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Postów
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Dołączył
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Ostatnia wizyta
Odpowiedzi opublikowane przez Viktus
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@PainChiller dodałem te pliki do paczki ze spolszczeniem
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@Trux kolejność instalacji to: 1.4007 -> update do 1.4008 -> mod LADCE w najnowszej wersji -> wszystko inne w dowolnej kolejności (ja najpierw wgrałem silnik, potem tekstury i na końcu spolszczenie)
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@Trux ciężko o jakiś dodatkowy poradnik, bo to jest po prostu przeklejanie plików. Z tego co piszesz to raczej wszystko robisz dobrze. Może to jakiś problem ze sprzętem albo z Windowsem,
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@Trux A zainstalowałeś wcześniej 1.4007 na czysto?
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Link do silnika prowadzi teraz do wersji z 8.06. Jeżeli pobieraliście silnik w przeciągu ostatnich 6 dni to macie najnowszą wersję, bo link się nie zmienił.
Na liście zmian nie ma niczego nowego.
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Link do silnika prowadzi teraz do wersji z 25.05. Jeżeli pobieraliście silnik w przeciągu ostatnich 9 dni to macie najnowszą wersję, bo link się nie zmienił.
Na liście zmian nie ma niczego nowego.
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Dzięki, nie doszedłem do tego momentu, więc nie miałem okazji przetestować
Dodałem nową wersję spolszczenia.
Lista zmian:- poprawiona treść zadania z pseudo-gigantem,
- 2 nowe przetłumaczone zadania dla Velesa (ds_veles_find_artefact_1 i ds_veles_find_artefact_2),
- 4 przeredagowane zadnia Sidorowicza, które były ewidentnie tłumaczone w Google tłumaczu,
- poprawki błędów.
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Próbowałem na dx 10 i statycznym oświetleniu
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Już próbowałem, niestety bez x_fix_225 nie startuje. Zaczynałem grać na LADCE 2.27 i po aktualizacji do 2.29 trzeba było zainstalować tego moda, żeby zadziałało. Uruchamiałem już grę bez żadnych modów oprócz tego
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Jakich plików?
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No ok, tylko nic to nie zmienia, jak się crashowało tak robi to dalej :(
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Niestety nowe pliki nie pomagają. Już nie mam pomysłu o co może chodzić.
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Na początku wgrałem moda, na bardziej korzystne ceny, ale wywalało barmana, więc cofnąłem zmiany. Teraz nie mam. Chociaż ostatnio dodałem 1 punkt do handlu, w umiejętnościach, może to coś psuje.
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Hmm, niestety nic to nie daje. Wokół sidora jest jakaś ewidentna strefa no go. Tym razem log błędu był trochę inny.
Spoiler* Log file has been saved successfully! $ Frame [30]; : level_weathers:presets level_weathers $ Frame [30]; : level_weathers:WeatherManager:__init: is dynamic = true : 14:24:08 *Thread# 7 : Done! * Log file has been saved successfully! $ Frame [30]; : garbage_cleaner:Cleaning garbage based on 28 ids. *Thread# 16 : Done! *Thread# 15 : Done! ---Engine is freezed, saving log * Log file has been saved successfully! *Thread# 17 : Done! *Thread# 14 : Done! --incorrect global rect definition for map [la07_military] kw=0.200989 kh=0.198763 --try x2=634.560547 or y2=1325.645874 *Thread# 19 : Done! --incorrect global rect definition for map [la23_oldroad] kw=0.200235 kh=0.201244 --try x2=894.455017 or y2=1291.380981 --incorrect global rect definition for map [la07_military] kw=0.200989 kh=0.198763 --try x2=634.560547 or y2=1325.645874 --incorrect global rect definition for map [la23_oldroad] kw=0.200235 kh=0.201244 --try x2=894.455017 or y2=1291.380981 * MEMORY USAGE: 547871 K * End of synchronization A[1] R[1] *** Game Loading Time: 19396 ms *Thread# 18 : Done! *MT Texture Loading Finished * [win32]: free[3054856 K], reserved[208280 K], committed[931104 K] * [ D3D ]: textures[1895295 K] * [x-ray]: crt heap[544279 K], process heap[544279 K], game lua[50231 K], render[12425 K] * [x-ray]: economy: strings[38340 K], smem[190813 K] $ Frame [10416]; : ui_mm_opt_video:InitControls:>cap_preset $ Frame [10416]; : ui_mm_opt_video:InitControls:>cap_renderer $ Frame [10416]; : ui_mm_opt_video:InitControls:<cap_renderer * DX11: failed to register window class ahtung !!! [10868] CInventory::DropItem pIItem->m_pCurrentInventory!=this this = [520] stack trace: 0023:5744C852 xrGame.dll, CDialogHolder::operator=() 0023:573A3C36 xrGame.dll, CDialogHolder::operator=() 0023:57D2000D MSVCR120.dll, vsprintf_s() 0023:580E05F2 xrCore.dll, xrMemory::mem_alloc() 0023:580DAB69 xrCore.dll, CLocatorAPI::r_open() 0023:7678330A msvcrt.dll, wscanf_s()
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Wracam sobie do sidora z dokumentami z Agropromu, a tu nagle 50 metrów od jego bunkra wylot do pulpitu. Za każdym razem, próbowałem reinstalować grę itp. Miałem to samo wcześniej u barmana, ale wystarczyło usunąć moda zmieniającego ceny, żeby ruszyło.
