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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31
| 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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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sun 13 Apr 2014 - 16:31 | |
| Novosti... - Quote :
- Update
Had the day off yesterday...
I have been working very hard! Media player now has 1 more radio station: Zone Underground, 4 hours of non stop radio sets. It will be very easy to create a plug-in to replace it with all or any number of the 25 sets you want.
Restrictor binder reworked and optimized: 10% performance increase.
Fixed all submissions to date so list is very big.
Redesigned death handling in motivator to prevent particle destruction crashes when certain creatures go offline.
Added server/client debug message option in modders script.
Added alife to distribution center and am working on end station, cemetery and black market this week.
In all 36 more characters have been added to the zep story. |
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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 16 Apr 2014 - 22:18 | |
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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 Wed 16 Apr 2014 - 23:00 | |
| Samsungov SSD 840 od 120 GB imam još od pre godinu dana i mnogo sam zadovoljan, na njega sam instalirao win7 x64 SP1, kao i samu igru sa modom i odmah sam primetio da su performanse značajno "narasle", kako za igru, tako i za sistem i ostale aplikacije. Uspešno završio Stalkersoup do kraja (poslednji deo igrao u verziji 109934). Međutim, ostatak konfiguracije mi zaostaje za vremenom (2008. godina). |
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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 17 Apr 2014 - 17:40 | |
| Kad se več razgovara o SSD - ja sam si krajem januara nabavio ovaj - Intel SSD 530, 240 GB, SATA III (SSDSC2BW240A401) disk (kao moj rođendanski poklon ) i napravio "prenos" mog sistema na novi SSD. Onaj dio koji je ostao prazan iskoristio sam za jednu novu particiju i instalirao sve tri Stalker igre na nju... Moja zapažanja: - Naravno, mada je ostao star sistem - podiže se oko četri/pet puta brže nego onaj sistem identičan (isti) ali na starom HDD (koji imam na RAID 0) - imam sada "dual boot" ali mi ploča podupire samo sata 2 priklop, pa stoga možda i nije sve skupa toliko brzo koliko bi moglo da bude. - Kod StalkerSoupa stvarno ima velikih promjena - učitavanje od početka igre i samih levela je stvarno vrlo brzo ali sam u samoj igri zapazio nekoliko više vrlo kratkih trzaja - sa starog diska su ti trzaji ređi, ali malo duže traju(SS na starom disku i Win na SSD). Po svim testovima mišljenja sam, da nije toliko važno da je i StalkerSoup instalovan na SSD nego da SSD najviše doprinosi samim Windowsima i sa tim i bzinom sa kojom sistem upravlja sa programima i igrom (učitavanje u Ram memoriju). Problem samog SoC-a a stim i StalkerSoupa je, da X-Ray ne podupire dobro(ili uopšte ne) procesore sa više jezgri - te je onda bolje da ima procesor što veću frekvenciju same jezgre za tekuču igru. Neki na Steam forumu tvrde, da sa "overclock-om" procesora(do 4Ghz) postignu, da u igri ponestanu ti trzaji koji mnogim smetaju. A ima i luđaka sa parama koji si nabave 24Gb ili više Ram memorije - naprave RamDisk i onda kompletan StalkerSoup stave u RamDisk naravno da onda StalkerSoup igra leti kao raketa... Ps. Uhh, samo se nadam da ne dobijem sa čarobnim štapičem po glavi zbog toliko oftopika |
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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 Thu 17 Apr 2014 - 20:49 | |
| Nije ovo off, vrlo je važno da se zna, šta SOPU više voli. |
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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 22 Apr 2014 - 9:15 | |
| Novosti iz SS Zone... - Quote :
- Update
Well I have to say that so far the new additions and fixes are working extremely well.
Some more fixes/improvements:
Shader settings file redone to represent the different render modes as well as easy optimization and color options. The DDOF now works properly as well as motion blur. There was a confusion about the SSAO that has been clarified, it is ONLY for object dynamic lighting. It was the main cause for the dark graininess as well as the rotating projection lines in sun shadow mode. Color tone, ambient fill and shadows along with the engine SSAO is awesome.
Kostya teleports and restrictors: the memory id for the teleports are stored as vars and then when it is time to delete them they would look for the var and return -1 if not found. They then passed this straight to the alife:release call; another words they were constantly releasing object:65535 which was creating unpredictable results as that space is used for swapping objects in and out of live memory.
