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[WIP] Stalker Reblanced v1.2 beta

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  10:13:58  5 June 2012
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Storm Shadow
A machine, a Shadow Machine.
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On forum: 11/14/2007
 

Message edited by:
Storm Shadow
06/05/2012 10:14:37
Messages: 1430
An Evolution in Stalker Gameplay

Work on a public release of the v1.2 beta is still underway.

There are many balancing, game-play, tweaks and general bug fixes that are currently being ironed out.

No major or ambitious changes are being planned before this next release.

Things are looking very good.
http://www.moddb.com/mods/rebalanced

Regards, Storm Shadow.
  10:27:12  5 June 2012
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Storm Shadow
A machine, a Shadow Machine.
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On forum: 11/14/2007
Messages: 1430
Hello guys, long time.

my previous thread can now be considered closed, but for any reference to unresolved issues, this can be in part considered a carry on from here:
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=&thm_id=16554&page=71&sort=ASC&sec_id=16

Why a new thread?

The old thread refers to the previously released Reb v1.05 (and hotfixes). This new thread is for all discussion on the new Reb v1.2, which although is still a WIP, it will be looking for a public open beta release shortly.

its been a long time

but i am now feeling inspired to once again finish this project that has consumed so much of my life already. It is still far from my imagined final mod, but it is currently in a very good state of play, and far superior to any previous releases.

is it now a rather dated project?

Maybe it is, but it is still a quality project nonetheless tho. But since i've been away so long, I have some questions for you:

1. What is the latest ZRP?

2. What is the latest SWO?

3. What is the latest shader pack?

4. Is it worth me updating these elements from what they were about 1 year ago?


Thanks all, and i look forward to your feedback and valued input, Storm Shadow.
  10:58:40  5 June 2012
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
 

Message edited by:
LoNer1
06/05/2012 11:01:45
Messages: 1890
I'm glad you're continuing your awesome work shadow, we've had some ... differences in the past, but I'd be delighted to help you in any way with the mod project.

If you'd like i could send you an invite for TZP© ? So you can view the private forums and ask in-depth questions there without revealing anything to the public?

Glad to see the developper of the ever first mod i tried continue his work! I'm expecting top not quality

--------------------------------

1. What is the latest ZRP?

ZRP 1.07 XR2, you can download it of the metagonix site

2. What is the latest SWO?

SWO 3.1 Is the latest one in the series...really nice weather, though you might want to tweak it a little because there is an awful lot of rain

3. What is the latest shader pack?

Meltac's shaders are AMAZING man. Trust me, you're going to want to make love to this guy.

Nuff said: http://www.moddb.com/mods/dynamic-shaders/images/wet-reflections-progress3
http://www.moddb.com/mods/dynamic-shaders/images/wet-surfaces-dynamic-object-reflections#imagebox

Here's the mainpage: http://www.moddb.com/mods/dynamic-shaders

4. Is it worth me updating these elements from what they were about 1 year ago?

Yes totally! It made my mod even better! I've included everything listed above
  12:12:19  5 June 2012
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Storm Shadow
A machine, a Shadow Machine.
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On forum: 11/14/2007
 

Message edited by:
Storm Shadow
06/05/2012 12:13:43
Messages: 1430
Good to hear from you Loner bro, good to see you're still around too, and cheers for the heads up.

So, it looks like I already have SWO 3.1 and have already fixed the too much rain issue, so this is a good start.

While trying to figure out what ZRP im already using, which seams to be 1.07 XR2 anyway. I found there is a new ZRP 1.07 R3. So i will look at updating to that. Hopefully not too many all.spawn changes to get my head around. lol.
http://www.metacognix.com/files/stlkrsoc/

And, wow. Holy fuck! those new shaders look amazing!!! but, can you please explain to me what is the difference with these and the shaders MAX?

Cheers again.

PS - what is TZP©?
  13:15:22  5 June 2012
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Good to hear from you Loner bro, good to see you're still around too, and cheers for the heads up.

So, it looks like I already have SWO 3.1 and have already fixed the too much rain issue, so this is a good start.

While trying to figure out what ZRP im already using, which seams to be 1.07 XR2 anyway. I found there is a new ZRP 1.07 R3. So i will look at updating to that. Hopefully not too many all.spawn changes to get my head around. lol.
http://www.metacognix.com/files/stlkrsoc/

And, wow. Holy fuck! those new shaders look amazing!!! but, can you please explain to me what is the difference with these and the shaders MAX?

Cheers again.

PS - what is TZP©?
---END QUOTATION---




The shaders meltac is producing...are ... more enhanced shaders than the MAX mod is using. He introduced Dynamic Depth Of Field along with some shader fixes, new Reflection Shaders + Helmet Reflections, Dynamic Night Vision [Light Adaptive] Shaders which react to the light in a scene adjusting to it and there is sooooo much more awesome stuff look at the page and the vids...really amazing stuff

And TZP is my modding group, which produced half of the big mods out there Cromm Cruac Trojanuch Me N.Aaroe etc. are all part of this modding "Community". We share ideas and mods for our own builds look: http://www.moddb.com/company/true-zone
  13:31:36  5 June 2012
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Storm Shadow
A machine, a Shadow Machine.
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On forum: 11/14/2007
Messages: 1430
ok great. will give those shaders a go.

and yeah sure, sign me up to True Zone and I'll take a look around, could be good.
  13:58:34  5 June 2012
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LoNer1
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On forum: 10/23/2009
Messages: 1890

---QUOTATION---
ok great. will give those shaders a go.

and yeah sure, sign me up to True Zone and I'll take a look around, could be good.
---END QUOTATION---



Will do!
  18:22:46  5 June 2012
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ZaGaR
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On forum: 07/24/2007
Messages: 647
Yo Shadow my man! Welcome back to the civilisation bro. And I see you mean bussines Marked One . Oh man, it was great to see Reb made the first page again .
  19:28:15  5 June 2012
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ERForman
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On forum: 04/12/2007
Messages: 224

---QUOTATION---
Yo Shadow my man! Welcome back to the civilisation bro. And I see you mean bussines Marked One . Oh man, it was great to see Reb made the first page again .
---END QUOTATION---



Glad to see you're alive. Welcome back.
  14:11:46  6 June 2012
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Storm Shadow
A machine, a Shadow Machine.
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On forum: 11/14/2007
Messages: 1430
Ello all, couple of questions.

1. So i've started using Meltac's amazing Dynamic Shader Mod v1.1 (patch2). They are looking really good so far, but will need to spent a bit of time tweaking them to all my graphics concepts.

but, since using them, the console is now unresponsive. ie, i cant enter cvars or get a response. keystrokes simply disappear when typed.

is this a know issue?

2. Im using Trojanuch's very cool SWO 3.1 (have been since pre-release), but the weather_indoors dosnt match the dynamic weathers. so when im in the agro underground in the middle of the night looking up through the grates i see clear blue sky. but when i climb out of the catacombs im greeted with night time.

How can i set the agro underground weather to be the same weather as the agroprom, but still have the custom ambient sounds?