Tutaj log:Spoiler* Detected CPU: Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz [GenuineIntel], F6/M14/S10, 2209.00 mhz, 15-clk 'rdtsc' * CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2, HTT * CPU cores/threads: 6/12 Initializing File System... Processing archive gamedata.db0. Processing archive gamedata.db1. using fs-ltx fsgame.ltx Processing archive gamedata\anims.db0. Processing archive gamedata\levels.db0. Processing archive gamedata\meshes.db0. Processing archive gamedata\shaders.db0. Processing archive gamedata\sounds.db0. Processing archive gamedata\sounds.db1. Processing archive gamedata\textures.db0. Processing archive gamedata\textures.db1. Processing archive gamedata\textures.db2. Processing archive gamedata\textures.db3. Processing archive gamedata\textures.db4. Processing archive gamedata\textures.db5. Processing archive gamedata\levels\ai_test.db0. Processing archive gamedata\levels\la01_escape.db0. Processing archive gamedata\levels\la02_garbage.db0. Processing archive gamedata\levels\la03_agroprom.db0. Processing archive gamedata\levels\la04_darkdolina.db0. Processing archive gamedata\levels\la04u_darklab.db0. Processing archive gamedata\levels\la05_bar_rostok.db0. Processing archive gamedata\levels\la06_yantar.db0. Processing archive gamedata\levels\la07_military.db0. Processing archive gamedata\levels\la08_deadcity.db0. Processing archive gamedata\levels\la09_swamp.db0. Processing archive gamedata\levels\la10_radar.db0. Processing archive gamedata\levels\la10u_bunker.db0. Processing archive gamedata\levels\la11_pripyat.db0. Processing archive gamedata\levels\la12_stancia.db0. Processing archive gamedata\levels\la12u_sarcofag.db0. Processing archive gamedata\levels\la13_generators.db0. Processing archive gamedata\levels\la13u_oso.db0. Processing archive gamedata\levels\la13u_warlab.db0. Processing archive gamedata\levels\la14_rostok_factory.db0. Processing archive gamedata\levels\la14u_secret_lab.db0. Processing archive gamedata\levels\la15_darkscape.db0. Processing archive gamedata\levels\la16_lost_factory.db0. Processing archive gamedata\levels\la16u_labx16.db0. Processing archive gamedata\levels\la17_outskirts.db0. Processing archive gamedata\levels\la17u_labx7.db0. Processing archive gamedata\levels\la18_damned.db0. Processing archive gamedata\levels\la19_country.db0. Processing archive gamedata\levels\la20_forgotten.db0. Processing archive gamedata\levels\la22_forest.db0. Processing archive gamedata\levels\la23_oldroad.db0. Processing archive gamedata\levels\la24_antennas.db0. Processing archive mods\bins_update.xdb0. Processing archive mods\ladc_rus_voice.xdb. Processing archive mods\ladc_z_new_extended.xdb0. Processing archive mods\ladc_z_new_extended.xdb1. Processing archive mods\ladc_z_new_extended.xdb2. Processing archive mods\mod_anim_detectors.xdb0. Processing archive mods\mod_global_hd_hands.xdb0. Processing archive mods\mod_global_hd_hands.xdb1. Processing archive mods\mod_y_shadersfixes.xdb0. Processing archive mods\x_fix_225_extended.xdb0. FS: 52078 files cached, 6159Kb memory used. Init FileSystem 0.495102 sec Lost Alpha 'xrCore' build 7760, May 6 2020 EH: 013C2CF52B0F3A14FD9ADA1C951F05EC Initializing Engine... Starting INPUT device... Loading DLL: xrRender_R2.dll Loading DLL: xrRender_R3.dll refCount:m_pAdapter 1 Loading DLL: xrRender_R4.dll Executing config-script "user.ltx"... [appdata\user.ltx] successfully loaded. Loading DLL: xrRender_R4.dll Loading DLL: xrGame.dll * [win32]: free[3954704 K], reserved[122812 K], committed[116724 K] * [ D3D ]: textures[0 K] * [x-ray]: crt heap[22755 K], process heap[22755 K], game lua[0 K], render[0 K] * [x-ray]: economy: strings[10122 K], smem[0 K] SOUND: OpenAL: All available devices: 1. Generic Software, spec. 1.1 (default) 2. Generic Software on Głośniki (Realtek(R) Audio), spec. 1.1 3. Generic Software on Głośniki (Steam Streaming Speakers), spec. 1.1 4. Generic Software on Głośniki (Steam Streaming Microphone), spec. 1.1 5. Generic Software on CABLE Input (VB-Audio Virtual Cable), spec. 1.1 6. Generic Software on VoiceMeeter Input (VB-Audio VoiceMeeter VAIO), spec. 1.1 7. Generic Software on M2252D (NVIDIA High Definition Audio), spec. 1.1 Executing config-script "gamedata\config\default_controls.ltx"... [gamedata\config\default_controls.ltx] successfully loaded. Executing config-script "user.ltx"... Executing config-script "gamedata\config\rspec_high.ltx"... ! Unknown command: r1_detail_textures ~ Invalid syntax in call to 'r__detail_density' ~ Valid arguments: float value in range [0.1800,0.4000] [gamedata\config\rspec_high.ltx] successfully loaded. Executing config-script "gamedata\config\default_controls.ltx"... [gamedata\config\default_controls.ltx] successfully loaded. [appdata\user.ltx] successfully loaded. SOUND: Selected device is Generic Software * SOUND: EAX extension: present * SOUND: EAX deferred: present * sound : cache: 65537 kb, 4856 lines, 13820 bpl Starting RENDER device... * GPU [vendor:10DE]-[device:1C20]: NVIDIA GeForce GTX 1060 * GPU driver type: hardware * CREATE: DeviceREF: 4 * Texture memory: 