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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31
| 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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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 25 Oct 2014 - 10:47 | |
| Novi... - Quote :
- Update
- Spoiler:
Presently I am working on a few bugs but I am also working on:
Fixing the duplicate weapons introduced with the new levels (icons and descriptions). Establishing a complete list of all weapons and ammo for final build of the weapons manager/editor. Establishing a list of broken and bad mini-quests. Completion of the load out manager and the removal of the remaining inventories in the character descriptions (the random spawner causes the long staggers).
I am also cleaning up the ZEP and Bars dialogs and completing the end of level-up 1. Once the final bugs in the STALKER portion of the mod are done it will become 1.1.0.0.0 and the BETA portion will be the Collector (level-up 1) and then of course level-up 2 which should rely on DLCs to continue.
Edit: - Quote :
- Update
So now that I have the new levels mostly integrated and stabilized I have come to the conclusion that the stalls in npc ai are caused by the amount of latency in the logic processing. This is a result of the added content that needs to be processed per cycle.
My solution is to use the emergency update system by forcing it to happen if the logic switch belongs to one of the key npc like Kruglov or Tolik, etc..
This insures that they act on the switch that cycle and not have to wait for the next opportunity. This may cause a minor stagger if several key npc are active at once but this is rare.
The cstacks that occur after playing awhile are mostly (not all) caused by the heap not getting properly cleared on level_destroy. Unfortunately this is a flaw in xrgame.dll and may take a few months to resolve.
The newly occurring xrgame.dll error is apparently being caused by the gamespy.dll and most likely is a connection check. Not sure what my rights are there yet but removal of gamespy would be my first choice. - Quote :
- glow sticks
I messed up on the update and missed the latest version of the dmx_mod and tb3d_collector.
the name for the new glow sticks is wrong in them.
will try and get 73 posted tonight. Edit2: Nova zakrpa... - Quote :
- 109973 is posted
fixes the glow sticks. completion of 'creatures of the night' some icons of new items a few other fixes from submissions. Možete je skinuti ovdje: - STALKERSOUP_MiniPatch_109973.7z |
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StrelokCrnaStrela Zombie
Broj poruka : 4 Datum upisa : 2013-02-15 Godina : 24 Lokacija : SRBIJA Raspoloženje : :D
| Subject: Re: STALKERSOUP Mod za SoC Tue 28 Oct 2014 - 16:06 | |
| Pa slušajte ljudi, vezano za prevod, ja radim, ali kada sačuvam stalno mi briše ć,č,š,đ,ž itd. i menja ih redom sa c,s,d,z? Kad otvorim, ono je već promenjeno? Ajde pošto sam nov u ovome malo pomoći da popravim ovo... |
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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 Tue 28 Oct 2014 - 19:43 | |
| Pravila i način prevođenja možaš pogledati OVDE Ali ukratko: Izmjeni prvu liniju texta: <?xml version="1.0" encoding="windows-1251" ?> u <?xml version="1.0" encoding="windows-1250" ?> A onda u Notepadu++: ako imaš preveden Notepad++ na naš jezik ideš na: Format/Set znakovlja/Srednja Europa/Windows 1250 a ako ti je Notepad++ na engleskom onda ideš na Encoding->Character Sets->Central European->Windows-1250 Nakon toga spremi i izađi. Da bi provjerio da li je sve kako treba otvori text i samo pogledaj u donji lijevi ćošak u Notepadu++ gdje umjesto Windows 1251 treba da stoji Windows 1250. PS: Nemoj ništa prevoditi dok se ne obratiš kolegi saddu, pošto on ima evidenciju svih fajlova koji se prevode i koji su prevedeni....da se ne bi desilo da prevodiš neki fajl koji je već preveden |
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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 28 Oct 2014 - 19:55 | |
| - StrelokCrnaStrela wrote:
- Pa slušajte ljudi, vezano za prevod, ja radim, ali kada sačuvam stalno mi briše ć,č,š,đ,ž itd. i menja ih redom sa c,s,d,z? Kad otvorim, ono je već promenjeno? Ajde pošto sam nov u ovome malo pomoći da popravim ovo...
Svi fajlovi koje sam ja pripremio(pa i oni sa linka) za prijevod več su pravilno formirani i samo treba da se prati, da posle učitavanja fajla u Notepad++ imaš skrajno desno dole ovakav znak: Dos\Windows Windows-1250A detaljnije je več Flexerca objasnio... |
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StrelokCrnaStrela Zombie
Broj poruka : 4 Datum upisa : 2013-02-15 Godina : 24 Lokacija : SRBIJA Raspoloženje : :D
| Subject: Re: STALKERSOUP Mod za SoC Tue 28 Oct 2014 - 21:07 | |
| Sve radi, hvala vam Eto krenuo sam da prevodim one fajlove koje mi je sadd poslao Preveo sam jedan stable_dialogs_amk.xml Ne znam da li to neko drugi prevodi, ili koji deo nekih fajlova ja prevodim, nego jel ima neko mesto gde ja to mogu da vidim? Kod mene su još stable_dialogs_deadcity i stable_statistic_caption i stable_storyline_info_darkvalley |
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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 28 Oct 2014 - 21:32 | |
| Evo ti link za dokument u kome možeš proveriti ko je sa čime zadužen u vezi prevođenja, kao i šta je ko već odradio...
https://www.dropbox.com/s/j3magkr9e0cwmq4/Lista%20zadu%C5%BEenja_StalkerSoup.docx?dl=0 |
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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 2 Nov 2014 - 0:51 | |
| Novi... - Quote :
- Update
- Spoiler:
I have been out of commission for two days (root canal and Vicodin...)
