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Tajl3r Moderator
Broj poruka : 167 Datum upisa : 2012-10-27
| Subject: Re: STALKERSOUP Mod za SoC Thu 29 Nov 2012 - 19:20 | |
| @Veteran mislim da ne obična zakrpa ali meni sa njom napokon rade stari sejvovi dosad nisu pa ono,ne stignem sve iz početka igrat + toliko je novih igara izašlo trenutno da se uduplam nebi stiga sve |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 30 Nov 2012 - 1:10 | |
| @purke62 Znam da si mi to več jednom rekao, ali tada pa i sada javlja mi jednaki error: fotka 1 i sa klikom na Več informacij: fotka 2 taj folder meni nije dostupan! |
| | | purke62 Osnivač administrator
Broj poruka : 712 Datum upisa : 2010-03-10 Godina : 62 Lokacija : Novi Sivac,Srbija Raspoloženje : <string_table>
| Subject: Re: STALKERSOUP Mod za SoC Fri 30 Nov 2012 - 1:53 | |
| @sadd Izgleda da moram da te ubacim u grupu.Ima nas sedam u grupi i verovatno jedino mi možem da kačimo fajlove na njemu. Još kad bih ja znao kako da te dodam, Koliko se sećam, a to je davno bilo, to je grupa sa MSN, koju smo davno formirali.Ja MSN ne koristim odavno i nemam pojma kako ovo funkcioniše da SkyDrive. |
| | | djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 44 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
| Subject: Re: STALKERSOUP Mod za SoC Fri 30 Nov 2012 - 7:23 | |
| Purke probaj Dropbox jednostavniji je, ja sam SADDu dodao folder i on mi sad ubacuje novitete. |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 30 Nov 2012 - 20:47 | |
| @purke62 Tu je uvijek neki problem sa SkyDrive!, kad sam za TecnoBacon-a napravio da imamo jedan folder za stvari oko Stalkersoup-a, jedva sam to uspio!, ali radilo je samo oko jedan i pol meseca!, onda se opet sve ....! - nije imao više dostupa do tog foldera, a kod mene je stajalo da on može da uređuje fajlove u tom folderu!. Dropbox jeste možda malo nesigurniji ali je toliko lakše radit sa njim, stavit ču ti svoj mail na Pm. pa me dodaj na listu(šalji mi invite direktno sa SkyDrive-a na moj mail i potvrdi -može da uređuje!).
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| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 1 Dec 2012 - 15:23 | |
| @Svi Jedno malo obaveštenje, neču biti dostupan jednu sedmicu, jer idem u posjet sestri(sekici - mislim da se tako kaže?) u Belgiju. Ali ču (koliko budem imao vremena) od tamo da gledam za koji update Stalkersoup-a i staviti ga u Dropbox! A za pitanja, - danas do 21 čas. Pozdrav |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sun 9 Dec 2012 - 15:13 | |
| Pozdrav! Evo mene nazad! Prvo nešto od TecnoBacon-a (GSC-forum) - Spoiler:
- Quote :
- So you know...
The TEAM is myself (LUA, XML, real time systems and overall design concept and initial creator of SS), dAVROs (Collector quests and items, level integeration and creative consultant), Aleks1970 (Tools and Graphic Arts) submissions by others have also helped it grow.
Once all the scripts are completely converted to my methodology I will share the new dynamic content system to modders. This system allows modders to hook in their content and modifications WITHOUT changing the core scripts providing a stable and always functioning game to the player.
Example: Today I have finally perfected the respawn system to always make the right spawn choices and brought the ridiculously out of scale idle spawn times into balance. Noe there are 3 choices in the ingame modders option menu that allows 'alife population:' in 'normal' 'moderate' and 'hardcore', this is changeable anytime ingame and changes there time range from normal = rand(2-3 days), moderate = rand(1-2 days) and hardcore (30m to 12hrs). Normal is the AMK/DMX setting, I prefer hardcore. Minimum spawn time for anything is hard set at 30 minutes as there are many creatures without min/max settings at all.
I am working very hard to catch up to my original schedule but it appears that 1.1.0.0 will come out in Jan or Feb.
It would have been nice to get translation submissions as small parts instead of submitting a whole file and assumming it can just be used, this unfortunately is not the case. I spent arduos months using a translator to do all the 134/135 content as a translation did not exist at the time. I then discovered that the files were too big and needed restructuring which any modder can see.
There is a slew of features already built in to try and reduce the 'your files broke my game' syndrome, shadersettings.txt, TB3D_Modders.script, the ingame menu...
There is also a set of scripts that can be added that are already hooked into the stalker binder timeslice system at every step.
patience and if you have something you really think should be there or be an option then you could do like the weapons, inventory and other parts have been done by people, they get a page and links so that other modders/players know who they are.
