Just a few early notes from playing the new 0019.5 update
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pchester Administrator
Posts : 2392 Join date : 2017-06-03 Location : UK
Subject: Just a few early notes from playing the new 0019.5 update Sun 12 Jun 2022 - 20:00
Having "entered the zone" to create a new all.sav file, I loaded up my end-game save from 0019.1 and it all seems to be working (apart from a couple of issues with anomalies and anomaly capsules that I cover below). Unfortunately I was unable to find any new clues to tell me what to do next (probably I just didn't look hard enough ), so I decided to start a new game... and I have now reached the Bar.
Overall the game seems a bit more stable than 0019.1, and I am experiencing fewer of the mid-session crashes that I think were being caused by the delayed mission autosaves. However, I am now seeing more frequent game freezes when I exit the game. Not a serious problem, but I am having to resort to Task Manager more than before to shut the game down.
Having taken Mole's PDA mission, it was nice to see him behaving correctly again.
Spoiler:
He left Agroprom promptly and was waiting for me at the DV camp fire with Bes.
On my first visit to X-18 to find Barkeep's documents, I was able to leave normally without the game crashing.
There are no anomalies anywhere in the Agroprom Underground. I assume that this is not intentional, and I would be interested to know if it is just my game or if anyone else has noticed the same thing.
I would also be interested to know if anyone has had any problems when using Anomaly Capsules. Having reached the Bar, I set up my usual line of capsule-generated anomalies for artefact cooking. All of these anomalies, with the exception of the Whirligig, disappeared after I reloaded the game. Unfortunately I learned this after starting several artefacts 'cooking'; I returned later to find no anomalies and no artefacts. As a test I tried creating more 'capsule' anomalies, then quick-saved and quick-loaded, and again all but the Whirligig disappeared. (The workaround seems to be to make sure I don't close the game until any artefact cooking is complete, and to spawn in a new set of capsules when I need them.)
The 'missing textures' bug at the Bar transition to the Dump and around the ATP seems to be back. As before, looking away and back again lets it pop back in.
And finally, a 'gotcha' of my own making: StalkerSoup looks great on my new ultra-wide monitor... but unfortunately some items can't be used or dropped from the inventory as my mouse seems unable to interact with them. If I want to interact I have to change resolution to a more 'normal' one, then change back afterward.
Oh, those First-World problems...
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TrueB Master
Posts : 927 Join date : 2017-06-03
Subject: Just a few early notes from playing the new 1.10019.5 update. Mon 13 Jun 2022 - 11:14
Quote :
Previous post:
pchesterHaving "entered the zone" to create a new all.sav file, I loaded up my end-game save from 0019.1 and it all seems to be working (apart from a couple of issues with anomalies and anomaly capsules that I cover below). Unfortunately I was unable to find any new clues to tell me what to do next (probably I just didn't look hard enough ), so I decided to start a new game... and I have now reached the Bar.
Overall the game seems a bit more stable than 0019.1, and I am experiencing fewer of the mid-session crashes that I think were being caused by the delayed mission autosaves. However, I am now seeing more frequent game freezes when I exit the game. Not a serious problem, but I am having to resort to Task Manager more than before to shut the game down.
Having taken Mole's PDA mission, it was nice to see him behaving correctly again.
Spoiler:
He left Agroprom promptly and was waiting for me at the DV camp fire with Bes.
On my first visit to X-18 to find Barkeep's documents, I was able to leave normally without the game crashing.
There are no anomalies anywhere in the Agroprom Underground. I assume that this is not intentional, and I would be interested to know if it is just my game or if anyone else has noticed the same thing.
I would also be interested to know if anyone has had any problems when using Anomaly Capsules. Having reached the Bar, I set up my usual line of capsule-generated anomalies for artefact cooking. All of these anomalies, with the exception of the Whirligig, disappeared after I reloaded the game. Unfortunately I learned this after starting several artefacts 'cooking'; I returned later to find no anomalies and no artefacts. As a test I tried creating more 'capsule' anomalies, then quick-saved and quick-loaded, and again all but the Whirligig disappeared. (The workaround seems to be to make sure I don't close the game until any artefact cooking is complete, and to spawn in a new set of capsules when I need them.)
The 'missing textures' bug at the Bar transition to the Dump and around the ATP seems to be back. As before, looking away and back again lets it pop back in.
And finally, a 'gotcha' of my own making: StalkerSoup looks great on my new ultra-wide monitor... but unfortunately some items can't be used or dropped from the inventory as my mouse seems unable to interact with them. If I want to interact I have to change resolution to a more 'normal' one, then change back afterward.
Oh, those First-World problems...
Regarding the Anomaly Artefact cooking, if you look in the Modders.Script you can change the cooking time to 5 minutes. Best wishes TrueB
pchester likes this post
pchester Administrator
Posts : 2392 Join date : 2017-06-03 Location : UK
Subject: Re: Just a few early notes from playing the new 0019.5 update Mon 13 Jun 2022 - 16:55
Thanks TrueB. I know about that option, but I like having the different cooking times that make me wait for some of the more powerful artefacts. It means I can go somewhere else and do other things, then come back later and get a nice surprise having forgotten what I started cooking.
