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coolkingeye Moderator
Broj poruka : 100 Datum upisa : 2013-01-06
| 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. |
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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 Tue 31 Dec 2013 - 11:12 | |
| Samo da javim da smo počeli da radimo uputstvo na srpskom. Za sada se samo prevodi "NS Guide Nov 11 2010.pdf" dok ne krene nova igra, onda ćemo tekst dopunjavati sa novim mometima uočenim na licu mesta i upotpuniti skrinšotom ako je potrebno, a da to nije urađeno već prethodnim uputstvime. |
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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 31 Dec 2013 - 11:48 | |
| - coolkingeye wrote:
- Samo da javim da smo počeli da radimo uputstvo na srpskom. Za sada se samo prevodi "NS Guide Nov 11 2010.pdf" dok ne krene nova igra, onda ćemo tekst dopunjavati sa novim mometima uočenim na licu mesta i upotpuniti skrinšotom ako je potrebno, a da to nije urađeno već prethodnim uputstvime.
Eee.. super Dali ti slučajno treba "NS Guide Nov 11 2010.pdf" u .doc formatu?? |
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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 Tue 31 Dec 2013 - 13:30 | |
| Pa ne bi bilo loše da i to imamo,mada prevođenje radim "ručno", jel google prevodilac još uvek nemože da savlada našu gramatiku (padeže pogotovo). |
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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 Wed 1 Jan 2014 - 19:48 | |
| Možda bi bilo bolje da SS ima drugi nastavak umesto što će imati 50 mapa i ovako je puno, ja ovo ima da igram naredne 3 godine, preveliko je. |
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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 4 Jan 2014 - 0:51 | |
| - coolkingeye wrote:
- Pa ne bi bilo loše da i to imamo,mada prevođenje radim "ručno", jel google prevodilac još uvek nemože da savlada našu gramatiku (padeže pogotovo).
Nažalost dosada nisam uspio da pretvorim taj .Pdf u .doc, jer uvijek razvuče ili stavi tekst iznad slika! Kad budem uspio objavit ču ovdje... - djordje29 wrote:
- Možda bi bilo bolje da SS ima drugi nastavak umesto što će imati 50 mapa i ovako je puno, ja ovo ima da igram naredne 3 godine, preveliko je.
Onda tebi StalkerSoup dođe kao Stalker igra života... Edit: Novosti iz zone... Update - Quote :
- back to work... 2014 should be a good year!
I am focusing on 109936 first to get another patch out for it.
109940 is close, I am going through all the collector stashes and considering fixing a couple. There is one in Yantar that is inside a fenced area and I cannot fiqure a way in. Anyone knowing how to get into this area playing normally, please let me know.
Since the treasure hunt ends at Jup underground there needs to be some kind of content to start with for the new levels. This is taking me a little more time to insure that the new content is functioning properly.
It will be at least a week and maybe two at this point but the wait will be worth it. ======================================================================================================================Edit2: Update - Quote :
- 109936:
Found the Pripyat crash condition, bad creation of an item.
Some are getting the bone crash in dead city; this was caused when the new all.spawn was made without the bad objects in it. The old remover in the fixer was commented out which left a small window where saves would still get them. I need to fix those saves for you.
Collector re-visit to Yantar crashes; 2 bad respawns were added to the population controller.
109940: Close; some artwork needs to be done on the minimaps and of course a new global map to match. Going through the Collector treasure hunt linearly after all the NS has been completed; with some of the stashes a bit flakey and some too hard to find. I am open to any suggestions about any of the stashes or clues that would help me with this part of improving 109940.
I am also getting the dialog improvement submissions integerated for 109940, not sure about 109937 right now. |
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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 7 Jan 2014 - 12:49 | |
| Mini fix za 109936 verziju! 109936 Fix 3 - Quote :
- Fix 3 is up:
Fixes Dead City crashes from Limansk. Added dialogs to the alternate Chernormer. Added more bad respawns to the pop control.
Some dialog improvement submissions.
Better teleport spot management.
109940 is still being tested and tweaked but should be out in less than 2 weeks. link: TB3D_NS_109936_FIX_3.7z |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 10 Jan 2014 - 17:07 | |
| Novi... Update - Quote :
- 109940 is looking great!
I have perfected level changers that you can drive through!
I just drove a jeep from darkscape through a tunnel and came out in cordon still driving the jeep.
This will make the zone a little more different... eh |
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flexerca Administrator
Broj poruka : 340 Datum upisa : 2012-03-02 Godina : 45 Lokacija : Cazin, BiH Raspoloženje : Ash nazg durbatulûk, ash nazg gimbatul, ash nazg thrakatulûk agh burzum-ishi krimpatul.
| Subject: Re: STALKERSOUP Mod za SoC Fri 10 Jan 2014 - 17:43 | |
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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 Fri 10 Jan 2014 - 17:59 | |
| I meni. Očekujem izlazak te verzije, ako je verovati prethodnim obećanjima, za 2 nedelje... Nadam se da ću do tada uspeti da završim priču do kraja prvi put (pošto sam ovaj put vrlo blizo kraja). Takođe se nadam da mi prolaz kroz StlkerSoup sledeći put neće biti tako bagovit i problematičan kao do sada... |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 10 Jan 2014 - 19:53 | |
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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 19 Jan 2014 - 11:35 | |
| Pošto je u međuvremenu bilo nekoliko novih mini zakrpi, objedinio sam sve skupa u jedan fajl. link - TB3D_NS_109936_FIX_(1-6).7z Edit: I novi... Update- Spoiler:
- Quote :
Starting to put in new key characters in Darkscape and have created dialog for Sid that starts the new levels to open.
