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STALKERSOUP

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  22:46:31  12 August 2011
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Tecnobacon
Senior Resident
 

 
On forum: 08/11/2011
Messages: 222

---QUOTATION---
I play this mod for a while now under a fresh install
of SHOC V1.005 Nonsteam,since 1.01 was available
and patched it with every update.
Stalkersoup seems to be more stable than the DKZ
version. At least ive not encountered bug-traps which
hardly let you play further. A problem area in the DKZ
was wild territories for example,or the underground
missions. Thats gone.
However Stalkersoup so far seems more sensible toward
C_stack overflows. I dont know if this is related to the
games version or the mod.
Another thing that bothers me is that shotguns are now
pretty much useless and you have to waste expensive
and hard to come buy rifle bullets on dogs and other
monsters. But ive read that new weapon configs are in the
making,so i hope it will get better.
Im also with Blackbyte on the issue of the nearly unvisible
electra anomaly and the ugly looking explosions.
That clearly is a step back from earlier version in my view
and i dont understand why theyve done that.
It would be nice to get the old particles back.
Electra anomalies are impossible to spot in high grass and
additional the sound mixing in Stalkersoup is a bit weird so
you cant trust your ears locating anomalies or monsters
or enemys anymore. BTW sound mixing was exellent done in
DKZ.
---END QUOTATION---



thanks for the feedback! Yes the weapons are being examind by boutch71 for us, we are also examining all the email to stalkersoup@tecnobacon.com which is the best way to get things tweaked.
The DKZ sounds sorta got lost in the new holsterable and addition ammo belt sounds we are trying to sort out sounds as we have three times the weapons as ANY other NS mod, takes time. i am getting sound file, script tweaks and option requests which are ALL being read. We will incorporate some and make others optional downloads.
We have re-written key ares that were causing the majority of CTDs, things like trying to attach a 3D sound to a non existant object, 64k+1 errors caused by large address aware patches, many, many typos and missing format characters and all the cryllic we could find including hex editing the mesh files.
  21:52:04  12 August 2011
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Smoke Screen
(Senior)
 
On forum: 04/08/2007
Messages: 98
I play this mod for a while now under a fresh install
of SHOC V1.005 Nonsteam,since 1.01 was available
and patched it with every update.
Stalkersoup seems to be more stable than the DKZ
version. At least ive not encountered bug-traps which
hardly let you play further. A problem area in the DKZ
was wild territories for example,or the underground
missions. Thats gone.
However Stalkersoup so far seems more sensible toward
C_stack overflows. I dont know if this is related to the
games version or the mod.
Another thing that bothers me is that shotguns are now
pretty much useless and you have to waste expensive
and hard to come buy rifle bullets on dogs and other
monsters. But ive read that new weapon configs are in the
making,so i hope it will get better.
Im also with Blackbyte on the issue of the nearly unvisible
electra anomaly and the ugly looking explosions.
That clearly is a step back from earlier version in my view
and i dont understand why theyve done that.
It would be nice to get the old particles back.
Electra anomalies are impossible to spot in high grass and
additional the sound mixing in Stalkersoup is a bit weird so
you cant trust your ears locating anomalies or monsters
or enemys anymore. BTW sound mixing was exellent done in
DKZ.
  19:18:57  12 August 2011
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Tecnobacon
Senior Resident
 

 
On forum: 08/11/2011
Messages: 222
QUESTION

I am preparing Patch 5, would like to know what you think my default settings should be in the modders script, they are:
start_collector = true
use_ammo_belt = false
use_DMX_cars = true
Auto_Save = true
unlimited_bolts = true
hide_weapon = true
default_hit = true
use_COP_bloodsuckers = true
use_COP_burers = true
use_COP_psi_dog = true
breath_sounds = true
default_sleep = true
money = 1
money_real = 1
suithud_enable = 1
blurs_enable = 1
blood_enable = 1
bleed_enable = 1
kostri = 0

send your suggestions to stalkersoup@tecnobacon.com, most popular settings will be used.
Eric
  18:35:40  12 August 2011
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Tecnobacon
Senior Resident
 

 
On forum: 08/11/2011
Messages: 222
UPDATE

I have a patch for tonight:

FIXES:
added missing texture for PM quest in Swamp
added mossberg590 to physics group

OPTIONS in modders script:
sleeping bag use anytime except Hellhour and Blowouts
use DMX cars or not

also added mac10 and dual weapons to spawn menu.

Still time to send bugs and requests to stalkersoup@tecnobacon.com
  09:33:49  12 August 2011
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Tecnobacon
Senior Resident
 

 
On forum: 08/11/2011
Messages: 222

---QUOTATION---


I know this is irratating but remember that before this it would just CTD all the time (why so few ever really played NS) at least now you get to quit and reload instead of staring at your desktop. The alerts for us are invaluable in debugging this mod.

