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Posted: Tue, 27th Mar 2007 22:40 Post subject: |
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A temporary EU server, might be dedicated later 213.47.74.135:5446
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Posted: Wed, 28th Mar 2007 01:32 Post subject: |
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Shame the Vista save problem hasn't been solved yet. The game does run a whole lot better though. Not sure if it's the patch or the XP compatibility in Vista. Probably the latter. Still great though.
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Posted: Wed, 28th Mar 2007 02:20 Post subject: |
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They did fix a bunch of balance issues tho, i didn't expect them to change core gameplay even tho it was mildly broken.. Accuracy is much better, damage is good and the trader actually has expensive stuff now.
Btw during googling, came upon this quicksave fix for vista
"Add the two lines below into your user.ltx file in the [C:\Documents and so on\All Users\...\]STALKER-SHOC folder and you'll be able to use quicksave and quickload without any problems.
bind_console save mysave kF10
bind_console load mysave kF11
This re-maps the quicksave key to F10 and the quickload key to F11"
Played it at a friend on vista, so i know how those menu-trips fuck up the game. Hope it helps someone
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Posted: Wed, 28th Mar 2007 05:10 Post subject: |
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I'll give that a try, Thanks
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Posted: Wed, 28th Mar 2007 05:25 Post subject: |
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Does the old trainer from Unleashed still work after the patch?
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Posted: Wed, 28th Mar 2007 06:18 Post subject: |
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syke247 wrote: | KrAzY-KaMeL wrote: | Seau wrote: | I am not that far in the game, wouldn't mind losing my save games if I knew for sure that performance would improve... and it seems it won't.
I get 70 to 100 FPS in DX8 mode, and only 15 to 25 FPS in DX9. Such differences speak for themselves, DX9 support was put in too late and too hastily.
I am putting all my hopes on the guy at tweakguides.com to provide some miracle tweaks . |
There are a ton of tweaks already out that allow you to get a additional 20-30fps in full dynamic lighting mode. People have posted their .ini files all over the place. There is even an "Ultra" mode where a ton of stuff that is disabled by default in the .ini was enabled but I wouldn't suggest using that since it basically crushes every graphics card known to man right now. |
I have seached teh google, can't find any ini/performance fixes/changes/tweaks. Am i missing a keyword? Anyone please link me to some fixed ini. Edit: official forums down at the mo. Will probably succeed finding some later |
Spoiler: | Go into your User.alx file. It can be found in C:\Documents and Settings\All Users\Documents\STALKER-SHOC
Replace all the text with the following:
_preset Default
ai_use_torch_dynamic_lights on
unbindall
bind jump kSPACE
bind crouch kRCONTROL
bind crouch_toggle kSLASH
bind accel kLSHIFT
bind sprint_toggle kX
bind forward kUP
bind back kDOWN
bind lstrafe kLEFT
bind rstrafe kRIGHT
bind llookout kQ
bind rlookout kE
bind cam_zoom_in kADD
bind cam_zoom_out kSUBTRACT
bind torch kL
bind night_vision kN
bind wpn_1 k1
bind wpn_2 k2
bind wpn_3 k3
bind wpn_4 k4
bind wpn_5 k5
bind wpn_6 k6
bind artefact k7
bind wpn_next kY
bind wpn_fire mouse1
bind wpn_zoom mouse2
bind wpn_reload kR
bind wpn_func kV
bind wpn_firemode_prev k9
bind wpn_firemode_next k0
bind pause kPAUSE
bind drop kG
bind use kF
bind scores kTAB
bind chat kCOMMA
bind chat_team kPERIOD
bind screenshot kF12
bind quit kESCAPE
bind console kGRAVE
bind inventory kI
bind buy_menu kB
bind skin_menu kO
bind team_menu kU
bind active_jobs kP
bind map kM
bind contacts kH
bind vote_begin kF5
bind vote kF6
bind vote_yes kF7
bind vote_no kF8
bind speech_menu_0 kC
bind speech_menu_1 kZ
bind use_bandage kRBRACKET
bind use_medkit kLBRACKET
cam_inert 0.
