S.T.A.L.K.E.R. Clear Sky!

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pontifex

Lifer
Dec 5, 2000
43,804
46
91
Originally posted by: Imp
Originally posted by: pontifex
I also found smoe more flash drives with gunsmithing data on them but neither the Stalker base gunsmith nor the CS gunsmith would acknowledge I had them.

Spoiler-ish

Duty and Freedom also have gunsmiths/techs who want those things. If you meant Stalker base as in the one in Cordon, you may also be pleased to hear that the Stalker base in Agroprom aslo has a tech who takes them.

haven't made it that far yet. good to know though.
 

Dimmu

Senior member
Jun 24, 2005
890
0
0
Originally posted by: skace
Can someone post the changes, I can't go to game related websites.

Saved games

1.5.04 saved games will be compatible with patch 1.5.05.

Game changes

- Fixed an error which prevented the guide from leading the player to the Cordon. This was caused by the fact that the autosave function failed to save all data, and once such a saved game was loaded, the game became impossible to complete. If this error occurred, it was necessary to restart the game from the beginning.

- Fixed a bug with secondary objectives (Deliver item), which caused the arrow to point to the wrong NPC after a save/load.

- Changed the reward for lowering the bridge in the Red Forest.

- Changed the reward for killing bandits at the Freedom base filling station.

- Fixed the Freedom technician's dialogue. After accepting a secondary objective, it became impossible to undertake/complete objectives to find flash drives.

- Fixed an error, which caused the situation to be displayed incorrectly in the PDA Faction War section.

- Fixed an error, which caused the number of grenades for the grenade launcher attachment to be saved incorrectly following modifications.

- Fixed an error, which caused FPS to fall when the cursor was moved over headings on the PDA map.

- Fixed an error, which sometimes caused the game to crash to desktop when the game was saved during an NPC death animation sequence.

- Fixed an error, which caused carried weight to be calculated incorrectly when a suit was upgraded or artifacts attached.

- Fixed an error, which sometimes caused faction strength to be displayed incorrectly in the PDA statistics.

- Fixed an error, which caused the game to crash following the loading of a saved game due to incorrect saving of monster animations and armed NPC grenades.

- Fixed an error, which sometimes caused ammo to be displayed incorrectly after searching bodies.

- Fixed an error, which sometimes caused individual NPCs to be enemies, while the rest of their faction was neutral or friendly.

- Fixed several minor HUD, inventory, PDA and main menu errors.

- Minor rebalancing of trade and items that pop out of dead bodies.

- Fixed a problem, which allowed the player to leave the Zone in the water part of the game (first visit to the Swamps).

- Changed the process for rewards given for joining factions.

- Changed rewards for destroying faction bases.

- Fixed game crashes during conversations with enemy technicians.

- Added ability to upgrade GP 37 with the help of Freedom and Bandit technicians.

Multiplayer

- Added ability to ban and kick players from the game using their GUID (serial number), in addition to name and IP.

- Fixed several errors in multiplayer chat, including the fact that the following letters could not be entered in some circumstances: A, Z, X, C, V.

- Fixed a large number of various errors which caused client and server crashes in the multiplayer.

- Added IP filter (for games in certain subnets).

Fixed the following script crashes:

- smart_terrain.script:227: attempt to index local 'obj' (a nil value)

- smart_terrain.script:1003: attempt to index field '?' (a nil value)

- sim_combat.script:950: attempt to index a nil value

- sim_board.script:688: attempt to index local 'obj' (a nil value)

- smart_terrain.script:288: attempt to call method 'clear_smart_terrain' (a nil value)

- bind_monster.script:72: attempt to index field '?' (a nil value)

- xr_effects.script:1607: attempt to index field '?' (a nil value)

- ! [LUA][ERROR] ERROR: There is no task with entity_id(_g.script:973: bad argument 2 to 'format' (string expected, got nil))

- ! [LUA][ERROR] ERROR: error. val_smart_terrain_5_0_freedom_antenna(_g.script:973: bad argument 2 to 'format' (string expected, got nil))

