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oblakoder Veteran
Broj poruka : 212 Datum upisa : 2011-02-03
| 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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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 - 22:49 | |
| - oblakoder wrote:
....Пурићу, не мешај се, ако не пијеш супу из каду...... Znam da nije lepo što sam ti pomenuo ime ali ti si prvi počeo da glumiš Snowdena i WikiLeaks, bre... umalo da ti kažem i prezime. |
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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 - 23:00 | |
| Пурићу, синко, свака ти час, и свака ти се дала што с направио ово Сталкер "балкан зона". Ти си схватио (унапред знао) или си то урадио по осећају, није битно, добро дело си направио. Јебеш Сталкера, није то битно, ово место је доказ добре воље, међунационалне, међ нама на Балкану. Ја ћу да отворим на сајту, сад ми паде на памет, један одељак, па ћемо тамо да се позабавимо неким темама. Ако ти то аминујеш. А, нема разлога да не, једино ако крене у злу страну, онда укини. Шта мислиш? |
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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 14 Jul 2014 - 22:10 | |
| Novosti oko 109960 zakrpe koja bi trebala da izađe za sedmicu dana... - Quote :
- Update
- Spoiler:
There is a problem with some respawns that were incorporated into the story like the wharehouses where the barrier and some of the guards in the base now don't show as they do not have exclusives for the quest/story.
I have to make a list of them and force them into the exclusives so they will go online. There are only a few of these to find and fix so submissions are a really great help (need to be 54 start).
109960 will be out soon and will have some more fixes in the all.spawn and will contain the .dbn and .dbn1 files.
This will be the absolute LAST TIME the all.spawn will get edited until 1.1.0.0.0 and maybe not then. You won't need to start a new game as I check your start version and make compensations if prior to a 60 start. there will be some things only a new start will have but none game breaking.
I am also going to change the collector start a little bit as I don't want the treasure hunt to start until after you have opened the new levels or at least to techniques. The Collector level-up is the prelude to the ZEP (Zone Expansion Project) and lays the foundation for the continuation of the progression through level-up 2 through 10. I don't have to worry so much about the first part but red forest and on create teleports and I need to make sure they do not get any to levels not opened by ZEP yet. It will take me about a week to get 109960 done and released as I want to fill out some of the areas that have exhausted their respawns.
Last edited by sadd on Mon 28 Jul 2014 - 19:55; 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 23 Jul 2014 - 22:44 | |
| Novosti o zakašnjenoj zakrpi... - Quote :
- Update
Sorry about last Friday, personal issue arose...
- Spoiler:
I started testing this morning and noticed my threat indicator stopped working but I cannot tell what version caused it. Do you all have yours working?
I have found that there are a few npc that rely on the smart terrain accepting them without having one in their spawn info. Thus the original NS allowed any npc without a smart to take an exclusive smart. it worked just fine until I added 40 more levels and activated their content. The order that the spawns are dealt with in the all.spawn are different then when only 13 levels existed. I had to shut off the smart to anyone condition and it fixed many issues but has created a new one; some npc (freedom barrier for one) need this condition to spawn so I have to look for them. Right now I have: mil_freedom_respawn and barrier_respawn but I am sure there are more. I will look for them but it may take some of you to also find them. Basically if they are not there when they should be then they most likely should be added to the list.
Last edited by sadd on Mon 28 Jul 2014 - 19:56; edited 1 time in total |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Mon 28 Jul 2014 - 19:53 | |
| Novosti... - Quote :
- Update
Backlog on my email so please be patient...
Confirmed that the threat indicator is deactivated when Kruznet sees the actor and stays that way until reloading. I have not determined a fix yet.
So far alife is correct in cordon and garbage on a stalker play through and I will try to get to the warehouses by tomorrow evening and if that is ok then I will post the patch.
Because of the fix to the smart terrain I have not encountered one path error, which confirms that it was wrong. Now there will be all the proper exclusive smarts during NS play through which may cause some things that were spawning to wait for collector level up. There will also be some NS story spawns that may not appear, these will need to be added to the exceptions list. We will have no idea which ones until we get there in normal play (not teleporting around to save time).
Once we get this list done (very few are done this way), I can then allow certain respawns to return without causing cstacks.
109960 is going to be very solid with the final all.spawn and a large list of fixes and improvements. New game not required but recommended if you don't want to start over with 1.1., those save prior to 109960 will not be recommended to use with 1.1 as required content will not spawn. Edit: - Quote :
- Update
testing for 109960 failed this weekend...
am working hard to figure out what is still wrong with the smarts, for some reason a few will get removed along the way.