cam_slide_inert 0.25
cl_cod_pickup_mode 1
cl_dynamiccrosshair on
g_always_run on
g_autopickup on
g_backrun on
g_corpsenum 10
g_eventdelay 0
g_game_difficulty gd_stalker
hud_crosshair on
hud_crosshair_dist off
mm_mm_net_srv_dedicated off
mm_net_con_publicserver off
mm_net_con_spectator 20
mm_net_con_spectator_on off
mm_net_srv_gamemode st_deathmatch
mm_net_srv_maxplayers 32
mm_net_srv_name BLACKBOX
mm_net_srv_reinforcement_type 1
mm_net_weather_rateofchange 1.
mouse_invert off
mouse_sens 0.32
net_cl_icurvesize 0
net_cl_icurvetype 0
net_cl_interpolation 0.
net_cl_log_data off
net_cl_pending_lim 3
net_cl_update_rate 30
net_dedicated_sleep 5
net_sv_log_data off
net_sv_pending_lim 3
net_sv_update_rate 30
ph_frequency 75.00000
ph_iterations 24
r1_dlights on
r1_dlights_clip 10.
r1_glows_per_frame 16
r1_lmodel_lerp 0.1
r1_pps_u -1.
r1_pps_v 0.
r1_ssa_lod_a 64.
r1_ssa_lod_b 48.
r1_tf_mipbias 0.
r2_aa off
r2_aa_break 0.800000,0.500000,0.000000
r2_aa_kernel 0.5
r2_aa_weight 0.250000,0.250000,0.000000
r2_allow_r1_lights off
r2_gi off
r2_gi_clip 0.001
r2_gi_depth 1
r2_gi_photons 16
r2_gi_refl 0.9
r2_gloss_factor 1.4
r2_ls_bloom_fast off
r2_ls_bloom_kernel_b 0.7
r2_ls_bloom_kernel_g 3.
r2_ls_bloom_kernel_scale 0.7
r2_ls_bloom_speed 100.
r2_ls_bloom_threshold 0.001
r2_ls_depth_bias -0.0003
r2_ls_depth_scale 1.00001
r2_ls_dsm_kernel 0.7
r2_ls_psm_kernel 0.7
r2_ls_squality 0.5
r2_ls_ssm_kernel 0.7
r2_mblur 0.
r2_parallax_h 0.04
r2_slight_fade 0.05
r2_ssa_lod_a 96.
r2_ssa_lod_b 64.
r2_sun on
r2_sun_depth_far_bias -0.00001
r2_sun_depth_far_scale 1.
r2_sun_depth_near_bias 0.00001
r2_sun_depth_near_scale 1.
r2_sun_details off
r2_sun_focus on
r2_sun_lumscale 1.
r2_sun_lumscale_amb 0.5
r2_sun_lumscale_hemi 1.
r2_sun_near 12.
r2_sun_near_border 0.75
r2_sun_tsm on
r2_sun_tsm_bias -0.01
r2_sun_tsm_proj 0.3
r2_tf_mipbias -3.
r2_tonemap on
r2_tonemap_adaptation 1.
r2_tonemap_amount 0.7
r2_tonemap_lowlum 0.0001
r2_tonemap_middlegray 0.6
r2_wait_sleep 0
r2_zfill off
r2_zfill_depth 0.5
r2em 2.
r__detail_density 0.44
r__geometry_lod 1.2
r__supersample 4
r__tf_aniso 12
renderer renderer_r2
rs_c_brightness 1.
rs_c_contrast 1.
rs_c_gamma 1.2
rs_fullscreen on
rs_refresh_60hz off
rs_stats off
rs_v_sync off
rs_vis_distance 1.
snd_acceleration on
snd_cache_size 32
snd_efx on
snd_targets 24
snd_volume_eff 0.8
snd_volume_music 1.
sv_anomalies_enabled 1
sv_anomalies_length 3
sv_artefact_respawn_delta 30
sv_artefact_stay_time 3
sv_artefacts_count 10
sv_auto_team_balance 0
sv_auto_team_swap 1
sv_bearercantsprint 1
sv_client_reconnect_time 60
sv_console_update_rate 1
sv_dedicated_server_update_rate 100
sv_dmgblockindicator 1
sv_dmgblocktime 0
sv_forcerespawn 0
sv_fraglimit 10
sv_friendly_indicators 0
sv_friendly_names 0
sv_friendlyfire 1.