Another reason to submit work is to insure it's manged into the on-line system, I am already laying the hooks in the scripts which is changing some key things: inventory must get strongly controlled before coop, especially as players can exchange items and heal each other. PDA needs to be completed to allow on-line access with contact list, text messaging to other PDAs and phone devices plus email. Arsenal and armor managers to translate between platforms with different inventories. SurroBot system that takes over the next available respawn for a joining player to provide near instant entry by a new player...
još jedan (Stalkersoup Moddb) - Spoiler:
- Quote :
Update Now that the mod is getting close to stable, couple cstacks here and there that I am sure are not memory. Anyone who has followed my progress since April 2011 knows that I have eradicated many of them and made this mod fast. Saves are now stable with super fast quicksaves/loads and can contain much more data. More advanced ai and weapons ballistics; weapons/ammo and armor balancing still being worked on with the weapons groups. TODAY: I achieved a new respawn system that is properly balanced for game idle time and prevents ANY bad respawn. I also expanded the in-game modders options menu with 3 alife population options: normal (2-3 days), moderate (1-2 days) and hardcore (30m to 12hrs). There is also a 30 minute minimum for any respawn to prevent the 'spawn in your face' issue. I also added options for the COP Psi effect and in game news. All these options can be changed in-game and take effect immediately.
This finalizes the modders options menu and all other options are going to be made through the multiplayer panels that will be hijacked to allow advanced weather and other things to be easily set. In place of the multiplayer interface now used I am creating the interface as part of the in-game PDA. You will have a contact list and be able to easily link/unlink to the STAKERSOUP server (myspace3d.net) and be able to play with friends or just send them a sms or a text or a tweet or even email them. I will be getting this new respawn and options menu out in 109924 this week.
i jedan mali fix za Stalkersoup db-format i gamedata folder! TB. - TB3D_109923_FIX_1 Moj - Dropbox |
| | | Sunday Experienced
Broj poruka : 74 Datum upisa : 2010-03-24
| Subject: Re: STALKERSOUP Mod za SoC Mon 10 Dec 2012 - 22:11 | |
| Welcome back! Ovaj fix što si sada postavio,jel treba direktno copy/paste celog ''gamedata'' foldera,ili ubaciti fajlove koji nedostaju u odgovarajućim folderima,a stare zadržati?
p.s.:Radi po onome što si mi prošli put napisao u mejlu,hvala! |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Mon 10 Dec 2012 - 23:32 | |
| Kad je zakrpa ili Fix, uvijek se stavlja folder preko foldera (gamedata na gamedata folder) i kad te pita za zamijenu fajlova uvijek potvrdiš za sve!. |
| | | Sunday Experienced
Broj poruka : 74 Datum upisa : 2010-03-24
| Subject: Re: STALKERSOUP Mod za SoC Mon 10 Dec 2012 - 23:51 | |
| Sa ovim novim gamedata folderom izleće na desk: - Spoiler:
* Detected CPU: AuthenticAMD , F15/M11/S2, 2814.00 mhz, 8-clk 'rdtsc' * CPU Features: RDTSC, MMX, 3DNow!, SSE, SSE2
Initializing File System... using fs-ltx fsgame.ltx --found external arch mp_military_2.xdb0 FS: 51348 files cached, 8933Kb memory used. Init FileSystem 2.363287 sec 'xrCore' build 3312, Feb 27 2008
Initializing Engine... Executing config-script "user.ltx"... [d:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\_appdata_\user.ltx] successfully loaded. Starting INPUT device... Loading DLL: xrRender_R1.dll Loading DLL: xrGame.dll * [win32]: free[3031508 K], reserved[31920 K], committed[82236 K] * [ D3D ]: textures[0 K] * [x-ray]: crt heap[18140 K], process heap[664 K], game lua[0 K], engine lua[0 K], render[0 K] * [x-ray]: economy: strings[10648 K], smem[0 K] Executing config-script "d:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\config\default_controls.ltx"... ! cant convert dik_name for dik[26], prop=[ ! cant convert dik_name for dik[27], prop=[ ! cant convert dik_name for dik[39], prop=[ ! cant convert dik_name for dik[40], prop=[ ! cant convert dik_name for dik[43], prop=[ [d:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\config\default_controls.ltx] successfully loaded. Executing config-script "user.ltx"... Executing config-script "d:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\config\rspec_extreme.ltx"... [d:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\config\rspec_extreme.ltx] successfully loaded. Executing config-script "d:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\config\default_controls.ltx"... [d:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\config\default_controls.ltx] successfully loaded. [d:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\_appdata_\user.ltx] successfully loaded. SOUND: OpenAL: enumerate devices... SOUND: OpenAL: EnumerationExtension Present devices DirectSound3D SOUND: OpenAL: system default SndDevice name is DirectSound3D SOUND: OpenAL: All available devices: 1. DirectSound, Spec Version 1.0 2. DirectSound, Spec Version 1.0 3. MMSYSTEM, Spec Version 1.0 SOUND: OpenAL: SelectBestDevice is DirectSound -1.