I get a complete and proper spawn list at start but by the time I play through to the warehouses I loose some of the respawns from the list. Not all of them but certain ones like the barrier respawns and one guard in front of headquarters.
They seem to loose their sid and become expendable objects which tend to get removed when an exclusive needs to spawn. I will keep you updated as I work on it this week. |
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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 2 Aug 2014 - 18:22 | |
| Novi update o 109960 verziji zakrpe: - Quote :
- Update
Down to 5 issues to fix before 109960 goes out.
Had to rewrite wawka_dialog yesterday, now all condition checks are done in one function instead of in each check. This reduced memory size as well as insures that all checks work. There is also a new option in the modders script for setting the threshold.
AMK Offline Alife is a game killer! It turns out that it is creating an array of ALL objects in the game including npc inventories. I worked out the memory size and after loading it has created 24,937 items x 2 entries = 49874 out of 64k. It does not take long for the array to fill and ctd as it hits the 64k limit. Leave it set to false (default) in the modders script as it will cause memory crashes.
I have everyone spawning and working well except: Kruglov still needs tweaking escape dog rush and flesh lair still cause path errors Tolik still interferes with bandits at agro entrance dv escort stalls sometimes freedom respawn and barrier respawn do not take their positions but wander around
I have played the main story through the monolith at this point and am positive that the all.spawn is ready for lockdown which means that 109960 will be the final time new games will need to be started. Any new content will be dynamic and can be added any time to the game.
I have looked at the reputation issue and it is fluctuating from positive to negative for some reason. I will investigate it today. |
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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 4 Aug 2014 - 23:02 | |
| Novosti: - Quote :
- Update
Interesting things happened on the way to the NPP...
I have established a better way for the smart terrain to work, keeping all exclusives just to the main characters. If a respawn finds an available non exclusive smart in THEIR level and it has space and they are not a main character then it will spawn.
This insures that all key story characters will be able to get the right smart and hold onto it. In previous versions if a smart was open then just about anybody could fill it as long as they were in the same group and community. Since the loading and creation of the all.sav establishes the initial smart assignments and the levels are loaded in a mixed sequence, the wrong characters were getting many of the original level's smarts.
This is the main reason that the right spawns are not happening and why there are more ctds than before. I am testing beyond the first Monolith experience and am also testing ALL bug submissions this week and 109960 (final all.spawn) will post Friday for sure. |
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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 16 Aug 2014 - 12:22 | |
| Evo posle dužeg čekanja izašla je najnovija zakrpa za SS. - Quote :
- 109960 is out
the patch is posted
final all.spawn which requires a new game to take full advantage of but old saves will still work
I have created four teleports that will allow you to skip the first parts of the game
They are still very much BETA but for the most part work
after you talk to stargazer and the stalker start save is done you can use them:
skip_to_mil - completes the main quest up to the beginning of the Military Warehouses
skip_to_sar - completes it up to entering the Sarcophagus
skip_monolith - completes through the wish granter
skip_oso - completes through the Monolith destruction and npp2 gauntlet
Since these are new they need thorough testing and feedback from those seasoned beta testers as you will know what's missing or wrong.
I am falling asleep as I type so enjoy and will update my site info tomorrow. Link do Tecnobacon OneDrive: - STALKERSOUP_MiniPatch_109960 |
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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 24 Aug 2014 - 18:49 | |
| Novosti oko nove zakrpe - - Quote :
- Update
I played quickly through the ZEP documents with a few issues that I have resolved for 61. I am adding more levels to the dynamic spawner to increase life in levels still lacking as well as those with minimal respawners in collector level-up (1).
I will complete the gold bars tomorrow and then focus on issues found in the NS level-up (0).
I am also going through the treasure hunt and need to add alife to them up to the ATP as nothing really spawns if you just play that without playing ZEP at the same time.
109961 will be adding more content with ZEP and gold bars both completed. This sets the stage for the transition to level-up (2) which right now has been titled 'Desolation'. 109970 will contain the final stage of the collector level-up and then I start on the companion/mp portion of the mod, the PDA will be upgraded to add the interface for the companion control center and the live-link interface for online play. |
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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 6 Sep 2014 - 17:26 | |
| Sada imam prostora na hdd za supu. |
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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 13 Sep 2014 - 21:29 | |
| Pozdrav drugovi! U međuvremenu dok me nije bilo došlo je nekoliko updatea oko StalkerSoup-a: ********************************************************** - 1 - **************************************************************** - Quote :
- Update
- Spoiler:
Thanks to new start submissions I am getting more things fixed quickly.