Cheers in advance for any help, Shad.
  14:28:07  6 June 2012
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Ello all, couple of questions.

1. So i've started using Meltac's amazing Dynamic Shader Mod v1.1 (patch2). They are looking really good so far, but will need to spent a bit of time tweaking them to all my graphics concepts.

but, since using them, the console is now unresponsive. ie, i cant enter cvars or get a response. keystrokes simply disappear when typed.

is this a know issue?

---END QUOTATION---



Its not really an issue but again it is. Both you and me know how to use the ingame cvars to tweak the lightning etc. in game, but with meltacs dynamic (as in always computing) shaders the console is constantly pumping out DDoF parameters. you have to pause the game in order to do something in the console
  14:36:48  6 June 2012
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Meltac
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On forum: 01/21/2010
 

Message edited by:
Meltac
06/06/2012 14:38:48
Messages: 1519
Hi dude, and welcome back!

Glad you're checking out my shaders (saw it just by chance). As for your questions:

1. Dynamic Shaders are built on top of Kingo64's Shaders MAX, so you'll have everything you had before in those shaders, plus my extensions. Also, you can use your previous ShaderSettings.txt, just have to merge it with the extended settings that I've added.

Please note current DL version is 1.1 Beta, so dynamic wet sufaces / reflections are not included so far.

2. The console issue's reason is that I run a script to communicate between the game engine and the shaders which alters some user.ltx settings continuously. There's nothing I could do to avoid that. However if you go to main menu or pause the game you could type in console from there. Or, disable the "enabled" property in shader_control.script temporarily if you need to type in the console while in-game (some shader features such as zoom DOF and nightvision won't work then, though).

Hope this helps. You might post your question also in my discussion thread:
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=21343&sec_id=16

(this was not intended as self-advertisement )
  14:53:36  6 June 2012
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Storm Shadow
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On forum: 11/14/2007
Messages: 1430
ok cool, thanks guys. Pause game to use console, got it, will give that a try.
  22:13:41  7 June 2012
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{imperialreign}
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On forum: 10/29/2008
Messages: 3075
Good to see you back, SS!

Regarding SWO3.1, I still haven't gotten around to a compatibility pack for aao1.8, but what version of AAO it's packed with should stil be suitable. If you want to dl AAO and cook it together yourself, there's more than enough ambient sections for your choosing, and more than enough sounds to tweak things to your desire.

Regarding the undergound weather stuff - that's gonna be a buggar. THose areas (like agro underground) have environmental "bubbles" placed in the map to emulate above ground weather, and those were based off of the vanilla weathers. I honestly don't know if there's a way to change the values for these areas, as it's compiled with the map . . . perhaps shooting nandersen a message might be of help, or he might be able to figure it out with some fancy scripting . . . but, I wouldn't hold my breath, man.
  00:05:58  8 June 2012
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Storm Shadow
A machine, a Shadow Machine.
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On forum: 11/14/2007
 

Message edited by:
Storm Shadow
06/08/2012 0:06:48
Messages: 1430
hey Imp, glad you're feeling a bit better

Im almost certain im already using aao1.8 since ages ago. unless you have released a new version in the last 12 months?...

Arnt the skies for agro_underground controlled by weather_indoors.ltx? What is it that defines what weather file is used by each level, cant i simply tell that level to use the same files as agroprom?
  13:57:08  8 June 2012
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{imperialreign}
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On forum: 10/29/2008
Messages: 3075
Thanks, man, and yeah I'm doing quite a bit better! This stalker ain't going anywhere anytime soon

You could give that a shot - the sky textures were used mostly for the #small hue changes and for the fog effect, though . . . but, it could very well change the sky that can be seen. I can't honestly say I've ever tried . . . it's worth a shot, though. I think everyone kinda stayed away from making the underground weathers dynamic simply because there wasn't much point (except for the hourly changes with audio).

The weather "bubbles" that were placed via the SDK, though, I don't think can be changed excpet for possibly hex editing the accompanying level files . . . it's kinda like the sound occlusion zones that are defined (i.e. inside the Duty bunker in the Bar map). I'd defi try fiddling with the undergound weather skies, first - it's not like there's a whole lot of weather hours to contend with.
  18:03:21  13 June 2012
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NatVac
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On forum: 06/15/2007
Messages: 4286
Yeah, welcome back!

---QUOTATION---
How can i set the agro underground weather to be the same weather as the agroprom, but still have the custom ambient sounds?
---END QUOTATION---


There's no easy answer to this. You'd probably need custom weather_*_u.ltx versions of all the weather_*.ltx files, because I don't know of any way (currently) to change just env_ambient for the dynamic weather. You could then check explicitly for the Agroprom underground and modify the selected file accordingly in level_weathers.script before setting the weather.

To get dynamic weather for the Agroprom underground as a quick test, you can remove the test for level_name == "l03u_agr_underground" in the is_indoor() function. It might be that the ambient audio is limited to the "bubbles" mentioned by {imperialreign}.

If S.W.O. 3/3.1 uses notanumber's 0.9.4 dynamic weather (I only have S.W.O. 2.2 at hand which has no 'dynamic' weather), the copy of 0.9.4 I have has a typo in level_weathers.script. Replace self.dyn_wather with self.dyn_weather in line 277.
  11:43:35  18 June 2012
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Storm Shadow
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On forum: 11/14/2007
Messages: 1430
thnx NV, that seemed to be enough, i just commented out the is_indoor check in the script (i was thinking of trying that anyway). it works, so now the underground has the correct sky (night time / rain / etc) and it all matches the outside weather, which is cool as now.

however, it does now have the outside ambient weather sounds, but this isnt so bad, its just a bit of wind noise and the odd insect clicking away. but the level still has its own ambient sounds, like the creaking of pipes and the like. so its still sweet and it works well.

it must be a different script, the SWO 3.1.1 script dosnt have any such code (or typo)

like old times, cheer for you advice bro
  17:21:10  18 June 2012
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ZaGaR
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On forum: 07/24/2007
Messages: 647
Shadow my man, what about the old page at weebly? I checked in there and it is intact, although no one is using it.
  09:27:06  20 June 2012
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Storm Shadow
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On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Shadow my man, what about the old page at weebly? I checked in there and it is intact, although no one is using it.
---END QUOTATION---



I know, i dont really see a need to use it at the mo. as its just me plugging away on the final stages. maybe once the public beta is out some ppl may want to reform or join the old team.... yr thoughts?
______________________

New question:

Is there a way I can add / use a multiplier that will control the damage (hit power) of all bullets in game?

I have already tried experimenting with adding bullet_hit_power_k, k_hit & hit_power to both bullet_manager & ammo_base in weapons.ltx, but none of them have any effect.

Cheer, SS
  13:47:38  20 June 2012
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ZaGaR
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On forum: 07/24/2007
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As you say bro, we'll se as it proceeds. I'm always ready to test-grind it and drown you with critics .

For the weapons power stuff, nandersen has this small script that goes through all declared ammo sections in weapons.ltx and multiplies the k_hit by a value. But that is that, it is done once at the begining and it remains like that until you run the script again with a different multiplier. I forgot its name, Balistic ... something, probably.