I am back at it now.
There are several mini-quests that are not working due to the fact they are respawns and not key characters. Since the respawns are now ONLY exclusives. Those that relied on the hi-jacking of other smart terrains are now not spawning (bandits in carpark and wild territory) or are wandering around aimlessly (barrier and freedom).
I am going to have to create characters for those that don't spawn or work right so it will be a few patches before they are all done.
I have discovered a flaw in the xr_combat that would switch the npc action but then would reset it arbitrarily and leave him in a stalled state.
I have reduced the weapon drop ratios so that they hold on to them more often. Also found a bad value in the og-7b that was causing a memory leak.
The sr_timer error is now fixed as well.
Hope to post a patch in the next day or so.
Last edited by sadd on Fri 14 Nov 2014 - 15:55; 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 Sat 15 Nov 2014 - 13:39 | |
| Novo obaveštenje: - Quote :
- Update
Patch is a bit late due to some tests that failed.
- Spoiler:
sorry about the timers as I did not understand exactly how the state logic progressed and accidently reversed it's logic switch.
I have firmed up several of the flakey logic issues with npc getting stuck in idle/anxiety states.
I do not know why the stalker neutral exo causes animation cycle crashes in Pripyat during the quant let so I have made them mo_exo for now and the crash does not happen. My suspicion at this point is that there is a blend shader that does not support blending the Pripyat geometry with the suit geometry (maybe the suit is an older script version, need more testing).
I FINALLY did it! Weapons are now set for a fire distance of 10:1.
After analyzing the source code for the ballistics I know for certain this is the case. Tests are proving it to be correct as drop has reversed and now makes sense so instead of shooting below the head at long range you shoot above it. Also you cannot take out npc from a distance with a short anymore... This also means that they can't take you out that way either.
I realize that this may adversely effect some weapons as now ammo that was adjusted to compensate may not be realistic or effective.
This patch will also have some final passes on certain sections: db.script - database for entire game, all safe-write accesses now with total object count tracking. xr_logic - exclusives and predicates processing. xr_conditions - all calls from all.spawn(all.sav) fully functional and tested.
Two more schemes have been partially implemented but will be turned off in modders script until I have time to test and finish them: combat_monolith - adds the call of pripyat style combat ai for monolith npc. combat_planner - this will be the interface for companions and coop.
more when I get it posted, not sure yet when that will be
Edit: Još jedan noviji... - Quote :
- Update
- Spoiler:
Almost have things back under control here, seems that the heavy email is due to a fast download of the mod that is totally screwed up (same old game, don't know why people fall for them).
Well anyway...
I am almost ready to post 109974 which will be the last minipatch before 109980.
Thanks to all those that started fresh and gave me submissions, I have been able to fix almost all of them.
109980 should be out in a week, no more than two. It will have new files for easy plug-ins: .dbo - config/inventory .dbp - config/weather .dbq - config/weapons .dbr - config/text and any files not localizable .dbs - config/mp and terminating empty level
they will be small but make plug-ins very easy and manageable. Right now the weapons.ltx contains a new section [weapons_style] that lets me identify the weapon plug-in, author and revision when I provide support. Weather, inventory and language are next.
Edit2: Nova zakrpa - Quote :
- 109974 is finally posted
All should update.
Fixes most of the submitted issues and improved others.
More optimization which should be noticeable.
Ammo system fixed but now a new problem, zombies and some npc are not getting enough ammo and when they run out they try to run. I fixed some but it will take some time to perfect it so the player does not swim in ammo from corpses.
Link: - STALKERSOUP_MiniPatch_109974.7z Edit3 I... - Quote :
- Update
Now that 109974 is out many things should now work or work better.
There are a few that will be the focus of my work now: yantar - that ctd from lab and also the poor logic for scientist and kruglov. warehouses - missing mercs and the freedom respawns that have no smarts. waiting room - bad smarts causing path errors and ctds
There are more to be added later.
Changes made to support plug ins: Several sections of the configs have been created to easily support plug ins for easy and safe use by players. These sections have been separated into their own files for 109980. They are: .dbo - config/inventory .dbp - config/weathers .dbq - config/weapons and suits .dbr - config/text and other localizable files .dbs - config/mp and terminating empty configs\levels
All of these sections contain a sub-section [inventory_style], [weapons_style], etc. this sub section contains the style, author and revision which are reported in the log to help support players.
