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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31
| 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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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sun 5 Apr 2015 - 22:41 | |
| Novosti... - Quote :
- The storm
The storm and the suit have a purpose that is yet to be completed in the progression of the game to the end of level 3. Hopefully I will have it done this week as last week I was on vacation..
Once I fix and improve those issues that have been submitted about the last portions of NS the mod will be ready for release from beta. What this means is that I am satisfied with the state of level-up 0 (SOC and NS) and level-up 1 (Collector). There will still be a few issues that will be worked on but I don't feel that they should stop 1.1.0.0.0 from being ready to ship. That also means that those who are FSS members and are expecting USBs, T-Shirts or both should send me an update email so that I have your call sign and most recent mailing address.
This also prompts me again to thank those who have donated (some very generously) as that is what has kept it going and got us to this point. THANKS from all of us!
I also want to report that progress on the engine has been promising and should be rebuilt in a couple of months. |
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AlfaStalker Experienced
Broj poruka : 99 Datum upisa : 2014-05-17 Godina : 49 Lokacija : černobil Raspoloženje : Братишка из спецназа
| Subject: Re: STALKERSOUP Mod za SoC Sun 5 Apr 2015 - 23:45 | |
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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 15 Apr 2015 - 20:24 | |
| Novosti... - Quote :
- TecnoBacon 6.0
- Spoiler:
TecnoBacon is 6.0 today! Never thought I would ever make it this far!
For sure I never thought I would be doing something like STALKERSOUP (Thought I would never stop being an Executive actually)..
I love what I am doing and even though I have aggravating issues with the mod still it is starting to become what I wanted it to.
I am disappointed that 1.1 did not happen today but if it's not ready.. it's not ready. I am working on many things now to finish them up like: Character descriptions that need to be 100% localized (only a handful left). Inventories of some characters that are still in their descriptions and not in the includes. Completion of the new ammo looting and loadout systems.
Many submitted issues have been caused by the above and are now solved because of the work done.
I am also adding more dialog improvement and expanding the Collector journal entries so the guides are becoming less needed.
I will be finishing up the new weapon balancing system soon which will also move us up to 109990 and the last stage of the NS BETA.
The next few patches before then are crucial in the feedback process as what you say about them will pretty much finalize NS and the start of Collector.
Have to go enjoy my day so.. enjoy the Zone!
******************************************************************************************************************************************************** Edit: - Quote :
- Update
- Spoiler:
There will be a patch Friday with some very important things done: Anomalies are back under control and the random ones are now dynamic in nature and will be regenerated on every level change. This does not affect those that are part of the level such as the underpass in cordon. Turns out that any time you remove a box quantity item from an npc inventory the engine will still try to remove it if the npc drops a weapon that uses it. This wipes out the entire npc inventory. I have created a new loot system that tracks the box type ammo and properly waits until there are no more rounds or the box size has been met. The only ammo that has a problem with this is the buck type for some reason so I randomly put some back if the victim is a bandit. The visual errors that popped back in were due to the character description files of already spawned characters (all spawns in the all.spawn) were changed. When the character spawns for the first time within the game his description from the all.sav (base of all saves thereafter) does not match which occurs right after the visual is read from the description. Not caused by suits or models at all.
- Quote :
- Update Part 2
- Spoiler:
I have tweaked the bandit loadouts so that they make more sense and use better held weapons. Some handguns are still chosen over their main weapon but soon they have to switch as they have more ammo for the main one. I did mention that they run out now instead of having unlimited ammo? That is why they started running away from you all the time. now I give them a load of the main ammo to fight with, remove it on death except for a limited amount as set in the looting options. Many issues were introduced these last two patches due to the localization project as well as a couple from new content. These have been fixed and 109984 will have all gameplay files 100% localized! I am preparing some new tools which will be part of the new downloads coming soon, all in installer form. The auto-downloader/updater is in the works but will not be activated until 1.1 which is not too far off now. Of course as always.. it's up to you, STALKERS, to explore and challenge the mod and help it become the mega-mod of mods!
Thanks to all those testing these final BETA stages!
Last edited by sadd on Wed 20 May 2015 - 13:55; 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 18 Apr 2015 - 13:16 | |
| Novosti i nova zakrpa... - Quote :
- Update
- Spoiler:
I fixed the radio station message and the issues prior to that but some are hard to determine what to fix or where to fix it.
I could use a little help on those parts like ghost in npp by getting information about what's wrong and what the workaround is. I cannot play up to these areas and test them all so autosaves and good descriptions now will help speed up fixing them.
Tomorrow I will post 109984 with several fixes that will get all players going again, including stash 11..
There is more dialog with the barman during the storm and the storm now has been completed up to level 3 and recedes properly. I do have a problem with some populations that still have not been redesigned to understand that they are in a storm level. I should have the rest of them identified and fixed for 109985 or 90 whichever comes first.
This patch will be very solid and saves are 99 to 100% now and always reusable. Nothing has changed in the startup areas so 83 saves for sure should be 100% although you need to use saves prior to stash 11 to make 12 work properly.
Thanks again all you testing and sending me issues/saves to work on, I cannot do it without your help!
************************************************************************************************************************************************************
- Quote :
- 109984
Patch is up, no new game required.
I will talk about the next phase and list the issues I am still working on later tonight. Link do zakrpe: - STALKERSOUP_MicroPatch_109984.7z ************************************************************************************************************************************************************ - Quote :
- Update
- Spoiler:
So now that 109984 is out and the gameplay folder is now 100% localized and cleaned up we start on the remaining script files needing it.
This is only a few and mostly unimportant stuff like the offline news (off by default) and some system messages.
While I give you all a chance to test 109984 (really need new game starts!) and send in your issues and feedback I will be working on the weapons which are targeted to be in 109990. The shotgun issue (all shot type weapons) have a unique problem as the engine takes into account each pellet but at the full ammo impact and penetration values. This means that getting hit with buck shot means six times the hit value instead of six times one sixth the hit value. Shrapnel has the same limitation and that is why it was weakened to stop killing the player through walls. I intend to expand the engine's ballistics model after migration to 64 bit so I have to come up with an interim solution as that is a ways off.