The restrictors were being named 'space_restrictor' which is also a section name and thus was getting mangled with other restrictors and several were being left unreleased.
some of you will know what I mean but be assured it is a biggy!
109950 is almost ready, just waiting on a change between dav (hole in the ground) and I and of course the testing... |
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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 3 May 2014 - 22:09 | |
| Nove vjesti oko zakrpe... - Quote :
- Update
Lost Alpha: Modified SHOC xr_3da that is unable to use 4 cores but does alloc memory a little better (does not share the system page). I like the on_key callback and also the new weapon calls but it is not for SS as it does not support COP ballistics and digital zoom. The shaders are a mess and don't really support any dx10 services but for some reason have them taking up disk space. The models shaders did fix the face shading in shadows.
SS: I have finally had time to finish the shaders and added a motion blur slider to the advanced video menu. DOF and DDOF now work 100% as well. Shadow system also is fixed and uses sun masking, god rays are still an issue but do work. Optimizations up the yingyang, many fixes and improvements to quests and story lines. Super media player with added radio station 'Zone Underground' with 4 hours of radio sets. DMX Cars redone and can be turned on at any time during the game. Improved tanks and helicopters as well as mechanized units. Collector Treasure hunt by dAVROs has been updated and made to work with a jump speed of 8.5, no more jumping over buses! Many CSTACK errors were from npc/creatures spawning in levels that have conflicting smarts, almost all have been caught and added to the population controller. New improved lighting model now supports soft particles, soft water still being worked on. all.spawn has been modified for some smart terrains and spawn controls. logic for jup under door control for treasure hunt also added. New game not required as doors can be knifed open and the extra spawns and smarts will not cause issues in existing saves. Most saves received now work 100% with only a few issues still being worked on.
WHEN: I am working with dAVROs to get his additional content in so that this patch will hopefully be the last big one and I can start shipping the USB drives. They are 16gig metal (chrome) switchblades with STALKERSOUP printed on them. Really small and can be put on a key ring! It will have an installer and come with many extras. If all goes well patch 109950 will post in less than 2 weeks and also start shipping. Until then you might spend some time in Lost Alpha as they have worked hard on it (4 years!) and it is different than SS for sure.
Last edited by sadd on Sun 4 May 2014 - 18:09; edited 2 times 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 Sat 3 May 2014 - 22:26 | |
| To sto se tice lost alpha jel mogu da postavim taj info na gsc forum? eto cisto da la devovi vide |
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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 4 May 2014 - 18:12 | |
| - PoWeR wrote:
- To sto se tice lost alpha jel mogu da postavim taj info na gsc forum? eto cisto da la devovi vide
Kako oćeš, ali se nadam da češ da objasniš, da si to vidio na StalkerSoup Steam forumu! Jer od tamo i jeste... ************************************************************************************************************************************************************************************Edit: Novo obaveštenje od TB. - Quote :
- Confusing and bad Quests
After I post 109950 which will stop 99% (1% for Murphy) of the ctds that are from bad npc migrations; this was quite a chore as it involves over 3,000 characters...
I will start to fix/redesign the really bad areas like: Kruglov's logic, ATP!, swamp, the NS ending in agro and figure out how to prevent quest mangling in the NS storyline.
I also have a few mini-quests that don't work as their targets have become mangled with other mini-quests.
109950 is a large patch as it will replace .dba, .dbb, .dbc, .dbn and .dbn1. After this patch you will have new features like: New media player. In game motion blur adjustment. Music plug-ins for the USB and radio stations. Environment plug-ins for details/textures, sky and weather.
Some extras on the SS Membership Kit (USB): Installer. Packers and structure for creating plug-ins. All available option packs and existing plug-ins. Tutorial and examples of creating sharable dynamic content for SS that does not require editing the SS files. This method also insures that user saves ALWAYS work even if they remove or change dynamic content. Any other tool I feel is ready for user testing at the time the kit is created for shipping. Shipment of the kit before 1.1.0.0 is optional but the updates after 109950 should stay under 10meg a long time. TecnoBacon is online now Reply With Quote |
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coolkingeye Moderator
Broj poruka : 100 Datum upisa : 2013-01-06 Godina : 51 Lokacija : Serbia Raspoloženje : boredom = freedom
| Subject: Re: STALKERSOUP Mod za SoC Sat 10 May 2014 - 15:18 | |
| Pozdravljam sve Stalkere. Postavio sam u svom potpisu link ka dokumentu koji je na srpskom jeziku, a u stvari je prevedeno i dorađeno uputstvo za StalkerSoup. |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: StalkerSoup unapređenje Sat 10 May 2014 - 16:38 | |
| Pošto StalkerSoup ima mnogo postova i ogleda, odlučio sam da zbog lakšeg ogleda postova unaprijedim StalkerSoup za jednu temu na gore.
