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flexerca Administrator
Broj poruka : 340 Datum upisa : 2012-03-02
| Subject: Re: STALKERSOUP Mod za SoC Fri 1 Feb 2013 - 22:04 | |
| Stalkersoup je pun dobrih fori i ovo je jedna od njih, i zato mi se sviđa. Jedina zamjerka koju imam je da exoskeleti ili neka druga zaštitna odjela gotovo da i ne pružaju nikakvu zaštitu. Neke je stalkere teže ubiti sa kabanicom nego nekog u exo odjelu. |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 1 Feb 2013 - 22:49 | |
| @flexerca Baš na tome se sada ponajviše radi, jer kako sam več jednom ovdje rekao, da su nekada banditi u kordon-u mnogo otporniji na metke nego koji Duty ili čak Monoliti.
Ps. Mislim da če nova zakrpa stiči sutra uveče. |
| | | flexerca Administrator
Broj poruka : 340 Datum upisa : 2012-03-02 Godina : 45 Lokacija : Cazin, BiH Raspoloženje : Ash nazg durbatulûk, ash nazg gimbatul, ash nazg thrakatulûk agh burzum-ishi krimpatul.
| Subject: Re: STALKERSOUP Mod za SoC Sat 2 Feb 2013 - 0:39 | |
| Nadam se da hoće, inače sve ostalo je ok....niti jedan chrash kako sam stavio zadnju zakrpu, što je vrlo pohvalno, samo da ne ureknem |
| | | djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 44 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
| Subject: Re: STALKERSOUP Mod za SoC Sat 2 Feb 2013 - 10:09 | |
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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 2 Feb 2013 - 11:41 | |
| @djordje29 Pošto je u ovom vremenu kad to pišem u Americi još rano jutro, mislim da če po našem vremenu zakrpa stiči pozno uveče!. |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 2 Feb 2013 - 20:50 | |
| @Svi Nekolicina objašnjenja šta je sve urađeno u novoj zakrpi, koja če stiči za par sati! - Spoiler:
- Quote :
Good Morning in the Zone Sorry it didn't post last night, family thing pulled me away.
OK, I need to cover a few things looking at the last few posts...
I have not only fixed the damages/conditions/immunities BUT have also started tweaking them in to the ranges that the ballistics/ai systems expect. I have discovered that the biggest flaw that got me in 109925 was the excess number of bones there actually are. The reason for wimpy creatures and npc were the bones that did not have parameters. They inherited a default which turned out to be set wrong and a hit to the heal was fatal for example. A whole slew of wounded animations are now occuring like they should, including faking wounded and death.
I have radically altered the character ai parameters for combat reactions as they were out of balance to my time factor settings. Bandits will react slightly slower and have a 50/50 chance of missing first shot beyond 40 meters. All NPC that get hit in the arm or leg will react properly and the recovery time is more realistic. You still have to keep moving as they get accurate if you stay in one place too long.
Shotguns will get an overhaul for 109930, they are not so far off in spreads, make sure you are not using the large ball shot as there are only three and they do not spread much.
Many weapons will need their drop characteristic changed as they were compensating for no drop in the ballistics system. I will be consolidating all my ballistics (8 different scripts right now) into a single script for 109940 so you may not want to mess with that yet.
Hidden Slots: this is your inventory/belt system and is going to be re-written for 109950 to control the size and provide proper stacking, drag/drop, sorting and most of all MEMORY PROTECTION.
LOOTING: NPC will pickup a pack you leave on the ground so use care where you drop them. NPC normally will only steal one or two BEST items from a stash at a time. If a lock is used then it will be ignored in search so 1 lock is enough. Mushrooms dissapearing is a mistery to me and I will address it.
Patch 109926 hilites: Uses 64k less heap space at runtime. Improved time slice mechanism that has increased actor update rate from an average of 10-40 to 4-20 ms. Much more expansive combat ai. 11 quest fixes. Expanded protected items list. NEW respawner and population control systems. Removed old SAK cleaner and integrated cleaning into the looting system. Reduced the look radius for NPC looting to stop 'through the wall looting'. Reduced NPC hit power so actor will not swirl through textures so much. Need to fix an issue with packet system then I will post it, by this evening for sure.
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| | | Sunday Experienced
Broj poruka : 74 Datum upisa : 2010-03-24
| Subject: Re: STALKERSOUP Mod za SoC Sun 3 Feb 2013 - 15:19 | |
| Pa ja vidim nigde pečurki u staševima!? Sada postaje logična nabavka katanaca. Muzika u Zoni... |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sun 3 Feb 2013 - 17:08 | |
| @Sunday - Quote :
- Pa ja vidim nigde pečurki u staševima!?