3072 M * Direct3D feature level used: 11.0 * GPU shading: vs(0/4.0/40), ps(0/4.0/40) * GPU vertex cache: unrecognized, 24 * NVidia MGPU: Logical(1), Physical(1) * Starting rendering as 2-GPU. * DVB created: 4096K * DIB created: 512K * Reading Textures:LTX * Reading Textures:THM: Count of .thm files: = 1556 Material is assigned in LTX, skipping THM (act\act_puh) Material setting BumpDiffuse Flag is assigned in LTX, skipping THM (briks\briks_br1) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (briks\briks_br1) Detail Name setting Material is assigned in LTX, skipping THM (briks\briks_br1) Material setting Parallax is assigned true in LTX, skipping THM (briks\briks_br1) Parallax setting Bump Name is assigned in LTX, skipping THM (briks\briks_br1) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (briks\briks_br2) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (briks\briks_br2) Detail Name setting Material is assigned in LTX, skipping THM (briks\briks_br2) Material setting Parallax is assigned true in LTX, skipping THM (briks\briks_br2) Parallax setting Bump Name is assigned in LTX, skipping THM (briks\briks_br2) Bump Name setting Material is assigned in LTX, skipping THM (briks\briks_br2a) Material setting Parallax is assigned true in LTX, skipping THM (briks\briks_br2a) Parallax setting Bump Name is assigned in LTX, skipping THM (briks\briks_br2a) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (briks\briks_br3) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (briks\briks_br3) Detail Name setting Material is assigned in LTX, skipping THM (briks\briks_br3) Material setting Parallax is assigned true in LTX, skipping THM (briks\briks_br3) Parallax setting Bump Name is assigned in LTX, skipping THM (briks\briks_br3) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (briks\briks_br4) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (briks\briks_br4) Detail Name setting Material is assigned in LTX, skipping THM (briks\briks_br4) Material setting Parallax is assigned true in LTX, skipping THM (briks\briks_br4) Parallax setting Bump Name is assigned in LTX, skipping THM (briks\briks_br4) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (briks\briks_dirt_01) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (briks\briks_dirt_01) Detail Name setting Material is assigned in LTX, skipping THM (briks\briks_dirt_01) Material setting Parallax is assigned true in LTX, skipping THM (briks\briks_dirt_01) Parallax setting Bump Name is assigned in LTX, skipping THM (briks\briks_dirt_01) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (briks\briks_inside_01) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (briks\briks_inside_01) Detail Name setting Material is assigned in LTX, skipping THM (briks\briks_inside_01) Material setting Parallax is assigned true in LTX, skipping THM (briks\briks_inside_01) Parallax setting Bump Name is assigned in LTX, skipping THM (briks\briks_inside_01) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (briks\briks_inside_02) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (briks\briks_inside_02) Detail Name setting Material is assigned in LTX, skipping THM (briks\briks_inside_02) Material setting Parallax is assigned true in LTX, skipping THM (briks\briks_inside_02) Parallax setting Bump Name is assigned in LTX, skipping THM (briks\briks_inside_02) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (briks\briks_inside_03) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (briks\briks_inside_03) Detail Name setting Material is assigned in LTX, skipping THM (briks\briks_inside_03) Material setting Parallax is assigned true in LTX, skipping THM (briks\briks_inside_03) Parallax setting Bump Name is assigned in LTX, skipping THM (briks\briks_inside_03) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (crete\crete_walls11) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (crete\crete_walls11) Detail Name setting Material is assigned in LTX, skipping THM (crete\crete_walls11) Material setting Parallax is assigned true in LTX, skipping THM (crete\crete_walls11) Parallax setting Bump Name is assigned in LTX, skipping THM (crete\crete_walls11) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (door\door_gate_metal_04) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (door\door_gate_metal_04) Detail Name setting Material is assigned in LTX, skipping THM (door\door_gate_metal_04) Material setting Parallax is assigned true in LTX, skipping THM (door\door_gate_metal_04) Parallax setting Bump Name is assigned in LTX, skipping THM (door\door_gate_metal_04) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (door\door_wood_01) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (door\door_wood_01) Detail Name setting Material is assigned in LTX, skipping THM (door\door_wood_01) Material setting Parallax is assigned true in LTX, skipping THM (door\door_wood_01) Parallax setting Bump Name is assigned in LTX, skipping THM (door\door_wood_01) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (floor\floor_tile_05) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (floor\floor_tile_05) Detail