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djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13
| 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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PoWeR Master
Broj poruka : 546 Datum upisa : 2011-07-19 Godina : 29 Raspoloženje : OK
| Subject: Re: STALKERSOUP Mod za SoC Fri 5 Jul 2013 - 10:54 | |
| Zvuci sjajno a sad sacekajmo 1.1 zakrpu |
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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 5 Jul 2013 - 23:39 | |
| Do 1.1 izgleda ima nekih 68 zakrpa, tj. otprilike 68 nedelja čekanja... nešto više od godinu dana. |
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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 6 Jul 2013 - 0:04 | |
| - MarkedOne8 wrote:
- Do 1.1 izgleda ima nekih 68 zakrpa, tj. otprilike 68 nedelja čekanja... nešto više od godinu dana.
Ja osobno vjerujem, da neče biti toliko zakrpi do tada!.. A u međuvremenu još neke vijesti oko poslednje zakrpe - Quote :
- 109932 starts (unsure of prior) should prevent him from being healed by anyone but you...
BUT, he now has the proper 'fake death' scheme working and has a chance based on game probabilities to spring up and attack. The mercs spawning happens based on several info portions and may or may not spawn when you go there, they are not attached to the bandit story line at all.
Weapons: As has been discussed throughout this forum is that the vanilla engine IS NOT the same as my engine. It is based on work from many people and incorporates the 1.0008ww multiplayer ballistics system and not an FPS system (vanilla). To make things even more complicated is the fact that I am using the COP ragdoll physics which depends on a whole different range of hit values than the vanilla ones. 109932 has the k-pierce error adjusted for that caused a saturation hit value if above 0.78 irregardless of protection. This caused weapons groups to trial and error their way to a usable weapon which ended up distorting everything.
I have just spent several weeks testing and graphing the engines actual values and conditions. There are several flaws/shortcommings that now are compensated for. I am not one of the weapon groups, they were submissions. The realistic weapons project is what I used and this is how the engine issues were first discovered. Shotguns for example are set for realism, fine except the game distance IS NOT REAL and thus: super weapon...
I will be working on the weapons files next as they should be rescaled for the 'game distance' and not the real distance. Take snipers (svu) and the toz34, they are more realistic now as they can miss and distance DOES affect them in 109932. They were my test weapons and work with the new distance scaling (1m = 30m) so Rostok snipers see you just past the sms and the tower will shoot at you if he sees you beside the cannister. A sniper can see you at 3km and shoot at you with accuracy at 2km both of which are way beyond any levels border so what would be the point. Now they think you are at 3k when you are at 300 and start shooting below that value. Shure the bullet drops at your feet most of the time at > 280 and is not realistic but it works properly in game. Does this help with understanding why the weapons need to be re-done? They have barrel velocities that are meant to reach between 1000 and 3000 meters and really should be set for 100 to 300 meters. This will cause the drop and penetration values to get into range so the ballistics and protection systems can handle them properly. |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Thu 11 Jul 2013 - 21:00 | |
| Jedna informacija o maloj zakrpi(mini-fix) - Spoiler:
- Quote :
- Update
Still enjoying my vacation...
I do have some things going into fix 1 of 109932:
Dynamic spawns increased and now OGSE random tanks also works and is dynamic.
Tank perceptions and firing distance fixed to allow the southern outpost quest to work.
Fixed regular snipers to have proper weapon and ammo, they were getting the svu_m1 which was incorrect, should have just been svu.
Improved and expanded the loot system.
Fixed immortals.
Removed 'bad weapon' check from gauss pistol quest.
Prevented several characters from spawning in Cordon at Collector start.
Removed gates and added fog to the DV exit so that the tank and npc do not get stuck, fog hides them until they move forward.
Now in the dynamic spawns are several eye-candies which can be turned on/off with the modders script. Small smoke cloud around outdoor campfires, gases and heat vapors and other non-leathal environment effects that improve the look of many locations.
Fog clouds that hide some edges of levels such as the far edge of the swamp and inside the caves/labrynth.
All dynamic spawns are added on entering a level then removed on changing levels, thus re-using the same memory allocations instead of all these items remaining in all levels all the time. A good example is the fog and swamp gases that when I converted them to dynamic; the memory used after spawning had dropped by almost 100meg on average.