I see it diffcult to add a global variable in the .ltx without a script declaring and giving a value to it. nandersen has also the Progressive Weapons mod that deals with weapons params in a more complicated way. Have a look at it.
  12:49:07  9 July 2012
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Storm Shadow
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On forum: 11/14/2007
 

Message edited by:
Storm Shadow
07/09/2012 12:50:05
Messages: 1430
ok, im trying to add a new quest giver (i've done this before, honest), but i must be missing somting. im getting this crash right now:
Expression    : fatal error
Function      : CScriptEngine::lua_error
File          : E:\stalker\sources\trunk\xr_3da\xrGame\script_engine.cpp
Line          : 73
Description   : <no expression>
Arguments     : LUA error: ....r. - shadow of chernobyl\gamedata\scripts\_g.script:1250: attempt to index global 'task_manager' (a nil value)

cant figure out what it is right now, going to bed. hope fully by morning someone can point me in the right direction......

cheers in advance -_-
  14:18:57  9 July 2012
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SetaKat
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On forum: 02/20/2010
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Syntax error in the task_manager script.
  18:45:51  9 July 2012
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ZaGaR
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On forum: 07/24/2007
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If you are employing a new script linked to the new task(s), that is probaly the problem. It crashes task_manager which in turn crashes _g.script.

You will find it out by comparing it with the jobs like this you did before man.
  21:32:31  9 July 2012
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Storm Shadow
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On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Syntax error in the task_manager script.
---END QUOTATION---



yeah, but why?


---QUOTATION---
If you are employing a new script linked to the new task(s), that is probaly the problem. It crashes task_manager which in turn crashes _g.script.

You will find it out by comparing it with the jobs like this you did before man.
---END QUOTATION---



na, thats not it. I havnt added anything new. I've just made an ordinary (unique) character a quest giver, and given him a couple of existing quests.
  22:24:56  9 July 2012
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NatVac
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On forum: 06/15/2007
Messages: 4286
You did add something new, Storm Shadow. You added a new task giver. And you probably left off the comma for the previous task giver when you added the new one.

The table is a series of task givers, like so: { 1, 2, 3, 4, 5 }.

You added another: { 1, 2, 3, 4, 5 6 }.

Whoops. As fluffy22 notes, bad syntax, so task_manager.script doesn't parse. This means there's no task_manager script object. Now, I don't know what _g.script version you are using, but start_game_callback() invokes task_manager.clear_task_manager() in the vicinity of line 1250 for the ZRP versions.

You might have done something else, but it is still a change and it still results in a nil task_manager script object.

With task_manager nil, task_manager.clear_task_manager() causes Lua to "throw" a fit: the "attempt to index global 'task_manager' (a nil value)" exception.
  14:26:39  11 July 2012
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Storm Shadow
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On forum: 11/14/2007
 

Message edited by:
Storm Shadow
07/11/2012 14:28:55
Messages: 1430
1. Good to hear from you NV, and thanks for the advice, turns out you were right! There are 2 places where i needed to put in that comma, and I only put it into one of them. When I 1st read your post, i thought; i've already done that! but, turns out I just needed to look a bit harder. Thanks again.

Also, i've just come across your .ogg comment reader / editor, very nice! and a tool thats been missing from the community until now. Thanks for this also, it will make all audio stuffs sooooo painless

2. Next problem now. My game starts up fine and i can make it to my new quest giver (agr_ratcatcher), but when I click on the have you got any missions text; i get this crash:
Expression    : fatal error
Function      : CScriptEngine::lua_error
File          : E:\stalker\sources\trunk\xr_3da\xrGame\script_engine.cpp
Line          : 73
Description   : <no expression>
Arguments     : LUA error: ...ow of chernobyl\gamedata\scripts\task_manager.script:305: bad argument #1 to 'pairs' (table expected, got nil)

I've been working on this for days now, but just cant figure out what im missing.

Im using ZRP 1.05 (either R10 or R11, not entirely sure).

And another funny thing is that I've noticed that ratcatcher dosn't have a story id in his all.spawn entry, but if i add it in (correctly) i get this crash on new game start:
Expression    : no_assert
Function      : CALifeStoryRegistry::add
File          : E:\stalker\sources\trunk\xr_3da\xrGame\alife_story_registry.cpp
Line          : 30
Description   : Specified story object is already in the Story registry!

Which is odd, because every other quest giver has their story id in all.spawn!

I dont get it! please help. Thanks in advance, again
  11:36:08  13 July 2012
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Storm Shadow
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On forum: 11/14/2007
 

Message edited by:
Storm Shadow
07/13/2012 11:37:52
Messages: 1430
Aaaaaaaaaaaarrrrrrrrrhhhhhhhhhhhh YUUUUUUUUUUSSSSSSSS - found it!!!!!!!!!! this has been doing my head in all week! lol.

Turns out it was actually a new vanilla bug that was fucking me! there is a double up on Story IDs (story_id = 304) in in the all.spawn alife_l03_agroprom.ltx, which is agr_ratcatcher's ID, but it's also being used by a space restricter. this wouldn't normally matter, untill i needed to use it for the ratcatcher now.

So, i just gave him a new, unique and un-used ID (in this case 094) and its all working as it should

so, new question now. How can I make him my friend once I return to tell him his last quest is completed? I know how to do this through dialog, thats not what im after here. I wanna return to him with his last quested completed, then he turns green?....

Cheers in advance.
  08:20:32  16 July 2012
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Storm Shadow
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On forum: 11/14/2007
Messages: 1430
Hey all, for those who are interested, there is a new post on the Rebalanced Mod DB page. Planned release date by Aug this year

http://www.moddb.com/mods/rebalanced

Also, any help on my last request about making friends after completing the tasks?..

.
PS - if there are any moderators left on this forum, could you please fix my typo on my thread title? cheers.
  09:17:54  16 July 2012
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ZaGaR
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On forum: 07/24/2007
Messages: 647
There is always a function activated from dialogs when you take a job or complete one. Check which functions are responsible for the tasks completion and add:
 object:set_relation(game_object.friend, db.actor)

where object is the other npc of the fuction.
  13:35:21  16 July 2012
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Storm Shadow
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On forum: 11/14/2007
Messages: 1430

---QUOTATION---
There is always a function activated from dialogs when you take a job or complete one. Check which functions are responsible for the tasks completion and add:
 object:set_relation(game_object.friend, db.actor)

where object is the other npc of the fuction.
---END QUOTATION---



I dont think thats true. But also, I want to become friends only after completing both quests.
  17:56:07  16 July 2012
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ZaGaR
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On forum: 07/24/2007
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You said you don't want to do it via dialogs, so the next thing left is via scripts. In a specific situation like this you may need a specific function in one of the the scripts. First check if the actor has 2 infoportions - (has_alife_info("xxx" ) - then execute the line I posted earlier to make him friends with the speaker.

