|
|
Author | Message |
---|
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31
| Subject: Re: STALKERSOUP Mod za SoC Sun 15 Sep 2013 - 19:03 | |
| - coolkingeye wrote:
- Jel' to znači da ovaj gamedata folder iz fixa 1&2 prepišemo preko onog iz fixa 1?
Da.. ja sam samo objedinio ova dva fix-a(fix1 i fix2) u jedan gamedata folder da bude sve skupa lakše i nije potrebno da se stavlja svaki posebno u SoC folder. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Edit: Novosti iz StalkerSoup zone... - Quote :
- Spoiler:
Update I am getting submissions that are crashes being caused by the .dbj files as well as the steam altered .dbd files, please check this first.
I have been playing from start to, at the moment, Yantar; mapping the exact info portions recieved as I go. This will be the basis for an auto-complete transporter that will allow you to jump to and finish any part of the main story. This way you will not have to play what you don't want to and never have to worry about info or anything.
As I have been playing I have also been tracking down logic issues in the all.spawn that interfere with certain story lines. I have DV escorts working with both alive most of the time now except for the night hours where Burers still spawn (wip). I am working on Krug and he does very well now in the Wild Territory but I am still working on the bunker. I did find that a restrictor in the all.spawn was happening after the bunker doors closed and that is why Krug does not go to his corner; it all had to do with where you were 'at the moment' the door closes to trigger. Also he would not leave the bunker for the same reason; if you interrupt him and go through the doors then his trigger happend before he was at that logic state thus it will never happen.
I have fixed the first one where he goes to his corner but am still working on new logic for the bunker exit. This may also be what is wrong with the escort scientists quest.
For those who are new; the all.spawn is the heart of the mod and contains many of the spawns that occur up to the collector. There are many restrictors that send messages when you are in them or outside them or pass through them...
There are also several that are toggles and events MUST happen between the times they are on. Now that I have redesigned it to run much much faster there are consiquences... Most of these triggers are to soon or too quick and to get it under control by slowing it all back down just is NOT an option.
My solution: I am removing those restrictors using the fixer and changing how the messages (info portions or actions) get sent. It is much better to watch for certain info portions and set toggles that way as it then becomes 100% synchronized with the actor. Another benefit will be had when multi player starts as it is impossible to truly share the same trigger...
Those objects that are being removed by the fixer will be permanently removed from the final all.spawn. My success with generating new all.sapwns that work with SS are 100% at this point.
If you run into an object that constantly crashes your game then please send save and log.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Edit2: još nešto novo - Quote :
- Spoiler:
Update load times are a little longer as the new 'can go online' system must evaluate all objects during loading. Also the dynamic content is removed from last level and the memory re-used for the new level.
If you are using the new actor.ltx file that cuts objects to update from 10 per slice to 5 per slice; as now the actor update is taking less than 10ms per iteration, will smooth out large group spawns during combat. It also helps eliminate the staggers during dog pack attacks.
I have found another flaw that is causing scheduler errors when an npc has completed their story line and are to return to idle or off line; the state machine does not allow an immediate shift in the anim state but must transition to it based on the models version. I have three versions of models in this mod and the transition states are very different. This can cause issues when a version 4 model is told to reset and go off line, it does not happen and the schedular gets a nil value for the next anim step and crashes.
I am going to go through the models and find all the version 4 models and remove them so that we can continue to enjoy the advanced ragdoll physics. hopefully I can substitute version 6 models for them.
____________________________________________________________________________________________________________________________________________________________Edit3: najnoviji.... - Quote :
- Spoiler:
Update Why is logic so darn ill-logical...
I have struggled with this for 2 days now, using ALL good mods as examples and they all end with the same results...
If you have characters that depend on a toggled info portion then you essentially force the actions to occur within a window of time or you are stopped cold.
I am ready to just have the bunker blowup when you get there and to h... with those darn measurements...
if I get them to complete evrything inside the bunker then I can't get the scientist to change states and talk. If I get him working right then Krug stands around with his t.. you know where...
I have decided that the two toggles used in the all.spawn are to blame so I am rewriting the logic configs and the gulag.script. I am also controlling the zombied stalkers so that they do not spawn until after you return with Krug, just the zombies normally found during that quest. The biggest problem with the logic for both the scientist and Kruglov is that they were written to compensate for the NS additions there.
Should be done by next weekend, I will post a fix soon for the lottery system by Grimwald (thanks!) and a couple tweeks by me.
_._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._Edit4: Khmm.. naj-naj-novij... - Quote :
- Spoiler:
Update I have seen the logic and bow to the binary beezlbop!!!!
Last night I had a stroke (not a real one) of genius...
I asked myself what is wrong with this mod that I have to force so many actions to happen...
SPEED! I decided to track the core FSM and discovered an interesting thing, more than half the alife spawns are initialized BEFORE the actor is so they load states based on false info checks. This is ok for most alife as they only have 2 states (off/on line) but there are some with complex states like Kruglov and the scientist.
This is why they are not doing the right stuff until you reload as the actor is initialized then.
SOLUTION: (Stroke of G) a variable was incorporated into the npc to support zombie teams called 'dont_spawn_online' which is set to false on npc init. Now I check for the actor database and if it is not there yet I set this value to true. Now in the new population controller I added a check in the 'can_go_online' system and if 'dont_spawn_online' is true then I check for the actor db then the zombie team list and set it to false if they should be online.
RESULT: All complex alife is forced to wait to go on line thus allowing the info portions to be properly evaluated and characters are doing what they should be when they should be.
I will be testing this for the rest of today to insure there are no foopahs associated with it but Yanter worked 5 out of 5 times last night.
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
Travel I also feel bored sometimes, so I will drive a little which gives me an idea...
How about chopper flights you can buy passage on, make them a bit iffy as they can go down due to anomalies and enemy fire...
I also want to fix the vehicle physics and create some clear roads like garbage to bar once you have turned off the scorcher.
Guides are also a good idea and will be used, the Zone is going to get larger and travel will be more significant so I was planning an underground subway that has been jury-rigged to work with handcarts but will contain some new hazards and creatures.
I am building it to link the Labrynth (central hub to several levels), the labs and jup underground. I can incorporate guides at some locations as well.
Keep those ideas comming!!!
