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STALKERSOUP Mod za SoC - Page 10 Icon_minitimeby sadd Wed 20 Mar 2024 - 22:47

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» S.T.A.L.K.E.R. 2
STALKERSOUP Mod za SoC - Page 10 Icon_minitimeby sadd Wed 27 Dec 2023 - 8:47

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STALKERSOUP Mod za SoC - Page 10 Icon_minitimeby puza93 Wed 5 Jul 2023 - 1:23

» S.T.A.L.K.E.R.: Call of Pripyat
STALKERSOUP Mod za SoC - Page 10 Icon_minitimeby Kostov Wed 7 Jun 2023 - 19:17

» [1.0.0] S.T.A.L.K.E.R.: Zov Pripjata — prevod s ruskog i ukrajinskog
STALKERSOUP Mod za SoC - Page 10 Icon_minitimeby Kostov Wed 7 Jun 2023 - 19:17

» [3.0.0] S.T.A.L.K.E.R.: Senka Černobilja — prevod s ruskog i ukrajinskog
STALKERSOUP Mod za SoC - Page 10 Icon_minitimeby Kostov Sat 1 Apr 2023 - 19:58

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 STALKERSOUP Mod za SoC

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flexerca
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Broj poruka : 340
Datum upisa : 2012-03-02

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeFri 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.
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sadd
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sadd

Broj poruka : 928
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Godina : 54
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeFri 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.
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flexerca
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flexerca

Broj poruka : 340
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Raspoloženje : Ash nazg durbatulûk, ash nazg gimbatul, ash nazg thrakatulûk agh burzum-ishi krimpatul.

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeSat 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 Basketball
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djordje29
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeSat 2 Feb 2013 - 10:09

sadd
Kad će zakrpa?
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sadd
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sadd

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeSat 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!.
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sadd
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sadd

Broj poruka : 928
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeSat 2 Feb 2013 - 20:50

@Svi
Nekolicina objašnjenja šta je sve urađeno u novoj zakrpi, koja če stiči za par sati!
Spoiler:
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Sunday
Experienced
Sunday

Broj poruka : 74
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeSun 3 Feb 2013 - 15:19

Pa ja vidim nigde pečurki u staševima!?
Sada postaje logična nabavka katanaca.
STALKERSOUP Mod za SoC - Page 10 3707af569371aea8101be5aa00cb56af5b9647142560647 Muzika u Zoni...
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sadd
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sadd

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeSun 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!!.. What a Face rabbit

Ps. Ide li Stalkersoup? Basketball
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Sunday
Experienced
Sunday

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeSun 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. STALKERSOUP Mod za SoC - Page 10 B2cd70cdcf326ad9d125ab813476d8bb5b9647142575661
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sadd
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sadd

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeMon 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.
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PoWeR
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PoWeR

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeMon 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.
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sadd
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sadd

Broj poruka : 928
Datum upisa : 2012-01-31
Godina : 54
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeTue 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.
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sadd
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sadd

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Datum upisa : 2012-01-31
Godina : 54
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeWed 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.

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sadd
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sadd

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeThu 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.

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MarkedOne8
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MarkedOne8

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeFri 8 Feb 2013 - 19:12

Kada će otprilike 1.1.0.0? U kom periodu godine otprilike? Zima, Proleće, Leto, Jesen?
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Sunday
Experienced
Sunday

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeFri 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.
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MarkedOne8
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeSat 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...?
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sadd
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sadd

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeSat 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!!. Basketball bounce
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sadd
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sadd

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeSun 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.
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sadd
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeMon 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.
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MarkedOne8
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeMon 11 Feb 2013 - 13:29

Vidim ja da će 1.1.0.0 uskoro. Biće to super.
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coolkingeye
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeMon 11 Feb 2013 - 15:00

Jedva čekam 1.1.0.0.
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeTue 12 Feb 2013 - 19:00

Oko jedan dan do nove zakrpe!?
i objašnjenje:
Spoiler:
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeFri 15 Feb 2013 - 1:58

Nadam se, da če sada stvarno da izađe zakrpa po ovim vijestima iz update-a!?
Spoiler:
Arrow Question What a Face

Edit:
Spoiler:


Last edited by sadd on Sat 16 Feb 2013 - 20:11; edited 1 time in total (Reason for editing : Dodan jedan update)
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeSun 17 Feb 2013 - 12:02

Možda uveče..., sigurnije u ponedeljak ujutru!
Spoiler:
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djordje29
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeFri 22 Feb 2013 - 12:02

Koliko vidim izgleda da će se 1.1.0.0. morati igrati izpočetka? scratch
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeFri 22 Feb 2013 - 13:42

Kad 1.1.0.0 izlazi?
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sadd
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeFri 22 Feb 2013 - 16:34

@djordje29
Quote :
Koliko vidim izgleda da će se 1.1.0.0. morati igrati izpočetka?
Da, da!, ali češ do tada steči mnogo potrebnog iskustva, pa če ti kasnije mnogo lakše iči bounce cheers

@MarkedOne8
Quote :
Kad 1.1.0.0 izlazi?
Huh.. Arrow Exclamation Question scratch Cool
Nešto u tome je napisao TB. u jednom postu kojeg ču sada staviti ovdje dolje!!

Quote :
109926 is up
It's up...

Also a new bin folder, fixes grass overflow crashes. Supports shader model 2.0, clips at render boundaries instead of texture flipping.

New game not required but only a new game will take full advantage of the new respawners.

Those modding will need to examine the new structure and files for conditions, immunities, damages, criticals, perception, step_manager and terrains.

Motivator has been expanded to identify bones and bone groups properly.