Thanks to Aleks1970 and those working on their language translation more localization has been done: THANKS!!!
I am also trying to finish up the existing dialog improvement submissions which is only another 3 files, again THANKS!
I am expanding the state debug output for a single/group of npc as I struggle to iron out the logic/bugs for: Kruglov - one of those things that I must be overlooking... Escort - although better it still hangs.. Doc in hideout - again it is something I am just overlooking..
Mini-quests that don't work - I am sure that they are somehow affected by the smart terrain but have up to now not isolated it either.
I have determined a separation point for the treasure hunt that will fit into the Collector level-up without breaking the theme of the overall mod: Once you complete the Radar it will wait until you have completed the ZEP documents and have opened up all the levels except for the last 2 in the Collector (level-up 1) story line then Desolation (level-up 2) begins, but back to the treasure hunt.. I am going to add hints in dialogs and sms messages to help the player into going to the ATP after they have the documents. It will also become part of the required gameplay to achieve the next level-up and I am blending the endings together as the transition point to level-up 2. This is also the point where I release 1.1.0.0.0 and this has me working 6 days a week right now in an effort to beat the Holidays.
Those of you who have been around know be by now and it has to be pretty darn good for me to let it go from beta!
Sure I have a few issues that have plagued me for many months but all in all the work I am doing is obviously on the right path. There are a little over 400 script files (the code that runs the game) and thousands of support files that I have to deal with and some are still way back at ver 1.0.1... I will have most of the script files up to 1.1 soon but I just thought I should say something about the monumental size of this beast...
OH Yea; the skip teleports are really beta and anything I missed please email me so I can add it to the skip lists, thanks!
********************************************************** - 2 - **************************************************************** - Quote :
- Update
- Spoiler:
I will be working on 109970 a little more this week before posting it.
getting a lot of fixes in from submissions so 70 will be very solid and complete for stalker/ns.
I have had to do a lot of adjustments in the Collector level-up to achieve harmony with the Treasure Hunt so that my content and the LDK don't clash. I split the hunt into 2 parts with part 1 ending at the Radar and the Casiers portion activating after you have found all the ZEP documents. This insures that the Northern most levels stay closed until the storyline that opens them. Another reason is to hold off giving the actor the advanced weapons and gear to not immediately overpower the actor.
level-up 2 (Desolation) will start after the culmination of ZEP, gold Bars and the Treasure Hunt. At this point the actor has many new toys to play with and they will continue to be available into the future. The PDA will also change to support the 'Live-link' allowing the first part of the MP/Social Media system to function (on-line play/communication).
One last item: It appears that the random CTD from memory after playing three or more levels is happening in the LUA Heap which is part of the engine. My suspicion is that there are recursive locals that linger in the garbage as they are too segmented to recapture. I suspect this as the engine is a 32bit compile tricked into using large memory, my shell may be able to compensate for it but the best solution of course would be to recompile the source as a 64bit. Sad that whomever has the right to do it most likely does not have the talent to do it or LA would run a whole lot better...
THANKS to all those that are actively testing theses final stages as I know that it can be frustrating at times, imagine what I go through sometimes; I must have mowed Kruglov down a million times when he starts his little return to start!!!! I will solve it though... I will..
********************************************************** - 3 - **************************************************************** - Quote :
- Getting Around
- Spoiler:
I agree that there are many places that have long travel times as well as low alife that make them tedious...
I have added things to the Collector level and beyond to help: Drivable vehicles for places like DV, Wasted Woodland, Dead Marshes...
Several portals to jump around in other levels and many more lc points.
I also want to expand the hand teleport system fueled by rewards and bartering (Black Market).
In preparation for the 'live-link' PDA and on-line gamming there is also a central location that you build in level-up 1 for getting around the zone more quickly. It will also be your respawn point when you die in multiplayer and a storage place for your stuff.
********************************************************** - 4 - **************************************************************** - Quote :
- Flamethrower and other issues
- Spoiler:
The flamethrower was one of the key storylines in DMX but I felt it was too restricting in it's ending so I changed it to a side quest. I know that it still has some quirks to iron out. The drop in frame rate is caused by having too many things burning, I should also make sure that they are controlled like x18 as they were getting multiple fires on each npc.
