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S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

This is a discussion on S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos) within the S.T.A.L.K.E.R. SoC Modding, Mapping and Editing forums, part of the S.T.A.L.K.E.R. Shadow of Chernobyl category; Originally Posted by largon The magic trick is to bail out before the "accident" takes place. The car keeps rolling ...

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  #1071  
Old May 6th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Quote:
Originally Posted by largon View Post
The magic trick is to bail out before the "accident" takes place. The car keeps rolling and naturally, you "can't be blamed" if a driverless car hits some poor unlucky sob.
Got to test that right away!

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  #1072  
Old May 6th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

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Originally Posted by Kanyhalos View Post

For example I read that someone merged the artifact activation to the mod, well, you'll had a lot of xrgame.dll and xrcore.dll crashes and there's no solution to fix - that's why I cutted it out.

That is not true. Artifact activation changes only a single bit in your "artefacts.ltx", namely "slot = 1". There is no crashes at all.
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  #1073  
Old May 6th, 2008
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Hmm, driverless car. Gotta test that too. One good trick is also a deadly combination of fuel/gas tanks and a bonfire. Like those freedom guys roasting some pig or something at their base. Roll a red barrel to the fire and watch those guys fly.

I thought the reason for cutting out artifact activation was AI not being able to avoid those man-made anomalies very well? Anyway, I don't really miss that feature. It felt somewhat like cheating, and as far as I know, artifacts aren't "compressed" anomalies which you can release back to it's original state, but materials made in the anomaly. Anomaly as a weapon wasn't even quite the most practical one. Sure you could lay traps, but why would people walk in it, unless they're blind. Fire traps are nasty, but mostly you can still see them. Oh and you couldn't even kill people very well with it, because they still considered you an enemy after that.

Last edited by S.T.A.L.K.E.R.; May 6th, 2008 at 03:45 AM..
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  #1074  
Old May 6th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

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Originally Posted by demidov View Post
That is not true. Artifact activation changes only a single bit in your "artefacts.ltx", namely "slot = 1". There is no crashes at all.
LOL demidov! To enable the feature, you change only one bit, but what does an activated artifact change in the game? Change maybe even in your savedgame? You know that? I don't - and if the mod creator says it causes problems, I would in the first place believe him.
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  #1075  
Old May 6th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

That weird "ghost attack" happened again. I don't seem to lose much health, like nothing at all, but the weird dizziness afterwards is.. well, weird. Vision blurs and doubles, colors change a little, screen flashes etc. It looks exactly like a blowout start, but it's not blowout. It seems to be totally random. I just can't imagine what could cause this. Poisoning of some sort, but from what? Some psychic attack, but by whom? You can even see the red indicators on screen pointing to the direction of attack, but there is no-one there. I'm not sure but I think i once saw even blood bursting off my chest, but it was not a bullet. Wtf?
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  #1076  
Old May 6th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Happened to me too already a few times now. First I thought I have been hit by some poisoned arrow! I think it was intended to be that way. Surprising the player when he doesn't expect it.
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  #1077  
Old May 6th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Quote:
blood bursting off my chest
Clearly, an alien facehugger has had it's ways with you while you were sleeping.

Actually, the ghost attacks I've seen happen mostly when asleep.
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  #1078  
Old May 6th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

oooh.. that controller is a toughie..

welcome back, kany~
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Last edited by dexxtaa; May 6th, 2008 at 06:50 AM..
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  #1079  
Old May 6th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

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Originally Posted by pAuthority View Post
Hmm, driverless car. Gotta test that too. One good trick is also a deadly combination of fuel/gas tanks and a bonfire. Like those freedom guys roasting some pig or something at their base. Roll a red barrel to the fire and watch those guys fly.

I thought the reason for cutting out artifact activation was AI not being able to avoid those man-made anomalies very well? Anyway, I don't really miss that feature. It felt somewhat like cheating, and as far as I know, artifacts aren't "compressed" anomalies which you can release back to it's original state, but materials made in the anomaly. Anomaly as a weapon wasn't even quite the most practical one. Sure you could lay traps, but why would people walk in it, unless they're blind. Fire traps are nasty, but mostly you can still see them. Oh and you couldn't even kill people very well with it, because they still considered you an enemy after that.
yep, using barrels is a good way to assassinate people in the freedom base
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  #1080  
Old May 6th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

abandonator, yes, I'll include dezodor's levels after he will release them.
***
n1gh7m4r3, the Hangar is stuttering in all mods, even in the vanilla, too.
***
pAuthority, yes, the Ai sometimes don't see you when you drive vehicle, there is no fix for that.
***
sicoy, NO!, don't change the task_manager.script, that added phrase was necessary to avoid the variable limit error. Remember, why ABC Inferno crashes a lot and why its savegames become corrupted.
***
demidov, huh, probably you a better modder then me and you know much more about how my mod works. At least please don't post here your errors, that would be offtopic.
***
The dynamic anomalies system cannot handle the activated artifacts, because they have not got enough params, which would be necessary.
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