frx44mr 0 Опубликовано 22 Апреля 2008 AMK mod is amazing. However, there are still plenty bugs and crashes. 1. crashes happen at car park in condon frequently. Perhaps the reason is controller. It usually spawns there. 2. In army warehouse I can't use my PDA to watch " contact " and " diary " . The game crashes and back to desktop when I use the two specific functions. 3. Monsters are too many in dark valley, and anomolies are too many in wild territory. Both of them make Bullet ( Duty guy ) and Kruglov ( Green skin scientist ) die and fail missions. I think this is not good, or don't place these dangerous stuff on their way. 4. I tried lots of mods such as Oblovion Lost before, and I found it got stalkers.ltx and monsters.ltx to control human and monster bodies. these files can control the remove and stay time of bodies. I have never seen them in AMK mod. I put them into AMK mod, and they worked. Nevertheless, some places never remove bodies ---- Agroprom, etc. 5. There are still many problems about loading saved games, and they somtimes crash the game. I always have to save many times and test which one is able to be loaded. When I finished X16 mission, I walked to the transport point ( Yantar to Wild territory ) . The game crashed while loading wild territory map. Now I would like to talk about what I am looking forward..... 1. There are lots of vodka in the game, so why don't we add a kind of weapon called " molotove cocktail " 2. I hope other NPCs can do missions such as assassination. There may somebody wants to take Marked One out. 3. Marked One is not Johnny Rambo, and I think there should be more cooperative actions to do camp elimination missions. Поделиться этим сообщением Ссылка на сообщение
frx44mr 0 Опубликовано 25 Апреля 2008 I tested all of the scope textures in AMK mod, and I think they are not good enough. I tried this scope texture mod. I suggest AMK team to put this into next version. Very cool and high quality scope texture with a little night vision effect. Take a look. http://stalker.filefront.com/file/AdvancedScopes_pack2;82058 I played Oblivion Lost before, and there is a interesting feature in it. Artifacts can be put to the first slot and used as weapons. ( Create a man-made anomaly at any position by actor. The size and power of anomaly is based on the level of artifact. For example, Dopelit = small burner , Fireball = medium burner , Crystal = Large burner. They are used as weapons, so other npc will change their attitude to enemy if they walked into the anomaly you made. ) Marked One's left hand in the hud is always the same, and it's really wired. How to show a hand like that if he wear SEVA suit or other heavy armors ? Maybe this is able to improve in next version. Поделиться этим сообщением Ссылка на сообщение
frx44mr 0 Опубликовано 29 Апреля 2008 MP5 in stalker or reality is used as a pistol. I agree with that. However, I think MP5 should be able to add a scope. Check this link : http://stalker.filefront.com/file/MP5VIPER_Upgrade;78452 Unfortunely, It is unable to see the scope is added or not from those screenshot. When I was installing AMK mod, there was two binocular selections. I tried both of them, but I don't know what is their difference. Completely the same. In original Stalker any creature can be marked while using binocular. In AMK mod this function is removed. I tried to upgrade my artifacts ( put them into anomolies ) these days. There is no problem to put them into anomolies, but it's a big problem when the transmutation completes. Sometimes it shows their position on your minimap, but you can find nothing ( I lost two Moon Dummy !!! ) Sometimes artifacts fly to very very high position in the sky ( especially Pellicle, Skin, and Scale ). It's impossible to take them back. Additionally, I think there is something wrong about the PDA information. Moon Dummy can't be put into electro anymore. It should be another anomoly. One of the information Snitch sell to you is incorrect, either. I put Moonlight into burner, but nothing happened. ( Gee, this information worth 30000 RU ?! ) The problems of corpse still exist. Just like a curse. I think nobody would like to see corpses full of their map and screen to make their game lag. This is a critical problem. Поделиться этим сообщением Ссылка на сообщение
frx44mr 0 Опубликовано 30 Мая 2008 1. I think Marked One should know about himself more. 4 bars of health, armor, radiation, and stamina are not enough. I suggest AMK team to add bars to show hunger, sleepiness. It may be good to show telepathy bar, too. One more thng, It will be good to show the bar of drunkeness. Alcoholism sometimes kills Marked One. 2. Is there any methods to lock the scroll bar of inventory when it was loaded plenty items ? When I want to eat some bread or unload pistols. The scroll bar always back to the top automatically when I do what I just said. This original function is a pain in the ass. Totally useless and inconvenient. Waste lots of time. 3. Create more unique weapon inventory icons. Some weapons have no unique ones such as Gauss, Fn 2000, HK G36, and Vintorez. I saw there were data of unique Sig550 ( light 2.2kg ), SVD, and SVU in unique_items.ltx, but I never saw in game. Neither the unique RG-6 ( M203 grenade ). Поделиться этим сообщением Ссылка на сообщение