I also consolidated all the weapons includes from the system.ltx so they are all part of the weapons.ltx file 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 Thu 20 Nov 2014 - 14:31 | |
| Novo obaveštenje... - Quote :
- Crashes
- Spoiler:
I have been testing with different renderers and have found:
X3 renderer (default SS) is the only one that works ok, other two have stalls when zooming in on anomalies.
Grass density of more than 50% causes instability in the garbage collection (LUA gc error, xrgame.dll error or straight to desktop).
When having frequent ctds then try with grass set to 0.
This will be my first fix when I start to edit the engine.
Edit: - Quote :
- New plug ins
- Spoiler:
In 109974+ I have introduced several new plug ins that can be made for the game.
How the plug ins work:
To insure that the user never trashes their mod I have created plug ins. These are added to the mod as .dbc1, .dbm1, etc...
The plug in only needs contain the files that are changed, not the whole mod or .db file. This way they can be deleted without effecting the base mod.
Each plug in contains info about who made it and the version, these instructions will come with the mod.
I will be posting a full breakdown and instructions on how they are made, what the creators responsibilities are and how to submit one for compiling into a .db file for you.
Last edited by sadd on Sun 23 Nov 2014 - 19:07; 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 Fri 5 Dec 2014 - 2:11 | |
| Novosti... - Quote :
- Update
Almost got next patch ready.
- Spoiler:
Finally the barrier guys are at their posts and do everything right!
All freedom base characters are there and working right including the attack on dolg (snide remarks too).
I have also perfected the integrated cleaner imbedded in the looting scheme. NPC will pick up everything except protected items and loot all corpses leaving only protected items.
I limit the number of items they can keep as well as only let them keep weapons at 93% condition or better.
What this does is remove from memory all objects laying around loose on the ground as they loot. Secondly it reduces inventories in the looters so they don't overflow.
There is a final bonus: a new variable exists in the database for each character called 'corpse_checked' which I can examine on level changes and remove the corpse if it is set to true and does not have any protected items instead of timeouts and other lesser methods.
109975 will be out soon and then 109980 will be out within a week after it. 80 will come out in the new installer version as well as a patch for those who already have the mod.
Edit: - Quote :
- Update
109975 is almost ready.
I added more controls to the advanced graphics menu:
- Spoiler:
Gloss Factor Parallax Height Bloom on/off, speed, threshold soft particles on/off soft water on/off engine statistics on/off
also expanded the HDR to include low illumination separate of minimum sunlight
more to come...
Edit2: - Quote :
- Update
Of course the Holidays are a mess for me...
A little behind on this next patch and usb shipments, should get them out by Thursday, sorry.
I trashed the xr_spawner and wrote a new one. Don't panic! The old one kept a list of all the spawns for monsters, tanks and cars. This list was redundant to the db lists and was not being cleared on object removal so it kept growing.
The xr_spawner has one function and that is to verify that an object can go online or not and this is a relatively simple check. This saves ram as well as improved loop speed.
I have tested it through Pripyat in stalker and up to Lost Village in collector with all working as expected.
Should get caught up and post this patch Thursday. Edit3 Stigla je nova zakrpa - Quote :
- 109975 is posted
This one has many fixes.
Now with expanded PDA dialogs including: reset sun, reset bloom, reset gloss, reset parallax, reset hdr and reset all
these set the advanced graphics to the SS defaults as now these are all adjustments available in the advanced graphics menu.
Also the sun/hdr and shadow mask have been changed in 109975
You will need the new bare gamedata folder.
new start not required.
STALKERSOUP_MiniPatch_109975.7z |
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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 5 Dec 2014 - 12:49 | |
| Obaveštenje oko male greške: - Quote :
- Loot outs
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I broke the death_manager.script when fixing the pda bug.
Really sorry about that, I am going to put it in the bare gamedata 109976 and post it in a few minutes with the fixed death manager.
To znači da usled nove zakrpe treba koristiti i gamedata folder iz ovog arhiva: - STALKERSOUP_BARE_GAMEDATA_109976.7z |
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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 12 Dec 2014 - 21:05 | |
| StalkerSoup... - Quote :
The years go by
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When I started this thing in April, 2010 I had no idea that it was going to go this far or become this big! I only wanted to be able to play NS all the way through and that was an impossibility at the time.
Much has changed since then; 39 level to 55, 37K objects to 200k+ objects, much more powerful engine and dx support, and of course smooth (toughest part) integration of the main components of the scripting.
Not to mention all the efforts by several contributors which I will properly credit on release, the translation project which I am still trying to catch up with, some really nice textures and other goodies...
Not to mention all my additions and of course the concept but that is obvious..
Anyway, I want to thank all of you who provide feedback and yes it is overwhelming but each time I go through it I get fresh ideas and new outlooks on things. There is no way I can just fix it so everyone is happy 'at the moment' but in time I usually provide it in some way.
When I introduce something at this stage of the BETA it means a performance increase or memory improvement. Everything else is things like the dyn spawns in empty places, weapons tweaks, fixes or new content.
The PDA will be the next major change before release as it needs to support the 'live link' and companion systems.