- fixed crash (task_objects.script:2231: attempt to call global 'blowout_hit_with_pp_and_cam_effectors' (a nil value))

- fixed crash (ERROR: Invalid AI map at kamp point [mar_smart_terrain_6_8_kamp_1](_g.script:973: bad argument 2 to 'format' (string expected, got nil)))

- fixed crash (sim_combat.script:429: attempt to index local 'comander' (a nil value))

- fixed crash (task_objects.script:580: attempt to concatenate field 'id' (a nil value))
 

skace

Lifer
Jan 23, 2001
14,488
7
81
So does this mean Faction Wars are still broken? I don't see anything specific in there about them.
 

geoffry

Senior member
Sep 3, 2007
599
0
76
Originally posted by: Imp
Originally posted by: geoffry


Wow Freedom vs. Duty is weird....they didn't give me any points to capture so I just went to agro and started wasting Duty.....no backup from Freedom and the Duty buggers came wave after wve after wave, I couldn't even move.

That was the absolute worst. I actually made it into Agorprom with the first wave of Freedom after you join their faction. Problem was, I was humping every dead Duty guy's AK/Obakan (mucho money), so wanted to go sell stuff off at the Stalker base. However, even though there were 3 Freedom guys guarding that first checkpoint, Duty kept coming in waves of 5 guys nonstop. Now, I had more than enough ammo to kill them all, and a stash to unload my loot, but they just wouldn't stop coming. I finally went to start selling, came back to 1 Freedom guy getting owned by another group of 5.

Once you get Duty's strength down though, their respawns slow down. Unfortunately, Freedom stops sending anyone at all. After a while, those 2 points in Agorprom becam completely unoccupied, which caused both quests/objectives to be cancelled. Stalker dudes eventually moved in though.

When I joined Duty, I got no auto-objectives early on and Duty stopped sending waves very shortly. The only objectives I got were from Duty squads that told me to take over Stalker held points, which I didn't.

Ya, the first point I got in Agro two groups of stalkers immediately came to hold it...yet my true allies left me high and dry, lol.
 

geoffry

Senior member
Sep 3, 2007
599
0
76
Originally posted by: Billyzeke
Can anyone confirm that Patch V1.5.05 is compatible with 1.5.04 saved games?

It says so in the release notes, I don't think they would lie.
 

Billyzeke

Senior member
Jul 7, 2006
652
1
0
Originally posted by: geoffry
Originally posted by: Billyzeke
Can anyone confirm that Patch V1.5.05 is compatible with 1.5.04 saved games?

It says so in the release notes, I don't think they would lie.

Who knows with all the bugs in this game. I'm probably about half way through and would hate to have to start all over again. I like the game but some of these bugs are a PITA!
 

skace

Lifer
Jan 23, 2001
14,488
7
81
If anyone upgrades and wants to test Faction Wars quickly, I'd love to hear any feedback there. IE, just see if the stalkers will properly attack the bandit depot or some other such test.
 

PhatoseAlpha

Platinum Member
Apr 10, 2005
2,131
21
81
...Added the ability to upgrade a GP37 at freedom/duty.


...Well, that's nice. Does that mean you can actually get one now?
 

imported_Imp

Diamond Member
Dec 20, 2005
9,148
0
0
Originally posted by: skace
If anyone upgrades and wants to test Faction Wars quickly, I'd love to hear any feedback there. IE, just see if the stalkers will properly attack the bandit depot or some other such test.

Just gave new patch a few hours. I loaded up an old 1.5.0.4 save, it works, so the main things I noticed:

- If you already joined a faction and no squads are sent out, don't hold your breath. I tried clearing the bandit base as Stalker again, cleaned it, no one came, place respawned.

- If you join a new faction, there's a better chance you can 'win' (i.e. scripts might not screw up as easily). I joined Duty right after, and somehow, they already held a lot of points in Garbage, along with 1 in Dark Valley. All squads sent out went to Dark Valley, and I eventually won the Freedom base. Problem? A horde of Freedom respawned and killed most Duty guys. However, since Freedom doesn't go back in the warehouse, 1 Duty guy on the second floor is 'holding' it down. Meanwhile, Freedom is respawning from both their main base and the one in Military Warehouses.