Isto tako sam promjenio red starih/novijih postova, tako da su najnoviji uvijek na prvoj stranici teme!
Ps. Ako nekomu to nije OK(redosljed postova), slobodno nek kaže ili predloži nešto drugo... |
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Dasha67 Moderator
Broj poruka : 237 Datum upisa : 2013-08-12 Godina : 56 Lokacija : Vršac, Srbija Raspoloženje : Da
| Subject: Re: STALKERSOUP Mod za SoC Sat 10 May 2014 - 17:59 | |
| Meni je sada sve naopacke, citam nove pa starije postove, ako mene pitas, vrati kako je bilo. |
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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 10 May 2014 - 18:22 | |
| - Dasha67 wrote:
- Meni je sada sve naopacke, citam nove pa starije postove, ako mene pitas, vrati kako je bilo.
Hmm... Vratio sam na stare postavke, jer ovaj naš BalkanZona forum ima naviku, da sa klikom na novi post(na levoj strani) prebaci na poslednju stranu topika po broju a trebao bi na najnoviji post! Te je onda sve zbrkano... |
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Dasha67 Moderator
Broj poruka : 237 Datum upisa : 2013-08-12 Godina : 56 Lokacija : Vršac, Srbija Raspoloženje : Da
| Subject: Re: STALKERSOUP Mod za SoC Sat 10 May 2014 - 18:25 | |
| Hvala! |
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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 10 May 2014 - 21:48 | |
| Evo i najnovije vjesti: - Quote :
- Update
I am exhausted...
I have a HUGE list of additions and improvements.
Many fixes from all you testers.
And a cramp in my wrist from perpetual testing...
I am almost ready to post 109950.
This patch will have two parts and be the last big patch this mod should see until 1.1.0.0 is released. This should make testers happy and it should be the very last time I mess with the all.spawn.
I have had to edit it again: Fixed several bad smarts. Added car logic to drivable vehicles. Un-mangled info portions and object names. Improved some spawns and their logic for future use.
None of the above will require a new game but you won't see the changes unless you do.
I have also fixed/improved the shaders and added a motion blur slider to the graphics menu so the user.ltx has been tweaked. Now with soft particles fully working as well as DDOF and shadows WITHOUT projection lines in zoom mode.
I am now testing the Treasure Hunt changes and additions from dAVROs and some new toys for your enemies.
ALSO: You will see the option to get help from stalkers... This will be the first beta phase of coop/companion play in the Collector level-up and beyond. At first you will not get help but soon I will release dynamic plug-ins with coop missions on them for different levels. The biggest challenge I have in perfecting them is the use of dynamic waypoints that make sense in each combat situation.
Hope everyone is also enjoying lost Alpha, I can't right now but did at least check it out. Gave me lots to think about and I am also drooling over the extended engine but am waiting to see what happens with those who own right to it. If Dez has the right to distribute it (BitComposer?) and no one gets upset then I will most likely port to it. just for the 'on_key' callback if nothing else... |
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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 16 May 2014 - 9:37 | |
| Vjesti... - Quote :
- Update
- Spoiler:
109950 is almost ready to post.
I am testing a few more new additions by both dAVROs and myself and then it will post.
I am really happy about this patch as I have it almost as stable as 109936 was (before adding 14 more levels).
There has been some real changes to the all.spawn and how the Collector starts which of course only a new game will enjoy. New games are not required though and almost all fixes in quests and storyline will take effect.
New things are usable tanks in Collector and several new armaments for the enemy (sorry.... NOT).
Shooting for mid-week at this point.
Last edited by sadd on Fri 20 Jun 2014 - 17:07; 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 20 May 2014 - 23:51 | |
| Obaveštenje o razlogu kašnjenja zakrpe: - Quote :
- Update
- Spoiler:
My system crashed Sunday and new equipment will arrive tomorrow. I should be back up and be able to post the patch this week.
This will be a major setback (financially and time) but will not stop me...
I am also getting an Alienware 18 this week to start testing and supporting laptop users.
109950 was being compiled when I crashed so it won't take long to finish the build once my system image is restored.
