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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31
| Subject: Re: STALKERSOUP Mod za SoC Sun 5 May 2013 - 20:04 | |
| Važno!!! Za sada je za rešenje radijacije treba staviti taj gamedata folder iz ovog - TB3D_Prepatch_fix_109930_1 fajla u SoC folder |
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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 6 May 2013 - 23:35 | |
| Objašnjenje greške oko radijacije - Quote :
- Radiation
OK MY BAD.....
I spaced out on this one for sure...
When I added the radiation_factor to the options I made a mistake in the delta assignment back to the player and compounded it by mistake...
i.. - Quote :
- Flickering Monsters
Problem was in the xr_spawner, surprise creatures were getting stuck in a respawn loop due to an error in the hardcore alife option.
109930_2 is in the prepatch fixes, does not effect saves so keep on playing. a ovdje je i taj poslednji fix - TB3D_Prepatch_fix_109930_2.7z Sve su zakrpe isto tako u StalkerSoup-BalkanZona Dropbox folderu!, jedino još nisam sredio sa Mega.. |
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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 9 May 2013 - 20:37 | |
| Update iz StalkerSoup zone - Quote :
- There is an issue with unterm that has some npc (I think killers) that are immortal and shouldn't be. They are using the description from one of the key character descriptions, dAVROs is checking it for us.
I have been playing with perceptions and finding out some really interesting stuff: AMK, LURK, OGSE and other mods dissable most of the perceptions that make this game awsome... I suspect that that was the only way they could keep the npc stable but it makes the game more like an FPS and not very realistic.
The reason that so many npc ignore creatures even when attacked has to do with this: 0.0 in the ignore monster threshold and panic threshold making them stand there and do nothing. I am establishing a combination of traits that really get reactions from all npc, challenge is to keep them where they need to be for quests. Many of the new quests are piggybacked on existing restrictors which is another problem, if you complete the quest the restrictor is attached to then the restrictor is removed and the other npc will now roam free. A good example of this is in Cordon; the carpark assault group is held there by the dogs/boars restrictor at the viaduct. If you go and kill all the dogs and boars before you go to the cave then when you return from the cave the carpark assualt will be over as soon as you get the quest from sid. Kalmyak and others are also effected by this problem, still determining what restrictors they are attached to. I am going to create new restrictors for these locations so this will stop happening.
The fix I will post today will contain a few fixes and new settings for perceptions that are working much better, not perfect yet but with feedback I should get them honed in quickly.
There are some quests still not working that I am also addressing but some of these are really messed up or crossed with other quests and will take some time to rework.
Will give another update before it is posted |
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PoWeR Master
Broj poruka : 546 Datum upisa : 2011-07-19 Godina : 29 Raspoloženje : OK
| Subject: Re: STALKERSOUP Mod za SoC Thu 9 May 2013 - 21:06 | |
| NPCovi znaju ignorirati i anomalije.... |
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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 10 May 2013 - 0:57 | |
| - PoWeR wrote:
- NPCovi znaju ignorirati i anomalije....
I ne samo to!.. Update_2 - Quote :
- Combat ignore is a bunch of...
I am getting things working but what a pain...
to get npc to react to creatures when they are close or attacking takes some real fine tuning. It just isn't very realistic to see a bloodsucker attack a guard and the guard just stands there, problem is that it is real easy to have quests dissrupted. I used the carpark for a test, if I leave the enemy thresholds at 0.0 like they are now then everything is fine. If I use values like OGSE then everything goes nuts, attackers start immediately and the bandits run away...
I now have the thresholds at 0.0001 and what a difference, the attackers stay put unless a dog runs right through them, then they attack it and go sit back down and wait. I can attack the carpark and the attackers stay put, if I run back toward the hill and the bandits chase me then the attackers come to my aid. If I can shoot a bandit in the arm twice and make him drop both weapons then he will run away but only for cover and then look for a new weapon. I have yet to have a permanent runaway bandit like we used to have.
I am also working on perceptions so that your visibility and ability to sneak are improved. |
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PoWeR Master
Broj poruka : 546 Datum upisa : 2011-07-19 Godina : 29 Raspoloženje : OK
| Subject: Re: STALKERSOUP Mod za SoC Fri 10 May 2013 - 10:51 | |
| - Quote :
I am also working on perceptions so that your visibility and ability to sneak are improved. Sjajne vesti , to je stalkeru nedostajalo!!! |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sun 12 May 2013 - 12:31 | |
| Posle kraćeg odsustva nešto "malo" iz StalkerSoup zone- Spoiler:
Update
This is agravating...
