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» [3.0.0] S.T.A.L.K.E.R.: Senka Černobilja — prevod s ruskog i ukrajinskog
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 STALKERSOUP Mod za SoC

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djordje29
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Broj poruka : 339
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeFri 17 May 2013 - 20:36

Ovo još nisam doživeo!!
STALKER SOUP se sam deinstalirao i to kompletno, ništa nije ostalo ama baš ništa!
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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 15 Icon_minitimeFri 17 May 2013 - 22:50

djordje29 wrote:
Ovo još nisam doživeo!!
STALKER SOUP se sam deinstalirao i to kompletno, ništa nije ostalo ama baš ništa!

Ako si imao StalkerSoup na HDD sa sistemom, pođi(obnovi) na prošlu tačku, koju je napravio Win za obnovu sistema!(System recovery)
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djordje29
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djordje29

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeSat 18 May 2013 - 8:06

Džaba, ja sam namestio komp da mi radi System recovery samo unazad par dana, nemam ja onu listu tj. naj stariji povratak na staro mi je 14. 05. a ovo se garant desilo pre tog datuma.
Ja SOUP nisam igrao od 23. 04. kad sam ti se žalio da imam problema sa RAM memorijom, čekao sam da izađe ta zakrpa koja će pegla zauzeće memorije.
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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 15 Icon_minitimeSat 18 May 2013 - 12:31

@djordje29

Ustvari... sa svakom nesrečom dolazi i nešto sreće scratch geek
jer si mi baš 22.04. slao na mail jedan sejv, pa nije baš sve izgubljeno bounce
ukratko, možda je u neku ruku bolje da si instaluješ posve novi StalkerSoup...
Ali kod ponovne instalacije je bolje da ne stavljaš StalkerSoup-a više na sistemski HDD..
- Ps. ovo je najbolje za sve, koji prave novu instalaciju StalkerSoup-a!
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djordje29
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djordje29

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeSat 18 May 2013 - 13:44

Pa kad nema SSD, šta ću moram na HDD.
Pa dobro, sveža instalacija uvek dobro dođe. geek
Nego mi je i sejvove obrisao, ne mogu da verujem.
Da li je moguće da je to sam komp uradio baš zbog onog baga oko RAM memorije, da je to gušilo ceo komp i da je on jednostavno rešio da se sam toga otarasi kako bi sačuvao ostatak sistema?
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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 15 Icon_minitimeSat 18 May 2013 - 14:30

Quote :
Da li je moguće da je to sam komp uradio baš zbog onog baga oko RAM memorije, da je to gušilo ceo komp i da je on jednostavno rešio da se sam toga otarasi kako bi sačuvao ostatak sistema?

Ne.. posve sam siguran da to nije moguće!, prije bi bilo, da imaš problema sa HDD a da još neznaš Arrow Question
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djordje29
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djordje29

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeSat 18 May 2013 - 15:21

Hmm da i to je moguće, mada ne bi trebalo. Odradiću ja jednu proveru, za svaki slučaj.
Nego, šta ti misliš, da ja sad kad je ta situacija takva kakva je, da sačekam da se pojavi prava verzija moda 1.0, ipak je ovo beta?
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purke62
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purke62

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeSat 18 May 2013 - 15:38

djordje29 wrote:
Ovo još nisam doživeo!!
STALKER SOUP se sam deinstalirao i to kompletno, ništa nije ostalo ama baš ništa!
Pojasni malo ovo "deinstalirao".Ako imaš instaliran Stalker SoC regularno, bez obzira na kojoj particiji bilo, onda može samo da se deinstalira cela igra.Ili ja nisam dovoljno pratio temu, pa sad ima neka verzija Soupa sa instalerom.Koliko se sećam ti imaš .db verziju supe, sa dodatnim "gamedata" folderom i izmenjenim folderom "bin".
Ako si sam ubacivao u koren igre .db fajlove sa DropBoxa ili SkyDrive, kao ja, a sad tih .db fajlova nema, onda si u Zoni Sumraka ili si pio neku opaku brlju, pa se sad ne sećaš šta si uradio.
Ako imaš neku verziju sa instalerom, moguće je da si nehotično ti pokrenuo uninstal.exe , ili je to neki program uradio umesto tebe.Davno sam imao neke slične "ZoneSumraka" kad sam koristio neke speedup programe instalirane, koji koji su mi pravili sranje po kompu.Od tada to na moj komp nije ulazilo, niti će.Sam uzme da čisti HDD i obriše mi baš ono što nikako nebi trebalo da mi obriše i ikonice po desktopu i slične budalaštine.
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https://stalkerbalkanzona.canadaboard.net
sadd
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sadd