Name setting Material is assigned in LTX, skipping THM (floor\floor_tile_05) Material setting Parallax is assigned true in LTX, skipping THM (floor\floor_tile_05) Parallax setting Bump Name is assigned in LTX, skipping THM (floor\floor_tile_05) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (floor\floor_tile_05_a) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (floor\floor_tile_05_a) Detail Name setting Material is assigned in LTX, skipping THM (floor\floor_tile_05_a) Material setting Parallax is assigned true in LTX, skipping THM (floor\floor_tile_05_a) Parallax setting Bump Name is assigned in LTX, skipping THM (floor\floor_tile_05_a) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (floor\floor_tile_06) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (floor\floor_tile_06) Detail Name setting Material is assigned in LTX, skipping THM (floor\floor_tile_06) Material setting Parallax is assigned true in LTX, skipping THM (floor\floor_tile_06) Parallax setting Bump Name is assigned in LTX, skipping THM (floor\floor_tile_06) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_fence1) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_fence1) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_fence1) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_fence1) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_fence1) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_fence_01) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_fence_01) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_fence_01) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_fence_01) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_fence_01) Bump Name setting Material is assigned in LTX, skipping THM (mtl\mtl_railroad_01) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_railroad_01) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_railroad_01) Bump Name setting Material is assigned in LTX, skipping THM (mtl\mtl_railroad_01_darkgravel) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_railroad_01_darkgravel) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_railroad_01_darkgravel) Bump Name setting Material is assigned in LTX, skipping THM (mtl\mtl_railroad_02) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_railroad_02) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_railroad_02) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_sarcofag_t) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_sarcofag_t) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_sarcofag_t) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_sarcofag_t) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_sarcofag_t) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_stena_ch_08) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_stena_ch_08) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_stena_ch_08) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_stena_ch_08) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_stena_ch_08) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_truba_ql02) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_truba_ql02) Detail Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_tubes3c) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_tubes3c) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_tubes3c) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_tubes3c) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_tubes3c) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_tubes6) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_tubes6) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_tubes6) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_tubes6) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_tubes6) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_tubes7) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_tubes7) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_tubes7) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_tubes7) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_tubes7) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_walls11) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_walls11) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_walls11) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_walls11) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_walls11) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_walls11_tail) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_walls11_tail) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_walls11_tail) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_walls11_tail) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_walls11_tail) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_walls13) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_walls13) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_walls13) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_walls13) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_walls13) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_walls14) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_walls14) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_walls14) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_walls14) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_walls14) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_walls9b) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_walls9b) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_walls9b) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_walls9b) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_walls9b) Bump