-1 SOUND: OpenAL: Required device: DirectSound. Created device: DirectSound. * sound: EAX 2.0 extension: present * sound: EAX 2.0 deferred: present * sound : cache: 65538 kb, 7609 lines, 8820 bpl Starting RENDER device... * GPU [vendor:10DE]-[device:614]: NVIDIA GeForce 9800 GT * GPU driver: 9.18.13.697 * CREATE: DeviceREF: 1 * Vertex Processor: PURE HARDWARE * Texture memory: 1768 M * DDI-level: 9.0 * GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30) * GPU vertex cache: recognized, 24 * DVB created: 4096K * DIB created: 512K count of .thm files=396 load time=86 ms * distortion: used, dev(30),need(14) * SSample: 1448x1086 * SSample: enabled - r__tf_aniso 16 - r1_tf_mipbias 0. Starting engine... Loading DLL: xrGameSpy.dll * DVB created: 4096K * DIB created: 512K - r__tf_aniso 16 - r1_tf_mipbias 0. * SSample: 1448x1086 * SSample: enabled * GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30) * GPU vertex cache: recognized, 24 *** RESET [101 ms] "d:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\bin\xr_3da.exe" * phase time: 0 ms * phase cmem: 156180 K ..... Scanning Anomolous Activity ..... Loading objects... Loading models... * [prefetch] time: 12677 ms * [prefetch] memory: 0Kb * phase time: 12697 ms * phase cmem: 153780 K SERVER: Starting... * phase time: 100 ms * phase cmem: 153935 K SERVER: Loading A-life Simulator... * phase time: 12 ms * phase cmem: 153935 K Loading ... "deljkone -stalker- talk to bes.sav"... * Loading spawn registry... * 15270 spawn points are successfully loaded * Loading objects... * 34800 objects are successfully loaded ! Cannot find saved game ~~~ smt error: preserve exclusives[atp_flesh1] exc[4] nexc[-1] * Log file has been saved successfully! ! Cannot find saved game ~~~ smt error: preserve exclusives[generators_flesh1] exc[4] nexc[-1] * Log file has been saved successfully! ! Cannot find saved game ~~~ smt error: preserve exclusives[generators_tushkano] exc[6] nexc[-1] * Log file has been saved successfully! ! Cannot find saved game ~~~ smt error: preserve exclusives[generators_snork] exc[4] nexc[-1] * Log file has been saved successfully! ! Cannot find saved game ~~~ smt error: preserve exclusives[sak_lager] exc[4] nexc[-1] * Log file has been saved successfully! ! Cannot find saved game ~~~ smt error: preserve exclusives[val_lager_bandits] exc[28] nexc[-1] * Log file has been saved successfully! ! Cannot find saved game ~~~ smt error: preserve exclusives[bar_visitors] exc[13] nexc[-3] * Log file has been saved successfully! ! Cannot find saved game ~~~ smt error: preserve exclusives[warlab_svobodovzu] exc[20] nexc[-1] * Log file has been saved successfully! * Game deljkone -stalker- talk to bes is successfully loaded from file 'd:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\_appdata_\savedgames\deljkone -stalker- talk to bes.sav' (13.652s) * phase time: 13643 ms * phase cmem: 257391 K SERVER: Connecting... MaxPlayers = 32 * phase time: 86 ms * phase cmem: 257391 K CLIENT: Connecting to localhost... # Player not found. New player created. * client : connection accepted - <> * phase time: 62 ms * phase cmem: 257416 K opening stream... * phase time: 9 ms * phase cmem: 257416 K ..... Searching for Enemy Entities ..... * phase time: 5079 ms * phase cmem: 322411 K ..... Booting up PDA ..... * phase time: 312 ms * phase cmem: 323313 K ..... Scanning for Artefacts ..... * [Loading VB] 65531 verts, 2047 Kb * [Loading VB] 65532 verts, 2047 Kb * [Loading VB] 65530 verts, 2047 Kb * [Loading VB] 24512 verts, 766 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65502 verts, 2046 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 51552 verts, 1611 Kb * [Loading VB] 65530 verts, 2047 Kb * [Loading VB] 62255 verts, 1945 Kb * [Loading IB] 1048572 indices, 2047 Kb * [Loading IB] 1048572 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048572 indices, 2047 Kb * [Loading IB] 1048572 indices, 2047 Kb * [Loading IB] 438036 indices, 855 Kb * phase time: 799 ms * phase cmem: 323615 K ..... Equipping Gasmask ..... * phase time: 942 ms * phase cmem: 326289 K ..... Detecting Radiation Level ..... * [DETAILS] VertexConsts(256), Batch(61) * [DETAILS] 11590 v(20), 6100 p * [DETAILS] Batch(61), VB(226K), IB(35K) * phase time: 88 ms * phase cmem: 326289 K Loading sectors and portals... * Loading HOM: d:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\levels\l02_garbage\level.hom * phase time: 20 ms * phase cmem: 326355 K ..... Loading AI ..... - Loading music tracks from 'l02_garbage_musics'... * phase time: 82 ms * phase cmem: 326381 K ..... Checking Armour ..... - Game configuring : Started - Game configuring : Finished * phase time: 433 ms * phase cmem: 332884 K ..... Detecting Anomalies ..... * t-report - base: 920, 1008468 K * t-report - lmap: 6, 8192 K * phase time: 7547 ms * phase cmem: 332884 K ..... Entering the ZONE ..... * phase time: 26 ms * phase cmem: 332884 K * [win32]: free[1372800 K], reserved[67292 K], committed[1705572 K] * [ D3D ]: textures[1016661 K] * [x-ray]: crt heap[332881 K], process heap[7988 K], game lua[39898 K], engine lua[157 K], render[0 K] * [x-ray]: economy: strings[14998 K], smem[0 K] ! Cannot find saved game ~~~ bstalk load: gd_veteran treasures[true] * Log file has been saved successfully! ! Cannot find saved game ~~~ amkii launcher: loaddata[single_player] ! Cannot find saved game ~~~ amkii launcher: loaddata done size[0] * Log file has been saved successfully! ! Cannot find saved game ~~~ tb3d converting old stalker save[109920] to[109924], returning to the zone... FATAL ERROR [error]Expression : fatal error [error]Function : CInifile::r_section [error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp [error]Line : 342 [error]Description : <no expression> [error]Arguments : Can't open section 'wpn_vepr12'
