Subject: Re: STALKERSOUP Mod za SoC Tue 22 Jan 2013 - 17:37
Baš sam neke sreće... skinuo u toku noći sve, ostao samo part 1... sa Skydrive je obrisan a sadd-ovi linkovi nedostupni Ima li još negde da se skine?
Ipak ponovo radi link sa Skydrive-a
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Sat 26 Jan 2013 - 15:54
Posle malo odmora za mene! - u Stalkersoup-u He. He. stavio sam nove fotke u Stalkersoup folder na BalkanZona-Stalkersoup folder
I tu je jedan mali update:
Quote :
Update The new fixer/population control system is 100%...
Sorry for the wimpy npc and lack of respawns, these are all improved in next patch.
I was rewriting the amk respawner and while working with the smart terrain I discovered another really bad implementation. I beleived the comment in the smart terrain that sim statistic was required for it to work. Turns out that sim statistic was just filling ram with useless unused data that was there just in case you wanted to print it... I seperated sim statistic out and made it an option to see if the game would run without it and 'happy happy joy joy'. Not only did it improve the speed but I just tested Priyat and at max settings I came in UNDER 2gig ram committed!!!!
There is a bad spawn in the LDK in Dead City which will cause the abort alert in game, this breaks the Collector progress, fixed in next patch.
If you get a message while playing saying that your save file may be corrupt then you should note the number displayed and report it to me. These numbers are imbedded during the real time loop and pinpoint exactly where the error ocurred. Thanks Testers, without your help I would not be so close to Release!
Ps. Odlučio sam, da ču da uradim jedan poseban topic za instalaciju stalkersoup-a!, koji če biti sa svim linkovima do raznih fajlova, a na pitanja ču odgovarati ovdje!!.
Freedom for life Novice
Broj poruka : 48 Datum upisa : 2011-09-07 Godina : 29 Lokacija : zona OBRENOVAC Raspoloženje : I just wanna watch the whole world burn ...
Subject: Re: STALKERSOUP Mod za SoC Mon 28 Jan 2013 - 4:22
Quote :
Ps. Odlučio sam, da ču da uradim jedan poseban topic za instalaciju stalkersoup-a!, koji če biti sa svim linkovima do raznih fajlova, a na pitanja ču odgovarati ovdje!!.
Hvala na uslisenoj molbi pomocice nadam se i drugima jer je sigurno bilo onih poput mene koji se nisu bas snasli sa svim ovim linkovima
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Tue 29 Jan 2013 - 19:09
Kad ču biti gotov sa fajlovima koji još nisu dospjeli do "Mega", napravit ču topic za instalaciju SS!, a do tada ovaj mali update:
Quote :
bandits Taking many shots to the chest Found an issue causing npc to be able to keep getting shot in the chest and not dying.
When you shoot a character in the arm or chest he bends from the hit or goes down on a knee...
During this animation those areas of the body will ignore a second hit until the animation is over. One to the chest and one to the head, for now...
This animation was added by myself and dAVROs so it is most likely just a setting that is wrong, will get with dav and figure it out..
109926 is almost ready, several quest fixes/tweaks and much better balanced damages and immunities. Both damages and immunities in NS were totaly scewed and were the cause of so much tweaking in weapon configs that things are way out of balance.
Someone without ANY knowledge of the inner workings decided they could compensate for the weapons by adjusting damages beyond their range (> 1.0). All this did was saturate the firepower/impact calculations which gave unpredictable results.
I have created a base that is the correct range for both npc and creatures, I also made all npc and creatures impervious to radiation, one of the reasons for wounded and dead all over as they had no healing power against it.
I am testing now and am very pleased, when I tweak a value it really shows, this is what happens when things are in their proper range. Now it is easy to adjust them so that a true balance of power can be acheived.
Sorry about the week npc last patch, since they did not have complete damages and immunities they had areas of the body that were not protected at all.
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Wed 30 Jan 2013 - 0:59
Nova zakrpa če biti u četvrtak!
Quote :
109926 Talked with dav and read your comments...
I will post this patch on thursday, it will not have inventories done. the reason is that dAVROs is creating a flow/tree structure of the levels/storyline. This will establish a way to determine what inventories are appropriate based on level/gameplay. The inventories will be created based on this concept and should satisfy everyone.