I will keep you updated on my progress.
Last edited by sadd on Wed 20 May 2015 - 14:01; 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 27 Apr 2015 - 13:02 | |
| Stigla je nova zakrpa... - Quote :
- 109985 is posted
New HUDs for Exos and a couple weapons, thanks aleks1970. Some of those issues: Warehouses crash. Load out crashes for Dolg having missing weapons. Misc. dialog fixes/improvements.
New game not required and uses 109983 bare gamedata still. Evo i link: - STALKERSOUP_MicroPatch_109985.7z |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sun 3 May 2015 - 19:28 | |
| Novosti oko nove zakrpe... - Quote :
- Update
- Spoiler:
I will be posting 109986 this week, waiting on the final code/buttons for the new sorter that will now be on both panels (box and inventory) and improved to sort by: weapon, ammo, meds, outfits, arts/mushrooms and misc.
There are several fixes and I am also adding a version fix for those that don't want to go back to stash 11 and started prior to 109985.
I will also be adding a couple places where you will be able to find the right mushroom art for Lanky to get/repair the suit for the Storm, just don't expect it to be easy...
There will also be a few visual fixes/changes, if you come across anything that looks bad then please let me know so we can start cleaning them up.
Sorry for the bug with Kostya stashes, accidentally localized the info portions!
Last edited by sadd on Wed 20 May 2015 - 14:02; edited 1 time in total |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sun 10 May 2015 - 12:29 | |
| Nova zakrpa... - Quote :
- 109986
Has been posted
Adjusted Anomalies and the mob spawn coefficient. Fixed Kostya stashes. Improved inventory sorter. More additions. i link: - STALKERSOUP_MicroPatch_109986.7z **********************************************************************************************************************************************************************************************************Edit: Nekoliko novijih informacija oko nove zakrpe i ostalog... - Quote :
- Update
- Spoiler:
Hope that there are several playing and testing 109986 for me as it is getting close and except for a few fixes needed to older saves things should be working pretty well..
I was able to perfect the inventory sorter buttons for the actor inventory so it is safe to use and can be convenient. The right side (stash/box) is not activated yet as I still need to perfect it.
I am adding portals to Jupiter and the Bar that will activate if you are in Collector mode no matter when you started. These are meant to shortcut some of your travelling without using the teleporter. This will help me to maintain the further game play as SS grows and also add that extra flair to multiplayer.
I should also have respawns/dyn mobs fully working in all levels very soon.
I am working on the Firing Range as well; You will be able to access a special menu on your PDA while in the range. This menu will list all the weapons available for you to test on targets at different distances. You will not be able to keep them afterwards of course as that would make earning them useless.
There are still NS characters in some storm areas I have yet to remove so if you run across any then please let me know. The depopulation by the storm is intended to allow me to flush these areas of the old alife. I intend to repopulate as the storm recedes but I hope to implement faction wars and maybe coop to help make it interesting.
Last edited by sadd on Wed 20 May 2015 - 13:53; 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 20 May 2015 - 13:51 | |
| Stigla je nova zakrpa... - Quote :
- 109987 is posted
Fixes Kostya for sure this time. Added portals in collector mode. Fixed and improved the Arena lighting and added several options to the modders script.
Bare gamedata 109987 required.
new game not required. Link: - STALKERSOUP_MicroPatch_109987.7z ******************************************************************************************************************************************************************************************************Edit: Novosti: - Quote :
- Update
- Spoiler:
Many of the issues that have been experienced lately have to do with the final localization pass that was made. They are quickly getting fixed as you can see.
The best method for me to maintain the mod is by email bug reports and not the forums as logs and saves are my best tools.
I think the main reason I have not worked on the guides and also a troubleshooting FAQ yet is that until 1.1 there can still be major changes in those areas.
Right now you (BETA testers) are actually testing a new extended rank coefficient system which presently is exhibiting a bit to aggressive spawning in the Collector mode for those with a high rank. I am using your emails to determine what is a reasonable maximum amount in levels as you progress and visit them.
One new feature of the system is the inclusion of the enemies rank coefficient as well as yours when deciding load outs and also minimum/maximum spawn counts.
Once this is balanced then the options in the modders script will be fully defined and stop changing.
******************************************************************************************************************************************************************************************************* Edit2: - Quote :
- Update
There is a flaw in the fixer that is allowing zombie stalkers to accumulate and thus eventually run out of memory. I will post 109988 soon with a fix that will correct it automatically on level change.
During the last pass on the equipment icon map some weapons from the treasure hunt were accidentally left out, I have fixed 3 so far but there may be more.
Those who think they have missing treasure hunt stashes should check all clues as I have verified them from your submissions and all of them show you looking in the wrong places.
I am working on Yakut as there are a couple quests that used the precondition as an action and this fails to produce the info portion at the right time causing things to get out of order.
Good work testers! |
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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 31 May 2015 - 22:04 | |
| Nova zakrpa... - Quote :
- 109988 is posted
Very important update! Removes and corrects the accumulating zombie stalkers in collector.
There are a couple quest improvements for Yakut.
Some weapon icon fixes.
More work on the Storm portion of the game.
Adjusted some spawns and portals in the treasure hunt. Link: - STALKERSOUP_MicroPatch_109988.7z ************************************************************************************************************************************************************************************************************Edit: - Quote :
- Update
Although 109988 does not fix everything in SOC/NS 100% I am getting very satisfied with the state it is in. I will solve the Generators and a few other problem places before 1.1 but we are very close to release.
Right now I am optimizing the major loop level scripts now that the final function has been defined. This should improve performance back to the level that 109936 was before the expansion to 53 levels.
