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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; Ah, thanks! it was pretty stupid off me not to look there in the first place. Just one last question ...

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  #6931  
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Ah, thanks!

it was pretty stupid off me not to look there in the first place.


Just one last question though, i have massive stuttering and laging in the warehouse district(prolly too much actors), can i reduce this?
Like, setting down resolution or something else?
I mostly blame vista for hogging a good deal of memory, but maybe somebody knows some tricks.( if fought 3 chimeras during a stutter attack , and i dont want to do this again soon^^)

thx
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  #6932  
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Thats it...
I did quit playing stalker till there is fix for russian only voices...
It doesnt give me the right atmosphere, Russian language is just so creepy and dull.
And i think i got radiated a bit from moisture checker, now i know it would not be fun at the zone... The stuff that happens after you have been with the thing for 3 hours are creepy, youll sstart to itch then your head starts to get messy and you get headaches and you feel power loss... (Yea, mostly uff-tupich?)
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  #6933  
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Wink Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

hi iv'e just installed oblivion lost. You've probably heard this one a few times but i cant find it in the faq bit. but is there anyway you can change the voices back to english.I kinda liked the dodgy accents it personally makes me feel more involved as people say hello and stuff all though im sure some people will disagree.
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  #6934  
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

RoboWolf, ShadeC4
The xr_kamp crash in Pripyat cannot be fixed in this mod, but it doesn't crash if you are using the original copy of the exe. With nodvd exe it crashes. If you want to save your DVD, you should use deamon tools. It'll be fixed in OL3.0 though.
manian112
Go to the options/controls in the main menu and set up a key for the "turn engine on" button.
Their physics is shitty, no fix for that one.
Not everything is possible to fix.
Toneone
This is english mod. You should reinstall the game in english EU or US. You can also rename the eng folder to ger and change the include\eng lines in some text files to ger but then you'll have mixed english-german texts ingame.
The A-Life is random, sometimes this kind of things can happen.
The psy dog should be killed immediatelly when you notice it. Or just simply grenade it out. If you let that create the mirror images and loose your vision on the original one, then yep it's hard to kill.
The long-armed guy is the Izlom.
abandonator
You mentioned me a merc trader. There will not be faction wars and faction joining so it's not necessary. But thx.
TO ALL
Only Wolf and Petruha talk in russian. I don't know why is it hurt so much. I removed that from OL3.0 anyway.
You should delete the:
gamedata\sounds\character_voices\scenario\escape folder:
files:
WOLF:
wolf_thanks_1.ogg
wolf_thanks_2.ogg
wolf_to_rangers.ogg
wolf_to_rangers_1.ogg
PETRUHA:
petruha_call.ogg
petruha_raport.ogg
petruha_raport_p.ogg
Have a nice weekend

Last edited by Kanyhalos; 4 Weeks Ago at 02:05 AM..
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  #6935  
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

@ Kanyhalos

Thank ye kind sir

Well the trouble was that my version of Stalker seems to be german only(at least i dont remember language options in the installer), thats why i had problems with the text localization. I dont mind it beeing a language mix, but i had to install the patch i found. Simply renaming the text folder didnt help.

I found the randomness of A-life actually to be pretty balanced, now that ive played some time. I restartet after my first attempt and all went smooth.
I had some pretty funny events so far, like i was forced to kill Wolf.
He was in the group of the stalker traitor in the warehouse map, and got hostile after i offed the target^^ Also the group included Vampire, i had to laugh a little.

The Psy Dog really got me, i only had the Fort and a sawed off, not good for two of em. In my second attempt i found the the gun in the attic of the newbie village so i could deal with it then.