Taj je problem - ako je u stvari uopšte to i problem?, postojao još u prvoj Narodnayi!, redovito sam gubio te pečurke a samo se sa njima moglo nabaviti u Swamp-u municiju za LG-42 Mitraljez!!.. Ps. Ide li Stalkersoup? |
| | | Sunday Experienced
Broj poruka : 74 Datum upisa : 2010-03-24
| Subject: Re: STALKERSOUP Mod za SoC Sun 3 Feb 2013 - 19:20 | |
| Slažem se za pečurke da i nije neki problem,ali interesantno mi da ih skupljam,pogotovo što,kol'ko se sećam,sam nalazio i različite!?Ovo za muziku sam se nadovezao na onaj mejl što sam ti poslao o ''inovacijama'' u S.T.A.L.K.E.R. serijalu. p.s.:Danas igram,posle 2-3 dana pauze,obaveze,a i od sutra pomalo ide na stend baj,moram da se pripremim za nešto što me očekuje za 20-ak dana.Sad pokušavam da doprem do Bistovog PDA,ali mi Owl gine,a ja to ne dozvoljavam,pa igram dok ga ne sačuvam. |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Mon 4 Feb 2013 - 22:40 | |
| @Svi Jedan mali update o tome zašto zakrpa još nije stigla! - Quote :
Update Hit a snag...
I have a log function that tells me the hit callbacks and other combat actions...
Problems found: Because the physics is scheleton based you have to hit a bone, hit the body but not a bone and the hit returned is 'amount 0' and 'bone 0'. This is a problem as that is also returned when you shoot in the direction of an npc but don't hit them, like when they are behind a wall. This was compensated for with the weapons and that is why shotguns do not respond like you think they should and the spread was so tight.
Detailed bone callouts do not function. This means that sub digits like fingers and toes also get reported as 0/0 when hit. Presently the engine properly reports the head, shoulder, arms, legs and feet. All the other bone definitions were causing 0/0 instead of using the default which would return a non 0 value.
I am fixing the callouts so that this will not happen but I need to research the torso issue as shooting an npc on either side of the spine does not hurt him...
Sorry for not releasing the patch but I am sure you want this resolved first as it really is the main problem with weapons, armor and prtective devices.
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| | | PoWeR Master
Broj poruka : 546 Datum upisa : 2011-07-19 Godina : 29 Raspoloženje : OK
| Subject: Re: STALKERSOUP Mod za SoC Mon 4 Feb 2013 - 22:53 | |
| - sadd wrote:
- @Svi
Jedan mali update o tome zašto zakrpa još nije stigla! - Quote :
Update Hit a snag...
I have a log function that tells me the hit callbacks and other combat actions...
Problems found: Because the physics is scheleton based you have to hit a bone, hit the body but not a bone and the hit returned is 'amount 0' and 'bone 0'. This is a problem as that is also returned when you shoot in the direction of an npc but don't hit them, like when they are behind a wall. This was compensated for with the weapons and that is why shotguns do not respond like you think they should and the spread was so tight.
Detailed bone callouts do not function. This means that sub digits like fingers and toes also get reported as 0/0 when hit. Presently the engine properly reports the head, shoulder, arms, legs and feet. All the other bone definitions were causing 0/0 instead of using the default which would return a non 0 value.
I am fixing the callouts so that this will not happen but I need to research the torso issue as shooting an npc on either side of the spine does not hurt him...
Sorry for not releasing the patch but I am sure you want this resolved first as it really is the main problem with weapons, armor and prtective devices.
To se desava i sa vanilom, isto sa sacmarisom Dart i Slug. |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Tue 5 Feb 2013 - 23:10 | |
| @PoWeR Pa.. tako ti je to sa Stalker-om!, TB. redovito nalazi i greške iz Vanila igre!!. I - Quote :
Update OK, I fiqured the bone stuff out, whoever did that part was way off base...
I now have ALL damages/immunities within 0 to 1.0, no more ridiculous values.
Created another new file, criticals.ltx. This file contains the critical bone groups for npc and creatures. Turns out that you must group the individual bones into general bone groups as the engine hit system returns the group bone index and NOT the individual bone indexes. For examples; fingers, hand, forearm and upperarm are the arm group, clavicles neck and head (face features too) are in the head group, spine, waist, tail are in the torso group and thigh, lower leg, foot, toe are in the legs group.
So far I haven't run accross any npc or creature that will die from a hit to the foot anymore. The carpark bandits though have their own settings that are meant to be more difficult to kill than normal bandits, this gives an unrealistic battle as they can take more shots to the chest.
To improve things there I increased the bleeding factor, that means that if you shoot him once and then split, he will bleed to death unless he finds a medkit. I found this to work very well with the carpark and adds more strategy to the battle.
Be careful with wounded now, they react better to wounds and can FAKE it or apply a medkit and get back up.
The drop weapon when hand hit works well except for the fact that the npc will re-equip instantly if he has another weapon. This is probably something that will need better logic scripts so it will be awhile til it's improved.
I am testing today and should FINALY post the patch.
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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 6 Feb 2013 - 15:14 | |
| Da vam kažem, da i ja čekam tu novu zakrpu i u međuvremenu radim na programu, koji če da automatski pravi update za igru, kad mu uz njega staviš zakrpu od TB.-ja!. Jer mislim da če još malo potrajati da dođe do 1.1.0.0. verzije igre, a da bude i za ostale malo lakše koji se ne snalaze baš sa svim tim zakrpama!. I - Quote :
- Update
My new criticals.ltx works like a charm!