Name setting Material is assigned in LTX, skipping THM (prop\prop_shirma) Material setting Parallax is assigned true in LTX, skipping THM (prop\prop_shirma) Parallax setting Bump Name is assigned in LTX, skipping THM (prop\prop_shirma) Bump Name setting Material is assigned in LTX, skipping THM (prop\prop_shirma1) Material setting Parallax is assigned true in LTX, skipping THM (prop\prop_shirma1) Parallax setting Bump Name is assigned in LTX, skipping THM (prop\prop_shirma1) Bump Name setting Material is assigned in LTX, skipping THM (prop\prop_switch) Material setting Parallax is assigned true in LTX, skipping THM (prop\prop_switch) Parallax setting BumpDiffuse Flag is assigned in LTX, skipping THM (ston\ston_beton_ch_10) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (ston\ston_beton_ch_10) Detail Name setting Material is assigned in LTX, skipping THM (ston\ston_beton_ch_10) Material setting Parallax is assigned true in LTX, skipping THM (ston\ston_beton_ch_10) Parallax setting Bump Name is assigned in LTX, skipping THM (ston\ston_beton_ch_10) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (ston\ston_bricks2) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (ston\ston_bricks2) Detail Name setting Material is assigned in LTX, skipping THM (ston\ston_bricks2) Material setting Parallax is assigned true in LTX, skipping THM (ston\ston_bricks2) Parallax setting Bump Name is assigned in LTX, skipping THM (ston\ston_bricks2) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (ston\ston_bricks3) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (ston\ston_bricks3) Detail Name setting Material is assigned in LTX, skipping THM (ston\ston_bricks3) Material setting Parallax is assigned true in LTX, skipping THM (ston\ston_bricks3) Parallax setting Bump Name is assigned in LTX, skipping THM (ston\ston_bricks3) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (trees\trees_bark_sux_mox) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (trees\trees_bark_sux_mox) Detail Name setting Material is assigned in LTX, skipping THM (trees\trees_bark_sux_mox) Material setting Parallax is assigned true in LTX, skipping THM (trees\trees_bark_sux_mox) Parallax setting Bump Name is assigned in LTX, skipping THM (trees\trees_bark_sux_mox) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (veh\veh_kamazwheel1) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (veh\veh_kamazwheel1) Detail Name setting Material is assigned in LTX, skipping THM (veh\veh_kamazwheel1) Material setting Parallax is assigned true in LTX, skipping THM (veh\veh_kamazwheel1) Parallax setting Bump Name is assigned in LTX, skipping THM (veh\veh_kamazwheel1) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (veh\veh_nivawheels1) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (veh\veh_nivawheels1) Detail Name setting Material is assigned in LTX, skipping THM (veh\veh_nivawheels1) Material setting Parallax is assigned true in LTX, skipping THM (veh\veh_nivawheels1) Parallax setting Bump Name is assigned in LTX, skipping THM (veh\veh_nivawheels1) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (veh\veh_vagon1_01) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (veh\veh_vagon1_01) Detail Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (wind\wind_04) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (wind\wind_04) Detail Name setting Material is assigned in LTX, skipping THM (wind\wind_04) Material setting Parallax is assigned true in LTX, skipping THM (wind\wind_04) Parallax setting Material is assigned in LTX, skipping THM (wind\wind_j07) Material setting Parallax is assigned true in LTX, skipping THM (wind\wind_j07) Parallax setting BumpDiffuse Flag is assigned in LTX, skipping THM (wood\wood_jasik2) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (wood\wood_jasik2) Detail Name setting Material is assigned in LTX, skipping THM (wood\wood_jasik2) Material setting Parallax is assigned true in LTX, skipping THM (wood\wood_jasik2) Parallax setting Bump Name is assigned in LTX, skipping THM (wood\wood_jasik2) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (wood\wood_plank4) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (wood\wood_plank4) Detail Name setting Material is assigned in LTX, skipping THM (wood\wood_plank4) Material setting Parallax is assigned true in LTX, skipping THM (wood\wood_plank4) Parallax setting Bump Name is assigned in LTX, skipping THM (wood\wood_plank4) Bump Name setting Material is assigned in LTX, skipping THM (wpn\wpn_colt1911) Material