A.R.E.A. is a standalone project based on S.T.A.L.K.E.R. trilogy. The project affects all aspects of the game with no exceptions, improving their quality and diversity. The main goal was to create a more realistic Exclusion Zone, where each trip will be a unique and rough experience.
S.T.A.L.K.E.R. - A.R.E.A. 1.17.22 Update (03.01.2024) New Game required! Launch game from A.R.E.A. Launcher.exe from game folder. A.R.E.A. team wish you a Happy New Year and rich loot!
Install guide:
1. Download S.T.A.L.K.E.R. - A.R.E.A. 1.1642, unpack where you wish.
2. Run S.T.A.L.K.E.R. - A.R.E.A.part1.exe, specify the installing location and click Extract.
3. Download this update in A.R.E.A. root directory, run and press Extract, replace all files.
4. Run game from desktop or A.R.E.A. Launcher.exe from game folder.
Changes in version 1.17.22 (03.01.2024):
-Added support for AVX2. Launcher itself determines which version of the engine to run.
-Fixed bug when items in backpacks or containers did not save the number of uses or state.
-Fixed a bug in the death_manager script.
-Fixed the generosity of the Fan when completing the Young fighter course.
-Fixed frame sag on all locations due to high grass density.
-Fixed Semenov's disappearance in the bunker (need a new game).
-Fixed the description of the military exoskeleton.
-Fixed the welcome dialog in Sapsan.
-Fixed launch on Windows 7, Vista and XP.
-Fixed a crash on a missing model in the Agroprom dungeon.
-Fixed crash on a missing model in the clock.
-Changed the range of hearing grenade explosions.
-Changed the position of some weapons in safe mode.
-Removed the ability to drink with Garik.
Changes in version 1.17.21 (31.12.2023):
-Added GetStateCrouch method for scripts.
-Added table object method table.to_string.
-Added output of line recording time in the console. Changed console font size.
-Added new FPS counter, updated every 333 milliseconds, error about 2%. Added an option to enable it in the settings.
-Added new IsBattle actor method, determines whether a character is in battle or not, exported to scripts.
-Added optional parameters for bloodsucker to take damage in invisible mode (AXR).
-Added new A.R.E.A. Launcher.exe instead of batch file.
-Added psyhealth_restore_speed parameter for artefacts, suit and helmet.
-Added output of render restart and location loading time to the log.
-Added output of CPU load statistics.
-Added sound when a knife breaks.
-Added folding and tactical TOZ-106. Added a new calibre 20x70mm.
-Added dosimeters to trade and simulation, but will be sold at double price.
-Added new parameter speed_animation_script, allows you to specify the speed of the world animation for the actor.
-Added UZI PP. Integrated into orders, trade and simulation.
-Added support for AVX2. Launcher itself determines which version of the engine to run.
-Added a new localization change system via console.
-Added integration with DiscordRPC, works in a separate thread isolated from the main game process. Displays the game version, level, task and time spent in the game. Added option to disable.
-Added language change system. Now the engine itself scans for a new language and adds it to the selection list. To add a new language it is enough to add a new folder.
-Added support for reading launch parameters from the launch_command.dat file. Added support for clearing game resources at launch.
-Added option to set application process priority, changing it without rebooting.
-Added a new system of weapon tilt effects, the realisation of its own.
-Added a new system of weapon collision with an obstacle, now the weapon is scrambled up. When colliding with dynamic objects uses the old system.
-Added the ability to lower weapons. Added new options for setting the position in the weapon section. Added the ability to assign a key.
-Added the ability to talk to the NPS if the weapon is lowered. Added weapon lowering for the global character model.
-Added the ability to repair weapons with Soviet and NATO machine gun parts.
-Added the ability to create console commands in Lua, suitable for debugging Lua.
-Added ability to run global character animations by script. Added new interaction animations.
-Added status bar for stores in pockets.
-Added a character label on the map for the Swamp Doctor.
-Added dependency of ps_r2_dhemi_light_scale on ps_r2_sun_lumscale_hemi.