Last edited by sadd on Fri 20 Jun 2014 - 17:08; 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 24 May 2014 - 20:05 | |
| Nove vjesti o zakrpi: - Quote :
- Update
- Spoiler:
This long wait...
Will be worth it!
A whole ton of new stuff has been added for present and future use.
Most issues from migrating to the new levels have been taken care of.
More NS fixes and improvements.
Media player that works like it should.
Improved shaders and better control of dof/mblur.
More from dAVROs (Collector treasure hunt).
More of ZEP and initial BETA testing of Companions and the coop core.
Initial release of the FSS membership USB drives (109950) for those who choose to receive them prior to 1.1.0.0.
Estimated posting/shipping date for 109950 is June 6, Vets Day. Actual posting will be that night while drives should be mailed starting the 2nd.
Thanks to everyone who has helped over the past few years, some have moved on but they will be remembered for their contributions.
This is actually just the start! This mod is intended to transcend into an online universe next and those who already have registered call signs will have first access...
Last edited by sadd on Fri 20 Jun 2014 - 17:09; 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 Sun 8 Jun 2014 - 19:22 | |
| Novosti: - Quote :
- 109950
- Spoiler:
After a weekend of aggravation:
It's posted, 4 part download that contains new: .db8 through .dbc, .dbn and .dbn1 files.
This will be the last large patch for 109940, the remaining ones will be very small until 1.1 gets released.
This patch supports the new plug-ins and I will post a sample flash music plug-in in the next few days. I also want to do a sample radio set but that may take a little longer.
I also have the detail options as plug-ins too.
Another major change is the isolation of the NS (level-up 0) and the Collector (level-up 1) in the stalker binder improving game speed.
The shaders have also been improved and now there is a slider for motion blur in the advanced graphics menu.
The next major update will be to replace the 109940 main download with the new 109950 installer version in the repository. This is the same image as is found on the USB now available for shipment.
Over the next few weeks I will post more of the installer versions for texture packs, game modes and music packs in the repository.
The whole installer suite (Membership USB drive) is 15 gigabytes compressed and will execute right off of the USB without the need of a temp folder!
Fajlovi su ovdje: - TB. OneDrive
Last edited by sadd on Fri 20 Jun 2014 - 17:10; edited 2 times in total |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Wed 11 Jun 2014 - 1:38 | |
| Vjesti o mini zakrpi: - Quote :
- Update
- Spoiler:
Some minor bugs that have been recorded and will be fixed in the 109951 patch: dmx cars missing set_blood().
xr effects missing translate function.
god mode persisted in 109950 patch, just install normal game mode from options to fix.
The STALKER start problem appears to involve the new shader files and the soft particles. Try setting soft_particles to false in user.ltx.
Edit: - Quote :
- Update
- Spoiler:
Add Seryi to the list of fixes.
They were not going online as I accidentally checked for seryiwff which is a character in Predbannik.
I look for "gar_se" in the tags so gar_seryi_drug (Garbage seryi and buddies) got hit before "gar_seryiwff" in the population controller.
keep em coming and we can get all these fixed this week and I can post patch 109951 which will be very small.
Last edited by sadd on Fri 20 Jun 2014 - 17:11; 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 14 Jun 2014 - 13:08 | |
| Mini zakrpa: - Quote :
- This minipatch fixes:
- Spoiler:
xr_effects translate. dmx_cars set blood. gar_seryi now spawns. weapon repair. missing dead scientists in dv. esc_killers now spawn. dav_ldk bad spawns. rat now spawns.
Link: - STALKERSOUP_MiniPatch_109951.7z
Last edited by sadd on Tue 8 Jul 2014 - 14:45; edited 3 times in total (Reason for editing : Postoji novija mini zakrpa!) |
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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 21 Jun 2014 - 21:44 | |
| Nova mini zakrpa: - Quote :
- 109952
MiniPatch 109952 is posted and replaces .dbn1
- Spoiler:
More corrected spawn tags. Optimized Collector spawns. Fixed Yantar Snork lair quest. Fixed several crash submissions. Added fast autosave flag for certain tasks like arena and akim. Return to surface function that automatically recognizes that the actor fell through the level. Added spawn registry list count to prevent overflow.
Some added content.
Does not effect saves so restart not needed for all.sav.
Link: - STALKERSOUP_MiniPatch_109952.7zEdit: - Quote :
- Quest Artifacts
- Spoiler:
I am trying to create a list of all the quest arts and there locations, not in cashes but just laying around.