sv_hail_to_winner_time 7000
sv_pda_hunt 1
sv_pending_wait_time 10000
sv_reinforcement_time 0
sv_remove_corpse 1
sv_remove_weapon 1
sv_returnplayers 1
sv_rpoint_freeze_time 0
sv_shieldedbases 1
sv_spectr_firsteye 1
sv_spectr_freefly 0
sv_spectr_freelook 1
sv_spectr_lookat 1
sv_spectr_teamcamera 1
sv_statistic_collect 1
sv_statistic_save_auto 0
sv_timelimit 0
sv_vote_enabled 1
sv_vote_participants 0
sv_vote_quota 0.51
sv_vote_time 1.
sv_warm_up 0
texture_lod 2
vid_mode 1280x1024 |
Give that a try if your rig is struggling in DX9/Full Dynamic Lighting mode, this modified ini has given a lot of people a big boost in performance with none or little visual quality loss.
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Teniak
Posts: 2602
Location: Tic Tac
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Posted: Wed, 28th Mar 2007 07:47 Post subject: |
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4 Skin and 2 new map for multiplayer only.
Run setup-bp.exe (install directory)
Just put this code in respective case.
code 1 : pseudodog.
code 2 : snork
HF
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Posted: Wed, 28th Mar 2007 07:56 Post subject: |
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Below is from Nvdia Forums -
By Andy77 - all credit due to him!
Simple how to:
1. Patch XR_3DA.exe with Microsoft editbin.exe tool:
editbin.exe /LARGEADDRESSAWARE XR_3DA.exe
2. Replace original XR_3DA.exe with patch one.
3. Set up 32 bit Windows for use 3 GB with 32 bit applications (64 bit Winows use 4 GB for 32 bit app by default)
how do it for 32 bit Vista: Here
how do it for 32 bit XP: Here
4. Set total memory in system 3GB or more (RAM + swap file size = total)
5. Run game, set max settings and play without crashes.
editbin.exe works with securom protected XR_3DA.exe or with nodvd version. Don't work with starforce protected russian version.
The clue is 32-bit application without LARGEADDRESSAWARE can't see and use more then 2 GB on any Microsoft OS (32 or 64 bit). Not depend on how many GB you have installed. Stalker on max settings use more then 1,5 GB memory. Vista after start use about 500 MB. 1,5 GB + 500 MB = 2 GB - max memory limit reached and cause application crash when STALKER try to use more memory. With LARGEADDRESSAWARE flag 32-bit application can use 3 GB on 32 bit Windows and 4 GB on 64 bit Windows. It is more then enough for STALKER max settings handle.
BTW the same issue is true for Gothic 3 with max settings and Vista.
*
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Posted: Wed, 28th Mar 2007 09:03 Post subject: |
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KrAzY-KaMeL wrote: | syke247 wrote: | KrAzY-KaMeL wrote: |
There are a ton of tweaks already out that allow you to get a additional 20-30fps in full dynamic lighting mode. People have posted their .ini files all over the place. There is even an "Ultra" mode where a ton of stuff that is disabled by default in the .ini was enabled but I wouldn't suggest using that since it basically crushes every graphics card known to man right now. |
I have seached teh google, can't find any ini/performance fixes/changes/tweaks. Am i missing a keyword? Anyone please link me to some fixed ini. Edit: official forums down at the mo. Will probably succeed finding some later |
Spoiler: | Go into your User.alx file. It can be found in C:\Documents and Settings\All Users\Documents\STALKER-SHOC
Replace all the text with the following:
_preset Default
ai_use_torch_dynamic_lights on
unbindall
bind jump kSPACE
bind crouch kRCONTROL
bind crouch_toggle kSLASH
bind accel kLSHIFT
bind sprint_toggle kX
bind forward kUP
bind back kDOWN
bind lstrafe kLEFT
bind rstrafe kRIGHT
bind llookout kQ
bind rlookout kE
bind cam_zoom_in kADD
bind cam_zoom_out kSUBTRACT
bind torch kL
bind night_vision kN
bind wpn_1 k1
bind wpn_2 k2
bind wpn_3 k3
bind wpn_4 k4
bind wpn_5 k5
bind wpn_6 k6
bind artefact k7
bind wpn_next kY
bind wpn_fire mouse1
bind wpn_zoom mouse2
bind wpn_reload kR
bind wpn_func kV
bind wpn_firemode_prev k9
bind wpn_firemode_next k0
bind pause kPAUSE
bind drop kG
bind use kF
bind scores kTAB
bind chat kCOMMA
bind chat_team kPERIOD
bind screenshot kF12
bind quit kESCAPE
bind console kGRAVE
bind inventory kI
bind buy_menu kB
bind skin_menu kO
bind team_menu kU
bind active_jobs kP
bind map kM
bind contacts kH
bind vote_begin kF5
bind vote kF6
bind vote_yes kF7
bind vote_no kF8
bind speech_menu_0 kC
bind speech_menu_1 kZ
bind use_bandage kRBRACKET
bind use_medkit kLBRACKET
cam_inert 0.