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeSat 18 May 2013 - 17:01

@djordje29
Quote :
Nego, šta ti misliš, da ja sad kad je ta situacija takva kakva je, da sačekam da se pojavi prava verzija moda 1.0, ipak je ovo beta?
Ako se može vjerovati TecnoBaconu na riječ, onda se sa ovom poslednjom zakrpom došlo do stanja, kad se neče više mnogo mijenjati sam sistem igre(respawn-er itd.), nego če se lijećiti sam StalkerSoup po pitanju: - fali koji fajl, zamijeniti koje texture, ispraviti text, itd...
a zbog tih radnji nije potrebno da se zapoćinje nova igra.
- Mada ja neznam tačno, što če da bude posle izmijene All.spawn fajla Arrow Exclamation Question Wink

@purke62
Ja sam skoro posve siguran da ima greška na HDD, pošto je djordje29 imao StalkerSoup na sistemskom HDD, pa se lako može dogoditi da sistem označi jedan dio diska kao prazan i počne sa zapisovanjem novih fajlova prijeko tog dijela!,
mada ima i nekolicinu malware-a koji ti sakriju fajlove pod postavke -Hidden, System, Administrator rights!, pa u samom sistemu uopšte više na vidiš fajlove koji su skriveni na taj način.
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djordje29
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djordje29

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeMon 20 May 2013 - 8:28

Ma on je meni bio instaliran na D particiji. Ja za deinstalaciju isključivo koristim Revo tako da ne verujem da bi ja to tek tako.
Mislim da se to desilo kada sam uključio Advancd system care da mi malo očisti sistem od škarta.
Video sam da mi je obrisao Fraps i Vista service optimizer ikonicu na desktopu.
Dešavalo se da mi nestane ikona ali ceo program nikad, pogotovo ovako velik kao soup, inače, igra je original.
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StalkerSumadinac
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StalkerSumadinac

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeMon 20 May 2013 - 17:41

Meni se jednom desilo da mi je na pola igranja Avast prepoznao FEAR kao malicious program i izbrisao mi pola fjlova iz igre,nije više bilo šanse da je pokrenem.Jesi li na automatskom update-ovanju-moguće je da je to izvor problema.
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djordje29
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djordje29

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeTue 21 May 2013 - 11:00

Imam Aviru, da ona je na auto updata ali znam da anti virusi i anti spyware programi znaju da blokiraju neke fajlove u igrama, pa ista ne radi kako treba i takođe znaju da okupiraju puno radne snage RAM i CPU što je dosta izražajno kod slabijih mašina, ja njih redovno pogasim!
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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 15 Icon_minitimeTue 21 May 2013 - 21:30

Da ne bude odviše oftopic-a ovdje, jedan update iz zone..
Quote :
Update
So, how about the weather option? It does not change instantly when you select an option in the advanced options menu, it will transition in.

Also the ESC E environment changer has been redone to support the dynamic weather system. AMK weather is obsolete and will actually break the weather system and stay stuck on whatever weather is active.

Using the ESC E changer will be immediate when changed, this provides a simple way for modders to test their weather tweaks. You can use the test template or even create your own and add the name to the environment.ltx in the [weathers] section.

There are some weapon issues that have occured from the new all.spawn preparation, sorry, it will get sorted out quickly.

I am also fooling around with dynamic game graphs, it actually can be done. I am creating a hook that intercepts access to the game graph and injects an external graph point, it works and allows me access to the last levels so I can generate a generic graph for each of them. I am catching level 18 (Darkscape) which does not exist in the graph and providing my own points. So far no crashes and only a few fall throughs from bad culling and collision in the level build.

I hope to create a 'walk and build' system for the game graphs to allow you to create paths for npc/creatures for dynamic content to work with the 'walk and spawn' system.

Several captives are getting load outs that shouldn't, I am adding them to the no load out group for next fix.

The second bloodsucker in DV will not spawn and attack bandits at start.

Blowouts will not occur in DV until after Krysyk is done to prevent bes and demon from attacking the bandit base afterwards.

Weapons are a bit screwed up right now as an old version got mixed with the last major patch by mistake.
It shouldn't take me long to sort it out, fix some things along the way.

will post this fix soon
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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 15 Icon_minitimeFri 24 May 2013 - 20:47

Iz pet malih fixova, uradio sam jednu objedinjenu zakrpu,
link - TB3D_Prepatch_fix_109931_1-5.7z

i pozor! težina je stavljena na hardcore a nosivost odijela na 100Kg
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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 15 Icon_minitimeSat 25 May 2013 - 20:54

Novosti iz zone...
Quote :
Weapons and ballistics
what a mess...