I need saves close to any repeatable crash as there are many combinations of info portions and several recursive task updates. It is the only way that I can ever find all the lethal combinations.
109970 should post Saturday, I had to travel yesterday and need another day of testing.
*********************************************************** - 5 - **************************************************************** - Quote :
- Update
- Spoiler:
I am a bit behind in save submissions but will try to catch up today.
It looks like there are a couple things being talked about that I have not fixed yet, hope to get to them before I post 109970.
I am almost done with the treasure hunt and this is what has been done so far:
It is now in two parts; the end of Radar for the first half and start of Caesier's stashes for the second part.
You must complete the ZEP documents before the second part will start. the reason for this has to do with level changers and the progression of the overall level (The Collector). I have also added some portals to escape some of the areas you get into to. I also adjusted/changed some stashes to comply to the 8.5 jump as 11 is just unreal (jumping over buses!!!).
I will finish up with jup/jup under this morning and then try to get through my email, thanks for all the submissions!
- Dasha67 wrote:
- Sada imam prostora na hdd za supu.
Ako bilo šta trebaš - ovdje sam... Edit: Novi update - Quote :
- Update
- Spoiler:
Treasure hunt has a lot of problems near the end, especially Jupiter which makes no sense at all. Some might think it is neat to wander around vast empty areas with structures you can walk through but to me it just draws from the quality of the game.
I have implemented different techniques to control this like teleportation fog in the Hospital and other levels, turrets on boarder areas like Limansk, etc.
But I find hunting for stashes in uninhabited areas with background objects with no collision to really detract from the mod.
This said: I have delayed 109970 until I get this in an acceptable form. There is no alife in 90% of the treasure hunt as well so I need to add my dynamic content to it or you spend most of your time travelling across boring landscape. Jupiter and East Pripyat will change a bit to make more sense at the end and also move stashes to real architecture and habitable areas of the maps.
I am also working on all the saves submitted and hope to have the majority of them fixed for 109970. I will post it as soon as possible so most likely late tonight.
Last edited by sadd on Thu 18 Sep 2014 - 12:46; edited 1 time in total |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Thu 18 Sep 2014 - 12:41 | |
| Novosti... - Quote :
- Update
I finally finished the treasure hunt adjustments and am now working on the rest of the submitted saves.
Not everything will be done but a good part of them will be fixed.
109970 will be the final stages of testing for the treasure hunt and the zep/bars quests. While testing 109970 I will be preparing the final stages of level-up 1 (Collector) and the start of level-up 2 (Desolation). I will also be working on the final solution for the bad logic in Kruglov, escort and a couple others.
I am also working on the alpha engine to see if it has merit but so far I fear that they have made it even more unstable than my engine is...
Dezo never responded to me so I must assume that they do not like me and have no interest in a joint effort to improve the engine (recompile as 64bit for one!). I plan to have a better engine by the end of the year no matter what it takes to do it so keep the faith!
109970 will be out very soon now, less than 100 email submissions left to test! THANKS TESTERS! |
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PoWeR Master
Broj poruka : 546 Datum upisa : 2011-07-19 Godina : 29 Raspoloženje : OK
| Subject: Re: STALKERSOUP Mod za SoC Thu 18 Sep 2014 - 23:53 | |
| - sadd wrote:
- Novosti...
- Quote :
- Update
I finally finished the treasure hunt adjustments and am now working on the rest of the submitted saves.
Not everything will be done but a good part of them will be fixed.
109970 will be the final stages of testing for the treasure hunt and the zep/bars quests. While testing 109970 I will be preparing the final stages of level-up 1 (Collector) and the start of level-up 2 (Desolation). I will also be working on the final solution for the bad logic in Kruglov, escort and a couple others.
I am also working on the alpha engine to see if it has merit but so far I fear that they have made it even more unstable than my engine is...
Dezo never responded to me so I must assume that they do not like me and have no interest in a joint effort to improve the engine (recompile as 64bit for one!). I plan to have a better engine by the end of the year no matter what it takes to do it so keep the faith!
