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Posted: September 22nd, 2008, 15:49
by deject
bah, my quest to kill all the bandits has been DENIED. when I begin my assault on their base in the Garbage, those pussies just shut the doors to their warehouse building so I can't go in and kill them all. So lame. Can I join Duty or Freedom and wipe them out?

I really am enjoying Clear Sky at this point. Aside from Artifacts being even more useless than before and harder to find, getting them to sell can be very worthwhile as I'm always spending my money to upgrade my guns and such. With a Vintar BC, the 2500RU for each upgrade sucks down the cash really fast. I've only had 2 crash to desktops so far, one was a bit of a fluke the other was repeatable.

Posted: September 22nd, 2008, 16:34
by mrbobbins
deject wrote:I really am enjoying Clear Sky at this point. Aside from Artifacts being even more useless than before and harder to find
:above: This

Had my first proper session yesterday and really enjoyed it, no crashes yet, not noticed any bugs.

I guess I'm doing it wrong.

Posted: September 22nd, 2008, 16:44
by Mr. Johnson
i've had tons of bugs and events that didn't trigger, but then again i have the cursed PC of doom.

I still love clear sky though, escpecially the firefights.

Posted: September 22nd, 2008, 16:59
by Shada
deject wrote:Artifacts being even more useless than before.
My current artifact combo restores my health constantly, completely prevents bleeding, allows me to sprint forever and magically disperses radiation. Artifacts are far, far more useful than they were in SHOC :P


Oh, and you'll never be able to wipe out the bandits. I killed ALL of them recently and got the victory message, and while I was on my way to the Cordon to get the reward (which was 600 roubles for single-handedly destroying the main base, by the way) they all respawned again.

Posted: September 22nd, 2008, 17:01
by Mr. Johnson
Shada wrote:
My current artifact combo restores my health constantly, completely prevents bleeding, allows me to sprint forever and magically disperses radiation.
want.
where can find?

Posted: September 22nd, 2008, 17:13
by Shada
Mr. Johnson wrote:
want.
where can find?
This might be a bit spoily for those who want to find out about the artifacts for themselves, so don't read ahead if you want that experience.

First get at least a "Bear" detector. You really need it, the standard bleepy one is a piece of shit. If you can get a "Veles" then get that instead as it pinpoints artifacts like a motherbitch.

For starters you need an anti-radiation artifact. These are Jellyfish (-2), Wrenched (-4) and Bubble (-6). You put this in your suit first to counteract the penalties of other artifacts. They can mainly be found near whirligigs, springboards and vortexes - the kind of gravity-fucking anomalies that explode or draw you in when you go near them. These are in pretty much every level - but if you want a specific one check around the walls of the Freedom base in the Dark Valley. For Bubble, though, you might want to check chemical areas I think. At least I'm sure I found one in the Yantar swamps.

Next are health restoring artifacts such as Soul and Kolobok. You find those in high chemical concentration areas such as the swampy bits in the Garbage, Agroprom and Yantar.

Anti-Bleeding artifacts like Mama's Beads you find amongst heat anomalies - such as the helicopter graveyard/carpark thing in the Garbage. Sometimes you'll find heat-resistant artifacts like Fireball or Crystal instead, though, and they're pretty useless.

Sprinty artifacts you can find in electro anomaly fields later on (there're some in the Red Forest) but I think you can also find them in chemical anomalies.

Posted: September 22nd, 2008, 17:26
by buzzmong
Artifact question:

In Oblivion Lost, it re-enables a lot of extra artifacts and also (alledegdly) allows you to drop some artifacts in certain anomolies to get special ones out, this in Clear Sky or is it still a missing feature?

Posted: September 22nd, 2008, 18:09
by Mr. Johnson
Shada wrote:handy stuff.
why thank you kindly mr chowder.

