Posts by Jetsetlemming
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http://stalker.filefront.com/file/Freed ... x_V2;94058
Fix for the broken Freedom mechanic (if you do a sidequest for him when you first meet him you can't give him any weapon upgrade schematics).
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Pedicurist.
That is a damn awesome website. -
I'm so far not interested and if World at war manages to be impressive it will be in spite of returning to WW2. The setting is a huge detriment to it.
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http://www.tweakguides.com/ClearSky_1.html
Clear Sky Tweak Guide is out.
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Quote from barrakid
2- The symbols that represent the Arabic numbers (the ones that we use) where created by making geometric figures with the corresponding number of angles (1 has one angle, 2 has two angles, etc) in which "0" represents the absence of angles that being the reason why it is represented by a circle. It's easier to see this in the following image (count the dots on each figure):
Mind = blown.
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Quote from Erratic
Also, what the fuck is with this Gamespy shit? I though their relevancy had long since expired. Creating login accounts is goddamn annoying, PC games have to quit this shit.
Seriously? That's still an active service? I haven't heard a thing about Gamespy since before HL2's release, seriously. Ages.
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http://www.rockpapershotgun.com/2007/11 ... interview/
QuoteWell we do have freedom. I think lots of games reach a stage where people say, “Okay, let’s ship it,” when there’s really twenty or thirty percent of the work left to be done on a project. There’s enormous pressure on publicly owned companies to meet quarterly objectives, and people who are not gamers just don’t understand: they can’t see the difference between a done game and “almost-done” game. They don’t understand why the people building it keep pushing them back. They say, “Are there show-stopper bugs?” and if they answer is no then they ship it. Their bonus will be based on the targets for that quarter, and they’ll be off working somewhere else the next year anyway.Here the company is not owned externally, we do not receive our funding externally, everybody who works here owns a part of the company and they have a long-term interest in the company. They are all concerned with the long-term success of how we do. That freedom to get it right allows us to recognise that just because you can run through the game and it won’t end up crashing, well, that doesn’t mean anything. It’s just a stable platform to go and fix the things you got wrong, it’s not something that’s ready to ship. It just means that now you’ve got to the serious work of getting it right
Interview from 7 months ago.
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[attachment=0]ss_logic.jpg[/attachment]

In probably two weeks I'll have my new hardware and can finish STALKER and get Clear Sky. I'm excited and apprehensive at the same time.

Edit: Apparently this is common because I've seen different versions of the same thing reposted like a million times
QuoteThe guide in the southern farmstead thingy won't take me to the cordon, we go through the entire conversation, he tells me to get ready to go, and then we just stand there staring at each other. I tried shooting him in the face to get a new guide, he had an AK and a nice gun, but the second guide still wouldn't give take me there. I assume this is a bug, is there any way to fix this?
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Quote from Ginger Lord
This borders on becoming far too American.
Fun fact: We don't do this in America. It's been suggested a few times and it's always laughed away. We have a ton of problems with our public schools but reading and writing isn't one of 'em. Disobedience, teachers having to act like babysitters, and drop-outs are a far bigger issue, and that's for inner-city schools.
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Saw the trailer and am looking forward to this mod.

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QuoteDisplay More
This helps me in getting equal load on all 4 cores.As you can see we have 100% load on 1st CPU core and 0-10% on 2nd and so on with multicores CPU used. Just want add some hint about this trouble:
- start game and wait for intro start playing or game menu displayed
- press CTRL+SHIFT+ESC for call Task Manager (if it doesn't try ALT+TAB, WINKEY or CTRL+ALT+DEL and start it way you do)
- in Task Manager go to "processes tab" and find xrEngine.exe press RMB on it then select "Affinity" - you will see that all cores are used
- unselect all cores except 1st press "OK"
- now enter xrEngine.exe Affinity settings again and select all cores back to use then press "OK"
- press ALT+TAB to switch back in STALKER process
- now play and see the difference on ingame cores load - on AMD/Intel multicore CPUs i have seen 50-70% for
http://forums.steampowered.com/forums/s ... p?t=725684
L33t programming
Edit, also, from tweakguides:
QuoteAfter spending a couple more days in the Clear Sky game world, I can now confirm that the issue we discussed earlier in this thread about FPS at certain times of day (e.g. here) is definitely related to Sun Rays.For some reason, every morning at around 6.00am to around 8-9.00am, the game seems to suddenly switch on the sun ray effect - note that it's only available in the two new 'Enhanced Full Dynamic Lighting' modes (DX9 and DX10). While this gives the morning a very beautiful look, it absolutely saps performance on most machines. Then, as the sun rises beyond a certain point, all of a sudden the effect is turned off and FPS once again goes back to normal. Visually it's hard to tell when this occurs because there's no visible change, the 'switch' for sun rays seems to turn off a few minutes after the actual rays are no longer visible. More importantly, even if you can't see any sun rays (e.g. you're inside a building and there are no windows) the rays still sap your performance regardless, so it doesn't matter if you can see them or not.
The bottom line is that every day, around early morning, performance will be severely reduced. The reason this is of even greater concern is because the game starts on an early morning scene, and so everyone will be misled as to what their actual performance in the game is, if they use the two new Enhanced modes. Since sun rays can drop FPS by almost half, most people will start adjusting every setting downwards to get playable FPS in the morning scene, when in reality it's not representative of how the rest of the game plays.
So my advice is firstly to wait around 15 minutes of real time (or when the sun is around 30 degrees or higher in the sky) before seeing what your FPS is in the game after starting it, as that is what your 'real' FPS is going to be. Secondly, as I've noted earlier, there is a simple workaround to this issue, and that is to set the 'Sun Rays' setting to Medium or Low, and that instantly raises your FPS in the morning without greatly reducing/removing the visual quality of sun rays.
I'll have the guide out in a few days, but this was an important thing to note as we head towards the North American release, because otherwise everyone will complain of poor performance when they first fire up Clear Sky due to the Sun Rays.