Since the Zone would get crowded with arts as you play I needed a way to control it. Along with the anomalies I now remove and regenerate them after a blowout. It only effects the level you are on and should leave quest arts alone. It did not in 50 but does in 51 and 52. I have to expand it to somehow work on the non-blowout levels reliably so they are not effected.
If you have been playing 50/51 then most quest arts are probably gone and you will need to spawn them yourself. 52 is fine and if you find one missing in a 52 start then I need to know about it. I fixed Yantar and Forgotten Forrest for sure.
Edit2: - Quote :
- 109952
- Spoiler:
OK, I made a small mistake when building 52. I failed to merge 51 with it first so the wrong xr_effects went out in it.
I will be posting 53 today to fix it and a couple other issues that have been found.
I still have not isolated the issue with smart terrains but am working on it.
Load outs are still mostly generic and still need to be expanded in variety as well as adjusted properly for a community.
There are a vast number of LDK introduced by the new levels which need inventory definitions in their descriptions so right now they all get bizons.
Trader inventories do need some work as they are not balanced to your rep so pricing is off. I also want to stage out certain weapons and explosives so they are not available so soon in the game.
I am having issues with my site provider AGAIN... when I try to edit my website it becomes corrupted, they say it is my problem!
When I paid for the service I was under the impression that they were a big company with solid products.... HA, it appears to me that they just want my support dollars or I am screwed... WAY TO GO NETWORK SOLUTIONS, you have cost me over a week of not being able to update my site as your products are SUBSTANDARD!!!!
I do not know when I will have the site updated again, most likely will look for a new provider with services that JUST WORK!!!!
Edit_3: Stigla je obećana mini zakrpa... Link: - STALKERSOUP_MiniPatch_109953.7z
Last edited by sadd on Thu 3 Jul 2014 - 12:44; edited 2 times in total (Reason for editing : Izašla je nova verzija mini zakrpe!) |
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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 26 Jun 2014 - 12:18 | |
| Novi... - Quote :
- Update
- Spoiler:
I have finally uncovered the deep rooted flaw in the smart terrain!!!
The obj_accepts_smart and smart_accepts_obj have been cancelling each other out and excepting just about anything in their smarts.
What this was causing was a migration of sorts, npc would spawn properly but then get immediately sent to a different level. In Forgotten Forest when I took the minor's book I had the game stop as soon as the npc spawn and they are there... let the game continue and they disappear in front of my eyes and end up in Radar!
I now force the smart to disagree with anything but exclusive npc and now they work perfectly. It appears that it was ok to accept non exclusive npc in an empty smart when it was just soc but it is allowing over 2,000 npc and creatures to roam uncontrolled in a zone of such magnitude.
I will be working on the smart terrain today and will post a minipatch tonight that fixes a slew of bad spawns, probably will fix the bad 'eliminate the lair' quests not completing as well.
I have also found that any ameba type art will cause scheduler crashes if it is spawned in a stash. This will mean taking them out of the treasure manager completely and also from any fixed stash, might put some suits in their places.
The Soul Cube quest for the merc suit which is unique is only being spawned once in a treasure stash. I will find a place to stash another one so there is a better chance of getting it.
- Quote :
- Vehicles
- Spoiler:
I have been working on the physics for them and am having some success. because they were never meant to operate they don't really have the physics they should have. At least now I can keep them on the ground better, maneuver better and even drive between levels. I also have several drivable tanks that you can fire, even has a periscope hud with warnings and such.
I have also fixed the DV tanks so that the exit tank spawns after your first visit to the lab and the second one waits until you have Fanat's laptop and exit the lab again. The trigger at the entrance to the lab has been removed to prevent the tank from appearing until you have the laptop.
Edit: - Quote :
- Smart terrain
- Spoiler:
Don't want to get my hopes up too high but so far the new smart terrain code appears to have fixed many spawns.
I went to the village from wasted and was swarmed by psy dogs, burers and bloodsuckers. They were obviously travelling away from lost village with the old smart terrain. I also have not had 1 scheduler error from collector start all the way to Pripyat so far.
I also have played NS up to yantar without one and I have not experienced anything wrong or missing either.
This may have been the culprit for many of the remaining issues and if so I may need to go through my code and remove workarounds that have been compensating for it.
Edit_2: - Quote :
- Smarts
- Spoiler:
So far there are only a few issues that I have needed to fix with the new smart terrain. Mostly creatures that were not spawning before.