Still need a little tweaking but now with these files: 'immunities,damages,condition,criticals', it makes this much easier as it does NOT require a new game. Changes made take affect at run-time when the creature spawns because they are no longer contained in the creature.ltx file which has many settings that only take at game start.
I have lost track of the number of fixes at this point but there are many.
Speed and reduced memory AGAIN...
Many of the berserk ai issues were actually respawn characters or monsters that just should not have been there. I cannot test the whole darn zone before releasing the patch but so far: Cordon starts with normal game creatures, no embankment soldiers yet, only the bridge. Some creatures will not be there yet but will spawn as time goes on. After you return to Cordon from DV then the embankment soldiers, bandits, stalkers and creatures will start respawning but have absolute limits to insure NO overpopulation. Still testing the graduation but so far it has kept up a steady pace of surprises.
I consolidated many of the startup processes into one that has cut down loading times more but I don't have a figure for you.
Testing until I hit at least Pripyat to insure the new respawner is working 100%
AGAIN a WARNING: GPS, more than a few labels will corrupt your save, not sure how many as it is a variable string of tables. If you start getting startup crashes and have several GPS labels then you should try going back to before your last GPS drop.
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| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Thu 7 Feb 2013 - 9:55 | |
| Nove vijesti od TecnoBacon-a - Quote :
Update Having 'loads' of fun...
Have played the start umpteen million times! I finaly know what is wrong in DV escort, captive immediately kills the lead guard on spawn while the other guard is still initialising so he misses the whole thing. I am trying to figure out why this happens but it may take awhile to figure out all the logic involved.
Got the bones all mapped and now understand the hit group mechanics. It is pretty good, someone mixed up on the order though and had the right arm and left leg groups crossed. I have the engine producing all 43 bone hits properly. I had to write a logic script for a bandit that made him stand there and take shots without reacting while issuing hit events. I could aim at each finger and get the right digit number.
One drawback to the engine though is that only the upper spine bone is used for armor calculations. I have an idea though..
Since I know the groupings and can reference what the armor is then I could replenish a percentage of your health and stop any bleeding. You would still get the hit animations but would recover quickly until the armor wears out that is. I can even tell if your arms and hands are protected as well as those that have waist and leg armor. This could be incorporated into the helmet and glove system as they have 90% of the work already done.
Another innovation: Have been talking to dAVROs last couple days and I think we have settled on a way to really randomize load outs while attaining the game play balance that is needed.
If it works as planned then an npc will spawn with the ability to be armed based on level/rank out of a weapons pool. The weapon chosen is automatically paired with the right ammo. Of course we can't just go nukem dukem with them but for sure that means at least a 1 out of 5 weapon choice per npc based on community/rank/level at spawn.
This also means that each time you spawn it will be different.
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| | | MarkedOne8 Pro Spammer
Broj poruka : 956 Datum upisa : 2010-07-04 Lokacija : Vršac Raspoloženje : XD
| Subject: Re: STALKERSOUP Mod za SoC Fri 8 Feb 2013 - 19:12 | |
| Kada će otprilike 1.1.0.0? U kom periodu godine otprilike? Zima, Proleće, Leto, Jesen? |
| | | Sunday Experienced
Broj poruka : 74 Datum upisa : 2010-03-24
| Subject: Re: STALKERSOUP Mod za SoC Fri 8 Feb 2013 - 19:55 | |
| Mišljenja sam da ako čekaš 1.1.0.0 da bi igrao,grešiš.Evo već skoro 2 meseca igram,naš drug sadd pomogne u slučaju nekog grđeg problema i sve,manje više,ide OK.Poslednji peč 9.9.2.5 doneo je neke loše stvari (po meni,mada vidim na forumima da ima igrača kojima ne smeta nešto što meni ne odgovara),ali s obzirom na veličinu moda i kol'ko ljudi radi na njemu,kako i očekivati da bude sve upeglano!?Sećaš se šta je dr.sarajevsky (gde je taj čovek?) pisao kad je počinjao NS https://stalkerbalkanzona.canadaboard.net/t17-2009?Ovo sad što imamo je pesma. |
| | | MarkedOne8 Pro Spammer
Broj poruka : 956 Datum upisa : 2010-07-04 Lokacija : Vršac Raspoloženje : XD
| Subject: Re: STALKERSOUP Mod za SoC Sat 9 Feb 2013 - 9:42 | |
| Čekao sam od Oktobra, čekaću i još koliko treba. Znam da je već sad to dosta dobro ali dajem ljudima još prostora da srede šta imaju jer će sigurno biti neke nekompatibilnosti u sejvovima do 1.1.0.0.