There are a few mini-quests that do not work yet (like garbage flesh and wild territory bandits) but they are not priority still so testers just have to live with them.
I will post 109976 soon which will improve stability quite a bit unfortunately I am still unable to control the heap without recompiling the xr_core so it still will crash after a few levels.
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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 28 Dec 2014 - 18:05 | |
| Novosti oko StalkerSoup zone... - TB. wrote:
- Update
Well, found a couple more memory killers...
backpacks that you drop on the ground only keeps the id of the last one dropped and thus leaves empty dmx_box_nevedimkas which are invisible.
Another one is the inventory sorter, turns out it creates a box to sort each time you open your inventory which never gets removed so they keep building up in the spawn manager.
I got Glowworms dead city save and when I transitioned to collector there was no memory left. I did a memory dump and found 2953 empty boxes in cordon alone.
This is a problem as the backpacks and the sorter and treasures all use these boxes so removing them will cause those packs with stuff in them to also be removed.
I have renamed the sorter so that it is a different box 'dmx_box_sorter' so that from now on they can be removed safely.
One other issue I am not able to fix easily is the sorter; if you sort your inventory then close it you will loose all the items stored in that box. I may need to disable the sorter buttons for 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 Thu 1 Jan 2015 - 11:38 | |
| Na poslednji dan u 2014 godini je stigla nova zakrpa za StalkerSoup: - Quote :
- Patch 109976 is up
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Finally! On New Years Eve no less!
patch 109976 and Bare Gamedata 109977 are now available.
all should patch, new game NOT required.
Several fixes and improvements.
More optimization and stability improvements.
HAPPY NEW YEARS TO ALL! Link: - STALKERSOUP_MiniPatch_109976.7z - STALKERSOUP_BARE_GAMEDATA_109977.7z |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Thu 8 Jan 2015 - 3:13 | |
| Novosti: - Quote :
- Update
a minor issues was introduced on last patch from localizing the winx,winy parameters: pda functions will not show
also anoms are not getting removed
these are fixed in next patch along with: additional content in the final ending of level-up 1 additional content in scortcher after jupunder trader in radar given dialog about Soul Cube and firing range
completion of npp2 and secret lab entrance
checked corpses in bioradar turn dark more portals for getting around faster |
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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 Jan 2015 - 19:51 | |
| Nešto oko 109980 verzije StalkerSoup-a: - Quote :
- Update
I am preparing 109980 for posting soon, it will be the first BETA (except for shipped USBs) of the installer stand-alone version of the mod.
I have added several new characters in the new levels for the Collector (level-up 1). Unfortunately they require a new game in Collector Freeplay to get them as they are part of the all.sav (cached spawns from the all.spawn).
I have completed the conclusion of the Collector Freeplay Level-up 1 and have started work on the transition to Level-up 2 (Desolation).
At the release of 1.1 Level-ups will become DLCs which 10 are planned at this time. They will be like sequels to a book and will never be required to play 1.1 in the future. Of course there will always be fixes/improvements to the mod so that is where the versioning will be used and not the DLCs.
ZEP, Gold Bars and the conclusion in the Secret Lab are the set up for the progression of the DLCs and not the end of the game. If you do not load the DLCs then you will transition into a Freeplay environment where random content will always spawn when you travel.
Version 2 of STALKERSOUP (2.1.0.0.0) will be the 'Live-Link' portal to the upcoming MMORG of the entire STALKERSOUP Zone! It will use a new proprietary method of on-line gamming that incorporates all social media interaction, connect with others or play with others, it's your choice how you want to play: it's YOUR PDA that controls it all!
I have to say that I am pumped right now as it has been a long road (5th year) and sometimes it looked bleak..
THANKS to ALL who have contributed (BETA Testers and Content Contributors) as I would never be this far without you. |
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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 10 Jan 2015 - 20:49 | |
| 2.1 verzija izlazi 2020 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 Tue 20 Jan 2015 - 21:18 | |
| Novosti oko nove zakrpe: - Quote :
- Update
Big patch coming up..
Several more new characters in the new levels. Fixed a long running bug: update path errors. Better looting system that cleans more. More quest/ai fixes. Completion of level-up 1 and the start of level-up 2.
If playing Collector then a new start is required to have the new characters and the additional dialogs for them.
If playing as STALKER then new start not required.
Patch will post by Friday evening. |
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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 Tue 20 Jan 2015 - 21:23 | |
| Pojaviće se jednog dana stabilna, finalna verzija. Tada me niko neće izvaditi iz supe verovatno godinu-dve. Ko čeka, taj dočeka. |
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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 20 Jan 2015 - 21:45 | |
| - Dasha67 wrote:
- Pojaviće se jednog dana stabilna, finalna verzija. Tada me niko neće izvaditi iz supe verovatno godinu-dve. Ko čeka, taj dočeka.
Ove godine brte ove godine.. 1.1 verzija... |
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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 27 Jan 2015 - 12:04 | |
| Nova zakrpa... - Quote :
- 109977 Posted
- Spoiler:
Collector needs new start to get the new characters for waiting room, Broken Road and F1.