setting Parallax is assigned true in LTX, skipping THM (wpn\wpn_colt1911) Parallax setting Material is assigned in LTX, skipping THM (wpn\wpn_pm) Material setting Parallax is assigned true in LTX, skipping THM (wpn\wpn_pm) Parallax setting Bump Name is assigned in LTX, skipping THM (wpn\wpn_pm) Bump Name setting * Reading Textures:MINI LTX: Count of .ltx files in Textures: = 137 * HWDST/PCF supported and used * Managed textures disabled - r__tf_aniso 12 - r2_tf_mipbias 0. Script debugger succesfully restarted. Starting engine... ---Engine is freezed, saving log * Log file has been saved successfully! "c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha dc\bins\xr_3da.exe" -noprefetch -nospawncheck -ss_tga -start server(wikto_quicksave_3/single/alife/load) * phase time: 8 ms * phase cmem: 160246 K $ Frame [3]; : Game_Start: Engine ver. Release(7760), Game: v2.29.gold(181128)(7235) $ Frame [3]; : level_weathers:initing level_weathers $ Frame [3]; : surge_manager:surge_manager inited $ Frame [3]; : garbage_cleaner:init * Log file has been saved successfully! * phase time: 206 ms * phase cmem: 166461 K * phase time: 4 ms * phase cmem: 169614 K * Loading spawn registry... * 27333 spawn points are successfully loaded * Loading objects... * 36704 objects are successfully loaded $ Frame [5]; : se_monster:get_ini: check_distance=(true), min_distance=[50] $ Frame [5]; : se_monster:get_ini: check_distance=(true), min_distance=[50] $ Frame [5]; : se_monster:get_ini: check_distance=(true), min_distance=[50] $ Frame [5]; : se_monster:get_ini: check_distance=(true), min_distance=[100] $ Frame [5]; : se_monster:get_ini: check_distance=(true), min_distance=[100] $ Frame [5]; : se_monster:get_ini: check_distance=(true), min_distance=[100] $ Frame [5]; : se_monster:get_ini: check_distance=(false), min_distance=[150] * Loading Store... $ Frame [5]; : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ $ Frame [5]; : load_storehouse: size=[15]/[6410]bytes : Build=[7235] $ Frame [5]; : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ $ Frame [5]; : Game_Init: Ver=[] Build=[7235=>7235] MemUsage=[20296.680]kB $ Frame [5]; : GameTime=[14:24:07] Map(19)=[la01_escape], knowMaps=[5] * Log file has been saved successfully! * Game wikto_quicksave_3 is successfully loaded from file 'appdata\savedgames\wikto_quicksave_3.sav' (3.343s) * phase time: 3342 ms * phase cmem: 234307 K * phase time: 15 ms * phase cmem: 234688 K * client : connection accepted - <> * phase time: 42 ms * phase cmem: 234744 K * phase time: 16 ms * phase cmem: 234755 K * phase time: 100 ms * phase cmem: 297788 K * phase time: 1439 ms * phase cmem: 392217 K * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 36682 verts, 1146 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65532 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65532 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 63865 verts, 1995 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 65512 verts, 2047 Kb * [Loading VB] 20330 verts, 635 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 451317 indices, 881 Kb * [Loading VB] 65534 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65533 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65533 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65534 verts, 767 Kb * [Loading VB] 65534 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 26622 verts, 311 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 865962 indices, 1691 Kb * phase time: 122 ms * phase cmem: 400891 K * phase time: 38 ms * phase cmem: 409140 K * [DETAILS] VertexConsts(256), Batch(61) * [DETAILS] 62098 v(20), 40565 p * [DETAILS] Batch(61), VB(1212K), IB(237K) * phase time: 161 ms * phase cmem: 420158 K * Loading HOM: gamedata\levels\la01_escape\level.hom * phase time: 14 ms * phase cmem: 421777 K * phase time: 23 ms * phase cmem: 423992 K - Game configuring : Started - Game configuring : Finished * phase time: 28 ms * phase cmem: 446881 K Texture.size = 2342, i = 24, delta = 100 *Spawning thread# 1 *Spawning thread# 2 *Spawning thread# 3 *Spawning thread# 4 *Spawning thread# 5 *Spawning thread# 6 *Spawning thread# 7 *Spawning thread# 8 *Spawning thread# 9 *Spawning thread# 10 *Thread# 1 is for textures from 0 to 100 *Spawning thread# 11 *Thread# 2 is for textures from 100 to 200 *Spawning thread# 12 *Thread# 3 is for textures from 200 to 300 *Spawning thread# 13 *Thread# 4 is for textures from 300 to 400 *Spawning thread# 14 *Thread# 5 is for textures from 400 to 500 *Spawning thread# 15 *Spawning thread# 16 *Thread# 6 is for textures from 500 to 600 *Thread# 7 is for textures from 600 to 700 *Spawning thread# 17 *Thread# 8 is for textures from 700 to 800 *Spawning thread# 18 *Thread# 9 is for textures from 800 to 900 *Spawning thread# 19 *Thread# 10 is for textures from 900 to 1000 *Thread# 11 is for textures from 1000 to 1100 *Thread# 12 is for textures from 1100 to 1200 *Thread# 13 is for textures from 1200 to 1300 *Spawning thread# 20 *Spawning thread# 21 *Thread# 14 is for textures from 1300 to 1400 *Thread# 15 is for textures from 1400 