sadd, još jedno pitanje, kad ćeš da otvoriš onu temu koju si pominjao za pomoć oko instaliranja stalkersoup i ostalo...? |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 9 Feb 2013 - 13:52 | |
| @MarkedOne8 Stalkersoup - 1.1.0.0. verzije je trebao da bude urađen do potkraj januara!(bar je takav plan bio u početku decembra), ali je u međuvremenu TB. pronašao greške u uslovima za pogodke u tijelo, ruke, noge, i glavu, uz to ima problema sa funkcijom spawn-a ljudi i životinja!, jer zasad ne radi još dobro onaj njegov "rank-level-spawn" sistem! - i zbog tog sistema igra je več mnogo lakša nego prije (manji rank - manje anomalija). Ustvari, je uslove za pogodke/povrede več sredio sada zbog toga treba da se promijene sve postavke (za jakost/udara brzinu/metka/ itd.) u oružiju i imunitet u odijelima!. Sa spawn funkcijom je tako, da je u prošloj zakrpi bilo tog previše a sada u poslednjoj ima odviše malo spawna, pa se i to sada sređuje. U takvom modu se uvijek kada nešto središ pojavi drug problem , koji je bio sakriven odmah iza onog prvog!, ali zbog prvog nije ni došlo do drugog(CTD-itd.) i tako se ti to non-stop.... Kad bih znao tačno kada, rekao bih vama!, ali kako je rekao jednom purke62 - uvijek se nešto događa u takom velikom modu! Posle toga kad sam obečao tutorijal, pomislio sam da bih možda bilo dobro da napišem jedan program za automatsku ekstrakciju igre, zakrpa, bin foldera!, taj bih program uradio sve sam odvisno što bih bilo stavljeno pored njega i što več postoji u igri! - sada sam na oko 85% gotov sa njim!. Pa bih postavio tutorijal, kad dođe nova zakrpa i kad budem gotov sa njim! Moram da kažem, da od svih koji me pitate stvari(pomoč) oko Stalkersoup-a, Sunday je najviše odmakao u igri! - po mom mišljenju oko 55% Stalkersoup-a(NS.-Zadatki) zbog toga samo hrabro unaprijed u nove pobjede!!. |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sun 10 Feb 2013 - 23:18 | |
| Jedan mali update sa Steam-a - Quote :
Update I finally completed the respawn/population control system and have taken over all respawns. Turns out that only the vanilla SOC portions of the all.spawn had respawn conditions, rest were full bore on all the time.
There are a few of these respawns that are needed in quests that I have not tested yet. The marsh controllers, bar controllers, hogg's chimera and not sure what else...
Only a new start will get 100% of the new respawns as many are in the all.spawn and get modified by me while being written to the all.sav.
Respawns created in script will start using the new system and now I (and dAVROs) can add unique respawns to the other levels including LDK in free play mode.
Another trick I have added is a respawner toggle that will change what respawns every few game days, no more memorizing where and when things will attack...
Lovin the ai now that all the alife parameters are in the proper range for the engine, made a HUGE difference.
Created another config file, 'perception.ltx'. This file contains the parameters for the ability creatures have to hear sounds. Now creaures can have different abilities, npc should have so so hearing while dogs should have acute hearing...
I will test two more days then I will post 109926, it is crucial for the advancement of this mod that as many of you that can should start new. The whole mod has taken on a new level of performance and feel.
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| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Mon 11 Feb 2013 - 11:08 | |
| Sviježe vijesti oko igre - Quote :
- New Game
Why is this one so important to start over on?
90% of this mod is based on respawns and only 5% (vanilla SOC) were properly defined. This means that they just always respawned no matter what and this has been caos for me and this mod.
I now monitor and manage 100% of these respawns, even those in the all.spawn. I can stage them, mix them up, and create a very randomized alife now. I even change the mix every other day to insure it is never the same. This is key to the future free play levels as it also provides DYNAMIC respawns that can change each patch or be downloaded via the 'live-pda'.
Many things have been fixed as well, too many to remember so I will need help finding the ones I missed. if it weren't for tester submissions I would never be where I am today. With your help we can get to 1.1.0.0 real soon and start expanding.
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| | | MarkedOne8 Pro Spammer
Broj poruka : 956 Datum upisa : 2010-07-04 Lokacija : Vršac Raspoloženje : XD
| Subject: Re: STALKERSOUP Mod za SoC Mon 11 Feb 2013 - 13:29 | |
| Vidim ja da će 1.1.0.0 uskoro. Biće to super. |
| | | coolkingeye Moderator
Broj poruka : 100 Datum upisa : 2013-01-06 Godina : 51 Lokacija : Serbia Raspoloženje : boredom = freedom
| Subject: Re: STALKERSOUP Mod za SoC Mon 11 Feb 2013 - 15:00 | |
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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 12 Feb 2013 - 19:00 | |
| Oko jedan dan do nove zakrpe!? i objašnjenje: - Spoiler:
- Quote :
Update Stuck on an issue with info portions that is causing crashes in Radar and Pripyat. Can't seem to isolate the problem, it is in the all.spawn and is triggering something that I have yet to trap. I will work on it one more day and post if fixed or not.
I don't want to wait too much longer as this patch is monumental in it's improvements.
I have established 100% control over all 1134 respawns that are not correctly defined. These respawns did not have parameters for idle spawn time as well as time to next spawn, they just immediately respawned. Some of you have experienced this, boars/snorks that pop out of thin air right next to you. NPC that were dead all of a sudden get back up, etc...