Last edited by sadd on Thu 19 Sep 2013 - 21:57; edited 1 time in total |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Thu 19 Sep 2013 - 21:52 | |
| Evo, i jedan novi: - Quote :
- Update
- Spoiler:
What does logic mean when it comes to real time state machines?
Choices!!!! Branches based on conditions (true/false)!...
I have been working on the logic scripts that are pre loaded into npc before the actor is loaded and found some amazingly ridiculous things...
Entry logic with only ONE path!!! How does that constitute branching???
Well anyway I have rewritten Bullet and placed several branches in his logic on start so that when you reload you don't have to listen to his jargon all over again and the escort seems to work 100% now. The prisoner as well will properly come out of the cell and complete then actually try to sneak out of the base instead of just walking out. Mole stays at the well until you return to the Garbage instead of running around killing everyone. Yantar also appears close to 100%, only issue still working on is when Krug gets stuck at the tunnel.
The lack of branches in the start block of npc logic is ok for single job npc but is the cause of the repeats and non talkative npc.
I will fix the ones outside the all.spawn first and then those in the all.spawn later as it will also require removal of workarounds already in place.
It also appears that the majority of the remaining crashes are due to this flaw; when an npc gets a state that has more than one job and they are done then unless there is a generic block to rest on the game will crash with the 'no available path' error since he is not given any path info.
Last edited by sadd on Thu 26 Sep 2013 - 20:44; edited 1 time in total |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Thu 26 Sep 2013 - 20:42 | |
| Još jedan noviji: - Quote :
- Update
- Spoiler:
Not ready, I have to do ALL the logic before next patch to conform to the multi-states in complex characters.
The vanilla game never had to deal with free play and 'meeting' the actor after the story line is complete. They would also respawn in the start block of the now defunct logic which raises the schedular error.
Even though it usually happens during the weapon manager or dual weapon script; they are just the victims of the error.
Cordon: so far three characters have needed a new branch at the first logic block to compensate for this.
DV: many branches added to escort, there are probably more needed but they may need to be discovered in game play.
Pripyat and Radar: Much done but still will be some as we play and test as now more than 300 npc and creatures will eventually migrate there.
wild territory and Yantar: removed the two restrictors (toggles) from the bunker and integrated them into the logic of the characters. Scientist does not repeat and they both go through their anims properly. Krug now will start to follow you after a small pause to make measurements so you need to leave quickly and clear the path of zombies. Only the zombies required for the measurement quest will spawn now preventing attacks that throw Krug's logic off.
Agro: Mole will work allways and will stay at the well until you enter the Garbage, this means that if you leave the catacombs that way you will trigger a fight between him and the bandits.
These actions of course will only happen properly if that character has never spawned yet so don't expect them to be perfect in old saves although they will not crash.
I freed up a little more ram as well: Dynamic ambient sounds have been started. What these are; objects have sounds (attached) while ambient are just floating around you, dynamic ambient sounds are like anomalies in that they are in zones.
Right now we will be testing ambient marsh sounds that occur only when you are near swamppy areas. Yantar, Backwater, Agroprom, garbage and DV have been done for this patch. Also the ventallation cooling system for all indoor levels.
Of course they are options in the modders script.
Also for modders: new options for those wanting to work on a level without attacks: test_without_npc and test_without_creatures. Some traders will still spawn.
all weapons will get worked on, that is why it is taking so long.
the final sets of immunities will be based on the final results of the damages and armor. K_hit should never be changed for different diff levels, they should never change at all. This was a major flaw in NS as the k_hit values above 0.78 were usless and always saturated the armor piercing even in the slightest hit. Also shotguns with multi shot were wrong as each pellet was represented as a full hit instead of divided by the number of shot.
now I need to rescale the barrel velocity and fire distance as the game world expects them to be scaled down to it. I have calculated this to be 10:1, so a sniper rifle should be 3k % 10 = 300m and a shotgun should be set for 60m. I have tested this extensively and am even using it on a couple weapons since patch 109930.
SS is not 'normal' and vanilla will not work for it as I use cop ragdoll physics up to model version 7. Special handling is done to be able to use models from version 3 thru 7 that require much more range to properly select ai actions. It is not perfect but I have gotten them well in that range as is evident in the level of ai choices and actions being used.
I think now that only the weapon velocity and armor need be balanced to achieve stellar ai and really well orcastrated combat scenarios.
łłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłEdit: Najnoviji: - Quote :
- Update
- Spoiler:
Almost done with the new logic, at least the first pass will be done up to chaes. I will need more time to do all of the final story characters as I still need to unmangle some of them.
The first dyn sound objects are working very well, won't have Recon done as there are several ponds at various altitudes.
Backwater and the Marsh work really well as now the crickets drop away as you climb the towers and are not in swampy areas.
I have written new monster spots for the minimap that work directly in the monster binder so they are assured to only be there when they are online and properly removed when they die.
There are more crash fixes and grimwald's lottery fix as well as some sounds.
New starts are not needed but of course there are things that only a new start will get: More sleep places and hideouts, several fixed amk npc without clsids, many amk creatures without clsids and some new respawns in pripyat, Backwater and jup underground.
Finally there are further memory optimizations in the script cache and the all.spawn objects. ŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁŁEdit2: Novi.... - Quote :
- Update
- Spoiler:
I want to ambush Kruglov!...
He just refuses to cooperate; either he stalls at the tunnel or he goes all the way back to the start on quicksaves, not able to satisfy both...
I have discovered that the smart terrain characters seem to share this issue if they have single complex logic blocks so I am testing the mod with the model default switched from 7 to 6 and see if that may be the cause. In testing the mod was defaulting to 7 even though the system.ltx called for 6 as it was hard coded in 134. The difference is subtle and only effects strings in packets for the document reader but you never know for sure.
To do this I have to start a new game and play through to at least to the brain scorcher as the main places I have these is DV, wild territory, yantar and the wharehouses.
I have been able to improve DV and most of the time it is both bandits as well. The bunker works but you have to let them go through their routines completely or it stalls as the scientist is dependant on Krug getting all the way to the corner before he goes back and fiddles around, he wont talk to you until he returns from the back.
I don't like it but I cannot aford to change too much so it does not break the future content with him.