-Added dependence of the speed of body and hand animations on the character's speed, now they are synchronous.
-Added lens for PU sight on SKS. Fixed aiming position.
-Added MK3A2 grenade. Added to simulation and trade.
-Added distribution to separate threads for: grass, sound manager and physics.
-Added multithreading of post-process effects.
-Added the ability to turn in a black box to Preacher.
-Added the ability to adjust the size and density of grass on locations via grass_scale and grass_density parameters in game_maps_single.ltx.
-Added intoxication icon in item properties.
-Added layering system for explosion sounds. Reconfigured some sounds. Replaced the sounds of grenades and object explosions.
-Added lens with distortion for PO4X34 on Mosin rifle and OTs-14 Groza and its tactical variant.
-Added to artefacts a property that affects the volume of the inventory. Added it for some artefacts.
-Added adaptive resolution, at the first start of the game the resolution is set to the current one, the default display mode is full screen.
-Added ignoring bushes and branches in the calculation of collision HUD-a hands.
-Added expanding the range of technicians and medics depending on reputation (not to be confused with attitude).
-Added influence of merchant skill on the purchase and sale price of all NPCs. Also it now allows you to sell items in poorer condition.
-Added some weapons to orders and trade.
-Added alternative aiming for G3. Fixed magazine change animation. Fixed synchronisation of reload sounds.
-Added data traders, they became the Informer in the Bar and the Sych on the Zaton. They trade flash drives with data, flash drives with improvements, maps and other paraphernalia.
-Added flashcards with improvement information to Sych's trade.
-Added global animations for weapon lowering mode for all slots.
-Added new items: toilet paper, potatoes and brewed tea. New recipes have been added.
-Added strafe_transition_coff_coff_aim and lookout_transition_off_aim parameters, limits the strength of strafe effect and tilt effect when aiming and collision.
-Added new hand HUD parameters: lookout_hud_offset_pos, lookout_hud_offset_rot, lookout_transition_time, lookout_enabled, colision_hud_offset_pos, colision_hud_offset_rot.
-Added new items: toilet paper, potatoes and brewed tea. New recipes have been added.
-Added unused items in weapon repair and maintenance.
-Added swinging and throwing sounds for grenade and throwing grenade class. Replaced bolt animations. Added sounds to grenades, shell casings and bolts.
-Added animations of jumping and interaction for IZh-43.
-Added indicators of the effect of treatment of fractures and change in heart rate on the HUD-e.
-Added simulation tasks to search for patches for: military, mercenaries, monolith and Clear Sky.
-Developed debug setting of the position of the HUD-a hands, changed the colour of the text, the output of additional information.
-Developed debug information, now when trying to use the destroyed object will get a stack of calls to C++ and Lua functions.
-Developed getting an object in Lua, added methods to check if the object is destroyed or not.
-Developed interaction of two-handed weapons with left hand animations.
-Developed the event of minimising and maximising the game, improved the event vid_restart.
-Developed picnic script. Now the deployed tent, campfire and sleeping mattress will remain on the level, when moving to another.
-Fixed grass shadow rendering on R3 and R4.
-Fixed tf_Mipbias parameter on R3 and R4, now one command for all renders.
-Fixed grass model rendering without animation.
-Fixed a crash with server object check when deploying a tent.
-Fixed crash when saving after suit damage.
-Fixed a crash in the target elimination task if the target died outside the character's radius.
-Fixed a crash due to frequent changes in the density and range of grass.
-Fixed a crash in the inventory if you close the inventory before the item information window is rendered.
-Fixed a crash in item use events.
-Fixed a crash with FN FNC with ACOG.
-Fixed a crash with NPC damage.
-Fixed a crash with kinematics.
-Fixed a crash in xrDanger.
-Fixed crash when trying to improve AA12. Fixed SPAS-12 and AA12 icons in the enhancement window.
-Fixed artefact charge reset when taking out of containers.
-Fixed cursor going to the second monitor in full screen mode.