I am pulling my hair out over the wharehouses again...
There is something that happens in Yantar that kills the barrier and guard respawns, even the trigger to help protect the barrier fails...
I also found a bug with LeHavre, there is an item 'binocular_a' that is spawned by the all.spawn that does not work and looks like a flashlight. This item is being used as a quest item 'bag-o-weed' and should not spawn, it causes a crash when in your inventory when you talk to LeHavre after the poison. I have put it in the fixer so it gets removed on actor spawn.
The wharehouses is suffering from some kind of info portion condition, I am trying to isolate the exact one now.
I did a test where I jump straight to the wharehouses after the carpark and all the npc are there and the trigger works so it definately is something that happens during the playthrough.
I am seeing the respawns happening in garbage and elsewhere which is also strange that some of you aren't getting them.
Carpark bandits and the railway embankment soldiers respawned on que after the return from DV and they are the most difficult to control so I know it is working.
Back at it, will keep you updated... ........................................................................................................................................................................................................
Update 2 You are gonna hate me for this...
Just before I posted the patch I added the alife options to the respawner. I did something I usually frown upon, I copy/pasted from the online update to the offline update after adding the code to the online update...
This was just stupid of me as it also put the spawn once condition (-1) into the offline check.
What this did was to not spawn them on game start but set their spawn once condition to true. Thus when it is time for them to go online the respawner thinks they already are spawned and skips them.
I am not able to find a way to fix it in existing saves without checking for every one of them individually which is not pheasable.
You will have to start over to get it working right, I am REALLY SORRY for this mistake...
I also made a non-critical mistake in merging the torrent patch so I am going to post MMPatch 109931 to fix them.
This will be the last time a new start will be needed I promise, it was one of those 'assume' situations if you know what I mean.
Again, sorry... ........................................................................................................................................................................................................
Update 3 The torrent version is posted on ModDB, only thing I could ever get posted, takes sooooo long...
I have already placed it in the LEGACY folder which should clue most people in right away...
Respawns are not working because I broke the code.
Emabnkment soldiers are respawns as most everything is, this is part of the complication for me. Many main characters/groups have identical respawns, I delete them from the game on start using my fixer, then I catch and modify the respawn data and add a condition that they do not respond until after DV docs is done. The carpark additional bandits do not respawn until after the carpark quest is done. I do this as the carpark extra bandits made it too difficult and it was too easy to loose one of the quest bandits, the embankment soldiers would kill the boars and then attack Fox's group which I also reduced as they killed all the dogs and would heal Fox before you could.
Unfortunately a new game is the only way to fix it when I post 109931 but there are some other fixes and improvements that will sweeten the pot...
I am testing some tweaks from dAVROs and then will post the patch. I nekoliko informacija u posve novom "Inventory" sistemu- Spoiler:
Load Outs
I was looking at the expanded load outs and there is a problem:
These are load outs not looting, they only are used on spawn to balance combat, looting is done by the death manager on npc death.
Also the extras are for weapon addons, the inventory files are for misc items so now too much stuff occurs.
Also having all ten extras in all files means much slower loading times.
Another problem encountered is having items that were not meant to be available to the npc, during combat npc will heal themselves with items. This causes the shot him several times and he gets back up syndrome as he is using meds.
The idea is that load out extras are for weapon addons, grenades and extra ammo types and not for meds and food which are the regular inventory files as well as the death drop loot spawner.
Care must also be taken to not interfere with quest items, this includes binos and certain weapons and ammo.
It's cool that they were done and I guess some might like it but it really destroys the scarcity intended at start and my inventory is way to large even before I even make it to the bar... sorta defeats the scarce trader settings you start with and kills the need to do quests to improve their goods.
The Zone needs to be tough, especially at first, items are supposed to be a bit scarce although if one looks there is alot in Cordon...
Another thing about the load outs is that if you put a weapon that is better than the primary or secondary in the extras then if it spawns (probabilities) it will be chosen for use by the npc during combat thus allowing for a tercery weapon variation.
It is a totally new system never before in soc so I should have posted info about it but this respawn fix has kept me busy.
The main reason for these files is to balance weaponry in battles and factions. An editor is in the works that should make this even easier to do. Also the extras are based on probabilities which allows an npc to have a better weapon once in awhile.
There was alot of criticsm about the lack of variety, I think that this system solves that as there are 5x25 combinations per faction/per level... ........................................................................................................................................................................................................ Loot For those who wish to help with loot:
First the inventory files, the generic could use more variety in them but they must never have a weapon in them as that is how load outs are triggered.
death_manager.script, there is a section in the on_death callback that removes the old soc pdas that are in the all.spawn and then spawns a mil_pda 20% of the time based on probabilities.