Of course that does depend on the anomalies and artefacts still being there...
This is getting a bit long, so... :
Even if I did reduce the cooking time, I would still need to continually replace the anomalies every time I wanted to cook something. Or try to remember where the closest "real" anomalies are. In that case I might as well just spawn in the artefacts and be done with it.
(EDIT: I have decided to go with your idea. It turns out that having to repeatedly check the different sections of my diary/encyclopedia to see which artefact recipes I now know, is a lot harder than occasionally replanting a row of capsules and firing up the transmutator!)
...
Continuing my general comments, I would like say a big 'thank you' to whoever has been working on the weapon models and specs. Several weapons that I enjoyed using in other mods, but ignored in StalkerSoup because of their underwhelming stats and appearance, have been prettied-up and made viable again. As a result I find myself changing my usual loadouts and leaving many of my previous favourite weapons behind.
When you kill Hump, don't forget to
Spoiler:
check his corpse for a nice surprise...
Picking up Kalmyak's grenade crashes my game. I tried spawning it in using ESC+F4 (and pick it up) or ESC+S, but as soon as it enters my inventory the game crashes with the error:
FATAL ERROR:
[error]Expression : fatal error [error]Function : CScriptEngine::lua_error [error]File : E:\stalker\sources\trunk\xr_3da\xrGame\script_engine.cpp [error]Line : 73 [error]Description : <no expression> [error]Arguments : LUA error: g:\stalkersoup\gamedata\scripts\amk_particle.script:44: attempt to index field 'obj' (a nil value)
... I was able to bypass the grenade with info portion kalmyak_vstreca_start EDIT: Aleks1970 sent me a script file that fixes this. Contact him if you need it.
Update... There appear to be no anomalies in the Swamp. (Some electros(?) are visible across the water beyond the map edge, but nothing in the main map area.)
I am now in Radar and almost all anomalies are missing. There is one anomaly where you first meet the Monolithians, otherwise there is no burner in the sniper wagon doorway, nothing around the helicopter, no electros by the gap in the fence below the code-locked door, nothing along the main road and up to X-10, etc..
No anomalies in Agro Undergnd, Yantar, Radar, Pripyat, East Pripyat, X8*, NPP1, NPP2, Sarcophagus* (*were there any here before?).
I haven't been paying close enough attention to which anomalies are present in some of these areas, but it is possible that it related to the anomaly capsule issue. Are anomalies on some maps either not spawning or disappearing on game restart?
I spoke to soon when I said the game seemed more stable. The further I get, the more crashes I am seeing. Some appear to be related to mission autosaves, but others are happening apparently at random.
The teleport(?) that initially pushes you back from the ladder to the coded door in the Sarcophagus was still there after visiting the Wish Granter. (Apparently not the 'full' blocker, as I was able to jump over it into the ladder room and then jump onto the ladder.)
Last edited by pchester on Thu 23 Jun 2022 - 17:05; edited 7 times in total
TrueB Master
Posts : 927 Join date : 2017-06-03
Subject: Just a few notes from playing the new 1.10019.5 update Wed 15 Jun 2022 - 16:17
Quote :
Previous post:
pchester
Quote :
Regarding the Anomaly Artefact cooking, if you look in the Modders.Script you can change the cooking time to 5 minutes. Best wishes TrueB
Thanks TrueB. I know about that option, but I like having the different cooking times that make me wait for some of the more powerful artefacts. It means I can go somewhere else and do other things, then come back later and get a nice surprise having forgotten what I started cooking.
Of course that does depend on the anomalies and artefacts still being there...
Even if I did reduce the cooking time, I would still need to continually replace the anomalies every time I wanted to cook something. Or try to remember where the closest "real" anomalies are. In that case I might as well just spawn in the artefacts and be done with it.
(EDIT: I have decided to go with your idea. It turns out that having to repeatedly check the different sections of my diary/encyclopedia to see which artefact recipes I now know, is a lot harder than occasionally replanting a row of capsules and firing up the transmutator!)
...
Continuing my general comments, I would like say a big 'thank you' to whoever has been working on the weapon models and specs. Several weapons that I enjoyed using in other mods, but ignored in StalkerSoup because of their underwhelming stats and appearance, have been prettied-up and made viable again. As a result I find myself changing my usual loadouts and leaving many of my previous favourite weapons behind.
When you kill Hump, don't forget to
Spoiler:
check his corpse for a nice surprise...