That's one possible solution, I can't think of another right now. Let's wait for a hint from those more experienced.
  22:09:12  16 July 2012
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Storm Shadow
A machine, a Shadow Machine.
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On forum: 11/14/2007
Messages: 1430

---QUOTATION---
You said you don't want to do it via dialogs, so the next thing left is via scripts. In a specific situation like this you may need a specific function in one of the the scripts. First check if the actor has 2 infoportions - (has_alife_info("xxx" ) - then execute the line I posted earlier to make him friends with the speaker.

That's one possible solution, I can't think of another right now. Let's wait for a hint from those more experienced.
---END QUOTATION---



That makes more sense, are you saying that I will need to make 2 new info portions?
  01:43:40  17 July 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
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On forum: 07/24/2007
Messages: 647
That depends bro! Are the tasks completely new, existing or variats of the existing? Checking completion via infoportions is the way this game is built. But I have seen in some mods that a whole task is started, controlled and terminated with functions within new scripts. I say let's wait the opinion of some of the advanced taskers/scripters. I'm not a good advice o this, sorry.
  03:18:38  17 July 2012
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Storm Shadow
A machine, a Shadow Machine.
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On forum: 11/14/2007
Messages: 1430

---QUOTATION---
That depends bro! Are the tasks completely new, existing or variats of the existing? Checking completion via infoportions is the way this game is built. But I have seen in some mods that a whole task is started, controlled and terminated with functions within new scripts. I say let's wait the opinion of some of the advanced taskers/scripters. I'm not a good advice o this, sorry.
---END QUOTATION---



ok. and no new tasks have been created. just existing tasks assigned to new task giver.
  17:25:46  17 July 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
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On forum: 07/24/2007
Messages: 647
Then the infoportions are already there, and relative functions too, if there were originally. You can send me these specific files to my addy bro, I can give it a try if you want.
  13:00:33  16 August 2012
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Storm Shadow
A machine, a Shadow Machine.
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On forum: 11/14/2007
Messages: 1430
what is it that makes attached artifacts show on the HUD?

what i mean by this is: when you attach an artifact to your belt in the inventory, then exit to the main HUD screen, the artifact shows on the HUD at the bottom of the screen, right....

however, if i set another item (not an artifact item) to belt = true, when i attach it in the inventory, it dosn't show on the main HUD.

why is this? what makes the artifact show and not other belt items? how can i make other attached belt items also show on the main HUD????
  13:02:44  16 August 2012
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Storm Shadow
A machine, a Shadow Machine.
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On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Then the infoportions are already there, and relative functions too, if there were originally. You can send me these specific files to my addy bro, I can give it a try if you want.
---END QUOTATION---



I thought that there was someway you could just set the reputation (or somthing) in task_manager.ltx to a suitable value, that once you had enough you would become green friends with the task giver???...
  16:16:39  16 August 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
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On forum: 07/24/2007
Messages: 647
Shadow bro, good to hear again from you. I jut got back myself from vacations .

For the tasks - relations problem, the reputation thing wouldn't work. Reputation is a global parameter working only on the player to entire faction level. In my opinion, it is possible, but impractical, to use it for player to single NPC relation. The most logical thing to do is to use the mechanism of infoportions, because that is how GSC does it. Something like:

if actor has "info_on task_1" and
has "info_on task_2" and
...
has "info_on task_xx" then
set actor 2 taskgiver relation = friendly
end

Obviously the above needs be in real scripting code, but you get the idea. For the relation thing, see how NatVac does it on the drop medkit utility.


For the Artifacts-on-HUD display I don't have a clue. I'm trying to remember any mods that show other items, but I'm not able to. Dezodor and his mates have gone deep into the ShoC engine, so he must know if this exist as a configurable feature or is hardcoded.
  18:32:39  16 August 2012
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PressurE
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On forum: 09/07/2009
 

Message edited by:
PressurE
08/16/2012 18:33:35
Messages: 272

---QUOTATION---
what is it that makes attached artifacts show on the HUD?

what i mean by this is: when you attach an artifact to your belt in the inventory, then exit to the main HUD screen, the artifact shows on the HUD at the bottom of the screen, right....

however, if i set another item (not an artifact item) to belt = true, when i attach it in the inventory, it dosn't show on the main HUD.

why is this? what makes the artifact show and not other belt items? how can i make other attached belt items also show on the main HUD????
---END QUOTATION---



OGSE mod has this feature your talking about. Artifacts and detectors are displayed on the bottom of screen.
  10:10:46  17 August 2012
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Storm Shadow
A machine, a Shadow Machine.
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On forum: 11/14/2007
 

Message edited by:
Storm Shadow
08/17/2012 15:20:53
Messages: 1430

---QUOTATION---
OGSE mod has this feature your talking about. Artifacts and detectors are displayed on the bottom of screen.
---END QUOTATION---



yeah, thats cool. thats exactly what i want to do too. but how?

EDIT: im not gonna d/l OGSE to check, its too big!

EDIT2: I've been watching OGSE vids on utube and havnt seen this feature.

do you have this mod? would you be able to send me items.ltx and also m_phantom.ltx

cheers.
  10:15:33  17 August 2012
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Storm Shadow
A machine, a Shadow Machine.
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On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Shadow bro, good to hear again from you. I jut got back myself from vacations .

For the tasks - relations problem, the reputation thing wouldn't work. Reputation is a global parameter working only on the player to entire faction level. In my opinion, it is possible, but impractical, to use it for player to single NPC relation. The most logical thing to do is to use the mechanism of infoportions, because that is how GSC does it. Something like:

if actor has "info_on task_1" and
has "info_on task_2" and
...
has "info_on task_xx" then
set actor 2 taskgiver relation = friendly
end

Obviously the above needs be in real scripting code, but you get the idea. For the relation thing, see how NatVac does it on the drop medkit utility.
---END QUOTATION---



hope you had a good time bro, wicked!

ok, good to know. but i dont think my tasks have info portions....
  23:39:56  17 August 2012
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PressurE
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On forum: 09/07/2009
 

Message edited by:
PressurE
08/17/2012 23:54:10
Messages: 272

---QUOTATION---
OGSE mod has this feature your talking about. Artifacts and detectors are displayed on the bottom of screen.

yeah, thats cool. thats exactly what i want to do too. but how?

EDIT: im not gonna d/l OGSE to check, its too big!