to 1500 *Spawning thread# 22 *Spawning thread# 23 *Thread# 16 is for textures from 1500 to 1600 *Thread# 17 is for textures from 1600 to 1700 *Thread# 18 is for textures from 1700 to 1800 *Thread# 19 is for textures from 1800 to 1900 *Thread# 20 is for textures from 1900 to 2000 *Thread# 21 is for textures from 2000 to 2100 *Spawning thread# 24 Spawning threads: Done! readythreadscount = 0 * t-report - base: 2312, 5298 K * t-report - lmap: 30, 0 K *Thread# 22 is for textures from 2100 to 2200 *Thread# 23 is for textures from 2200 to 2300 *Thread# 24 is for textures from 2300 to 2400 * phase time: 15 ms * phase cmem: 474063 K *Thread# 24 : Done! *Thread# 23 : Done! *Thread# 10 : Done! *Thread# 11 : Done! *Thread# 4 : Done! *Thread# 12 : Done! *Thread# 9 : Done! *Thread# 8 : Done! *Thread# 13 : Done! *Thread# 5 : Done! *Thread# 3 : Done! *Thread# 2 : Done! *Thread# 6 : Done! *Thread# 22 : Done! *Thread# 21 : Done! * phase time: 1166 ms * phase cmem: 401143 K * phase time: 20 ms * phase cmem: 401068 K * [win32]: free[3259836 K], reserved[180796 K], committed[753608 K] * [ D3D ]: textures[895531 K] * [x-ray]: crt heap[400716 K], process heap[400832 K], game lua[52205 K], render[216 K] * [x-ray]: economy: strings[16130 K], smem[1444 K] *Thread# 1 : Done! *Thread# 20 : Done! * Log file has been saved successfully! $ Frame [30]; : level_weathers:presets level_weathers $ Frame [30]; : level_weathers:WeatherManager:__init: is dynamic = true : 14:25:03 * Log file has been saved successfully! $ Frame [30]; : garbage_cleaner:Cleaning garbage based on 28 ids. *Thread# 7 : Done! *Thread# 16 : Done! *Thread# 15 : Done! ---Engine is freezed, saving log * Log file has been saved successfully! *Thread# 17 : Done! *Thread# 14 : Done! --incorrect global rect definition for map [la07_military] kw=0.200989 kh=0.198763 --try x2=634.560547 or y2=1325.645874 *Thread# 19 : Done! --incorrect global rect definition for map [la23_oldroad] kw=0.200235 kh=0.201244 --try x2=894.455017 or y2=1291.380981 --incorrect global rect definition for map [la07_military] kw=0.200989 kh=0.198763 --try x2=634.560547 or y2=1325.645874 --incorrect global rect definition for map [la23_oldroad] kw=0.200235 kh=0.201244 --try x2=894.455017 or y2=1291.380981 * MEMORY USAGE: 550794 K * End of synchronization A[1] R[1] *** Game Loading Time: 18889 ms *Thread# 18 : Done! *MT Texture Loading Finished ahtung !!! [5115] CInventory::DropItem pIItem->m_pCurrentInventory!=this this = [520] stack trace: 0023:7ABAC852 xrGame.dll, CDialogHolder::operator=() 0023:7AB03C36 xrGame.dll, CDialogHolder::operator=() 0023:78F4A86D nvwgf2um.dll, NVAPI_Thunk() 0023:791DE49E nvwgf2um.dll, NVAPI_Thunk()
Jakieś pomysły?
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Link prowadzi teraz do nowej wersji silnika z 10 maja. Jeżeli pobieraliście silnik około 12 i później to macie najnowszy, bo link się nie zmienił.
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Wypuściłem dużą aktualizację do spolszczenia. Dwa nowe przetłumaczone zadania, przeredagowanie kilkadziesiąt starych (jakość tłumaczenia nowych zadań z 1.4008 była dosyć marna, pełno błędów itd.). i masę literówek. Myślę, że dalej będę dodawać do tych prostych zadań pobocznych jakąś ciekawą historię, zamiast po prostu "Zabij dziki", bo wydaję mi się, że tak przyjemniej się gra.
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@mefistofeles2121 Generalnie tak jak w instrukcji. Pobierasz wszystkie party STALKER Lost Alpha w wersji 1.4007 i instalujesz. Usuwasz co tam trzeba, a następnie wgrywasz update do 1.4008. Na końcu trzeba pobrać moda LADC Extended 2.29 (jest w launcherze w zakładce Mods). Na koniec dobrze jest chyba wgrać aktualizację silnika (też dałem link), no i spolszczenie.
Możesz tu też zaglądać w przyszłości, bo będę wypuszczał aktualizacje spolszczenia, na razie znalazłem jedno nieprzetłumaczone zadanie.
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14 hours ago, Monolithalian said:
EDIT2: co ze spawnerem ?
Niestety nie zarchiwizowałem go.
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Platforma: Cień Czarnobyla (Repack - wersja samodzielna)
Data premiery: 10.03.2020 r.
Autorzy: Michael Rast, Valerok
Autorzy spolszczenia: @Trikster (Lost Alpha) i inni, @FeRu (Developer's Cut), @Viktus, Master730 (Extended)
Śr. długość rozgrywki: (ok. 20 godzin)
OPIS:SpoilerLost Alpha DC Extended to globalne rozszerzenie do Developer's Cut nad którym pracuje oraz trzyma pieczę Michaił Kałmykow - główny projektant ulepszonej wersji tejże produkcji z 2017 roku. Podstawowym założeniem owego dodatku jest rozbudowa i utrudnienie rozgrywki, rozwinięcie elementów RPG oraz lekkie przeprojektowanie fabuły.
Extended jest polecany tym graczom, którzy oczekują ostatecznego wyzwania i nowych wrażeń po wcześniejszych przygodach z LA DC. Obecna wersja modyfikacji jest stabilna i pozbawiona większych błędów.
Pełna lista nowych funkcji:
Spoiler- Dodano ponad 60 zadań cyklicznych od różnych NPC. Zadania Barmana zostały powielone w taki sposób, aby można było je wykonać w dowolnym momencie, niezależnie od progresu w fabule.