I am also starting work on the new weapons balancing and scaling so that it fits the game world properly. Unfortunately existing weapon packs by Grimwald and others will not be compatible anymore, sorry for that. I will try to share the new files in the repository when they are ready for those who want to make their own weapons plug in.
I will add documentation explaining what the relationship of each variable is to the engine ballistics. I will also indicate if it is emulated until implemented in my next engine release.
As always.. BETA Testers.. Your submissions and feedback are imperative.. Good work all! ********************************************************************************************************************************************************************************************************Edit2: Novosti... - Quote :
- Update
I was doing a final review of the weapons.ltx file and came across something strange;
In the bullet manager there are two values: collision_energy_min collision_energy_max
Thing is that min was set to 0.8 and max was set to 0.5..
I did some research and found that all mods are this way so I went to the xr_game source code and found that someone reversed them somewhere in the past.
what this did was lock the collision energy of a projectile to 0.5 no matter how close/far you were from the target. This explains why shot is more powerful than single projectiles! Especially far away which has made balancing weapons a very futile endeavor..
I am testing and trying to determine what characteristics are effected in the configs and should have the fix out tonight. I already have found that it takes 6 shotgun blasts to the head at close range but only one from an AK47, both at close range.
More later 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 Tue 2 Jun 2015 - 13:24 | |
| Novosti oko X-Ray: - TecnoBacon wrote:
- When it starts out wrong...
Got a BIG surprise for all STALKER enthusiasts and those who like to think they are experts at modding it:
Ballistics in SOC are fantastic and have NEVER been used properly! Not one mod I have examined has ever caught this and fixed it, just compensated in different ways. In doing so they have created a very narrow range of ballistics behavior.
I made the min value 0.3 (0.8 in OGSE) and also in SS I made the max value 1.0 (0.5 in OGSE) and also in SS
I shot a tank from a safe distance with my RPG and the tank exploded instantly..
Adjusted my rpg ammo back to realistic settings and now it takes 2 maybe 3 hits at most.
Problem now is that all the ammo and weapons have been skewed by all the balancing done against a range of 0.5 to 0.5...
Why 0.5? The engine first checks the min value and the result is 0.8 or greater. Then it checks the max and always adjusts it to 0.5 no matter what.
My testing so far shows that this had clamped my hit values being used in the motivator for all my advanced AI decisions. I also see multiple hits generated by shot which never happened before.
For the first time the engine will be used to its full potential and provide the vast array of weapon/ammo behavior and all the advanced AI that the scripts call for! |
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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 2 Jun 2015 - 13:57 | |
| - sadd wrote:
- Novosti oko X-Ray:
- TecnoBacon wrote:
- When it starts out wrong...
Got a BIG surprise for all STALKER enthusiasts and those who like to think they are experts at modding it:
Ballistics in SOC are fantastic and have NEVER been used properly! Not one mod I have examined has ever caught this and fixed it, just compensated in different ways. In doing so they have created a very narrow range of ballistics behavior.
I made the min value 0.3 (0.8 in OGSE) and also in SS I made the max value 1.0 (0.5 in OGSE) and also in SS
I shot a tank from a safe distance with my RPG and the tank exploded instantly..
Adjusted my rpg ammo back to realistic settings and now it takes 2 maybe 3 hits at most.
Problem now is that all the ammo and weapons have been skewed by all the balancing done against a range of 0.5 to 0.5...
Why 0.5? The engine first checks the min value and the result is 0.8 or greater. Then it checks the max and always adjusts it to 0.5 no matter what.
My testing so far shows that this had clamped my hit values being used in the motivator for all my advanced AI decisions. I also see multiple hits generated by shot which never happened before.
For the first time the engine will be used to its full potential and provide the vast array of weapon/ammo behavior and all the advanced AI that the scripts call for! Bilo bi lepo i da napravi poseban mod vezi ovoga |
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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 8 Jun 2015 - 15:18 | |
| - PoWeR wrote:
- Bilo bi lepo i da napravi poseban mod vezi ovoga
Pošto(ako) se radi samo oko fajlova za oružje i par skripta to če svaki mod-er vrlo lako da uradi "komparacijom" StalkerSoup fajlova prema svojima Ili još jednostavnije, upotrebiti StalkerSoup fajlove Edit: - TecnoBacon wrote:
- NVIDEA update 6.14.13.5306
- Spoiler:
Got an update from NVIDEA yesterday that has broken the r2 hardware check in the options menu.
the check now always returns false which causes the menu to always display 'static lighting' and disables all advanced graphics menu options. It does not actually change the settings to static unless you click apply.
Solution: I have added an option to the modders script to force the r2 hardware check to true. Since almost all modern graphics cards support r2 rendering this option will work in almost all cases.
****************************************************************************************************************************************************************************************************
Edit2: Novosti oko nove zakrpe... - Quote :
- Update
- Spoiler:
I have changed the anomaly system so that it ramps up much more slowly than before.
Fixed 'remove from inventory' so now the proper amount of items are taken in all quests and trades.
The ballistics are now much different due to the correction of the collision hit min/max values. There is definitely more action coming from npc during fights.
RPG now gives the right amount of damage to tanks.
Ammo looting now under control.
Several more dialog improvements and a few quest fixes.
patch will post tomorrow afternoon.
**************************************************************************************************************************************************************************************************
Edit3: - Quote :
- Update
I was about to post the patch when a thought hit me..
- Spoiler:
Most of the places where I have npc in the wrong place or not responding to their assigned spot/action they usually looting or walking around aimlessly..
After a little experimenting in the Garbage I discovered that the method for searching for loot (watcher_act.script) was actually motivating the npc even if no loot was in the search radius.
I created a list of npc that were not in the right place at the right time like: The two npc with beth, one should be at the chopper and the other should be standing next to bes. They are not as they are looting and then wandering around. Now they are exactly where they should be when the bandits attack. Vampire will no longer wander into the garbage until after you have found strelok's hideout.
I won't get all the key npc in for this patch but so far I have it done through saving Mole. Now the road soldiers stay away and the Spetznaz wait the proper amount of time before attacking you.
There will be a patch out this weekend for sure.
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Edit4: - Quote :
- Update
I am trying to get a few more requests done before the patch and it takes time to test. I will get one out in the next day or two so I don't fall too far behind schedule (sorta)..
As Grimwald probably knows by now there are some weapons that need adjusting and this is why;
Somewhere way back when someone made a compensation for a mistake in the engine by forcing the min max to always produce a fixed value. Knowing this fixed value they and others pushed k_pierce to extremes to get the same results..
They really did not as they ended up forcing modders to second guess why their settings weren't getting the results they expected and thus tweaking and balancing became constant..
Then the engine was fixed but the modding community (maybe GSC) obviously had no idea, probably because of COP which was in development.
After examining my profiles and the source code it became obvious that the ranges work properly now and the right combination of k_hit and k_pierce produce very predictable results.
Another 'fix' I have discovered has to do with buck shot which was multiplying the hit by 6 each impact. This helps explain why they are so effective against tanks.
I won't have the weapons done by this patch but by 90 for sure things will work much better in ballistics and advanced AI if you don't disable it in the modders script. Evo i poruka od jednog člana Steam foruma sa linkovima do videa na YouTube canalu;
- Sahafiec wrote:
- I made some progress during the last days and here is the result.
I was very surprised I could play SS with my i5 4690K's internal gpu. my new graphics card is still on the way and the old one sold. never thought the new integrated gpu's could be capable to run this game.
I'm just about to start the Gold Bars quest line, the videos will be added to the playlist as I progress. good hunting Stalkers...
STALKERSOUP Collector - ZEP Documents
STALKERSOUP Collector - Treasure Hunt
STALKERSOUP Collector - Gold Bars
Radi se o StalkerSoup levelu 2... |
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djordje29 Veteran
Broj poruka : 339 Datum upisa : 2011-07-13 Godina : 44 Lokacija : Na ivici smisla! Raspoloženje : Rock 'n' Roll
| Subject: Re: STALKERSOUP Mod za SoC Tue 9 Jun 2015 - 21:17 | |
| Sve je ovo super ali samo nek malo poradi i na grafici |
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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 10 Jun 2015 - 21:12 | |
| - djordje29 wrote:
- Sve je ovo super ali samo nek malo poradi i na grafici
Grafika za sada još nije "visoko" na prioritetni listi, mada je već nešto urađeno po tom pitanju ali ponajviše oko šadera (shader)... - TecnoBacon wrote:
- Update
While verifying the new ballistics and fine tuning the coefficient system I have also tweaked some things:
Kruglov timers so that he does not immediately go through tunnel. Conversation with scientist should end properly also.
Added several npc to the 'no looting' scheme so that they stay where they should or progress as they should in battle.
The coefficient system now has an option in the modders script that will allow you to control the rate of spawns/difficulty increases. It was at 2500 which was the NS default but because I will have doubled the play through time by the time I am done, it is now set at 5000. This effectively cuts the anoms/infests and rise in difficulty in half. The larger the number the longer it takes to ramp up, I estimate it will take from 1000 to 1500 game hours to max out at 5000.
For those that are not sure what the coefficient is: As you play your rank goes up, as it goes up difficulty and mobs increase. To spread this increase over a period of time you take the maximum amount of anything and multiply it against 1 / (rank * coef). Of course the algorithm is much more complicated but this is a simple explanation. By making the coef larger the multiplier becomes smaller: ((1/2500 = .0004) * rank(600)) = 0.24 So if the maximum number of anomalies for a level is 1000 then you would get randomly between 24 and 240 of them. A coefficient of 5000 would produce 12 to 120 of them. It works pretty much the same for all things like bullet accuracy, strength and cunning of enemies, size of infests, load outs, loot and artefacts..
Rats, rats, rats
There are three types of rats in SS:
NS rats are in the all.spawn and do not have a consistent name and always spawn. AMK respawns in the original 13 levels. My dynamic spawns which unless the rats have a specific purpose can be reduced in the modders script.
Using the population controller will reduce them by removing the excess (greater than amount set) on level entry. This is good for machines with less memory as crows are way overdone in NS and although runaways are pretty much a thing of the past, this prevents them.
Rats are one of my best achievements in SS and they work better than in any mod I have checked out (which is a lot). true there are too many right now but that was because the coefficient was too low, now they should be more reasonable. Another thing about my dynamic spawns is that they are always removed on level changes, that is what makes them dynamic as they reuse the same ids each time. and cannot accumulate.
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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 Jun 2015 - 14:13 | |
| Nova zakrpa; - TecnoBacon wrote:
- 109989 is up
Finally posted
New game not required New bare gamedata folder required
This patch is really worth it!
I will write an update tomorrow, time to pass out.. Evo i link: - STALKERSOUP_MicroPatch_109989.7z *********************************************************************************************************************************************************************************************************Edit: - TecnoBacon wrote:
- Jup and Zaton
I plan on those areas getting involved in the faction wars as these locations are perfect for it. I do plan on establishing a base at the sardosk once I have the engine upgraded to support the COP characters.
I have noticed that some of you are avoiding the brain scorcher and that is a big mistake as 90% of alife will not start migrating until it is off.
Update
Congratulations to all you FSS members! We have reached our initial stage and now have all the tools, licenses, etc.. to start conversion of the engine!
FSS members are in for a treat soon as you'll get to help me with that phase. Not to fear! I plan on first fixing/improving the existing engine at 32 bit before I spend the effort to convert this old technology. One benefit to this is stability of design which is the most important thing so..
Each member who signs up (please wait for the sign up button on the new site, coming soon). Anyway, you get a locked copy of the engine that has your callsign imbedded in it. You should not share the engine with anyone else as this invalidates my tracking of the changes. I will stop providing updates to the owner if the engine appears from more than one location. Seems harsh I know but imagine trying to track each user if their reports start coming in from totally different areas of the zone, pandemonium I tell you.. shear pandemonium.
One caveat to the updating of the existing engine is the better use of todays more sophisticated streaming methods and also ramdisk for extending the memory capabilities..
Hope to start this phase very soon!
***********************************************************************************************************************************************************************************************************Edit2: - Quote :
- Update
Having discovered the cache issue with amk_utils I decided to rid myself of it..
I thought about it and realized that there was no real difference in speed so why duplicate memory use?
The real problem here is having quests in the task manager that search for all that crap every cycle, have more than one of these and..
Best way to handle these is to check on item take and not in the loop, it is much better to have a small stall when taking stuff then during each task cycle.
I am going to do just this and hopefully by tomorrow as Friday I am going to fish creek falls for the day.
I will be spending several hours on it tonight and I am pretty sure it will go smoothly but for sure it will improve performance. |
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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 19 Jun 2015 - 20:40 | |
| Nova zakrpa: - Quote :
- 109990 is posted
Patch is up.
Fixes blockpost. Optimizes multi item searches in task manager. Fixes several LDK load out problems. Link: - STALKERSOUP_MicroPatch_109990.7z |
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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 20 Jun 2015 - 0:23 | |
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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 22 Jun 2015 - 8:39 | |
| - PoWeR wrote:
- 10 more patches to go!
Sa StalkerSoup FB. stranice: - Quote :
- Getting close to locking down the STALKER level-up as release ready, get those STALKER play through bugs and feedback in!
There is still much to do in the Collector level ups and this will be ongoing after the release of 1.1.0.0.0 in the form of DLC content.
At the present rate of development I should be at release in the next 2 months! Thanks to all you BETA testers and a special THANKS go out to all FSS members who are the reason this work continues!
*******************************************************************************************************************************************************************************************************Edit: - Quote :
- Update
Well, busy day yesterday! I was out and enjoyed a free concert: Jefferson Airplane and of course 'Whittle the Wood' which is a contest where you carve statues with a chainsaw..
On the SS side of things: I have integrated Maltac 2.0 DX11 shaders to work with SS. It replaces one .DLL and adds a re-compiler DLL to the bin so there will be a little more to installing it. I will try to make it as easy as possible.
I am attempting to make it work all the time but some users may not want to triple their loading times as the present version recompiles the shaders every load which I am sure will be resolved (by maltac or me) in the future.
It has been a busy weekend so far and it will be quite some time before emails will get responses as there are many.. Keep helping each other and keep me in the loop, we can get these last issues put to rest and get on with the ZEP! (Zone Expansion Project) |
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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 2 Jul 2015 - 17:11 | |
| Oko DX11; - Quote :
- DX11
- Spoiler:
I have done a lot of work on the shadersettings.txt file to provide an easy way to switch from DX9 to DX11 or back if you don't like them.
I also made two categories for DX11; Meltac20 or SS style. This way you can just edit the SS version and use Meltac for comparison.
I also organized the main options so that they are in the Optimized/Semi-optimized groups.
If sahafiec wants to send the shader settings this morning I may be able to tweak mine a little better before posting this evening.
Link do bin foldera sa DX11: - STALKERSOUP_DX11_upgrade_109992.7z **************************************************************************************************************************************************************************************************Edit: Nova zakrpa; - Quote :
- 109991
- Spoiler:
Is in the repository along with an updated DX11 upgrade package for those using it.
The shadersettings.txt file has changed dramatically to support the dx11 shaders so you may need to migrate your changes to the new one.
You will need a new bare gamedata folder as the modders script has also changed a bit.
New game start not needed as all.sav does not change.
Link: - STALKERSOUP_MicroPatch_109991.7z ***************************************************************************************************************************************************************************************************Edit1: - TecnoBacon wrote:
- Update
- Spoiler:
I was working on saves with DX11 running and its looking really good. I am trying to post a pic of a rainbow over cordon right after a blowout but facebook is not loading at the moment.
There are many issues with the shaders but nothing that can't be fixed. I now have all SSAO implementations working but my default is the best look/speed so that will stay the default.
Sun rays work indoor and outdoor and are very well balanced with my default sun intensity.
Shadows are COP quality while maintaining fps but there is a small glitch in rotation that I need to tweak.
I should be caught up tomorrow on all saves and hope to have solutions for all in this next patch. If I do get them all done then I will start on the nitpicky stuff and more dialog improvement.
Hope to have a patch out tomorrow as Friday is a Holiday and I want you enjoying the mod this weekend..
I have found the issue with the bulletproof vest quest in Yantar: The suit is spawned on the dead guy close to the lab entrance, it usually gets taken when you first go to the lab there. A second suit is spawned in a stash in F1 and since you already found the first one, the task manager finds the one in F1 and targets it instead. Solution: I remove the one in the F1 stash on level change but I still need to prevent the dead spetz from spawning in Yantar until you get the task to find the suit.
Brat Luis in Swamp: It appears that it has to do with not completing the whole dialog about killing the traitor. If you do not click on the last response then the info portion 'brat_luis_start' does not get issued but the task manager still updates. This creates the target on the map but does not invoke the 'spawn_brat_luis' info so he does not appear. Solution pending.
Garbage and other areas with swamp gas: I found a mistake in the fixer that was skipping some objects that did not start with 'TB3DM_' such as 'zone_truman_cop' which causes them to accumulate. Solution: The Fixer now properly searches all my dynamic objects and removes them for the level spawning to.
ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßEdit2: O 64Bit verziji StalkerSoup-a... - Steam forum wrote:
- Quote:
Originally Posted by TrueBritt View Post Hi TB, Re 64bit engine, am I correct that imo you may once have mentioned it was due out this month of July? Regardless, but more important if so, please let us know whether it will need a new start of the game? Or if it will have backward compatibility with 32bit saves, please. Thanks and regards, TrueB. - TecnoBacon wrote:
I hope to have the 64 bit engine done by end of year (by Christmas is my target). It will be 100% compatible with 32 bit saves.
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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 8 Jul 2015 - 11:20 | |
| Nova zakrpa... - Quote :
- 109992 Posted
All users should update. Requires 109992 bare gamedata folder as modders script and shadersettings.txt have changed.
Now supports DX11. Fixed Brother Luis in Swamp. Fiend will only work from a new save as name did not match profile in spawn list. Corrected dynamic spawns that were not getting removed properly. LDK load outs should be corrected but only on first spawn. Fixed tools quest so that items spawn on level entry.
Happy Forth! Link: - STALKERSOUP_MicroPatch_109992.7z *****************************************************************************************************************************************************************************************************Edit: Oko DX11... - Quote :
- Update
Now that I have the DX11 shaders integrated 100% so that they work in both DX11 and DX9 I am able to test them better. There are some issues still to be fixed but it runs smoothly.
Since I fixed some compile issues with passing variables and maintaining their casting the shader settings now need to be re-tweaked.
I will do my best to improve them but I also need to work on several submissions plus my work list.
Friday's patch will contain the integrated shaders (no separate gamedata folder). The bare gamedata folder for 109993 will contain settings files for both.
You will still need the bin_DX11 and set the modders script and shadersettings.txt files. |
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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 15 Jul 2015 - 15:16 | |
| Informacije oko nove zakrpe; - TecnoBacon wrote:
- Update
Tonight's patch (much later tonight) will have:
- Spoiler:
Several more quest fixes/tweaks. Portals in the blind basements in the Old Research Station. More content in Generators, Warlab, Tunnels after ZEP and Gold Bars are done. DX11 fully integrated into the DX9 shaders to eliminate the need for separate gamedata folders.
Let me also update you on the status of the level ups: 0 = SOC and NS and are approx. 98% done. 1 = Collector start and is approx. 95% done. 2 = The Storm and is approx. 50% done. 3 = The Storm ends and reclamation by the major factions begins and this is only 10% done at most.
4 through 10 are DLCs and can be docked and undocked allowing you to reuse the same save.
For release of 1.1 I need level up 0 through 3 to all be at least 98% done and the DLC interface completed.
******************************************************************************************************************************************************* 109993 The patch is up.
If you are running DX9 then you will not see any change or be affected in any way by the DX11 integration.
The new DX11 upgrade download has the files already set for DX11 if you do use them.
New bare gamedata folder required as modders script has changes and additions.
Evo i link: - STALKERSOUP_MicroPatch_109993.7z Edit; - Quote :
- Update
- Spoiler:
So far things look pretty good, not much coming in except good feedback so I guess I am ready to work on the shell program a bit so that you will be able to launch DX9 or DX11 without the need to make settings. I also intend to have all the modders script and shader settings in it at some point. The shell will also be the network interface for my 'Live-Link' PDA for coop, multiplayer and social media access.
Other things I will be working on: Clear the Car park bandits not spawning (restrictor issue). Eliminate bandits in Wild Territory (respawn issue). Several exploits. Continuation of 'AX' and the soul cube story..
*************************************************************************************************************************************************************************************************Edit2; Nekoliko reči oko problema sa DX11 - Quote :
- DX11 Issues
I found the problem and I was wrong about the saves..
Turns out there are settings in the user.ltx that are causing the crashes. I save several of these settings in the save files for the auto levels and also the advanced graphics menu.
I have not isolated which settings yet but should by tomorrow and will fix it so old saves will load again.
This does not effect everyone so it is most likely only one setting but I will check them all just to be sure.
I oko novog programa za konfiguraciju StalkerSoup-a - Quote :
- Shell App for SS
I have been building the framework for the Launcher for SS which will be required for DLC management as well as seamless DX11 support.
It will be the gateway to the 'Live Link' server as well as contain all the settings from the modders script, shader settings and plug ins in a GUI.
Future enhancements will include the Arsenal Editor, Alife Editor and many more features.
It will also be the membership portal into the on-line universe.
One problem at the moment is Jammer's auto installer which unfortunately will stop working as the shell dominates the UAC (security) and only it can write to files in its realm.
Hopefully there is a solution.. |
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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 Jul 2015 - 20:07 | |
| Informacija oko programa za StalkerSoup: - TecnoBacon wrote:
- STALKERSOUP Launcher
I have completed the major framework for the Shell application which I will refer to as the SS Launcher from now on.
The Launcher is fully functioning now with these features: LAUNCH button of course: runs the xr3da engine as a process. MODE button: switches between DX9 and DX11 seamlessly. Game Manager -> Launch Options: intro dsound prefetch smap
Also a Clean Logs option which will remove the .mdmp logs which accumulate and are not needed by me.
Much more will be activated as I complete them such as: Comm Center: connecting to live link, members central, etc. GUI Modders script editor. GUI Shader settings editor. GUI Arsenal Editor. GUI Walk and Spawn Editor.
The Launcher should start being used in the next patch as long as I have a resolution with Jammer's installer.
- Quote :
- Start Options
I have added an easy FOV switcher in the Launch Options so now that can be changed easily.
You saw the list of start options for the command line that I already support, please let me know if there are any others that should be there.
I will be working on the few saves I have in and some of the feedback to add to this next patch. I will also be testing the new shell as well.
I am also going to try and get some of these weapon issues resolved.
- Quote :
- SS Launcher
Haven't heard from Jammer yet and I have planned to post the patch tomorrow..
Those having issues with installing DX11 will really appreciate the Launcher as it seamlessly switches between the two modes.
It is also nice to be able to change FOV easily.
The new Launcher and the updated shader files will install into your existing files without effecting DX9 at all. I went to great pains to insure that DX11 and DX9 are completely separated for further development reasons (stability for users).