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http://www.newegg.com/Product/Product.a ... 6832193024
STALKER: Clear Sky on Newegg, $37 (one dollar more than Steam's pre-order deal, three bucks less than the standard price), and free shipping.

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Quote from dux
How does someone that hasn't played it tell
The hud's really different. The CS hud has a geiger counter meter on the bottom right, and little markers for the things that popped up out of nowhere in SHOC like the bleeding and radiated icons on the right side above the health and armor bars.
Quote from BuddyYes, and stop even bringing up that OL mod too. Its piece of junk.Ah and its obviously not CS screenshot lol
The only thing about OL that sounds good is reintroducing the cut mutants. I saw a screenshot of the dwarf mutant a few months ago and I was all like :monocle:
Luckily someone linked me to this:
http://www.metacognix.com/stlkrsoc/
Bugfix mod for SHOC.
Unluckily, my video card exploded today.
Most advanced game my computer can play now is Xcom. -
Oblivion Lost claims to fix it in its features but I'm not willing to install that on my first playthrough and get the other features like "bandages don't heal" and "breaking the endgame" and "a different weather setup incompatible with SWO" with it. I've been looking to see if there's just a lone bugfix mod that does nothing else but fix shit like this, but so far nothing.

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ATTENTION GSC
[Blocked Image: http://xs231.xs.to/xs231/08376/firepit2202.jpg.xs.jpg]
This is not acceptable NPC behavior, fyi.
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Quote from st0lve
where did you find that list?
if so, nice
I'll start a new game then, hopefully I won't get stuck at Yantar again...Something Awful.
Quote from st0lvefound it at: http://%7boption%7dI'm just a little unpatient

Glad you found it somewhere.
Let us know how it works. -
http://www.oblivion-lost.de/download/pa ... -any-4.exe
QuoteDisplay MoreChangelog:v1.5.04
- added stamina indicator to HUD.
- added ability to move ammo from the container to the inventory and back by double-clicking.
- added game autosave after intro cut scene.
- added items to secret locations in the Swamps level.
- added ability for the Duty technician to upgrade exoskeletons.
- added ability for the Freedom technician to upgrade AC-96/2.
- increase the amount of money the Bandit faction trader has.
- considerably increased the likelihood of getting a "return item" job at the Cordon, Agroprom and Military Warehouses.
- removed machine gunner and sniper invulnerability at the Deserted Hospital level.
- during emissions the player no longer loses control if he is in cover.
- increased monster vulnerability to grenades.
- fixed ammo and armor prices.
- fixed error related to a large number of ammo in crates in camps, which caused a crash due to excessive identifiers.
- fixed error which damaged save game files after switching between them in the loading menu, which caused various random errors while playing.
- fixed error which caused the Bandit faction trader to take money from the player for completing the "Take over the flea market together with the bandits" job, instead of giving him money.
- fixed error which prevented the main mission from appearing in the Limansk level if the player entered it from the Red Forest level before completing the "Help Clear Sky capture the bridge" job.
- fixed error which caused the situation during the "Help Clear Sky capture the bridge" job to be saved incorrectly.
- fixed error which caused a crash during the conversation with the Freedom squad leader near the mercenary base.
- fixed an incorrect patrol route at the Military Warehouses level, which caused crashes.
- fixed error in the Freedom leader dialogue, which caused a crash if the player, having brought back the dead squad's PDA, closed the dialogue window early and then reinitiated the dialogue.
- fixed error in the mugging scene which caused a crash.
- fixed error which caused the Freedom technician to not take his friend's PDA on job completion.
- fixed error which prevented the "Talk to Wild Napr" job from being completed if the diggers had already been freed from the concentration camp.
- fixed error at the Cordon level which allowed the machine gun to continue firing, even after the machine gunner had been killed.
- fixed error which caused a crash at the entrance to the Dark Valley level.
- fixed error at the Dark Valley level which caused a crash if the tunnel at the mercenary base was blown up prematurely.
- fixed several random crash errors.
- fixed some errors in the Faction War.
- fixed error which caused squads to leave control points.
- fixed error which caused a crash when attempting to load the last saved game if there were no saved games.
- fixed error which caused a crash when attempting to throw away a weapon twice using the "Throw away weapon" button with an open inventory.
- fixed error which caused premature activation of level-to-level passages.
- fixed error which prevented the "Kill blind dogs" job from being completed if the digger killed the dogs himself.
- fixed error which made it possible to complete jobs to deliver items even if there weren't as many items as needed, causing a crash.
- fixed error which caused a crash if all members of a squad which gave the player a job died.
- fixed frequent server and client crashes in the multiplayer.
- fixed error which caused weapon mods to disappear if weapons were left at a considerable distance away from the player.
- fixed error which prevented the message informing the player that he is leaving the crow shooting area from disappearing.
- fixed some errors related to emissions, including crash errors.
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