If a corpse has less than loot_option items then a random group of items will get added based on probabilities.
this list of groups could be expanded.
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coolkingeye Moderator
Broj poruka : 100 Datum upisa : 2013-01-06 Godina : 51 Lokacija : Serbia Raspoloženje : boredom = freedom
| Subject: Re: STALKERSOUP Mod za SoC Sun 12 May 2013 - 16:34 | |
| Jel' to znači da treba da krenemo iz početka? |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Nije potrebno Sun 12 May 2013 - 17:01 | |
| - coolkingeye wrote:
- Jel' to znači da treba da krenemo iz početka?
To bi trebalo samo ako bi htio da ti "respawn" sistem radi kako treba!. |
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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 17 May 2013 - 16:59 | |
| Stigla je nova zakrpa za StalkerSoup109931Patch is up, new game required or most new content as well as respawns will not work did not get to the arena problem yet, will work on it next Patch Now that the patch is up I will start updating my site with information about this patch and the special systems that have been created.
There was a BIG flaw in the way the respawners were working and the save files have always been bad, just were failing to load in the past. Then 1099 changed the way it was saving the data to prevent the crashes, this uncovered the packet corruption. I built fixes for old saves but it has finaly gotten out of hand.
A new game is the only way that the respawns will be correct. There is also new content that will only exist if you start new.
now I start work on the Collector as my main focus, I will still fix the remaining issues in stalker but now the two are the same so it's time.
my first task is to finaly get the info portions correct for the collector start so that all NS is complete and does not interfere. At the start of the collector the actor should only have my dynamic content along with dAVROs Collector treasure hunt and killers. I am taking portions from mods that you have suggested/submitted for content/ideas. I now have a few talented people submitting quality work to help clean things up, release is now nearing... thanks to all!
Weather pack: I need to update it as it breaks the weather system and also causes crashes in some levels with fixed weather.
I have updates for texture packs to post soon as well. ______________________________________________________________________________________________________________________Svi linkovi za zakrpe su na ovoj temi - StalkerSoup-instalacija i upute I sada se može skroz ovaj link - StalkerSoup(mega.co.nz) doći do cijelog foldera StalkerSoup na Mega!Edit: - Update- Spoiler:
Update For those who like the hardcore settings:
I forgot to replace the default actor settings from game mode to hardcore mode.
Just use the hardcore option from the god mode options to get the lower weight and hardcore immunities.
The Collector is an integrated part of the mod, not to be confused with the treasure hunt by dAVROs which is part of it.
I have to work on the Collector now as there are info portions that need to be given and some taken away to complete the start. There will be a change in the start point of The Collector and some of the NS which is incomplete or just crap. The mod is dependent on getting it solid. I cannot finish some of Dead City and Agroprom without first completing the info portions and adding a few more code adjustments. I have already had to complete several other missions/stories that were left incomplete or were just insta-hacked into NS at the end.
ARENA: The problem there is that the changeover from arnie to the expanded arena needs a new character for the dialogs. The way it was designed conflicts with the dialog system and when you are supposed to receive your reward it tries to use arnie's dialogs instead of the new ones. Should be able to rewrite that section in a few days so all fights work properly.
LeHavre: Turns out that the 'bag of weed' is the big culprit in Wharehouses, it appears in your inventory as binos but they do not attach. Binoc_a is the old binos that are not used anymore, whoever created the weed quest did not do it right. They used the binoc_a as the base to attach the weed to, didn't do it right so it crashes the game. I have fixed it and also modified LeHavre so that he does not take all your items but only the quest items. The freeze/ctd was happening as your inventory is being moved at the same time as the effects and this causes the inventory system to fail.
Restrictors: The wharehouse restrictor issue is also fixed, there were npc attached to the restrictor that takes the fee for your pda when you enter the base. If the NPC were offline at the time then CTD which is almost always the case as one of them is at the farmhouse.
I am also working on the new all.spawn and game graph which will open the other levels as well as add a couple more to complete the first and second 'level-ups' for the game.
The dialogs will also start getting cleaned up and properly translated as well as modified where needed.
As Always STALKER... your mission is to send feedback and bugs to help get this OUT OF BETA... I cannot thank you enough!!!!
Last edited by sadd on Fri 17 May 2013 - 17:14; edited 1 time in total (Reason for editing : Dodan jedan update) |
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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 17 May 2013 - 20:36 | |
| Ovo još nisam doživeo!! STALKER SOUP se sam deinstalirao i to kompletno, ništa nije ostalo ama baš ništa! |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 17 May 2013 - 22:50 | |
| - djordje29 wrote:
- Ovo još nisam doživeo!!