- Zbanalsowano wszystkie anomalie oraz podzielono na 4 grupy według ich mocy zamiast 3. Od teraz im głębiej gracz znajdzie się w Zonie, tym potężniejsze anomalie i artefakty napotka na swojej drodze. Ponadto zmniejszono szansę na znalezienie pojedynczych artefaktów przy anomaliach, a zwiększono natrafienie na ich skupiska. Na każdej lokacji dodano od 1 do 3 skupisk anomalnych stref, które po ich zlokalizowaniu rodzą artefakty. Każda anomalna strefa jest oznaczona na mapie przy pierwszej wizycie.
- Przeprojektowano mechanizm zdobywania punktów umiejętności. Od teraz są one przyznawane za zgromadzone doświadczenie. Im więcej gracz zdobędzie punktów umiejętności, tym więcej doświadczenia będzie potrzebował na zdobycie następnego. W oknie umiejętności znajduje się licznik, który wskazuje, ile gracz musi zdobyć doświadczenia do następnego punktu. Ponadto można zdobyć punkty za wykonanie długich i trudniejszych zadań, aczkolwiek tę możliwość pozostawiono z wcześniejszej wersji moda.
- Wprowadzono stałe promieniowanie na większości północnych lokacji (począwszy od Wysypiska), przed którym chronią wysokiej jakości kombinezony, specjalny hełm lub artefakty.
- Dodano wiele nowych miejsc, w których pojawiają się zarówno mutanty, jak i NPC. W niektórych lokacjach można spotkać losowe oddziały Czystego Nieba (przyjaciel) i Wojskowych Stalkerów (wróg). Spawn obejmuje także inne ugrupowania.
- Wycięto możliwość korzystania z transportu oraz przebudowano związane z nim zadania.
- Niektóre zadania fabularne i poboczne zostały zmienione. Lider frakcji Grzech nie zabiera już protagoniście ekwipunku, a nawet wręcza nagrody za wykonanie zlecanych przez siebie zadań. Usunięto również misję z hologramem w X7 i zastąpiono go czymś bardziej adekwatnym.
- Kilka nowych cykli pogodowych. Od teraz wszystkie cykle charakteryzuje większa jednorodność.
- Zrównoważono handel - wszyscy handlarze skupują i sprzedają przedmioty w różnych kategoriach oraz cenach. Niektórym handlarzom bardziej opłaca się sprzedać kombinezony, innym broń itp. Gracz proszony jest o samodzielną analizę oferty handlarzy.
- Przeprojektowany i bardziej złożony HUD.
- Poziomy trudności Mistrz i Weteran stały się trudniejsze, a Doświadczony oraz Nowicjusz odwrotnie.
- Utrudniono balans gry, aby zmotywować gracza do używania różnych artefaktów, medykamentów, hełmów, kombinezonów oraz modyfikacji sprzętu.
- Usunięto kilka łatwych do odnalezienia schowków. Pojawiły się również nowe i lepiej ukryte.
- Poprawiono pokaźną ilość błędów, bugów i nieścisłości w dialogach - nie ma szczegółowej listy ponieważ liczba takowych poprawek jest niebotyczna.
- Przy produkcji użyto niektórych - mniejszych - modyfikacji.
SCREENY:
INSTALACJA:
SpoilerMod jest w wersji samodzielnej. Oznacza to, że podstawowa wersja gry "Cień Czarnobyla" nie jest wymagana.
- W pierwszej kolejności należy zainstalować Lost Alpha Developer's Cut, a następnie usunąć foldery appdata i mods (pod warunkiem, że takowe występują) oraz pliki gamedata\spawns.db0, gamedata\textures.db6, gamedata\levels\la21_generators2.db0.
- Należy pobrać, a następnie rozpakować aktualizację 1.4008 i umieścić w głównym katalogu modyfikacji ze zgodą na nadpisanie plików.
- Należy uruchomić launcher i w sekcji modów zainstalować LADC Extended.
LINKI DO POBRANIA:
SpoilerLost Alpha Developer's Cut:
- ModDB - [Część I], [Część II], [Część III], [Część IV], [Część V], [Część VI]
- Torrent - [KLIK]
- Yandex - [KLIK]
- GoogleDrive - [KLIK]
Aktualizacja 1.4008:
- GoogleDrive - [KLIK]
Spolszczenie:
Dodatki:
SpoilerMod w wersji repack - nie testowany!
Spoiler- Torrent - [KLIK]
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Gdyby ktoś się pytał to sprawdziłem pliki lokalizacji w wersji PRM weapon pack 2.65 i nasze spolszczenie jest w pełni kompatybilne. Żadne pliki nie uległy zmianie.
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@FeRu Oj tam przepraszam, myślałem że takie rzeczy też poprawiamy :(. W takim razie łapcie orto, interpunkcyjne, itp.
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Lost Alpha Developer's Cut Extended (1.4008)
w Pobieralnia
Opublikowano
@Trux Dodałem do głównego posta link do Repacka, ale nie sprawdzałem, czy działa.