Will post another update this afternoon. ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
Update 2 Except for Krug and the tunnel everything is working very well, he gets stuck but not nearly as often.
Radar and Wharehouse are now pretty smooth and don't crash all the time.
Testing is looking good, this patch is very close to getting everything up to Collector level-up locked down. This means I will be able to focus on the final story/quest issues and to change those that are lacking/s_ck.
I am also testing the Collector and cleaning it up, now that I have a valid progression tree of the stalker info portion dependencies; I will be able to adjust the Collector start to reflect what the player would really have at the moment of level-up.
There is no doubt this will erradicate the info mangling that is occuring in some levels when you start as the Collector.
I am also excited about it as it implies that I will be able to focus on the Collector (level 1) and the first phase of mp/coop (live link PDA) in level 2 (still untitled).
release 1.1.0.0 is not too far off now... wooo hoo
Last edited by sadd on Sat 28 Sep 2013 - 17:32; edited 1 time in total |
|
| |
flexerca Administrator
Broj poruka : 340 Datum upisa : 2012-03-02 Godina : 45 Lokacija : Cazin, BiH Raspoloženje : Ash nazg durbatulûk, ash nazg gimbatul, ash nazg thrakatulûk agh burzum-ishi krimpatul.
| Subject: Re: STALKERSOUP Mod za SoC Thu 26 Sep 2013 - 22:54 | |
| Odlično, bar je Wharehouse riješio...zbog problem sa Wharehouse sam i prestao igrati StalkerSoup...al'vidim da mu i dalje (kao i meni prije) Kruglov pravi problema, ne da se Kruglov hehe |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 28 Sep 2013 - 15:53 | |
| - flexerca wrote:
- Odlično, bar je Wharehouse riješio...zbog problem sa Wharehouse sam i prestao igrati StalkerSoup...al'vidim da mu i dalje (kao i meni prije) Kruglov pravi problema, ne da se Kruglov hehe
To sa Kruglov-om (ako me sječanje ne vara) bio je problem i u samoj Vanili igre, jer je ponekad trebalo ponovo da se učitava sejv da bi on krenuo sa mjesta... Stigla je nova zakrpa : - Quote :
- 109935
Is up...
Several fixes
Some dialog fixes/additions
New things being tested:
Full control of the class id (clsid) for all creatures.
Dynamic sound zones; non toxic water areas, indoor cooling
New logic for Yantar Bunker and the start of new logic for Kruglov in Wild Territory.
'go on line' control system that manages Pripyat and Radar while allowing future respawns.
DM version 6 as default model scripting vice 7 which was hardcoded into 135. Should stop some cstack errors on models with no version info.
Several additions and tweaks to less populated areas. Več sam je stavio u BalkanZona Dropbox folder a evo i na TecnoBacon-SkyDrive |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Thu 10 Oct 2013 - 14:24 | |
| StalkerSoup zona - Quote :
- Update
Had connection issues after the snow storm last Sat. so am a bit behind on submissions...
BIG NEWS: I have finally built and verified the new game graph which will add the remaining 9 levels to the mod. Myself and dAVROs will be adding content and extending the game play. Unfortunately it will require starting over as I had to move the atp to a different gvid group to accomodate two underground additions. This makes past saves unusable, sorry. I will not release 109940 (54 levels total) for a few weeks to allow dAVROs to get his content in for his next level.
I am preparing a small fix this week for the arena and also a bad npc profile. I am still working on the zombie and kruglov issues. |
|
| |
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 11 Oct 2013 - 8:14 | |
| Ček, ček, nova zakrpa donosi bolju grafiku i 9 novih mapa? |
|
| |
PoWeR Master
Broj poruka : 546 Datum upisa : 2011-07-19 Godina : 29 Raspoloženje : OK
| Subject: Re: STALKERSOUP Mod za SoC Fri 11 Oct 2013 - 14:33 | |
| Jel on pise price na eng ili rus? |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 11 Oct 2013 - 20:51 | |
| - djordje29 wrote:
- Ček, ček, nova zakrpa donosi bolju grafiku i 9 novih mapa?
Ta zakrpa sa novim mapama če biti tek za par sedmica a u međuvremenu če da bude nekoliko manjih zakrpa/fix-ova! i... - Quote :
- Update
So far I have played through agroprom without issue with all 56 levels loaded and initialized. A few levels (firing range, black market, distribution center and main street) need geometry work and won't be available immediately but...
Darkscape, waiting Room, facility F1, research center, broken road, techniques, wasted woodland, hidden lab north, hidden lab central, cemetery, diggers stash, dead marshes and southern tunnels are all working well.
I have ported a lot of the alife into my mod so they are already well populated. dAVROs and I will be making a final plan on how his work and my work will meld together as we expand the zone.
I am posting a small fix tomorrow for the arena and a few crashes, still working on the zombie story. Edit: - PoWeR wrote:
- Jel on pise price na eng ili rus?
Sve je na engleskom.. |
|
| |
PoWeR Master
Broj poruka : 546 Datum upisa : 2011-07-19 Godina : 29 Raspoloženje : OK
| Subject: Re: STALKERSOUP Mod za SoC Sat 12 Oct 2013 - 19:39 | |
| Ala ce 1.1 verzija biti zabavna... |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 18 Oct 2013 - 16:42 | |
| Novi ... - Quote :
- Update
- Spoiler:
Yes, 56 levels which seems to be the limit in the game.graph as I have tried to add more but it won't even load.
I have also been able to import quite a bit more content that I am now cleaning up and testing throughout these levels. I will have to rebuild the whole db set to release it as it has grown to about 1gig additional content.
I plan to get the website updated this weekend or Monday at the latest. I need to post the dialog files as well.
There is a lot of territory to travel over so I am looking at many options. I have three underground passages between east and west banks at the top, bottom and middle. Teleports are always usable but many have stated that there are too many and it takes away from the atmosphere. I agree that they fit in some places but not in other levels like the Wasted Woodland. I am thinking about having vehicles there and no anomalies so that you can race around there as it is spacious and the trees are far apart.
A few levels were made for quantlet style game play and will need some clever stuff to keep them from getting droll. I am sure that myself and dav can come up with a few things.