In Darkscape you will find Tweed, she has set up a post in the old farmhouse there. From there you will start to get info on where to go next and who to see.
The treasure hunt is also available and is optional and can be done along side the new Collector storyline without issues.
I will release the new levels soon, just want to progress the new story a bit so that I can try to stay ahead of players with new content during this year. I have 18 new characters to add to the new levels that will have information and quests to open all these new areas.
I have hopes that there will be content creators out there that want to be part of the expansion and will work with me to fill the new Zone. Of course I will keep on creating and expanding it but it would be great to get some different styles of play.
Back to it, will post another update soon. **********************************************************************************************************************************************************************************************************Edit2: Još jedan noviji... - Spoiler:
Update - Quote :
Every time I think I get a break and can focus on the new version I get derailed by life...
I have been able to progress though:
Right now I have Darkscape ready with some military resistance, bandit camp and a female trader named Tweed.
Sid has starting dialog for the story that starts after Dead City and gives you the path from dv to ds. In ds you will need to talk to Tweed and learn about Darkscape and she will give you the path from ds to cordon...
I am done with new dialog through to the Wasted Woodland, several key characters in Rostok (Bar area) will have dialogs that also pertain to the new story, finally the Barman will give you the path to ww.
Obviously I cannot populate everything at once and magically create the story line but what I can do is get it to a point where I can continue to release dlc type additions to the mod. Thus the story line can be authored over time and be a continuing process.
You also have the Collector treasure hunt available to do seperately or in conjunction with the ongoing Collector story line.
Last edited by sadd on Fri 24 Jan 2014 - 19:46; 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 Sun 19 Jan 2014 - 18:01 | |
| Ne počinjem ponovo iz početka dok ovo ne ugleda svetlost dana. Osećam da će biti vrhunski. Samo da nema bagova. |
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PoWeR Master
Broj poruka : 546 Datum upisa : 2011-07-19 Godina : 29 Raspoloženje : OK
| Subject: Re: STALKERSOUP Mod za SoC Mon 20 Jan 2014 - 17:02 | |
| - coolkingeye wrote:
- Ne počinjem ponovo iz početka dok ovo ne ugleda svetlost dana. Osećam da će biti vrhunski. Samo da nema bagova.
Nacekac ces se :> |
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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 Jan 2014 - 19:44 | |
| Novo iz zone: - Spoiler:
- Quote :
- Update
Taking a little longer than anticipated due to having to expand the content as most of you have already done the treasure hunt. I have created a story line that takes you from Sid through dv to ds where you find Tweed. She will have an alternate long term quest as well as information about SS story line. You have the option of going back to Sid for Tweed or just continuing on with the story. Next stop; the bar, you will need to talk to several people before you will be given the path and reason to go to the wasted woodland and beyond...
I estimate 1 more week before I release it so that all the levels support the continuing SS story. After release I hope to only need post a small handfull of files to continue the addition of content.
For those helping (and trying to), I am sorry about the delays. I am using everything I can and debuging at the same time so I am a bit overwhelmed at the moment.... it will improve by monday.
Also: there is a tweet link on my front page, I will post at least 1 tweet a day about my progress for those watching closely.
Edit: Još novosti... - Spoiler:
- Quote :
- Update
109940 is cranking!
I have perfected the respawn and 'go online' systems to support the massive amount of content added with the new levels. 4713 npc have been defined in all for 109940.
I have also completed the new TB3D_Mobs.script that will insure that all levels will have alife when you enter them. I have created dynamic alife that can spawn anywhere and can be varied each time. This means that the alife will change depending on where you enter and what time of day which will make it a very different experience every time.
Driving vehicles through several levels without issues is also a reality now, only problem is that you need to restart the engine after a transition. Driving through transitions also degrades the condition of the vehicle a little, oh yea... you can run out of gas too.
It will post at the end of next week for sure, it will be an addition to 109936 for now as the amount of content will require a new db set on release.
Last edited by sadd on Sat 1 Feb 2014 - 16:00; 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 Sat 1 Feb 2014 - 21:31 | |
| Najnovije vijesti oko 109940 zakrpe: - Spoiler:
- Quote :
- Update
Still a few issues to resolve and a bit more alife in some of the new levels and 109940 will be ready for BETA 1.
Last night I had to recompile the all.spawn again so I had to play from start of collector to the point I have completed. I ran through cordon to dv to darkscape, back to cordon then back to darkscape. Then through dv then garbage to the bar. Did many things at the bar then went through wasted woodland then old village to backwater then through pripyat. next I went to the distribution center to east pripyat then the cemetery. Finally I went to dead city to generators to warlab to generators to the dead marshes...
Finally got a cstack as I ran out of heap space...
53 levels and double the alife yet it seems like it is more stable than 109936!!!!
I am working on the research center, techniques, waiting room, broken road and f1 today. This will complete the first phase of the zones expansion.
If all goes well I should start uploading it this weekend, I will announce it here and on my twitter for those who want to know fast what is going on.
Keep in mind that there are rough spots in some of the levels that will need level editing and this I will not do for awhile as many other things need completing first.