EDIT2: I've been watching OGSE vids on utube and havnt seen this feature.

do you have this mod? would you be able to send me items.ltx and also m_phantom.ltx

cheers.
---END QUOTATION---



Sure here ya go:
Items.ltx
http://www.mediafire.com/?8e0mkc7y9hnr3na

m_phantom.ltx
http://www.mediafire.com/?v0wqc5nh16tutys

Screenshot of OGSE i took:
http://img651.imageshack.us/img651/3203/ogse.jpg

Im not sure exactly what needs done for artifacts to show up on the hud but wouldnt it also include a xml file in gamedata\config\ui ? I could be wrong though, im still a noob to modding.
  02:28:29  18 August 2012
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Storm Shadow
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On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Sure here ya go:
Items.ltx
http://www.mediafire.com/?8e0mkc7y9hnr3na

m_phantom.ltx
http://www.mediafire.com/?v0wqc5nh16tutys

Screenshot of OGSE i took:
http://img651.imageshack.us/img651/3203/ogse.jpg

Im not sure exactly what needs done for artifacts to show up on the hud but wouldnt it also include a xml file in gamedata\config\ui ? I could be wrong though, im still a noob to modding.
---END QUOTATION---



Cheers thanks for that, those are quite informative for me. However that screen shot of yours still dosnt show the detector attached on the HUD, like the artefacts are.
  06:20:45  18 August 2012
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PressurE
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On forum: 09/07/2009
 

Message edited by:
PressurE
08/18/2012 6:27:39
Messages: 272
Detectors on HUD

Sorry here is the screenshot i should of posted:
http://img11.imageshack.us/img11/3203/ogse.jpg

The autodoc and bioradar detectors show up on the hud but the universal detector (believe its named detector_elite in items.ltx) and mine detector doesnt. Funny you have been working on this because i have been trying to figure out how to get the universal detector and mine detector to show up for myself, cant seem to get it
  07:20:22  18 August 2012
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Storm Shadow
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On forum: 11/14/2007
Messages: 1430
hmmm, yes i see.

i have been testing and i think i've found how it works. detectors are set to class = D_SIMDET while artifacts are set to class = ARTEFACT.

I can make the detector an artifact with all its af properties set to 0.0 and all its absorption properties set to 1.0 (so that it dosnt actually act like an artifact and dosnt show up with any artifact properties in the inventory).

when i do this, it shows up at the bottom of the HUD like an artifact does, but no longer detects anything. ha!

can you send me the OGSE artefacts .ltx file?
  07:27:23  18 August 2012
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PressurE
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Messages: 272
Sure thing, here you go

http://www.mediafire.com/?3dd9202d7r69tec
  08:35:53  18 August 2012
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Storm Shadow
A machine, a Shadow Machine.
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On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Sure thing, here you go

http://www.mediafire.com/?3dd9202d7r69tec
---END QUOTATION---



cheers for that. yeah, if you look closely at how OGSE has done it, some of their detectors are class = AREFEACT, like the bioradar & autodoctor.

while the detector_simple & detector_mine_finder are both the standard class = D_SIMDET.

I dont know enough about the mod to know what the bioradar & autodoc do, or how they do it. if they are detectors that detect stuff in game, then that aspect must be controlled by script.

it seems im not gonna be able to make a standard detector that also shows on the HUD
  09:25:06  18 August 2012
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PressurE
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On forum: 09/07/2009
 

Message edited by:
PressurE
08/18/2012 9:28:58
Messages: 272

---QUOTATION---
Sure thing, here you go

http://www.mediafire.com/?3dd9202d7r69tec

cheers for that. yeah, if you look closely at how OGSE has done it, some of their detectors are class = AREFEACT, like the bioradar & autodoctor.

while the detector_simple & detector_mine_finder are both the standard class = D_SIMDET.

I dont know enough about the mod to know what the bioradar & autodoc do, or how they do it. if they are detectors that detect stuff in game, then that aspect must be controlled by script.

it seems im not gonna be able to make a standard detector that also shows on the HUD
---END QUOTATION---



Bioradar shows NPC's and mutants when it is equipped on the belt on its own mini-map. Autodoc administers first-aid kits and stamina drugs when they are low. Ill post a link for the scripts folder, dont give up!

http://www.mediafire.com/?btyllgzzpu37zln
  13:59:59  27 August 2012
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Storm Shadow
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On forum: 11/14/2007
Messages: 1430
[logic]

Im having a hard time getting some new logics to work. it's as if the NPC's dont even recognise that i have added [logic] to them

i dont really know that much about logic, but i have assigned them active = ... (well at least i think i've done this correctly.

to make it easier to play with, i've given them a cfg = script in the their all.spawn entries.

one of them is the existing NPC esc_soldier_commander who is the commander at the rail over bridge in cordon that you need to bribe to get past. im just trying to give him a new trader scheme, so that he will sell different ammo types as you progress.

the other is esc_aliVe_stalker_4 who a new NPC added by aliVe mod, but then deactivated. i re-activated him as DC who lives under the bridge in cordon. Im just trying to give him some meet logic.

I feel like there's somthing missing!!!!! is there some extra command i need to give them somewhere to activate them to use logic? have i messed up the active = so that no logic will work at all!!??? i just dont know!
  07:16:18  31 August 2012
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Storm Shadow
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On forum: 11/14/2007
Messages: 1430
In recent news, i've announced on the MOD DB page here:
http://www.moddb.com/mods/rebalanced
that i've pushed the release 1 month to the right, in order to allow more time to integrate the latest ZRP build, which I now believe is essential, not optional.

For info of anyone following the progress of the Detector Icon shows on HUD feature, there is more specific infos in this thread here:
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=21703&sec_id=16

Regards, Shad.
  07:47:18  2 September 2012
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Storm Shadow
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On forum: 11/14/2007
 

Message edited by:
Storm Shadow
09/02/2012 8:19:58
Messages: 1430
as per the infos in this tut:
[Tutorial] The Truth about ef_weapon_type
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=21708&sec_id=16page=1

below is how i've set every wpn in reb, for both NPC effective usage and in a logical hierarchy. so now you can successfully give an NPC a better weapon and he will use it, not just stick to his tired old shitty shotgun.


[b]PISTOL[/b]
w_binoc			0
w_bolt			0
w_knife			1
w_revolver		5
w_pb			5
w_pm			5
w_fort			5
wpn_fort_m1		"
w_hpsa			5
w_beretta		5
wpn_beretta_m3		"
w_walther		5
wpn_walther_m1		"
w_colt1911		5
wpn_colt_m1		5
w_sig220		5
w_desert_eagle		5
wpn_eagle_m1		"
w_ups			5

[b]MACHINE PISTOL[/b]
w_skorpion		6
w_mac10			6
w_mp7a3			6

[b]SHOT GUN[/b]
w_bm16			5
w_bm16_full		20
w_toz34			20
w_tozbh			11
w_wincheaster1300	42
w_winchester_m1		"
w_spas12		47
w_spas12_m1		"
wpn_spas_m3		"
w_saiga12c		47

[b]SUB MACHINE GUN[/b]
w_bizon			30
w_mp5_m1		30
w_ppsh41		31
w_mp5			32
w_mp5_m2		33
w_p90			34

[b]ASSULT RIFLE[/b]
w_m1891_30		11
w_ak74u			40
w_ak47			41
w_ak74			42
w_ak74u_m1		42
w_ak74_m1		42
w_aks74u_aim		42
w_rk95			43
w_groza_m1		43
w_abakan		45
w_abakan_m2		45
w_l85			46
w_l85_m1		46
w_lr300			46
w_sig550		46
w_sig_m1		46
w_g36			46
w_xm177e2		46
w_galil_mar		46
w_g36c			46
w_fn2000		46
w_fn2000_old		46
w_groza			47
w_val			48
w_val_m1		49

[b]SNIPER RIFLE[/b]
w_sks			11
w_m1891_30_scope	11
w_lr300_m1		11
w_l85_m2		11
w_sig_m2		11
w_abakan_m1		11
w_svu			11
w_svd			11
w_svd_m1		11
w_vintorez		53
w_vintorez_coll		54
w_sr25			11