STALKER SOUP se sam deinstalirao i to kompletno, ništa nije ostalo ama baš ništa! Ako si imao StalkerSoup na HDD sa sistemom, pođi(obnovi) na prošlu tačku, koju je napravio Win za obnovu sistema!(System recovery) |
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djordje29 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 18 May 2013 - 8:06 | |
| Džaba, ja sam namestio komp da mi radi System recovery samo unazad par dana, nemam ja onu listu tj. naj stariji povratak na staro mi je 14. 05. a ovo se garant desilo pre tog datuma. Ja SOUP nisam igrao od 23. 04. kad sam ti se žalio da imam problema sa RAM memorijom, čekao sam da izađe ta zakrpa koja će pegla zauzeće memorije. |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 18 May 2013 - 12:31 | |
| @djordje29 Ustvari... sa svakom nesrečom dolazi i nešto sreće jer si mi baš 22.04. slao na mail jedan sejv, pa nije baš sve izgubljeno ukratko, možda je u neku ruku bolje da si instaluješ posve novi StalkerSoup... Ali kod ponovne instalacije je bolje da ne stavljaš StalkerSoup-a više na sistemski HDD.. - Ps. ovo je najbolje za sve, koji prave novu instalaciju StalkerSoup-a! |
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djordje29 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 18 May 2013 - 13:44 | |
| Pa kad nema SSD, šta ću moram na HDD. Pa dobro, sveža instalacija uvek dobro dođe. Nego mi je i sejvove obrisao, ne mogu da verujem. Da li je moguće da je to sam komp uradio baš zbog onog baga oko RAM memorije, da je to gušilo ceo komp i da je on jednostavno rešio da se sam toga otarasi kako bi sačuvao ostatak sistema? |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 18 May 2013 - 14:30 | |
| - Quote :
- Da li je moguće da je to sam komp uradio baš zbog onog baga oko RAM memorije, da je to gušilo ceo komp i da je on jednostavno rešio da se sam toga otarasi kako bi sačuvao ostatak sistema?
Ne.. posve sam siguran da to nije moguće!, prije bi bilo, da imaš problema sa HDD a da još neznaš |
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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 Sat 18 May 2013 - 15:21 | |
| Hmm da i to je moguće, mada ne bi trebalo. Odradiću ja jednu proveru, za svaki slučaj. Nego, šta ti misliš, da ja sad kad je ta situacija takva kakva je, da sačekam da se pojavi prava verzija moda 1.0, ipak je ovo beta? |
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purke62 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 18 May 2013 - 15:38 | |
| - djordje29 wrote:
- Ovo još nisam doživeo!!
STALKER SOUP se sam deinstalirao i to kompletno, ništa nije ostalo ama baš ništa! Pojasni malo ovo "deinstalirao".Ako imaš instaliran Stalker SoC regularno, bez obzira na kojoj particiji bilo, onda može samo da se deinstalira cela igra.Ili ja nisam dovoljno pratio temu, pa sad ima neka verzija Soupa sa instalerom.Koliko se sećam ti imaš .db verziju supe, sa dodatnim "gamedata" folderom i izmenjenim folderom "bin". Ako si sam ubacivao u koren igre .db fajlove sa DropBoxa ili SkyDrive, kao ja, a sad tih .db fajlova nema, onda si u Zoni Sumraka ili si pio neku opaku brlju, pa se sad ne sećaš šta si uradio. Ako imaš neku verziju sa instalerom, moguće je da si nehotično ti pokrenuo uninstal.exe , ili je to neki program uradio umesto tebe.Davno sam imao neke slične "ZoneSumraka" kad sam koristio neke speedup programe instalirane, koji koji su mi pravili sranje po kompu.Od tada to na moj komp nije ulazilo, niti će.Sam uzme da čisti HDD i obriše mi baš ono što nikako nebi trebalo da mi obriše i ikonice po desktopu i slične budalaštine. |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 18 May 2013 - 17:01 | |
| @djordje29 - Quote :
- Nego, šta ti misliš, da ja sad kad je ta situacija takva kakva je, da sačekam da se pojavi prava verzija moda 1.0, ipak je ovo beta?