109970 will be out very soon now, less than 100 email submissions left to test! THANKS TESTERS! Ode ovaj quote na LA moddb |
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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 Wed 24 Sep 2014 - 16:53 | |
| Mada je negde gore Sadd napisao šta sve treba za supu i dao najnovije linkove, mislim da ću da sačekam još neko vreme, često izlaze pečevi pa nekad mora iz početka, tek kada bude opeglancija od moda ondak instaliram supu i ne izlazim iz iste bar dve godine. Toliko računam da treba da se igra sve po propisu, ako sam dobro pratio forum. Naravno da prihvatam ispravku, zanima me Sadd, šta on misli? |
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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 24 Sep 2014 - 17:00 | |
| Naj pametnije ti je da sacekas 1.1.0.0 Patch |
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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 Wed 24 Sep 2014 - 17:05 | |
| Hvala na savetu Power. Poslušaću te. Ne žurim, ko čeka taj dočeka, pa onda igranka... |
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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 24 Sep 2014 - 19:36 | |
| - Dasha67 wrote:
- Mada je negde gore Sadd napisao šta sve treba za supu i dao najnovije linkove, mislim da ću da sačekam još neko vreme, često izlaze pečevi pa nekad mora iz početka, tek kada bude opeglancija od moda ondak instaliram supu i ne izlazim iz iste bar dve godine. Toliko računam da treba da se igra sve po propisu, ako sam dobro pratio forum. Naravno da prihvatam ispravku, zanima me Sadd, šta on misli?
- PoWeR wrote:
- Naj pametnije ti je da sacekas 1.1.0.0 Patch
Hmmm, ja mislim da bi mogla vas dvojica u to vreme dok čekate na 1.1.0.0 verziju malo pomoći Coolkingeye-u i Flexerci oko prijevoda Supe Imam nešto fajlova SS. koji nisu suviše dugi po tekstu - taman za vas... |
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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 24 Sep 2014 - 21:00 | |
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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 24 Sep 2014 - 23:04 | |
| - PoWeR wrote:
- Moze uploaduj, pa cemo se ja i dasha dogovoriti.
U ovom folderu: PoWeR-Dasha67 imate četiri Excel fajlova i folder sa fajlovima za prevod(text). Excel fajlovi su za pomoć oko prevođenja imena/naziva. Ako još što treba, pitajte... |
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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 Thu 25 Sep 2014 - 7:08 | |
| Skinuo sam fajlove i otpakovao i gledam u njih kao tele, nikada nisam ovo radio, blage veze nemam.. |
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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 25 Sep 2014 - 11:18 | |
| - Dasha67 wrote:
- Skinuo sam fajlove i otpakovao i gledam u njih kao tele, nikada nisam ovo radio, blage veze nemam..
Za otvaranje fajlova (onih sa sufiksem ".xml") je najbolje koristiti Notepad++ program koji je besplatan. I primjer na dijelu fajla - - Quote :
- stable_statistic_caption.xml
<string id="zombied_veteran"> <text>zombified stalker, veteran</text> </string> <string id="stranger_target"> <text>STRANGER</text> </string> <string id="trader_target"> <text>TRADER</text> </string> <string id="tushkano_weak"> <text>tushkano</text> </string> <string id="snork_weak"> <text>snork</text> </string> I još ovoga - - Quote :
- stable_storyline_info_darkvalley.xml
<string id="bar_darklab_documents_txt"> <text>Barkeep: "According to the documents you brought from Agroprom, things are starting to clear up, but some data is missing. There is evidence to suggest the presence of a Brain Scorcher which blocks the road to the North, but no one knows exactly what it is. Also, there is mention of Lab X18 whose description matches that of abandoned underground structures in the Dark Valley. Its present activity is unknown and besides, bandits have now set up their base in the Dark Valley.\n Several Duty scouts went there very recently, but so far there is no news from them.\n To get inside the lab, you will need two electronic keys; I will give you one, but the second one you will have to take from Borov, the bandit leader. \n\n So, you need to take the second key to the lab from Borov, then sneak inside the lab and get the documents.</</text> </string>
Prevod se radi samo na segmentima teksta koji stoje između " <text>" i " </text>" oznaka - to jest, sav tekst koji je ovdje u primeru na "bijeloj boji". Kako se vidi na primjeru drugog fajla - tamo sam označio sa žutom i ove znakove: " \n" i " \n\n " Ti znakovi trebaju da ostanu kakvi jesu, jer označavaju lomljenje teksta u igri! |
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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 26 Sep 2014 - 22:34 | |
| Novosti... - Quote :
- Update
Yea.. finally finished ZEP and Gold Bars!!!
Working on the latest submissions today and hope to post soon!
Found a subtle memory hog yesterday; the actor proxy was getting re-inited on net destroy instead of de-inited leaving an empty allocation every level change.
Added dynamic content to more levels in collector level-up.
Fixed several bugs in stalker level-up.