STALKER games do not need new start unless you want to transition as collector with your stuff.
Several more fixes and improvements as well as more content.
New STALKER starts will not see the Wild Territory transition until they get the x16 quest to prevent players from activating the gauntlet and Kruglov too soon.
- Quote :
- Why 109977 and not 109980?
--------------------------------------------------------------------------------
- Spoiler:
I have more dialog to do and that takes more time and inspiration..
I also have been under the weather and have not been able to work much so I didn't want to keep the additions and improvements I have made so far from you.
I have added more to the database and was able to consolidate some arrays gaining back memory. It also gave me better control over the state manager giving me insight into a few deep rooted bugs. One of these was in the logic where the initial state of the npc is determined, it was causing scheduler update errors.
I added a 'corpse checked' feature to the bio radar which once you check a body it turns black on the screen. Looters will ignore that body as looted. They also turn black when looted by npc but only if there are no protected items on it.
Details have been improved and should be checked out before you use a texture pack as they are still memory optimized but look great.
Several fixes were made to the new localized content which due to its size was expected. There are still some quests with issues but I am working on them.
This is the final all.spawn period. It has story ids for all the new characters it contains, all else will now be dynamic content.
109980: This will mostly be the final organization of the gamedata.db files to support plug ins and true localization. It will be the first version that will be in an installer and will obsolete the 109940/50/77 jumblitis. Updates will then be in installers as well, nothing will be stored/changed in your registry so the game is easy to install/uninstall.
I want to say again that 77 is well worth it and will not require any more restarts for future content.
Evo i link: - STALKERSOUP_MiniPatch_109977.7z Edit: - Quote :
- Update
- Spoiler:
Tweed will have a ridiculous trade inventory and may crash as well..
I assigned her the sak_trader config and it turns out that there is something wrong with it. It does not break the storyline but does break her animation state so she will just stand there and talk to you.
This is a minor nuisance but uncovered a flaw in the sak_trader that can now be found and fixed.
There will be a 109978 for this which I will wait to see what else comes up in the next few days before I post.
***************************************************************************************************************************************************************************Edit2: - Quote :
- Update
- Spoiler:
I think that there is a misconception here about how I decide to implement things..
I have to date 11,492 entries from feedback that I constantly scan when working on parts of the mod. Many things effect the final game while others become options which I already offer many.
Some things have been lost in favor of the localization work as it has priority but they will be merged back in. The weapons are still a work in progress as I am also dissecting the engines algorithms to better match the internal ballistics model.
There are several more changes yet to come like the coefficient range has to be lengthened to support the radically longer gameplay then the original stalker had. Shaders need to be edited to match my 6:1 timescale as they are 10:1 to match amk right now.
There is more but the point that I am trying to make is that there are many mechanisms at play here and a myriad of ways to implement them and I am only able to do so much. I do appreciate all the submissions that come in and I have used a lot but with each submission has come new bugs. I have to implement then a little at a time to be able to keep up with these bugs and crush them as quickly as possible..
On the game balance side of things: most of the way things are now are due to having so much in the game to manage from so many different sources. The relations config is sorely out of date and needs a total rebalance, trader files need to be thinned and better scaled to the storyline and quests as well as support the new traders I have added, lottery system I never understood why it was there but kept it so now I need to decide what to do with it, arts need to be better controlled so that quest and rare arts are hard to find, etc..
It's not how I want it but how it will make the most sense on a play through which was lost when NS was melded with stalker by dmx and friends. I am only trying to; first make it run with stability and game completeness, second: immortalize NS for all the efforts they originally put into it AND of course GSC, third: expand the Zone to enjoy all extra levels, collector treasure hunt and lastly: bring the engine up to todays standards and establish an open Zone online experience yet to be achieved by MMORG systems.
I take ALL feedback and submissions very seriously indeed.
By the way, THANKS to all of you that still help me with testing and opinions, and I do mean all of you: THANKS
Last edited by sadd on Sun 1 Feb 2015 - 20:16; 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 9 Feb 2015 - 16:59 | |
| Novosti o 109980 zakrpi... - Quote :
- Update
- Spoiler:
I am preparing the patch for 109980 as well as the new installer version to replace the 109940/50 downloads.
80 sports more fixes which is really getting us close to 100% in NS and closer to 1.1!
Some things this patch brings: Improved blowout monitoring that increases loop speed by 40%, very significant improvement in ai reactions.
Level up DLC hooks for content after 1.1
More new character dialogs and trader inventories
Fixed path system that allows reintroduction of the all.spawn content after level up 0 (NS).
Edit: - Quote :
- Late with 80
--------------------------------------------------------------------------------
- Spoiler:
Missed my deadline Friday, not like it hasn't happened before..
Some good news: getting things tightened up and even have more characters working in the new levels, now I just need to make new skins for the bartender and trader in the waiting Room as they use barman and sid right now.
Some really good improvements in speed and response due to the redesign of the blowouts. Blowouts are much better now too, including the npc ai.
