Subject: Re: STALKERSOUP Mod za SoC Sat 12 Jan 2013 - 17:17
@coolkingeye Pozdrav! TecnoBacon je imao problema na sajtu (bio je napaden sa nekim malware-om skroz youtube!) i jedva je uspio da ugasi svoj sajt, sada čeka da mu kompanija kojoj je platio za mjesto na serveru, očisti taj prostor koji ima na serveru!(nadam se da sam pravilno napisao) i zbog toga neče biti aktivne stranice dok se sve ne sredi!!
nova zakrpa če bit stavljena na TB. - SkyDrive a stavio sam link i u moj potpis! Ima nešto o tome i na engleskom par postova nazad!!
Inače imamo ovdje topic za upoznavanje!, pa bih bilo dobro da nešto više kažeš o sebi.
Edit: Novi update od TB:
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Update Still nothing this morning, why are there no decent server companies out there? I am paying one of the top rated companies for virtual VPS service and they don't even react to a virus threat!!!!!!
Are there any magicians out there that could start a virus/malware scan on a virtual server for me???
I have had all the systems and storage/backup devices scrubbed with vipre and AVG to insure that I have nothing here, all is cool.
It appears that I was very unlucky with my site and made the mistake of testing the toaster link while I was in my server control panel. The trojan is always following pipes and unfortunately it found an opening in mine through that panel. I was unaware as it did not infect my system as all pipes were protected from intrusion here. The other part of the gotcha was the fact that my site is a trusted site here so I was not getting the threat warning like eveeryone else.
I am going to put together a series of downloads to post 109930 on moddb in place of the torrent, it is slow because of the approval period for each file but at least it will get locked in at a good point. I am still going to post 109925 in the repository soon, I will also post some documents that will start explaining the new core and how it works as many out there are frustrated with their own changes not working. You are going to be pleased with how much easier it will be to add your own mod to it while the core stays intact, I am even going to provide several dynamic info-portions that can be used in your mod WITHOUT BREAKING a users save even if they remove your mod and add a different one! The whole intention of a managed mod is to provide a stable non-changing base for users and moders that won't 'break the game' when you add it or remove it.
Last edited by sadd on Sat 12 Jan 2013 - 17:38; edited 1 time in total (Reason for editing : Došao je novi update!)
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 Sat 12 Jan 2013 - 18:05
@sadd Interesuje me da li u StalkerSoup ima oružja koje je default iz vanila igre.Mislim na ruke i animacije, da li su za sve vrste oružja promenjene na ruke iz Clear Sky.Na jednom video sam primetio da je nož na starim rukama iz SOC, samo je stavljena kamuflažna tekstura na rukave.
coolkingeye Moderator
Broj poruka : 100 Datum upisa : 2013-01-06 Godina : 51 Lokacija : Serbia Raspoloženje : boredom = freedom
Subject: Re: STALKERSOUP Mod za SoC Sat 12 Jan 2013 - 22:24
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Sat 12 Jan 2013 - 22:33
@purke62 Za oružje sam siguran da je! - ali su paramatri u .ltx sigurno promijenjeni!!, tako da sad ne znam koje mesh-eve naslovljavaju i koje se texture upotrebljavaju uz to?? - (znam da su texture za ruke u Act folderu!) paa.., ja još moram dosta da učim oko toga..
Ps. ostalo imaš na Pm.
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 Sat 12 Jan 2013 - 23:58
Nisu mi važne teksture već modeli ruku.Uradio sam re-rig za stare ruke.Na skelet od SoC ruku sam dodao meševe od rukaca iz Clear Sky i šake(sa rukavicama) iz CanterStrike:Source.To sam radio isključivo zbog animacije za Toz34 koja mi se najviše dopada iz vanila animacija.Odradio sam toz34, plus neku caravan shotgun lovaru iz FO3:New Vegas, novi model toz34 od SAM61 i BM16 full ( long barrel). Mogu da isprobam i na ostalom oružju, to je najmanji problem te nove ruke nakačiti.Uradiću kasnije jedan video da vidiš kako sad ruke izgledaju.Stale SoC ruke su lowpoly i jako ružnjikave, tu ne pomažu teksture.