From what I can gather from the web there have been several attempts at fixing this but none really did. It adds a few seconds to the start of a new game as I monitor and fix all these respawns.
I think that when NS was created there was only the SOC style of respawn data which was meager at best. COP added more info and changed the way the idle respawn was specified. SOC used a text form: seldom, medium, often and once. COP used values based on nX3600 minutes and the respawner was not properly identifiing the difference and was defaulting to -1 (spawn once) but the spawn manager was ignoring the -1 and spawning anyway, thus 10+ npc with the same name...
I have redesigned the whole thing to properly determine which form and to assign realistic values to the spawn data. I have also added randomization to make these respawns less predictable, especially where and when. They also are affected by the alife option chosen in the Advanced options menu so you can still PUMP IT UP and they will spawn more frequently and in larger groups.
I have also determined that many respawned NPC lose there logic as their section is renamed to 'respawn' which has no community or logic scripts. These npc tend to either stand idle or start immediately migrating to either Cordon or Pripyat, not sure how I will handle this but there is always a way.
I am adjusting creatures and some npc to the new damages/immunities/conditions/criticals/perception files, dAVROs will do his adjustments after I post the patch but right now I think I have made them overly tough but I will let dAVROs decide for his characters.
I have adjusted some creatures: Snorks, bloodsuckers, gigants, bibliotecs require head shots more than body. Cats, dogs and all small creatures mostly go down on the second shot but may run off and bleed to death. Crows are now a one-shot kill. Others have changed too but you will just have to experience it...
Weapons will need retweaking as many were adjusted to compensate for bad damages/immunities. Some weapons are way over powered while some hand guns are ridiculously weak. I have balanced everything to expect realistic weapon stats, this requires some weapons and ammo to be rebalanced.
Combat is richer now and enemy have more realistic delays and accuracy so 'one shot kills' are less likely but you have to keep moving or they will hone in on you.
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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 15 Feb 2013 - 1:58 | |
| Nadam se, da če sada stvarno da izađe zakrpa po ovim vijestima iz update-a!? - Spoiler:
- Quote :
- Update
Figured it all out!!!
The respawn conditions were being ignored on purpose. because there are 3 different versions of spawns contained in the all.spawn and they didn't know how to compensate properly.
I was going nuts, I fixed the respawners to identify the form of the respawn min/max times to use all three forms. The three forms are: SOC spawns contain text 'once', 'seldom', 'medium' and 'often'. COP spawns are text 'default', 'long', 'medium' and 'quick'. AMK spawns are values standing for game hours in miliseconds.
Now that they are working the reason for the overide is obvious.. They used existing restrictors to control added creatures, ones that caused my headaches were the carpark and garbage bandits for sid. They used Petruha's restrictor to add boars and dogs near the viaduct and when I tried to regulate them it removed the restrictor and Petruha leaves to the carpark and cancels the quest. Same thing in the Garbage, this is a problem for me as I intend to use the proper respawn mechanism. This means that I will have to restart each time I control something that affects a restrictor to insure it does not break a quest.
I will post this patch without messing with too much until I have a chance to play through some of the more questionable areas like ATP, Prpyat and the swamp.
I have perfected the embankment soldiers so they won't appear until after DV. Also have the carpark 100% but new bandits will start to appear again after 12 to 24 hours so hanging around too long in Cordon can be dangerous. There are a few other surprises for those who linger, but that is for you to experience.
Multiple shots to the chest... Turns out that this happens as they use medkits, I could disable them from using medkits but it would be global and I think that is unrealistic. I have been taking on the carpark with different methods and this is what I found... Get a hit or two on a bandit then run to a new location if he is still alive. Move quickly as you have a little time while the bandit recovers.
He may use a medkit and be instantly better but still low on health. He will bleed as they do not use bandages. Next time you confront him he will be weaker and easier to down. Head/neck shots are always a one-shot kill, back is very vulnerable as well. Shoulder/arm/hand shots will either bend him or make him drop his weapon. Leg shots make him kneel or bend forward and give you more time before he recovers. They can fall wounded and then get back up but there is a delay now. Don't forget that they can also fake wounded until you are close then ambush you...
Lastly, keep moving, kill shots take time to hone in on you and have a good chance of missing the first shot. Wounded have even more of a chance to miss. Stay in one place and for sure by the third shot an npc will have you pegged. Snipers and elite forces will never miss a second shot and have a high probability of a first hit so distance is your freind there...
Some creatures like dogs can wander off a ways then bleed to death if they can't find food, can even bleed to death while fighting you which is a bit more realistic.
I am testing a little more then I will post the patch for the weekend. Edit: - Spoiler:
- Quote :
- Update
Things are working so well yet there is always something to get in the way.
I have a problem with the bandit camp quest for sid, only issue that yet it evades me for this patch...
Good note though: every time I have to start over and go all the way to the garbage I get to test and tweak the new alife settings. Now have animals limping and crawling and bleeding to death in the bushes. NPC are much better but now some handguns are way too weak, I set a bandit to have full hit with no immunities or protection and a few handguns take two to three shots which is just not right. I know this as I have a debug message I use called combat that shows me the final hit values registered to what bone and they come out a tenth of any other weapon.
