Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Swartz
Jul 28, 2005

by FactsAreUseless
Radium is now 64-bit :D

It was actually done out of necessity: due to the shitload of weapons we have, plus variation mod, and other features, I was starting to get "Out of Memory" errors with the 32-bit exe even though I have 8GB of RAM.

It is now 64-bit and I can see what the problem was: Radium needs at least 5gb.

And this is it when optimized :P

Runs well though.

Adbot
ADBOT LOVES YOU

The Dark Project
Jun 25, 2007

Give it to me straight...
Playing Autumn Aurora 2, and my game keeps crashing when I am making my way back from Yantar to Wild Territory, after escorting Kruglov back to the Scientist bunker. Anyone know what causes the crash to occur, and how I can remedy it?

I should be patched up to the most recent patch, and Autumn Aurora 2 is working fine otherwise...

22 Eargesplitten
Oct 10, 2010



Swartz posted:

Radium is now 64-bit :D

It was actually done out of necessity: due to the shitload of weapons we have, plus variation mod, and other features, I was starting to get "Out of Memory" errors with the 32-bit exe even though I have 8GB of RAM.

It is now 64-bit and I can see what the problem was: Radium needs at least 5gb.

And this is it when optimized :P

Runs well though.

Jesus, you converted an entire engine to 64 bit? Didn't you say you just basically taught yourself C++ out of a book?

Swartz
Jul 28, 2005

by FactsAreUseless

22 Eargesplitten posted:

Jesus, you converted an entire engine to 64 bit? Didn't you say you just basically taught yourself C++ out of a book?

I didn't convert the engine myself, I used a different code base. Shoulda said that.

However the guy that did the 64-bit code showed me that there is actually not much to change in the engine in order to get my original code base working 64-bit. So that's cool.

And yes, I'm a beginner at C++. I'm a beginner at HLSL too and do neat stuff with that all the time though. Less so with C++ though.

v1ld
Apr 16, 2012

The Dark Project posted:

Playing Autumn Aurora 2, and my game keeps crashing when I am making my way back from Yantar to Wild Territory, after escorting Kruglov back to the Scientist bunker. Anyone know what causes the crash to occur, and how I can remedy it?

I should be patched up to the most recent patch, and Autumn Aurora 2 is working fine otherwise...

What's the crash log. Paste with Control-V into an empty text file after you crash and see if the game saved an error message in the paste buffer before crashing.

Swartz
Jul 28, 2005

by FactsAreUseless
I'm just curious, has anyone who has played STCOP or Arsenal Overhaul for COP find they sometimes run out of memory? I'm really not understanding why Radium is such a memory hog all of a sudden, and the only thing I can think of is how I used the newest STCOP as a base. I want lots of people to be able to play so it matters.

One thing STCOP does that I will be able to solve is how it basically creates a new weapon and loads a new model for each new attachment type. After studying Shoker 2.0 scripts I figured out how they're doing dynamic attachments in the upcoming version: they utilized some of their same scripts in regards to weapon HUD updating and their dynamic gear that gets added to NPC's but applied this dynamic gear to weapon models and then created the appropriate new engine variables to do so. This means I could attach say, a bayonet, to the end of a weapon, without needing to modify the original gun model or adding a new joint: the knife is a separate mesh that gets attached based on script input as to where to attach it, and then a line telling it which animation to use to stab with the bayonet.
So it cuts down on memory significantly as well as allowing a shitload of possibilities (silencer, scope, and GL attachments for weapons that don't normally accept them; LAM's; bayonets; underbarrel shotguns; etc.)

tl;dr: I'm a geek with no life.

Namnesor
Jun 29, 2005

Dante's allowance - $100
God bless you.

22 Eargesplitten
Oct 10, 2010



Swartz posted:

I'm just curious, has anyone who has played STCOP or Arsenal Overhaul for COP find they sometimes run out of memory? I'm really not understanding why Radium is such a memory hog all of a sudden, and the only thing I can think of is how I used the newest STCOP as a base. I want lots of people to be able to play so it matters.

One thing STCOP does that I will be able to solve is how it basically creates a new weapon and loads a new model for each new attachment type. After studying Shoker 2.0 scripts I figured out how they're doing dynamic attachments in the upcoming version: they utilized some of their same scripts in regards to weapon HUD updating and their dynamic gear that gets added to NPC's but applied this dynamic gear to weapon models and then created the appropriate new engine variables to do so. This means I could attach say, a bayonet, to the end of a weapon, without needing to modify the original gun model or adding a new joint: the knife is a separate mesh that gets attached based on script input as to where to attach it, and then a line telling it which animation to use to stab with the bayonet.
So it cuts down on memory significantly as well as allowing a shitload of possibilities (silencer, scope, and GL attachments for weapons that don't normally accept them; LAM's; bayonets; underbarrel shotguns; etc.)

tl;dr: I'm a geek with no life.