It has become obvious to me that the algo used for final travel ballistics is missing a range modifier for the game environment.

Think about it, real ballistics would mean that most weapons shoot way past your game vision right? Drop at 300 meters is nada for them so the engine does not even follow them after that.

Things like air resistance and tumble hardly matter at all so I think that there may be a correlation to my graph results and that issue.

Test example: Agro tower sniper.
I have the see distance set to 380m which appears to be the falloff point in the engine. I then tracked the detection vision while I walked toward them, not actually seen until 200m.
I then set my sniper aim to 10x and max distance to 3000m, I walked toward them and at 300m they opened fire, backed up and they stopped at 380m. This implies that there is a 10:1 distance compensation going on that is not being accounted for.

This proves the game distance restriction in the engine and why the snipers couldn't see you but other npc could.

SO: I am digging deeper and hope to have a complete idea on how it really works so that I can model the ballistics to compensate.
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coolkingeye
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coolkingeye

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeSat 25 May 2013 - 21:23

sadd wrote:
Novosti iz zone...
Quote :
Weapons and ballistics
what a mess...

It has become obvious to me that the algo used for final travel ballistics is missing a range modifier for the game environment.

Think about it, real ballistics would mean that most weapons shoot way past your game vision right? Drop at 300 meters is nada for them so the engine does not even follow them after that.

Things like air resistance and tumble hardly matter at all so I think that there may be a correlation to my graph results and that issue.

Test example: Agro tower sniper.
I have the see distance set to 380m which appears to be the falloff point in the engine. I then tracked the detection vision while I walked toward them, not actually seen until 200m.
I then set my sniper aim to 10x and max distance to 3000m, I walked toward them and at 300m they opened fire, backed up and they stopped at 380m. This implies that there is a 10:1 distance compensation going on that is not being accounted for.

This proves the game distance restriction in the engine and why the snipers couldn't see you but other npc could.

SO: I am digging deeper and hope to have a complete idea on how it really works so that I can model the ballistics to compensate.

Ako sam dobro razumeo, to znači da te obični NPC mogu uočiti na većoj daljini nego snajperisti što pomalo nije logično. U realnom životu snajperski metak te može pogoditi, a da ni u jednom trenutku nisi ni posumnjao da tu postoji opasnost. Dok obične "borce" i ti primećuješ na logičnom odstojanju, kao i oni tebe. Zar ne bi trebalo da igra stremi ka realnosti?
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Placenik
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Placenik

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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeSun 26 May 2013 - 1:26

On pokusava da igre ide ka realnosti,ali dok je radio test primetio je da NPC vide i primete actora na vecoj udaljenosti nego snajperisti.Kaze da je moguci problem u enginu i nada se da ce resiti u gresku.To je on hteo da kaze.
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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 15 Icon_minitimeFri 31 May 2013 - 19:27

Jedan mali update oko StalkerSoupa
Quote :
No more invulnerable options ho ho ho...

My idea work very well indeed:
I have a list of all the key npc names that are invulnerable.
I put a very small amount of immunity to those npc.
I check this list on hit callbacks.
If npc is in the list then if actor hit him then give wound.
If not the actor then give him full health to conteract the hit (invunerable).
This way you decide for yourself when to take em out, but...

If you decide to help get rid of Skull and his group then YOU must take Skull out as no one else can.

This has been tested through to the barrier with excellent results and the tough guy immunities will be used as the base.

This patch will also have more optimized scripts which gets me down to only a few more. I am not counting mp and the stupid games as they are being replaced completely.
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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 15 Icon_minitimeWed 12 Jun 2013 - 19:26

Pozdrav!
Jedan novi mali update oko StalkerSoup-a

Quote :
Sorry for the silence...

Working on two major issues before this patch:
Pripyat; having to rewrite the logic for the followers at the beginning as the all.spawn will respawn them everytime you enter prip.

Monolith stalkers; they inherit the invulnerable immunities and so far I cannot find the reason. They seemed to be tied to Skull but I changed him but it did not effect the monolith. I am going through all the creature files to try to find this and if not I will migrate the invulns to a new defenition since they are now a group of their own.

Collector start:
This causes the mod to give all main NS quest/play info portions at start. This is very complicated and there are issues such as having info that triggers an event; when you enter the level for the first time it will trigger. I have added collector checks to many of these triggers but there are still more to do and these are what cause the crashes. As I get submissions from Collector players I am able to isolate and correct these issues.
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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 15 Icon_minitimeSun 23 Jun 2013 - 18:01

Posle duže šutnje, neke novosti oko nove zakrpe!

Quote :

Update


More fixes done...

