Guest Posted October 13, 2013 Thanks for informing us about the latest update :cool: New version frontpaged on the Armaholic homepage. S.t.a.l.k.e.r. mod v1.02S.t.a.l.k.e.r. mod Patch #2 v1.02Arma 2 ================================================= We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
ataribaby 54 Posted October 13, 2013 DAP please its possible to turn off new icons? They flash a lot and in my mission I don't want em. If possible make icons optional via variable or as param for [player] execVM "STALKER_DAPMOD\Scripts\PlayerFunctions.sqf" call. I will try model bolts pouch per UI icon you have as first test to see how get model into game if you are ok with that. Share this post Link to post Share on other sites
Kommiekat 11 Posted October 14, 2013 @ataribaby, Hey, you should seriously team up with DAP and get some of these things fixed and going. You seem to be doing a great job. Then, when you're both ready, pump out a 5 mission campaign (or more!) to really introduce the MOD. Maybe something done like one of the games. In this way, you're sure to get many players hooked on the MOD, then you can get lots more feed back. Just my suggestion. Share this post Link to post Share on other sites
ataribaby 54 Posted October 14, 2013 @Kommiekat Just started learning ARMA 2 scripting. Doing first steps. Also got first problem. My Stalker Agent script do strange things in multiplayer. Like stalkers put items around instead into backpack when updating backpack content. Need learn locality stuff in MP I think. Already offered help with 3d models and starting to do first one. Otherwise I working on persistent SP/MP Hosted/MP Dedicated STALKER sandbox mission to be used with this mod. Share this post Link to post Share on other sites
archer336 14 Posted October 17, 2013 Hmm. The indicators for both the Radiation and also Health seem to be quite large. Is there a possibility these can be made smaller? Somewhere around 32x32? Also I have noticed that you get turned into a criminal as a neutral Stalker for firing and killing hostile only units such as the Military. Is there also a way this can be changed? Share this post Link to post Share on other sites
grimwald 24 Posted October 21, 2013 (edited) Hey DAP - can I host a copy of the updates as well? How can I get my Stalker to sleep? [Play single player game... lol] Do I have to buy a tent? [No] Can I just accelerate time without my Stalker getting exhausted? [sP game solves it] It's getting dark in my YT playthrough and it'd be silly to keep stalking in the pitch black of a foggy Namalsk midnight. :-) I updated to 1.02 and SP game, then, after taking out some Zombied stalkers my faction changed to Criminal. Not good. Also agree with Archer336 that the icons are a bit large (and a bit skewed in 16:10 ratio). Edited October 23, 2013 by Grimwald clarity Share this post Link to post Share on other sites
grimwald 24 Posted October 23, 2013 Tried in 1.0 single player and found the same issue - kill a Zombie become a criminal. This is a bit too magical even for Stalker ;) MP didn't have this issue - but can't sleep so have a night-time problem (unless I leave it on overnight so it advances). Are there more mission-types than the fetch quests I've seen so far? Share this post Link to post Share on other sites
DAP 619 Posted October 23, 2013 Hey DAP - can I host a copy of the updates as well? OK :) How can I get my Stalker to sleep? Only in SP. Do I have to buy a tent? You MUST do it :) Then you will able to place tent and use it as mobile respawn point. Also in patch 1.03 tent will be save your gear after death. Can I just accelerate time without my Stalker getting exhausted? Only in SP. When you sleep :) It's getting dark in my YT playthrough and it'd be silly to keep stalking in the pitch black of a foggy Namalsk midnight. :-) Use flashlight :) Better way - 24/7 dedicated server. While mission on dedicated server is online, your current state always saves each 5 seconds and after your rejoin this state will be restored. I updated to 1.02 and SP game, then, after taking out some Zombied stalkers my faction changed to Criminal. Not good. Hmmm. I was thinking, that I already fixed this bug. I need check it. Share this post Link to post Share on other sites
meshcarver 12 Posted October 23, 2013 "It's getting dark in my YT playthrough and it'd be silly to keep stalking in the pitch black of a foggy Namalsk midnight. :-)" Actually mate, I'd love to see you do at least one torchlight night time play through! :) Share this post Link to post Share on other sites
grimwald 24 Posted October 25, 2013 (edited) "It's getting dark in my YT playthrough and it'd be silly to keep stalking in the pitch black of a foggy Namalsk midnight. :-)"Actually mate, I'd love to see you do at least one torchlight night time play through! :) Just for you meshcarver -- . Leave a comment on what to do next.DAP - since you're working on 1.03 it'd be good to have a repeating longarm of some sort with a cost between the AK and the double-rifle at either the trader or the "quest-giver". Something like an Enfield, Mosin-Nagant 1891, Saiga 12, or an SKS. Edited October 25, 2013 by Grimwald suggestion Share this post Link to post Share on other sites
meshcarver 12 Posted October 26, 2013 Hi Grimwald, Hey, thanks for the shoutout mate..! ;) I've left a comment on your Youtube play through, so am really looking forwards to the next instalment of DAPs STALKER mod..! Keep it up DAP and good luck with the next update! Share this post Link to post Share on other sites
ataribaby 54 Posted October 27, 2013 Found strange bug. After you load saved game generated dogs and placed bloodsuckers do not run its logic. They stand still frozen and when killed you cant loot em. If you approach dogs module or bloodsucker without reload game all works fine. Strange is zombie module do not have this bug. This bug destroys game after you reaload :( Happenned in SP mode. Dunno about hosted and dedicated ( well in dedicated there is no save so its out of question). It can be tested easily. Start new SP and run to Alakit. At half way save (I do this when I going around old dump) and continue to Alakit. Dogs are activated fine. Now reload save and run to Alaki again. Dogs are spawned and frozen. Also after reload I found this bug happens. Probably not so critical at all. ---------- Post added at 11:34 AM ---------- Previous post was at 11:17 AM ---------- Just tested hosted MP and same bug occurred. Share this post Link to post Share on other sites
ataribaby 54 Posted October 27, 2013 After bit of fiddling I think that error from screen above is real cause. From RPT log: Error in expression <cle _sound;}; }] call RE; }; if (_dmg > _currentdmg) then {_currentdmg = _dmg;> Error position: <> _currentdmg) then {_currentdmg = _dmg;> Error Generic error in expression Error in expression <cle _sound;}; }] call RE; }; if (_dmg > _currentdmg) then {_currentdmg = _dmg;> Error position: <> _currentdmg) then {_currentdmg = _dmg;> Error Generic error in expression Error in expression <cle _sound;}; }] call RE; }; if (_dmg > _currentdmg) then {_currentdmg = _dmg;> Error position: <> _currentdmg) then {_currentdmg = _dmg;> Error Generic error in expression Error in expression <cle _sound;}; }] call RE; }; if (_dmg > _currentdmg) then {_currentdmg = _dmg;> Error position: <> _currentdmg) then {_currentdmg = _dmg;> Error Generic error in expression Error in expression <cle _sound;}; }] call RE; }; if (_dmg > _currentdmg) then {_currentdmg = _dmg;> Error position: <> _currentdmg) then {_currentdmg = _dmg;> Error Generic error in expression And it leads me into WILDDOG.sqf file where must be error that happens during reload save game. Maybe some var is undefined and needs NIL check? Have no clue how to debug this in arma 2 more yet. must be this code if (_dmg > _currentdmg) then {_currentdmg = _dmg; _dog setSpeedMode "FULL"; _dog doMove [(getPos _dog select 0)+_area*sin(random 360),(getPos _dog select 1)+_area*cos(random 360)]; sleep 1.5;}; if ((unitReady _dog) or (isPlayer _dog)) then {_dog setSpeedMode "LIMITED"; sleep ((random 10)+5);_sfx=0;_dog doMove [(_areacenter select 0)+_area*sin(random 360),(_areacenter select 1)+_area*cos(random 360)];}; sleep 3; Share this post Link to post Share on other sites
ataribaby 54 Posted October 27, 2013 Bug is visible here too at 03:11 time Share this post Link to post Share on other sites