Is it trying to load the A-Life for a much larger than normal area? I feel like I've heard of mods doing that and then having performance problems.

Have you considered making a project.log thread for Radium? I don't know, maybe it would be more time than it's worth, but it's a cool project, and you could also bounce some questions off of experienced programmers.

v1ld
Apr 16, 2012

Swartz posted:

I'm just curious, has anyone who has played STCOP or Arsenal Overhaul for COP find they sometimes run out of memory? I'm really not understanding why Radium is such a memory hog all of a sudden, and the only thing I can think of is how I used the newest STCOP as a base. I want lots of people to be able to play so it matters.

I get stack overflow crashes in CoC with both STCoP and AO. That's not the same thing as running out of memory where you have more resources (textures, whatever) than can fit in memory. Stack overflows are usually a runaway recursive call, a misconfigured runtime, or something abusing stack storage - not the same as blowing your heap due to having too many things in memory.

The Dark Project
Jun 25, 2007

Give it to me straight...

v1ld posted:

What's the crash log. Paste with Control-V into an empty text file after you crash and see if the game saved an error message in the paste buffer before crashing.

Exception Reason
XR_3DA.exe caused ACCESS_VIOLATION in module "F:\Games\S.T.A.L.K.E.R. Shadow of Chernobyl\bin\xrGame.dll" at 0023:048CD9C9

Registers
EAX=001958A8 EBX=3ACEF002 ECX=4FD9BB48 EDX=00BF2185
ESI=00000004 EDI=00000001 FLG=00210202
EBP=001978BC ESP=00195804 EIP=048CD9C9
CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B

Is that what you need to figure it out? Let me know.

Swartz
Jul 28, 2005

by FactsAreUseless

22 Eargesplitten posted:

Is it trying to load the A-Life for a much larger than normal area? I feel like I've heard of mods doing that and then having performance problems.

Have you considered making a project.log thread for Radium? I don't know, maybe it would be more time than it's worth, but it's a cool project, and you could also bounce some questions off of experienced programmers.

Didn't know we could do that, and what part of the board would I use for this?

@v1ld: In this case it's specifically an out of memory error, says so in the log. It's the whole reason I had to move to 64-bit (though now that I'm here I like it).

Since I don't have time to actually play any mods right now, who here has played Spatial Anomaly and can tell me what the notepad in the game does (noticing a notepad script anyway).

If it does what I think it does we could add a lot of material to the game.

@The Dark Project: Sorry it's been so long, I haven't forgotten you. I'll be adding you soon. Will add you even sooner if the notepad does what I think it does.

MadBimber
Dec 31, 2006

Swartz posted:

I'm just curious, has anyone who has played STCOP or Arsenal Overhaul for COP find they sometimes run out of memory? I'm really not understanding why Radium is such a memory hog all of a sudden, and the only thing I can think of is how I used the newest STCOP as a base. I want lots of people to be able to play so it matters.

One thing STCOP does that I will be able to solve is how it basically creates a new weapon and loads a new model for each new attachment type. After studying Shoker 2.0 scripts I figured out how they're doing dynamic attachments in the upcoming version: they utilized some of their same scripts in regards to weapon HUD updating and their dynamic gear that gets added to NPC's but applied this dynamic gear to weapon models and then created the appropriate new engine variables to do so. This means I could attach say, a bayonet, to the end of a weapon, without needing to modify the original gun model or adding a new joint: the knife is a separate mesh that gets attached based on script input as to where to attach it, and then a line telling it which animation to use to stab with the bayonet.
So it cuts down on memory significantly as well as allowing a shitload of possibilities (silencer, scope, and GL attachments for weapons that don't normally accept them; LAM's; bayonets; underbarrel shotguns; etc.)

tl;dr: I'm a geek with no life.

I've never understood why FPSs don't take this approach basically immediately. Years ago I was looking at all the files in COD:MW2 and was baffled that every attachment combination was a different entitiy/file that had to be coded. Like, why would you do that? Why not one entity that receives modifications?

Stunt_enby
Feb 6, 2010

by Jeffrey of YOSPOS

MadBimber posted:

I've never understood why FPSs don't take this approach basically immediately. Years ago I was looking at all the files in COD:MW2 and was baffled that every attachment combination was a different entitiy/file that had to be coded. Like, why would you do that? Why not one entity that receives modifications?
MW2 engine is still based off of idtech3 at the core, so I imagine that would be much harder to implement.