Most of the submissions have been fixed, there are a few that will still nag us after this patch but very few.
I am going to post 109979 very soon so that I can finish up a little more of level up 2 (Desolation) before 80.
Transition to level up 2 (Desolation) completed and active
Improved spawn speed in treasure hunt part 2
More to come
Should post it by the end of this week.
Last edited by sadd on Thu 12 Feb 2015 - 12:42; edited 1 time in total |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Thu 12 Feb 2015 - 12:40 | |
| Izašla je nova 109980 zakrpa: - Quote :
- 109980 is posted
This patch establishes the final structure that will be used in 1.1.0.0.0.
Several fixes from submissions.
Improved blowout system that has increased effective loop speed by 40%
Many more improvements and additions.
Now adds: gamedata.dbo thru .dbr
new game not required but there is a new tb3d_modders.script file with many changes. I još malo detaljnije oko nove zakrpe: - Quote :
- Update
I am trying to hurry up release so 80 is very important to me, all bug and feedback submissions will not only help but also make the game better.
Sorry about the inventory weight, just install the game mode from the options to fix it.
For those interested: gamedata.dbn is now the updates locked in at 80. .dbn1 is now used for dynamic content. .dbo is inventory and weapons configs. .dbp is weather configs. .dbq is localization files. .dbr is the latest update file until 1.1.0.0.0.
Now modders can just make a new .dbp to change the weather patterns or just .dbq to change the language.
You also have the option of making a plug-in for partial changes like .dbo1 with some weapons modified.
Imagine how nice it will be for the user to just copy and delete knowing that the base STALKERSOUP game is always safe.. Postupak: - Obrišite gamedata.dbn i gamedata.dbn1 fajlove iz StalkerSoup(ili SoC) foldera. - takođe obrišite(ili promijenite ime) gamedata folder ako ga imate. Onda sve fajlove iz ove arhive: - STALKERSOUP_MiniPatch_109980.7z stavite u StalkerSoup(ili SoC) folder. Dugo sam čekao da TB. odluči kakav če da bude raspored fajlova u konačnoj verziji pa sada mogu lakše da se bacim na rad oko onoga što več dugo obečajem Ps. Treba još da ponovo uskladim napravljen prijevod sa poslednjom zakrpom i tom prilikom da zahvalim našim članovima Coolkingeye-u i Flexerci što odvajaju svoje dragocjeno vreme i rade na prijevodu. Po mojoj ocjeni je prevedenog oko 65/70% kompletne igre Edit: Novosti... - Quote :
- Update
Working on a micro patch for 80 to fix the god mode mistake and also add a new ammo looting process.
Since ammo is not unlimited to npc anymore they can run out and thus run away..
I have changed the loadout system by removing the levels and only having the communities to simplify it. I also handle ammo differently by giving the npc 200 rounds of his primary ammo which means he will use the primary weapon longer in combat. To compensate for the excess ammo in his inventory I register what ammo he has on death and then remove it. I then spawn a small amount of each ammo in the list based on game difficulty so: 0 (rookie) gets from 5 to 10 rounds of each type when looting 1 gets 4 to 9 2 gets 3 to 8 3 gets 2 to 7 4 gets 1 to 6 and collector gets 1 to 5
This along with the new ammo stacking really improves the ammo types and amounts building up in your inventory. |
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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 Feb 2015 - 19:07 | |
| Novosti oko 109981 zakrpe Update - Quote :
- I almost have 109981 ready which will fix:
God mode reverted back to game mode. Player's community/rep/gw are now properly restored on level/quest changes (bandits become enemies again). Several localization bug fixes and final plug-ins added. Several bug submissions, especially for old saves.
Also more improvements and options for those with weaker machines and options for game play.
Artefact spawning: Redesigned so that the AMK arts do not start until level-up 1 (option in modders script) so that the original game arts stay intact and also fit the game/quest intent in the first place. This makes the game more challenging as now the arts are limited at first making the economy tougher.
109981 will be a micro-patch for 109980 so it will be smaller to download.
Last edited by sadd on Mon 23 Feb 2015 - 10:52; 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 23 Feb 2015 - 10:21 | |
| Novosti... Update - Quote :
- Spoiler:
he has his right to an opinion..
I give credit to many people but for sure I did not release it.. one person I shared it with shared it with others and that kicked it all off.. STALKERSOUP is an excellent name as NS means the peoples soup or maybe he is just not to savvy on the history..
I will be posting an expanded history as well as all the credits I can find for all the mods that pieces and inspiration came from..
ANY past modders that want to contact me (they have always been able to) are welcome to enlighten me on what credits they want shown..
I am finally close to 1.1.0.0.0 which is intended to have STALKER/NS near perfect and the level-up system fully functioning. beyond that content will be provided by DLCs with all the tools and information for creating them so artists that don't want to script but want to create content can with relative ease.
This is not a mod like any other and that is easy to see..
Now a patch update: - Quote :
- Spoiler:
Thanks for all the saves, have fixed/improved several things from them.