stack trace:
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| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Tue 11 Dec 2012 - 0:13 | |
| Imaš li u SoC folderu gamedata.dbi ili gamedata folder iz TB3D_NS_MMPatch_1_0_9_9_2_3??, ako ne, prvo stavi jednog ili drugog i onda stavi taj poslednji fix u SoC folder!. |
| | | Sunday Experienced
Broj poruka : 74 Datum upisa : 2010-03-24
| Subject: Re: STALKERSOUP Mod za SoC Tue 11 Dec 2012 - 1:55 | |
| gamedata.dbi sam imao,ali ne i TB3D_NS_MMPatch_1_0_9_9_2_3.Ubacio sam njega,pa ga zamenio sa današnjim fixom,i sada radi! Bravo,hvala! |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Thu 13 Dec 2012 - 14:00 | |
| @Svi Za sve one koji igraju i stigli su do Wharehouses jedna mala napomena!, ubrzo če stiči zakrpa koja sređuje probleme tamo! došlo je do problema, jer je TecnoBacon promijenio skripte - napravio novi sistem za nadzor koliko ima predmeta u igri!, prije je to bio -exploded backpack(backpack restrictor!) koji su prije koristile - backpack restrictor-e za neke od osoba na M.W. i te su osobe onda odlutale na druge mape a zbog igre treba da budu na M.W. Edit: U njegovom mailu meni - Quote :
- that was an error in the restrictor, they used the backpack restrictor to keep him at the entrance
since the restrictor failed he joined the ambush, this is a start game issue, fixed in next patch
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| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 14 Dec 2012 - 19:01 | |
| Jedan update od TecnoBacon-a. - Spoiler:
- Quote :
- Update
ALL quests/actions from start to after dv are working 100%, even the prisoner triggers properly the first time. I am going to test through to the Radar today and am sure that I will solve the Wharehouse issue, has to do with the ded moroz (backpack) restrictor which has been referenced in the all.spawn. I may have to manually edit the all.spawn to remove the name mangling, never seen a decent programmer EVER use the same name for a variable AND a function call! This is called 'mangling' and confuses the hell out of the scripter.
This patch is going to blow your minds... I have optimized/redesigned the weather system to be more dynamic and expanded the save info. Also reworked blowouts to be smoother, give npc more time, rad hit based on the protection level of the hideout...
Many fixes and tweaks, engine updater was always set for a min/max of 1ms for all scheduling, it is this way in ALL mods and the vanilla game. This has turned out to be a BIG mistake; when the scheduler is setting up an action it evaluates the min time against present time and the max based on FM rate. When the time now is equal to the time next then a dilemma occurs in the scheduler and it actually rejects the now and uses the next so the values become 'min > max' so the action/spawn occurs too soon. I have changed this so that the min is always rounded down by .5 so min is always <= max, the ai is more responsive, spawns are always stable and the kick in overall performance is WOW!
Another vast improvement is the protection against bad vectors in the death fall, you will see some npc/creatures dissapear when they die. This is done to any object that transitions to a bad vector in the game map, preventing cstack errors from the scheduler.
Expanded the ingame menu with new options: NV sound on/off, repopulation (normal,moderate,hardcore), Psi effects on/off (COP creature effects), random news on/off (spam), and auto adjust levels (sets vis distance and lighting distance as well as ssa lod sizes when spawning on a level. Presently I set good levels to very high and bad hom levels to 30% or 50%, example; swamp = 30%, Pripyat 50%, cordon = 100%...
Save system now with no limit to save filesize, dynamic content is working like a charm; At any one time the maximum number of allocated objects cannot exceed 65534 with 65535 used as a blanket story id (sid), I now use that array to move objects in/out of the game and am supporting 244,407 story objects in the game. This means that I will be able to expand the zone 4 times it's present size!!!!!
One of the first things I did to utilize the dynamic approach is the radioactive zones, I re-use the same sids for each level. When you spawn I change the locations of the zones without adding new ones to re-use the same memory allocations. This reduced used sids by over 35% and memory use by almost 25% just in that alone.
There are some changes to inventory to fix some quests as well as a couple of logic changes that will only take effect in a new game but old games should still work ok, just will need an info or two given manually during play.