Really want to get you this patch, upsetting me a bit to be delayed from this weekend but not looking good today. It takes me about an hour a test right now but when I find the garbage issue I am sure it is a global one.
1 out of 5 replays still gets a ctd around the tracks, even without the embankment soldiers. I suspect a restrictor but am not going to chase it down for this patch as it is not critical.
Last edited by sadd on Sat 16 Feb 2013 - 20:11; edited 1 time in total (Reason for editing : Dodan jedan update) |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sun 17 Feb 2013 - 12:02 | |
| Možda uveče..., sigurnije u ponedeljak ujutru! - Spoiler:
- Quote :
- Update
Killself, killself, killself...
why do all these npc and creatures kill themselves???...
It made no sense that the engine reported these right after the real death callback, but it does. I decided to check for that condition and abort from the callback procedure to not register them twice.
Big mistake for me, spent two days testing my respawn system over and over and....
All the original quests have been somehow rigged to certain events in the all.spawn (all.sav), I don't understand all of it but I do know that some require this double registration to trigger.
Anyway it all works and works very well, I am adjusting some alife now since it was not my respawner that caused the garbage issue. For those who wish to trash many quests for a non-stop flood, use the hardcore option.
I will test the tweaks tonight and will keep in mind the handguns, I don't use the weapons to make my tweaks. I look at the differences of hit values and bone indexes to judge what a certain creature should be getting where.
Before this re-balance: Damages had values way beyond 100% (1.0 in code), this saturated the formulas they were used in. Criticals: All bones related to the head bone and were thus labelled critical. A shot to the foot was always fatal. NO organization and commonality among ALL settings; damages/criticals/immunities/conditions...
This patch: Settings are all now in the 1.0 range were they belong. New files that organize these setting for easy management. New respawners: Smart Terrain; uses the proper ranges for respawn, I modify those that I feel improve/enhance and randomize the mod by changing their conditions. AMK; change all their conditions and ranges to conform to this mod, some are quest oriented. SAK/DMX/??; Modify all on initialization to fit this mod, many are NS quest oriented.
ALL are controlled and rebalanced, new population control, improvements and many issues resolved.
Post tommorow PM.
|
| | | 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 22 Feb 2013 - 12:02 | |
| Koliko vidim izgleda da će se 1.1.0.0. morati igrati izpočetka? |
| | | MarkedOne8 Pro Spammer
Broj poruka : 956 Datum upisa : 2010-07-04 Lokacija : Vršac Raspoloženje : XD
| Subject: Re: STALKERSOUP Mod za SoC Fri 22 Feb 2013 - 13:42 | |
| |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 22 Feb 2013 - 16:34 | |
| @djordje29 - Quote :
- Koliko vidim izgleda da će se 1.1.0.0. morati igrati izpočetka?
Da, da!, ali češ do tada steči mnogo potrebnog iskustva, pa če ti kasnije mnogo lakše iči @MarkedOne8 - Quote :
- Kad 1.1.0.0 izlazi?
Huh.. Nešto u tome je napisao TB. u jednom postu kojeg ču sada staviti ovdje dolje!! - Quote :
- 109926 is up
It's up...
Also a new bin folder, fixes grass overflow crashes. Supports shader model 2.0, clips at render boundaries instead of texture flipping.
New game not required but only a new game will take full advantage of the new respawners.
Those modding will need to examine the new structure and files for conditions, immunities, damages, criticals, perception, step_manager and terrains.
Motivator has been expanded to identify bones and bone groups properly.
There is a lot of new code to test, the ai is richer and combat is more intense. We need to get feedback in on hits and animations as well as any quest issues.
Kruglov and the DV escort are still flakey and need to have forced updates created to make them work every time. This is on the list for 109930. - Spoiler:
- Quote :
- Bare gamedata
Sorry, missed that last night.
You need the new modders script as there are changes/additions.
Those interested; there is a feature near the bottom of the debug options that will display the delta value of the actor. It displays after the clock in the mini-map and shows the number of miliseconds between updates. 10 to 20 is excellent, binder starts to throttle back when it exceeds 30ms.
Also, you can turn on respawn messages and start a new game to get a complete listing of all the respawns and what I am setting them to.
Another great tool is the combat messages, it will show the hit values and what bone, also wounded and medkit use.
All should get the updated bin folder, it has corrected grass and also an imposed clipping system for limiting the renderer to a maximum distance. This prevents leaks and overruns with very little affect on the scene. If you go to the edge of atp for example you will see a void in the other end of the terrain with your bino's, this is visual only and does not affect collision.
Those tweaking weapons; use the combat messages to see the results of your changes. Several files have been created to centralize and balance immunities, damages and criticals. All creature files have changed, npc now inherit physics from a single source 'm_stalker.ltx', a human has only one form but this was repeated and changed in each npc file causing several forms. Many bones were mixed up and not being used properly, most npc had their right foot switched with their left hand in the hit motivator which was causing weird results.