Posted: September 22nd, 2008, 18:15
by Shada
buzzmong wrote:Artifact question:

In Oblivion Lost, it re-enables a lot of extra artifacts and also (alledegdly) allows you to drop some artifacts in certain anomolies to get special ones out, this in Clear Sky or is it still a missing feature?
I think that was a brand new modded feature rather than a reenabled feature. It's not in clear sky but russian modders are working on it.

Posted: October 2nd, 2008, 12:38
by Dr. kitteny berk
1.5.05 patch

Code: Select all

V1.5.05

Saved games

1.5.04 saved games will be compatible with patch 1.5.05.


Game changes

- Fixed an error which prevented the guide from leading the player to the Cordon. This was caused by the fact that the autosave function failed to save all data, and once such a saved game was loaded, the game became impossible to complete. If this error occurred, it was necessary to restart the game from the beginning.
- Fixed a bug with secondary objectives (Deliver item), which caused the arrow to point to the wrong NPC after a save/load.
- Changed the reward for lowering the bridge in the Red Forest.
- Changed the reward for killing bandits at the Freedom base filling station.
- Fixed the Freedom technician's dialogue. After accepting a secondary objective, it became impossible to undertake/complete objectives to find flash drives.
- Fixed an error, which caused the situation to be displayed incorrectly in the PDA Faction War section.
- Fixed an error, which caused the number of grenades for the grenade launcher attachment to be saved incorrectly following modifications.
- Fixed an error, which caused FPS to fall when the cursor was moved over headings on the PDA map.
- Fixed an error, which sometimes caused the game to crash to desktop when the game was saved during an NPC death animation sequence.
- Fixed an error, which caused carried weight to be calculated incorrectly when a suit was upgraded or artifacts attached.
- Fixed an error, which sometimes caused faction strength to be displayed incorrectly in the PDA statistics. 
- Fixed an error, which caused the game to crash following the loading of a saved game due to incorrect saving of monster animations and armed NPC grenades.
- Fixed an error, which sometimes caused ammo to be displayed incorrectly after searching bodies.
- Fixed an error, which sometimes caused individual NPCs to be enemies, while the rest of their faction was neutral or friendly. 
- Fixed several minor HUD, inventory, PDA and main menu errors.
- Minor rebalancing of trade and items that pop out of dead bodies.
- Fixed a problem, which allowed the player to leave the Zone in the water part of the game (first visit to the Swamps).
- Changed the process for rewards given for joining factions.
- Changed rewards for destroying faction bases.
- Fixed game crashes during conversations with enemy technicians.
- Added ability to upgrade GP 37 with the help of Freedom and Bandit technicians.


Multiplayer

- Added ability to ban and kick players from the game using their GUID (serial number), in addition to name and IP.
- Fixed several errors in multiplayer chat, including the fact that the following letters could not be entered in some circumstances: A, Z, X, C, V.
- Fixed a large number of various errors which caused client and server crashes in the multiplayer.
- Added IP felcher (for games in certain subnets). 


Fixed the following script crashes:

- smart_terrain.script:227: attempt to index local 'obj' (a nil value)
- smart_terrain.script:1003: attempt to index field '?' (a nil value)
- sim_combat.script:950: attempt to index a nil value
- sim_board.script:688: attempt to index local 'obj' (a nil value)
- smart_terrain.script:288: attempt to call method 'clear_smart_terrain' (a nil value)
- bind_monster.script:72: attempt to index field '?' (a nil value)
- xr_effects.script:1607: attempt to index field '?' (a nil value)
- ! [LUA][ERROR] ERROR: There is no task with entity_id(_g.script:973: bad argument 2 to     'format' (string expected, got nil))
- ! [LUA][ERROR] ERROR: error. val_smart_terrain_5_0_freedom_antenna(_g.script:973: bad   argument 2 to 'format' (string expected, got nil))
- fixed crash (task_objects.script:2231: attempt to call global 'blowout_hit_with_pp_and_cam_effectors' (a    nil value))
- fixed crash  (ERROR: Invalid AI map at kamp point [mar_smart_terrain_6_8_kamp_1](_g.script:973: bad   argument 2 to 'format' (string expected, got nil)))
- fixed crash (sim_combat.script:429: attempt to index local 'comander' (a nil value))
- fixed crash (task_objects.script:580: attempt to concatenate field 'id' (a nil value))

Posted: October 2nd, 2008, 15:58
by spoodie
I'd just like to agree with others that this game is tough.