Also for those who are FSS (My deepest thanks for your support!), I will need t-shirt sizes from those that chose that option. USB drives of the mod and tools will start shipping as soon as 109940 has gone through it's initial release and not wait for 1.1.0.0 as 109940 should have the dynamic system 100% so another big build should never be necessary after 109940 goes into db form.
I will start to twitter my progress at least twice a day from now on.
Edit: - Spoiler:
- Quote :
- Update
Of course it had to snow when I need all my time story boarding the new levels! I have cleared my drive and can get to the world again so hopefully it won't snow again for awhile...
I have finally finished the Dead Marshes and the first run through generators/warlab and the research Station. Today I intend to complete Techniques, Waiting Room, Hole in the Ground and Broken Road. This will leave me with F1, Secret Lab and then cleanup of the original 39 levels for the new Collector start.
Several systems have been reworked to accommodate the new levels and have been aggressively optimized. Weather system now initializes the sound buffers properly on level changes, all drivable vehicles can traverse lcs, fixer removes all unused npc/content on collector start regaining a large portion of storage.
Many more things will be better as well as some additions like a compass readout on your minimap and better creature detection for the bioradar...
Enough for now, got to get bake to it.
Last edited by sadd on Sat 8 Feb 2014 - 19:20; 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 Sat 8 Feb 2014 - 19:10 | |
| Vjesti... - Quote :
- Update
- Spoiler:
It was close but unfortunately it won't happen this weekend.
I was running from one story point to another across all the levels (53) with creatures turned off. I had one std memory crash after 19 levels which made sense as I was going faster than the gc could in windows.
I discovered something very important though, actually 2:
1 - artifacts put in stashes that have particles and physics will crash the game with the 'lua theora' error as they cannot animate and when they try to move they of course cause the vertex error as well.
2 - creatures are the main cause of the motivator crashes and not npc as originally thought, I am looking into why.
I have to go through ALL the levels which have stashes that can contain arts and remove the arts. This is the same error that used to occur in the old village and also the labyrinth.
I will not take that long to do the all.spawn but it will take several days to verify it before I can post 109940, sorry all...
I appreciate the support and anticipation of all and also the submissions from 109936 as they still help. Sorry that it is taking so long to post another fix for 109936 but it will come out at the same time as 109940.
Last edited by sadd on Sun 23 Feb 2014 - 20:04; 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 13 Feb 2014 - 18:29 | |
| Novo objašnjenje u vezi nove zakrpe... - TB. wrote:
- Update
- Spoiler:
I have finally tested all the new levels and the added content so far. It is working very well at this point but I am behind on:
Global map and minimaps are still rough.
Redefinition of several new creatures to update them to level 7 models.
Three levels need proper seaming/culling work done in the level editor.
Several new characters need expanded dialog, trader files and new pathways.
This said I plan to post a rough beta late tomorrow for those who want to get started. I am 99.98% sure that the all.spawn is ready and won't need rebuilding again. Saves started with 109940 should be usable when 1.1.0.0.0 gets released.
Although the new Collector start has been moved to the final in Dead City it should not effect the stalker NS portion of the game. Even though the separation was a simple one there is always 'Murphy's Law' to consider so I really will need testers to play the stalker level first. There are some code redesigns and fixes from 109936 submissions that need to be played through to really know that they work 100%.
Those that just have to jump right into Collector level should take it slow and enjoy the free play atmosphere. Not all the original 39 levels have been completely played through as I just don't have the time (several hundred game hours) so there may be path errors once in awhile on some creatures. I need these reported as soon as you get them so they can be fixed, usually hoard type creatures that are trying to travel to a new level.
Sorry things are taking so much longer but I have been pretty much alone on this project for many months. I do have a few who are contributing work like art and utilities and a good start from the dialog improvement project; MANY THANKS to all of you!
I do intend to recruit a small team for the next phase that includes a lot of scheme work for the coop and mp additions to the game.
Kako vidite, TB.-ju treba netko sa dobrim znanjem u SoC SDK za popravljanje terena i ostale stvari, tako da onaj koji ima volje i interesa nek ga slobodno kontaktira na "stalkersoup@tecnobacon.com" mail. Ps. Ja ga još ne obladujem dovoljno(SDK)
Last edited by sadd on Sun 23 Feb 2014 - 20:05; 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 21 Feb 2014 - 20:34 | |
| Novo oko zakrpe: - Quote :
- Overdue Update
- Spoiler:
TOO BIG..
I am forced to rebuild the db set as there are too many changes to existing files and with 2.3gig of content to meld it will take all day.
I do have the new levels and a good start on the new content, the minimaps and global artworks are still rough and have not been worked on.
I made a quick global that helps with development that will be in the first release, so be kind...
I am hoping it will get done today but each time I build it takes an hour...
Last edited by sadd on Sun 23 Feb 2014 - 20:06; 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 Sun 23 Feb 2014 - 19:48 | |
| Stigla je nova StalkerSoup igra a ne zakrpa! - što znači, da je potrebno da se iz SoC foldera obrišu fajlovi: gamedata.db0 do gamedata.dbi te gamedata folder! Ali važno upozorenje: oni koji još igrate na 109936 verziji, nečete moći da koristite ove nove fajlove(sa starim sejvovima), jer je za igru sa novim fajlovima potrebno da se započinje nova igra! (sem ako čete početi iznova) Evo direktno sa TB. sajta: - TecnoBacon wrote:
STALKERS
PLEASE READ THIS BEFORE YOU DOWNLOAD
- Spoiler:
Version 1.0.9.9.4.0 is a monumental step in the expansion of the Zone. There are now 53 playable levels with over 2 gigabytes of additional content.
You MUST start a new game; prior saves to 109940 will NOT work as the game.graph is different.
Several things are different now:
Collector level-up (level 1) happens at the end of Dead City, Collector Treasure Hunt is a side quest to the Collector story line.
The entire NS (STALKER level 0) is separated from the Collector level within the code now for a great optimization in Collector free play.
The new db set has been broken down into groups; all of which are under 1 gig in file size. These groups allow custom sky, shader, environment and sound packs to be easily switched in and out.
The final file in the set (.dbn) contains all of the files that I will be working on so only it will be needed to be downloaded again when updates are posted.
Finally,
Please be kind, there are over 4,000 characters and a vast number of files to manage and maintain. On top of that is the fact that many of the new levels were never completed and some have bad geometry. I have dealt with the game crashers and really bad renderings, but there is still much to do before it can really be considered done. I have received some help with tools and graphics but not alot, also from the Dialog Improvement Project which I am incorporating; thanks go out to you guys.
Installation is the same except now the db set will be:
Gamedata.db0 thru .db7 ---- Levels, .db7 also contains: ai, anims, shaders, .xr files and game.graph
Gamedata.db8 thru .db9 --- Meshes
Gamedata.dba thru .dbc ---- Sounds
Gamedata.dbd thru .dbf -----Textures: Characters, fonts, misc.
Gamedata.dbg thru .dbh ---- Textures: Arsenal
Gamedata.dbi thru .dbj ------ Textures: Sky
Gamedata.dbk thru .dbm --- Textures: Environment
Gamedata.dbn ----------------- Update file: Scripts, config, spawns
There are some known issues I need to warn you about:
You will crash early in the start of the game as there is just too much being initialized, best bet is to quit and reload the ‘start game’ save I make when the game has finished loading. The reason this happens is because all 4,417 characters are initializing for the all.save, the garbage collection services just can’t keep up. (I have a solution but it will be awhile to implement).
There are many creatures and zombies that are allowed to travel between levels; this is causing path errors on some of them when they spawn which makes them stay in one place until they are disturbed. (This will take adding home paths to their logic so again it will take time).
I am only started on the existing and new character dialogs in the Collector so there will be many cases where characters will still have dialog from NS. You may also get items in your inventory on level spawns as rewards to completed NS quests. (This will be a long term project and will coincide with the Dialog Improvement Project).
The Global Map is the one I have been using for development; it and the mini-maps are going to be redone in the next editing phase so please no comments.
A svi su fajlovi na ovom linku - TB-onedrive.live i još dodatne grafičke opcije: - Grafičke opcije
Last edited by sadd on Fri 7 Mar 2014 - 20:13; edited 1 time in total |
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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 Sun 23 Feb 2014 - 20:05 | |
| - TecnoBacon wrote:
You will crash early in the start of the game as there is just too much being initialized, best bet is to quit and reload the ‘start game’ save I make when the game has finished loading. The reason this happens is because all 4,417 characters are initializing for the all.save, the garbage collection services just can’t keep up. (I have a solution but it will be awhile to implement). There are many creatures and zombies that are allowed to travel between levels; this is causing path errors on some of them when they spawn which makes them stay in one place until they are disturbed. (This will take adding home paths to their logic so again it will take time).
Ja i dalje mislim da je najbolje rešenje da postoji SOUP 2, igra ne može da podnese ovoliki broj elemenata, sasvim je normalno da puca. Materijala za drugi deo ima, ja bih više voleo da igram SOUP 2 nego ovo čudo koje mi deluje kao dva dela u jednom. |
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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 Feb 2014 - 20:24 | |
| @djordje29 Paaa tako to ide... I ja sam do oktobra prošle godine mislio, da mu treba samo "Darkscape" teren za njegov završni dio igre i potrudio se, da mu pronađem mod koji več ima SinglePlayer Darscape level u njemu. Kad on odluči da če da sastavi sve terene(levele) iz tog moda sa StalkerSoup-om.
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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 25 Feb 2014 - 10:22 | |
| Evo nova igra i novi: - Quote :
- Update
- Spoiler:
Thanks to those testing and putting up with initial bugs!
Found so far: Wrong ambient music file for Dead City, causes ctd on level load.
Population Controller not preventing some characters in collector from spawning which causes most of the crashes occurring. Bar and Pripyat especially. The reason for issues with the mod are mostly due to the new method of name testing; it used to be all string_find operations which are very slow, now I use a TAG method the subs the first 6 characters and searches a table of known name tags. This method is 1000 times faster and much more accurate BUT now there are a few that defy this method and spawn anyway as their name is unique and not started with a level or group like; esc_dogs or naem_bandits, these tags would be 'esc_' and 'naem_'. There are some characters I do want to keep in Collector but have not had time to add to their dialogs and prevent NS ones.
I will be testing all submissions today and post the first patch tonight which will be very small in size as all fixes are in the scripts and configs.
I will investigate the ctd in Cordon as my tests indicated it was caused by too many gulags initializing at start which eats up memory too fast for the gc to handle. The art may prevent hits which often put memory over the top.
I have tested Collector all the way to Dead City last night and the only crashes I had wer: music file, bloodsuckers with done SIDs.
I will test NS tonight after I am done with submissions.
- Quote :
- Update-2
- Spoiler:
So far bugs verified:
Dead City ambient music typo causes ctd.
Population control has a tag error in labx8.
population controller not seeing all tags in some levels.
Still trying to isolate the new ctd in cordon. There is a memory problem as it occurs after a certain number of spawns without caring about any order.
I will post a patch tonight after I test a few more levels in the population controller.
For those who miss the original number of burers in labx8 and elsewhere; change max burers in the modders script to 8 instead of 2.
Još jedno obaveštenje: - Quote :
- Collector Level-up
- Spoiler:
As most of you have discovered:
Collector treasure hunt which was mixed in with NS is now separated into the collector level-up of my mod. this level-up occurs now at the END of Dead City INSTEAD of going to Backwater where the original NS stopped.
I am working on adding Kostya stashes to a new Collector start but the level-up version will keep whatever you have not done for all of the NS part.
I am also slowly adding/changing dialogs of known characters to support the new Collector as you can see with your first dialogs with sid and the barman/geek/cmdr/... also Tweed in Darkscape, my first fully working NEW character.
Luckily there is a lot of content I was able to use to start which you will also see in several of the new areas, much, much, more to come.
Edit: Novi... - Quote :
- Update
- Spoiler:
OK, there was a problem with the pop control...
I have restored alife that was missing as well as npc that were missing from some levels. Wild Territory now has everybody and I also have a fix for the bad path errors on spawn so the rats and tushes should start showing up again.
also fixed foto monolith in Cordon while playing collector, missing ui_dots.xml.
Still working on the missing lcs.
Soon we will have all the new bugs from the change from string subs to tags found and be moving forward again. once this is locked down then performance as well as more space for additional content will be achieved.
I will test today and post the patch tonight.
Last edited by sadd on Fri 28 Feb 2014 - 20:18; 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 28 Feb 2014 - 20:13 | |
| Nešto o... - Quote :
- Blowouts in SS
- Spoiler:
There have been many changes to them in this mod:
Hideouts can provide from 20% to 100% protection based on where and what the hideout is.
Blowout hits are random and less prevalent the further away from the NPP you are.
The new levels have yet to get hideouts in them and also be assigned a blowout type.
There are now 5 types instead of 2; weak without phantoms/hellhour, moderate without p/h, strong w/sounds, strong with phantoms and strong with phantoms and hellhour.
Last edited by sadd on Fri 7 Mar 2014 - 20:07; 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 Tue 4 Mar 2014 - 19:10 | |
| Najnovije objašnjenje o tome zašto je toliko problema sa novom igrom: - Quote :
- Ouch
- Spoiler:
The sak teleport issue turns out to be bigger than I thought.
Since there is an index existing in the all.spawn something happens each time it is called...
I'll try and explain; the first ones are at game start, three were in the low hundreds and stayed the same in my new all.spawn. The fourth one occurs when you return from the cave and this one had an id of 2884 but due to the added content was moved out to 3473 so whatever 2884 is now in my all.spawn; it gets invoked instead of the teleport.
This starts placing bogus objects in the game that will ctd when you are in switching distance. It also disrupts the ai schemes and causes unpredictable results.
I have finished renumbering all the sak teleports (all others not effected as they use a better mechanism), but now ALL the missing respawns have come back and I need to verify they all work.
I will try my best to get the patch together as soon as possible as it will be necessary to restart to enjoy all the alife again.
This is mostly my fault as it totally slipped my mind that recompiling the all.spawn would change the sak ids.
Edit: Novi update... - Quote :
- Update
- Spoiler:
Almost done testing the levels after the sak teleport fix.
It definitely caused many of the cstacks and screen freezes happening in 109940.
I found another issue I am fixing: dead_city_killers_respawn has no control over it's spawn levels or max count which means they are spawning everywhere constantly and this is also causing crashes.
Should get through the rest of the levels today and post soon.
Last edited by sadd on Fri 7 Mar 2014 - 20:09; 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 6 Mar 2014 - 16:55 | |
| Važno obaveštenjeSvi koji ste skinuli StalkerSoup 109940 igru sa TB. OneDrive bilo bi dobro da još jednom skinete StalkerSoup sa ovog - TB-Mega.co.nz oblaka! Sa obzirom na moje iskustvo i još nekih, fajlovi sa - OneDriva "mogu" da budu okvareni kod skidanja! Te kasnije dolazi do nepravilne inicijalizacije gamedata.db fajlova kod ućitavanja igre. Edit: - Quote :
- Update
- Spoiler:
While working on the respawns for the new levels I came across a bug that has been around since 2007.
It turns out that the respawner cannot handle more than 8 sub spawns at a time. There are a dozen places in the all.spawn that have more than 8 as the max spawn value. These have been causing the motivator/function errors that have been randomly occurring.
I have fixed it by limiting the respawner to a max of 8 at a time with excellent results; warlab has a group of 34 in one respawn and was always crashing the game. 34 will still spawn but 8 at a time, crashing has stopped. I should have the others tested tonight and for sure post this patch by the weekend.
I have all the respawns back including the rats, roaches and tushkanos.
music player also works without a hitch now.
I can't wait to get back to creating the new story and content!
Edit2: - Quote :
- Update
- Spoiler:
Alright then...