My new immunities/damages/conditions changes will be in this patch. A totaly new respawn system that has 100% control over ALL respawns and fixes them prior to building the all.spawn so that they do not need compensation in game. I have reduced memory consumption in the heap by another 64k and stopped another blind cstack causer.
I have played from start to the radar controls without one crash, period. I will continue playing until I have returned as the Collector. Once I have a stable mod up to this point, dAVROs and I will fix/tweak the final portion of 'level 1' the Collector start. The transition from 'level 0' (STALKER) to 'level 1' Collector is going to remain the way it is, we will just make it more cohesive.
I am going to wait until a later patch to do a final solution for the few quests that hang and need a reload so that I can focus on the final parts of NS which have missing peices of code to create.
djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 43 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
Subject: Re: STALKERSOUP Mod za SoC Wed 30 Jan 2013 - 20:52
Ako nategnete kintu za MP3 plejer, a sigurno hoćete, obavezno ga kupite kod matorog Sida, a ima i FM radio. Evo moj video.
MarkedOne8 Pro Spammer
Broj poruka : 956 Datum upisa : 2010-07-04 Lokacija : Vršac Raspoloženje : XD
Subject: Re: STALKERSOUP Mod za SoC Thu 31 Jan 2013 - 12:48
Kunem ti se da sam pomislio da će na 0:07 posle onog efekta da krene ,,My name is" od Eminema. Ovo sa MP3 plejerom je jako dobra stvar. To je pogotovo onima kao što sam ja bitno zbog krvopija i sličnih mutanata i situacija. Ovo me je dodatno kupilo za mod. Samo bih voleo da je HUD malo moderniji ili drugačiji.Ovaj me previše podseća na ostale modove. Da li mogu pesme negde u gamedata folderu da se menjaju ili kako već?
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Thu 31 Jan 2013 - 14:42
@MarkedOne8
Quote :
Da li mogu pesme negde u gamedata folderu da se menjaju ili kako već?
Imaš u tom folderu: gamedata\sounds\ogg_player\flash_1 do flash_16!
Tony Moderator
Broj poruka : 101 Datum upisa : 2011-02-10 Godina : 34 Lokacija : Šamac RS/BiH
Subject: Re: STALKERSOUP Mod za SoC Thu 31 Jan 2013 - 18:16
@sadd jel TB mijenjao nesto oko .ogg podrske za xray? Koliko se sjecam im zavrzlama oko toga da se ubaci novi zvuk u xray, nije plug'n'play. Ja sam prije konvertovo sa foobarom iz mp3 u ogg i mijenjo sa nekim free hex editorom header tog fajla da bi radio unutar stalkera. Sjecam se da sam ubacivo sirenu iz Silent Hill-a da se cuje kad ce Blowout.
djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 43 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
Subject: Re: STALKERSOUP Mod za SoC Thu 31 Jan 2013 - 20:29
Evo i Freedom radio
purke62 Osnivač administrator
Broj poruka : 712 Datum upisa : 2010-03-10 Godina : 61 Lokacija : Novi Sivac,Srbija Raspoloženje : <string_table>
Subject: Re: STALKERSOUP Mod za SoC Thu 31 Jan 2013 - 20:38
@Tony Pa barem tebi to nebi smeo biti problem.Svi zvukovi se moraju odraditi kroz SDK, a ti imaš iskustva sa njim.To sa hex editivanjem nije rešenje.Za svaki zvuk je potrebno zadati određene parametre( čujnost na daljinu, vrsta zvuka i tome slično).Prvo trebaš zvuk sačuvati u .wav formatu i to obavezno u mono verziji (44100Hz, 16 bit).Potom ga ubaciš u folader rawdata\sounds.Otvoriš Actor Editor (može i LE), pa ideš na Sounds\Sound Editor i onda edituješ zvuk, zadaješ te komentae.Ako ne znaš kako da stavi parametre, možeš videti pomoću jednog malog programa OggComment kako ti parametri stoje kod sličnih zvukova iz Stalkera.N kraju samo pritisne OK i sačekš da odradi konvertovnja.Kad se ukloni prozorčić, znači da je zvršio.Konvertovan fajl u .ogg formatu ćeš naći u \X-Ray SDK\level_editor\gamedata\sounds. Ako je u pitanju stereo zvuk, onda mora da se radi zasebno levi i desni kanal i dodaje se na kraju naziva _r za desni kanali u _l za levi.Kod CoP je podržan stereo zvuk pa ne mora da se deli na kanale.
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Thu 31 Jan 2013 - 22:29
@Кровосос Koliko ja znam, mislim da TB. sam - ništa nije radio oko tog pitanja.
i jedan uvid o tome na kakav način bih trebao da radi Stalkersoup preko interneta! - kad če bit dovršen naravno.
Quote :
it has to have a special server system to support it, does not use the simplified multiplayer hooks that gamespy uses. Actually you will still have the mp system for on-line death maps, my system is integerated into a scheme that gets attached to a 'surrobot' when someone joins your game, you don't join a server. You also are able to communicate with others with your pda even if they are not in your game. You will also be able to send email and text messages, a social network for the Zone.
flexerca Administrator
Broj poruka : 340 Datum upisa : 2012-03-02 Godina : 45 Lokacija : Cazin, BiH Raspoloženje : Ash nazg durbatulûk, ash nazg gimbatul, ash nazg thrakatulûk agh burzum-ishi krimpatul.
Subject: Re: STALKERSOUP Mod za SoC Thu 31 Jan 2013 - 22:41
Biće ovo dobro. Nadam se samo da će server biti malo bliže, ipak daleko je Amerika Malo sam igrao po ruskim serverima, ping je bio katastrofa
PoWeR Master
Broj poruka : 546 Datum upisa : 2011-07-19 Godina : 28 Raspoloženje : OK
Subject: Re: STALKERSOUP Mod za SoC Fri 1 Feb 2013 - 20:25
Imao sam i ja problem sa people soup i zbog toga sam odustao da ga igram: Kod djuti outposta u bazi hteo sam da izadjem(da se vratim u cordon) ali cim krocim ispred kamiona, screen mi pozuti i djutijevci me napadaju!
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Fri 1 Feb 2013 - 20:35
@PoWeR
Quote :
screen mi pozuti i djutijevci me napadaju!
Nije to bio problem!, več je igra tako urađena, da ako kročiš u onu anomaliju nekakve providne plave boje postaješ ozračen sa PSI efektom i poslije toga dok ne ozdraviš svi te vide kao da si jedan zombi!! i oće da te izliječe metkima To isto se ti dogodi i sa kontrolerom...
flexerca Administrator
Broj poruka : 340 Datum upisa : 2012-03-02 Godina : 45 Lokacija : Cazin, BiH Raspoloženje : Ash nazg durbatulûk, ash nazg gimbatul, ash nazg thrakatulûk agh burzum-ishi krimpatul.
Subject: Re: STALKERSOUP Mod za SoC Fri 1 Feb 2013 - 22:04
Stalkersoup je pun dobrih fori i ovo je jedna od njih, i zato mi se sviđa. Jedina zamjerka koju imam je da exoskeleti ili neka druga zaštitna odjela gotovo da i ne pružaju nikakvu zaštitu. Neke je stalkere teže ubiti sa kabanicom nego nekog u exo odjelu.
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Fri 1 Feb 2013 - 22:49
@flexerca Baš na tome se sada ponajviše radi, jer kako sam več jednom ovdje rekao, da su nekada banditi u kordon-u mnogo otporniji na metke nego koji Duty ili čak Monoliti.
Ps. Mislim da če nova zakrpa stiči sutra uveče.
flexerca Administrator
Broj poruka : 340 Datum upisa : 2012-03-02 Godina : 45 Lokacija : Cazin, BiH Raspoloženje : Ash nazg durbatulûk, ash nazg gimbatul, ash nazg thrakatulûk agh burzum-ishi krimpatul.
Subject: Re: STALKERSOUP Mod za SoC Sat 2 Feb 2013 - 0:39
Nadam se da hoće, inače sve ostalo je ok....niti jedan chrash kako sam stavio zadnju zakrpu, što je vrlo pohvalno, samo da ne ureknem
djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 43 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
Subject: Re: STALKERSOUP Mod za SoC Sat 2 Feb 2013 - 10:09
sadd Kad će zakrpa?
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Sat 2 Feb 2013 - 11:41
@djordje29 Pošto je u ovom vremenu kad to pišem u Americi još rano jutro, mislim da če po našem vremenu zakrpa stiči pozno uveče!.
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Sat 2 Feb 2013 - 20:50
@Svi Nekolicina objašnjenja šta je sve urađeno u novoj zakrpi, koja če stiči za par sati!
Spoiler:
Quote :
Good Morning in the Zone Sorry it didn't post last night, family thing pulled me away.
OK, I need to cover a few things looking at the last few posts...
I have not only fixed the damages/conditions/immunities BUT have also started tweaking them in to the ranges that the ballistics/ai systems expect. I have discovered that the biggest flaw that got me in 109925 was the excess number of bones there actually are. The reason for wimpy creatures and npc were the bones that did not have parameters. They inherited a default which turned out to be set wrong and a hit to the heal was fatal for example. A whole slew of wounded animations are now occuring like they should, including faking wounded and death.
I have radically altered the character ai parameters for combat reactions as they were out of balance to my time factor settings. Bandits will react slightly slower and have a 50/50 chance of missing first shot beyond 40 meters. All NPC that get hit in the arm or leg will react properly and the recovery time is more realistic. You still have to keep moving as they get accurate if you stay in one place too long.
Shotguns will get an overhaul for 109930, they are not so far off in spreads, make sure you are not using the large ball shot as there are only three and they do not spread much.
Many weapons will need their drop characteristic changed as they were compensating for no drop in the ballistics system. I will be consolidating all my ballistics (8 different scripts right now) into a single script for 109940 so you may not want to mess with that yet.
Hidden Slots: this is your inventory/belt system and is going to be re-written for 109950 to control the size and provide proper stacking, drag/drop, sorting and most of all MEMORY PROTECTION.
LOOTING: NPC will pickup a pack you leave on the ground so use care where you drop them. NPC normally will only steal one or two BEST items from a stash at a time. If a lock is used then it will be ignored in search so 1 lock is enough. Mushrooms dissapearing is a mistery to me and I will address it.
Patch 109926 hilites: Uses 64k less heap space at runtime. Improved time slice mechanism that has increased actor update rate from an average of 10-40 to 4-20 ms. Much more expansive combat ai. 11 quest fixes. Expanded protected items list. NEW respawner and population control systems. Removed old SAK cleaner and integrated cleaning into the looting system. Reduced the look radius for NPC looting to stop 'through the wall looting'. Reduced NPC hit power so actor will not swirl through textures so much. Need to fix an issue with packet system then I will post it, by this evening for sure.
Sunday Experienced
Broj poruka : 74 Datum upisa : 2010-03-24
Subject: Re: STALKERSOUP Mod za SoC Sun 3 Feb 2013 - 15:19
Pa ja vidim nigde pečurki u staševima!? Sada postaje logična nabavka katanaca. Muzika u Zoni...
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Sun 3 Feb 2013 - 17:08
@Sunday
Quote :
Pa ja vidim nigde pečurki u staševima!?
Taj je problem - ako je u stvari uopšte to i problem?, postojao još u prvoj Narodnayi!, redovito sam gubio te pečurke a samo se sa njima moglo nabaviti u Swamp-u municiju za LG-42 Mitraljez!!..
Ps. Ide li Stalkersoup?
Sunday Experienced
Broj poruka : 74 Datum upisa : 2010-03-24
Subject: Re: STALKERSOUP Mod za SoC Sun 3 Feb 2013 - 19:20
Slažem se za pečurke da i nije neki problem,ali interesantno mi da ih skupljam,pogotovo što,kol'ko se sećam,sam nalazio i različite!?Ovo za muziku sam se nadovezao na onaj mejl što sam ti poslao o ''inovacijama'' u S.T.A.L.K.E.R. serijalu.
p.s.:Danas igram,posle 2-3 dana pauze,obaveze,a i od sutra pomalo ide na stend baj,moram da se pripremim za nešto što me očekuje za 20-ak dana.Sad pokušavam da doprem do Bistovog PDA,ali mi Owl gine,a ja to ne dozvoljavam,pa igram dok ga ne sačuvam.
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Mon 4 Feb 2013 - 22:40
@Svi Jedan mali update o tome zašto zakrpa još nije stigla!
Quote :
Update Hit a snag...
I have a log function that tells me the hit callbacks and other combat actions...
Problems found: Because the physics is scheleton based you have to hit a bone, hit the body but not a bone and the hit returned is 'amount 0' and 'bone 0'. This is a problem as that is also returned when you shoot in the direction of an npc but don't hit them, like when they are behind a wall. This was compensated for with the weapons and that is why shotguns do not respond like you think they should and the spread was so tight.
Detailed bone callouts do not function. This means that sub digits like fingers and toes also get reported as 0/0 when hit. Presently the engine properly reports the head, shoulder, arms, legs and feet. All the other bone definitions were causing 0/0 instead of using the default which would return a non 0 value.
I am fixing the callouts so that this will not happen but I need to research the torso issue as shooting an npc on either side of the spine does not hurt him...
Sorry for not releasing the patch but I am sure you want this resolved first as it really is the main problem with weapons, armor and prtective devices.
PoWeR Master
Broj poruka : 546 Datum upisa : 2011-07-19 Godina : 28 Raspoloženje : OK
Subject: Re: STALKERSOUP Mod za SoC Mon 4 Feb 2013 - 22:53
sadd wrote:
@Svi Jedan mali update o tome zašto zakrpa još nije stigla!
Quote :
Update Hit a snag...
I have a log function that tells me the hit callbacks and other combat actions...
Problems found: Because the physics is scheleton based you have to hit a bone, hit the body but not a bone and the hit returned is 'amount 0' and 'bone 0'. This is a problem as that is also returned when you shoot in the direction of an npc but don't hit them, like when they are behind a wall. This was compensated for with the weapons and that is why shotguns do not respond like you think they should and the spread was so tight.
Detailed bone callouts do not function. This means that sub digits like fingers and toes also get reported as 0/0 when hit. Presently the engine properly reports the head, shoulder, arms, legs and feet. All the other bone definitions were causing 0/0 instead of using the default which would return a non 0 value.
I am fixing the callouts so that this will not happen but I need to research the torso issue as shooting an npc on either side of the spine does not hurt him...
Sorry for not releasing the patch but I am sure you want this resolved first as it really is the main problem with weapons, armor and prtective devices.
To se desava i sa vanilom, isto sa sacmarisom Dart i Slug.
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Tue 5 Feb 2013 - 23:10
@PoWeR Pa.. tako ti je to sa Stalker-om!, TB. redovito nalazi i greške iz Vanila igre!!. I
Quote :
Update OK, I fiqured the bone stuff out, whoever did that part was way off base...
I now have ALL damages/immunities within 0 to 1.0, no more ridiculous values.
Created another new file, criticals.ltx. This file contains the critical bone groups for npc and creatures. Turns out that you must group the individual bones into general bone groups as the engine hit system returns the group bone index and NOT the individual bone indexes. For examples; fingers, hand, forearm and upperarm are the arm group, clavicles neck and head (face features too) are in the head group, spine, waist, tail are in the torso group and thigh, lower leg, foot, toe are in the legs group.
So far I haven't run accross any npc or creature that will die from a hit to the foot anymore. The carpark bandits though have their own settings that are meant to be more difficult to kill than normal bandits, this gives an unrealistic battle as they can take more shots to the chest.
To improve things there I increased the bleeding factor, that means that if you shoot him once and then split, he will bleed to death unless he finds a medkit. I found this to work very well with the carpark and adds more strategy to the battle.
Be careful with wounded now, they react better to wounds and can FAKE it or apply a medkit and get back up.
The drop weapon when hand hit works well except for the fact that the npc will re-equip instantly if he has another weapon. This is probably something that will need better logic scripts so it will be awhile til it's improved.
I am testing today and should FINALY post the patch.
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Wed 6 Feb 2013 - 15:14
Da vam kažem, da i ja čekam tu novu zakrpu i u međuvremenu radim na programu, koji če da automatski pravi update za igru, kad mu uz njega staviš zakrpu od TB.-ja!. Jer mislim da če još malo potrajati da dođe do 1.1.0.0. verzije igre, a da bude i za ostale malo lakše koji se ne snalaze baš sa svim tim zakrpama!. I
Quote :
Update My new criticals.ltx works like a charm!
Still need a little tweaking but now with these files: 'immunities,damages,condition,criticals', it makes this much easier as it does NOT require a new game. Changes made take affect at run-time when the creature spawns because they are no longer contained in the creature.ltx file which has many settings that only take at game start.
I have lost track of the number of fixes at this point but there are many.
Speed and reduced memory AGAIN...