A evo kako izgleda BM16 Long barrel na starim rukama:
A ovako izgleda sa novim rukama:
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Sun 13 Jan 2013 - 13:18
@purke62 Znači ti trebaš meševe za oružje i ruke!?? - stavit ču ti meševe iz Stalkersoup-a u dropbox folder. Ustvari, kad budem igrao Stalkersoup napravit ču nekoliko screenova sa različitim oružjem, pa ču ti ih posle staviti u Dropbox folder!. I baš sam se sjetio da u SS ima probema sa animacijom mitraljeza M-134 (ruke)!, dolazi do praznog prostora od između ruka i tijela! - možda zbog FOV faktora, kojeg sada može svaki sam da mijenja??, ali nisam baš tražio po netu za kojom drugom animacijom tog oružja.
I nešto od _dAVROs_-a
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_dAVROs_
Hi Roberos, Jupiter Underground is currently the last map for the Collector. Once TB has sorted out memory leaks, bad code and optimized the NS story then the Collector will be next. We have plans for this and some story themes and direction. I have had a look at adding new maps but this is a BIG task and I just ran out of time. I have thought about adding more Alife to the COP maps - now that alife ID assignmnts have been sorted by TB. Hopefully more to come - but not quite yet!
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Tue 15 Jan 2013 - 17:07
TecnoBacon je već stavio sajt na novi server!, ali još ima ban od Googla i ostalih browser-a (javi zaraženu stranicu). I pored toga se može doči na njegov sajt! - TecnoBacon.com
i nešto od TB.
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Dead all over... There appears to be two reasons that are causing this; first, many characters were spawning with sensetivity to radiation. This was a mistake as the do not heal themselves from it so they slowly die.
second, the respawner started working in 109924 and that uncovered a flaw in it that caused overspawning. It also caused creatures to spawn in areas before main quests were completed. When they spawn you are all the way on the other side of the map (switch distance) or just arriving from another area. The creatures attack the npc and so many are dead or wounded.
I am still testing but so far it looks good, just enetered agroprom for the first time and the soldier was fine this time, not laying injured anymore. I think this may also be what is breaking the DV escort quest. I will test through Pripyat before I am totally sure that there are no other reasons for it to happen before posting the patch.
I am testing the new damages/immunities/conditions files, they use inheritance so that it is guaranteed that all creatures/npc have ALL the data they are supposed to have. So far it is working very well, since bandits inherit from stalkers now it is easy to modify only those parameters that matter. Combat is now much more even, I don't have to hit a bandit more than twice in the chest anymore with my makarov and they don't immediately make a head shot also. The style is still meant to make you constantly move as sitting in one spot will most likely turn fatal.
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Wed 16 Jan 2013 - 23:09
Nešto o tome, koliko če da ima Stalkersoup level-a! TB.
Spoiler:
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a Zone devided The Zone has become a big place, after you have completed level 1 (all NS and start of Collector) things will change.
In level 2 I am planning on redistrubuting some of the factions. I want to have 1 in a level, the bar may not be the same at all and some new factions (like davs ldk factions) are going to take certain areas over, like Backwater which dav pretty much took over already.
There is also level 3 which should have my underground metro between jupitor and npp2 with an exit to the middle of the dead river, should be fun.
There will be notices posted on the boards as things progress that will indicate their presence in the game.
Back to final testing of 109925, just about ready. I did alot this patch but of course there are still things to fix. Now that the ballistics and damages are complete the weapons will need some tweaking again but things are working much better already.
Spoiler:
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Originally Posted by Celice View Post This is something I really love to see in games, but few games ever do it. The best way to provide a new atmosphere in a game without directly making a new level is to revisit old levels in new ways. It would be especially cool if you make sure previously populated, safe areas turn into more dangerous ones to sneak around in, like the bar or early areas. Instilling a sense of fear of the familiar is a great psychological burden many games don't put on their players.
The only thing I'd be cautious of, is would this break quests for certain NPCs from the first level? Being in a different location isn't always a bad thing, but contextually, I know a few quests where meeting objectives made an NPC in the area act. If they're in an entirely different area, that could pose some risks... unless you can teleport NPCs, rather than have them travel around. That bring up another issue: will factions relocating be an instant thing, or will they physically traverse levels to get to their destination? I could see this being a little buggy if NPCs are killed/get stuck on their way. But, it would still be cool to see some nomadic bands of factions wandering the landscape, perhaps as throwaway NPCs?