- Grenades are a bit less deadly. It seems like they are slightly less accurate, in that they land 1 meter away from you from time to time. Thus, making it mildly easier to avoid them.

So this is the patch that makes it funner... Faction wars are still broken though.
 

Zenoth

Diamond Member
Jan 29, 2005
5,202
216
106
Patches so far, all three of them, were focusing almost exclusively on major and some minor bugs, script errors, crash-causing issues, and I believe that starting from the next patch the changes will focus (not only, but mostly) on balance-related issues and Faction Wars problems. The point of this being that if they didn't fixed crashing issues and major script errors there wouldn't be any reasons to have fixed the Faction Wars first, best making sure that the game doesn't crash first, and then let's start working on the actual game-play features.

I wasn't pleased to see that GSC managed to consider such a buggy game and make that vanilla build a master copy and ship it under that awful condition, but ironically that proved to us all that as far as it comes to patches GSC has been very supportive and fast on delivering them. We've had three patches so far since its release. Last year with Shadow of Chernobyl it took nearly two months before the first significant patch was released (1.0003). So, I can say that I am pleased of what GSC has done for us within just two weeks (let's repeat it, three patches in two weeks).
 

walkur

Senior member
May 1, 2001
774
8
81
I still have the game lying around shrink wrapped.
I'm now first finishing the original used mods (the oblivion lost one and a few others)

By the time i've finished it they'll probably have finished fixing clear sky.
grenades are allready used in the OL mod so that won't be anything new, I quite like them actually. It forces a more dynamic combat style... got to keep moving.
 

skace

Lifer
Jan 23, 2001
14,488
7
81
Originally posted by: Zenoth
Patches so far, all three of them, were focusing almost exclusively on major and some minor bugs, script errors, crash-causing issues, and I believe that starting from the next patch the changes will focus (not only, but mostly) on balance-related issues and Faction Wars problems. The point of this being that if they didn't fixed crashing issues and major script errors there wouldn't be any reasons to have fixed the Faction Wars first, best making sure that the game doesn't crash first, and then let's start working on the actual game-play features.

Well I would have rather seen Faction War fixes instead of script fixes for multiplayer. Stalker isn't exactly a multiplayer extravaganza. As I see it, some of the largest issues that contribute to this game looking broken is the major flaws in Faction Wars, and as I understand it, some of these flaws came into existence with the 1.5.04 patch, so they should have been able to back some of those breaks out of the game for 1.5.05. Unfortunately, that isn't the case.

I think it's retarded that if you take a base, the base respawns instantly - where is the reward in that? I mean sure, it means you can play Faction Wars forever, but you can also never progress in the game.

Imp, thanks for testing.
 

Billyzeke

Senior member
Jul 7, 2006
652
1
0
Patch V1.5.05 has fixed a very distracting graphical glitch I was having during thunderstorms. Before every time lightning flashed I got all these weird artifacts and streaks across my screen. The grenade accuracy issue is better and my previous saved games work so I'm happy! Maybe the Faction Wars will be fixed next.
 

imported_Imp

Diamond Member
Dec 20, 2005
9,148
0
0
Originally posted by: skace
Well I would have rather seen Faction War fixes instead of script fixes for multiplayer. Stalker isn't exactly a multiplayer extravaganza. As I see it, some of the largest issues that contribute to this game looking broken is the major flaws in Faction Wars, and as I understand it, some of these flaws came into existence with the 1.5.04 patch, so they should have been able to back some of those breaks out of the game for 1.5.05. Unfortunately, that isn't the case.

I think it's retarded that if you take a base, the base respawns instantly - where is the reward in that? I mean sure, it means you can play Faction Wars forever, but you can also never progress in the game.

Imp, thanks for testing.

Yes... my 'testing' was totally self-less and I had all of you in mind when subjecting myself to the game :D.