I have confirmed that the respawner was causing the random cstack error every time a spawn group of more than 8 occurs. There are about a dozen of these in the all.spawn but now I limit a spawn session to 6 at a time. Not only has it stopped most of the crashes it improved the way large groups appear and also reduced some of the stutters.
ALL the missing alife is restored, sak teleports have been corrected for the new all.spawn and more new content has been added.
Definitely the patch will be posted tomorrow and will be about 60meg in size.
I do have to tone down the collector level dynamic spawns as some areas like Backwater, Jupiter and Pripyat get really tough as all the creatures will eventually find you once you fire your weapon.
I had a hoard of bloodsuckers surround me in Jupiter, utter pandemonium!
Last edited by sadd on Tue 11 Mar 2014 - 10:20; 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 Wed 12 Mar 2014 - 13:43 | |
| Stigla je nova zakrpa koja sređuje problem sa spawnom. Možete ju skinuti sa TB. OneDrive - STALKERSOUP_109940_Patch_1.7z ili ovdje sa Dropboxa - STALKERSOUP_109940_Patch_1.7z Edit: Nešto o respawn sistemu: - Quote :
- Respawns
- Spoiler:
Now that the respawner is solid there will be some that should not happen early in the stalker (level-up 0) portion of the game.
It's ok and won't hurt as they are just respawns but I do want to hear about them. Testing for a patch is not the same as taking your time and just playing; I have to run around in god mode to verify as many levels as possible. The respawner is a time span controlled system and does not care if I run or not so I miss many of them as I run through a level.
The last day and exo should not appear until after you have visited sid with the documents after DV. If you start in level-up 2 as the Collector then you should see them after you pass through DV to the Darkscape lc.
I also need to know about any npc or creature you think should be in a particular place as the system is very strict about name tags and some can get crossed.
My next effort will be to streamline both pop control and inventory systems to reduce the lag now being experienced.
Edit_2: - Quote :
- Update
- Spoiler:
I have not been able to play the stalker portion very far yet so I have not verified the missing npc yet. I may get a chance to do it today but it will be late tonight before I get to the Wild Territory and figure out what is still going on there.
Since I have been getting help with weapons (many thanks!) I have come to realize that the approach is wrong. Weapon and ammo statistics do not apply to the game world and make it impossible to have really playable combat.
Snipers have a special algorithm that fakes the 3k targeting range to fit in the game world; this rescales the range to 300m so that places like Rostok and Agroprom don't shoot you when you enter Rostok or when your on the hill across from the base.
With this in mind I have played with the different rescaling being submitted and can see the limitations in the engine better. I will take the final pass when submitted and then go through the 580+ weapons and test/tweak them for a final build. This will include Grimwald's fixes as well.
Prema informacijama koje imam je zasada najbolje da se igra StalkerSoup do Bara - to jest, da se ne ulazi još u Wild Teritory, jer tamo spawn likova i mutanta još nije sređen! Ali je itako mnogo posla da se uradi u međuvremenu... Edit_3: Vjesti o zakrpi u kojoj če da bude provjeren/ispravljen spawn za teritorije do uključno Radara. - Quote :
- Update
- Spoiler:
found the issue with bar and wild territory spawns, now testing yantar, lab, warehouse and radar
should be posting a patch tomorrow
some of the crashes have been caused by the fixer accidentally removing a few restrictors such as the esc_dog_swarm and also the esc_psuedodog_strong.
Edit_4: Još nešto malo novosti: - Quote :
- Update
- Spoiler:
The population controller has been tweaked for cordon through to yantar. I am doing yantar, lab and warehouses today. Maybe even Radar and Pripyat if things go well.
There are many unique names in the all.spawn and they do not follow the tag method and have to be identified separately.
It is taking me longer as I have had to travel through them myself as I have not received many saves to work with.
Some other things I have found: Weapons are too mangled to just globally correct them, have started to do them manually. fixer was incorrectly removing restrictors on STALKER startups which was causing most of the issues, fixed in next patch. best weapon almost always choosing handgun; this makes places like DV and Agro... have one sided battles as they all tend to fight with handguns. I have removed them from the load outs except for one in a group. Now they fight with the rifles which extended the Agro defense battle considerably. Most handguns are already balanced for distance and handling and don't need reducing. Some sniper rifles and machine guns however are 6 times the game world distance. Have my work cut out for me...
Edit_5: - Quote :
- Update
I forgot to mention in the patch info that I created a new shaders.xr and now other mod's shaders will not work right. Several people have submitted purple roads in Techniques and this is the cause. You may even crash in F1.
I am still testing; working on Kruglov while verifying Wild Territory and Yantar. He is a pain...
I am a little behind on the patch but for shure by the weekend. |
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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 15 Mar 2014 - 17:40 | |
| Novosti - Quote :
- Update
- Spoiler:
The NS (STALKER) game start has now been throttled so that the new levels are ignored (except wasted woodland) during spawn/respawn creation of the all.spawn.
This has reduced the initial stuttering greatly and reduced the chance of system stress.
AMK respawns (only creatures) has been separated from the 'can_go_online' system to a new 'can_start_respawns' system. This has also reduced the amount of checks during respawns adding to better performance.
I have resolved ALL bug submissions to date and am in final testing, should post later today.