If you get to the wherhouses and the entrance guard is with the ambush or is just missing then you have a save with the bad moroz restrictor and there is no fix for it. As soon as the all.sav is created then the guard starts to migrate since the restrictor is missing and cannot be undone.
I am planning to release the next patch early next week and this should lock in gameplay up to the wharehouses for sure, will attempt to get it 100% through to Pripyat by then.
There is still bad formatting in the news, cstacked twice from cordon to wharehouses with news on, none with news off. I should have time to go through all the news next week and get it ready for the patch after this one. FSS callsigns are now in the name generator for the random news system, also check the roster ingame and let me know if you are a member and don't see your callsign yet.
I added another ESC feature, ESC +/- which sets hypertime (+) and normal time (-). Hypertime is 8 times the normal time, it gets knocked back to normal time if a blowout/hellhour occurs. Using this feature has helped to smooth the weather transitions and speed up testing. It is interesting how even the original developers seem to have misunderstood the 'time_factor' and 'normal_time_factor' variables and how they are used. I have settled on a time factor of 6, 1 real minute = 10 game minutes and the same for the normal time factor. If you use the hypertime (time factor = 480) then you will see that only the time and weather excellerates, stratus clouds still move at the same rate and ai does not change.
I also reduced the hit power of the phantoms by a factor of 10 so your psi will not increase so fast.
The new body parts system is working perfectly, you can still find creatures without a part (grenade blast or direct hit on part) but mostly you will get at least one on most creatures.
back to testing...
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| | | djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 44 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
| Subject: Re: STALKERSOUP Mod za SoC Fri 14 Dec 2012 - 19:30 | |
| sadd je li ovo fix za db format?
https://www.dropbox.com/sh/6g7tqh6w3hr4oty/1kiJ92Boyb/Patch%28zakrpe%29/TB3D_109923_FIX_1.7z |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 14 Dec 2012 - 19:47 | |
| @djordje29 Da, to je mini Fix za db-format i za gamedata folder! Ali nastaje problem ako si kupio koja kola u igri! (greška u vechicles.ltx fajlu) ali sam to več javio TB-ju da se ispravi u naslednoj zakrpi!. Do tada se može koristiti taj Fix i moj ltx fajl vechicles.ltx |
| | | MarkedOne8 Pro Spammer
Broj poruka : 956 Datum upisa : 2010-07-04 Lokacija : Vršac Raspoloženje : XD
| Subject: Re: STALKERSOUP Mod za SoC Fri 14 Dec 2012 - 19:56 | |
| Sadd, zaista ozbiljno planiram da probam ovaj mod.Ne znam da li ću čekati do 1.1.0.0 verzije ili ću ranije da ga probam.Kako god, ja bih vas molio da prvom prilikom ti ili ko to već može, da objedinite sve fajlove i da uploadujete setup.exe.Ja se trudim koliko-toliko da pratim ovu temu, ali mi je zaista nezgodno da razumem kad koji mini ili micro update treba da se stavi. |
| | | djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 44 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
| Subject: Re: STALKERSOUP Mod za SoC Fri 14 Dec 2012 - 20:08 | |
| Nisam još kupio kola. Jel ima i za ovu verziju Tough Guys? |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 15 Dec 2012 - 1:35 | |
| @MarkedOne8 Evo. kolko ja znam trebao bi biti do 1.1.0.0 verzije do oko pokraj januara,ali to još nije sigurno!! do tada i planirram da napravim jedan exe za instalaciju(napravit ču dva - jedan samo za mod!! i drugi kompletnu igru(Mod!)
djordje29 Sam ti igraj dalje! |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 15 Dec 2012 - 17:45 | |
| Novosti iz Stalkersoup Zone - - Quote :
- Update
Tested through Yantar last night and all works except for Kruglov, he still stalls and needs reload to start. This is not consistant and has been traced to bad logic (probably mangled) so I will fix it, it is not a game breaker though.
The mod is moving further away from the NS guides, several quest/stories have been altered to control quest mashing. Fly has several incomplete/incorrect dialogs and actions, le Havre now has dialog to send you onward into the story properly...