More stable although still limited to 4gig ram which does run out after 2 to 3 level changes from heap overflow depending on the amount of content in those levels.
I plan to release 109970 with the following still on the fix list: Kruglov (pain in the ...). Suit upgrade system needs rework and completion. Collector level-up final stage needs completing for level-up 2. Firing Range special trader and final episode information. CTD (prolog) on exit Brainlab and also Waiting Room. A few other npc issues like missing and dead characters. Logic for choppers in Waiting Room and Broken Road. Search for the Cube in level-up 1 finale. Bartender in waiting Room dialog. Improve drivable tanks, adjust their vulnerabilities. Several graphic fixes/improvements. Changed treasure hunt to coincide with ZEP and created ending that fits with level-up 1.
New game NOT required; minor things a new game will give: Couple new sleep places. Some new dialog for Karina in DM and Tractorist in BR. Slight change in portals/teleports. all.spawn unchanged this patch. Edit: - Quote :
- xr3da source code
----------------------------------------------------------------------------------------------------------------------------------------
I have finally attained the source for the engine!
I will participate in the GNU and have already joined the new consortium to improve the engine.
My first pass will be to fully implement DX11 and improve the debug system.
The conversion to 64bit will take a few months as many arrays within the engine will need to be redone to use more than 64k indexes.
I will also be integrating MY social media and multiplayer hooks so that a shell will not be needed.
This is a big deal for stalkersoup and means that I will be able to improve MANY things AND add all the LA creatures still pending.
Things like weapon ballistics, true keyboard input, 32 lightmaps vice 8 and much more!
I have so much more to do now but am a HAPPY STALKER INDEED! |
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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 27 Sep 2014 - 1:13 | |
| To Dobio source code od deza? |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 27 Sep 2014 - 3:04 | |
| - PoWeR wrote:
- To Dobio source code od deza?
Zasad neznam, ali saznat ću... |
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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 27 Sep 2014 - 20:02 | |
| Divno. To možda znači da će TB biti u stanju da izradi "standalone" instalaciju Stalkersoup-a kada se bude došlo do stabilne verzije kako bi se Stalkerima olakšao posao oko instaliranja SS na mašinu!? |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 27 Sep 2014 - 20:25 | |
| - coolkingeye wrote:
- Divno. To možda znači da će TB biti u stanju da izradi "standalone" instalaciju Stalkersoup-a kada se bude došlo do stabilne verzije kako bi se Stalkerima olakšao posao oko instaliranja SS na mašinu!?
He, he, he, to je več i sada moguće, ali bi zvanični setup instaler trebao da bude tek za 1.1.0.0 verziju StalkerSoup-a... Hm... možda ču da napravim jedan instaler za nas i prije zvanične verzije ako bude ostalo oko SS radilo kako treba Edit: Izašla je nova zakrpa... link: - STALKERSOUP_MiniPatch_109970.7z @PoWeR @Dasha67 Dali ste već nešto radili na prevođenju onih fajlova za koje sam dao link
Last edited by sadd on Tue 7 Oct 2014 - 12:00; edited 1 time in total |
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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 4 Oct 2014 - 17:32 | |
| Nafting. Radim od 7 do 17 radnim danom i subotom i umoran sam ko pceto. I dalje ne razumem kako treba da radim prevod. A nemam kada. |
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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 Oct 2014 - 12:02 | |
| Još nešto od TecnoBacon-a - Quote :
- I posted this on GSC
- Spoiler:
Thought you might want to read it...
The Collector
The Collector is the first level-up in the series.
Level-up 0 is the stalker/ns story which I am trying to keep as original as possible changing only what has to be.
Level-up 1 is the Collector which carries on after the Dead City sewer and you keep most of your stuff and any undone miniquests. It comprises of the complete Collector Treasure hunt (dAVROs and others) broken into 2 parts. It also starts my story which is the ZEP (Zone Expansion Project) and the Gold Bars both of which build the stage for level-up 2 (Desolation).
109970 establishes the final structure for the final stage of zep which I am now working on for 109980. The equipment available through gameplay is now a bit more balanced, not allowing the LDK (dAVROs made and my new stuff) to show up too soon and make the game 'NUKEM DUKEM' style.
Since I now have the COMPLETE xray sdk I am starting work on a more sophisticated ballistics system that will support the new toys as well.
As the BETA gets close to the end my main focus of course is bugs and other issues with stalker/ns but these are getting fewer and much easier to fix. This implies that I will have more time (as I pretty much am alone in the development) to get level-up 1 completed before 1.1.0.0 is released.