cam_slide_inert 0.25
cl_cod_pickup_mode 1
cl_dynamiccrosshair on
g_always_run on
g_autopickup on
g_backrun on
g_corpsenum 10
g_eventdelay 0
g_game_difficulty gd_stalker
hud_crosshair on
hud_crosshair_dist off
mm_mm_net_srv_dedicated off
mm_net_con_publicserver off
mm_net_con_spectator 20
mm_net_con_spectator_on off
mm_net_srv_gamemode st_deathmatch
mm_net_srv_maxplayers 32
mm_net_srv_name BLACKBOX
mm_net_srv_reinforcement_type 1
mm_net_weather_rateofchange 1.
mouse_invert off
mouse_sens 0.32
net_cl_icurvesize 0
net_cl_icurvetype 0
net_cl_interpolation 0.
net_cl_log_data off
net_cl_pending_lim 3
net_cl_update_rate 30
net_dedicated_sleep 5
net_sv_log_data off
net_sv_pending_lim 3
net_sv_update_rate 30
ph_frequency 75.00000
ph_iterations 24
r1_dlights on
r1_dlights_clip 10.
r1_glows_per_frame 16
r1_lmodel_lerp 0.1
r1_pps_u -1.
r1_pps_v 0.
r1_ssa_lod_a 64.
r1_ssa_lod_b 48.
r1_tf_mipbias 0.
r2_aa off
r2_aa_break 0.800000,0.500000,0.000000
r2_aa_kernel 0.5
r2_aa_weight 0.250000,0.250000,0.000000
r2_allow_r1_lights off
r2_gi off
r2_gi_clip 0.001
r2_gi_depth 1
r2_gi_photons 16
r2_gi_refl 0.9
r2_gloss_factor 1.4
r2_ls_bloom_fast off
r2_ls_bloom_kernel_b 0.7
r2_ls_bloom_kernel_g 3.
r2_ls_bloom_kernel_scale 0.7
r2_ls_bloom_speed 100.
r2_ls_bloom_threshold 0.001
r2_ls_depth_bias -0.0003
r2_ls_depth_scale 1.00001
r2_ls_dsm_kernel 0.7
r2_ls_psm_kernel 0.7
r2_ls_squality 0.5
r2_ls_ssm_kernel 0.7
r2_mblur 0.
r2_parallax_h 0.04
r2_slight_fade 0.05
r2_ssa_lod_a 96.
r2_ssa_lod_b 64.
r2_sun on
r2_sun_depth_far_bias -0.00001
r2_sun_depth_far_scale 1.
r2_sun_depth_near_bias 0.00001
r2_sun_depth_near_scale 1.
r2_sun_details off
r2_sun_focus on
r2_sun_lumscale 1.
r2_sun_lumscale_amb 0.5
r2_sun_lumscale_hemi 1.
r2_sun_near 12.
r2_sun_near_border 0.75
r2_sun_tsm on
r2_sun_tsm_bias -0.01
r2_sun_tsm_proj 0.3
r2_tf_mipbias -3.
r2_tonemap on
r2_tonemap_adaptation 1.
