Open Xottab-DUTY opened 5 years ago
@Xottab-DUTY please, create a small instruction how we can launch it. Simply copy binaries from OXR and replace original? Need guide.
Launch it as usual with this gamedata: gamedata.zip
Main menu was launched quite a few months ago, but if someone interested:
(You can see red text on top of the screenshot, that's because screenshot was made on a Mixed build)
Just finished the game two days ago.
Okay, it's almost done. There's still small problems remain, but you can play it.
Can you please list the differences between the normal gamedata from this repository and the CS one? I ask because when comparing with WinMerge, although there are multiple differences, it can easily be due to some files being outdated. As far as I can tell, the important thing is having the game changed to "cs" in openxray.ltx right?
need create logo to start (and for SoC)
New gamedata for Clear Sky. With it you can launch R2/R3/R4 freely. gamedata.zip
New gamedata. Removed shaders with new COP shadow cascades, now engine will use old SOC/CS ones. gamedata.zip
Updated gamedata for 558 release. gamedata.zip
can't start a new game or open settings menu. using GOG version of CS on Win10 x64, GTX 1070 with latest driver (445.87) OpenXRay_error_report_200422-040425.zip
After resolving the previous issues, I've jumped back in and logged some more. Mainly to do with the Rendering modes.
Computer/System Information
openxray_alex_r2.log openxray_alex_r2a.log openxray_alex_r3.log openxray_alex_r4.log openxray_alex_r25.log openxray_alex_rgl.log DX9 crash dialogs when loading a game. DX10/11 very deep shadows. Also some weird shading on the ceiling (cloud textures seem to be leaking through?). OpenGL shader glitches?
@Setakat, egh, I thought I've fully fixed that lighting issues... Could you share your user.ltx here?
Will try to fix it)
Attached user.ltx as requested - user.ltx.txt
Only 1 crash so far - occurred when I decided to try and drag a primary weapon into the secondary weapon slot, since CoP has flexible slots compared to SoC/CS. Complained about insufficient grid space. Looking at it, I can see two possible resolutions
Personally I prefer the latter option - CoP definitely has the best feature set out of all 3 engines, so cutting out some of those features feels counterintuitive to the project. Besides, I've recently returned to playing Stalker, and in my absense I was hoping someone had ported the SoC/CS storylines to the CoP engine so I could enjoy those games with the CoP feature set. Instead we have this, which is equally awesome. Having to actually equip the Psi Helmet to protect us from the Brain Scorcher would be an interesting change to SoC, rather than just having it sit in our inventory.
Tl;dr - Please don't change the way primary/secondary slots work for the SoC/CS builds, same is true for other introduced CoP features. It was challenging enough to replicate some of those via lua scripts for CS, and I look forward to modding CS and eventually SoC to benefit from those features.
No other crashes so far, just some minor tooltip issues - missing text mostly, although the mechanics upgrade tooltip on hover is missing the upgrade price - might be the XML element on the window has been renamed between CS/CoP, so we might be able to fix it with a gamedata tweak. Can also confirm that the upgrade trees are slightly broken. Not too fussed, I feel CoP has the better upgrade trees than CS anyway. CoP gives a bit of build variety, CS is just tree A or tree B.
Regarding Options->Controls, we're missing the keybinding (and ability to edit) for the 'Order Attack' feature, which was introduced in CS, and removed in CoP. Might be an idea to add it in for CS, I was wondering why my K key didn't do anything. Additionally, there are an number of other available keybinds that are missing descriptions in addition to not being editable.
Still working my way through the Swamps, another couple of ingame days before I'm ready to progress into the Cordon.
Regarding Options->Controls, we're missing the keybinding (and ability to edit) for the 'Order Attack' feature, which was introduced in CS
Literally, the game existed for 13 years but only now I have found that there is a command named "Order attack"... 😂 Just returned it.
Looking at it, I can see two possible resolutions
The solution I see is kinda mix of third solution + both two solutions.
openxray.ltx
. (or a console command that can be blocked in openxray.ltx
if eg. modder wants to not give this ability to the user)Can also confirm that the upgrade trees are slightly broken.
Yes, the upgrades are not ported fully yet.
No other crashes so far, just some minor tooltip issues - missing text mostly, although the mechanics upgrade tooltip on hover is missing the upgrade price - might be the XML element on the window has been renamed between CS/CoP, so we might be able to fix it with a gamedata tweak.
That price string is being added by the engine, it's not possible to fix it with gamedata. Will need to fix it :)
Also, can you please tell any other missing text somewhere?
Literally, the game existed for 13 years but only now I have found that there is a command named "Order attack"... 😂 Just returned it.
Its not mentioned in any tutorials, and its kinda buried in the keybinding menu. Dug out my retail copy, and its not even mentioned in the booklet. Unless you get involved in the Faction War aspect and request a squad to attack a location (or tag along with a squad going to attack another location) you won't hear them asking for you to order the attack, and wonder how to order them, and then go looking for how to order them.
Add additional logic in the engine to enable/disable CoP-style slots and an option to switch this logic. By default, it will be enabled for CoP and disabled for SoC/CS, but user/modder will be able to override that. It will be a console command or an option in openxray.ltx. (or a console command that can be blocked in openxray.ltx if eg. modder wants to not give this ability to the user)
I support a ltx/console flag/setting/command that'll allow the user to switch between CoP and SoC/CS features if there is a difference in implementation between games. Upgrades are one feature that could use a flag. Artifacts are a 2nd (In SoC they just sit around in the open, no detectors needed). And I suppose Clear Sky's infamous Invincible Invisible Bloodsuckers also warrant a mention... 1.5 source code
Also, can you please tell any other missing text somewhere?
Trade window, right mouse click on an item in your inventory and the context menu shows 'st_donate' Enter into dialog with an NPC, place mouse over 'Trade' button, hint window shows 'ui_st_trade_hint'. Also shows when in the trade menu. Mechanics are the same, except the hint window shows 'ui_st_upgrade_hint'.
These are the only 3 instances I've noticed so far ingame. There might be more. I'll keep looking.
How you guys are launching the game with high resolutions? Mine crashed every time I changed it to 1080p.
Just change the resolution from the game console with console command vid_mode 1920x1080
(that x
letter is required), then type cfg_save
and restart the game. :)
How to change FOV in CS? There's no option in gameplay like in COP.
Edit: Theres a console command 'fov'.
New gamedata (fixes #1073 and #1094)
how does it feel with faction warfare?
how does it feel with faction warfare?
It feels like Clear Sky ;)
oh man, what a cursed topic
Any updates for CS and the new engine?
Call of Pripyat engine which we are using wasn't changed too much since Clear Sky.
We can launch it! Lets do this!
Status:
Tasks:
CUIFrameLineWnd::DrawElements()
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