TB. more dynamic than that, levelling up to 2 requires quests in 0 and 1 to be completed or they cancel. Not to worry though as there will be many new quests available. Some players have achieved level 1 by playing through to it and have already seen some of the migration going on. I just went to Pripyat and ran accross Yurik hunting artifacts there and several mercs headed for Stancia... All alife eventually will migrate to the new locations that will become their new base, I plan on having a faction in Jupitor and maybe even an underground city with a different type of trade system.
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Fri 18 Jan 2013 - 9:25
Nova zakrpa pokraj vikenda!
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Respawns I am sorry about the patch taking longer but because of the bug in 109924 I have uncovered a slew of flaws other than just the negative 1 syndrome that caused the overspawning.
Some biggies that now I can control much better. Now only 1 controller on entering bar for example. Another one is the embankment in cordon, the track patrol that spawn are 5 soldiers that are two aggressive for the start of the game so they don't show until your return from dv. I have many more adjustments I want to do to the zone with this but I know you are anxious to get rid of the overspawns so the patch is comming out for the weekend, just need a few more hours.
I have also improved character ai: First shot hesitation, aim time accuracy, first shot probability per distance/weapon and degredation of actions based on wound condition.
I tested the carpark a dozen times today to insure that they work, now some weapons will need to be tweaked by those groups while I fix functional issues with them.
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Sat 19 Jan 2013 - 12:53
Juče je stigla nova zakrpa za Stalkersoup i več je u BakanZona-Dropbox folderu! Direktan link: - gamedata folder TB3D_NS_MMPatch_1_0_9_9_2_5.7z - gamedata db-format TB3D_NS_DBPatch_109925.7 Jedna napomena!! - u prošloj verziji zakrpe(i jednoj prije), bio je unutra pogreškom stavljen fajl "no_bump_textures.ltx"(textures.ltx), to znači, da igra ne upotrebljava bump fajlove textura! (taj textures.ltx je bio pravljen za lošije kompjutere), a u novoj zakrpi je to ispravljeno (oni koji imate brz kompjuter!, nečete imat problema) i zbog toga ču ja da napravi jednu dodatnu zakrpu sa textures.ltx za sporije kompjutere!, pa čete onda testirat, koji vam bude bolji!
Ps. Ako imate db-format igre i imate u gamedata folderu fajlove koje ste stavili iz prošle verzije options foldera obrišite te fajlove i stavite ponovno fajlove iz novog options foldera - OBAVEZNO! Sve ostalo ide prema ustaljenom redu!, ali če vam kad prvi put učitavate iz starog sejva malo da potraje!, jer script koji čisti nekoristne dijelove iz vaših sejva, treba malo više vremena!!(Sejvovi posle toga mogu biti manji i za pola vrijednosti u Mb!)
I još nešto od TB.
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109925 OK, I did it, stopped working on it and posted the patch...
I am very tired and hope I didn't screw anything up...
The immunities have changed in structure so if you don't want invulnerable than make sure to use the new options folder as the old one will break it.
Also don't use the old weather packs as they don't support the new dynamic weather and blowouts.
I will update the nature pack with the proper alpha templates and post it next week.
If you are using a different shader set then remember to use my cloud cfgs and the cloud.vs (vertex shader) for proper cloud speed.
new game will get the most out of the new patch but old saves will still work.
Be sure to first start a new game to update the all.sav before loading an old save.
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Update Now that 109925 is out I am going to take awhile to step up to 109930 so that contributors can catch up and any issues with the new respawner and cslid corrector can be dealt with.
the new respawner is level based and alife gets started based on certain quest completions: -cordon starts when you return from dv -agroprom, agrou and garbage after you give the barman the documents
the same kind of progression occurs as you keep playing
A new game will show this the most, no embankment soldiers to chase doc and get into a firefight with fox and the doc which messes everything up. Also only the bandits for the carpark quest will be there... they will be after you return from dv so be careful when you head back ti sid's...
