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 The '100 Rads' bar...

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kaplumbaga
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PostSubject: Re: The '100 Rads' bar...   Sun 1 Oct 2017 - 21:01

why no longer snitch giving 4 recipe?
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kaplumbaga
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PostSubject: Re: The '100 Rads' bar...   Sun 1 Oct 2017 - 21:11

where is the cache after give termos to voronin at dark valley?
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pchester
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PostSubject: Re: The '100 Rads' bar...   Mon 2 Oct 2017 - 11:57

[You must be registered and logged in to see this link.] wrote:
where is the cache after give termos to voronin at dark valley?

Voronin says to check the observation towers in the bandit base. I don't know if it changes, but I found his stash
Spoiler:
 
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joy division
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PostSubject: Re: The '100 Rads' bar...   Mon 2 Oct 2017 - 14:48

No one knows if Mole is still stuck?
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pchester
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PostSubject: Re: The '100 Rads' bar...   Mon 2 Oct 2017 - 16:32

[You must be registered and logged in to see this link.] wrote:
No one knows if Mole is still stuck?

Edit: Just a thought, but have you tried reloading your autosave.sav and replaying from the start of Agroprom?

I have never had this problem, but Mole is "krot" in Russian, so you could look at the agr_krot_... section of the info portion list. Make a hard save before trying.

NB: another possibility is agr_find_gunslinger_cache_start, which (I think) ends the Mole rescue and starts the search for Strelok's cache. I don't know if you still get the task to find his PDA, but as that mission is also bugged, perhaps that doesn't matter!
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joy division
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PostSubject: Re: The '100 Rads' bar...   Mon 2 Oct 2017 - 18:43

[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:
No one knows if Mole is still stuck?

Edit: Just a thought, but have you tried reloading your autosave.sav and replaying from the start of Agroprom?

I have never had this problem, but Mole is "krot" in Russian, so you could look at the agr_krot_... section of the info portion list. Make a hard save before trying.

NB: another possibility is agr_find_gunslinger_cache_start, which (I think) ends the Mole rescue and starts the search for Strelok's cache. I don't know if you still get the task to find his PDA, but as that mission is also bugged, perhaps that doesn't matter!
I'll try with a restart in agroprom.
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Aleks1970
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PostSubject: Re: The '100 Rads' bar...   Mon 2 Oct 2017 - 23:58

New patch 1.10015 has been published.
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kaplumbaga
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PostSubject: Re: The '100 Rads' bar...   Tue 3 Oct 2017 - 13:17

[You must be registered and logged in to see this link.] wrote:
New patch 1.10015 has been published.

İ cant update my game. because can incompatible with 1.14.1.
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kaplumbaga
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PostSubject: Re: The '100 Rads' bar...   Tue 3 Oct 2017 - 15:54

i did start new game with 1.14.1 patch. if i make update 1.15 emerge later problem?
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TecnoBacon
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PostSubject: Re: The '100 Rads' bar...   Tue 3 Oct 2017 - 18:51

Changes and fixes in 110015:
PDAs are now on all NPC as it is needed to register in the net_pda system which will be used for coop and multiplayer games.
Find Ghost's PDA changed to find Vasiliev and Ghost's research PDA.
Position issue with smoke around fires.
Quest to get PDA from warehouses does not need to kill him to complete mission with Sahkarov.

Updated DLL files:
xr_core and xr_game now support direct logging, keypress callbacks, reduced engine logging and several ctd fixes.
renderers now support direct access to DX11 services like godrays and sun particles, also corrected tessellation errors.

Launcher:
Sweet FX has been removed and DX11 extended added as SweetFX is out of date and is not supported by Meltac anymore. I will be adding a new (OGSE style) shader system soon.

Issues still existing in levelup 0:
Threat voice still in Russian.
Petruha repeats prompt after carpool cleared.
Kostya often stays in crouch mode after attack repelled at Graveyard.
Moles team does not motivate during attack (removed until fixed).
Bandit with PDA still wanders.
Killer squad still spawns prematurely.
Still ctd entering DV first time (probably a SID problem).
Broken PDA entering Garbage now has reduced dogs, bloodsuckers and Chimera.
Kruglov still stalls at tunnel (reload fixes it).
Kruglov repeats 'still taking measurements' after return to bunker.

So far I have only completed up to leaving Yantar with new start in 0015 so many fixes have not been tested with new start yet.
New start recommended before loading a prior save, 110008 or later saves still compatible but may still have 3 tasks which may not work right.