I am almost through the zep documents and am very pleased with the stability and also the additional alife where it should be.
I am going to expand on the groups so that the new levels will become more unique in the npc ranks as well as control migrations better.
Last edited by sadd on Tue 8 Jul 2014 - 14:20; edited 1 time in total |
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Сталкер_86 Novice
Broj poruka : 26 Datum upisa : 2014-05-18 Lokacija : Ваљево Raspoloženje : int main()
| Subject: Re: STALKERSOUP Mod za SoC Sat 28 Jun 2014 - 17:36 | |
| Hoće li skoro biti puštena verzija 1.1? |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Mon 30 Jun 2014 - 12:25 | |
| - stalker_86 wrote:
- Hoće li skoro biti puštena verzija 1.1?
Pozdrav, ja osobno mislim da StalkerSoup neče biti spreman za 1.1.0.0 verziju prije kraja godine. Tu ima još dosta toga da se testira i ispravi do tada... I evo i novi... - Quote :
- Update
Crazy stuff when the smart terrain goes haywire...- Spoiler:
This last stage of the beta is a bit tough as many things are established at game start and carry out through the game. I try very hard to lock this down so that new starts are not required.
With that said: New starts NOT required, I will fix several things in old saves though that effect the mini quests. The smart terrain has been redone and a new script added 'TB3D_Smart_Checker.script' which will attempt to fix characters that have migrated to the wrong smart. It will also report them if the debug option for it is set. The motivation errors are also near 100% removed from the game. Pre 50 saves will have the old ldk1 through ldk4 respawns restored to stop dead marsh ctds. Tanks are excluded from the drop weapons calls for psi dogs, etc... The all.spawn has been edited to fix several logic errors and to add a few more characters to the new levels but will not affect old saves, they are for 1.1.0.0 which I don't need to say it but a new game just makes sense then.
Last edited by sadd on Tue 8 Jul 2014 - 14:36; 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 8 Jul 2014 - 14:35 | |
| Stigao je novi mini fix: - Quote :
- Update 109954
I posted 109954.
- Spoiler:
smart terrain has been improved to control exclusive smarts. pop control further fine tuned to correct for more missing spawns. tanks protected against drop-weapon actions. some quest fixes and additional content for collector level-up. old ldk respawns returned to support pre-109950 saves.
you will also need the new bare gamedata folder for 109954 which should post any minute.
Evo i link: - STALKERSOUP_MiniPatch_109954.7z i - STALKERSOUP_BARE_GAMEDATA_109954.7z Gamedata folder iz "STALKERSOUP_BARE_GAMEDATA_109954.7z" arhive treba da stave samo oni, koji u svojoj instalaciji StalkerSoup-a koriste gamedata folder... Edit: Obaveštenje... - Quote :
- Update
Now that the smart terrain is under control and properly functioning in the new levels I will focus on:
- Spoiler:
Kruglov and escort logic issues.
Cleanup and optimization of the population controller.
Better integration of the Collector Level-up and the treasure hunt.
Weapons!!!!!! I will be rebalancing them so they all fit in the 10:1 ballistics model.
Prolog and file exists errors when exiting certain levels, I suspect that they are npc/creatures with an inactive sid that fails to register on going off line.
At this point I can most likely correct most issues with saves if submitted so that you can keep on playing.
- Quote :
- New twists
There are some new things to watch out for:
- Spoiler:
Once the railway guards appear you should only approach the bridge during the day. in the evening they come down to the campfire to eat and rest. They are not savvy to the vodka deal and will start shooting at you so again only approach during the daytime.
Kostya and a few others will not wait around and will tend to travel after a certain amount of time. Tolik can die if you do not help him or if he gets better or is helped (Kostya will) then he will remember that you did not help him and your rep will be affected.
Starting as the Collector you will see characters from NS. If you play through NS and level-up to the Collector then only characters that have survived NS will appear. The transition from NS to Collector has yet to be fully tested in the field so I am eager to get submissions when you get there.
Not all stashes are subject to theft, mostly those in populated locations. The Bar for one but very seldom and usually only one item at a time. If a stash is out of their normal reach then it is safe from theft. Backpacks are now also targets, if an npc passes within 20m of a backpack then he may steal something.
Edit_2: Novi... - Quote :
- Update
Sorry things are a bit slow right now... World cup and the 4th but I will be back to it tomorrow.
I have fixed the bad lc from hospital to agro ending, also working on the final sms group so that it triggers even if you miss the restrictor when you jump.