[b]MACHINE GUN[/b]
w_rpk74			53
w_pkm			54

[b]OTHER[/b]
w_gauss			11
w_gauss_m2		55
w_rg6			9
wpn_rg6_m1		"
w_rpg7			9
w_f1			10
w_rdg5			10
w_gd-05			10

  23:40:17  2 September 2012
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ZaGaR
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On forum: 07/24/2007
Messages: 647
Should be that be accompanied with any changes in mp_ranks.ltx?
  03:03:19  3 September 2012
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Storm Shadow
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On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Should be that be accompanied with any changes in mp_ranks.ltx?
---END QUOTATION---



no, as far as i can tell; mp_ranks.ltx has nothing to do with the hierarchy of NPC wpn evaluation, this is done solely by the ef_weapon_type value.

i will edit this to the notes in my OP.
  09:32:08  5 September 2012
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Storm Shadow
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On forum: 11/14/2007
Messages: 1430
after further testing, i've changed all double barrelled shotguns to ef_type 7
  14:06:22  16 October 2012
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NatVac
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On forum: 06/15/2007
Messages: 4286
Good effort on ef_weapon_type, Storm Shadow! Did you resolve the logic activation issue? My from-the-hip shot is that it may be a virtual store issue*, but I think I just blasted a new hole in my thigh...

__________
*No, just because folks think I have a new hammer, I must be considering everything to be a nail. Actually, it's a new universal solvent, and all problems are being washed away.
  02:57:26  17 October 2012
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Storm Shadow
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On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Good effort on ef_weapon_type, Storm Shadow! Did you resolve the logic activation issue? My from-the-hip shot is that it may be a virtual store issue*, but I think I just blasted a new hole in my thigh...

---END QUOTATION---



Thank you, and good to see you back around the forums, you must have some more IRL time avail i see.

what is this logic activation issue again?

Shad
  09:49:48  20 October 2012
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NatVac
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On forum: 06/15/2007
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>> what is this logic activation issue again?

You were attempting to assign logic to NPCs according to your post at the end of the previous page.
  11:32:07  20 October 2012
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Storm Shadow
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On forum: 11/14/2007
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---QUOTATION---
You were attempting to assign logic to NPCs according to your post at the end of the previous page.
---END QUOTATION---



lol, oh of course. I thought yo were still referring to the ef_weapon_type stuff.

um, no. i havnt been back to look at that issue again. but virtual store has never effected me before, i never install games to the default program files location anyway. is that what you were getting at?
  12:17:40  20 October 2012
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NatVac
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I was being a bit silly: If it mysteriously doesn't work, it's probably a virtual store problem.

What I'd consider first: Completely restarting; new game, etc. Or change levels and come back, although that is not as guaranteed.

Using an external cfg file allows for changing logic on the fly, but only under certain conditions. For instance, if you have been within switch_distance (actually about 125 meters for a 150-meter switch_distance), he's been switched online and had his logic assigned. His current logic state is likely now a part of his configuration.

I had an issue when I was changing the logic to fix the Petruha gang's repeat of the "Wolf! Factory cleared; returning to starting positions" line. I had renamed a logic state (something like [walker@some_new_state]). When the save was loaded, the game crashed with a demand for the original [walker@some_OLD_state] logic.

Although it's another shot in the dark, you could try to reset his logic via the ZSU function as a test. Back up your computer first, of course, and make sure your insurance is up to date.
  13:16:34  20 October 2012
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Storm Shadow
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On forum: 11/14/2007
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oh right i get it now, i can even hear the rofl copters hovering! lol.

i was chatting about this same issue (from page 2) in this thread here:
how to make a npc never online only ofline
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=21706&page=2&sort=ASC&sec_id=16

and even tho i followed all of their advice, its like the engine simply doesn't see my code at all! that's why it was confusing me so much!

and i always start a new game to test out features, even if i dont have too, just to be sure. oh, and ZRP teleport makes that waaaaaaaaaaaaaaay easier! hahaha, thanks for that tool btw.
  01:38:16  6 December 2012
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Storm Shadow
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On forum: 11/14/2007
Messages: 1430
New screen shots are up on the Mod DB page:
http://www.moddb.com/mods/rebalanced

Enjoy.
  14:09:14  18 August 2013
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Storm Shadow
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On forum: 11/14/2007
Messages: 1430
Stalkers,

You may be pleased to know that there are now 6 new screen shots up on the ModDB page:
http://www.moddb.com/mods/rebalanced/images

Also know that a new News Article about Reb v1.2's current progress has also been submitted and should be authorised in the next couple of days.

Once it has been authorised, I will release another 6 new screen shots.

Regards,

Storm Shadow.
  15:50:48  18 August 2013
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Seeker_of_Strelok
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On forum: 05/02/2011
Messages: 279

---QUOTATION---
Stalkers,

You may be pleased to know that there are now 6 new screen shots up on the ModDB page:
http://www.moddb.com/mods/rebalanced/images

Also know that a new News Article about Reb v1.2's current progress has also been submitted and should be authorised in the next couple of days.

Once it has been authorised, I will release another 6 new screen shots.

Regards,

Storm Shadow.
---END QUOTATION---



It's nice to see this is still going forwards. I'll give it a try when it's out for public playing.

Thanks for the continued work.
  21:40:53  18 August 2013
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Meltac
messing with code
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On forum: 01/21/2010
Messages: 1519
Cool, keep up the good work
  04:05:46  19 August 2013
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ERForman
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On forum: 04/12/2007
Messages: 224
Hey, still alive? That's great.
  08:31:43  19 August 2013
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Storm Shadow
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On forum: 11/14/2007
 

Message edited by:
Storm Shadow
08/19/2013 8:32:53
Messages: 1430
Stalker: Rebalanced v1.2 Progress Report 130818
______________________________________________________________
http://www.moddb.com/mods/rebalanced/images/130819-promo-reb-v129
http://www.moddb.com/mods/rebalanced/images/130819-promo-reb-v128
http://www.moddb.com/mods/rebalanced/images/130819-promo-reb-v127
http://www.moddb.com/mods/rebalanced/images/130819-promo-reb-v126
http://www.moddb.com/mods/rebalanced/images/130819-promo-reb-v125
http://www.moddb.com/mods/rebalanced/images/130819-promo-reb-v124
______________________________________________________________
Stalkers,

You will be pleased to know that progress on the Reb v1.2 release is going very well at this time. I am making play-through runs testing for aspects of overall balance and other issues. Bug finds are being dealt with, the balance and progression throughout the game is becoming.... YES!

I have had a chance to reflect on the aspects of what I believe Stalker should be, and what I aim to make it into with this mod. The Zone is a gritty place, where ammunitions and other supplies are scarce, hard to come by and expensive.

The balance I am going for is an excellent blend of challenge, fun and desperation. Stalker is just a better game when you are fighting tooth and nail for every square meter, where decisions have consequences, where the economy is based on scarcity, where the only things you have to use is what you have available at the time and nothing else.