Also, I forgot to add that grenades appear more useful when you throw them now. They either stay still longer or try to get away by running across the blast area.
 

mindcycle

Golden Member
Jan 9, 2008
1,901
0
76
I've been waiting to install the game until most of the game stopping bugs are worked out. Are we there yet..? :)
 

coloumb

Diamond Member
Oct 9, 1999
4,069
0
81
Originally posted by: mindcycle
I've been waiting to install the game until most of the game stopping bugs are worked out. Are we there yet..? :)

These aren't the patches you are looking for... ;)
 

skace

Lifer
Jan 23, 2001
14,488
7
81
Hey guys check this out, I managed to complete faction wars using 1.5.04. It is still broken in many ways, but I won it in my game which made me extremely happy. First off, I allied with freedom and was pushing to take over Duty. I had a lot of problems gaining the points at the zone lines between garbage and apro. But I finally did it after many attempts, then I had assaulted Duty's base many times only to have them magically appear and take it back. So the last time, after I took their base I AFK'd in it. What I saw was that slowly, say 2-3 minutes apart, new freedom patrols would show up to occupy the base until I had 5 seperate freedom patrols inside Duty's base!

I finally decided it was safe to leave the base. A minute after that Duty showed up, but only 2 patrols and they were too scared to leave the main building with all my patrols outside of it. So I head back and killed these last 2 patrols. 2 minutes after killing them I got the standard freedom radio message that "Duty was back and had reclaimed apro" except they hadn't, they were nowhere to be scene and their score was 0. Goodbye Duty! They were even gone from red forest and other areas. I killed the bastards, for good :).

What was key in all this? Patience. The game tells you to attack points but only sometimes tells you to defend on a counter-attack, here is the trick, everytime you take a point assume there is a counter attack coming and defend. Once you've eliminated that counter-attack then move onto the next point. Once you've got all but the base, you need to rush it to stop them from infinitely spawning new patrols. By rush I mean get within range and start shooting at them, that seems to halt the constant flow.

As for Bandit/Stalker, well I haven't figured that one out yet but you might be able to AFK in their base and see if Stalker ever comes. I may just try that myself even.
 

MichaelD

Lifer
Jan 16, 2001
31,528
3
76
The original Stalker was also riddled with bugs when it was released; IIRC it took quite a few patches to get it right. But they did eventually get it right. ;) Stalker is pretty much a single-player game. Sure; patching it all correctly is important but they should focus on single player first.

Clear Sky just came in the mail for me; I'm downloading the 1.5.05 patch. I'm debating whether to load up the game/patch and try it or just wait for a few more patches to come out.

I really want to play!
 

error8

Diamond Member
Nov 28, 2007
3,204
0
76
Originally posted by: MichaelD


Clear Sky just came in the mail for me; I'm downloading the 1.5.05 patch. I'm debating whether to load up the game/patch and try it or just wait for a few more patches to come out.

I really want to play!

I was in the same boat, but since I had no other game to play, I went for it. It's still a bit buggy, but nothing terrible. Install the patch and fire it up.

What I hate is that there is no vertical sync whatsoever and the tearing effect is very visible. Also, I get artifacts when the rain starts ( sometimes ) and have some terrible slowdowns from time to time, all these get fixed with a restart of the game. Other then that Clear Sky is beautiful.
 

pontifex

Lifer
Dec 5, 2000
43,804
46
91
Originally posted by: error8
Originally posted by: MichaelD


Clear Sky just came in the mail for me; I'm downloading the 1.5.05 patch. I'm debating whether to load up the game/patch and try it or just wait for a few more patches to come out.

I really want to play!

I was in the same boat, but since I had no other game to play, I went for it. It's still a bit buggy, but nothing terrible. Install the patch and fire it up.

What I hate is that there is no vertical sync whatsoever and the tearing effect is very visible. Also, I get artifacts when the rain starts ( sometimes ) and have some terrible slowdowns from time to time, all these get fixed with a restart of the game. Other then that Clear Sky is beautiful.

I'm pretty sure there is a vertical sync option in my settings.