I plan to post a final game map outlining the connections between them as soon as dav and I get the graphics cleaned up. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
- Spoiler:
Edit: New levels Of course the levels should be acheived so that progression of a story line can continue (dAVROs demands it).
I have established a way so that I can have seperate content in these levels that does not conflict with his content.
I need to work out the details with him as to when a level is available to keep fluidity but there is a lot of space to play with now.
I also want to restrict travel between east and west to using the underground. It will also be available to the respawns that travel freely throughout the zone so you never know who you will encounter.
I also want to limit anomalies in some levels further from the npp so that vehicles can be used more often to get around.
I am also converting the older models used in some of the levels to my ragdoll models (127 anims instead of only 36) so I can reuse many of the npc respawns. I will have to create some new faces so that the Techniques barman does not look like the one in Rostock as well as some others.
I am also adding special traders in weapons and ammo as well as some fun stuff like moltave cocktails for example.
It is progressing quickly and I will be giving dAVROs a copy real soon so he can get started on integrating his next level.
Edit: - Quote :
- Update
Fix 2 is up.
It fixes the rpg-7 m1 ctd, was bad explosion particles. CTD on pda reminder, if you set it. Also a few missing item descriptions.
I posted the dialog improvement project folder, if a file is not posted then it is set for localization. Let me know if there is any file you need that is not there and I will work with you to get it localized.
I will also be posting info on my website about the expansion of the zone. There are some changes to the mod that will effect the story progression and may even remove a few quests/stories. DMX135 was very poorly put together and conflicts have arrisen in the level binaries as they mixed versions incorrectly. I will be purging the all.spawn of these items/npc so that dAVROs and myself can reconstruct them using newer versions, especialy those that do not have smart terrain flags.
I will also start posting the new dialog content that will need translation/improvement for the new levels. - Quote :
- Update
Fix 3 is up.
Sorry about that, I had forgotten that there were new additions to the weapons for 109940.
I have been deep into getting this new version tested so I can pass it to dAVROs for his adjustments and additions. We will be working on different areas so that repopulation will be quicker.
There will be some changes to the story line as there were some very buggey items purged from the sect2bin file (geometry) during the decompile of the old all.spawn. I have manualy edited it to remove these flaws but it does mean that a few places will change, especialy dead city.
I have created 4 dynamic vehicles for travelling in some levels: quad atv, military hummer, dune buggy and a debris/snow plow. They operate without a key and respawn in fixed locations on entering the level (not reloads). I have also given them my idea of physics and have them holding the ground much better as well as reducing the type and number of anomalies in those levels. Of course you can turn them off in the modders script just like all dynamic objects. Napravio sam objedinjeni mini fix (1, 2 i 3 verziju skupa) evo ovdje - TB3D_NS_109935_FIX_1-3.7z |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 25 Oct 2013 - 14:48 | |
| Pozdrav Sutra bi trebao da dođe još jedan mali fix u kome če biti ispravljene nesuglasice(nekompatibilnost) za starije sejvove! i - Quote :
- Update
- Spoiler:
I got an older save in and tried it without luck, I do beleive that if you gave the info portion then at least the geek at the bar will have the dialog. Make sure that when you give it that it does not say it removed it. If so give it again.
There are several things wrong with saves from before 109934 that are interfering, it should still mess things up in npp but have not tested it yet. This final chain of events is really poorly made and relies heavily on zones the actor must be in. You miss a zone and only part of the events occur leaving holes in actions and infos.
I have decided that it will be changed as well as dead city for the new full zone release. I and davros must find a smooth transition into the collector and further on as the new levels need to be introduced in the game with congruity.
Luckily he likes most of the alife and objects I have added as well as the intent for most levels, he does have a few ideas of his own that I think we can work with. For sure the global map will stay somewhat as is since no map has any validity in its placement in any mod I've ever seen.
I am putting together another fix for tomorrow that will at least take care of the bar zones and also force the info portion when you finish talking to fang.
Last edited by sadd on Sat 2 Nov 2013 - 13:05; edited 1 time in total |
|
| |
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 Nov 2013 - 9:15 | |
| Kad god se obratim nekom, NPC igra puca
FATAL ERROR [error]Expression : no_assert [error]Function : CXML_IdToIndex<class CInfoPortion>::GetById [error]File : e:\stalker\sources\trunk\xr_3da\xrgame\xml_str_id_loader.h [error]Line : 112 [error]Description : item not found, id [error]Arguments : tb3d_bar_zones |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 2 Nov 2013 - 13:03 | |
| - djordje29 wrote:
- Kad god se obratim nekom, NPC igra puca
A posle kojeg update-a!?? U međuvremenu je došla nova zakrpa i ne samo mali fix. - Quote :
109936
- Spoiler:
It is up, fixes are:
SKAT-15 redone and does not eject from your body BUT you must watch your energy consumption as life support stops and damage starts happening to the suit if you keep wearing it.
Red Forest after shadowman is a real mess and needs more work but it should crash a lot less often.
Advanced weapon manager has been changed and now is an option in the modders script. Turning it off will cause some advanced weapons to stop functioning and npc will wave them around without any gunfire. If off then the engine handler is used instead of the weapon modes system.
Photoman quest in Cordon changed to stop checking if you have a weapon in your main slot when handgun fired. Now it will check to see if your active slot was the handgun instead.
Air resistance in ammo increased slightly and rain factor added to all distance and dispersion calcs.
Several more additions to the 'go on line' control list to compensate for free play. Evo i linka - TB3D_NS_DBPatch_109936.7z Prije ubacivanja nove zakrpe u SoC folder, izmjenite ime gamedata folderu ili obrišite gamedata folder (ako ga imate?)!
Last edited by sadd on Tue 12 Nov 2013 - 10:17; edited 1 time in total |
|
| |
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 Nov 2013 - 13:36 | |
| Pa posle 109935 i fix-a Možda će ova zakrpa sad to da pegla |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 2 Nov 2013 - 17:35 | |
| - djordje29 wrote:
- Pa posle 109935 i fix-a
Možda će ova zakrpa sad to da pegla Provjerio sam.. i izgleda da je TB. zaboravio da stavi taj "Id" nazad u novu zakrpu(igru)!, jer je taj "tb3d_bar_zones (id)" bio uklonjen iz igre u 109934 verziji zakrpe pa stariji sejvovi nisu radili! Napravio sam mali fix za taj problem koji je u ovom fajlu - tb3d_bar_zones(Fix).7z |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Mon 4 Nov 2013 - 23:45 | |
| Novi... - Quote :
- Update
- Spoiler:
I have changed the Limansk basement a little; now you just need to drop the box then enter the keycode, you don't have to pick up the ammo to trigger it and I let you keep it.