Last edited by sadd on Thu 20 Mar 2014 - 20:17; edited 3 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 Wed 19 Mar 2014 - 19:07 | |
| Novosti oko nove zakrpe - Quote :
- Update
- Spoiler:
Well missed another weekend, go figure...
I will fix/improve a few more things before posting this week.
I have tested through to the monolith with only Kruglov issues (well known) and those stupid barrier guards and a few base guards which are respawners in the all.spawn and are giving me trouble again.
No crashes now as I have found almost all of them that are caused by code. Of course you can still overdo your settings and crash that way.
I also fixed the pda so it works underground again.
Although your saves will work there are some things that will stay effected in them like any sak teleports that spawned (who knows what really spawned/executed) and some restrictors accidentally removed by the fixer.
Going back to the first time you visited the bar would probably work the best if you don't want to start completely over.
Edit: - Quote :
- Update
- Spoiler:
Found the issue with the warehouses, bad respawn data in the all.spawn. This does mean a new start if you want the barrier guards and hdqtr guards and the destroy duty at the farm house to work. All else except Kruglov is working 100% now.
Kruglov needs better logic to compensate for missed conditions due to restrictors. This will be a slow process so he will remain the same for now.
I have fixed all submitted crash issues in Collector but have not had time to add to it yet. I have not fixed missing icons and renamed stash items either, this will be in next patch.
At this point I am confident that I have everything solid in the all.spawn until final release (1.1.0.0) which if we are lucky will happen this year.
Again THANKS to all beta testers for your submissions as without them I would probably still be back in 101 land...
Last edited by sadd on Thu 20 Mar 2014 - 20:16; edited 1 time in total |
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PoWeR Master
Broj poruka : 546 Datum upisa : 2011-07-19 Godina : 29 Raspoloženje : OK
| Subject: Re: STALKERSOUP Mod za SoC Wed 19 Mar 2014 - 20:15 | |
| Sta treba jos da se uradi do 1.1v? sem kruglova |
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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 Wed 19 Mar 2014 - 20:23 | |
| Vječiti problem: Kruglov i Skladišta... |
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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 20 Mar 2014 - 20:04 | |
| - PoWeR wrote:
- Sta treba jos da se uradi do 1.1v? sem kruglova
Prvo treba da se sredi "spawn" likova u NS. dijelu priče, koji sada ne valja zbog novog "spawn" sistema. TB. je za ovu novu verziju obratio dosta više pažnje na novi dio Collector-a nego na NS. dio priče, pa je došlo do ovih grešaka sa "spawnom" važnih likova iz NS. i Vanila dionice. Nadalje treba da se isprave i neki od novih terena u SDK a onda i balansiranje snage oružija u igri, jer je sada recimo sačmarica suviše jaka. ************************************************************************************************************************************************************************************************* - flexerca wrote:
- Vječiti problem: Kruglov i Skladišta...
Ja osobno nikada nisam imao problem oko Kruglova a igrao sam taj dio prema načinu kojeg sam opisao u jednom mome postu ovdje. Vjerovatno malo ostalih Stalkera odigra na taj način i zbog toga problemi. Ali je sada ponajviše bio problem zbog "spawn restrictor" skripte, koja je greškom uklonila ne samo Kruglova nego i njegove napadače! A "spawn" u Vojnim skladištima je postao problem tek kada je TB. uklonio "backpack restrictor" funkciju iz igre koja inače postoji i u Vanila igri a zadužena je za kontrolu/restrikciju "spawna" u nekim dijelovima igre. Ali sa 109936 zakrpom taj je problem bio sređen - mislim da skoro 100% (bar koliko sam ja igrao) |
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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 Mar 2014 - 18:36 | |
| Došla je nova zakrpa: - Quote :
- Update
- Spoiler:
Patch 2 is up.
Fixes the spawns and also increases them as it should have been.
I redesigned the messaging system to handle text messages separately of the string id ones. This has of course fixed all the sms messages but also improved performance.
Added some new options to the modders script for things like autosave delay and news check rate.
Added the missing sounds and textures found to date.
THANKS all who have braved the new release and have gotten us through the first and most painful phase! Without your help I would never get it as far as it is. Those who have rushed through the new Collector have provided me with many things to work on as well as helped spark my creativity to continue the story. Those getting stuck and frustrated with the NS issue; I am sorry about that as it was manifested by me just before release of patch 1.
I hope that this patch will be much more stable and of course you should start fresh as much was missing in the last patch.
Evo i link - STALKERSOUP_109940_Patch_2.7z ili sa - OneDrive Edit: - Quote :
- Update
- Spoiler:
Well some of you are crashing after helping fox...
The problem is still the dog_swarm going offline. They just drag down memory for some reason. I will post a minipatch soon but if you are stuck there now then email me for the fix.
Since the swarm works for most I am putting an option in the modders script to turn them on (they will be off by default).
There is still a motivator issue in the cave (not a crash causer) that stalls the strong snorks, adding check to see if strong is in their name and adding a little more power to nudge them.
One of the main lags right now in the mod is the predicates check which is not throttled in any way. With the huge amount of restrictors and npc checks the existing method takes too long to validate them. I hope to work on a new method soon as this one process is causing 90% of the stalls/stutters. The second lag causer is the vanilla inventory system as it reuses the random generator for every check which is just nuts.
Be sure to submit issues with saves so I can keep you playing. Also glad to see that prior saves are working for you.
