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ZRP - A joint effort in fixing S.T.A.L.K.E.R.

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Question Do YOU want an unofficial patch?
Answers
Yes, I'm desperate!
Yeh, why not...
I don't care either way.
Could easily do without it...
Decane, stop spamming the forums with your dumb ideas! NO!
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Question/AnswerMake Oldest Up Sort by Ascending
  23:15:37  30 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
 

Message edited by:
fatrap
10/31/2007 2:35:24
Messages: 2279
Hey DC-.... Most of the time medkits are plentiful..... unless you use a mod like Redux Extreme or my Down & Dirty that limits the supplies available. And I do use bandages... just not as often as I do medkits. It is kinda a toss-up.... but I have never died due to not being able to get to a medkit or bandage quick enough. I have pushed it too close several times with radiation and got to see that big red "Game Over" logo! It would be great if we could have hot-keys for everything... but I have a feeling that they are hard-coded in. Hope I am wrong!

EDIT: Found something that might work better than my idea. This is a little beyond my scope of experience, so I need one of you good scripters to look at it:

http://stalker.filefront.com/file/HeEr0s_STALKER_Keys_MOD;82900
  22:16:31  30 October 2007
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DC-
Senior Resident
 

 
On forum: 07/04/2007
Messages: 451
Hmm, I use bandages a lot more than medkits, because when I'm at 2/3 health, I don't wanna waste a medkit.
You're right though, antirads should have a hotkey too, as well as energy drinks.
  18:42:24  30 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279
Hey everyone! I just had an idea... got it from giving some advise in another thread. OK.. here goes..don't laugh too hard!

I think the bandages are pretty worthless in the game and I seldom use them. BUT... they have a hot-key tied to them for instant access! OK.. how about switching the attributes of the anti-rads and the bandages and switching the icons for them. That way you would have instant access to the new anti-rads via hot keys. And it would still look authentic! You would have to edit a few enc. files to make the descriptions work and a few other files to keep the availability of the new anti-rads balanced in the game... but the end result would be a much more usable hot key. Nothing worse than dying from radiation when you have 20 anti-rads and can't get to them fast enough because they are buried in your inventory!
  07:06:25  30 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279
Thanks for the clarification on the xml files Victim! I'm really not surprised at the "dead weight" being left in the game files. I spent hours today just listening to a bunch of the different sound files.... there is a lot of stuff that is not used in the game. Like the Russian rap song and the sound file of someone imitating a motor scooter!
Oh... about the potential for a big trade inventory from some of the traders. I really did not think about it either. Most of the time I keep the traders inventory slimmed down in my FPS mods.... however the Stalker mod with the most downloads at FileFront is the Trader Mod... with over 45000 downloads. That is a lot of folks that like big trade inventories!
  05:28:06  30 October 2007
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Victim
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On forum: 05/21/2005
Messages: 1089

---QUOTATION---
I do have a question for you about these inventory / trade / carbody screens.... why is there a standard file and a "new" file for each and why do we change settings on the standard trade file and not the "new" one? The other inventory files we change are the "new" ones! Or perhaps both of the files need to be changed???
---END QUOTATION---



Fatrap: There are many redundant files in the game. Many of these are made especially apparent when roaming through the UI (XML & DDS) files. If you look closely, you can see there have been at least 4 different attempts at creating the Stalker UI and what makes the final result worse is that there really is no file consistency (which is seen by the use of a 'new' file used for 'x' while another 'new' file is ignored for 'y') and several files are accessed for only parts of their contents; the rest being dead weight. I use that term because much of it cannot be used at all, due to the restrictions in place via game.dll.


---QUOTATION---
The other traders tend to have a lot of stuff in inventory, but the trade screen has sticky transfers which don't reset the grid to the top, so I don't mind scrolling their grid if I have to.
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NatVac: Actually, I hadn't even thought of the potential for numerous items to be available from any of the traders...I've become so accustomed to the item scarcity in Redux that I completely overlooked the possibility.
  20:43:50  29 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
 

Message edited by:
fatrap
10/29/2007 20:47:15
Messages: 2279
NatVac... about the louder sounds.... I tried setting the gain up on them with a mp3 gain tool but most of them crapped out after 6 to 8 db increase. Wasn't pretty. What I am thinking about trying is to physically re-record them. I have a X-Fi sound card and Klipsch 5.1 Ultra sound system so I can crank the stock ones up and hopefully record them at a higher volume. I think that this will work... awfully time consuming though...

BTW... I love this sound system... I can crank it up and literally see pictures on the wall shake! What is even better is when my teen-age kids go running to their Mom..... "Dad's playing his computer too loud!" Talk about sweet revenge!!!

EDIT: I like your idea on the configuration tool NatVac! I hadn't thought of anything like that. Sure would simplify things.
  18:41:41  29 October 2007
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DC-
Senior Resident
 

 
On forum: 07/04/2007
Messages: 451
I was also thinking about an installer like config tool which lets you choose between options, but I thought it was too complicated and so on.


---QUOTATION---

DC-, I've never used xrSpawner. I have it, but it required .NET, I think. Still, testing should go a lot faster now -- although I might want to get the config tool done, first.
---END QUOTATION---



You could also do it with acdc, but I'm not sure how to select levels since I still don't understand the whole level and vertex id stuff.