Picking up Kalmyak's grenade crashes my game. I tried spawning it in using ESC+F4 (and pick it up) or ESC+S, but as soon as it enters my inventory the game crashes with the error:
FATAL ERROR:
[error]Expression : fatal error [error]Function : CScriptEngine::lua_error [error]File : E:\stalker\sources\trunk\xr_3da\xrGame\script_engine.cpp [error]Line : 73 [error]Description : <no expression> [error]Arguments : LUA error: g:\stalkersoup\gamedata\scripts\amk_particle.script:44: attempt to index field 'obj' (a nil value)
... I was able to bypass the grenade with info portion kalmyak_vstreca_start
Hi pchester, re Hump, my MO usually lobs a grenade over the truck and Hump retires permanently. Re Kalmyak, last attempt I ended up spawning in his case thing. The great advantage of TB3D Modders.Script is that after the first playthrough, it can add variety; for the game can be made hard/easy; not just that though, because there are all sorts of variations available. It is called a Modders Script and put in by TB, so it isn't a cheat sheet just "the spice of life" in the fantasy Zone. As long as players make a copy before changes are made, I encourage the reading through of it, even if left untouched, for doing so at least lets players see the different ways it offers. All the Best TrueB
xalfer Zombie
Posts : 3 Join date : 2022-01-28
Subject: Re: Just a few early notes from playing the new 0019.5 update Mon 20 Jun 2022 - 17:32
Came back from dead valley to the cordon, reveived an emission warning just after leaving the tunnel, run to the old workshop, in the est building at the ladder is an emission safe spot, did a quick safe after arriving and it crashed.
Starting the game and loading this save it crashes again. Game progress is near to zero because it has a lot of crashes with the need to go back to very old saves. A big improvement would be if the game would keep multiple quick saves. And if it would stop to delete the old logs than I would be able to provide a really big number of crash reports.
Sword2012 Administrator
Posts : 1211 Join date : 2017-05-31 Location : UK
Subject: Re: Just a few early notes from playing the new 0019.5 update Mon 20 Jun 2022 - 18:16
xalfer wrote:
A big improvement would be if the game would keep multiple quick saves. And if it would stop to delete the old logs than I would be able to provide a really big number of crash reports.
In your game Launcher, before launching the game, go to Game Manager, and untick 'Clean logs (.mdmp)'
Also in Game Manager, go to 'Manage Saves', and change it from OFF to whatever you prefer
Please let us know if this solves your problem
The game has only one QuickSave slot, and a new QuickSave will overwrite the previous one, so you'd need to create a series of hard saves from the game's menu
Finally, I think the game never saves between the times an emission starts and when it's over. This may be intentional, to keep you aware of your environment!
TrueB Master
Posts : 927 Join date : 2017-06-03
Subject: Just a few early notes from playing the new 1.10019.5 update Tue 21 Jun 2022 - 7:32
Sword2012 wrote:
Previous post:
xalfer wrote:
A big improvement would be if the game would keep multiple quick saves. And if it would stop to delete the old logs than I would be able to provide a really big number of crash reports.
In your game Launcher, before launching the game, go to Game Manager, and untick 'Clean logs (.mdmp)'
Also in Game Manager, go to 'Manage Saves', and change it from OFF to whatever you prefer
Please let us know if this solves your problem
The game has only one QuickSave slot, and a new QuickSave will overwrite the previous one, so you'd need to create a series of hard saves from the game's menu
Finally, I think the game never saves between the times an emission starts and when it's over. This may be intentional, to keep you aware of your environment!
Re quicksaves, I find Esc F8 more reliable as it is a hard save, and in my opinion better than a named save for reliability. Players can always keep a list in biro as to what each Esc F8 relates to, or even the Game's word-processor. To avoid the emission issue, I always turn off emissions. Their only advantage, as I see them is to allow players to make a cuppa during them. I prefer more game time to waiting around . I will try the keep .mdmp. I wonder if my gaming stability relates to it not writing to registry; since I test for TB, the risk of registry related crashes would make testing too arduous. Besides my Nearest and Dearest refuses to have Stalkersoup on our jointly-owned PC! I think the idea of not being able to save during emissions could suggest an E.M.P. reaction in MO's PDA to emissions. Regards TrueB
TrueB Master
Posts : 927 Join date : 2017-06-03
Subject: Just a few early notes from playing the new 1.10019.5 update Tue 21 Jun 2022 - 7:48
xalfer wrote:
Previous post:
Came back from dead valley to the cordon, reveived an emission warning just after leaving the tunnel, run to the old workshop, in the est building at the ladder is an emission safe spot, did a quick safe after arriving and it crashed.
Starting the game and loading this save it crashes again. Game progress is near to zero because it has a lot of crashes with the need to go back to very old saves. A big improvement would be if the game would keep multiple quick saves. And if it would stop to delete the old logs than I would be able to provide a really big number of crash reports.
Hi xalfer, if you look in TB's TBRD Modders.Script under emissions, you will find a list of options relating to emissions so can choose their triggers. Though as Sword2012 points out the quicksave may have caused a crash, in my opinion, it shouldn't. There are points in Stalkersoup where a save will ruin a task, and here autosaves should be turned off in Advanced options. But for the game to crash to desktop (CTD) is a non-gaming glitch which if you send a copy of the autosave.sav to TB for your entry into Cordon and the current. log file plus a description of the event TB has a chance to sort it out. Regards TrueB
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Subject: Re: Just a few early notes from playing the new 0019.5 update
Just a few early notes from playing the new 0019.5 update