After I help get the nature pack updated with the contributor it will get re-posted for you.
My next focus is to complete the rewrite of the last 10% of the scripts and then switch to the faulty weapons, also need to update the optional weathers pack as it does not support the new blowouts and dynamic weather yet.
I am also preparing the final PDA interface to be able to support the 'live-link' for the 'Zone Social Network' which will become the official in-game forum for FSS.
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 Sun 20 Jan 2013 - 21:36
Be sure to first start a new game to update the all.sav before loading an old save.
sadd da li ovo znači da nakon instalacije nove zakrpe treba da pokrenem novu igru kako bi se uradio all save i tek onda mogu da nastavim tamo gde sam stao?
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Sun 20 Jan 2013 - 21:38
Tačno to znači!
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 Sun 20 Jan 2013 - 21:55
Ee jbg, ja sam samo instalirao i pokrenu igru.
edit Ja sam za svaki slučaj napravio kopiju celog foldera save game, zatim sam pokrenuo novu igru kao Marked One i kada je uradio All save ja sam prekopirao moj stari Save game folder, naravno bez starog All save, da li sam dobro odradio?
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Sun 20 Jan 2013 - 22:58
Dobro si uradio!, a možeš si kopiju sejv foldera staviti i u Stari_SS_save.7z.
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 Sun 20 Jan 2013 - 23:05
OK, hvala ti!
LoneStalker Zombie
Broj poruka : 3 Datum upisa : 2013-01-20 Godina : 43 Lokacija : Ruma
Subject: Re: STALKERSOUP Mod za SoC Mon 21 Jan 2013 - 17:47
Pozdrav Stalkeri Nov sam na forumu ali veteran Stalkera sa sigurno preko 300 sati samo Soljanke E sad bih opet da se podsetim i odigram Stalkersoup ali ne mogu da skinem sa dropboxa... ostavio sam download manager preko noći i puklo je na 2GB a nema mogućnosti za nastavak Našao sam da ima na torentu ali ne mrda pošto očigledno nema ni jedan sider. Ima li neki dobar torent link?
Pozdrav
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Mon 21 Jan 2013 - 21:54
@LoneStalker Pozdrav i tebi! U mom potpisu ovdje dolje, ima isto link na - TecnoBacon SkyDrive , pa možeš da probaš sa tim linkom!. Mislim da download manager ne radi dobro, kad vučeš sa njim fajlove sa Dropboxa!, idi fajl po fajl pa onda javi ovdje ako če iči?. Još bih te zamolio da se predstaviš u topicu upoznavanje! - Hvala.
@Svi Novi sajt od TecnoBacon-a je u punom tijeku - tecnobacon.com
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Tue 22 Jan 2013 - 8:16
Jedna informacija oko sejvova!
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Old Saves So far the only submissions have been old saves...
Problem is complex as info portions and quest items make things hard to track.
The bad psi helmet issue will get checked again but I beleive the fix was in 109925 starts.
There were more respawns than we found prior to 109925 that are still in old saves (but not in 109925 starts) to fix.
I need your help here, please say '109925 start' in your subject so that I can get those issues at the top. Those with saves that started prior to 109925 would help by saying 'prior to 109925'.
My bug report system is a sorter that uses your email name and subject to sort my queue. It helps me tremendously, there is no way that I can work and keep up with the forums and email.
There are some good things here and on other forums but they get lost if they are not sent to me too.
The next patch will have whatever fixes are needed as well as a final consolidated 'fixer/cleaner/population controler/save reconciler'. That takes four passes of the object database and will combine them into one pass. This is significant in terms of your load times and will also provide you with a way to set your own creature limits on spawn.
The immunities/damages/conditions/terrains files are being examined by dAVROs and myself and should be all polished up by next patch as well.
There was only one weapon fix in this patch, iron site fix that was submitted, I need more submissions now.
Please use my email for help and feedback as it will be much faster in most cases.
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Tue 22 Jan 2013 - 11:44
@Svi Moj Dropbox je zapao u dnevni limit (ima 20Gb max download-a u jednom danu), stoga če da se sačeka malo!. Mislim da se sam resetuje u oko tri dana (mislim da če to biti sutra).