In dead city I have turned off blowouts as it ruins the controller quest by sending the last day killers back to the city. Some of them were not getting Bisons as well.
New levels: The new global map should be done in a few days, I will then post it on my site with a description of the Zone's expansion project (ZEP). The map is different, it is layed out to match more of the actual area around Chernobyl. Pripyat is going to actually be where it belongs in relation to the power plant.
I will indicate what levels are 100% ready and what the progression of the others will be. The saves will of course be different than the existing version as the game graph is much bigger. Saves from the new version will always be usable in the future as the new all.spawn will be oriented towards the dynamic spawning system instead of the fixed method now used.
I hope to have it ready for December so collector fans can start playing on...
Last edited by sadd on Sat 9 Nov 2013 - 20:24; edited 1 time in total |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 9 Nov 2013 - 19:14 | |
| Još malo vijesti iz StalkerSoup zone... - Quote :
- Update
- Spoiler:
Still working on the Pripyat issue...
The new map is almost determined;
The zone was caused by a huge burst which then gets fairly consistant after bursts (blowouts), obviously in a circle.
This circle centers on the Sarcofagus and the zone radiates outward from there.
After the burst a strange low radioactive inner zone surrounded the npp but around it was devestation and extreme radiation. As you get further from the npp it weakens and becomes somewhat habitable.
After placing the npp, pripyat and east pripyat on there actual locations at their proper scale I started thinking about this circular zone and the ring of containment.
To accomodate this the map starts below the npp and wraps around it to the left to get to pripyat. The npp is then southeast of the actor and not above the stadium at all so this will be a big change.
Wrapping around to the left will be the original levels in the same order as much as possible. Once you hit Pripyat things change a lot:
Several levels and most new levels will arc accross the upper area which turned mostly into swamp as the rivers were blocked after the initial accident...
Sometimes a blowout will alter certain parts of the zone changing portals and moving radiation zones... A few levels are on the edge of the inner ring of radiation and thus very unstable, Cemetery and generators are 2 of them.
I am working with dAVROs on it to also insure that it supports his Collector quest line and idea of a layout. It will have some comprimises obviously but it will get done. The existing SS will stay almost 100% intact with the exception of transition points which will get some changes due to their new locations on the map.
Last edited by sadd on Fri 15 Nov 2013 - 18:25; edited 1 time in total |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Tue 12 Nov 2013 - 19:42 | |
| Došao je jedan mali fix... - Quote :
- Fix 1
- Spoiler:
I have posted Fix 1;
Stops the corruption on entry into Pripyat for pre 109936 starts. Stops ctd when rpg-7 missile explodes. Additional database access protection and extended reporting. Some quest fixes and tweaks.
I am still working on the rewrite for the Chernomor Zombie.
Every save submitted is helping to find these remaining issues which also benefits the new release!
Many thanks to those still playing and helping!
The new release with 53 active levels will retain almost all the existing SS unchanged except possibly Dead City as it had flaws in its section of the all.spawn bin file and is being replaced with a new one. This may alter the way the dead zone works.
I hope to release the new levels by mid December which is a bit aggressive but doable.
Link na Dropbox-u - TB3D_NS_109936_FIX_1.7z Edit: - Quote :
- Update
- Spoiler:
There are still issues in Pripyat with pre 109936 starts that have to do with info portions. If you travel to Prip and you do not get the pause menu then this is what happened: An info portion (or item in inventory) can cause the recurrance of a story trigger/spawn. Since you already have completed that story the jobs available comes back empty. Normally a character has completion info in the task manager but unfortunately there are several in the existing all.spawn that do not. The Doctor is one of them as taking the book spawns the doc which triggers his sid which looks for jobs...
Keep sending these autosaves to me as they are not corrupt, saves after that are though.
ALSO: New map is almost decided upon, if you are interested you can view it on my website. As soon as it gets locked down I will make a high res version and post it in the repository. This is a reference map and not the actual ui_global_map as it has a different aspect ratio.
I will also post a table of all the levels that will indicate: Zone intensity factor (distance from Sarc) Fixed lc paths (connecting adjacent levels) Percent of level completion (geometry, hom, fixed spawns) Percent of AI completion (story rlelated characters and creatures) Known issues (things players can avoid)
Last edited by sadd on Fri 15 Nov 2013 - 18:24; edited 1 time in total |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 15 Nov 2013 - 18:21 | |
| Novi... - Quote :
- Update
- Spoiler:
I am working on the saves that have been submitted and will try to get another fix out soon.
While expanding the mod to handle all 53 levels another flakey process was uncovered, the testsak_ stuff that supposedly managed the arts after a blowout. It was not doing anything but iterating through the whole spawn database after a blowout but actually never spawning arts. What it was doing was adding to the arts each level change instead and unfortunately AFTER the detector database was made. I removed sak from the process and now monitor the generate arts directly and update the detector when it is done. I never have to iterate through the whole database after every blowout saving time AND stack space.
Since the detector maintains a database of all the arts found on the level then it is easy to now the total still existing at any moment. I use this information to spawn just enough arts after a blowout to replace those that have been found. I also intend to add the distance from the center of the blowouts as one of the conditions on the type of art.
For those looking at the new map concept: the rings don't represent the amount of radiation but the intensity of the blowouts from the source. When a blowout occurs it weakens and changes as it gets further from the sarc, thus arts are less powerful, rad zones move around less, types of creatures are different and the protection needed is less.
To really understand what is happening to SS you have to understand that really having 53 active functioning levels with alife and story line takes a massive amount of storage. To acheive this with an engine restricted to a fixed amount of ram this is an extreme challenge. I have had to streamline almost the entire mod (still have some scripts I could redo) and changed the database and packet system to allow this to happen.
Now I have built a system that won't have to compensate for the lack of free play design and restricted world size; I have a solid spawn base properly controlled by info portions that thrives on free play and respawns (with quests/stories) no matter how big I want to make it.