Ako se može vjerovati TecnoBaconu na riječ, onda se sa ovom poslednjom zakrpom došlo do stanja, kad se neče više mnogo mijenjati sam sistem igre(respawn-er itd.), nego če se lijećiti sam StalkerSoup po pitanju: - fali koji fajl, zamijeniti koje texture, ispraviti text, itd... a zbog tih radnji nije potrebno da se zapoćinje nova igra. - Mada ja neznam tačno, što če da bude posle izmijene All.spawn fajla @purke62 Ja sam skoro posve siguran da ima greška na HDD, pošto je djordje29 imao StalkerSoup na sistemskom HDD, pa se lako može dogoditi da sistem označi jedan dio diska kao prazan i počne sa zapisovanjem novih fajlova prijeko tog dijela!, mada ima i nekolicinu malware-a koji ti sakriju fajlove pod postavke -Hidden, System, Administrator rights!, pa u samom sistemu uopšte više na vidiš fajlove koji su skriveni na taj način. |
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djordje29 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 Mon 20 May 2013 - 8:28 | |
| Ma on je meni bio instaliran na D particiji. Ja za deinstalaciju isključivo koristim Revo tako da ne verujem da bi ja to tek tako. Mislim da se to desilo kada sam uključio Advancd system care da mi malo očisti sistem od škarta. Video sam da mi je obrisao Fraps i Vista service optimizer ikonicu na desktopu. Dešavalo se da mi nestane ikona ali ceo program nikad, pogotovo ovako velik kao soup, inače, igra je original. |
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StalkerSumadinac Experienced
Broj poruka : 176 Datum upisa : 2013-02-20 Godina : 42 Lokacija : ZonaSumadija Raspoloženje : Brz na okidacu...
| Subject: Re: STALKERSOUP Mod za SoC Mon 20 May 2013 - 17:41 | |
| Meni se jednom desilo da mi je na pola igranja Avast prepoznao FEAR kao malicious program i izbrisao mi pola fjlova iz igre,nije više bilo šanse da je pokrenem.Jesi li na automatskom update-ovanju-moguće je da je to izvor problema. |
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djordje29 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 21 May 2013 - 11:00 | |
| Imam Aviru, da ona je na auto updata ali znam da anti virusi i anti spyware programi znaju da blokiraju neke fajlove u igrama, pa ista ne radi kako treba i takođe znaju da okupiraju puno radne snage RAM i CPU što je dosta izražajno kod slabijih mašina, ja njih redovno pogasim! |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Tue 21 May 2013 - 21:30 | |
| Da ne bude odviše oftopic-a ovdje, jedan update iz zone.. - Quote :
- Update
So, how about the weather option? It does not change instantly when you select an option in the advanced options menu, it will transition in.
Also the ESC E environment changer has been redone to support the dynamic weather system. AMK weather is obsolete and will actually break the weather system and stay stuck on whatever weather is active.
Using the ESC E changer will be immediate when changed, this provides a simple way for modders to test their weather tweaks. You can use the test template or even create your own and add the name to the environment.ltx in the [weathers] section.
There are some weapon issues that have occured from the new all.spawn preparation, sorry, it will get sorted out quickly.
I am also fooling around with dynamic game graphs, it actually can be done. I am creating a hook that intercepts access to the game graph and injects an external graph point, it works and allows me access to the last levels so I can generate a generic graph for each of them. I am catching level 18 (Darkscape) which does not exist in the graph and providing my own points. So far no crashes and only a few fall throughs from bad culling and collision in the level build.
I hope to create a 'walk and build' system for the game graphs to allow you to create paths for npc/creatures for dynamic content to work with the 'walk and spawn' system.
Several captives are getting load outs that shouldn't, I am adding them to the no load out group for next fix.
The second bloodsucker in DV will not spawn and attack bandits at start.
Blowouts will not occur in DV until after Krysyk is done to prevent bes and demon from attacking the bandit base afterwards.
Weapons are a bit screwed up right now as an old version got mixed with the last major patch by mistake. It shouldn't take me long to sort it out, fix some things along the way.
will post this fix soon |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 24 May 2013 - 20:47 | |
| Iz pet malih fixova, uradio sam jednu objedinjenu zakrpu, link - TB3D_Prepatch_fix_109931_1-5.7z
i pozor! težina je stavljena na hardcore a nosivost odijela na 100Kg |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 25 May 2013 - 20:54 | |
| Novosti iz zone... - Quote :
- Weapons and ballistics
what a mess...
It has become obvious to me that the algo used for final travel ballistics is missing a range modifier for the game environment.
Think about it, real ballistics would mean that most weapons shoot way past your game vision right? Drop at 300 meters is nada for them so the engine does not even follow them after that.
Things like air resistance and tumble hardly matter at all so I think that there may be a correlation to my graph results and that issue.