Posted: October 2nd, 2008, 16:21
by Mr. Johnson
did anyone else have problems with their controls? everytime i change my controls, it doesn't work, and low chrouch doesn'twork at all, no matter what button i align it to.

Posted: October 2nd, 2008, 16:22
by Dr. kitteny berk
check the files aren't read only? (user.ltx in STALKER-STCS, which I can't direct you to due to me using fista)

also, you have to be crouched to use low crouch, which is odd, but might explain the problem.

Posted: October 2nd, 2008, 17:09
by HereComesPete
:above: low crouch needs crouch, bit of a fucking claw effect to achieve on standard button layout. I changed mine to toggle crouch on c and low on ctrl, so it's holding down one button for maximum accuracy.

I would update, but I've finished it and I'm in no real hurry to run it through again. I want to wait until it fades in my mind a bit, then it'll be a better re-run.

Posted: October 2nd, 2008, 20:56
by deject
HereComesPete wrote::above: low crouch needs crouch, bit of a fucking claw effect to achieve on standard button layout. I changed mine to toggle crouch on c and low on ctrl, so it's holding down one button for maximum accuracy.

I would update, but I've finished it and I'm in no real hurry to run it through again. I want to wait until it fades in my mind a bit, then it'll be a better re-run.
Yeah, I just changed the crouch key to toggle crouch. ShOC got a hell of a lot easier when I figured that out.

Posted: October 2nd, 2008, 21:03
by Fear
Dr. kitteny berk wrote:1.5.05 patch

Code: Select all

V1.5.05

...

- Fixed an error which prevented the guide from leading the player to the Cordon. This was caused by the fact that the autosave function failed to save all data, and once such a saved game was loaded, the game became impossible to complete. If this error occurred, it was necessary to restart the game from the beginning.

FUCK YES.

Posted: October 2nd, 2008, 22:39
by deject
spoodie wrote:I'd just like to agree with others that this game is tough.
I didn't find it all that tough until now that I'm in
Spoiler:
Limansk, I'm just up to the construction site. These monolith fuckers are tough. I was hiding behind a ledge and one of the real grenades bounced off the top of the ledge and dropped in my face right as it blew up, killing me. I just can't pick enough of them off to get up there and kill the rest properly.

Posted: October 6th, 2008, 19:41
by Mr. Johnson
patch 1.5.05 has officially broken my game. it crashes to desktop everytime i start it.

Posted: October 6th, 2008, 21:59
by mrbobbins
Mr. Johnson wrote:patch 1.5.05 has officially broken my game. it crashes to desktop everytime i start it.
Mine still works, but I can't say it's any better, in fact I've only noticed bugs after patching, nothing game breaking yet though.

On a side note, other than the scripted one at the start I've not experienced any.. ahem ejaculations, did they remove them in a patch?

Posted: October 6th, 2008, 23:14
by Fear
Ejaculations are triggered by specific scripted actions it seems. For example there is a loot container that if I open it causes ejaculation timers.

Following is my reply to Deject's spoiler thingy.
Spoiler:
I've just done the monolith dudes, whilst it feels like they are re-spawning, I don't think they are, eventually I made it to the front door and silencer-headshotted them from the inside and the cunts never spotted me creeping up their stairs. It's a shame there isn't a trader near by as there are mucho-valuable-weapons everywhere once they're all dead. It isn't as tough as the next bit though. :)