LeHavre turned out to be a stupid oversite by the creator, when the actor is robbed ALL his items are removed.

Problem is that every item that is a quest or action will trigger that action. Sleeping bag invokes sleep menu and teleports will try to activate and also your packet pda which is why you loose your minimap npc spots.

I am changing it to only take items that do not trigger anything, thus leaving you with stuff. I will also change the dialog to match and possibly alter it a bit.

Dying dude in x10 also fixed, wrong dialogs were being given.

xr_medic now redone to work properly in all instances where help by npc should not be given.

Bullet manager and k_pierce properly adjusted to compensate for internal scaling by the engine, damages and hit anims now fully working.

Perceptions also adjusted for internal engine scaling, snipers will track you at 340 meters with a high hit probability at 300m.

I will create 2 versions; hardcore and game mode for perceptions and damages as hardcore is even harder than Misery for COP!

Armor appears to be working properly with the new bullet settings so I will not be changing them this patch.

Still testing a few submissions before posting the new patch.

Edit: Ima li netko ovdje kompjuter na cirilici(srbska) i ima instalovan SoC!?
Trebao bih kroz malo vremena nekolicinu, koji bi testirali - dali se pravilno prikazuju slova u mome programu za instalaciju StalkerSoup zakrpi i igre!?
- Rado bih napravio program sa potpunom podrškom za naš jezik!
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djordje29
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeMon 24 Jun 2013 - 21:47

Čisto da ti se javim, imam ja ali sam u gužvi sa vremenom, jedino da probam da preko vikenda?
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sadd
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeMon 24 Jun 2013 - 22:53

djordje29 wrote:
Čisto da ti se javim, imam ja ali sam u gužvi sa vremenom, jedino da probam da preko vikenda?
Eee, super, onda ču ti do vikenda (petak uviječe) pripremiti dva fajla za test.
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djordje29
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeMon 24 Jun 2013 - 23:27

Ok
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sadd
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeMon 1 Jul 2013 - 13:17

Pozdrav!
Malo novosti oko StalkerSoup-a
Quote :
Update
Spoiler:

Edit:
Quote :
Update 2
Spoiler:


Last edited by sadd on Mon 22 Jul 2013 - 18:47; edited 2 times in total
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sadd
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeThu 4 Jul 2013 - 2:28

Jedan novi..
Quote :
Update
Spoiler:


Last edited by sadd on Mon 22 Jul 2013 - 18:45; edited 1 time in total
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sadd
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeFri 5 Jul 2013 - 9:43

Stigla je nova zakrpa
Quote :
109932 is UP
Finally!!!!

New game optional, it will add more beds and also start the new documents and playboy spawns.

Now with dynamic spawn system fully engaged:
More of the Zone is now populated with radiation zones and anomolies such as Jupiter and Backwater.
This new system will allow me to walk around and create content that can be added to your game without ever causing a new game. This means that the Collector free play is going to start true development as we rise out of the STALKER level BETA stage!

Weather system completed and now all outdoor levels have dynamic weather.

New invulnerable and immortal groups replacing the old invulnerable options folder which will not work now.

Blowouts expanded and now can be deadly to the actor...

Armor piercing corrected and several weapon fixes...

Sound and texture fixes...

100m of NEW CONTENT...

Enjoy!
u StalkerSoup-BalkanZona folderu - TB3D_NS_DBPatch_109932.7z
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PoWeR
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeFri 5 Jul 2013 - 10:54

Zvuci sjajno a sad sacekajmo 1.1 zakrpu cheers 
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MarkedOne8
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeFri 5 Jul 2013 - 23:39

Do 1.1 izgleda ima nekih 68 zakrpa, tj. otprilike 68 nedelja čekanja... nešto više od godinu dana. Sad 
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sadd
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeSat 6 Jul 2013 - 0:04

MarkedOne8 wrote:
Do 1.1 izgleda ima nekih 68 zakrpa, tj. otprilike 68 nedelja čekanja... nešto više od godinu dana. Sad 

Ja osobno vjerujem, da neče biti toliko zakrpi do tada!..

A u međuvremenu još neke vijesti oko poslednje zakrpe
Quote :
109932 starts (unsure of prior) should prevent him from being healed by anyone but you...
BUT, he now has the proper 'fake death' scheme working and has a chance based on game probabilities to spring up and attack.
The mercs spawning happens based on several info portions and may or may not spawn when you go there, they are not attached to the bandit story line at all.