Last edited by sadd on Wed 20 Nov 2013 - 10:21; edited 1 time in total |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sun 24 Nov 2013 - 12:12 | |
| Nešto malo o problemu - Pripyat - Quote :
- Update
- Spoiler:
Found a glitch in the spots, the teleports are there but the spots may dissapear.
Also changing the artifact system as a flaw was uncovered in the sak stuff.
I have added a few more npc/creatures to the pop control in red forest and radar.
Pripyat crash for pre 109936 saves is due to the doc and his book as you already have it spawned but in 36 it is not spawned until after your first visit to the npp. For some reason the doc tries to respawn when the book is created, most likely in the all.spawn.
Should have a fix up for these soon. =========================================================================================================Edit: - Quote :
- New Maps
- Spoiler:
I will get many of the maps fixed, did generators but it still needs fine tuning.
I have started the roadmap of fixed level changers and it will be different:
Of course Darkscape connects to Cordon and Dark Valley but will also connect to the firing range. The firng range also connects to the southern end of Cordon. You will not get Darkscape and the firing range until you do the Collector quests there as dAVROs has spent his time on those areas.
After the firing range has been opened then it will become a place that you can try out weapons or just practice. It will also become the place to test and calibrate new weapons when the interactive tools are incorporated.
None of the Northern maps are accesible until after you shut done the brain scorcher. After that the levels will start to open as normal with the new levels mostly opening up after NS story is done with the exception of whatever Collector quests and my game play require.
But don't fret... I am opening a few for you as Stalker and several as Collector.
************************************************************************************************************************************************************************Edit2: - Quote :
- Update
- Spoiler:
Posted the final placement of the new expanded zone on my website. I placed them on a white background so that they are easy to pick out. It does not show the underground levels, they will be listed in the description table yet to be posted.
It was not easy to come up with something that preserved the SOC and NS themes as much as possible. At least 90% of the level changers stay intact and only half a dozen new ones added.
I am able to use a good amount of content from other mods that use these levels with minor upgrades and changing of identities and faces.
It will take a few days to finish the changes and additions to level changers in the all.spawn and then I will post the level info table on my site.
Izgled novog terena(globalne mape) možete vidjeti ovdje - Zoneexpansionproject
Last edited by sadd on Sat 30 Nov 2013 - 20:25; edited 1 time in total |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Mon 2 Dec 2013 - 20:26 | |
| Novi update iz StalkerSoup zone - Quote :
- Update
- Spoiler:
Back from the wilderness and back to work...
Took a couple days off but progress is very good, I have completed all but six of the new level changers.
Soon I will post a map showing the new connections, I won't show the existing ones from SS as there are over forty of them.
After the lc points are all integrated and tested (2 more days) I will be reducing the alife in the all.spawn in favor of my dynamic content system, this should only take another couple of days.
This is the point where the all.spawn gets locked down along with the game.graph and will not change again. That means that saves from that point on will always be usable, even when content changes as only dynamic content will change from this point on.
I am still working on 109936 as submissions help me isolate and fix issues that would carry over into 109940, thanks to those still playing!
109940 will be a patch to 109936 to start but soon a total rebuild of the db set will be made that will greatly reduce it's size so the new content can be added and make it still fit the FSS membership USB drives that will ship when it is done.
I am still having issues shipping to some countries, they either get returned or dissapear...
łłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłłł Edit: Još najnoviji... - Quote :
- Update
- Spoiler:
new lcs are done and integrated into the new all.spawn, I will post a connection diagram on my site in the next few days.
I will also explain the layout and what the basic progression of game play will be and how things will work beyond level 1 (the Collector).
Since there are too many players around the globe that have started playing 109936 I will keep supporting it. 109940 will post as a seperate ADDITION to 109936 so that the whole thing does not have to be redownloaded.
109940 does require a new game as the game.graph almost doubled but it will be worth it!
Along with all the new levels (most usable now, some need level work) will also come fixes and improvements as well. In SS I have created 2 files that have been focused on compensating for issues created by the all.spawn. TB3D_fixer which removes objects that cause all.save issues and the TB3D_population_control that limits and controls respawns.
The new all.spawn will inherit all the fixes from those services making them obsolete. This means faster starts, faster game play and a reduction in memory at run time.
Things are progressing very well and both 109937 and 109940 will post in the near future. I will continue with 109936,7,8,9 before merging the mod into the new release that will be a new db set: version 11000 the completion of the SS BETA!!!!
11000 will be a fully dynamic 53 level coop system with the hooks in place for the live link pda. It will support 1.2 million alife objects and execute within 3gig of the 4gig page restriction (32bit executable). Windows streams are utilized where possible as long as real time performance does not suffer.
109940+ saves will remain upward compatible to 11000 so beta testers won't have to start again on RELEASE!!!!
Actually beta testers that start with 109940 will have a secret code imbedded in the saves that will award them with a secret bonus based on their FSS CALLSIGN when they load the save in 11000!!! (pre 11000 FSS members only)
COOP will be initiated through the PDA after first talking to the npc and making a connection or calling in air/ground support if those connections have been made. Of course COOP will only be functional AFTER you have achieved a certain level in the game (still being decided).
There are some other neat things comming, some in 109940 but those you will just have to expierence for yourself...
Last edited by sadd on Sat 7 Dec 2013 - 20:23; edited 1 time in total |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 13 Dec 2013 - 17:21 | |
| Još jedan novi : - Quote :
- Update
- Spoiler:
Almost have 100% of the respawn controller integrated into the all.spawn. Already have all the repopulation controller and fixer items done.
These two systems were created to compensate for the old all.spawn and used resources and game loop time. This will speed up both loading and improve performance.
The new population controller will be level based and only control wandering alife and some game play elements.
I also have integrated a lot of alife from the new levels so they will not be deserted while waiting for new story lines from myself and davros.
So far I have been able to play up to stealing the docs in agro without ANY issues, 1 out of memory after playing from start to saving fox which is not surprising.
Once I have tested the new all.spawn through to the monolith I will lock it down and prepare it for 109940s release. Saves from 109940 will always work but of course any changes to the all.spawn in the future will only take effect in new games. Not to worry though as I will identify prior saves and fix them where applicable.