Last edited by sadd on Mon 22 Jul 2013 - 18:35; 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 Thu 18 Jul 2013 - 19:22 | |
| Novosti iz StalkerSoup zone.. - Spoiler:
- Quote :
- Update
A monumental fix is in store...
It turns out that the unprotected predicates that use imbedded functions were ALWAYS causing cstack errors.
There aren't that many but radar, pripyat and wharehouses have several of them. They cause the cstacks mostly in Collector as all the main quests are complete. It will start happening in STALKER as you progress as characters have no job anymore on load and have no backup info so there is no predicate and...
It dosen't always crash though, if you loose your dots, bioradar or go to the 'press any key...' screen when you hit escape then it happened in the offline so now any save will be corrupt.
I have added checks to all imbedded functions that I can and remove the npc otherwise as some are in the all.spawn.
Another problem in the all.spawn is that the scientist in Yantar has an active identity in the mod but an obvious miss-namming in the all.spawn so the ecolog general is getting two identities which is screwing the schemes. I have not figured out the fix yet so the patch is slightly delayed.
I will post a fix 1 but it will be the bad/missing intro pics.
Edit: Novi - Spoiler:
- Quote :
- Update
Too many posts to answer this morning so i will sumise...
Have designed a really cool system for handling invulns AND many monolith and freedom who inherit the invuln through the all.spawn. I am not sure why the engine spews out 'hit 0 - bone 0' callbacks constantly but I do know that some of them are caused by armor hits not getting penetrated, this allows the state machine to pick a reaction but confuses the heck out of the motivator.
basic process: I have a list of all invulns, also a function to monitor them and tell the motivator when they are no longer invuln. He is always mortal to the actor, if you have certain info portions then they become mortal to other npc. Once mortal; I keep a register during a combat session of the number of hits and invoke bot:kill(bot) which will wait til the next state change to kill him. This has eliminated a HUGE number of schedular errors in the wharehouses during the base attack. Turns out that changing the npc health (old method) during the motivator causes crashes in the state machine.
Now in the wharehouse I am down to the two visuals crashes and once in awhile a cstack. Radar had one cstack on my fourth run from one end to the other.
Two recipies are incomplete and I have not found or recieved any submissions containing them. If anyone has these recipies (missing in amk and dmx) I still need them.
Handguns: because of the improperly defined fire_distance most handguns are evaluating to be better than most rifles, this is something I am working on but takes time. I am focused more on fixes that cause crashes and kill quests at the moment.
Be careful with overloading the belt as it is searched constantly during the game and too many items will really start staggering your game. Another problem is that it hammers the heap and can cause out of memory errors or loss of scripts (nil).
As I wrap up fixes and system improvements I am also fixing/changing quests and dialog to either improve or control them better, this will frustrate some modders out there but as has been pointed out: SS is a mess of quest issues as there is so much content.
I can tell you now that this next patch is going to blow your socks off! This will demonstrate the true power of my new dynamic system, especially in Collector level. STALKER has a facelift as well; smoke around campfires, more fog and anomalies in the caves, also improved swamp and extra eye candy in many levels. Backwater also has been populated with many dynamic content.
Why such a big deal? Dynamic content reuses the same memory allocations over again on each level change. This means that only content FOR THAT LEVEL is loaded and built, not ALL CONTENT in all levels each load (vanilla method). I have random radiation zones, fixed rad zones, many anomalous effects, random tanks, many creatures and more hidden treasures such as armor (attics are a good bet, but not easy ones to get into).
I am still testing but will try to wrap it up soon so I can share these things with you.
Last edited by sadd on Mon 22 Jul 2013 - 18:42; 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 Mon 22 Jul 2013 - 18:40 | |
| Pozdrav! Nekoliko informacija o novoj zakrpi - Quote :
- Spoiler:
Update Wharehouses will be working very well in upcomming patch.
Grenades have never been messed with, probably just need adjusting.
The particle system in SS is not compatible with other mods particles and will crash if you use them (tested ALL of them out there). Reason being is that there are special particles that don't exist in other mods so if anyone wants to mess with it they must start with my files.
The arena having no npc spawn is due to ignoring Arnie when he tells you that you are not ready for a fight (has to do with rank). The submissions I have recieved all were bypassed by using the spawner and giving the arena start info. This is not enough as your rank and rep are also considered when offered a fight.
I have tested it many times and other than the extended fights it works well, a cstack after 4 in a row but that is from memory overflow.I do need to do some tweaks like the final 'free for all' as it is stupid as they are spawned next to each other and fight before you even reach them. I plan to spawn them in partially protected spots apart from each other.