One thing you can do for now is to turn dmx_cars to false in TB3D_modders.script before you enter DV. Even though the vehicles are in the all.spawn, they will not try to update thier locked condition and not cause the error. Remember to turn it back to true if you want to use one. this works without CTD, I've tested it.
EB



I saw your post on the steampowered forums. I have no dmx_cars line in my TB3D_modders.script file using the 1.04 patch. Am i looking in the wrong place for it?
---END QUOTATION---



My bad! I assumed it was in there already, I will add it to the patch tomorrow, even tho it's a start option, you can turn it off in game without CTD, it's changing it to true after new game that will CTD.
  07:58:05  12 August 2011
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Tecnobacon
Senior Resident
 

 
On forum: 08/11/2011
Messages: 222

---QUOTATION---
Tecnobacon, Welcome to the GSC forums! The Stalkersoup mod is off to a great start.

Stalkersoup DMX 1.3.4 BETA: This is a playable BETA release, for SOC at v1.0005. Encouraged Tecnobacon to let us get our hands on this mod early, partly so we could all help, by testing and reporting to stalkersoup tecnobacon.com. Be sure to play on the most recent patch because many issues have already been fixed, (with 3 patches in the 10 days since release).

TB3D_Modders.script, for those that don't know, is the file Tecnobacon included which lets you change many settings in the mod. Look for it in the mod gamedata>scripts folder.

Links, I've been posting some info here in the Narodnaya Solyanka Mod Downloads thread. But your best option is to check Tecnobacon.com http://steamcommunity.com/groups/stalkersoup & Facebook for info. If you want to get up to date on this mod there are many posts in the Steam forum thread, dating from the initial release on August 1st. http://forums.steampowered.com/forums/showthread.php?t=1824863

Issues, personally, the almost invisible electro effect, introduced by DMX 1.3.3, has been bothering me allot (and Blackbyte too I believe). I really like what I've seen of the Loner1 Particles. Don't know how hard it would be to change that stuff in the mod.
---END QUOTATION---



Any chance you could send me there particlles file to my email? I am swamped and can't go downloading stuff right now.
  07:54:32  12 August 2011
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mrjingo
Senior Resident
 

 
On forum: 03/21/2007
Messages: 150

---QUOTATION---


I know this is irratating but remember that before this it would just CTD all the time (why so few ever really played NS) at least now you get to quit and reload instead of staring at your desktop. The alerts for us are invaluable in debugging this mod.

One thing you can do for now is to turn dmx_cars to false in TB3D_modders.script before you enter DV. Even though the vehicles are in the all.spawn, they will not try to update thier locked condition and not cause the error. Remember to turn it back to true if you want to use one. this works without CTD, I've tested it.
EB

---END QUOTATION---




I saw your post on the steampowered forums. I have no dmx_cars line in my TB3D_modders.script file using the 1.04 patch. Am i looking in the wrong place for it?
  07:34:06  12 August 2011
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Tecnobacon
Senior Resident
 

 
On forum: 08/11/2011
Messages: 222
Thanks!

I am glad the managed idea went over well, I was a bit concerned I might be stepping on toes. I know that DMX 134 changed several things that are not so popular, keyed cars with alarms, limited bolts, THE AMMO BELT, yes the shimmer is a bit week, plus more.
Because I was trying to be DMX 134 with the DKZ kinda style I left most of that alone. I KNEW that several areas are flakey (so does everyone who's been playing NS for awhile) sorta hoping that DMX was working on them.
One note; When I encorporated the Collector and the Arena Expansion (full not DMX) into the scripting I noticed several areas that do not check for info_portions when you spawn, this is a big mistake that I guess we may have to correct, I already re-wrote the max.script in the release your playing.
  07:18:54  12 August 2011
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PressurE
Senior Resident
 

 
On forum: 09/07/2009
Messages: 270
Wow im so glad to see some more talented people dig in and make a great mod so much better for us all. Thank you fellas
  06:24:55  12 August 2011
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Pseudostomp
There is a strange beauty in The Zone.
(Resident)

 

 
On forum: 04/17/2010
 

Message edited by:
Pseudostomp
08/12/2011 7:23:44
Messages: 1196
Tecnobacon, Welcome to the GSC forums! The Stalkersoup mod is off to a great start.

Stalkersoup DMX 1.3.4 BETA: This is a playable BETA release, for SOC at v1.0005. Encouraged Tecnobacon to let us get our hands on this mod early, partly so we could all help, by testing and reporting to stalkersoup tecnobacon.com. Be sure to play on the most recent patch because many issues have already been fixed, (with 3 patches in the 10 days since release).

TB3D_Modders.script, for those that don't know, is the file Tecnobacon included which lets you change many settings in the mod. Look for it in the mod gamedata>scripts folder.

Links, I've been posting some info here in the Narodnaya Solyanka Mod Downloads thread. But your best option is to check Tecnobacon.com http://steamcommunity.com/groups/stalkersoup & Facebook for info. If you want to get up to date on this mod there are many posts in the Steam forum thread, dating from the initial release on August 1st. http://forums.steampowered.com/forums/showthread.php?t=1824863

Issues, personally, the almost invisible electro effect, introduced by DMX 1.3.3, has been bothering me allot (and Blackbyte too I believe). I really like what I've seen of the Loner1 Particles. Don't know how hard it would be to change that stuff in the mod.
 
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