Weapons: As has been discussed throughout this forum is that the vanilla engine IS NOT the same as my engine. It is based on work from many people and incorporates the 1.0008ww multiplayer ballistics system and not an FPS system (vanilla).
To make things even more complicated is the fact that I am using the COP ragdoll physics which depends on a whole different range of hit values than the vanilla ones.
109932 has the k-pierce error adjusted for that caused a saturation hit value if above 0.78 irregardless of protection. This caused weapons groups to trial and error their way to a usable weapon which ended up distorting everything.

I have just spent several weeks testing and graphing the engines actual values and conditions. There are several flaws/shortcommings that now are compensated for. I am not one of the weapon groups, they were submissions. The realistic weapons project is what I used and this is how the engine issues were first discovered. Shotguns for example are set for realism, fine except the game distance IS NOT REAL and thus: super weapon...

I will be working on the weapons files next as they should be rescaled for the 'game distance' and not the real distance. Take snipers (svu) and the toz34, they are more realistic now as they can miss and distance DOES affect them in 109932. They were my test weapons and work with the new distance scaling (1m = 30m) so Rostok snipers see you just past the sms and the tower will shoot at you if he sees you beside the cannister. A sniper can see you at 3km and shoot at you with accuracy at 2km both of which are way beyond any levels border so what would be the point. Now they think you are at 3k when you are at 300 and start shooting below that value. Shure the bullet drops at your feet most of the time at > 280 and is not realistic but it works properly in game. Does this help with understanding why the weapons need to be re-done? They have barrel velocities that are meant to reach between 1000 and 3000 meters and really should be set for 100 to 300 meters. This will cause the drop and penetration values to get into range so the ballistics and protection systems can handle them properly.
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeThu 11 Jul 2013 - 21:00

Jedna informacija o maloj zakrpi(mini-fix)
Spoiler:


Last edited by sadd on Mon 22 Jul 2013 - 18:35; edited 1 time in total
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeThu 18 Jul 2013 - 19:22

Novosti iz StalkerSoup zone..
Spoiler:
Edit: Novi
Spoiler:


Last edited by sadd on Mon 22 Jul 2013 - 18:42; edited 1 time in total
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sadd
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeMon 22 Jul 2013 - 18:40

Pozdrav!
Nekoliko informacija o novoj zakrpi
Quote :
Spoiler:
Oćito neče da bude samo "mali fix" rabbit Cool


Last edited by sadd on Sat 27 Jul 2013 - 14:41; edited 1 time in total
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coolkingeye
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeMon 22 Jul 2013 - 21:30

Jedva čekamo novi fix... :-)
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeSat 27 Jul 2013 - 14:37

Vjesti o novoj zakrpi..
Quote :
Spoiler:

Edit:
Još nešto malo do nove zakrpe..
Quote :
Update
Sorry, late again...

Had to take care of other things but am now back testing the patch and will post tonight, hope hope...

This one is cool, some more things are changing though...

More ai for some key characters that seem to wander about, found Kostya taking a nap in the village because of the rain instead of going to the garbage for instance. I am attempting to add logic that keeps them from wandering into the places you need to go. This way they are not wiping out creatures that you should be dealing with. Just a few to start with but it appears to work well and after you test it for me then I will expand on it. I will need to prioritize a list of those characters and tasks that conflict with each other.

I am loving the new dynamic environment effects, smoke around a fire is a nice touch.
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeSat 27 Jul 2013 - 15:16

Kako se koji problem reši, iskoči novi...
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PostSubject: Re: STALKERSOUP Mod za SoC   STALKERSOUP Mod za SoC - Page 15 Icon_minitimeSat 27 Jul 2013 - 17:04

MarkedOne8 wrote:
Kako se koji problem reši, iskoči novi...
Da.. nažalost, i sada ima najviše problema sa "free play-om", koji je od poslednje zakrpe postao stalno prisutan u StalkerSoup-u!.
Sada likovi u igri mogu da odlutaju na bilo koju mapu u zoni, pa se sada usavršavaju skripte za one likove koji imaju zadatke (ili su sami dio zadataka) za glavnog lika(igrač), da im se spriječi to "lutanje okolo" do završetka/izvršenja tih zadatatka vezanih na njih(i igrača)!
Kako i sami znate potupuni free play za sve likove u Stalkeru skoro nije moguč zbog starog [endžina]
- koliko se sječam je u starim video klipovima sa strane GSC, bio obečan potpuni free-play likova u Stalkeru pa su kasnije tu ideju odbacili te svakom liku u igri dali određenu putanju kdje se može lik kretati (space restrictor).
Zbog svega toga se sada u StalkerSoupu sa raznim dodatnim skriptama pokušava optimizovati učitavanja u memoriju sa željom, da bih se dobilo štoviše slobodnog prostora za dodatne elemente i likove u StalkerSoup-u!.
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