-Fixed bonus to magazine filling speed from shooting skill. Acceleration is now a percentage of shooting skill.
-Fixed an old X-Ray bug where floating point numbers did not display item properties.
-Fixed incorrect calculation of weight and volume when decreasing usage of an item.
-Fixed NPC's prioritised weapon selection. They no longer attack with a knife from 200 metres away. Revamped weapon selection logic.
-Fixed AddUniqueCall, when deleting it was clogging the stack of function calls with the level.remove_call method.
-Fixed the sound of accelerated magazine loading at a high level of shooting.
-Fixed kerosene canister material. It no longer bleeds when firing.
-Fixed an invisible stash in the Army Warehouses.
-Fixed volumetric light.
-Fixed a bug that allows you to endlessly shoot reloading broken RPG-6 and RPG-7.
-Fixed control blocking if you open another inventory like a wallet in an open backpack.
-Fixed the distance at which the character sits down while picking up items.
-Fixed the animation of the ammo icon, now it is synchronised with the length of the sound playback and with the shooting skill that gives a bonus on the speed of charging the magazine.
-Fixed the ability to jump over Garik in the Bar to get to Shustrom.
-Fixed the world model of PP-2000.
-Fixed frame sag when an object gets stuck in geometry.
-Fixed the delay after jam removal animations.
-Fixed an old XRay bug where mutants would walk or run in one place, ignoring enemy presence.
-Fixed a bug with the item irradiation feature where items would disappear from inventory or backpack when irradiated.
-Fixed a bug with body rotation, now the character's 180 degree turn is performed smoothly, and with small movements of the mouse, the body smoothly corrects the direction.
-Fixed a bug with an extra sleeping bag for certain actions.
-Fixed an error with resetting the character's money to 1 hryvnia.
-Fixed a bug with the psi-resistance parameter of artefacts not working.
-Fixed an error in the text of the companion menu.
-Fixed an error loading ammo into the magazine that is in the pocket. The event of dragging an item did not always determine whether one item was dragged to another.
-Fixed a bug with A-life squads spawning. Now the squads do not appear if you save and load in the smartphone with existing offline squads. They will only appear there if they are outside the spamming ban radius. This also excludes spamming a squad behind the character's back.
-Fixed a bug with NPC weapon switching animations. Fixed spam in the log.
-Fixed a bug in the weapon creation functions of the technician.
-Fixed a bug with the repair type of the Knight.
-Fixed a bug with the description and name of a regular smartphone.
-Fixed a bug with the spawning of a knife and smartphone in each body.
-Fixed a bug with the function Drain liquid from the container in the stash, after which the container disappeared.
-Fixed a bug by applying some options in real time.
-Fixed Battery logic where it was assumed that an item had batteries, but the section did not.
-Fixed Degtyarev logic.
-Fixed the logic of behaviour of Warrant Officer Gunko at the dump.
-Fixed non removable mark of partially looted stash, after clearing all items from it.
-Fixed the adjustment of the grass spawn taking into account checking the depth of the geometry of the location.
-Fixed the installation of a silencer on the PL-15 after improvement.
-Fixed transparency of the world model of Duplet.
-Fixed inability to raise BM-16.
-Fixed the incorrect name of the mercenary leader in the bookstore in dialogs and quests.
-Fixed game window sizing for the cursor. Added cursor slipping for safety.
-Fixed missing rewards for found items in quests if items were considered to have zero status.
-Fixed missing smoke when smoking if a helmet or mask was worn.
-Fixed the lack of equipment in some models of bandits.
-Fixed projections getting stuck in sarcophagus geometry, which was severely reducing framerates.
-Fixed multiple item deletion when turning in some quests.
-Fixed item deletion when submitting a task if the desired item was in the character's slots or pockets. Now the item must be in the inventory to complete the task.
-Fixed deletion of all smartphones in the player's inventory when submitting a quest to find it.
-Fixed incorrect working of mask HUD functions when it doesn't turn off the first time.