The new artefact spawner works really well and also the improved ammo looting system in the death_manager. I also improved the loadout system to be more efficient yet more versatile.
Added dynamic content to: Cordon, Dark Valley, Jupiter, jup Under, Dead Marshes, Broken road and F1.
I am still working on level-up 2 (Desolation) and the transition to level-up 3 (Reclamation) and the end of the storm. The fact that the player can continue the treasure hunt into the storm has stalled me a bit as I figure out the best way to handle it. I am also behind on wrapping up the Soul Cube portion of level-up 2 for the same reason.
As always: You BETA testers are my best tool (and best friends too) as you tolerate the bugs (new and old) while sending me logs and saves and valuable feedback! THANKS!
Last edited by sadd on Sat 28 Feb 2015 - 18:55; 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 Thu 5 Mar 2015 - 15:42 | |
| Stigla je nova zakrpa: - Quote :
- 109981 is up
New game not required or even recommended..
Added Eye Adaptation to the HDR settings and also added an indoor/outdoor switch to it so that indoor mood lighting stays the way it was meant to be.
Created a better actor community control for handling the signet ring and other cases where you change communities.
Several more fixes too. Evo i link: - STALKERSOUP_MicroPatch_109981.7z Edit: - Quote :
- Update
The Signet ring along with the others work right but only if you have not gone through the dialog getting the ring or other object. It may be unpredictable in old saves as info portions as well as the objects all interact.
Always start with a new gamedata folder, then migrate any changes you make but I recommend testing the new patch a bit first and then make your changes to my files if they are in the patch. Many things are getting cleaned/optimized during these last few stages before release. I have also localized many data structures into the db.script which use safe writes instead of direct addressing.
I have also done something else for those that just have to tweak knobs.. I have added more advanced graphics controls to the menu, you have the Eye Adaptation slider now but next patch you will also have Global Illumination, TSM, sun border, advanced shadow and focus controls. You will have the option in the modders script to display them in the menu or not so they won't clutter the menu if you don't want to use them.
81 also sports an improved coefficient system that spans across the entire 10 level-ups, this does not effect NS (level-up 0) but start with collector. Those playing level-up 1 or above may notice some excessive spawns in some areas, I am adjusting them to the new coef range now.
The new looting/death system will end up at the top of the rank groups if you change the loot option from default. This means that a npc will always spawn with the most powerful weapon group in his community. It also means that they will all have the same weapon.
Make sure to look at the new modders script as it contains several more options. |
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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 Mar 2015 - 15:02 | |
| Novosti... - Quote :
- Update
Active community was a real pain to get right as: Starts with DV and the bandits. Then you have the zombie which takes precedence over all but it does not stop there..
you have the freedom and killer and the stranger for doc and then there is chernomer in Yantar..
I think I have it working right no matter what the player decides to do, the hierarchy is: zombie killer monolith freedom stranger stalker
What this means is that if you are friends with freedom then you become enemy of DV bandit even if you were their friend. If you are zombie then you are enemy to all...
You have to pay attention to what community you are in as it carries with you wherever you go.
I have also devised a way for the player to continue the treasure hunt and gold bars while in the storm, those that have made it that far will have to reload a save prior to the dropping of the black energy to continue the story. Even though you can wait to do the bars I strongly recommend you finish them before you level-up as their result will be very useful during the storm. The treasure hunt though is really interesting and tough in the storm areas so I would play it both ways. I just finished RECON with dynamic creatures that just spawn in the storm while all else has fled, thing is they are starting to flood into those areas. Also your PDA and bioradar stop working giving even more challenge to those areas.
Next patch should be in the next few days and should complete the storm and get things ready for the final build and 1.1, it would be nice if it happens in April! |
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prle03 Experienced
Broj poruka : 64 Datum upisa : 2015-03-09 Lokacija : jagodina Raspoloženje : ok
| Subject: Re: STALKERSOUP Mod za SoC Wed 11 Mar 2015 - 21:16 | |
| pozdrav svim stalkerima i administratorima ovog foruma velki sam ljubitelj stalker igara pa me interesuje kada ce biti preveden stalkersoup mod pozdrav iz jagodine |
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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 Mar 2015 - 22:40 | |
| - prle03 wrote:
- pozdrav svim stalkerima i administratorima ovog foruma velki sam ljubitelj stalker igara pa me interesuje kada ce biti preveden stalkersoup mod pozdrav iz jagodine
Pozdrav, za sada je po mome mišljenju prevedeno nešto malo iznad 70% moda, jer nema drugih preovodioca sem Colkingeye-a i Flexerce... Imamo ovdje na BalkanZoni temu - upoznavanje pa bi bio red da nam se malo bolje predstaviš u njoj. Pozz. |
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prle03 Experienced
Broj poruka : 64 Datum upisa : 2015-03-09 Lokacija : jagodina Raspoloženje : ok
| Subject: Re: STALKERSOUP Mod za SoC Thu 12 Mar 2015 - 21:00 | |
| ok sadd hvala na odgovoru izvini sto se nisam predstavio evo napisacu pozdrav |
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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 15 Mar 2015 - 20:25 | |
| Novosti... - Quote :
- Update
still preparing 109983:
I have finally reached the PDA dialog improvement on my work list.