If you need any specific important coordinates, like the small room behind the locked door that leads to X18 (so you don't have to have the keys), just let me know, I collected quite a few coords over time.
  17:55:45  29 October 2007
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NatVac
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On forum: 06/15/2007
Messages: 4259
Well, one's bug fixes is another's features, and vice versa.

For example, the "Save Level Game" is a feature. I'm not taking that out, though. I'm willing to restore the menu button order, but I like having "Last Save" at the top, since it is probably the most frequently used button.

The currently-default option to quit without being prompted is another feature. Whereas the "Load last save" after you die no longer prompts you with the warning that you will lose any unsaved data -- a bug fix.

Zone cleanup involves the monster and NPC body removal time of four hours instead of 36, the gun drops -- and a lot of stuff under the covers for general optimization and memory reduction, like the removal of constant unused info_portion tests. (Anyone noticed a difference in synchronizing going from the Bar to Wild Territory?)

UI changes are rife: The treasure manager identification of the level in the Message History. The colors on treasure reporting and task updates. The logging of tasks in the Message history. The grids on searches and trades. What goes, what stays?

The ability to set a single variable in the task manager to change the time limits without having to edit or replace the .ltx file is an enhancement, not a bug fix.

There is a task manager feature which permits you to skip a quest for a day in order to get to another quest. Should I remove it by default?

Now you know why I asked the question. I should have been more specific, though.

Fatrap, et al.: I'll give you an .ltx-based (or .ini-based) configuration tool that will permit you to present an option menu to the folks trying to use your mod. This will be a universal modification tool; you have to define what you want to permit the player to change.

Picture it: A player would have one place to change everything he or she wanted, instead of a) having to read a doc file to say what to change where, and b) edit that file. It would add about 500K to your mod, uncompressed, if you wanted to include it.

I was thinking of it having a drop-down combo box to select the configuration file, and there would be plenty for the different mods. Below that on the left would be a list box of the changeable parameters for the selected mod configuration file. The remainder of the window would have the parameter's features, with checkboxes, radio buttons and fields, all dynamically determined by the option's settings.

The configuration definition is still being developed, but changing individual parameters would be easy. I think this would take a week to get the basic tool working, with subsequent config refinements to get more features supported.

Also, Fatrap, look at the gamedata\scripts\sound_theme.script.ExtraBarMusic file in the ZRP. I had the same thought; there is a lot of default sound stuff not used. I think Siro's sound mod enabled some of this, but it is oriented to an all-Russian language experience.

There has to be some way to get the sounds to play louder. Maybe Darius6 or one of the other sound gurus can help...

Victim, that trade screen does indeed look very useful and nice! The other traders tend to have a lot of stuff in inventory, but the trade screen has sticky transfers which don't reset the grid to the top, so I don't mind scrolling their grid if I have to.

DC-, I've never used xrSpawner. I have it, but it required .NET, I think. Still, testing should go a lot faster now -- although I might want to get the config tool done, first.

As always, folks: Input and feedback welcome.
  12:49:16  29 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279

---QUOTATION---
Personally I'd like to have all the fixes by default and all the features as optional. That's the way I merged it with aliVe, I only added the bugfixes and left out all the UI modifications, zone cleanup and so on.
The diff files were a great help, it wasn't that hard to merge at all.
---END QUOTATION---



I was trying to think of a way to word this, and DC has said it perfectly! What I am concerned about is how to make it easy for the average user to change the settings they wanted. It would require a pretty comprehensive "read-me" file......
  12:38:13  29 October 2007
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DC-
Senior Resident
 

 
On forum: 07/04/2007
Messages: 451

---QUOTATION---
I think the bandits turned neutral because you joined Freedom. I'm not fond of the game designers' choice there; I think of Freedom being more of a "live and let live" group, and not pro-bandit or anti-scientist. (I think you'll find that scientists are your enemy, now.)

---END QUOTATION---


Hmm, if this is the case, the dialog should be added for bandits.
It's a little strange anyway, it would be nice if there were some unique bandit characters who can give you missions and so on, otherwise it's not worth it imo.


---QUOTATION---

I'm only now getting a handle on making things work on spawning elsewhere. The previous time I tried doing it via loading a level, stuff just did not work. Now I'm giving myself the right info_portion keys and items as needed -- like money.
---END QUOTATION---


It's pretty easy with XRSpawner, probably easier than with acdc.
Simply search for the "actor" entity, select the level you want and enter the desired coordinates. Works for every non-underground level. If you want to test undergrounds, you'd have to spawn in front of the entrance and then change levels.


---QUOTATION---

Folks, I have a request: What should be the default set of files for the out-of-the-box experience? The others would be named with a different extension. Examples:

Zone cleanup? Or weapons tossed on NPC death?

Relocated Logs/Message history bar? Or wrist-breaking original? (We could prettify the graphics on the former.)

Also: I was thinking of reducing the impact on files like db.script, and having an external set of files invoked by functions as needed. The reason for this: Mod merging. It is difficult for you to have to check to see what's different about a change in order to merge it with your stuff, and imagine what folks using Don Reba's Mod Manager are encountering using your older mods.

I just want to minimize the amount of work folks have to do to get stuff working...
---END QUOTATION---


Personally I'd like to have all the fixes by default and all the features as optional. That's the way I merged it with aliVe, I only added the bugfixes and left out all the UI modifications, zone cleanup and so on.
The diff files were a great help, it wasn't that hard to merge at all.
 
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