Rush Limbo
Sep 5, 2005

its with a full house

Swartz posted:

Since I don't have time to actually play any mods right now, who here has played Spatial Anomaly and can tell me what the notepad in the game does (noticing a notepad script anyway).

The notepad is basically what we have now with the encyclopedia and "top 20" stalker list.

22 Eargesplitten
Oct 10, 2010



Swartz posted:

Didn't know we could do that, and what part of the board would I use for this?

It's a subforum of the Cavern of COBOL subforum here: https://forums.somethingawful.com/forumdisplay.php?forumid=265

There's also a C++ question thread you might already know about here: https://forums.somethingawful.com/showthread.php?threadid=2773485. My experience is that most questions you ask in Cavern of COBOL will lead to people arguing about the best way to do it, but you can learn a lot from that too.

The Dark Project
Jun 25, 2007

Give it to me straight...

Swartz posted:

@The Dark Project: Sorry it's been so long, I haven't forgotten you. I'll be adding you soon. Will add you even sooner if the notepad does what I think it does.

No worries mate, here for whenever you need me to help out :)

v1ld
Apr 16, 2012

The Dark Project posted:

Exception Reason
XR_3DA.exe caused ACCESS_VIOLATION in module "F:\Games\S.T.A.L.K.E.R. Shadow of Chernobyl\bin\xrGame.dll" at 0023:048CD9C9

Registers
EAX=001958A8 EBX=3ACEF002 ECX=4FD9BB48 EDX=00BF2185
ESI=00000004 EDI=00000001 FLG=00210202
EBP=001978BC ESP=00195804 EIP=048CD9C9
CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B

Is that what you need to figure it out? Let me know.

No, that's not the helpful bit. As I mentioned earlier, open an empty text file after you crash and then hit Control-V to paste into it. The game saves the useful trace there before crashing if it can.

The Dark Project
Jun 25, 2007

Give it to me straight...
The only thing it saves is;

code:
stack trace:
I know there is supposed to be some kind of bug you get in the game once you've taken Kruglov back to the bunker and then try to go back to Wild Territory, but I thought one of the patches fixed it. I only crash when I try to get in there from Yantar after helping Kruglov. I've googled for a solution, but so far I have come up empty.

v1ld
Apr 16, 2012

The Dark Project posted:

The only thing it saves is;

code:

stack trace:

I know there is supposed to be some kind of bug you get in the game once you've taken Kruglov back to the bunker and then try to go back to Wild Territory, but I thought one of the patches fixed it. I only crash when I try to get in there from Yantar after helping Kruglov. I've googled for a solution, but so far I have come up empty.

Ugh, yeah that's not enough to go on.

On the plus side, OGSE 0.6.9.3 is out and is pretty loving great so far. It's standalone too, so you can leave your AA2 install alone while you find workarounds.

The Dark Project
Jun 25, 2007

Give it to me straight...
Yeah, I am fine not having it. I'll just play Call of Pripyat until CoC has more stuff added to it.

The Dark Project fucked around with this message at 16:23 on Mar 9, 2016

AugmentedVision
Feb 17, 2011

by exmarx

AugmentedVision posted:

Uh, anyone try to play Shadow of Chernobyl on Steam recently? Seems like they patched in hardlocked vsync (see item 2):

http://www.stalker-game.com/en/?page=patches

It even overrides the force off option in my AMD control panel . Google says they did it because it was blowing up people's video cards.

So uh I'm sure your guys' fanfics and mods are cool and good (no ironic) but any tips on this issue with playing the vanilla game? I can't play any FPS with locked framerate

v1ld
Apr 16, 2012

AugmentedVision posted:

So uh I'm sure your guys' fanfics and mods are cool and good (no ironic) but any tips on this issue with playing the vanilla game? I can't play any FPS with locked framerate

Download and apply the 1.0006 downgrader patch from here: https://mega.co.nz/#F!M4BmDRCL!vfze70GSJDyv-HzWn7Dwww

Also download and save copies of the other downgraders (1.0004, etc). They're the best way to move around versions for the mods you're being not ironic about.

AugmentedVision
Feb 17, 2011

by exmarx

v1ld posted:

Download and apply the 1.0006 downgrader patch from here: https://mega.co.nz/#F!M4BmDRCL!vfze70GSJDyv-HzWn7Dwww

Also download and save copies of the other downgraders (1.0004, etc). They're the best way to move around versions for the mods you're being not ironic about.

Thanks, I have the Steam version though, can I still use this (I assume I need to disable automatic updating or something)?

lizardhunt
Feb 7, 2010

agreed ->

AugmentedVision posted:

Thanks, I have the Steam version though, can I still use this (I assume I need to disable automatic updating or something)?