What the Launcher does that may effect Jammers auto-updater is to take full control of the UAC (windows security) for the STALKERSOUP root and below. This allows me to make any changes to files that I want as well as being able to launch the exe as a process. The Jammer auto-updater will not be able to write files unless it is invoked by the Launcher so it inherits my security level. |
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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 23 Jul 2015 - 11:52 | |
| Nova zakrpa; - Quote :
- 109994
Posted and ready to go.
Don't forget to install the new bin_DX11 upgrade folder to try my new Launcher app.
Link: - zakrpa: STALKERSOUP_MicroPatch_109994.7z - DX11 bin folder sa novim programom za pokretanje igre u DX11 načinu: STALKERSOUP_DX11_upgrade_109994.7z ****************************************************************************************************************************************************************************************************Edit: - TecnoBacon wrote:
- Dead City
The anomalies in the sewer belong there, I had made the hit and impulse too high. You get hit but just a little as you pass through them.
Also got rid of that last sms that was part of the unfinished zaton portion.
Shaders are running smooth in both dx9 and dx11 now. The launcher must now become part of the mod and not an option but you will like the features plus it is paramount to my next phase of development.
Only 6 patches left to release.. I am getting anxious and nervous at the same time.. |
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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 26 Jul 2015 - 11:12 | |
| Stigla je nova zakrpa; - Quote :
- 109995
All users should update. 109995: (requires 109995 bare gamedata folder as modders script and shadersettings.txt have changed) IMPORTANT: STALKERSOUP_BETA_BIN_109995 REQUIRED (Can be copied onto existing installation replacing files). NEW: SweetFX (SMAA/FXAA) now a launch option along with standard DX11. Several more options added to the Launcher menu. Launcher now integral to the STALKERSOUP mod and is required to launch the x3rda engine. Dead City sewer hit adjusted, last sms removed and Collector perks spawn properly. My Storm Exo enemy warning moved. Error in smart terrain where "nil" was not being properly checked (results of this fix will only be evident in new games). Another attempt to fix the two eliminate bandit camp quests that do not spawn properly. Some other minor fixes and improvements.
Link: - STALKERSOUP_MicroPatch_109995.7z - STALKERSOUP_BARE_GAMEDATA_109995.7z i još noviji bin folder sa programom za pokretanje(konfiguraciju) StalkerSoup-a: - STALKERSOUP_BETA_BIN_109995.7z Edit; - TecnoBacon wrote:
- New Launcher
Using the Launcher is really important as it will become the main component in STALKERSOUP and several of the old options will be removed as they are incorporated into it.
Already you see that the engine launch options work and are convenient, also the cheats..
The editors for the script file, shaders, etc.. will be created as separate apps and launched just like the xr3da is so that the Launcher takes up as little space as possible.
It also has a complete browser interface so that when you connect to live link the soon to be created member portal (myspace3D.net) will display in the Launcher.
NOTE: The Launcher sends messages to the stalker binder through the \tb3d\ folder informing it of the mode you have selected. It also copies the proper files from \options\ to the gamedata folders for shader type, play mode, etc..
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Sat 8 Aug 2015 - 21:00 | |
| Stigla je nova zakrpa; - Quote :
- 109996
Finally have 109996 posted but the cloud has been having issues all day so please have patience.
Final optimized and properly working load out system. Better PDA distribution on corpses. Final coefficient system for difficulty across 10 level-ups. Fixed all.spawn with '-' removed from artifact names, legacy.xml created to allow old saves to still work until 1.1. Portals now controlled in the binder to allow removal of old portals in level-up 1. Removal of physics objects now controlled in the physics binder (lab to yantar and waiting room ctds). Added content to level-up 2 and 3. Balanced shaders for all three modes so lighting is consistent, 'reset all' in the PDA Functions is the same for both dx9 and dx11 but still separately customizable in the modders script. New version of Launcher with some internal protection in the options.
Link: - STALKERSOUP_MicroPatch_109996.7z |
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Nailer Zombie
Broj poruka : 5 Datum upisa : 2015-05-04 Godina : 31 Lokacija : Zagreb Raspoloženje : High five
| Subject: Re: STALKERSOUP Mod za SoC Thu 13 Aug 2015 - 17:02 | |
| oce li biti dx8 dostupan odnosno static lightning kao opcija za video |
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sadd Administrator
Broj poruka : 928 Datum upisa : 2012-01-31 Godina : 54 Lokacija : Slovenija
| Subject: Re: STALKERSOUP Mod za SoC Thu 13 Aug 2015 - 17:36 | |
| - Nailer wrote:
- oce li biti dx8 dostupan odnosno static lightning kao opcija za video
Normalno - ta opcija ostaje kakva je bila dosada... |
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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 13 Aug 2015 - 20:43 | |
| Ne odustaješ od "Supe" i to mi je jako drago! Lepo je imati na forumu člana kao što si ti! Kada se "Supa" konačno skuva, nadam se da ću imati bolji kompjuter, biće to, po mojoj proceni oko dve godine igre i istraživanja, ispravi me ako grešim! |
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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 13 Aug 2015 - 21:53 | |
| cekam ovo od 2011-2012! Jedva cekam 1.1 verziju |
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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 Thu 13 Aug 2015 - 22:49 | |
| Ko čeka i dočeka...a možda je budete igrali i prevedenu na naš jezik |
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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 14 Aug 2015 - 23:46 | |
| - Dasha67 wrote:
- Ne odustaješ od "Supe" i to mi je jako drago! Lepo je imati na forumu člana kao što si ti!