frx44mr 0 Опубликовано 18 Июня 2008 I tried all of artifacts transmutation. Mana's Beads and Droplets both have 3 advanced types. Others got 4 advanced types. I hope each kinds of artifact can have 4 advanced types. Additionally, I suggest to use Crystal to replace Droplets because Droplets is low level artifact. Crystal is more suitable. I don't know this is a good idea or bad one. How about to make the ability of those advanced artifacts more pure ? For example, the ability of Mana's beads is 5% of bullet proof. Its advanced types will increase bullet proof only. No other abilities such as health recover or burn protection. I placed 5 Elder glassbeads on my belt, and I am almost invulnerable, even in master difficulty. Maybe this should be fixed. Some high level artifacts have no advanced types. I hope AMK team can put them into next version. Put Crystal, Night Star, Moonlight, Mica, Spring, Bettary in. There are no artifacts which give explosion protection. this should be added into some advance artifacts. The Sunlight artifact is inexistent, and this fake receipt costs 30000RU. I think this should be deleted. Поделиться этим сообщением Ссылка на сообщение
frx44mr 0 Опубликовано 20 Июня 2008 I compared the latest version of Oblivion Lost ( 2.0 ) and AMK Mod EN ( 2.0.94 ). Here is my evaluation and score. 1. Difficulty Oblivion Lost = child's play ( master difficulty ) 70 points AMK Mod = real tough 95 points 2. Texture Oblivion Lost = can be better 80 points AMK Mod = good 90 points 3. Crashes ( Stability ) Oblivion Lost = almost zero, never happened 100 points AMK Mod = frequently and randomly 50 points 4. Loading speed Oblivion Lost = fast 95 points AMK Mod = normal 85 points 5. Contents Oblivion Lost = similar with original game 70 points AMK Mod = news system is cool 95 points 6. Treasure ( Stash system ) Oblivion Lost = original vanilla only, very boring 65 points AMK Mod = random items and stashes is the best 95 points 7. AI Oblivion Lost = throw grenades and heal only 75 points AMK Mod = Just like everything Marked One did 100 points 8. Spawn setting Oblivion Lost = not bad 85 points AMK Mod = sometimes too many and cause crashes 70 points 9. Corpse remove Oblivion Lost = no problem 95 points AMK Mod = everybody knows it 70 points 10. Expectation Oblivion Lost = try to make it better 80 points AMK Mod = fan always 100 points Total Oblivion Lost = 815 points AMK Mod = 850 points I knew the next version of AMK Mod is going to add more utilities. I suggest AMK Team to solve those existing bugs and crashes first. That would be perfect. There are several random crashes. 1. Access violation 2. Lua error ( c ctack overflow ; script error ) 3. dBodyStateValide 4. controller ( lag seriously and crash. What a jinx ! ) Поделиться этим сообщением Ссылка на сообщение
frx44mr 0 Опубликовано 20 Июня 2008 I think each faction should show up in other map area, too. 1. Ecologists won't want to stay in the bunker in Yantar forever. They may want to go out to collect artifacts and mutants' body part for research. To protect the bunker area, it would be good to spawn some Duty experts with exoskeleton armor and SVD on the top of the bunker. It's a nice place for snipe. 2. Mercs shows up in Wild Territory and Army Warehouse only. ( I know they showed up in condon, but it just is a tiny mission. ) They may want to spread their force and territory. Additionally, they have no headquarter. Give them one. Maybe the abandomed factory ( X18 ) in Dark Valley is a nice place for them ( after X18 Mission ). Military shows up in almost every maps, but they have no headquarter, either. It would be better to make Agroprom Base to be military headquarter after Marked One complete his job there. I would be cool to spawn Military experts with military skat-10 armor and AS Val ( PSO-1 scope added ). Aprogrom will have real badass now. 3. There should be much less or no zombied stalkers after turning off Psi-emission. I suggest AMK Team to change the spawn data about this. They don't have much reason to show up. 4. Duty and Freedom are blood feuds to each other. They should have squads to assult each other's headquarter more frequently. 5. Each faction should have scout team to patrol nearby area of their base. Those scouts can use PDA news system to warn their faction. Поделиться этим сообщением Ссылка на сообщение