Sound perception and vision: these were really screwed up, I have created a file 'perception.ltx' which I plan to expand. Right now there are sound perceptions for several npc types and a generic creature with a unique one for dogs (acute hearing).
Many changes and improvements, ai is richer and wounded can go off and bleed to death which is more realistic. The ai will get fine tuned as we test, as well as adjusting any respawns that get in the way of quests. Take a look at the new TB3D_Population_Control.script and also the changes to smart_terrain_params.script.
Alife is different, no embankment soldiers until after DV also no extra bandits (esp. exo suited) at the carpark until after DV.
Rats, dogs and several other creatures have been controlled to respawn at different times and mixtures. There should always be some alife in a level now, I also imposed a minimum distance to spawn so they won't be 'in your face' when they spawn.
I don't recommend setting alife to hardcore until after DV as the creatures and npc will mess the early quests up. When you select hardcore then all respawns are turned on with a standard rate of 12 to 24 hours between respawns. The numbers are internally limited to prevent overpopulation. Dead City killers and assasins will also spawn and start migrating, dolg will head for agro and start to build a faction base there. I am still working on the factions and their bases to prepare for faction wars and coop so there will be some caos still.
The alife system will slowly ramp-up to the hardcore setting automatically while you play. When you become the Collector then hardcore alife kicks in, BUT, setting the hardcore option in the advanced options menu will excellerate the Collector respawns.
New user.ltx file, I have balanced fast bloom to work with this mod. it really enhances the sky as well as causing the over glow on shiny surfaces. I recommend trying it as I think it is a great enhancment.
- Spoiler:
- Quote :
- New files
Those who want to tweak the immunities and damages, etc...
since I moved these parameters into seperate files from the creature files they can be changed and will take immediate affect. You don't have to restart to force them into the all.sav, they get loaded at runtime now. This is significant as it was a great pain to always restart to see the affect of changes.
The mod now defaults to Invulnerable and scarce looting. It also uses the 'NORMAL GAME' style actor files. You can change this easily by just using the options from the 'god mode' folder. 'NORMAL HARDCORE' is the original 100kg carry weight and very realistic immunities and damages. The normal game mode has 150kg and slightly less intense immunities and damages.
New System Character/creature files have been changed extensivly to bring them down into the real ranges the code expects. There has been a lot of parameters that have been removed or consolidated into new files.
Saying this, there will have to be a final balancing of all these characteristics before it is right. I can only spend so much time on it as I am the only one coding and supporting this mod. If you tweak the new files and think it is worth sharing then please submit them so I can see what is most popular out there. Remember that in most of these parameters they are in the range of 1.0 to 0, values above 1.0 just destroy the calculations or saturate them. I have added information in those files about these parameters for you. Health for some reason is from 0 to 200 in the configs but converted to 2.0 to 0 for use in code, I will leave it that way since the configs are already setup that way.
- Spoiler:
- Quote :
- Code:
-
Originally Posted by BadManiac View Post Can we have a discussion about what the actual goal with the mod is, as far as difficulty, weapons and armors are concerned at least? Otherwise multiple different people are going to do the same job, only differently. Can we at least find some common ground how it should be? TB what's your overall goal for difficulty and balance?
This is my thing...
Two years ago Snork from these forums found the version I was playing with and decided to share it. Now I have put in thousands of hours remaking this mod and along the way dAVROs decided to join in and the Collector became a solid part of the mod. My long term goal at this point is to continue with the remake until 100% converted to proper LUA scripting techniques.
I am also working on the engine side of things to support more memory, faster cards and higher shader levels. I would like to continue with the xr3da but would need access to the source to truly make it scream and also use 3.0+ shaders. I am also trying to port DAZ models into the editor. I have been developing on another engine (TV3DA) and may use that for the final on-line system.
I have big plans and the main thrust is getting the code 100% and hopefully generate a new all.spawn. I am also working on the expansion of the game graphs to support the rest of the existing levels and add several more.
I am now going to rely on BETA testers to help with the final balancing. The files are set so that this can be done easily and with commonality as you can see if you mod. dAVROs and I need input now, I just went through the armored group in DV and I think now they are too hard to drop, opinions please.
I da!.., nova je zakrpa več izašla! |
| | | 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 Sat 23 Feb 2013 - 8:27 | |
| Instalirao sam novu zakrpu, ne sviđa mi se što mu curi energija čak i kada stoji i u opšte se ne obnavlja, a energy drink ga samo malo popravi, jel može to nekako da se pegla? |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 23 Feb 2013 - 10:37 | |
| Nešto mu se omaklo u novoj zakrpi pa za sada pomaže save/reload, ali če ubrzo doči mala zakrpa po tom pitanju(i nekoliko drugih)
Ja još nisam imao vremena da testiram novu zakrpu, stoga neznam kako radi ali sam vidio da su taj problem pronašli i na Stalkersoup forumu - Steam. |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 23 Feb 2013 - 15:08 | |
| @Svi Evo malog fix-a za Stamina problem!! - Rešenje za stamina.7z Samo stavite preko gamedata foldera taj gamedata folder! |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 23 Feb 2013 - 19:26 | |
| Objašnjenje za tu grešku (stamina!) i vijesti! TB.- - Quote :
- New Settings
OK, I messed up on the leak power, should be a negative value as it is supposed to regenerate very slowly.