Kada se "Supa" konačno skuva, nadam se da ću imati bolji kompjuter, biće to, po mojoj proceni oko dve godine igre i istraživanja, ispravi me ako grešim! Skoro svaki dan radim nešto po pitanju StalkerSoupa pa neču valjda sada da odustajem kada do izlazka 1.1.0.0 verzije ne fali mnogo he, he... Koliko vremena - odvisno koliko vremena(sati) ima igrač svakodnevno da ga odvoji za igru Nešto ovako; - StalkerSoup veterani trebaju jedno mesec i po do dva, da dođu do Kolektora(završe SoC i NS dio igre) - ali oni več znadu sve pozicije skrovišta i zadatke. - StalkerSoup novajlije če po mome da igraju oko 4 do 5 mjeseci do iste faze kao veterani i to uspomoč vodiča - StalkerSoup novajlije bez pomoči vodiča, dugo stvarno nebih znao tačnije - Stalker novajlije če da bace tastaturu, miša i ekran u kantu kada dođu u podzemlje(Cave) Sveokupno; iskusnim treba negdje oko 380 do 450 sati igre do tog nivoa(da završe SoC i NS dio igre) Od naših članova na forumu su završili StalkerSoup: - Sunday 100% - Collkingeye 100% - Freedom 100% višeputa - djordje29 80% - čeka 1.1 verziju - flexerca ??% (nisam siguran koliko) - čeka 1.1 verziju Moram u ovoj prilici da pohvalim člana Freedom na pomoči oko poboljšanja StalkerSoup-a kao tester igre i prijevoda Samo za ove znam, ako je još ko neka me kontaktira ... - PoWeR wrote:
- cekam ovo od 2011-2012! Jedva cekam 1.1 verziju
Paaa biće uskoro... - flexerca wrote:
- Ko čeka i dočeka...a možda je budete igrali i prevedenu na naš jezik
Budu je igrali sigurno na prijevodu i to po mom mišljenju odrađenim na oko 80% Evo nešto i od TB-a - Quote :
- Update
If the portals in x10 for Kostya or if any portal fails then make sure you have 'info_restriction', it is given by Kostya when you first talk to him in Cordon and should never be removed.
We are testing the coefficient system in 109996 which dictates dynamic spawn quantities and enemy ranks. After we get this tweaked I will add random varying locations to them. Alife settings should be left at default during this phase as it interferes with the dyn spawns.
The coefficient_factor dictates the difficulty level and lower numbers mean larger and tougher spawns. Right now I have it at 10000 which equates to a multiplier of 0.004. So the final multiplier is: difficulty * (rank * 0.004) difficulty = 1 thru 3 for SOC/NS and 4 for Collector
the multiplier is used in several ways: directly multiplied and floored for spawn min and spawn max. weighed to determine what ranks to spawn for enemies. weighed to determine the strength and cunning of creatures. weighed to determine quantities of ammo spawned in caches. weighed to determine number of arts to spawn each level change (not attached to blowouts anymore). weighed to determine how many and what type anoms to spawn after a blowout.
you can view your present multiplier in your log: tb3d_services: actor reputation[8584] diff[3] rank[5000] koef[1.5] comm[actor] money[503487] level up[0] gmode[2] |
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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 Aug 2015 - 13:56 | |
| Stigla je nova zakrpa; - Quote :
- 109997
Has been posted.
SMAP set at SOC default to start to eliminate issues with weaker systems. Fixed premature storm ending. Fixed bad items in a few load outs. Optimized the stalker binder task slices. Added missing presets for sweetfx. Fixed or improved several quests. Final work on meceniy outfits and added option for advanced suit systems. link: - STALKERSOUP_MicroPatch_109997.7z |
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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 Sat 15 Aug 2015 - 16:58 | |
| Predpostavljam da posle zakrpe 109999 izlazi 1.1 . Ili će možda biti 1099991 ? Pa jovonanovo. |
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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 16 Aug 2015 - 1:49 | |
| - purke62 wrote:
- Predpostavljam da posle zakrpe 109999 izlazi 1.1 . Ili će možda biti 1099991 ? Pa jovonanovo.
Ja mislim i vjerujem da če posle 109999 biti 1.1 verzija StalkerSoupa... I nešto novo; - Quote :
- State of the MOD
Even though it seems like there are more issues it is really the other way around..
I thought that I would share a little of what is happening. The LUA engine has issues with string ID names that contain special characters which the dash is one of them in special combinations with other characters. Once in awhile one of these is hit and if you are in the PDA at the time it will crash.
Another BIG problem I have at this stage is the fact that there is a string cache that is over 1.5gig! Luckily there are many duplicated strings that can be consolidated but this will take a little time as it means going through the dialog indexing.
This 'economized' string cache is the main reason for memory ctds as the limit is being reached. After I get them consolidated I should be well under the safe limit and still have room for the final story and coop dialogs.
It will also cure the stalls as it turns out to be windows swapping when I am at the limit for the xr3da ram drive(E cache. Edit: - Quote :
- Update
I will try to answer all here..
I must have an issue in my Launcher for the sweetfx that I am looking at.
Old saves prior to 109996 will have duplicate entries and still some issues like yantar ctd as those things exist in the saves.
The dialog crashes are the legacy ids that were fixed but there were a few that I missed in the legacy files. New games as of 109996 will not have these legacy items anymore so at 1.1.0.0.0 you will need gamedata.dbr1 to add the legacy files to run pre 1.1 saves. This is to reduce the final release as much as possible.
icon equip map will change for 1.1 and there are almost all weapons in it now and is almost full, you should submit them to see if they can get put in. |
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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 18 Aug 2015 - 12:43 | |
| Novosti; - Quote :
- Update
It appears that we have found all remaining names needed in the legacy files. I will soon create a plug in for them so that new games do not have to have them in it to save space.
I am now working on areas where enemies don't attack each other like the warehouses in collector. In SOC the warehouses never had bandits so there was nothing in that level that had them listed as enemies. Now Freedom will react to the bandits when they try to enter the base.
If you run across a place where one enemy does not react to the other please let me know so I can check it out.
The SweetFX crashes are my fault as the actual preset files I created did not get into the patches. I believe the auto-updater already fixes it so I will wait until 109998 to release a fix myself. |
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| Subject: Re: STALKERSOUP Mod za SoC | |
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