Testers are sending in good saves/logs and things are getting tweaked in quickly now. After I release patch 109924 I will organize the armors and start adding seperate hit protection points for all body parts. I am playing around with an action for when you/npc get hit in a helmet that will knock you down but not kill on the first hit. |
| | | PoWeR Master
Broj poruka : 546 Datum upisa : 2011-07-19 Godina : 29 Raspoloženje : OK
| Subject: Re: STALKERSOUP Mod za SoC Sat 15 Dec 2012 - 22:38 | |
| Nevredi ovo sada instalirati jer je tesko,. Nadam se kad izadje 1.1, da nece jedno dugo vreme biti tih "micro mini macro..." patcheva. |
| | | MarkedOne8 Pro Spammer
Broj poruka : 956 Datum upisa : 2010-07-04 Lokacija : Vršac Raspoloženje : XD
| Subject: Re: STALKERSOUP Mod za SoC Tue 18 Dec 2012 - 11:36 | |
| Sadd, čim napraviš exe moda ili ga makar spakuješ u jedan single folder, 99% ga odmah instaliram. |
| | | djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 44 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
| Subject: Re: STALKERSOUP Mod za SoC Tue 18 Dec 2012 - 14:13 | |
| Momci znajte da je mod OOGROOMANN!! (33 mape) i ima da se igra do besvesti ali kada krenete, nema stajanja! |
| | | 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 Tue 18 Dec 2012 - 15:02 | |
| Mod jeste ogroman al ga vredi instalirati i nije uopće teško...kao što kolega djordje29 kaže: 33 mape, hrpa različitih taskova...čak se mogu praviti (kuhati) aretefakti ili od jednog artefakta napraviti jedan još bolji bez negativnih nuspojava (tako što se baci određenu anomaliju) kupiti auto pa ga popravljati itd... Uglavnom, najbolji Mod do sada za sve Stalkere koji vole istraživati i pokazati svoju snalažljivost u Zoni...već sam davno prešao cifru od 400 sati igranja a vjerovatno nisam ni približno blizu kraja jer mi kolega Sadd često napominje na neke nove zadatke i mogućnosti. Za mene najbolji mod do sada...toplo preporučujem svima |
| | | MarkedOne8 Pro Spammer
Broj poruka : 956 Datum upisa : 2010-07-04 Lokacija : Vršac Raspoloženje : XD
| Subject: Re: STALKERSOUP Mod za SoC Tue 18 Dec 2012 - 17:04 | |
| Hvala flexerca na mini-reviewu moda.Voleo bih da još čitam o tome.Jesu to nezavisni taskovi ili su povezani u priči?Da li mod ima novu priču u odnosu na vanila SoC? |
| | | PoWeR Master
Broj poruka : 546 Datum upisa : 2011-07-19 Godina : 29 Raspoloženje : OK
| Subject: Re: STALKERSOUP Mod za SoC Tue 18 Dec 2012 - 19:31 | |
| - MarkedOne8 wrote:
- Hvala flexerca na mini-reviewu moda.Voleo bih da još čitam o tome.Jesu to nezavisni taskovi ili su povezani u priči?Da li mod ima novu priču u odnosu na vanila SoC?
((Ako se nije nesto promenilo))Sve je pomesano i kvestovi; se mogu lako "break" ako ih ne ides redom. |
| | | djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 44 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
| Subject: Re: STALKERSOUP Mod za SoC Tue 18 Dec 2012 - 20:12 | |
| Ne znam šta vas buni oko instalacije, pa imate video klip kako se instalira i šta?
flexerca Na mene je ipak najjači utisak ostavio Priboi story mod, za sad, tj. dok nepređem SOUP |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Tue 18 Dec 2012 - 21:51 | |
| @MarkedOne8 - Quote :
- Sadd, čim napraviš exe moda ili ga makar spakuješ u jedan single folder, 99% ga odmah instaliram.
Možeš i sada to uradit (single folder), - skini ovaj folder STALKER Shadow of Chernobyl i onda samo otpakuješ ta dva 7zip fajla! prvo: - STALKERSOUP_109920.7z onda:- STALKERSOUP_109920_gamedata.DBI i obriši sve 7zip fajlove iz tog foldera kad češ dovršit sa extrakcijom 7zip-a!! - uradi novu instalaciju SoC-a(do 1.0006ww.) i posle toga stavi STALKER Shadow of Chernobyl folder, preko nove instalacije SoC-a!! Kad če biti malo veča zakrpa ja ču uvijek uraditi novi gamedata.dbi fajl sa novom zakrpom u tom fajlu! Stalkersoup ima više linija nezavisnih priča, koje imaju svoje taskove!! može se naravno uzeti taskove sa linija koje su ti trenutačno dostupne(može i taskove sa više linija odjednom - igra ne puca zbog toga!) Prvo počinješ sa Astrologer-om(Stargazer) - pošalje te kod doktora u selo lonera(upoznavanje, bar ja tako kažem) kad popiješ njegov lek, nađeš se u pečini... nađeš minera u pečini, takođe ti da lijek koji ispiješ!, i tek onda se prvo počinje sa nekolicina taskova iz original SoC-a(SoC priča postoji) kad doneseš Sidorovich-u usb od nimbla,počinje igra dodavati prvu liniju taskova(Kostya-stash-evi), ali ima tamo u cordon-u i drugih taskova(Petruha,itd.) onda sve raste i raste i uff raste! Svatko za koga uradiš samo mali zadatak, od