Test example: Agro tower sniper. I have the see distance set to 380m which appears to be the falloff point in the engine. I then tracked the detection vision while I walked toward them, not actually seen until 200m. I then set my sniper aim to 10x and max distance to 3000m, I walked toward them and at 300m they opened fire, backed up and they stopped at 380m. This implies that there is a 10:1 distance compensation going on that is not being accounted for.
This proves the game distance restriction in the engine and why the snipers couldn't see you but other npc could.
SO: I am digging deeper and hope to have a complete idea on how it really works so that I can model the ballistics to compensate. |
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coolkingeye Moderator
Broj poruka : 100 Datum upisa : 2013-01-06 Godina : 51 Lokacija : Serbia Raspoloženje : boredom = freedom
| Subject: Re: STALKERSOUP Mod za SoC Sat 25 May 2013 - 21:23 | |
| - sadd wrote:
- Novosti iz zone...
- Quote :
- Weapons and ballistics
what a mess...
It has become obvious to me that the algo used for final travel ballistics is missing a range modifier for the game environment.
Think about it, real ballistics would mean that most weapons shoot way past your game vision right? Drop at 300 meters is nada for them so the engine does not even follow them after that.
Things like air resistance and tumble hardly matter at all so I think that there may be a correlation to my graph results and that issue.
Test example: Agro tower sniper. I have the see distance set to 380m which appears to be the falloff point in the engine. I then tracked the detection vision while I walked toward them, not actually seen until 200m. I then set my sniper aim to 10x and max distance to 3000m, I walked toward them and at 300m they opened fire, backed up and they stopped at 380m. This implies that there is a 10:1 distance compensation going on that is not being accounted for.
This proves the game distance restriction in the engine and why the snipers couldn't see you but other npc could.
SO: I am digging deeper and hope to have a complete idea on how it really works so that I can model the ballistics to compensate. Ako sam dobro razumeo, to znači da te obični NPC mogu uočiti na većoj daljini nego snajperisti što pomalo nije logično. U realnom životu snajperski metak te može pogoditi, a da ni u jednom trenutku nisi ni posumnjao da tu postoji opasnost. Dok obične "borce" i ti primećuješ na logičnom odstojanju, kao i oni tebe. Zar ne bi trebalo da igra stremi ka realnosti? |
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Placenik Veteran
Broj poruka : 407 Datum upisa : 2010-11-07 Godina : 41 Lokacija : Salzburg, Austrija Raspoloženje : Zloglasno
| Subject: Re: STALKERSOUP Mod za SoC Sun 26 May 2013 - 1:26 | |
| On pokusava da igre ide ka realnosti,ali dok je radio test primetio je da NPC vide i primete actora na vecoj udaljenosti nego snajperisti.Kaze da je moguci problem u enginu i nada se da ce resiti u gresku.To je on hteo da kaze.
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 31 May 2013 - 19:27 | |
| Jedan mali update oko StalkerSoupa - Quote :
- No more invulnerable options ho ho ho...
My idea work very well indeed: I have a list of all the key npc names that are invulnerable. I put a very small amount of immunity to those npc. I check this list on hit callbacks. If npc is in the list then if actor hit him then give wound. If not the actor then give him full health to conteract the hit (invunerable). This way you decide for yourself when to take em out, but...
If you decide to help get rid of Skull and his group then YOU must take Skull out as no one else can.
This has been tested through to the barrier with excellent results and the tough guy immunities will be used as the base.
This patch will also have more optimized scripts which gets me down to only a few more. I am not counting mp and the stupid games as they are being replaced completely. |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Wed 12 Jun 2013 - 19:26 | |
| Pozdrav! Jedan novi mali update oko StalkerSoup-a - Quote :
- Sorry for the silence...
Working on two major issues before this patch: Pripyat; having to rewrite the logic for the followers at the beginning as the all.spawn will respawn them everytime you enter prip.
Monolith stalkers; they inherit the invulnerable immunities and so far I cannot find the reason. They seemed to be tied to Skull but I changed him but it did not effect the monolith. I am going through all the creature files to try to find this and if not I will migrate the invulns to a new defenition since they are now a group of their own.
Collector start: This causes the mod to give all main NS quest/play info portions at start. This is very complicated and there are issues such as having info that triggers an event; when you enter the level for the first time it will trigger. I have added collector checks to many of these triggers but there are still more to do and these are what cause the crashes. As I get submissions from Collector players I am able to isolate and correct these issues. |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sun 23 Jun 2013 - 18:01 | |
| Posle duže šutnje, neke novosti oko nove zakrpe! - Quote :
Update
More fixes done...