You can't completely disable automatic updates in Steam anymore, afaik. But there will probably never be another official update, so as long as you don't verify your files, Steam won't overwrite them.

nigga crab pollock
Mar 26, 2010

by Lowtax
when lost alpha came out i played it almost obsessively even though its kind of poo poo. the very very poor game design decisions (sans the story stuff lmao) kinda turned it into a different type of game, more meandering and slow. i dunno. it was way greener and had lots of cool set pieces. i really enjoyed playing it despite the glaring flaws. maybe it's just because it was like some sort of bizarre incremental redo of SOC and, like i guess the wandering felt less pointless cause i didnt know what i was gonna find next

is there some community mod that fixes it or is there something way better out now?

also please tell me arsenal mod is still a thing lmao

nigga crab pollock fucked around with this message at 02:58 on Mar 11, 2016

Rush Limbo
Sep 5, 2005

its with a full house
Oblivion Lost Remake is probably what you're after

https://www.youtube.com/watch?v=RRr-UUpnPaM

It's basically a properly recreated alpha.

3.0 is coming out some time and is going to have a proper english translation.

AugmentedVision
Feb 17, 2011

by exmarx

jerkstoresup posted:

You can't completely disable automatic updates in Steam anymore, afaik. But there will probably never be another official update, so as long as you don't verify your files, Steam won't overwrite them.

E:NVM, everything seems to be working well, thanks all!

AugmentedVision fucked around with this message at 04:27 on Mar 11, 2016

sea of losers
Jun 6, 2007

miy mwoiultlh tbreaptpreude ifno srteavtiecr more
i just installed OGSE 0.6.9.3 and i can't get it to work. i start it through the OGSE config and it shows the little splash screen then nothing happens. if i run the vanilla game shortcut i get this error:
code:
XR_3DA.exe caused BREAKPOINT in module "C:\Program Files (x86)\Steam\steamapps\common\STALKER Shadow of Chernobyl\bin\xrCore.dll" at 0023:0076CC85, xrDebug::backend()+165 byte(s)
EAX=0215CF08  EBX=D96D75E3  ECX=0215CF10  EDX=0215CFD5
ESI=00799328  EDI=0000000C  FLG=00000212
EBP=001847A8  ESP=001837A0  EIP=0076CC85
CS=0023  DS=002B  SS=002B  ES=002B  FS=0053  GS=002B
i tried the 1.0004/5 downgrades and they just crashed.

can someone please help me with this? i really want to try it out..

v1ld
Apr 16, 2012

masked sex hero posted:

code:

"C:\Program Files (x86)\Steam\steamapps\common\STALKER Shadow of Chernobyl\bin\xrCore.dll"

OGSE is standalone, don't install it over SoC and don't use any of the SoC downgraders. Just give it a folder of its own: C:\Program Files (x86)\Steam\steamapps\common\OGSE

Be sure to also install the latest patch from moddb before you start.

sea of losers
Jun 6, 2007

miy mwoiultlh tbreaptpreude ifno srteavtiecr more

v1ld posted:

OGSE is standalone, don't install it over SoC and don't use any of the SoC downgraders. Just give it a folder of its own: C:\Program Files (x86)\Steam\steamapps\common\OGSE

Be sure to also install the latest patch from moddb before you start.

still crashed, gav e this error:
code:
XR_3DA.exe caused BREAKPOINT in module "C:\STALKER - OGSE 0693l\bin\xrCore_GSC.DLL" at 0023:0080CC85, xrDebug::backend()+165 byte(s)
i'll try installing it to the exact directory you mentioned but that shouldn't make a difference should it? i have been installing the 2.03 patch btw.

edit: i tried installing it to the directory you mentioned and the problem still occurs. CoC runs fine for me. i'm running windows 7 x64 if it matters.

sea of losers fucked around with this message at 08:02 on Mar 12, 2016

v1ld
Apr 16, 2012

I'm on Win 7 x64 and don't have a problem. Check the Features tab in the launcher and go through the page there. You may be missing one of the dependencies listed there.

Third party executables:
- Microsoft Visual C++ 2005 redist;
- Microsoft .NET Framework 3.51;
- DirectX 9 June 2010 redist.

sea of losers
Jun 6, 2007

miy mwoiultlh tbreaptpreude ifno srteavtiecr more
i got all of those installed, apparently .net framework wasn't checked in windows features, but still the same error. idk what it is...

v1ld
Apr 16, 2012

masked sex hero posted:

i got all of those installed, apparently .net framework wasn't checked in windows features, but still the same error. idk what it is...