There is a lot of new code to test, the ai is richer and combat is more intense. We need to get feedback in on hits and animations as well as any quest issues.

Kruglov and the DV escort are still flakey and need to have forced updates created to make them work every time. This is on the list for 109930.

Spoiler:

Spoiler:

Spoiler:

I da!.., nova je zakrpa več izašla!
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeSat 23 Feb 2013 - 8:27

Instalirao sam novu zakrpu, ne sviđa mi se što mu curi energija čak i kada stoji i u opšte se ne obnavlja, a energy drink ga samo malo popravi, jel može to nekako da se pegla?
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeSat 23 Feb 2013 - 10:37

Nešto mu se omaklo u novoj zakrpi pa za sada pomaže save/reload, ali če ubrzo doči mala zakrpa po tom pitanju(i nekoliko drugih)

Ja još nisam imao vremena da testiram novu zakrpu, stoga neznam kako radi ali sam vidio da su taj problem pronašli i na Stalkersoup forumu - Steam.
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeSat 23 Feb 2013 - 15:08

@Svi
Evo malog fix-a za Stamina problem!!
- Rešenje za stamina.7z
Samo stavite preko gamedata foldera taj gamedata folder! bounce Basketball
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeSat 23 Feb 2013 - 19:26

Objašnjenje za tu grešku (stamina!) i vijesti!
TB.-
Quote :
New Settings
OK, I messed up on the leak power, should be a negative value as it is supposed to regenerate very slowly.

I adjusted hit power as it is used in armor and if you start too low then armor has nowhere to go. All these new values are why ai is starting to work better. there are a few quirks to find and tweak but you can see that things are starting to work.

I have an issue with wounded anims, sometimes npc get back up to lean over and fall or dissapear for a moment before showing up dead on the floor.

I am waiting to see what dAVROs says about the files before I do any more tweaks.

Patch Fix 1
I will post it today.

Leeak Speed:
Could a few of you try -0.00001 or even smaller and tell me what you think, run it down then stand still and tell me what regeneration speed seems resonable.
Your stamina is supposed to increase when idle or sleeping and from what I can tell this is the right value.

The missing parameters in weapon configs has been a random ctd causer, several parameters are read without checking there existance. This causes a crash in the engine when LUA tries to pass a nil value to it. Everytime a weapon is changed or you view it's stats or a shot is fired, these parameters are read and used.

Solution: Every parameter is verified and if missing is given a default value. This will have to be tweaked by using it as I have no idea which weapons/ammo are missing what and don't have time to find out. This will be in todays fix and I hope to get feedback quickly on any weird overpowered weapons.

I will post a pre-patch fix today with the actor.ltx corrections in it as well as a few others.
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeMon 25 Feb 2013 - 18:14

Novi mali fix za StalkerSoup možete da skinete ovdje- Male zakrpe između velikih
i vijesti
Quote :
Respawns
many of the new respawns are working as planned but there are some that need changing. Yantar has some respawns that are in quests and have to be sorted out of the many that are there. Clearing the snorks will take several days to have spawned them all. Lab is missing two in the tunnel and if you return right away for the decoder quest than it will be void of alife. The creatures that normally spawn for that quest wait for you to have turned in Krug's flashdrive.

I will be adjusting these as they are encountered as that is the only way I will find them. This is a small issue compared to what we have gained from the new code. I am already seeing reactions to the more varied and better populated way things are. I am striving for a Zone with true day and night creature populations. Nights should be scary and unpredictable with only certain types of creatures about. Days should have roaming dog packs and boars hunting for food and an occasional hoard of mutants heading into the swamps...

There will be some surprises with npc as you approach and become the collector, I have started the faction distribution and you will encounter them. Dead City Stalkers are going to start travelling to Garbage and Agroprom and secure those roads. Duty will start to build up in garbage and DV. Monolith and Military will be fighting it out in Prip, NPP, limansk and Red Forrest. Shadowman's Hunters will try to hold the compound in Red Forrest and the ATP should become a non-stop conlict among several groups.

This is just the tip of the iceberg, I don't even know what the free roaming affect will be over time, it uses many random algorithyms while chosing ai options.
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeTue 26 Feb 2013 - 19:20

Čekaj, poslednji update je 1.09.9.30... da li to znači da će između ovog i 1.1.0.0 da bude još 14 updatesa? 1.09.9.35, 1.09.9.40, 1.09.9.45... 1.09.9.95, 1.1.0.0 ?
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeTue 26 Feb 2013 - 19:27

MarkedOne8 wrote:
Čekaj, poslednji update je 1.09.9.30... da li to znači da će između ovog i 1.1.0.0 da bude još 14 updatesa? 1.09.9.35, 1.09.9.40, 1.09.9.45... 1.09.9.95, 1.1.0.0 ?


Zvuči logično matematički gledajući...
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 10 Icon_minitimeTue 26 Feb 2013 - 20:02

coolkingeye wrote:
MarkedOne8 wrote:
Čekaj, poslednji update je 1.09.9.30... da li to znači da će između ovog i 1.1.0.0 da bude još 14 updatesa? 1.09.9.35, 1.09.9.40, 1.09.9.45... 1.09.9.95, 1.1.0.0 ?


Zvuči logično matematički gledajući...

Da, ali 1.1.0.0 je najavljivan za Januar ili početak Februara. Realno gledajući, ovim tempom će izaći negde na kraju leta. Ne želim da se servira nezavršen mod, ali bih hteo da znam preciznije kada će izaći da se ne nadam uzalud. Šta vredi da svaki dan proveravam kad će, kad će taj mod, ako na primer 1.1.0.0 bude izašao u Julu.
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