LeHavre turned out to be a stupid oversite by the creator, when the actor is robbed ALL his items are removed.
Problem is that every item that is a quest or action will trigger that action. Sleeping bag invokes sleep menu and teleports will try to activate and also your packet pda which is why you loose your minimap npc spots.
I am changing it to only take items that do not trigger anything, thus leaving you with stuff. I will also change the dialog to match and possibly alter it a bit.
Dying dude in x10 also fixed, wrong dialogs were being given.
xr_medic now redone to work properly in all instances where help by npc should not be given.
Bullet manager and k_pierce properly adjusted to compensate for internal scaling by the engine, damages and hit anims now fully working.
Perceptions also adjusted for internal engine scaling, snipers will track you at 340 meters with a high hit probability at 300m.
I will create 2 versions; hardcore and game mode for perceptions and damages as hardcore is even harder than Misery for COP!
Armor appears to be working properly with the new bullet settings so I will not be changing them this patch.
Still testing a few submissions before posting the new patch. Edit: Ima li netko ovdje kompjuter na cirilici(srbska) i ima instalovan SoC!? Trebao bih kroz malo vremena nekolicinu, koji bi testirali - dali se pravilno prikazuju slova u mome programu za instalaciju StalkerSoup zakrpi i igre!? - Rado bih napravio program sa potpunom podrškom za naš jezik! |
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djordje29 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 Mon 24 Jun 2013 - 21:47 | |
| Čisto da ti se javim, imam ja ali sam u gužvi sa vremenom, jedino da probam da preko vikenda? |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Mon 24 Jun 2013 - 22:53 | |
| - djordje29 wrote:
- Čisto da ti se javim, imam ja ali sam u gužvi sa vremenom, jedino da probam da preko vikenda?
Eee, super, onda ču ti do vikenda (petak uviječe) pripremiti dva fajla za test. |
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djordje29 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 Mon 24 Jun 2013 - 23:27 | |
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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 1 Jul 2013 - 13:17 | |
| Pozdrav! Malo novosti oko StalkerSoup-a - Quote :
- Update
- Spoiler:
Found a flaw in the dynamic weather sections that was causing random cstack errors when transitioning from stormy to dry which occurs just after blowouts. I was seperating the weather sections into seperate files for each level when I found it.
I am putting the patch together today:
MANY fixes thanks to BETA tester submissions like Havre and x10...
New blowout hit system, improved dyn weather, several more options and properly balanced ammo.
Now fog and smoke are part of the dynamic data system and the mod is running at around 1.8 to 2.3gig of ram!!! This makes smoke/fog, random creatures and radiation zones all dynamic. This means that they only use ram when you are in that level instead of all the time like the vanilla game. This has reduced the memory requirements by at least 10% so far and there are more things to make dynamic in the future.
Total objects are now at 273,481 with the new additions from myself and dAVROs. This is a huge departure from the 64k limit imposed by the engine!!!!! GOTTA LOVE DYNAMIC DATA...
Some quest items have been changed to not spawn until the quest is given or another quest is completed: Playboys will not spawn until the quest is given. Doc in Agro Base spawns AFTER you give the case to Barman so that the player must exit to garbage and not cordon. Military trader does not spawn until after case quest as well, he was detecting the player during the sneeking thru the base. Several more random crash causers now gone. Vision distance and perceptions re-balanced to improve detection, snipers now see you at 300m and start shooting at <280m. This will make it much harder to deal with them which is the way it should be. Damages have been tweaked to compensate for the new k_pierce and combat situations now last awhile instead of being instant massacers. Fixed the galil AR icon and descriptions along with some improved scope textures and better synchronized sounds for several weapons.
Invulnerable option folder GONE!!! New integrated Invulnerables and Immortals, only you can take the Invulns out and NO ONE takes out the immortals.
New game NOT required, some changes (playboys for ex) only take effect in a new game but will stay the same in old saves. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SKULL Several issues here...
To complete the quest to clear the farmhouse Skull is not one of the targets. I think that Skull should not be there until later as to not cause issues with that quest.
Max and Skull dead infos are never given either so it won't cancel unless you become enemies with the base.
I have fixed Max and the quest but now need your opinion: Should Skull be there or should he show up later in the game so you don't have to kill him during the farmhouse quest?
There is also a seperate quest to kill Skull later in the game so I think I am right about him not being there.
Edit: - Quote :
- Update 2
- Spoiler:
Sorry for not posting the patch but I celebrated a bit too much over the Brasil/Spain game and lost track of time...