Ps. Paa.., ne žuri se vam baš tako, zar ne
Freedom for life Novice
Broj poruka : 48 Datum upisa : 2011-09-07 Godina : 29 Lokacija : zona OBRENOVAC Raspoloženje : I just wanna watch the whole world burn ...
Subject: Re: STALKERSOUP Mod za SoC Tue 22 Jan 2013 - 15:51
E jel moguce da se upustvo za ovaj mod sroci u jednu poruku ? ja sam trazio i gledao i svasta nesto ali me ubije u pojam kad izadje 100 linkova i 100 novih nekih patcheva.Moze li se to napisati lepo uradis to to to pa to ?
LoneStalker Zombie
Broj poruka : 3 Datum upisa : 2013-01-20 Godina : 43 Lokacija : Ruma
Subject: Re: STALKERSOUP Mod za SoC Tue 22 Jan 2013 - 17:37
Baš sam neke sreće... skinuo u toku noći sve, ostao samo part 1... sa Skydrive je obrisan a sadd-ovi linkovi nedostupni Ima li još negde da se skine?
Ipak ponovo radi link sa Skydrive-a
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Sat 26 Jan 2013 - 15:54
Posle malo odmora za mene! - u Stalkersoup-u He. He. stavio sam nove fotke u Stalkersoup folder na BalkanZona-Stalkersoup folder
I tu je jedan mali update:
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Update The new fixer/population control system is 100%...
Sorry for the wimpy npc and lack of respawns, these are all improved in next patch.
I was rewriting the amk respawner and while working with the smart terrain I discovered another really bad implementation. I beleived the comment in the smart terrain that sim statistic was required for it to work. Turns out that sim statistic was just filling ram with useless unused data that was there just in case you wanted to print it... I seperated sim statistic out and made it an option to see if the game would run without it and 'happy happy joy joy'. Not only did it improve the speed but I just tested Priyat and at max settings I came in UNDER 2gig ram committed!!!!
There is a bad spawn in the LDK in Dead City which will cause the abort alert in game, this breaks the Collector progress, fixed in next patch.
If you get a message while playing saying that your save file may be corrupt then you should note the number displayed and report it to me. These numbers are imbedded during the real time loop and pinpoint exactly where the error ocurred. Thanks Testers, without your help I would not be so close to Release!
Ps. Odlučio sam, da ču da uradim jedan poseban topic za instalaciju stalkersoup-a!, koji če biti sa svim linkovima do raznih fajlova, a na pitanja ču odgovarati ovdje!!.
Freedom for life Novice
Broj poruka : 48 Datum upisa : 2011-09-07 Godina : 29 Lokacija : zona OBRENOVAC Raspoloženje : I just wanna watch the whole world burn ...
Subject: Re: STALKERSOUP Mod za SoC Mon 28 Jan 2013 - 4:22
Quote :
Ps. Odlučio sam, da ču da uradim jedan poseban topic za instalaciju stalkersoup-a!, koji če biti sa svim linkovima do raznih fajlova, a na pitanja ču odgovarati ovdje!!.
Hvala na uslisenoj molbi pomocice nadam se i drugima jer je sigurno bilo onih poput mene koji se nisu bas snasli sa svim ovim linkovima
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Tue 29 Jan 2013 - 19:09
Kad ču biti gotov sa fajlovima koji još nisu dospjeli do "Mega", napravit ču topic za instalaciju SS!, a do tada ovaj mali update:
Quote :
bandits Taking many shots to the chest Found an issue causing npc to be able to keep getting shot in the chest and not dying.
When you shoot a character in the arm or chest he bends from the hit or goes down on a knee...
During this animation those areas of the body will ignore a second hit until the animation is over. One to the chest and one to the head, for now...
This animation was added by myself and dAVROs so it is most likely just a setting that is wrong, will get with dav and figure it out..
109926 is almost ready, several quest fixes/tweaks and much better balanced damages and immunities. Both damages and immunities in NS were totaly scewed and were the cause of so much tweaking in weapon configs that things are way out of balance.
Someone without ANY knowledge of the inner workings decided they could compensate for the weapons by adjusting damages beyond their range (> 1.0). All this did was saturate the firepower/impact calculations which gave unpredictable results.