You see Stalker is not a Shooter, it's also not an RPG, it's not a Survival Horror or even an Adventure Game. But it is a blend of elements from all of these genres, plus its own unique characteristics. This is a mix that I believe the developers did not get right in the retail release, and that is what I am addressing in this mod. Previous releases have been too much in favour of the shooter, where ammunition and med kits are plentiful and there is little consequence from a run and gun style of sprinting into fire fights with big magazines on full auto assault rifles. This is a Stalker where you will need to pick your fights, assess your resources, which you may find diminish or change during every contact with the enemy.

Don't get me wrong, there is still scope to play with big guns blazing if that is your preferred gamming style, but if you do, you will have to work for it now.

Please enjoy this batch of screen shots above and below

What's on the todo list before release:

Final play-throughs
Re equipping of each faction to more suit progression and style
Full integration of latest ZRP v1.07 r4

I look forward to your comments and feedback.

Regards,

Storm Shadow
______________________________________________________________
http://www.moddb.com/mods/rebalanced/images/130818-promo-reb-v125
http://www.moddb.com/mods/rebalanced/images/130818-promo-reb-v124
http://www.moddb.com/mods/rebalanced/images/130818-promo-reb-v123
http://www.moddb.com/mods/rebalanced/images/130818-promo-reb-v122
http://www.moddb.com/mods/rebalanced/images/130818-promo-reb-v121
http://www.moddb.com/mods/rebalanced/images/130818-promo-reb-v12
______________________________________________________________
  08:39:05  20 August 2013
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4286
It's great that you are moving ahead on this, Storm Shadow!

I can help with the resolution of differences between the earlier version and the most recent version of ZRP.
  12:22:14  20 August 2013
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
It's great that you are moving ahead on this, Storm Shadow!

I can help with the resolution of differences between the earlier version and the most recent version of ZRP.
---END QUOTATION---


That's really great. I may very well be taking up your offer, especially with some of the more complex scripts and the like. A quick squiz at the differences between mine and your xr_kamp.scripts is pretty mind blowing to me, as just one example.

Keeping in mind that I'm currently running ZRP v1.05 r10 (or maybe r11), which is considerably behind the your current version.

Cheers,

Shad
  23:11:46  20 August 2013
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
Shadow my man, any chance to have a look at it, just for my usual bad mouthing and criticism, you know .
  12:06:09  21 August 2013
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Shadow my man, any chance to have a look at it, just for my usual bad mouthing and criticism, you know .
---END QUOTATION---



hmmm, yeah, could be good. i will consider uploading something. its just a bit messy at the mo with a lot of temp and backup files all over the place.

Would you consider do a bit of work on any issues you might find, if I did?
  08:57:43  22 August 2013
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Shadow my man, any chance to have a look at it, just for my usual bad mouthing and criticism, you know .
---END QUOTATION---



Zag my man! I like the way you think!

If you navigate yourself over to the old Team Rebalanced Forum you will see that I have updated the Check here for latest updates to the build., Future Intention of Rebalanced & Reb v1.2: To Do List threads.

I also intend to draft a quick email out to the other former team members just to let them know too, not that most of them prob even play Stalker any more, but you never know who's interest might be picked by this too.

Regards
  09:45:49  23 August 2013
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4286
>> A quick squiz at the differences between mine and your xr_kamp.scripts is pretty mind blowing to me

There are a couple of significant changes to xr_kamp.script: Zone fugue (where stalkers just stand near a camp, often after a threat has ended) has been fixed with a dynamic workaround, and there's a new approach to guarantee NPCs unique spots around a campsite. This second feature has an additional component to lock out some otherwise-valid spots that resolve to the same AI node, with changes in camp logic in gulag_*.ltx files as well as in the all.spawn. Search for avoid_pos to see them. If these changes are not there, the game will still work fine.

The script also has some code clean-up, and you will have to re-add harmonicas if you have them in the game. You can read the script for details on doing that. I removed them because they weren't used in vanilla. The script is optional; there's one important crash fixed in the script that was already in the 1.05 R10 version.

A lot of other ZRP changes are fixed logic, more code cleanup, removal of unused logic, and some optimization that just happens to touch the whole STALKER SoC world. The diffs\ files can help you get started on what has changed.
  14:49:12  9 September 2013
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
Attention all Team Rebalanced

Team,

I have now created a new closed group on ModDB for Team Rebalanced, as the Weebly site no longer meets our requirements. This is the way forward for the the team, and for the mod.

Simply PM me on ModDB so that I can invite you in.

http://www.moddb.com/company/team-rebalanced

Regards,

Storm Shadow.
  13:03:12  11 April 2015
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
Fear not

Reb v1.2 is still going ahead.

News update, I have now began the integration of Meltac's AMAZING new Dynamic Shaders v2.0 CTP. And it's looking pretty sweet so far! You can follow the discussion in that thread if you like:

---QUOTATION---
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=23909&page=10&sort=ASC&sec_id=16
---END QUOTATION---



Standby for new screen shots on the ModDB page over the coming days.

Storm Shadow
  07:29:00  18 April 2015
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
Stalker Rebalanced v1.2 Progress Report

Well don't just stand there, come in...

Stalker Rebalanced v1.2 is not dead, in fact it's progress is very promising. Their haven't been any updates for a while, so why now you maybe thinking...

Two reasons; 1. NatVac has released the new Zone Reclamation Project (ZRP) v1.07r5rc, which is light years ahead of ZRP v1.05, which was that last version to be integrated in Reb. This new version has so many bug fixes, feature improvements, anouyance removals and optimizations that it really was worth waiting for. Plus it also has more modding tools and detailed dev comments within it's files, which makes it much easier to integrate and tweak the features.

2. Meltac has released the amazing new Dynamic Shaders v2.0 CTP, which incorporates shader improvements ported from Clear Sky, Call of Pripyat and Crysis as well as many other features and graphical optimizations for SHoC. I was planning to showcase some screen shots working with Trojan's Stalker Weather Overhaul (SWO) v3.1.1, on which Reb's entire weather and environment system is based. But, the system demands of the new shaders are a bit much for my aging laptop now (I havn't upgraded since 2010!). So, I've been forced to work in the R1 Static Lighting renderer while integrating the ZRP and other changes. Once this is done, I will look to optimize these shaders and show case some screen shots in the coming weeks.

Things are looking good. As well as these anticipated improvements highlighted above; Stalker Rebalanced v1.2's focus will always remain on the evolution of gameplay, and the balance of progression through the storyline aspects that have always been the staple of this global mod project.

Please feel free to follow the mod's progress on the ModDB Page:
http://www.moddb.com/mods/rebalanced

Alrighty, talk to you...

Shad

Storm Shadow
Project Lead
Team Rebalanced
  12:59:44  18 April 2015
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d4v33edz
Senior Resident
 

 
On forum: 12/10/2012
Messages: 192
Hi there, I am just catching up on the forum and have been reading the comments in Meltacs Dynamic Shaders between yourself and Meltac.