I adjusted hit power as it is used in armor and if you start too low then armor has nowhere to go. All these new values are why ai is starting to work better. there are a few quirks to find and tweak but you can see that things are starting to work.
I have an issue with wounded anims, sometimes npc get back up to lean over and fall or dissapear for a moment before showing up dead on the floor.
I am waiting to see what dAVROs says about the files before I do any more tweaks.
Patch Fix 1 I will post it today.
Leeak Speed: Could a few of you try -0.00001 or even smaller and tell me what you think, run it down then stand still and tell me what regeneration speed seems resonable. Your stamina is supposed to increase when idle or sleeping and from what I can tell this is the right value.
The missing parameters in weapon configs has been a random ctd causer, several parameters are read without checking there existance. This causes a crash in the engine when LUA tries to pass a nil value to it. Everytime a weapon is changed or you view it's stats or a shot is fired, these parameters are read and used.
Solution: Every parameter is verified and if missing is given a default value. This will have to be tweaked by using it as I have no idea which weapons/ammo are missing what and don't have time to find out. This will be in todays fix and I hope to get feedback quickly on any weird overpowered weapons.
I will post a pre-patch fix today with the actor.ltx corrections in it as well as a few others. |
| | | sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Mon 25 Feb 2013 - 18:14 | |
| Novi mali fix za StalkerSoup možete da skinete ovdje- Male zakrpe između velikih i vijesti - Quote :
- Respawns
many of the new respawns are working as planned but there are some that need changing. Yantar has some respawns that are in quests and have to be sorted out of the many that are there. Clearing the snorks will take several days to have spawned them all. Lab is missing two in the tunnel and if you return right away for the decoder quest than it will be void of alife. The creatures that normally spawn for that quest wait for you to have turned in Krug's flashdrive.
I will be adjusting these as they are encountered as that is the only way I will find them. This is a small issue compared to what we have gained from the new code. I am already seeing reactions to the more varied and better populated way things are. I am striving for a Zone with true day and night creature populations. Nights should be scary and unpredictable with only certain types of creatures about. Days should have roaming dog packs and boars hunting for food and an occasional hoard of mutants heading into the swamps...
There will be some surprises with npc as you approach and become the collector, I have started the faction distribution and you will encounter them. Dead City Stalkers are going to start travelling to Garbage and Agroprom and secure those roads. Duty will start to build up in garbage and DV. Monolith and Military will be fighting it out in Prip, NPP, limansk and Red Forrest. Shadowman's Hunters will try to hold the compound in Red Forrest and the ATP should become a non-stop conlict among several groups.
This is just the tip of the iceberg, I don't even know what the free roaming affect will be over time, it uses many random algorithyms while chosing ai options. |
| | | MarkedOne8 Pro Spammer
Broj poruka : 956 Datum upisa : 2010-07-04 Lokacija : Vršac Raspoloženje : XD
| Subject: Re: STALKERSOUP Mod za SoC Tue 26 Feb 2013 - 19:20 | |
| Čekaj, poslednji update je 1.09.9.30... da li to znači da će između ovog i 1.1.0.0 da bude još 14 updatesa? 1.09.9.35, 1.09.9.40, 1.09.9.45... 1.09.9.95, 1.1.0.0 ? |
| | | coolkingeye Moderator
Broj poruka : 100 Datum upisa : 2013-01-06 Godina : 51 Lokacija : Serbia Raspoloženje : boredom = freedom
| Subject: Re: STALKERSOUP Mod za SoC Tue 26 Feb 2013 - 19:27 | |
| - MarkedOne8 wrote:
- Čekaj, poslednji update je 1.09.9.30... da li to znači da će između ovog i 1.1.0.0 da bude još 14 updatesa? 1.09.9.35, 1.09.9.40, 1.09.9.45... 1.09.9.95, 1.1.0.0 ?
Zvuči logično matematički gledajući... |
| | | MarkedOne8 Pro Spammer
Broj poruka : 956 Datum upisa : 2010-07-04 Lokacija : Vršac Raspoloženje : XD
| Subject: Re: STALKERSOUP Mod za SoC Tue 26 Feb 2013 - 20:02 | |
| - coolkingeye wrote:
- MarkedOne8 wrote:
- Čekaj, poslednji update je 1.09.9.30... da li to znači da će između ovog i 1.1.0.0 da bude još 14 updatesa? 1.09.9.35, 1.09.9.40, 1.09.9.45... 1.09.9.95, 1.1.0.0 ?
Zvuči logično matematički gledajući... Da, ali 1.1.0.0 je najavljivan za Januar ili početak Februara. Realno gledajući, ovim tempom će izaći negde na kraju leta. Ne želim da se servira nezavršen mod, ali bih hteo da znam preciznije kada će izaći da se ne nadam uzalud. Šta vredi da svaki dan proveravam kad će, kad će taj mod, ako na primer 1.1.0.0 bude izašao u Julu. |
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