-Fixed the achievement “Wealthy Customer”. When obtained, it opens the merchant's maximum assortment.
-Fixed automatic getting up of the character if you release the squat button during the search.
-Fixed playing a huge amount of footsteps sounds when a character lands or dies.
-Fixed HUD model disappearing when maximising din. geometry optimization. Added option in graphics settings.
-Fixed arbitrary removal of detectors.
-Fixed the position of the first camera, improved synchronisation.
-Fixed the condition of the task of the NPS to search for an unknown item.
-Fixed the lack of reduction of intoxication from the sandwich.
-Fixed the lack of cash rewards for completing the task Lieutenant Plokhenko in the Bar.
-Fixed the lack of radiation effect near the tanks at the dump.
-Fixed the lack of a silencer on the HUD model FN-57. Added tritium insertions in the sight.
-Fixed mask texture that appeared for a fraction of a second when wearing a mask/helmet if the mask HUD is disabled.
-Fixed data corruption of some hand HUD parameters.
-Fixed aiming on SKS.
-Fixed description of recoil improvement in AKSU.
-Fixed character getting stuck on the stairs.
-Fixed the lack of a reward for finding tools for Gromov.
-Fixed the lack of dialog about getting a jumpsuit and assault rifle from the Preacher after completing the task.
-Fixed ignoring the attacker for some mutant classes when attacking from a long distance.
-Fixed weapon draw animation freeze if we draw another weapon with the same HUD section.
-Fixed hanging animation of using items if the object was destroyed during the animation.
-Fixed getting stuck in the bed when starting at one of the points at the Research Institute Agroprom.
-Fixed the direction of the character when moving from Agroprom to the Junkyard.
-Fixed aiming with PSO-1M for all AK-74Ms.
-Fixed the character's body leaning in the first camera.
-Fixed incorrect parts on Stronglav.
-Fixed incorrect properties of the Gyurza injector with novocaine.
-Fixed clipped shadows in the distance on R3 and R4.
-Fixed crashes due to missing world models of beer cans.
-Fixed crashes during saves and transitions, as well as similar crashes were at various other events but rarely.
-Fixed the opening and closing of mutual transitions to locations after ejection, a small script refactor.
-Fixed hanging statuses of weapons at the NPS, because of which they tried to endlessly get and hide weapons.
-Fixed the passage of the first camera through the textures, now viewport parameters do not depend on the collision of the camera.
-Fixed flickering textures and geometry.
-Fixed invisible geocaches on Jupiter (requires NI).
-Fixed some scripting crashes and bugs.
-Fixed bugs when exiting the game.
-Fixed some problematic NPC models.
-Fixed unbreakable containers and crates in the junkyard, added loot.
-Fixed additional weapon sounds at various events (sitting, tilting, etc.).
-Fixed dynamic news and events in posts. Unpublished news is now recorded in the save.
-Fixed proportions of the reticle texture of the 1PN93 "Kid" static sight.
-Revised faction arsenal, Added unused weapons to the simulation. Fixed some bugs in sections.
-Revised the starting assortment of factions. Eliminated the possibility of taking a single jacket scientists, because of which the military could start shooting.
-Revised ammunition TTX. Changed damage, momentum, descriptions. Increased the price and number of some cartridges in the pack to match reality.
-Revised the assortment of merchants. Merchants now have more specialized items.
-Redesigned the aiming position change to be smoother. The change now hides the sight lens.
-Redesigned HUD-a hand inertia system, improved calculations, improved smoothness.
-Redesigned first-person head rotation system.
-Redesigned animation speed system depending on the speed of the actor.
-Redesigned log usage. Now the same log is returned, but as a known log. Reduced the volume. Added value to the survival guide - opens articles.
-Redesigned the behaviour of the character's body in the first camera.
-Redesigned approaching an item in the left hand. The approach is now smoother.
-Redesigned the collision HUD-a hands with weapons with an obstacle, its own implementation. Now the hands will raise the weapon upwards. Added a shot prohibition if the weapon collides. Exported methods to scripts.