As 109970 shows: my new methods in scripting and structure definitely are improving performance; and the dynamic content (granted it adversely effects the AMK respawner) has allowed a massive amount of variety and alife to the Zone (appx 264k objects vice 64k).
Maybe I'll gain some new collaboration for level-up 2 for story and quests but they would have to work in secret as what I am creating must remain a surprise for my older fans!
Edit: - Quote :
- Update
So far many things are being reported fixed which is great...
I have received a few issues that have been caused by the localization which was to be expected:
compare to string error is in the amk_mod.script and you can email me for it until 109971 is posted.
The cube quest dialogs in the apartment were failing to display.
Initial Life Heart quest difficult to trigger and will complete prematurely.
Hospital to Agroprom final sending actor to Yantar in error.
All above fixed and will be in 109971 this week after I wait for any more submissions.
Some dialog improvement has also been done. |
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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 14 Oct 2014 - 20:24 | |
| Nova mini zakrpa.. - TB. wrote:
- 109971 is posted
- Spoiler:
Fixes: Kruglov at tunnel. Sleep and transmutator messages. Shadows cube quest rewrote. Klenov dialog. Cyrillic in weapons descriptions. Bad text in new localization file submissions. Monolit now re-usable. Autosave prevention during menu pause (caused ctd on load).
New: More dynamic spawns. More dynamic mobs.
Also more memory and performance tweaks.
Link: - STALKERSOUP_MiniPatch_109971.7z Edit: - Quote :
- Collector and respawner
- Spoiler:
In DMX versions they only deal with content up to Dead City then it falls apart.
I have added a huge amount beyond DMX and any other mod which makes the AMK respawner inadequate and unusable after awhile.
The main reason for this is that they were able to allow non exclusives to grab smarts without assigning them as there were only a few. I have several dozen of them and they are the reason that certain things are not working properly right now: barrier/freedom for example.
Since I have such a huge arena to fill I have chosen a different method back a year ago and it is starting to show results. Right now my dynamic content (removed and regenerated on each level change) allows me to do all the neat things without running out of SIDs (System memory IDs) which is limited to 64K. The smoke and special anoms and traps, now creatures and npc (TB3D_Mobs.script)...
But I have to expand this to the original levels which means I have to deal with the respawner content too. You already run into some when the wolves(night) or chimera(day) come out during the broken PDA sequence.
In 70 I have added a lot more content in the new levels during the ZEP/Bars quests as well as some with the Treasure Hunt but the Hunt is still fairly empty until Red Forest.
And finally I must add that the actual story content for the ZEP ending and the transition to level-up 2 is now being done and is targeted for 80 to test.
Edit2: - Quote :
- Guide and Collector
- Spoiler:
The guides that are available and most sites deal with DMX 135 NS which I tried to keep as much the same as possible. There are some distinct differences:
I sport many more levels and 10 times the content.
I invested many months translating it when only DMX 133 translations existed with a focus on fixing the scripting format first. Now we have a project to clean it up and improve it.
This is the first and only mod with levelling-up as part of the structure and dynamic content.
It contains several stories with an on-going one intended for DLC after release as I intend to continue writing for as long as I have interest from players.
Aggressive localization is being done to make alternate language support easier.
Not to mention the user changeable options and advanced options menu plus all the tools...
OK.. that should be enough reasons as to why you will have trouble with the guides and play through sites...
I want to eventually create a SS guide but for now I am depending on the improvements and additions to the PDA diary/task/enc entries including downloadable hints when I activate the 'live-link' PDA.
I have also added diary entries for the Collector level-up and beyond.
Edit3: - Quote :
- Update
I am going to compile a list of the issues that get submitted from 109970 beta testers. The list is actually getting manageable at this point!
I hope that some of you are testing the Collector as it needs it but I also hope I get fresh submissions from the stalker level so that I can wrap it up before release.
I am going to start fresh this week myself and start adding to the list.
I am also starting on the engine ($1300.00 invested so far), I am starting with xrcore and intend to have it fully updated AND also make it compile in 64bit so I can use 16gig of ram. I will then work on the xrgame and do the same thing with the addition of the LA additions and my new ballistics system.