After you crash, open an empty text file and paste into it with Control-v. Does an error message appear?

Also look into appdata/logs/ogse_log. Are there errors near the start or the end? If so, stick the contents in a pastebin and link it here.

Edit: You need the x64 version of the 2005 vc++ redist.

Jehde
Apr 21, 2010

I think it's time for me to dive into STALKER modding again. Been craving a STALKER experience where I can just go about and do my own thing, but with a buttload of weapons, and customization options ala CS/CoP. Bonus if I can crash around in a Lada and count my jerry cans to make sure I have enough gas to make it back to the bar. Graphical improvements are always a plus as well. Suggestions?

Doomguy1984
Dec 11, 2009
I went back 10 plus pages and must have missed it. What was that stalker like game that someone posted a video and showed off the inventory management? Thanks in advance.

22 Eargesplitten
Oct 10, 2010



Jehde posted:

I think it's time for me to dive into STALKER modding again. Been craving a STALKER experience where I can just go about and do my own thing, but with a buttload of weapons, and customization options ala CS/CoP. Bonus if I can crash around in a Lada and count my jerry cans to make sure I have enough gas to make it back to the bar. Graphical improvements are always a plus as well. Suggestions?

Minus the Lada, that sounds like Call of Chernobyl. Bonus 23mm shotgun from Trapper in Jupiter/Yanov. The only time something survived a slug round, I bled out before the flinch animation was over. You would presumably need more against a pseudogiant, but I haven't run into one yet.

MadBimber
Dec 31, 2006

Doomguy1984 posted:

I went back 10 plus pages and must have missed it. What was that stalker like game that someone posted a video and showed off the inventory management? Thanks in advance.

Escape from Tarkov?

Doomguy1984
Dec 11, 2009
That was it. Thanks.

Mordja
Apr 26, 2014

Hell Gem
So that Russian/Ukrainian Stalker mod I'd mentioned I was helping with came out recently. It's called Chernobyl Chronicles; I edited the ESL-translated script and tested the final version. The mod itself is very short and mostly linear. You can get through it in a few hours since there's not much side content, but it does some pretty interesting things with Stalker scripting and it's apparently the first released mod to feature first-person cutscenes. If I'm being honest though, a few missions are frustrating in parts, and if I could do it again I'd be much more aggressive when it comes to cutting down on giant, expository blocks of text. Still, it's worth a look in my obviously unbiased opinion. :P

I'm actually more interested in what those guys do next. The ISOTD seems to be something of a modding collective and Chernobyl Chronicles isn't their mod exactly, rather it's something they provided support on. They've also taken over development of SGM and their own flagship mod looks like it will have a bunch of scratch-build levels which is always welcome.

Anyway, that's it for my shameless plug, hope you give it a shot.

Adbot
ADBOT LOVES YOU

Missing Name
Jan 5, 2013


My housemate and I cloudreamed a movie adaptation of Roadside Picnic while we stalled on homework. It'll never be made with our vision, but it's fun to think about. At best, we have a communications major with some study of cinemetography, and a biology major with a fascination in the Tarkovskyian and universe.

No big-name actors. It would feel forced, even if publicity was boosted. The only acceptable cameo would have been Aleksandr Kaidanovsky (the original Stalker) cast as Red's father, but the guy's been dead for decades.

The outside world is in black and white, much like Stalker or hell, Wizard of Oz. Only things touched by the Zone would be in color - artifacts, the Buzzard's children, Monkey, the Russian's back, and eventually even Redrick would be in color, albeit with less saturation. The Zone would be in full color. There would be no soundtrack, apart from diegetic music.

There might or might not be a Goodfellas-esque narration in places - brief montage of scientists studying an Empty, or Gutalain's background, as examples. Monologues would mostly be Red, with Noonan explaining Red's zombie father.

And of course, in a nod to Tarkovsky's style, longshots.

For the most part, the script would be exactly as the book says. There would be a few main differences:
- Redrick's recollections from the Visitation would be played out, narrated with his memories as a child. Timeskip, then
- The first chapter, Dr. Pilman's interview, would be a zoom-out from a TV in Redrick's apartment as he gets ready for work.
- Dina must somehow get Arthur's attention from the house after learning what happened to her father, just to introduce him a bit earlier. This happens as Red walks away. Likely ideas include shouting and throwing the bottle of gin through his window.

For the most part, special effects would be practical. Poor CG would cheapen the effect, unless a giant budget was allocated for getting the best, most realistic effects for what really are minor details.

This is our artistic, hipster imagining of Roadside Picnic. I hope you enjoyed it.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply