight' (Error) [15:07:51:571] Can't find texture 'glow\glow_blue' (Error) [15:07:51:658] Can't find texture 'glow\glow_laser_sight_green' (Info) [15:09:21:538] [CryRay Engine x64]: Prefetched Data (Info) [15:09:21:691] [prefetch] time: 123150 ms (Info) [15:09:21:691] [prefetch] memory: 580938Kb (Info) [15:09:22:146] Call of Chernobyl version 1.4.22 (Info) [15:09:22:146] using marshal library (Error) [15:09:27:611] Invalid ogg-comment version, file: gamedata\sounds\interface\inv_pda_on.ogg (Error) [15:09:27:630] Invalid ogg-comment version, file: gamedata\sounds\interface\inv_pda_off.ogg (Info) [15:09:28:385] _g_cryray.on_game_start() (Info) [15:09:28:385] aimscript.on_game_start() (Info) [15:09:28:385] alife_storage_manager.on_game_start() (Info) [15:09:28:385] artefact_degradation.on_game_start() (Info) [15:09:28:385] axr_companions.on_game_start() (Info) [15:09:28:385] axr_keybind.on_game_start() (Info) [15:09:28:385] axr_task_manager.on_game_start() (Info) [15:09:28:385] axr_trade_manager.on_game_start() (Info) [15:09:28:497] axr_turn_on_campfire.on_game_start() (Info) [15:09:28:497] azazel_mode.on_game_start() (Info) [15:09:28:497] bind_campfire.on_game_start() (Info) [15:09:28:509] campfire_healing.on_game_start() (Info) [15:09:28:509] coc_treasure_manager.on_game_start() (Info) [15:09:28:509] drx_cotz_heli.on_game_start() (Info) [15:09:28:509] drx_cotz_locations.on_game_start() (Info) [15:09:28:509] drx_da_main.on_game_start() (Info) [15:09:28:509] CoTZ for IWP | DBG: Dynamic Anomalies enabled! (Info) [15:09:28:509] drx_dfr_main.on_game_start() (Info) [15:09:28:509] DRX DFR: Dynamic faction relations are enabled! (Info) [15:09:28:509] drx_ql_barriers.on_game_start() (Info) [15:09:28:509] drx_ql_blackout.on_game_start() (Info) [15:09:28:509] drx_ql_chatter.on_game_start() (Info) [15:09:28:509] drx_ql_first_meet.on_game_start() (Info) [15:09:28:509] drx_ql_force_wounded.on_game_start() (Info) [15:09:28:509] drx_ql_honcho_relations.on_game_start() (Info) [15:09:28:509] drx_ql_npc_death.on_game_start() (Info) [15:09:28:509] drx_ql_osoz.on_game_start() (Info) [15:09:28:509] drx_ql_river_guide.on_game_start() (Info) [15:09:28:509] drx_ql_task_funcs.on_game_start() (Info) [15:09:28:509] dxr_encyclopedia.on_game_start() (Info) [15:09:28:509] dynamic_news_manager.on_game_start() (Info) [15:09:28:509] dynamic_news_options.on_game_start() (Info) [15:09:28:509] equipment_sounds.on_game_start() (Info) [15:09:28:509] fast_travel.on_game_start() (Info) [15:09:28:509] he_is_with_me.on_game_start() (Info) [15:09:28:509] heli_combat.on_game_start() (Info) [15:09:28:509] hit_effect.on_game_start() (Info) [15:09:28:537] info_portions.on_game_start() (Info) [15:09:28:537] ironman_manager.on_game_start() (Info) [15:09:28:537] itms_manager.on_game_start() (Info) [15:09:28:537] m_mines.on_game_start() (Info) [15:09:28:537] mob_trade.on_game_start() (Info) [15:09:28:537] modules.on_game_start() (Info) [15:09:28:585] moon_cotz_instruments.on_game_start() (Info) [15:09:28:585] moon_cotz_invuln_companions.on_game_start() (Info) [15:09:28:585] news_manager.on_game_start() (Info) [15:09:28:641] pda.on_game_start() (Info) [15:09:28:641] pda_off.on_game_start() (Info) [15:09:28:641] phantom_manager.on_game_start() (Info) [15:09:28:641] release_item_manager.on_game_start() (Info) [15:09:28:641] safe_release_manager.on_game_start() (Info) [15:09:28:641] savegame_timer.on_game_start() (Info) [15:09:28:641] sim_on_levels.on_game_start() (Info) [15:09:28:641] sleep_dep.on_game_start() (Info) [15:09:28:641] slot_hud.on_game_start() (Info) [15:09:28:641] surge_manager.on_game_start() (Info) [15:09:28:641] survival_mode.on_game_start() (Info) [15:09:28:641] sus_bread.on_game_start() (Info) [15:09:28:641] trx_sounds.on_game_start() (Info) [15:09:28:641] ui_addon_companion_quick_menu.on_game_start() (Info) [15:09:28:641] ui_enemy_health.on_game_start() (Info) [15:09:28:641] ui_mm_faction_select.on_game_start() (Info) [15:09:28:641] unload_all_weapons.on_game_start() (Info) [15:09:28:663] xr_combat_ignore.on_game_start() (Info) [15:09:28:663] xr_conditions.on_game_start() (Info) [15:09:28:663] xr_corpse_detection.on_game_start() (Info) [15:09:28:685] xr_danger.on_game_start() (Info) [15:09:28:685] xr_eat_medkit.on_game_start() (Info) [15:09:28:685] xr_effects.on_game_start() (Info) [15:09:28:685] xr_gather_items.on_game_start() (Info) [15:09:28:685] xr_meet.on_game_start() (Info) [15:09:28:685] xr_statistic.on_game_start() (Info) [15:09:28:733] xrs_debug_tools.on_game_start() (Info) [15:09:28:733] xrs_dyn_music.on_game_start() (Info) [15:09:28:733] xrs_facer.on_game_start() (Info) [15:09:28:733] xrs_kill_wounded.on_game_start() (Info) [15:09:28:733] z_neutral_zone.on_game_start() (Info) [15:09:28:996] Loading spawn registry... (Info) [15:09:29:534] ERROR: pri_a21_smart_terrain Wrong smatr_terrain respawn_params section [respawn@pri_a21_smart_terrain] prop [spawn_monolith@veteran](there is no section) (Info) [15:09:29:707] 17668 spawn points are successfully loaded (Info) [15:09:29:708] Loading objects... (Info) [15:09:29:808] ERROR: pri_a21_smart_terrain Wrong smatr_terrain respawn_params section [respawn@pri_a21_smart_terrain] prop [spawn_monolith@veteran](there is no section) (Info) [15:09:29:974] 24794 objects are successfully loaded (Info) [15:09:30:326] FATAL ERROR (Info) [15:09:30:326] [error]Expression : g_uiSpotXml->NavigateToNode(path_base, 0) (Info) [15:09:30:326] [error]Function : CMapLocation::LoadSpot (Info) [15:09:30:326] [error]File : E:\EngineCryRayx64New\src\xrGameIWP\map_location.cpp (Info) [15:09:30:326] [error]Line : 103 (Info) [15:09:30:326] [error]Description : XML node not found in file map_spots.xml (Info) [15:09:30:326] [error]Arguments : changer_left (Info) [15:09:30:326] stack trace: Дополнено 0 минут спустя Постоянно при переходе на свалку, невозможно перейти Дополнено 15 минуты спустя ######################################################################################################################## ------------------------------------------------------------------------------------------------------------------------ ------------' CryRay Engine x64. Developers: OldSerpskiStalker, ValeroK, GladiatorVS, ForserX, Misery '----------------- ------------------------------------------------------------------------------------------------------------------------ ######################################################################################################################## Detected CPU: AMD Ryzen 5 5600 6-Core Processor , F175/M33/S2, 3492.00 mhz, 37-clk 'rdtsc' CPU features: RDTSC, MMX, SSE, SSE2, SSE3, MONITOR/MWAIT, SSSE3, SSE4.1, SSE4.2, SSE4a, AVX, AVX2 CPU cores: [6], threads: [12] GPU: AMD Radeon RX 6600 Initializing File System... File System Ready... FS: 55757 files cached 49 archives, 7372Kb memory used. Init FileSystem 0.987458 sec Windows version: 10 ######################################################################################################################## (Info) [20:29:26:948] ----------------------------------------------------------------------------------------------------------------------------- (Info) [20:29:26:948] [CryRay Engine x64 INFO]: When reading configs, duplicate sections were found! (Info) [20:29:26:948] [CryRay Engine x64 INFO]: Fix this section! (Info) [20:29:26:948] [CryRay Engine x64 INFO]: Duplicate section [anomaly_scaner] found. (Info) [20:29:26:948] [CryRay Engine x64 INFO]: If this is 'game_info', then you can skip this. So it has a systemic origin and cannot be settled. (Info) [20:29:26:948] ----------------------------------------------------------------------------------------------------------------------------- (Info) [20:29:27:049] ----------------------------------------------------------------------------------------------------------------------------- (Info) [20:29:27:049] [CryRay Engine x64 INFO]: When reading configs, duplicate sections were found! (Info) [20:29:27:049] [CryRay Engine x64 INFO]: Fix this section! (Info) [20:29:27:049] [CryRay Engine x64 INFO]: Duplicate section [anomaly_scaner] found. (Info) [20:29:27:049] [CryRay Engine x64 INFO]: If this is 'game_info', then you can skip this. So it has a systemic origin and cannot be settled. (Info) [20:29:27:049] ----------------------------------------------------------------------------------------------------------------------------- (Info) [20:29:27:152] ----------------------------------------------------------------------------------------------------------------------------- (Info) [20:29:27:152] [CryRay Engine x64 INFO]: When reading configs, duplicate sections were found! (Info) [20:29:27:152] [CryRay Engine x64 INFO]: Fix this section! (Info) [20:29:27:152] [CryRay Engine x64 INFO]: Duplicate section [anomaly_scaner] found. (Info) [20:29:27:152] [CryRay Engine x64 INFO]: If this is 'game_info', then you can skip this. So it has a systemic origin and cannot be settled. (Info) [20:29:27:152] ----------------------------------------------------------------------------------------------------------------------------- (Info) [20:29:27:241] Initializing Engine... (Info) [20:29:27:256] Starting INPUT device... (Info) [20:29:27:291] ------------------------------------------------------------------------------- (Info) [20:29:27:291] S.T.A.L.K.E.R.: Improved Weapon Pack + CryRay Engine x64. Standalone version. Last build: [Nov 3 2024 13:58:42] (Info) [20:29:27:291] ------------------------------------------------------------------------------- (Info) [20:29:27:496] Executing config-script "user.ltx"... (Info) [20:29:27:497] FATAL ERROR (Info) [20:29:27:497] [error]Expression : sz < (tgt_sz - 1) (Info) [20:29:27:497] [error]Function : IReader::r_string (Info) [20:29:27:497] [error]File : E:\EngineCryRayx64New\src\xrCore\FS.cpp (Info) [20:29:27:497] [error]Line : 389 (Info) [20:29:27:497] [error]Description : Dest string less than needed. (Info) [20:29:27:497] stack trace: Постоянный вылет при запуске игры.
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yourbestlawyer все авторы указаны в шапке темы под соответствующим спойлером. А на моем канале Boosty вы найдете кликабельные ссылки на личные страницы самих разработчиков English translation: All authors are listed in the thread header under the corresponding spoiler. And on my Boosty channel you'll find clickable links to the personal pages of the developers themselves.
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- сталкер 2
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