I have no way of telling when I will have my first beta release of the engine at this time but hope it will progress quickly. Pitao sam TecnoBacon-a uvezi X-ray source code i evo te dionice iz maila: - TB. wrote:
- I have the full package from the licensed owner via gnu licensing
any work I do must be shared with him and vice versa the main stipulation is that the entry copyright window remain unchanged Ukratko, mislim da nije dobio od Dez-a nego je vjerovatno ka tome pripomogao onaj post na LA u kome TB kaže da mu se Dez ne javlja za suradnju i kojeg je PoWeR stavio tamo! |
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PoWeR Master
Broj poruka : 546 Datum upisa : 2011-07-19 Godina : 29 Raspoloženje : OK
| Subject: Re: STALKERSOUP Mod za SoC Tue 14 Oct 2014 - 20:42 | |
| - Quote :
- Ukratko, mislim da nije dobio od Dez-a nego je vjerovatno ka tome pripomogao onaj post na LA u kome TB kaže da mu se Dez ne javlja za suradnju i kojeg je PoWeR stavio tamo!
Bravo meni. xD |
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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 16 Oct 2014 - 14:36 | |
| Imam jedno pitanje za vas: Razgovarao sam sa TB. o tome, da se naš prijevod StalkerSoupa (kolko ga je več urađenog) počinje da objavljuje redovnim putem preko zakrpa koje TB. objavljuje. I moje pitanje stoji; - kakav bi trebao da bude naziv fajla sa prijevodom, da bi i drugi Stalkeri sa našeg područja a koji nisu na BalkanZoni znali u čemu se radi? Ustvari, treba mi vaš glas u tome dali da se stavi oznaka recimo Ex-YU ili Cro-Srp-Bos ili nešto drugo?? Znam da smo svi ovdje pravi Stalkeri po duši, ali nebih htio da se netko uvredi sa imenom, jer mislim da bi moglo nekomu da smeta kakav naziv ili ime!?
Lijepo molim za odgovor da mogu onda da radim dalje. Hvala vam... |
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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 Thu 16 Oct 2014 - 17:03 | |
| Mislim da je najbolje "Ex-YU" ili slično, jer u"Cro-Srp-Bos" i permutacijama imaš redosled oko koga bi neko sa sitnom dušom mogao ozbiljno da se uvredi, a to nećemo. Predlažem "Balkan Zona"! Svi sa Balkana, jel? I upućuje imenom na Sajt.
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Tajl3r Moderator
Broj poruka : 167 Datum upisa : 2012-10-27 Godina : 37 Lokacija : RH
| Subject: Re: STALKERSOUP Mod za SoC Thu 16 Oct 2014 - 18:13 | |
| Ma stagod da stavis svejedno je pravi Stalker to ni ne gleda kao i sta si sam rekao ,ali za svaki slucaj Ex Yu ili BalkanZ...najednostavniji i neutralni bez ikakve premise na bilo koji narod bivse juge... |
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PoWeR Master
Broj poruka : 546 Datum upisa : 2011-07-19 Godina : 29 Raspoloženje : OK
| Subject: Re: STALKERSOUP Mod za SoC Thu 16 Oct 2014 - 20:33 | |
| E BalkanZ je bas dobra ideja! |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Fri 17 Oct 2014 - 19:38 | |
| O novoj zakrpi... - Quote :
- Update
Some fixes and suit descriptions from aleks1970!
Fixes: 2 crashes in the Collector treasure hunt (sms messages). Prior version checker (reinstated for final stages to release). Removed npc with duplicate story id from waiting room (exit ctd). Wolf radio quest: if Tolik is dead, conversation with Fanat.
Some additions to the dyn spawn: Backwater and Distribution Center. More localization and the missing SUIT descriptions. Barman in Waiting Room now a special trader in rare ammo and also has a role in the ZEP storyline.
This is what will be in 109972 so far this week. Sačekat ću još jednu sedmicu za još kakav prijedlog mada je BalkanZ (ili BalkanZona) baš dobro... Edit: - Quote :
- Update
Running a little late but for good reason:
Working on Yantar where we get a ctd on exiting the lab and when nearing the end of the tunnel. Turns out that when you go through the factory to find the entrance to the lab you trigger several restrictors. Unfortunately they have no idle state and stay active after you have left that level. When you are in switching distance of one it will ctd as the info is already active. Since I use a greater distance (140 which is 1400 game meters) so you get near enough to two of them.
Solution is to isolate all the triggers that do not have nil or reset idle states and remove those info portions on level change.
I have 7 in Yantar which I will fix for 109972 which will get posted later tonight. Link: - STALKERSOUP_MiniPatch_109972.7z |
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| Subject: Re: STALKERSOUP Mod za SoC | |
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