dugrim 10 Posted October 27, 2013 hey Stalkers, I found this mod today's afternoon, played 2 minutes, and had to say "woooooow!" :) Such a great idea to convert the stalker flair into arma2. As a dayz-veteran I have some ideas, and bugs: Bugs: - After killing 1 Zombified Stalker in MP-Mode I turned into a criminal. In SP all worked fine. - When I attack the Stalkers in Starting camp, only the trader attacked me. The other guys chill, and I can kill them one-by-one Ideas: - Hunger/Thrist System. The Zone needs the ultimate survival-element. - A little txt-file like How-To install + multiplayer hosting. Not everyone is a arma2-veteran - hidden stashes of other stalkers (like in the original game) Maybe dynamic? - faction wars (duty and freedom hate each other, y no battles between them, even when the player didn't have to interact?) So far Dugrim Share this post Link to post Share on other sites
ataribaby 54 Posted October 27, 2013 There is hidden stash full of weapons and ammo, its even pretty near of your starting location. Share this post Link to post Share on other sites
grimwald 24 Posted October 28, 2013 (edited) Bug is visible here too at 03:11 time That's my video and that dog chased me all the way there. You can see it briefly near the start of the vid @ 0:11 seconds. I think it got stuck on an anomaly - perhaps broke its pathfinding. Edited October 28, 2013 by Grimwald Share this post Link to post Share on other sites
ataribaby 54 Posted October 28, 2013 Ok Grimwald, yep I following your adventures on YouTube, great fun. Can you please run simple test for me? Start new game (SP for example so you not destroy your listened hosted game progress, bug appears in SP or in Listened Host anyway) and run directly to Alakit. Half way there when you pass Old Yard scrapyard save game and continue to Alakit. Dog will work fine and then reload save and continue to Alakit again and tell me what dogs do there. Share this post Link to post Share on other sites
dugrim 10 Posted October 30, 2013 had the same bug (killed a zombie -> become criminal) in my second zone-trip. Was the 18th zombie or so. I think any of the zombie stalkers are from the wrong faction, and arma thinks you kill a normal stalker. Any release-date or planned feature list for 1.03? Btw love this mod. Greetings Share this post Link to post Share on other sites
grimwald 24 Posted November 6, 2013 ataribaby: I replicated this with the blind dog pack north of the road to Sebjan Dam & the Duty camp in v1.02. Also noticed there's less of those 'big' stashes in v1.02. Share this post Link to post Share on other sites
ataribaby 54 Posted November 7, 2013 Thanks, so there is really issue on reload. I bet that script error I posted above stops dogs logic from continue after game save reload. Share this post Link to post Share on other sites
DAP 619 Posted November 10, 2013 UPDATE VERSION: 1.03 CHANGELOG: MOD CORE: Fixed: Dogs not moving after load saved game Fixed: killed a zombie > become criminal Fixed: Multiplied radiation damage in MP Fixed: Multiplied psy damage in MP Changed: Decreased size of health indicators Changed: Health indicators now optional (set specific variable to unit: "DAP_STALKER_NOINDICATORS") MISSIONS: Fixed: killed a military > become criminal Added: Tent now save your inventory after death Added: server option: enable\disable health indicators NOTE: All in one archive (all addons and missions included in one archive) WARNING: STALKER MOD requires only ARMA2: CO. Beta patches can cause bugs and glitches, so I reccomend do not use any beta patches. FULL DOWNLOAD DOWNLOAD PATCH 1.01 DOWNLOAD PATCH 1.02 DOWNLOAD PATCH 1.03 Share this post Link to post Share on other sites
Guest Posted November 10, 2013 Thanks for informing us about the newest update :cool: New version frontpaged on the Armaholic homepage. S.t.a.l.k.e.r. mod v1.03S.t.a.l.k.e.r. mod Patch #3 v1.03Arma 2 ================================================= We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
grimwald 24 Posted November 11, 2013 Great - loaded and will start testing soon. :-) Thanks DAP! Share this post Link to post Share on other sites
ataribaby 54 Posted November 11, 2013 Excelent chengelog. All i wanted fixed is there. Thumbs up! I will test soon as i arrive home from work. Share this post Link to post Share on other sites