I have created a base that is the correct range for both npc and creatures, I also made all npc and creatures impervious to radiation, one of the reasons for wounded and dead all over as they had no healing power against it.
I am testing now and am very pleased, when I tweak a value it really shows, this is what happens when things are in their proper range. Now it is easy to adjust them so that a true balance of power can be acheived.
Sorry about the week npc last patch, since they did not have complete damages and immunities they had areas of the body that were not protected at all.
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Wed 30 Jan 2013 - 0:59
Nova zakrpa če biti u četvrtak!
Quote :
109926 Talked with dav and read your comments...
I will post this patch on thursday, it will not have inventories done. the reason is that dAVROs is creating a flow/tree structure of the levels/storyline. This will establish a way to determine what inventories are appropriate based on level/gameplay. The inventories will be created based on this concept and should satisfy everyone.
My new immunities/damages/conditions changes will be in this patch. A totaly new respawn system that has 100% control over ALL respawns and fixes them prior to building the all.spawn so that they do not need compensation in game. I have reduced memory consumption in the heap by another 64k and stopped another blind cstack causer.
I have played from start to the radar controls without one crash, period. I will continue playing until I have returned as the Collector. Once I have a stable mod up to this point, dAVROs and I will fix/tweak the final portion of 'level 1' the Collector start. The transition from 'level 0' (STALKER) to 'level 1' Collector is going to remain the way it is, we will just make it more cohesive.
I am going to wait until a later patch to do a final solution for the few quests that hang and need a reload so that I can focus on the final parts of NS which have missing peices of code to create.
djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 44 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
Subject: Re: STALKERSOUP Mod za SoC Wed 30 Jan 2013 - 20:52
Ako nategnete kintu za MP3 plejer, a sigurno hoćete, obavezno ga kupite kod matorog Sida, a ima i FM radio. Evo moj video.
MarkedOne8 Pro Spammer
Broj poruka : 956 Datum upisa : 2010-07-04 Lokacija : Vršac Raspoloženje : XD
Subject: Re: STALKERSOUP Mod za SoC Thu 31 Jan 2013 - 12:48
Kunem ti se da sam pomislio da će na 0:07 posle onog efekta da krene ,,My name is" od Eminema. Ovo sa MP3 plejerom je jako dobra stvar. To je pogotovo onima kao što sam ja bitno zbog krvopija i sličnih mutanata i situacija. Ovo me je dodatno kupilo za mod. Samo bih voleo da je HUD malo moderniji ili drugačiji.Ovaj me previše podseća na ostale modove. Da li mogu pesme negde u gamedata folderu da se menjaju ili kako već?
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Thu 31 Jan 2013 - 14:42
@MarkedOne8
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Da li mogu pesme negde u gamedata folderu da se menjaju ili kako već?
Imaš u tom folderu: gamedata\sounds\ogg_player\flash_1 do flash_16!
Tony Moderator
Broj poruka : 101 Datum upisa : 2011-02-10 Godina : 35 Lokacija : Šamac RS/BiH
Subject: Re: STALKERSOUP Mod za SoC Thu 31 Jan 2013 - 18:16
@sadd jel TB mijenjao nesto oko .ogg podrske za xray? Koliko se sjecam im zavrzlama oko toga da se ubaci novi zvuk u xray, nije plug'n'play. Ja sam prije konvertovo sa foobarom iz mp3 u ogg i mijenjo sa nekim free hex editorom header tog fajla da bi radio unutar stalkera. Sjecam se da sam ubacivo sirenu iz Silent Hill-a da se cuje kad ce Blowout.
djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 44 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
Subject: Re: STALKERSOUP Mod za SoC Thu 31 Jan 2013 - 20:29
Evo i Freedom radio
purke62 Osnivač administrator
Broj poruka : 712 Datum upisa : 2010-03-10 Godina : 62 Lokacija : Novi Sivac,Srbija Raspoloženje : <string_table>
Subject: Re: STALKERSOUP Mod za SoC Thu 31 Jan 2013 - 20:38
@Tony Pa barem tebi to nebi smeo biti problem.Svi zvukovi se moraju odraditi kroz SDK, a ti imaš iskustva sa njim.To sa hex editivanjem nije rešenje.Za svaki zvuk je potrebno zadati određene parametre( čujnost na daljinu, vrsta zvuka i tome slično).Prvo trebaš zvuk sačuvati u .wav formatu i to obavezno u mono verziji (44100Hz, 16 bit).Potom ga ubaciš u folader rawdata\sounds.Otvoriš Actor Editor (može i LE), pa ideš na Sounds\Sound Editor i onda edituješ zvuk, zadaješ te komentae.Ako ne znaš kako da stavi parametre, možeš videti pomoću jednog malog programa OggComment kako ti parametri stoje kod sličnih zvukova iz Stalkera.N kraju samo pritisne OK i sačekš da odradi konvertovnja.Kad se ukloni prozorčić, znači da je zvršio.Konvertovan fajl u .ogg formatu ćeš naći u \X-Ray SDK\level_editor\gamedata\sounds. Ako je u pitanju stereo zvuk, onda mora da se radi zasebno levi i desni kanal i dodaje se na kraju naziva _r za desni kanali u _l za levi.Kod CoP je podržan stereo zvuk pa ne mora da se deli na kanale.
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Thu 31 Jan 2013 - 22:29
@Кровосос Koliko ja znam, mislim da TB. sam - ništa nije radio oko tog pitanja.
i jedan uvid o tome na kakav način bih trebao da radi Stalkersoup preko interneta! - kad če bit dovršen naravno.
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it has to have a special server system to support it, does not use the simplified multiplayer hooks that gamespy uses. Actually you will still have the mp system for on-line death maps, my system is integerated into a scheme that gets attached to a 'surrobot' when someone joins your game, you don't join a server. You also are able to communicate with others with your pda even if they are not in your game. You will also be able to send email and text messages, a social network for the Zone.
flexerca Administrator
Broj poruka : 340 Datum upisa : 2012-03-02 Godina : 45 Lokacija : Cazin, BiH Raspoloženje : Ash nazg durbatulûk, ash nazg gimbatul, ash nazg thrakatulûk agh burzum-ishi krimpatul.
Subject: Re: STALKERSOUP Mod za SoC Thu 31 Jan 2013 - 22:41
Biće ovo dobro. Nadam se samo da će server biti malo bliže, ipak daleko je Amerika Malo sam igrao po ruskim serverima, ping je bio katastrofa
PoWeR Master
Broj poruka : 546 Datum upisa : 2011-07-19 Godina : 29 Raspoloženje : OK
Subject: Re: STALKERSOUP Mod za SoC Fri 1 Feb 2013 - 20:25
Imao sam i ja problem sa people soup i zbog toga sam odustao da ga igram: Kod djuti outposta u bazi hteo sam da izadjem(da se vratim u cordon) ali cim krocim ispred kamiona, screen mi pozuti i djutijevci me napadaju!
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
Subject: Re: STALKERSOUP Mod za SoC Fri 1 Feb 2013 - 20:35
@PoWeR
Quote :
screen mi pozuti i djutijevci me napadaju!
Nije to bio problem!, več je igra tako urađena, da ako kročiš u onu anomaliju nekakve providne plave boje postaješ ozračen sa PSI efektom i poslije toga dok ne ozdraviš svi te vide kao da si jedan zombi!! i oće da te izliječe metkima To isto se ti dogodi i sa kontrolerom...
flexerca Administrator
Broj poruka : 340 Datum upisa : 2012-03-02 Godina : 45 Lokacija : Cazin, BiH Raspoloženje : Ash nazg durbatulûk, ash nazg gimbatul, ash nazg thrakatulûk agh burzum-ishi krimpatul.
Subject: Re: STALKERSOUP Mod za SoC Fri 1 Feb 2013 - 22:04
Stalkersoup je pun dobrih fori i ovo je jedna od njih, i zato mi se sviđa. Jedina zamjerka koju imam je da exoskeleti ili neka druga zaštitna odjela gotovo da i ne pružaju nikakvu zaštitu. Neke je stalkere teže ubiti sa kabanicom nego nekog u exo odjelu.