-Redesigned loading screen, now shows loading stages as in PM. Added loading progress in percentages. All loading screens are now customizable in XML.
-Redesigned all equipment descriptions. Fixed inconsistencies, added equipment belonging to a grouping.
-Reconfigured some elements of the partner window on the HUD.
-Reconfigured bloodsucker and Stronglaw's parameters. Leshy is now creating psi phantoms.
-Reconfigured engine projects. The game is forced to run as with administrator rights.
-Reconfigured lighting, added a parameter to adjust the brightness of light sources.
-Changed the volume of some items.
-Changed the source of sounds from Sidorovich on his head instead of the position on the level.
-Changed the principle of improving the Peregrine Falcon. Now for him you need to find tools and turn in flashcards.
-Changed the silencer on the Glock-18C model. Fixed the size of the model. Fixed silencer icon. Fixed the sound of reloading.
-Changed the final battle with O-Consciousness. Now to defeat them will have to find another way.
-Changed the grass on all locations.
-Changed the reward of the ecologist in the task of escorting the CHN cash.
-Changed the reward for technicians for tools in cash.
-Changed the texture of the ground on the marshes.
-Changed magazine check, now displays the type of cartridge that is in the bolt.
-Changed the walking speed when moving while overweight.
-Changed arrival locations at the Army Depot and the junkyard when using the services of a guide in the Bar.
-Changed properties of some materials. Increased shootability through bushes and branches.
-Changed animations of AK-109. Added sights with lenses and holograms. Reconfigured the position of the weapon. Added to trade, simulation and orders.
-Changed animations of G36C. Added sights with lenses and holograms. Added alternate aiming. Fixed world model and magazine icons.
-Changed PSO-1M and PSO-1M2 sights to 9A91. Readjusted alternative aiming.
-Changed sights and models of PP-2000. Added alternative aiming via Specter.
-Changed dialogs with the representative of O-Consciousness.
-Changed the models and icons of the industrial respirator and the EO-19 PBF.
-Updated and replaced TBB with OneTBB version 1.2.
-Updated Lua to version 5.1.4.
-Updated Luajit to version 2.1. Added functions for Luajit (is_string, is_number, is_bool, is_function, is_table, is_userdata, is_nil).
-Optimised rendering of grass shadows. Added grass shadow rendering range adjustment.
-Optimised decals and increased their maximum number. Now they sag frames much less.
-Optimization of physics.
-Optimization of the shortage of ID on late game, so that it will now be possible to be in the Zone much longer.
-Improved engine debugger, now when an error occurs it will show on the screen in a window.
-Improved English localization.
-Improved the model of the character in the sweater.
-Increased the range of 9x39 calibre weapons, to increase the hyperbola of the bullet flight.
-The number of pockets in SSP-99 coveralls has been increased, now 4.
-Removed the option to delay breathing. Revised and transferred the code to the game engine.
-Removed unnecessary HUD-a hand parameters, such as: strafe_aim_hud_offset_pos, strafe_aim_hud_offset_rot, strafe_aim_transition_time, strafe_aim_enabled.
-Removed unnecessary libraries from the game. Cleaned up the game engine code.
-Removed the option to use all CPU threads. Now it works automatically.
thanks and a happy new year to you too!
The game crashes after patch installing:
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line: 204
[error]Description : fatal error
[error]Arguments : LUA error: ....l.k.e.r. - a.r.e.a\gamedata\scripts\area_methods.script:252: attempt to call global 'is_bool' (a nil value)
stack trace:
0023:0058233B xrCore.dll, xrDebug::backend()
launch the game via A.R.E.A. Launcher.exe It looks like you are trying to launch A.R.E.A. Launcher.cmd.
At first I tried to launch the game itself through the exe file, it crashed with log. If i use Launcher.exe, an error related to Kernel32.dll appears, after which the launcher and some other files are deleted. (edit:The "bin" folder is deleted along with the launcher.)