For problems with new bin folders as well as game issues please send .sav and .log to [You must be registered and logged in to see this link.] with clear explanation until Aleks1970 gets back, thanks.
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kaplumbaga
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PostSubject: Re: The '100 Rads' bar...   Tue 3 Oct 2017 - 20:08

what is the telepathy?
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TecnoBacon
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PostSubject: Re: The '100 Rads' bar...   Tue 3 Oct 2017 - 22:31

[You must be registered and logged in to see this link.] wrote:
what is the telepathy?

you mean tessellation? that is the linking and rendering of textures on a surface
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_Nite_
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PostSubject: Re: The '100 Rads' bar...   Wed 4 Oct 2017 - 1:10

Telepathy is the effect that the controller enemys use on you, Simbion artifacts are a good way to protect from that.

Tesselation is like a bump map effect, instead of it being a flat texture it gives it more of like a 3d depth, one of the feutures of DX11

I look forward to seeing what ya do with the shader system TB
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PostSubject: Re: The '100 Rads' bar...   Wed 4 Oct 2017 - 3:41

the Remmington 870 shotgun isn't working with my 12x70 ammo even though it says it can in the description, not sure if this is an old bug or new in 110015
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kaplumbaga
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PostSubject: Re: The '100 Rads' bar...   Wed 4 Oct 2017 - 8:03

[You must be registered and logged in to see this link.] wrote:
Telepathy is the effect that the controller enemys use on you, Simbion artifacts are a good way to protect from that.

Tesselation is like a bump map effect, instead of it being a flat texture it gives it more of like a 3d depth, one of the feutures of DX11

I look forward to seeing what ya do with the shader system TB

for dont turn to zombie?
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_Nite_
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PostSubject: Re: The '100 Rads' bar...   Wed 4 Oct 2017 - 8:41

has anyone ever tried to open the gate at the garbage behind prapor before completing agro? I did for curiousity and its easier then I thought, just walk against the left side of the gate then walk to the right and it will slide open.... lol

[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:
Telepathy is the effect that the controller enemys use on you, Simbion artifacts are a good way to protect from that.

Tesselation is like a bump map effect, instead of it being a flat texture it gives it more of like a 3d depth, one of the feutures of DX11

I look forward to seeing what ya do with the shader system TB

for dont turn to zombie?

yes it helps against the effect that causes that
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kaplumbaga
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PostSubject: Re: The '100 Rads' bar...   Wed 4 Oct 2017 - 11:12

why continious disappearing urchin artifact?
i play now 1.14.1 patch.
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kd6dm
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PostSubject: Re: The '100 Rads' bar...   Wed 4 Oct 2017 - 14:34

[You must be registered and logged in to see this link.] wrote:
the Remmington 870 shotgun isn't working with my 12x70 ammo even though it says it can in the description, not sure if this is an old bug or new in 110015

Hi _Nite_, looks like the Remington 870 is a 16 gauge shotgun now, with the 870 Magnum being the 12 gauge. I don't remember many NPCs carrying the 16x70 ammo, and only a few traders occasionally stock it. With 12x70 ammo being so common, I never bother with 16s. (The Boar-12 and the BM-16 somehow manage to use both 16 gauge and 12 gauge interchangeably Surprised ).

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kaplumbaga
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PostSubject: Re: The '100 Rads' bar...   Wed 4 Oct 2017 - 14:38

who is the devils madwomen?
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kaplumbaga
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PostSubject: Re: The '100 Rads' bar...   Wed 4 Oct 2017 - 14:41

[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:
the Remmington 870 shotgun isn't working with my 12x70 ammo even though it says it can in the description, not sure if this is an old bug or new in 110015

Hi _Nite_, looks like the Remington 870 is a 16 gauge shotgun now, with the 870 Magnum being the 12 gauge. I don't remember many NPCs carrying the 16x70 ammo, and only a few traders occasionally stock it. With 12x70 ammo being so common, I never bother with 16s. (The Boar-12 and the BM-16 somehow manage to use both 16 gauge and 12 gauge interchangeably Surprised ).

yes boar 12 can use all shotgun ammos. taktikal shotgun only can use 12x70
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Artyom
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PostSubject: Re: The '100 Rads' bar...   Wed 4 Oct 2017 - 17:00

Someone know what's that blue grenade is? I can't find a grenade launcher who works with it.
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pchester
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PostSubject: Re: The '100 Rads' bar...   Wed 4 Oct 2017 - 17:49

[You must be registered and logged in to see this link.] wrote:
Someone know what's that blue grenade is? I can't find a grenade launcher who works with it.