Last edited by sadd on Wed 2 Apr 2014 - 13:57; 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 27 Mar 2014 - 9:57 | |
| Obaveštenje o maloj zakrpi - Quote :
- Update
- Spoiler:
Patch 3 is posted and just replaces the .dbn1 file, patch 2 is required.
The sak teleports should get automatically corrected but you may still have to go back a little if it does not fix your ctd.
The arhara_dialog.script has been completely localized into a new string table: string_table_sms.xml to optimize the message system as well as make it easier for the dialog improvement group.
I have discovered a bug in the actor:give_game_news that causes the sms messages to not appear. Unfortunately to correct it means that the in pda version will overwrite the time stamp. I will try to locate the right ui xml to move the text down a line.
Several more new npc/creatures are roaming the Zone and in some cases are unable to properly go offline. I found all the ones from submissions and blocked them from spawning where they cannot function. Because of the nature of the offline alife system it will take awhile before all possible migrations can occur in-game.
Like always STALKER; THANKS for being a BETA tester and keep em coming!
Link: - STALKERSOUP_109940_Patch_3.7z Fajl "TB3D_Modders.script" iz 7z arhive ide u gamedata\scripts folder
Last edited by sadd on Wed 2 Apr 2014 - 13:58; 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 Wed 2 Apr 2014 - 13:55 | |
| Stigla je nova zakrpa... - Quote :
- Update
- Spoiler:
Patch 4 is posted and really worth getting.
All new media player that supports plug-in music (gamedata.dbc1) for customized music radio and usb. Retains usb/station playing as well as repeat and volume. Displays the full track title in the player and shows active slot/station.
Fixed NV in Yantar and NPP. Added several more npc to the population controller. Fully localized arhara_dialog.script into new string_table_sms.xml.
Also optimized disconnect and some spawner functions.
I also found the duplicate string but have not changed it as I was not sure what it should say at the time.
Link: - STALKERSOUP_109940_Patch_4.7z Edit: - Quote :
- Update
- Spoiler:
When you have an issue it helps me most if you give me the autosave before it happened and short walk through to get the issue.
This way I can see how the spawn table was built based on conditions info. This is only done on level entry and not a reload.
Also please make sure that you have not added anything to the mod or used the ESC tools to cheat through something. I need to know as doing things like giving an item that is a quest item may trigger events in other levels that get completed, terminated or ctd when you enter that level. Be very careful with using it and if you do experiment then I suggest that when you do find what you want; write it down and reload a save before you started giving yourself items/infos.
Edit_2: Novo obaveštenje - Quote :
- Update
- Spoiler:
The latest patch contains an actor.ltx with jump speed set to 8.5 instead of 11 as almost all hunt stashes are attainable. I spoke to dAVROs and he is looking at adjusting the few stashes that need more, I know that a couple just need an object to stand on before jumping.
Weapons will remain the TERRA for the most part but short range weapons still need to be adjusted for distance and dispersion as they are overpowered for a game environment.
Also in 109950 will be a couple of new options for tweaking the performance for your particular system. I am also adjusting some existing options: slice ranges are being reduced as the recent optimizations have caused the update rate to increase by 30%, thus the throttling ranges need to be reduced. I am also reducing the bioradar from 100 objects per scan down to 60 which is the most you should ever have in one area anyway. There are also a few more debug options for my use.
109950 should be released at the end of the week if nothing major comes up before then.
Edit_3 Nagovještaj o novoj zakrpi: - Quote :
- Update
- Spoiler:
The latest patch contains an actor.ltx with jump speed set to 8.5 instead of 11 as almost all hunt stashes are attainable. I spoke to dAVROs and he is looking at adjusting the few stashes that need more, I know that a couple just need an object to stand on before jumping.
Weapons will remain the TERRA for the most part but short range weapons still need to be adjusted for distance and dispersion as they are overpowered for a game environment.
Also in 109950 will be a couple of new options for tweaking the performance for your particular system. I am also adjusting some existing options: slice ranges are being reduced as the recent optimizations have caused the update rate to increase by 30%, thus the throttling ranges need to be reduced. I am also reducing the bioradar from 100 objects per scan down to 60 which is the most you should ever have in one area anyway. There are also a few more debug options for my use.
109950 should be released at the end of the week if nothing major comes up before then.
Last edited by sadd on Sun 13 Apr 2014 - 16:32; 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 4 Apr 2014 - 22:34 | |
| Novosti... - Quote :
- Update
- Spoiler:
getting good submissions and they are helping cleanup the new version.
Quests requiring you to drop them at a certain point will fail as I forgot to move the drop_points list into the new TB3D_Stalker from bind_stalker.
I have added more to the pop control, Rostok and Yantar appear stable now.
Completed the rest of the existing Collector notes and dialogs for Karina and the traitor in the Courtyards.
Redid sound files to allow easy music plugins or complete replacement. All music is in one file (.dbc) and plugins will be .dbc1, .dbc2...
More content added for the new levels for the next phase of expansion.
The next patch will be 109950 and should get posted in the next few days. This will be the first version available on the membership USB drive (16gig). It will come in the db form ready to copy to your soc folder and will include all options and tools available at the time of shipment. I will contact members as well as post the information so that you have the choice of shipment now or when 1.1.0.0 is released.
Last edited by sadd on Sun 13 Apr 2014 - 16:33; edited 1 time in total |
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| Subject: Re: STALKERSOUP Mod za SoC | |
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