Same issue here, files have been deleted when running the launcher however my game actually starts compared to when running the automatically added shortcut.
Yep, game should be launched from A.R.E.A. Launcher.exe from game folder. All unnecesary files and folders will be automaticly deleted. You can create a shortcut for it.
Ah right. BTW, installing the base game of AREA 1.1642 automatically adds the shortcut to the old AREA.exe which is non-functional after installing this latest update. So you should update the provided installation instructions to take into account for this change, namely removing the old shortcut and adding a new one from the new AREA Launcher.exe
finally, thank you so much
I can install it on v. 1.1694 or do I have to reinstall 1.1642 from 0?
Yes, you can. Just launch game from A.R.E.A. Launcher.exe
how does one make the debug spawner work like in the last version?
Не запускается. Устанавливал поверх 1.94
Запускать нужно A.R.E.A. Launcher.exe из папки с игрой. На него можно создать ярлык.
FPS drop on ATP and Sawmill, on version 1.1642 everything is stable. (+In Sidorovich's bunker) Frames drops when entering rooms or in tunnels is the same.
The black screen appears that says recommended mode 1360x768 60hz. Delete the user.ltx and it is not regenerated.
Try rename avx2 folder from bin_x86\ and see if game launch.
Now user.ltx is generated but the black screen still appears. I think the game doesn't refresh at 60hz by default.
Thanks, thanks, thanks...
I am loving it so far a few things like animations for the mosin (if you let go of aiming in the animation stops visually but functionally it still happens in the background) are a little broken but I love this Mod thank you guys and happy new year!!
well,the game revives, thanks for the update and happy new year for you all!
Im sorry to say this, but this version is very unstable. When I started playing I had the first crashes running (basically without doing anything more than that), then they intensified when I wanted to open the inventory of a corpse.
I don't know what part of the bug report to pass from the console, but when you have free time please try to fix it. I really want to see what's new in this version without these things happening too repetitively.
times)
[03:12:24.927] ** number of objects in the spawn queue [36].(reported [2] times)
[03:12:25.693] ** number of objects in the spawn queue [37].(reported [10] times)
[03:12:26.210] ** number of objects in the spawn queue [38].(reported [8] times)
[03:12:26.489] ** number of objects in the spawn queue [39].(reported [5] times)
[03:12:31.361] ** number of objects in the spawn queue [2].(reported [2] times)
[03:12:31.558] ** number of objects in the spawn queue [3].(reported [2] times)
[03:12:31.759] ** number of objects in the spawn queue [4].(reported [2] times)
[03:12:31.953] ** number of objects in the spawn queue [5].(reported [2] times)
[03:12:32.144] ** number of objects in the spawn queue [6].(reported [2] times)
[03:12:32.242] ** number of objects in the spawn queue [7].
[03:12:32.341] ** number of objects in the spawn queue [9].
[03:12:32.435] ** number of objects in the spawn queue [10].
[03:12:32.688] ** number of objects in the spawn queue [11].(reported [3] times)
[03:12:33.433] ** number of objects in the spawn queue [12].(reported [7] times)
[03:12:34.061] ** number of objects in the spawn queue [14].(reported [9] times)
[03:12:34.184] ** number of objects in the spawn queue [15].(reported [2] times)
[03:12:34.321] ** number of objects in the spawn queue [16].(reported [2] times)
[03:12:34.468] ** number of objects in the spawn queue [18].(reported [2] times)
[03:12:34.560] ** number of objects in the spawn queue [20].
[03:12:34.662] ** number of objects in the spawn queue [21].
[03:12:34.763] ** number of objects in the spawn queue [22].
[03:12:34.848] ** number of objects in the spawn queue [24].
[03:12:34.945] ** number of objects in the spawn queue [25].