Zombied stalkers are a bit overpowered and I will adjust them. Bloodsuckers are supposed to be very tough, I weakened the body just a little and the reach is 3 to 4, not 5. Another thing is that if they are hurt then they rejuvinate by sucking your blood, that is the red out you experience so you don't want them to latch on if you can help it. Like the zombies it is intended that you kill them with a head shot as they feel no pain...
There are four types of Chimera, some are extremely tough and can absorb quite a few rounds in the body, neck and head are the most vulnerable.
Once I figure out the actor armor; the actor will be able to stand more punishment from bullets as well as creature attacks.
There are several MAJOR fixes comming out this patch that correct the crashes that are most prvelent in the Wharehouses, Radar and Pripyat. Also several quests have been fixed or adjusted. A little more testing and it will be posted. Oćito neče da bude samo "mali fix"
Last edited by sadd on Sat 27 Jul 2013 - 14:41; edited 1 time in total |
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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 Mon 22 Jul 2013 - 21:30 | |
| Jedva čekamo novi fix... :-) |
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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 27 Jul 2013 - 14:37 | |
| Vjesti o novoj zakrpi.. - Quote :
- Spoiler:
Update Getting the patch ready, little bit of tweaking and testing today and then it will post tomorrow morning by noon mountain time.
New game not required; only sleep places that have been added need new game.
New content being added at this point is all dynamic and will not need new game starts.
Several objects have been converted to dynamic and the difference is really noticable, staggers are greatly reduced and I only crash once in a while after several hours of play.
I just finished playing through to the bar and only crashed once in Cordon when returning from helping Fox. It seems to be lack of heap space when the npc switch back on line.
I also removed one of the blockpost guards walking the road as he keeps sneaking up to the village and starting the attack that should not happen unless you attack the blockpost.
Also have redone the invulnerables so that they can become mortal by quest info or by the actor attacking them. It seems to work well in the wharehouses, they are tough but can go down during the attack.
Edit: Još nešto malo do nove zakrpe.. - Quote :
- Update
Sorry, late again...
Had to take care of other things but am now back testing the patch and will post tonight, hope hope...
This one is cool, some more things are changing though...
More ai for some key characters that seem to wander about, found Kostya taking a nap in the village because of the rain instead of going to the garbage for instance. I am attempting to add logic that keeps them from wandering into the places you need to go. This way they are not wiping out creatures that you should be dealing with. Just a few to start with but it appears to work well and after you test it for me then I will expand on it. I will need to prioritize a list of those characters and tasks that conflict with each other.
I am loving the new dynamic environment effects, smoke around a fire is a nice touch. |
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MarkedOne8 Pro Spammer
Broj poruka : 956 Datum upisa : 2010-07-04 Lokacija : Vršac Raspoloženje : XD
| Subject: Re: STALKERSOUP Mod za SoC Sat 27 Jul 2013 - 15:16 | |
| Kako se koji problem reši, iskoči novi... |
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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 27 Jul 2013 - 17:04 | |
| - MarkedOne8 wrote:
- Kako se koji problem reši, iskoči novi...
Da.. nažalost, i sada ima najviše problema sa "free play-om", koji je od poslednje zakrpe postao stalno prisutan u StalkerSoup-u!. Sada likovi u igri mogu da odlutaju na bilo koju mapu u zoni, pa se sada usavršavaju skripte za one likove koji imaju zadatke (ili su sami dio zadataka) za glavnog lika(igrač), da im se spriječi to "lutanje okolo" do završetka/izvršenja tih zadatatka vezanih na njih(i igrača)! Kako i sami znate potupuni free play za sve likove u Stalkeru skoro nije moguč zbog starog [endžina] - koliko se sječam je u starim video klipovima sa strane GSC, bio obečan potpuni free-play likova u Stalkeru pa su kasnije tu ideju odbacili te svakom liku u igri dali određenu putanju kdje se može lik kretati (space restrictor). Zbog svega toga se sada u StalkerSoupu sa raznim dodatnim skriptama pokušava optimizovati učitavanja u memoriju sa željom, da bih se dobilo štoviše slobodnog prostora za dodatne elemente i likove u StalkerSoup-u!. |
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| Subject: Re: STALKERSOUP Mod za SoC | |
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