r2_tonemap_amount 0.7
r2_tonemap_lowlum 0.0001
r2_tonemap_middlegray 0.6
r2_wait_sleep 0
r2_zfill off
r2_zfill_depth 0.5
r2em 2.
r__detail_density 0.44
r__geometry_lod 1.2
r__supersample 4
r__tf_aniso 12
renderer renderer_r2
rs_c_brightness 1.
rs_c_contrast 1.
rs_c_gamma 1.2
rs_fullscreen on
rs_refresh_60hz off
rs_stats off
rs_v_sync off
rs_vis_distance 1.
snd_acceleration on
snd_cache_size 32
snd_efx on
snd_targets 24
snd_volume_eff 0.8
snd_volume_music 1.
sv_anomalies_enabled 1
sv_anomalies_length 3
sv_artefact_respawn_delta 30
sv_artefact_stay_time 3
sv_artefacts_count 10
sv_auto_team_balance 0
sv_auto_team_swap 1
sv_bearercantsprint 1
sv_client_reconnect_time 60
sv_console_update_rate 1
sv_dedicated_server_update_rate 100
sv_dmgblockindicator 1
sv_dmgblocktime 0
sv_forcerespawn 0
sv_fraglimit 10
sv_friendly_indicators 0
sv_friendly_names 0
sv_friendlyfire 1.
sv_hail_to_winner_time 7000
sv_pda_hunt 1
sv_pending_wait_time 10000
sv_reinforcement_time 0
sv_remove_corpse 1
sv_remove_weapon 1
sv_returnplayers 1
sv_rpoint_freeze_time 0
sv_shieldedbases 1
sv_spectr_firsteye 1
sv_spectr_freefly 0
sv_spectr_freelook 1
sv_spectr_lookat 1
sv_spectr_teamcamera 1
sv_statistic_collect 1
sv_statistic_save_auto 0
sv_timelimit 0
sv_vote_enabled 1
sv_vote_participants 0
sv_vote_quota 0.51
sv_vote_time 1.
sv_warm_up 0
texture_lod 2
vid_mode 1280x1024 |
Give that a try if your rig is struggling in DX9/Full Dynamic Lighting mode, this modified ini has given a lot of people a big boost in performance with none or little visual quality loss. |
I also found those tweaks yesterday. They seem to work somewhat for me, but I still get barely above 20 FPS at daytime when the sun is shining.
I am now playing again in DX8 mode, with everything at max (even AA and AF). I'm getting above 40 FPS which I find much more playable. It doesn't look THAT ugly and I find it more important that the game runs smooth.
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Posted: Wed, 28th Mar 2007 09:37 Post subject: |
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stalker was crashing on me with vitality's patch crack, hatred one works fine. 2 dud cracks in a row from vitality.
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Posted: Wed, 28th Mar 2007 10:05 Post subject: |
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MAD_MAX333
Moderator
Posts: 7020
Location: Toronto, Canada...eh
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Posted: Wed, 28th Mar 2007 16:13 Post subject: |
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i wonder if i should start all over again... or just continue this game... stupid patch
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Posted: Wed, 28th Mar 2007 16:26 Post subject: |
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good news for 8800 USERS
NVIDIA Working on S.T.A.L.K.E.R. Drivers
We've learned that NVIDIA is hard at work on developing a new ForceWare driver for GeForce 8800 users that will bring performance enhancements as well as SLI support for S.T.A.L.K.E.R. One thing we've already noticed in our S.T.A.L.K.E.R. testing is that the GeForce 8800 GTX doesn't perform that much faster than the GeForce 8800 GTS 320MB with today's 97.92 driver, so hopefully the upcoming driver will really allow the GeForce 8800 GTX to flex its muscles. The new driver will hopefully be available sometime next week, we're keeping our fingers crossed.
http://ve3dboards.ign.com/message.asp?topic=26444574
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HoLyMaN
Posts: 1000
Location: With the survivors of a plane crash
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Posted: Wed, 28th Mar 2007 16:35 Post subject: |
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streetunder wrote: | good news for 8800 USERS
NVIDIA Working on S.T.A.L.K.E.R. Drivers
We've learned that NVIDIA is hard at work on developing a new ForceWare driver for GeForce 8800 users that will bring performance enhancements as well as SLI support for S.T.A.L.K.E.R. One thing we've already noticed in our S.T.A.L.K.E.R. testing is that the GeForce 8800 GTX doesn't perform that much faster than the GeForce 8800 GTS 320MB with today's 97.92 driver, so hopefully the upcoming driver will really allow the GeForce 8800 GTX to flex its muscles. The new driver will hopefully be available sometime next week, we're keeping our fingers crossed.
http://ve3dboards.ign.com/message.asp?topic=26444574 |
Great...now ATI should do the same!