[03:12:35.113] ** number of objects in the spawn queue [27].(reported [2] times)
[03:12:35.291] ** number of objects in the spawn queue [28].(reported [2] times)
[03:12:35.667] ** number of objects in the spawn queue [29].(reported [2] times)
[03:12:35.856] ** number of objects in the spawn queue [31].(reported [2] times)
[03:12:36.222] ** number of objects in the spawn queue [32].(reported [4] times)
[03:12:36.425] ** number of objects in the spawn queue [33].(reported [2] times)
[03:12:37.297] ** number of objects in the spawn queue [34].(reported [10] times)
[03:12:37.522] ** number of objects in the spawn queue [41].(reported [2] times)
[03:12:37.744] ** number of objects in the spawn queue [43].(reported [2] times)
[03:12:38.776] ** number of objects in the spawn queue [44].(reported [12] times)
[03:12:38.987] ** number of objects in the spawn queue [45].(reported [2] times)
[03:12:39.072] ** number of objects in the spawn queue [46].
[03:12:39.362] ** number of objects in the spawn queue [78].(reported [4] times)
[03:12:39.910] ** number of objects in the spawn queue [99].(reported [7] times)
[03:12:40.102] ** number of objects in the spawn queue [100].(reported [2] times)
[03:12:41.785] ** number of objects in the spawn queue [101].(reported [21] times)
[03:12:42.062] ** number of objects in the spawn queue [102].(reported [4] times)
[03:12:43.362] ** number of objects in the spawn queue [103].(reported [16] times)
[03:12:43.503] ** number of objects in the spawn queue [104].(reported [2] times)
[03:12:43.669] ** number of objects in the spawn queue [106].(reported [2] times)
[03:12:45.754] ! ERROR: e_entity->ID_Parent = [32110] parent = [32153][sim_default_bandit_332153] entity_id = [35663] frame = [22059]
[03:12:45.765]
[03:12:45.765] FATAL ERROR:
[03:12:45.765]
[03:12:45.765] [error]Version Engine : [1.17.21]
[03:12:45.765] [error]Thread ID : [8268]
[03:12:45.765] [error]Message : [La operación se completó correctamente.]
[03:12:45.765]
[03:12:45.765] C++ stack trace:
[03:12:45.765] Address: [6C60342E] Module:[VCRUNTIME140] Function:[memmove()]
[03:12:45.765] Address: [06F253B6] Module:[xrGame] Function:[xrFactory_Destroy()]
[03:12:45.765]
Maybe it's because I have a potato computer xD, but in other versions this didn't happen like it does now. I hope it has a fix so I can play well.
В общем если фпс в закрытом пространстве проседает, то отключите:
- Худ маски, итд.
- Трассеры пуль.
- Максимальная инерция худа оружия.
И включите:
- 3д гильзы только от игрока.
Это конечно не решит проблему полностью, но заметно добавит кадров.
Лутанул тайник - вылет.
Убил нпс - вылет.
Зашёл на локацию - вылет.
Сьели псы - вылет.
Просто идёшь на базу - вылет.
Чёт вы говна наделали с этим обновлённым движком, надеюсь исправите, т.к. неиграбельно абсолютно.
Ставлю этому патчу 10 зелёных жуков из 10. До этого хоть фпс был и вылеты НАМНОГО реже. Ну зато с оружием "опущенным" можно походить, как в аномали, ещё 3д пда и хомячкам зайдёт.
Обещал выпустить обновление в том году, выпустил. Насчёт походить как в аномали, вообще не ориентир. Сделали потому что нам так хотелось, а не потому что кто-то просил. Сделали сами, и сделали лучше.
Hi, I don't know if this happens to others, but when I save a game when trying to load it into the game, the save randomly gets corrupted. Apart from this, there are the ultra-low fps inside the buildings and also the sound of the footsteps is heard out of phase and it is as if someone is walking towards you, but I love the mechanics of lowering the weapon, the change of clothes of the factions .
We'll try to get rig of that in next update, it's comming soon.
I wanted to make a weapon showcase video but apparently no debug menu,
Or i just can't find a way to access it.