As I have been adding all the missing task descriptions and editing the others, I have also localized them with the help of aleks1970.
By improving the task descriptions (THANKS to dialog improvement team) and adding the missing ones it is becoming less dependent on a guide.
Since STALKERSOUP is so diverse in quest/story combinations I have and will continue to add code that controls issues with clashes. This is no small feat and requires the constant input from testers to get to all the possible combinations, again thanks.
This will be a very polished patch with improved details and graphics as default, cleanup of several of the GUIs, new community checker that insures you are in the right faction, fixed arts so parent is properly identified and much more.
Hope to be able to post it in the next few days. |
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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 Mar 2015 - 19:34 | |
| Novosti oko najnovije zakrpe koja bi trebala stići subutom ujutro: - Quote :
- Update
This will be a really good patch this Friday!
I have perfected the faction changes so that it works in any situation with being zombie taking precedence.
More localization and dialog improvements/additions.
More additions to icons and general cleanup of ui_equipment as well as other GUI textures.
Additional tweaks to Kruglov, Brother Louis and the Frenchman.
Improvements to the Exo suit system.
Fixed 'has parent' problem: parent() function fails most of the time and required a three tier evaluation to actually determine that a parent exists and is the right one. This fixes the artifact disappearing issue as well as some quest checks and ammo problems.
I have discovered the culprit in the Brainlab to Yantar transition crash: tubeman controllers ctd when their packet is saved, solution presently is to remove them on disconnect until the real solution is found.
Along with posting 109983 this Friday I will also update the dialog improvement folder with the latest localized text files. Edit - Quote :
- 109983 is up
All should update, new game NOT required Evo i link: - STALKERSOUP_MicroPatch_109983.7z |
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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 27 Mar 2015 - 15:41 | |
| Novo obaveštenje... - Quote :
- Update
Working on many of the small irritations now..
I changed the repair kit so that after you use it, it will automatically go back to your inventory instead of dropping on the ground and ending up somewhere you can't reach like behind walls.
I studied the engine and determined that the visual crash only happens when you try to change visuals on certain suits that cannot be attached to older version 5 models and has nothing to do with the engine itself.
I have also determined that the memory crash after playing awhile is the transient script loader which is not releasing scripts that are no longer needed to make room for new ones, fix will be in the 64 bit version to be released this summer.
I now recommend that you do not use texture packs as they are out of date. I, with the help of a few others have improved many textures as well as recalibrated the shaders and details. I recommend that you try the default first and decide. You will need to go to your PDA and send a message to the network to get the shader settings set to the new details: type in 'reset all'. what this does is to set the environment to match my shaders and detail depth.
Remember too that you can change the color temperature in shadersettings.txt, default is neutral (natural) color but you can also choose dim (washed out like DKZ) or bright which is more like LA although not so ridiculously high.
I examined the OGSE version of the engine (ver 0664 rus) to see what they may have fixed and found that it is the same as my build with just some dll hooks changed, big whoop..
Shure would be nice if they or others would work together in one consortium to improve the engine but so far I have found doors to be shut tightly, to bad..
If the Friends of SS can raise a few more bucks then work will start on the 64bit engine with a special social media shell that will allow players to 'LINK' into their favorite social media app or go into a MMORG covering the WHOLE ZONE.
I have created special characters that I refer to as SurraBOTS, these npc act as normal npc except that they can be occupied by remote players. The idea is to allow the BOT to make decisions in situations where the remote player is idle or offline temporarily, this keeps the action going all the time.
The other thing I do differently is the network communication technique. It involves a constant stream from my server that carries all the action, remote players only send packets to my collector servers which route it to my streamer. Tests are showing lag times of no more than 1/30 a second no matter how many players there are. There is a limit to the number of players in a group though as the engine can only render so many npc at a time.
We are almost at 100% localization! This means that all text will be in one place and a real multi-language game can be created, so far I have: French, Russian (and variations), Brazilian Portuguese, Japanese and Hungarian translations being worked on.
There are many other things that will be in 109984 which should be out in the next few days. Napomenuo sam TB-u da je zaboravio da nas napomene kada je ispostavio rad na prevodu StalkerSoupa... *******************************************************************************************************************************************************************************Edit: Sve slike iz StalkerSoup igre sa prevodom možete da provjerite na ovom linku: - StalkerSoup - fotke ili takođe u mome potpisu ispod... |
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PoWeR Master
Broj poruka : 546 Datum upisa : 2011-07-19 Godina : 29 Raspoloženje : OK
| Subject: Re: STALKERSOUP Mod za SoC Fri 27 Mar 2015 - 20:16 | |
| Ovaj TechnoBacon ima malo previse vremena? Ili je bogat? |
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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 27 Mar 2015 - 20:24 | |
| - PoWeR wrote:
- Ovaj TechnoBacon ima malo previse vremena? Ili je bogat?
Maa, penzionista he,he - što oćeš |
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