I just want to thank you again for your mod, it really brought me back to stalkin.
The new artifacts are awesome(had some lucky finds of transformed artifacts) and the overall difficulty is pretty stimulating.
I had soo tense fights and my playstyle changed completly, the zone just feels way more dangerous than ever, i really like it.
In vanilla i found myself to traverse big parts of the zone by sprinting and not even looking at the screen right, now im constantly aware of my surroundings and play way more careful.
The blowouts bring another element of uncertainy to the game, and you really have to know the areas now.
Some enemies can take absurd amounts of damage, which only supports their deadlinies compared to the vanilla game.
Zombies are so annoying, ghost zombies are damn dangerous in close quarters, controllers are living nightmares and running into two bloodsuckers in the pitch black night gave me such a creep!
Also the new weapons kick-ass! Finally you can bring a shotgun and still have a decent smg for human targets.
The economy model also plays into the difficulty very well, i find my self to grind way more than ever.
The new bosses are sweet too, even if i only met the Burer so far. Nasty little monster that eat almost all the slugs i still carried.

Great mod Kanyhalos, but i still have some little questions.

1.Damage output.
May sound dumb but whats more lethal, a full blow of buckshot, or a shotgun slug to the head?
i ask cause i want to maximise my damage output for certain foes like zombies, suckers,dwarfs and other creepy stuff you meet underground(or in yantar where i will be going next), the saiga worked pretty well with slugs, but maybe it could work better?

2.Psy attacks
i noticed some foes have psy effects when they are near to you, mainly the dwarfs make your vision go red sometimes when they havent spotted you yet.
Has this any effect, aside from beeing annoying but atmospheric?

Last edited by Toneone; 4 Weeks Ago at 06:36 AM..
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  #6936  
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Im really loving Oblivion Lost but Ive run into a snag.
Spoiler:
I killed Burer in X18 and after the "vision"
my objective reverted back to "find the entrance to the lab". Ive gone through that door 300 times now trying to get it to understand that I already found it because thats how I made it into the lab, but to no avail. Is there a fix for this? Im running 2.1 so maybe thats the cause but Id hate to install new mods because every time I do it means my saves dont work anymore.
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  #6937  
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

OL 3.0 seems to be about porting the old beta maps over, and now CoP maps, to SoC, but in the future would it be possible to port OL over to CoP instead? I've seen it now, and it is definitely the "best of the bunch" in terms of stability, graphic and game engine improvements. It takes anything that was good from CS, and brings back the feeling of SoC, and the interface and gameplay take many cues from popular mods including OL. So it would make sense to me to make this the new official popular game for modding, and replace SoC once CoP is released worldwide. Did they announce plans to release any new modding tools for CoP?

The other option would be to just take all the best features of CoP and figure out how to make them work in SoC, but I'm guessing some of it is bound up in the engine and is not just a question of modding. I'd especially love detectors and artifact behavior (invisible 'til detected -- though it'd be nice if they stayed visible once detected so I can admire them when I drop them somewhere), and the new night vision effects. The armor upgrade ability is pretty sweet too. I can't wait 'til I can buy a copy of the deluxe version with the cool STALKER zippo lighter

Last edited by McMick; 3 Weeks Ago at 12:22 AM..
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Hi Kanyhalos,

i post a thread in the CoP maps in SoC. I don't know if you see it.

I've got a problem and since you said you were working on it for OL 3.0, it would be nice to share it.

Here it is, do you know how i can edit the "game.graph" file in order to put the CoP and CS map in SoC.

Don't be annoyed by my criticism in the other thread, i'm just a maniac and i don't enjoy something if a little feature in it doesn't suit my taste (that's why i don't play OL, AMK, or complete 20009, nor LURK, etc.....)

So in order to make my own mod, could you tell me how i can do this (edit the "game.graph" file), which softwwre do i have to use, at least.

Thanks in advance for your reply.

I'll be hardly looking into OL3 i think because it sounds better than the 2 (haaaa, my own taste..)
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  #6939  
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Is there any patch that fixes the icons when OL2.2 is merged with the Arsenal mod ?
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  #6940  
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

How long till release of 3.0? :-)
Can't wait!
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