There are missing items in the treasure hunt that I have to restore as they were removed on dav's last updates.
The tank issue is a product of the k_hit saturation problem. To not have grenades and missiles destroy everything on the other side of walls (including the actor) they have a smaller k_hit value to compensate. I don't want to up it as that would make tossing grenades around walls always a suicide act. I will probably use the same technique as I do with the rats; if the tank is 'hit by actor' then kill the tank but use a register so that I can force at least 2 hits before destruction.
I am working on several submitted issues and also the addition of more content/story to the ZEP (Zone Expansion Project) and completion of the firing range.
I am also going to change the treasure hunt so that it is dependent on the ZEP to open the new levels as there is just too much conflict between it and the zep progression. not sure how I am going to arrange it yet but ZEP is the priority in this mod so I may need to delay some of the hunt starting with red forest.
your feedback always welcome! |
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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 10 Jul 2014 - 19:19 | |
| Nove vijesti o SS: - Quote :
- Update
List is getting smaller!!!!
Rewrote the agro final ending
fixed mines
fixed rgd11 bad bone
rewrote the x18 cube quest: now the light won't break until you enter the lab. You can properly replace it with a working one once you leave the lab, broken flashlights will be able to be traded in the Black Market for working equipment soon.
Today I am working on: photo shots ATP more population control tags |
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oblakoder Veteran
Broj poruka : 212 Datum upisa : 2011-02-03 Godina : 50 Lokacija : Београд
| Subject: Re: STALKERSOUP Mod za SoC Thu 10 Jul 2014 - 22:54 | |
| Добро, ја бих сад пробао ово, док чекам нови ОГСЕ, морам ли да скидам енг Сталкера, (туриммугамаће) и ђе да скинем најсвеже супу из канаду, да не кажем каду?
Едит: Мртво се смарам са обливионлостримекике2,5
Едит2: Баш данас купујем у скадарлији гулаш - стари рецепт, и с госпоја продавачицом коментаришем да биле врхунске пирошке на теразијама пре дваес година, ал нема више, и улази нека весела муштра, каже у Ниш има и данас Мекике... Кажем ја њој, е бе, мени ли оратиш, ја из Пирот, там мекике по су меке, него при вас у Ниш. Нишлије... Мекећу а не умеју да разберу кво орате. |
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oblakoder Veteran
Broj poruka : 212 Datum upisa : 2011-02-03 Godina : 50 Lokacija : Београд
| Subject: Re: STALKERSOUP Mod za SoC Thu 10 Jul 2014 - 23:30 | |
| То је мој братић из Пирот, једнако сам с њим, осим по габариту, ал ја сам мало луђи зато. Одговара ли овај мод за мене? Мислим питам, да не губим време. Једном смо братић и ја попили 3 киле ракије, без леб. https://yadi.sk/i/FHtflltaWNcnU Пурићу, не мешај се, ако не пијеш супу из каду. Па добро мало се зезам, и попио сам, ал, стварно сам рад да пробам супу. Не одма после ових 15 пива, него сутра. Саад немој да мислиш да тебе ја нешто, не, мајке ми. Више би ја овом Гандалфу југословену цепо најлон чарапе с лица. Шалим се. Досадно на овом форуму? |
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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 10 Jul 2014 - 23:57 | |
| - oblakoder wrote:
- Добро, ја бих сад пробао ово, док чекам нови ОГСЕ, морам ли да скидам енг Сталкера, (туриммугамаће) и ђе да скинем најсвеже супу из канаду, да не кажем каду?
Едит: Мртво се смарам са обливионлостримекике2,5 Pošto je StalkerSoup kompletna igra (kao LA.) mogao bi da koristiš ovaj bin folder: - BETA_SS_BIN_109927.7z i sa ovog linka: - TB-OneDrive sve što je unutra ( i sve što je u " Patches for 109940" folderu) Postupak instalacije: - Prvo razpakuj arhivu " STALKER Shadow of Chernobyl.7z.001" - dobit češ gamedata.db0 do gamedata.dbn fajlove koje staviš pored bin foldera iz BETA_SS_BIN_109927.7z arhive - onda razpakuj " STALKERSOUP_109950_Patch_1.7z.001" i fajlove koji če ti se pojaviti stavi (copy-paste) preko onih koje več imaš pored bin foldera. - i naposled otvori ovu arhivu: - STALKERSOUP_MiniPatch_109954.7z i isto tako stavi taj " gamedata.dbn1" fajl iz te arhive pored ostalih.... još ti samo ostaje gamedata folder iz ove: - STALKERSOUP_BARE_GAMEDATA_109954.7z arhive i gotov si. Sada imaš kompletan StalkerSoup do poslednje zakrpe. Ps. Ako bi radije skidao StalkerSoup sa drugog oblaka reci da stavim linkove... Edit: - oblakoder wrote:
- Одговара ли овај мод за мене? Мислим питам, да не губим време.
StalkerSoup je mod za sva vremena he, he, he, - bar tako dugo traje a, dali je za tebe - nebih znao |
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oblakoder Veteran
Broj poruka : 212 Datum upisa : 2011-02-03 Godina : 50 Lokacija : Београд
| Subject: Re: STALKERSOUP Mod za SoC Fri 11 Jul 2014 - 0:21 | |
| Ја ово куцо и пијуцко кад стиже у међувремену чика Саад. Фала друже. Ће пробам сутра, ако ме не буде превише болела чутура. А сад шта сам куцо, то је доле.
Last edited by oblakoder on Fri 11 Jul 2014 - 11:34; edited 1 time in total |
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oblakoder Veteran
Broj poruka : 212 Datum upisa : 2011-02-03 Godina : 50 Lokacija : Београд
| Subject: Re: STALKERSOUP Mod za SoC Fri 11 Jul 2014 - 0:50 | |
| Ал, не рече ми главну ствар, јел то само за енг сталкера? |
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purke62 Osnivač administrator
Broj poruka : 712 Datum upisa : 2010-03-10 Godina : 62 Lokacija : Novi Sivac,Srbija Raspoloženje : <string_table>
| Subject: Re: STALKERSOUP Mod za SoC Fri 11 Jul 2014 - 13:45 | |
| Crni Zoki ala si se ti uradio momački ko Kardan,pa si propričo i piroćanski.Sreća moja što mi je cimer bio piroćanac pa sam nešto malo povezao, za tovarišća Sadda sumnjam da je išta razumeo. Postavio si link za neki mod a ono tamo prazno, nema ništa. Bolje da si napisao ime moda a ne da postavljaš prazan link, možda bi ti neko nešto i rekao o njemu. |
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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 11 Jul 2014 - 14:39 | |
| - oblakoder wrote:
- Ал, не рече ми главну ствар, јел то само за енг сталкера?
Evo u prošlom postu sam objavio ovo: - sadd wrote:
- Pošto je StalkerSoup kompletna igra (kao LA.) mogao bi da koristiš ovaj bin folder: - BETA_SS_BIN_109927.7z
i sa ovog linka: - TB-OneDrive sve što je unutra ( i sve što je u "Patches for 109940" folderu) što znači, da nije potrebna još jedna instalacija Stalker SoC-a (engleskog) - ako uradiš sve po mome navođenju. |
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oblakoder Veteran
Broj poruka : 212 Datum upisa : 2011-02-03 Godina : 50 Lokacija : Београд
| Subject: Re: STALKERSOUP Mod za SoC Fri 11 Jul 2014 - 21:49 | |
| Хвала Саад - поњатно. Откриваш ми име Гандалфе, то није лепо... Ти ли па си намислел да мош нешто да разбереш од оратуту по нашки? Леле-леле... Кад мало претерам с пијафте онда почнем да причам пиротсћи... То ми је бољка. Није то био линк за мод, не надај се, то је била слика мог буразера, он је пиротска легенда - преноси се с колена на колено, и деда му је био, и отац... Ја и он кад се нађемо бива наопако, па су нам бранили да се дружимо кад смо били клинци. Добар је он, мрава не би згазио, тако, мало је сиров по природи... Али занимљива ствар, није глуп под један, само нема ни образовања и општег знања, а под два, има срце добро и никада те не би оставио на цедилу, ма која цена по њега да била. Ја такве људе, горштаке, највише ценим, и поносан сам што ми је бураз. Неко ће ме бановати што користим овај форум за ове приче, нећу више (много). Као надокнаду што ме трпите, биће једно изненађенце. Почео сам то да радим, нема везе шта. ЕДИТ: Нисам се урадио ко (глупи) Кардан, него као Сењка из Чистог неба, то је онај што само књава код механичара/оружара бандита. Па му овај каже - сенька разливай! Немаш појма. ЕДИТ2: tovarišća Sadda - ха-ха-ха! |
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