Many of the berserk ai issues were actually respawn characters or monsters that just should not have been there. I cannot test the whole darn zone before releasing the patch but so far: Cordon starts with normal game creatures, no embankment soldiers yet, only the bridge. Some creatures will not be there yet but will spawn as time goes on. After you return to Cordon from DV then the embankment soldiers, bandits, stalkers and creatures will start respawning but have absolute limits to insure NO overpopulation. Still testing the graduation but so far it has kept up a steady pace of surprises.
I consolidated many of the startup processes into one that has cut down loading times more but I don't have a figure for you.
Testing until I hit at least Pripyat to insure the new respawner is working 100%
AGAIN a WARNING: GPS, more than a few labels will corrupt your save, not sure how many as it is a variable string of tables. If you start getting startup crashes and have several GPS labels then you should try going back to before your last GPS drop.
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Thu 7 Feb 2013 - 9:55
Nove vijesti od TecnoBacon-a
Quote :
Update Having 'loads' of fun...
Have played the start umpteen million times! I finaly know what is wrong in DV escort, captive immediately kills the lead guard on spawn while the other guard is still initialising so he misses the whole thing. I am trying to figure out why this happens but it may take awhile to figure out all the logic involved.
Got the bones all mapped and now understand the hit group mechanics. It is pretty good, someone mixed up on the order though and had the right arm and left leg groups crossed. I have the engine producing all 43 bone hits properly. I had to write a logic script for a bandit that made him stand there and take shots without reacting while issuing hit events. I could aim at each finger and get the right digit number.
One drawback to the engine though is that only the upper spine bone is used for armor calculations. I have an idea though..
Since I know the groupings and can reference what the armor is then I could replenish a percentage of your health and stop any bleeding. You would still get the hit animations but would recover quickly until the armor wears out that is. I can even tell if your arms and hands are protected as well as those that have waist and leg armor. This could be incorporated into the helmet and glove system as they have 90% of the work already done.
Another innovation: Have been talking to dAVROs last couple days and I think we have settled on a way to really randomize load outs while attaining the game play balance that is needed.
If it works as planned then an npc will spawn with the ability to be armed based on level/rank out of a weapons pool. The weapon chosen is automatically paired with the right ammo. Of course we can't just go nukem dukem with them but for sure that means at least a 1 out of 5 weapon choice per npc based on community/rank/level at spawn.
This also means that each time you spawn it will be different.
MarkedOne8 Pro Spammer
Broj poruka : 956 Datum upisa : 2010-07-04 Lokacija : Vršac Raspoloženje : XD
Subject: Re: STALKERSOUP Mod za SoC Fri 8 Feb 2013 - 19:12
Kada će otprilike 1.1.0.0? U kom periodu godine otprilike? Zima, Proleće, Leto, Jesen?
Sunday Experienced
Broj poruka : 74 Datum upisa : 2010-03-24
Subject: Re: STALKERSOUP Mod za SoC Fri 8 Feb 2013 - 19:55
Mišljenja sam da ako čekaš 1.1.0.0 da bi igrao,grešiš.Evo već skoro 2 meseca igram,naš drug sadd pomogne u slučaju nekog grđeg problema i sve,manje više,ide OK.Poslednji peč 9.9.2.5 doneo je neke loše stvari (po meni,mada vidim na forumima da ima igrača kojima ne smeta nešto što meni ne odgovara),ali s obzirom na veličinu moda i kol'ko ljudi radi na njemu,kako i očekivati da bude sve upeglano!?Sećaš se šta je dr.sarajevsky (gde je taj čovek?) pisao kad je počinjao NS https://stalkerbalkanzona.canadaboard.net/t17-2009?Ovo sad što imamo je pesma.
MarkedOne8 Pro Spammer
Broj poruka : 956 Datum upisa : 2010-07-04 Lokacija : Vršac Raspoloženje : XD
Subject: Re: STALKERSOUP Mod za SoC Sat 9 Feb 2013 - 9:42
Čekao sam od Oktobra, čekaću i još koliko treba. Znam da je već sad to dosta dobro ali dajem ljudima još prostora da srede šta imaju jer će sigurno biti neke nekompatibilnosti u sejvovima do 1.1.0.0.
sadd, još jedno pitanje, kad ćeš da otvoriš onu temu koju si pominjao za pomoć oko instaliranja stalkersoup i ostalo...?