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Posted: Wed, 28th Mar 2007 16:41 Post subject: |
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For people who have problems with the 8800GTX under Vista. Try setting the Compatibility to Windows XP. Seems it made a HUGE difference for me.
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Weedo
Posts: 1506
Location: Japan
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TiHKAL
Posts: 2350
Location: The Pub
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Posted: Wed, 28th Mar 2007 18:51 Post subject: |
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streetunder wrote: | good news for 8800 USERS
NVIDIA Working on S.T.A.L.K.E.R. Drivers
We've learned that NVIDIA is hard at work on developing a new ForceWare driver for GeForce 8800 users that will bring performance enhancements as well as SLI support for S.T.A.L.K.E.R. One thing we've already noticed in our S.T.A.L.K.E.R. testing is that the GeForce 8800 GTX doesn't perform that much faster than the GeForce 8800 GTS 320MB with today's 97.92 driver, so hopefully the upcoming driver will really allow the GeForce 8800 GTX to flex its muscles. The new driver will hopefully be available sometime next week, we're keeping our fingers crossed.
http://ve3dboards.ign.com/message.asp?topic=26444574 |
Awesome news!!! I hope the GTS works better as well.
PC: i7-4790k @ 4.4, 32GB @ 2400, Nvidia 1080TI FE, 2 TB Crucial MX500 SSD
Nintendo Switch SX OS Pro / PS4 Pro 5.05 Hen/Mira / PS3 Modded / Wii Modded / 360 Pre-Wave4 mod

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TiHKAL
Posts: 2350
Location: The Pub
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Posted: Wed, 28th Mar 2007 22:45 Post subject: |
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VGAdeadcafe wrote: | Weedo wrote: | Nvidia should also work on a new WinXP driver for older GeForce cards! The last GF 5/6/7 driver was released in November! Since then many new games were released and some new engines were introduced - UE3, X-Ray for example. I'm sure they could add some optimizations. It sucks that they are only concentrating on Vista drivers and GF 8 drivers!  |
QFT ! My 7800 gtx still rocks hard, I want continued driver support... |
Am i missing something here?
PC: i7-4790k @ 4.4, 32GB @ 2400, Nvidia 1080TI FE, 2 TB Crucial MX500 SSD
Nintendo Switch SX OS Pro / PS4 Pro 5.05 Hen/Mira / PS3 Modded / Wii Modded / 360 Pre-Wave4 mod

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Posted: Thu, 29th Mar 2007 02:25 Post subject: |
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r2_gi off
r2_gi_clip 0.001
r2_gi_depth 1
r2_gi_photons 16
r2_gi_refl 0.9
GI means mostlikly Global Illumination, wich is a lightning method used for pre-rendered images in apps like 3dsmax and progs like mental-ray, never heart of that being used in real time 3d engines before...
the photon amount means that a light source is emitting 16 pthotons in this case wich are traced till they hit an surface, they bounce one time... the depth value, and take the "energy" - color and intensity - from the surface they bounced off and carry it over to the second surface they hit, wich recieves the color and intensity info from the first one...
the "refl" value is the amount of energy the photon carrys...
the effect works best at night in-game but makes in door places over bright in corners where photons are cumulated... but this can be altered with the "ref" value, at 0.5 it isnt noticable any more... also I am running it on a x1950pro ex 512mb, turning on default GI makes everything very choppy...
check the pics:
http://www.mb-druckservice.de/stuff/g1.jpg
http://www.mb-druckservice.de/stuff/g2.jpg
^Found this on Gamefaqs
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Posted: Thu, 29th Mar 2007 02:36 Post subject: |
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If your having the Crash issues with Vista and Stalker follow these steps, it fixed it for me
Just download 3 Gig enabler
http://files.filefront.com/3GB_enabler2zip...;/fileinfo.html
In this zip file, you should find editbin (this zip file was for "patching" supreme commander)
Don't forget to backup your original XR_3DA.exe file (for futur patch compatibility)
editbin.exe /LARGEADDRESSAWARE XR_3DA.exe
BCDEDIT /set increaseuserva 3072
REBOOT
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Posted: Thu, 29th Mar 2007 06:51 Post subject: |
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Hey fellas,
Quick question as i don't have the access to find out for myself but...