Be aware that 109940 has many new locations and no doubt many bugs to catch in game play. The 109936 portion of 109940 will be at it's present level of stability with some new fixes from submissions for 109936.
*****************************************************************************************************************************************************************************************************Edit: I još jedan noviji... - Quote :
- Update
- Spoiler:
I am almost done with the new all.spawn, I have moved as much of the fixer and population control to it as I possibly can. There will be many changes to the game play such as the exit bandits do not spawn if you have the task to find the rabi in the swamp for one.
I have had to create a new 'can go online' function in the pop control that uses string tags using equality checks INSTEAD of string.find comparisons, this improves the accuracy AND SPEED of this system greatly.
Another vast improvement is the addition of the tb3d_ info checks imbedded in the all.spawn which allows me to toggle many alife objects at will.
I also will have a fix posted for 109936 very soon that takes care of the Pripyat crash (sak_book4 respawning) and a few level change issues with wrong info portions.
I have nothing from dAVROs yet for the 109940 release but I will make sure that all the new levels contain alife so they won't be empty. I also have placed drivable vehicles in a couple levels to get around them faster.
Minimaps and the new global map will probably still be a bit rough as that is not the real priority here. The intention is to get the new all.spawn/game.graph released before the holidays so that beta testers can have some fun while helping me tweek it in before it gets assembled into 1.1.0.0.0 which looks like March or April at this point.
I am also going to be sending out emails to all FSS members for the purpose of getting final shipping addresses, and for those who qualify for t-shirts I need shirt sizes.
Last edited by sadd on Mon 16 Dec 2013 - 19:35; edited 1 time in total |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Tue 17 Dec 2013 - 22:16 | |
| I... znate već što sljedi : - Quote :
- Update
- Spoiler:
Been difficult to settle on the next direction the next patch will take, sacrifices have been made.
You must realize the intensity and sheer mass of this project and that it is based on a long range plan. I have goals set monthly, not years and that is hard for most to keep pace with.
I am going to post 109940 as a new beta along side 109936 which I am working on to improve those odd level spawning problems late in the game. My intent is to get help testing and stabalizing the new base so the story can continue by getting it out to you testers.
I am also going to try and recruit more help as it appears I am the only one left to carry it on at the moment.
The Collector is pretty much done at level-up 1 and the mod is moving too quickly for there to be any more from dAVROs, I am sure that many of you will miss his continued contributions.
I will be changing the way the Collector starts in free play to follow NS instead of mingling them which has caused many problems in NS quests. I will also give access to most of the new levels for help with finding issues in them. There are a few that need level work or objects spawned to fix tears in the landscape so those will be blocked for now.
So the final form for SS is going to be the STALKER/NS as the beginning level-up (0) and the Collector as level-up (1), I will introduce level-up (2) and the restructured rank/rep system to support a total of 10 level-ups.
I will be importing a lot of stuff from other mods for the new levels and hopefully we can expand the zone quickly.
I am also incorporating all the work submitted by the dialog improvement project, many thanks to all of you.
Update2
- Spoiler:
I have been looking at the present conditon of the mod based on the latest bug submissions and have determined that moving the Collector start will fix several of them.
By making the NS portion of the mod more linear I can prevent some of the quest mangling that is interfering with some quest/story completions.
It will take me a day or two to reallign the info portions but then I should be able to provide teleports to certain game completion points so you can jump to a certain point in the game and continue. I will also make a dump command that will list your inventory in the log, this can then be placed in the 'give items on start' section of the modders script so you can keep your hard earned goodies.
I will post more information about the final progression and the time line I am trying to follow in the next few days.
109936 fixes will post Wednesday and 109940 should get posted right after that.
÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷÷Edit: Jedan novi... - Quote :
- Update
- Spoiler:
Bugs are getting a bit harder to fix now, some need changing in the all.spawn. The lab you are having trouble with for one, if things don't time out just right then the kostya tp does not shut off. Another one is the tps in the final episode, they should all turn off when arhara leaves but only one does.
The majority of the crashes on level changes are being caused by unterminated smart terrains attached to npc that still spawn. In 109936 all I can do is remove them on spawn, 109940 will have them all fixed in the all.spawn.
I have moved the collector start to the end of dead city and am working on the info portions now. 4471 info portions total at this point and another 1200 being introduced so it will be a busy next couple of days.
Although I am the only story creator working on the mod at this point I will continue the collector hunt but will be adding another twist to it. You will just have to play to find out what.
I have not been answering much email right now do to the massive amount of work needed to get 109936 and 109940 out this week. Those who start testing 109940 and jump right to collector are going into unexplored territory right now as there is way too much terrain for me to cover all of it. You will be discovering issues with level builds like tears in terrain, bad shaders and alife that is doing weird stuff. Most of the new levels are solid and have decent alife but a few are rough and will need lots of work.
My platform backup is done for the morning so... back to expanding the Zone.
OH, keep sending me saves to work with as they allow me to test without having to play all the way to that point. It also gives me many of the vast variations of info portions that can occur.
Last edited by sadd on Sun 22 Dec 2013 - 11:56; edited 1 time in total |
|
| |
coolkingeye Moderator
Broj poruka : 100 Datum upisa : 2013-01-06 Godina : 51 Lokacija : Serbia Raspoloženje : boredom = freedom
| Subject: Re: STALKERSOUP Mod za SoC Sat 21 Dec 2013 - 23:05 | |
| Ajoj mene je forum prestao automatski obaveštavati mailom o novim postovima na ovoj temi već odavno. Tako da nisam imao pojma da je uopšte izašla zakrpa 109936. Poslednje šta znam je da je izašla 109935 i to da ne radi kako treba. Moj propust. Trebao sam ranije proveravati ovu temu. A i bilo mi je čudno kako nema novih postova već duže vreme... |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sun 22 Dec 2013 - 11:52 | |
| - coolkingeye wrote:
- Ajoj mene je forum prestao automatski obaveštavati mailom o novim postovima na ovoj temi već odavno. Tako da nisam imao pojma da je uopšte izašla zakrpa 109936. Poslednje šta znam je da je izašla 109935 i to da ne radi kako treba. Moj propust. Trebao sam ranije proveravati ovu temu. A i bilo mi je čudno kako nema novih postova već duže vreme...