njega dobiješ recepte za transformiranje artefakta! , neke recepte za artefakte možeš i kupiti a neke samo sam stvoriti!. Pametno je igrati više linija taskova odjednome, da si smanjiš putovanja u različite dijelove zone(naravno kad več imaš otvorene koje mape u zoni). I Flexerca stvarno vidi koliko je velika zona u Stalkersoup-u, jer sam mu na osnovi njegovih sejva dao da vidi koliko je toga propustio u igri - ali naravno i ja sam, kad sam bio zeleni u NS. i igrao sam ju satima i satima!... i tek kad sam saznao mnogo toga uspio sa je odigrati u oko 400 sati odjednom , a u stvari nisam siguran da nisam što propustio u igri, a Stalkersoup još je mnogo veći!. @PoWeR Kvestovi se slamaju samo: - ako i ne uzimaš kad se ti prvi put pojave! (nekad se pojavljuju samo jedanput kad pričaš sa kojom osobom) - i ako ti koja osoba umire a morala bih biti u životu zbog priče u igri! (ali to je skoro sređeno - stavljen veći imunitet tih osoba na metke i ostalo!). I nešto za vas: - prije prvog polazka u pripjat, ja si uvijek otvaram mape u zoni! 1 Marsh 2 Cordon 3 Agroprom 4 Labyrinth 5 Forgotten Forest 6 Dark Valley 7 Garbage 8 Yantar 9 Rostok 10 Bar 11 Recon 13 ATP 15 Wharehouses 16 Red Forest 17 Radar 20 Old Village To je bilo nešto malo za vas! |
| | | Placenik Veteran
Broj poruka : 407 Datum upisa : 2010-11-07 Godina : 41 Lokacija : Salzburg, Austrija Raspoloženje : Zloglasno
| Subject: Re: STALKERSOUP Mod za SoC Tue 18 Dec 2012 - 22:46 | |
| Kad ce izaci finalna verzija ili ce tako stalno da izlaze zakrpe bez prestanka?Mislim,pitam jer nemam volje da svaki dan provodim samo na instaliranju mikro i makro zakrpa,pa bi sacekao finalnu verziju koja bi trebala da bude ispeglana od svega.Ima li nesto o tome za finalnu verziju ,za njen konacan izlazak? |
| | | PoWeR Master
Broj poruka : 546 Datum upisa : 2011-07-19 Godina : 29 Raspoloženje : OK
| Subject: Re: STALKERSOUP Mod za SoC Tue 18 Dec 2012 - 23:22 | |
| - Placenik83 wrote:
- Kad ce izaci finalna verzija ili ce tako stalno da izlaze zakrpe bez prestanka?Mislim,pitam jer nemam volje da svaki dan provodim samo na instaliranju mikro i makro zakrpa,pa bi sacekao finalnu verziju koja bi trebala da bude ispeglana od svega.Ima li nesto o tome za finalnu verziju ,za njen konacan izlazak?
Kraj Januara pocetak Februara |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Wed 19 Dec 2012 - 0:03 | |
| @Placenik83 Plan je kao je PoWeR rekao, naravno ako če sve iči po planu! TecnoBacon mora da uradi još oko 20% scripta nanovo i onda če biti ispunjen njegov novi script sistem. Zbog toga što je dosada uradio, igra se mnogo brže učitava i mnogo manje ima onih privremenih CTD-ja i ostalog! ali naravno da u tako velikom modu uvijek ima nešto da stvara probleme, pošto svaki igrač igra Stalkersoup na drugi način, ali je to sa novim script sistemom smanjeno na minimum!
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| | | Tajl3r Moderator
Broj poruka : 167 Datum upisa : 2012-10-27 Godina : 37 Lokacija : RH
| Subject: Re: STALKERSOUP Mod za SoC Wed 19 Dec 2012 - 0:57 | |
| Neželim novi topic otvarat ali ako mi može neko usmjerit na nekakav download link za mod Dream Reader The Forbidden Zone,ili ako neko nešto zna o njemu jel preveden na Eng...bija bi jako zahvalan tražio sam ali sve je na ruskom ništa ne razumijem hvala . |
| | | purke62 Osnivač administrator
Broj poruka : 712 Datum upisa : 2010-03-10 Godina : 62 Lokacija : Novi Sivac,Srbija Raspoloženje : <string_table>
| Subject: Re: STALKERSOUP Mod za SoC Wed 19 Dec 2012 - 1:49 | |
| Sam mod je takvog tipa da je nemoguće očostiti sve bagove.Način na koji je Soljanka nastala i kako se razvijala je razlog tolikim bagovima.Soljanka ( sirotinjska ili narodna čorba, bosanci bi rekli "bosanski lonac") je nastala bez čvrstog koncepta i scenarija, u nju su dodavani razni modovi.Kao u sirotinjskoj čorbi, stavljaš sve šta imaš i kuvaš, pa šta ispadne. Kad dodaješ vremenenom razne mini modove, nove mape, nove kvestove, nove funkcije, novi spawn, partikli, teksture, oružje, artefakti, anomalije, NPC-ovi ... neizbežno jeda dođe do nekih kolizija i pucanja igre, najčešće zbog neke sitnice. Barem bi Ajsič trebalo da zna kako je to , pošto je on radio jednu mini soljanku, ali je nije dovršio.Sve što je više ubacivao stvari u mod, sve mu je teže bilo da pronađe razlog pucanja igre.Mislim da se okupe sve poznatije moderske ekipe i plus cela ekipa GSC, nebi mogli sve da ispeglaju. Ipak to nije razlog da se Soljanka (Soup) ne odigra.Uprkos tome što je glavni tok igre isti kao i vanila priča, sve je prepuno inenađenja i