If i leave that first "level" after you go through the check point, can i turn around and go back to the first area again???
i'm assuming you can and if you can't its going to make it suck.
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mYslead
Posts: 738
Location: Canada
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Posted: Thu, 29th Mar 2007 08:26 Post subject: |
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DeadByDawn wrote: | Hey fellas,
Quick question as i don't have the access to find out for myself but...
If i leave that first "level" after you go through the check point, can i turn around and go back to the first area again???
i'm assuming you can and if you can't its going to make it suck. |
yeah you can.
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Posted: Thu, 29th Mar 2007 09:08 Post subject: |
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Posted: Thu, 29th Mar 2007 15:21 Post subject: |
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Unofficial S.T.A.L.K.E.R. Patch 0.45
Changes:
Spoiler: | 1. change connected with the character:
1. radiation does not disappear in the course of time.
2. hemorrhages inflict more serious loss.
3. need for the food is increased. Hunger sets in where more rapid, also, with reaching of the specific threshold, health begins to decrease.
4. increase GG is increased.
5. time of sprint is reduced.
2. is changed the price and commercial policy:
1. price of weapon and armor is increased repeatedly (from two to ten-twelve times)
2. price of cartridges it is increased two (in majority it is specific). A quantity of cartridges in merchant, varies depending on the type (of improved cartridges it will be less than usual).
3. price of first-aid kits, bandages, food, trophies and the like is increased four. Now food does not treat.
4. prices of the artifacts are more balanced.
5. is extended assortment in merchants. In Sidorovicha the assortment not such is rich, for the balance. (certain weapon in merchants it will appear on the motion of the passage of game)
3. change connected with the weapon, the things and the system of the damages:
1. real names of weapon.
2. is reduced spread and damages in some types of weapon.
3. More- less realistic calculation is zone of damages.
4. is reduced the force of zuma in binoculars. Now it does not separate the living beings by the framework.
5. force of the treating ability of first-aid kits is distributed along the levels (usual first-aid kits restore where less health than scientific).
6. restoring ability of bandages is reduced, now they only necessary for the stoppage of hemorrhage, health they practically not vostanavlivayut.
7. FOV in people it is reduced by 35-40 %
8. in some animals health reduced, it is increased in some.
9. flying range of bullet in pistols is increased from 50m to 120m, in automata from 200m to 400m.
10. To certain I see weapons now it is possible to fit optics, podstvol'nyy grenade discharger, muffler.
11. The speed of run in people is reduced.
4. change being concerned A -La1fa and AI:
1. several times is reduced respaun of mutants and people.
2. time of respauna: it is hour from 24 to 48 recreation areas.
5. graphic changes:
1. standard rotation of the time of day on all maps.
2. nights became more darkly.
3. blood became more.
4. size of sight is reduced two.
5. anomaly it is not now evidently.
The extended version substitutes the music, which plays in merchant. Now on the radio plays some old &.tsuot;yumoristicheskaya&.tsuot; the radio transmission (it found in the archive of game). Also, the texture of sights changes, now they without the green (red) impregnations. Modes for the Russian version of game. For the English, it is necessary in the mode to remove folder text. |
http://members.chello.nl/g.vdweg/Unofficial_S.T.A.L.K.E.R_Patch_0.45.rar
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Parallax_
VIP Member
Posts: 6422
Location: Norway
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Posted: Thu, 29th Mar 2007 15:52 Post subject: |
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Was that translated using babelfish?
Kind of sad when fans have to do this instead of the developers.
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M4trix
Posts: 9256
Location: Croatia, Adriatic coast (I can see ixi from here)
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Posted: Thu, 29th Mar 2007 15:57 Post subject: |
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