Hmm... a ja sam mislio da znaš pa ti nisam ništa rekao I novo obaveštenje... - Quote :
- Update
I found a very obscure bug last night in 109936 that does not cause a crash until the next time a respawn gets respawned.
There are some respawns that do not have valid 'respawners' and when they are checked for offline to online they get refused but their state value does not get set. This means that when it does get to go on line then the starting state is invalid and the scheduler crashes.
I hope this turns out to be one of the final crash contributors!
109940 is going to be a few days yet as I underestimated the amount of time it would take to go through over 4,000 info portions to add collector control to the all.spawn.
Some levels have more than 100 key characters that no longer exist when you become the Collector, these all need to be controlled by the collector info portions.
I do have some help presently so t-shirts are getting done, some graphics work on the mod as well.
Will keep you updated... |
|
| |
coolkingeye Moderator
Broj poruka : 100 Datum upisa : 2013-01-06 Godina : 51 Lokacija : Serbia Raspoloženje : boredom = freedom
| Subject: Re: STALKERSOUP Mod za SoC Sun 22 Dec 2013 - 18:18 | |
| Pa to je super. Pošto sam pri kraju u verziji 109934 i sve mi (uz pomoć) ide kako treba, gledaću da završim čim pre. Pa ću onda kada izađe 109940 i osvedoči se da je u redu videti da krenem ponovo. Mada u mojim uslovima (roditelj sa dvoje male dece) to ide malo usporeno, ali makar se trudim. |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 28 Dec 2013 - 22:07 | |
| Novi update iz StalkerSoup zone... - Quote :
- Update
- Spoiler:
Back after 3 days...
I am going to be awhile catching up with email so please be patient.
I almost have 109940 ready, I seperated the STALKER level from the Collector level so now you continue as Collector on completing Dead City.
I am repeatedly going through the collector treasure hunt and insuring smooth play as well as content to fill in around it.
The treasure hunt will be a side element until you reach dAVROs' LDK and then it will merge into the new story line for the Collector series of level-ups.
Once 1.1.0.0 is released (saves will stay compatible with 109940+), content will become DLC type dynamic content and the base game (db0 thru dbj) will be locked down and never need redownloading. Until then there will most likely be a few more beta stages but they will be with all the levels in the saves.
I will post another progress report on Monday, happy Holidays and hope your year ends well!
Last edited by sadd on Thu 2 Jan 2014 - 18:33; edited 1 time in total |
|
| |
coolkingeye Moderator
Broj poruka : 100 Datum upisa : 2013-01-06 Godina : 51 Lokacija : Serbia Raspoloženje : boredom = freedom
| Subject: Re: STALKERSOUP Mod za SoC Mon 30 Dec 2013 - 12:01 | |
| Pozdrav svim stalkerima. Postavlja se pitanje da li je neko u skorije vreme našao neko kompletnije uputstvo za SS u odnosu na ona stara nekompletna? |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Mon 30 Dec 2013 - 18:54 | |
| |
|
| |
coolkingeye Moderator
Broj poruka : 100 Datum upisa : 2013-01-06 Godina : 51 Lokacija : Serbia Raspoloženje : boredom = freedom
| Subject: Re: STALKERSOUP Mod za SoC Mon 30 Dec 2013 - 19:30 | |
| Nije loša ideja, samo da ne započinjemo posao ako će u verziji 940 i na dalje biti izmena u priči i sa novim zadacima.... |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Mon 30 Dec 2013 - 19:41 | |
| - coolkingeye wrote:
- Nije loša ideja, samo da ne započinjemo posao ako će u verziji 940 i na dalje biti izmena u priči i sa novim zadacima....
Nije ni to stvaran problem, jer kako si vidio - Collector če od te verzije da započinje kdje bi i prije trebao da krene(Dead City). A nove priče če "uglavnome" da se događaju tek poslije kada češ dovršiti sam Collector! - samo če nešto malo priče(zadataka) biti dodano sada, da ne bi bila prazna nova zona(mape), ali više kao "random taskovi" |
|
| |
coolkingeye Moderator
Broj poruka : 100 Datum upisa : 2013-01-06 Godina : 51 Lokacija : Serbia Raspoloženje : boredom = freedom
| Subject: Re: STALKERSOUP Mod za SoC Mon 30 Dec 2013 - 19:54 | |
| Pa ništa onda sledi dogovor sa mojim drugom Milenkom, da se naoružamo sa vremenom i strpljenjem i da krenemo... |
|
| |
sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Mon 30 Dec 2013 - 20:04 | |
| @coolkingeye
Po mome je najlakše da se prave fotke igre/zadatka, pa se poslije lakše vidi što se sve treba da se uradi u jednoj dionici igre! Evo ovdje link do mojih fotki iz StalkerSoup-a - BalkanZona-Grupa Uskoro ču da uploadujem još nešto novih... |
|
| |
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 Mon 30 Dec 2013 - 20:11 | |
| Dečki, dajte to na naš jezik, ako vam zatreba pomoć pri prevođenju tu sam |
|
| |
coolkingeye Moderator
Broj poruka : 100 Datum upisa : 2013-01-06 Godina : 51 Lokacija : Serbia Raspoloženje : boredom = freedom
| Subject: Re: STALKERSOUP Mod za SoC Mon 30 Dec 2013 - 20:23 | |
| Razmišljao sam da započnem novo uputstvo pri čemu bih se služio sa više starih na ruskom, engleskom, italijanskom i naravno to novo uputstvo bi bilo na srpskom. Takođe kada budem uskoro završio igru (pošto sam pri kraju u verziji 109934), počeću iz početka u verziji 109940 s ozirom da TB tvrdi da će savegame biti kompatibilan sa svim narednim verzijama, konačno i sa 1.1.0.0. Kada budem počeo iz početka gledaću da pravim skrinšotove svakog bitnog momenta u priči koji će se naći u tom dokumentu. Već unapred vidim da će to biti dug i mukotrpan posao, ali šta da se radi... Verujem da će mi drugar Milenko vrlo rado pomoći oko toga, a ako nešto zapne pozvaću vas u pomoć svakako. |
|
| |
Sponsored content
| Subject: Re: STALKERSOUP Mod za SoC | |
| |
|
| |
|