Do you mean the the M406-HE? The only weapon I know of that will fire this is the SG-550 "Necro" with M203 launcher.
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Artyom
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PostSubject: Re: The '100 Rads' bar...   Wed 4 Oct 2017 - 18:15

M203 launcher?
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kaplumbaga
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PostSubject: Re: The '100 Rads' bar...   Wed 4 Oct 2017 - 18:18

[You must be registered and logged in to see this link.] wrote:
Someone know what's that blue grenade is? I can't find a grenade launcher who works with it.

adrenaline selling all granade luncher.
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kaplumbaga
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PostSubject: Re: The '100 Rads' bar...   Wed 4 Oct 2017 - 18:27

how to be nanosuit mod3?
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kaplumbaga
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PostSubject: Re: The '100 Rads' bar...   Wed 4 Oct 2017 - 19:05

miner no wants controller scalp for sterlok pda. is there a error this patch?
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kd6dm
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PostSubject: Re: The '100 Rads' bar...   Thu 5 Oct 2017 - 2:03

[You must be registered and logged in to see this link.] wrote:
Changes and fixes in 110015:

Still ctd entering DV first time (probably a SID problem).

(110014 start, updated to 110015 at Recon).
TB, I believe the crash you experienced is occurring in Garbage. Sent you a .sav and .log previously. I experience a CTD everytime I save/reload, or transition out of Garbage.

I'm up to Varlab, and no broken quests cheers Have not needed info portions so far.  Game is very stable with 15, with a significantly smaller memory footprint. (Memory monitored in G19 LCD). Super patch!

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_Nite_
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PostSubject: Re: The '100 Rads' bar...   Thu 5 Oct 2017 - 4:13

[You must be registered and logged in to see this link.] wrote:
how to be nanosuit mod3?

You need 200,000 RU and a Steele Scale artifact if I remember right, the scientist at yantar will upgrade it.
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_Nite_
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PostSubject: Re: The '100 Rads' bar...   Thu 5 Oct 2017 - 4:26

discovered a problem with the military trader at agroprom, he for some reason moved from the power line poll and into the agroprom military base and now he is hostile to me.

edit: here is what my log says on the DV CTD on first entry that ya mentioned TB

stack trace:

0023:7569C41F KERNELBASE.dll
0023:725C8E89 MSVCR80.dll, CxxThrowException()
0023:06846DA8 xrGame.dll

[error][ 8] : Not enough storage is available to process this command.
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TecnoBacon
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PostSubject: Re: The '100 Rads' bar...   Thu 5 Oct 2017 - 16:59

that crash appears to be an anomaly from amk_anoms random spawns, working to isolate it.
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kaplumbaga
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PostSubject: Re: The '100 Rads' bar...   Thu 5 Oct 2017 - 17:47

how to obtain antigravity nano suit pnv halogen?
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pchester
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PostSubject: Re: The '100 Rads' bar...   Thu 5 Oct 2017 - 20:11

[You must be registered and logged in to see this link.] wrote:
how to obtain antigravity nano suit pnv halogen?

Sakharov offers night vision and reinforcement upgrades to all three types of nanosuit (standard, medic and antigrav). However, I have only ever seen traders stock the standard suit, which is the blue Prototype Nanosuit V2. The other types may just be very rare, or perhaps they aren't in the game yet.
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PostSubject: Re: The '100 Rads' bar...   Thu 5 Oct 2017 - 20:31

[You must be registered and logged in to see this link.] wrote:
the military trader at agroprom, he for some reason moved from the power line poll and into the agroprom military base and now he is hostile to me.

I think he moves to the base in the evening and sleeps there. In the base he is hostile. In the morning he comes back to the place where you can trade with him. I discovered that when entering the map at (i think) 8pm - i saw his marker running into the base. In the morning he was back again.
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kaplumbaga
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PostSubject: Re: The '100 Rads' bar...   Thu 5 Oct 2017 - 21:02

why is it disappearing thorn cristal thron urchin artifacts at yantar? when i put it into the cache they disappear.
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kaplumbaga
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PostSubject: Re: The '100 Rads' bar...   Thu 5 Oct 2017 - 22:07

why dont accept sakharov to steel scale+ 300000 ru for nano suit antigravity mod3.
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pchester
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PostSubject: Re: The '100 Rads' bar...   Thu 5 Oct 2017 - 22:37

[You must be registered and logged in to see this link.] wrote:
why is it disappearing thorn cristal thron urchin artifacts at yantar? when i put it into the cache they disappear.

I just tested this, and kaplumbaga is correct.

I put 30 different artifacts in the metal stash box next to Sakharov's room and left the map. On returning, three were missing - the Thorn, the Crystal Thorn and the Urchin (all in the Burnt Fuzz family). I did the same using a standard backpack with lock, and the same three artifacts disappeared. I then tried this on a couple of other maps and nothing disappeared, so it appears to be a Yantar issue. Does anyone know what could cause this?

(NB: I have upgraded Stalkersoup to 1.1.0015, but my game was started in 1.1.0014.)
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