I have added the dynamic weather to the rest of the levels and created one for the swamp regions. They are now individual files for each level so it is super easy to customize them. They are named weather_dyn_esc, _bar, _mar, ...
To create an optional weather cycle for the Garbage would just take editing the existing one and distrubuting it as an option. It even controls the environment sounds during each weather cycle change. All other levels would be unchanged by it as it only pertains to the Garbage.
The weather options now reference these files when deciding on the next transition and will still keep within smooth transitions.
109932 contains a lot of new stuff and many things improved, I will for sure start writting about them on my site.
Since I missed this weekend I PROMISE to post it BEFORE the 4th for the four day weekend!!! ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Alife options I have changed it so you can use it at the start if you want and this is what happens: Default progresses automatically in game based on game play, rank and level-up values. Moderate and hardcore respawns kick in AFTER Radar is deactivated to not interfere with main quests. If used at start then exiting x10 and beyond will be intense and may cause a crash on weaker systems. Minimum spawn distance from player also affected.
Respawn rates and distances will start immediately and are: default: random 12hrs to 24hrs - object's default distance with a 50m minimum distance cap moderate: random 6hrs to 12hrs - 80m distance to player hardcore: random 1hr to 6hrs - 50m distance to player Caution should be used with hardcore as creature packs like dogs and bloodsuckers can be overwhelming at first. ----------------------------------------------------------------------------------------------: EDIT2 :----------------------------------------------------------------------------------------------------- Update Just cleaning up a bit and then will finaly build the patch.
Next phase will be to adjust those quest/stories so they work correctly and are finished.
This will also allow me to change the level-up point from STALKER (level 0) to the Collector (level 1).
dAVROs has more story line to add during level 1 and then there will be a big change in the Zone when you level-up to Hero (level 2).
This level will include the first phase of the 'live link' PDA that will allow in game communications to your friends. Once this is tested and perfected than I will start the multiplayer integration that will work with it. The link to the server will be the same as a skype or digital phone connection and will be able to communicate/link to these devices.
Last edited by sadd on Mon 22 Jul 2013 - 18:47; edited 2 times in total |
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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 4 Jul 2013 - 2:28 | |
| Jedan novi.. - Quote :
- Update
- Spoiler:
WOW...
I converted the swamp mist, fogs, smoke to my dynamic system!!!
Also created several: -- zone_fog_indoor - large smokey areas -- zone_tuman_cop - green swamp mist -- zone_fog_cigarette - indoor smoke -- zone_burning_tb3d - heat waves -- zone_fire_tb3d - big fire -- zone_fire_med_tb3d - medium flame -- zone_fire_small_tb3d - small fire -- zone_flame_grill_tb3d - hot gases rising -- zone_emi_tb3d - large electro static field -- zone_roaches_tb3d - indoor roach infestations -- zone_radioactive_tb3d - radioactive zones
also the meceniy din rad zones (Roaming Radiation from OGSE).
All of these are loaded and removed for each level vice loading in all levels on start (all.sav).
The memory savings and freed up sids is 17:1 !!!! This means that there is more room to finish the remaining levels which were impossible to populate as memory was at it's limit...
NOW I have the ability to dynamically populate as well as create a harsher and more varied environment. One that can evolve with the expansion of the Zone. All these DO NOT require new games as they are not stored in the all.sav.
I also have added more sleep places like in Backwater and Jupiter, I plan to put a sleep spot at each 100% hideout to mark them as blowouts are tough and can be deadly rather quickly if your protection is low. New sleep spots will only show in a new game though but won't hurt old saves, just won't be there.
Last edited by sadd on Mon 22 Jul 2013 - 18:45; edited 1 time in total |
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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 5 Jul 2013 - 9:43 | |
| Stigla je nova zakrpa - Quote :
- 109932 is UP
Finally!!!!
New game optional, it will add more beds and also start the new documents and playboy spawns.
Now with dynamic spawn system fully engaged: More of the Zone is now populated with radiation zones and anomolies such as Jupiter and Backwater. This new system will allow me to walk around and create content that can be added to your game without ever causing a new game. This means that the Collector free play is going to start true development as we rise out of the STALKER level BETA stage!
Weather system completed and now all outdoor levels have dynamic weather.
New invulnerable and immortal groups replacing the old invulnerable options folder which will not work now.
Blowouts expanded and now can be deadly to the actor...
Armor piercing corrected and several weapon fixes...
Sound and texture fixes...
100m of NEW CONTENT...
Enjoy! u StalkerSoup-BalkanZona folderu - TB3D_NS_DBPatch_109932.7z |
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| Subject: Re: STALKERSOUP Mod za SoC | |
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