Are you still considering using SWO with the shaders, if you need any help please get in touch either here or on MODDB. I will also post on the Meltacs thread.
  13:15:08  18 April 2015
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Are you still considering using SWO with the shaders, if you need any help please get in touch either here or on MODDB. I will also post on the Meltacs thread.
---END QUOTATION---



Hi d4v33edz, cheers for your reply man.

Yes, I am merging SWO with DS, I think I've got it sus'd now. I just needed some clarification on the script merging between the two, but Meltac explained it pretty well. The level_weathers is not needed as the SWO file already reactivates the sun. Neither is the code in ui_main_menu.

Did you have any other advice from your experience of the two? Or any tweaks you had to do to get the lighting right or anything?

Cheers in advance man,

Shad
  09:47:26  10 July 2015
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
07/10/2015 9:48:09
Messages: 1430
Stalker Rebalanced v1.2 Release Candidate

New screen shots up on ModDB:
http://media.moddb.com/images/mods/1/13/12135/ss_nic_06-30-15_21-34-48_l11_pripyat.jpg

http://media.moddb.com/images/mods/1/13/12135/ss_nic_07-08-15_23-41-57_l01_escape.jpg

http://media.moddb.com/images/mods/1/13/12135/ss_nic_06-28-15_19-46-26_l07_military.jpg

http://www.moddb.com/mods/rebalanced/images/stalker-rebalanced-v12-release-candidate2

Also, I'm looking at integrating this awesome cool feature from the talented TKGP:
http://puu.sh/iIhIX/69985490df.webm

Progress Rep:
Progress is steady. The new ZRP is now implemented, and it's great. Still tweaking some of the features tho.

Playtesting has highlighted a number of balance issues to do with NPC weapons loadouts. This unbalances players advancement through the story line. I have been taking notes on this, and have implemented the very cool Styre AUG, a weapon I am very familar with, so I'm endeavoring to get its feel just right. Another overhaul of NPC/faction load outs will be done in the near future.

Still have a few HUD related issues to deal with, and quite an overhaul of the inventory screen, including the awesome gas mask feature in the video above.

Rock on,

Shad
  23:52:34  10 July 2015
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
07/10/2015 23:52:48
Messages: 1519
Hey man, congrats to the RC! Looking forward to check it out


---QUOTATION---
Also, I'm looking at integrating this awesome cool feature from the talented TKGP:
http://puu.sh/iIhIX/69985490df.webm

---END QUOTATION---



Wow, I've always been looking for something like this! Awesome! Is there some standalone mini-mod for this, or will it be a unique feature for Rebalanced?

Cheers,
Mel
  00:46:29  11 July 2015
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TKGP
Senior Resident
 

 
On forum: 01/25/2013
Messages: 454
@Meltac
https://www.mediafire.com/?cc4tncdo7l2cx2z
  01:50:37  11 July 2015
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
@Meltac
https://www.mediafire.com/?cc4tncdo7l2cx2z
---END QUOTATION---



Cool cheers mate, I was just about to post that link too.

Thanks again for the sweet feature. This will def be included when I do my full HUD/Inventory overhaul. As it will work very nicely with HUD mask mods, and Meltac's HUD mask shader too.

Cheers.
  00:23:04  12 July 2015
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
Thanks! Awesome
  15:03:07  8 August 2020
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
08/09/2020 9:37:41
Messages: 1430
Hi all,

I won't go so far as to say that I'm back, just yet. But, I'm having another go at looking into this mod. Unfortunately, I'm having some problems, mostly due to so much absence.

Would anyone be so kind as to remind me of a couple of simple concepts.

1. My new PC is Win 10 64bit, which is good. But, how do I installer Active Perl, which version should I use? I want to be able to de-compile and re-compile my all.spawn with my custom acdc.pl file again.

2. What is the script or command that deals with the distance that aLife will wander from their smart terrain, or lair (or gulag).

Thanks in advance.

EDIT: Question 1 is now resolved. I still needed the same old v5.12 32bit. It turned out that I had multiple versions installed that were messing with each other. Once I cleaned them all out, then the old version started working again. Still looking for the ST wander distance tho....
  12:23:21  11 August 2020
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
08/11/2020 14:36:19
Messages: 1430
Nevermind, I finally found it. It was position_threshold in gulag_general.script. I had this set waaaaay to high!

Edit. So, there's a whole bunch of various position_threshold in that script, but the only one that really matters is the one for 'home', not the ones for 'walker' or 'patrol' or anything else.

This appears to be a global modifier that effects each local smart terrain's logic's home radius min/max. Which is the radius that creatures can wander from their home point (center of their smart terrain). Makes sense? Not at all. That's stalker.

Balancing these settings is quite important for me, as a large global modifier allows for more unexpected and alive feeling encounters while exploring. But, being able to narrow the radius of specific smart terrains, the ones that are targets for eliminate larger quests, means that you're not chasing the last shit eating blind dog half way across the map just to earn a can of conserva! Am I right?
  16:30:56  12 August 2020
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1709

---QUOTATION---
Nevermind, I finally found it. It was position_threshold in gulag_general.script. I had this set waaaaay to high!

Edit. So, there's a whole bunch of various position_threshold in that script, but the only one that really matters is the one for 'home', not the ones for 'walker' or 'patrol' or anything else.

This appears to be a global modifier that effects each local smart terrain's logic's home radius min/max. Which is the radius that creatures can wander from their home point (center of their smart terrain). Makes sense? Not at all. That's stalker.

Balancing these settings is quite important for me, as a large global modifier allows for more unexpected and alive feeling encounters while exploring. But, being able to narrow the radius of specific smart terrains, the ones that are targets for eliminate larger quests, means that you're not chasing the last shit eating blind dog half way across the map just to earn a can of conserva! Am I right?
---END QUOTATION---



Never thought about that.
It is annoying to catch up with some of the mutants that do a runner when you start shooting.

Might be interesting to look at that in the PSO2020
I might tweak some things.
  14:49:32  13 August 2020
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Never thought about that.
It is annoying to catch up with some of the mutants that do a runner when you start shooting.

Might be interesting to look at that in the PSO2020
I might tweak some things.
---END QUOTATION---



Yeah, so, I've cross-referenced every eliminate larger in task manger, and tested my settings. There's a little more to it that I previously thought.

Firstly, the smart terrains for almost every eliminate larger task, are set to type = general_larger. Only about 3 or 4 of them have their own logic.

Also, it's not a modifier as I first thought. If the smart terrain is type = general_larger, then it will just use the home position_threshold setting from gulag_general.script. If it's type has it's own logic assigned, then it will use the home_min and home_max_radius from it's logic in gulag_level.ltx instead.

But, once the creatures reach their panic_threshold, then they disregard the home radius and run off very far away. I'm not sure what variable controls this setting.

And, if you were to think to yourself, I'm going to assign my own logic to every smart terrain that has an eliminate larger quest on it, which I've now done a test run of that. Then it's actually quite a convoluted process, with about 4 more files that you need to modify.

Kinda not really worth it IMO, may as well just stick to the default position threshold. Cos, as soon as you kill one or two of them, the reset panic and run far away anyway.

If anyone can shed some light on the panic variables, this might help out a bit more too.
 
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