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Sat 9 Feb 2013 - 13:52
@MarkedOne8 Stalkersoup - 1.1.0.0. verzije je trebao da bude urađen do potkraj januara!(bar je takav plan bio u početku decembra), ali je u međuvremenu TB. pronašao greške u uslovima za pogodke u tijelo, ruke, noge, i glavu, uz to ima problema sa funkcijom spawn-a ljudi i životinja!, jer zasad ne radi još dobro onaj njegov "rank-level-spawn" sistem! - i zbog tog sistema igra je več mnogo lakša nego prije (manji rank - manje anomalija).
Ustvari, je uslove za pogodke/povrede več sredio sada zbog toga treba da se promijene sve postavke (za jakost/udara brzinu/metka/ itd.) u oružiju i imunitet u odijelima!. Sa spawn funkcijom je tako, da je u prošloj zakrpi bilo tog previše a sada u poslednjoj ima odviše malo spawna, pa se i to sada sređuje. U takvom modu se uvijek kada nešto središ pojavi drug problem , koji je bio sakriven odmah iza onog prvog!, ali zbog prvog nije ni došlo do drugog(CTD-itd.) i tako se ti to non-stop.... Kad bih znao tačno kada, rekao bih vama!, ali kako je rekao jednom purke62 - uvijek se nešto događa u takom velikom modu!
Posle toga kad sam obečao tutorijal, pomislio sam da bih možda bilo dobro da napišem jedan program za automatsku ekstrakciju igre, zakrpa, bin foldera!, taj bih program uradio sve sam odvisno što bih bilo stavljeno pored njega i što več postoji u igri! - sada sam na oko 85% gotov sa njim!. Pa bih postavio tutorijal, kad dođe nova zakrpa i kad budem gotov sa njim!
Moram da kažem, da od svih koji me pitate stvari(pomoč) oko Stalkersoup-a, Sunday je najviše odmakao u igri! - po mom mišljenju oko 55% Stalkersoup-a(NS.-Zadatki) zbog toga samo hrabro unaprijed u nove pobjede!!.
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Sun 10 Feb 2013 - 23:18
Jedan mali update sa Steam-a
Quote :
Update I finally completed the respawn/population control system and have taken over all respawns. Turns out that only the vanilla SOC portions of the all.spawn had respawn conditions, rest were full bore on all the time.
There are a few of these respawns that are needed in quests that I have not tested yet. The marsh controllers, bar controllers, hogg's chimera and not sure what else...
Only a new start will get 100% of the new respawns as many are in the all.spawn and get modified by me while being written to the all.sav.
Respawns created in script will start using the new system and now I (and dAVROs) can add unique respawns to the other levels including LDK in free play mode.
Another trick I have added is a respawner toggle that will change what respawns every few game days, no more memorizing where and when things will attack...
Lovin the ai now that all the alife parameters are in the proper range for the engine, made a HUGE difference.
Created another config file, 'perception.ltx'. This file contains the parameters for the ability creatures have to hear sounds. Now creaures can have different abilities, npc should have so so hearing while dogs should have acute hearing...
I will test two more days then I will post 109926, it is crucial for the advancement of this mod that as many of you that can should start new. The whole mod has taken on a new level of performance and feel.
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Mon 11 Feb 2013 - 11:08
Sviježe vijesti oko igre
Quote :
New Game Why is this one so important to start over on?
90% of this mod is based on respawns and only 5% (vanilla SOC) were properly defined. This means that they just always respawned no matter what and this has been caos for me and this mod.
I now monitor and manage 100% of these respawns, even those in the all.spawn. I can stage them, mix them up, and create a very randomized alife now. I even change the mix every other day to insure it is never the same. This is key to the future free play levels as it also provides DYNAMIC respawns that can change each patch or be downloaded via the 'live-pda'.
Many things have been fixed as well, too many to remember so I will need help finding the ones I missed. if it weren't for tester submissions I would never be where I am today. With your help we can get to 1.1.0.0 real soon and start expanding.
MarkedOne8 Pro Spammer
Broj poruka : 956 Datum upisa : 2010-07-04 Lokacija : Vršac Raspoloženje : XD
Subject: Re: STALKERSOUP Mod za SoC Mon 11 Feb 2013 - 13:29