nepredvidivo, nepoznato, a pre svega izazovno.Igra počinje na savim drugom mestu od vanile i da bi došao do početka vanila priče, ja verujem da za to vreme može odigra ceo ili barem pola CoD MW3.Samo da dođeš do sela rukija, ima da se namučiš debelo i naigraš, pogotovu ako još uvek imaju oni "stelt specnazi" oko pruge i mosta.Pa onda odlazak u pećinu, pa povratak.Kad odeš na mapu ATP i obaviš sve, to bi bilo dovoljno za većinu modernih igara. Druga je stvar sa Priboi stroy, on je ražen planski, od početka do kraja.Prvo je napravljen čvrst scenario, i posle toga ubacivano sve što je bilo neophodno za priču i koncepciju moda.I pord toga imaju bagovi i problemi sa njim. Morate razumeti jednu stvar, modove ne rade profesionalce da bi očekivali perfektno ispeglan u bug free.Pa ni profi firme ne mogu uvek sve da odrade perfektno.Pogledajte Far Cry 3, već je izašlo nekoliko zakrpa i sve su povelike ( 200-300mb).Što je igra kompleksnija to je teže uradi sve kako treba. Ako se nešto može nazvati kompleksni, to je svakako Soljanka.Igro sam je pre 2 godine, stigao sam do situacije kad treba da pređem u mapu Warehause.Nisim uspeo da nađem prolaz, sve sam pokušavao , i novcem i kvestovima i potragom po mapama da nađem neki fleš ili dokument gde to piše.Nisam uspeo.Verovatno sam nekog ubio pre nego što je trebalo ili je ta verzija bila u vezi tog problema sa greškom. Zamerio bih jedino TacnoBaconu što daje zakrpama nezgrapne i predugačke nazive što ljude dovodi do zbunjivanja.Ko će pohvatati sve to.Da su nekim jednostvnijim nazivima i malim rednim brojevima, verujem da bi ljudima bilo lakše da ukapiraju šta i kako treba instalirati. |
| | | djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 44 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
| Subject: Re: STALKERSOUP Mod za SoC Wed 19 Dec 2012 - 12:56 | |
| sadd evo ga bag kada pritisnem ESC, pa Moders option
[16-9] get_xml_name for[ui_mm_main.xml] returns [ui_mm_main.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] ! Cannot find saved game ~~~ amkii launcher: savedata[single_player] ! Cannot find saved game ~~~ amkii launcher: savedata done size[0] * Log file has been saved successfully! ! Cannot find saved game ~~~ bstalk[109924] save, diff[128] test psize[3654] ! Cannot find saved game ~~~ bstalk: save, diff[128] psize[3654] good * Log file has been saved successfully! * Saving spawns... * Saving objects... * 37004 objects are successfully saved * Game Đorđe_quicksave.sav is successfully saved to file 'd:\program files (x86)\thq\s.t.a.l.k.e.r. - shadow of chernobyl\_appdata_\savedgames\Đorđe_quicksave.sav' [16-9] get_xml_name for[ui_mm_main.xml] returns [ui_mm_main.xml] [16-9] get_xml_name for[scroll_bar.xml] returns [scroll_bar.xml] [16-9] get_xml_name for[ui_amk_options_wnd.xml] returns [ui_amk_options_wnd.xml] FATAL ERROR [error]Expression : xml_doc.NavigateToNode(path,index) [error]Function : CUIXmlInit::InitTabControl [error]File : E:\stalker\sources\trunk\xr_3da\xrGame\ui\UIXmlInit.cpp [error]Line : 712 [error]Description : XML node not found [error]Arguments : form:radio_amk_alife
stack trace:
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| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Wed 19 Dec 2012 - 18:54 | |
| @BsTyler Evo link - igra: - S.T.A.L.K.E.R._Dream_Reader_Forbidden_Zone1.1.7z Update: - Update_DRM_4.0.7z Update_2: - Fails For Update_DRM_4.0.7 i torrent link: - Torrent Nisam našao prevod na Eng. - Igra je za 1.0006 SoC.
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| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Wed 19 Dec 2012 - 19:23 | |
| @purke62 Dobro si to rekao! Ali moram da ti kažem, da je sada Stalkersoup dosta lakše igrati nego prije Narodnaju!, to je zbog novog sistema dodavanja težine (da igra sama upravlja sa anomalijama i drugo) u igri, koja bazira na tačkama koji svaki igrač dobije sa vremenom i dovršenim taskovima u igri - i prema tome kako se ponaša u igri!. i da, još ima onih "stelt specnazi" ispod i oko mosta i naravno da nije dobro da pucaš prema njima, jer komandir ima dva taskova za igrača i prodaje municiju, oružije te medkit! Uz to, jedna napomena za Stalkersoup: onaj ecape teleport za izlazak iz pečine(cave) još ne radi dobro i poslije upotrebe pravi probleme u igri!! Da bude igra posve stabilna, treba da se odigra pečina do Minera i ispiti njegov lek! (za bilo kakva pitanja uvijek sam tu!) @djordje29 Stavi mi molim te uDropbox folder tvoj save fajl kad ti to uradi, - da vidim ako i meni to uradi sa tvom sejv-om. |
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