There is debug menu but dev purpose. If you understand, you should know how to turn it on.
i apprecciate any help
Happy New Year! I have a question about the number of NPCs in the game. Is the number of NPCs too small? It's really strange to walk on the road for a long time without encountering a living person. Has the latest version fixed it?
The number of npcs, including mutants, usually depends on the area where you are currently. It is not about finding the logic of a long path without npcs but rather the distribution of these in different areas of the game. For example, if you find yourself in the swamps and the npcs (human) settings are at maximum, you will have a fierce war between clear sky and the army. The same thing happens in garbage with the loners, monolith, and duty. The most common thing is that fighting breaks out inside the bandits' base. In this version of the game I do not find a change in the configuration of the npcs spawns. They are usually found in greater numbers as the days go by and the areas become more and more dangerous with the presence of more military or Monolith throughout the area.
It's low on game start and it will increase in next 2 days after start.
I just want to say how much I like this version of the game! The new animations, the new sounds, the new weapons, are developing one of the most enjoyable S.T.A.L.K.E.R projects of the moment. Keep up the good work, you are doing a very good job as developers!
I haven't played much of the game but the update seems cool. I love the new vegetation and the movement feels much more fluid and responsive. also this is a bit strange: on the default FOV value, movement is really difficult. in fanatic's newbie course mission where I had to get the stash in the fireplace, I couldn't reach it no matter what. after climbing the ladder I couldn't fit in through the entrance OR walk along the narrow ledge, I kept getting pushed back and end up falling down. I raised the FOV to 65 and suddenly movement became way easier. I could reach the stash on my first try. I guess the actor's proportions are tied to FOV? I don't recall this happening on the older version.
It seems that the AI is now programmed to use various weapons to fight indoors. It's not bad, but there is a problem, they use pistols instead of their automatic weapons. I know it's not a bug or anything to worry about because the AI is still deadly in many aspects, but I think it's nonsense to use a pistol when you have a loaded AK in your possession... I think you could fix it for the next patch.
Yes, they are programmed to switch to pistols weapons in close range fights, especialy when main weapon run out of ammo. This scenario works only if they don't have SMG or shotgun weapon. Problem is when they switch to it, you can exploit that because you have a window when they aren't shooting at you. I'll look at that and try to improve their logic.
Oh, I didn't know that the AI changes a gun for a pistol because it has more bullets xD. But yes, it happens quite frequently. Even with allied npcs in different missions. Sometimes they die in a very funny way because they fight a shotgun with a pistol. It's very fun to see xDD.
and before I forget, forget what I said about this version being more unstable than the previous one. The problem was with my computer. In this patch you improved performance a lot and made the game crash less, so don't take into account what I said before :>.
Определенно, темные маги в вашей команде одни из сильнейших в познании сего древнего движка, но нужно что-то делать с оптимизацией! Фпс падает в пол при заходе в любое помещение. Пробовал разные настройки, запускал на недоутбуке и компе - всё одно. В одном из комментов выше чел писал, какие настройки нужно отключить, чтобы чучуть поправить ситуацию, но это же костыль
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Hi, so ive noticed some issues with the weather system it seems like im stuck with whatever weather is at the start of a game, its either raining all the time or its foggy/sunny all the time. Some guns like the famas or 9a91 dont have proper sights when aiming the gun is like 30cm below my eyes and off to the side. Also can 'time scale' commands break NPCs? i was using it to load mags and wait for my stanima to regen faster later ive noticed that NPCs will holster/reholster thier guns constantly and thier accuray seems to be worse. Other than that its prolly my favorite stalker mod, idk if i played anything this unique rly nice work.
does anything special happen when u manage to complete various labratories like x-18 etc, i know about the brain scorcher and stuff but im just curious if theres any benefits i could turn in other than the cool/spooky experience
From my recent experience with Dead Air mod when you find Lab Documents or generally important documents, they can be sold to various traders in order to upgrade their inventory variety to a more interesting one. I don't know if the same applies to other Stalker mods like this one but i would like to know too as i am planning to play AREA in the future again.My saluts to the devs.
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