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Adding the time to the HUD

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  18:22:45  8 March 2009
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romulous
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On forum: 12/28/2007
Messages: 1868
Adding the time to the HUD

Hi everyone,

Can anyone tell me if it is possible to add the in-game time (the same time that is shown on the PDA) to the HUD (and if so, how)?

Thanks.

CM
  18:32:16  8 March 2009
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bamah
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On forum: 02/10/2008
 

Message edited by:
bamah
03/08/2009 23:08:17
Messages: 911
Time display for hud no frame

Add to bind_stalker.script


--Time display for in game mini map
show_time()




--Time display for in game mini map
function show_time()
local hud = get_hud()
local cs = hud:GetCustomStatic("hud_show_time"
if cs == nil then
hud:AddCustomStatic("hud_show_time", true)
cs = hud:GetCustomStatic("hud_show_time"
end
local time_h = level.get_time_hours()
local time_m = level.get_time_minutes()
local msg
if time_m >= 10 then
msg = string.format(" d:d\\n", time_h, time_m)
else
msg = string.format(" d:d\\n", time_h, time_m)
end
if cs ~= nil then
cs:wnd():SetText(msg)
end
end



Add to ui_custom_msgs.xml

<hud_show_time x="90" y="204" width="900" height="100" complex_mode="1">
<text font="letterica18" r="255" g="255" b="255" a="255" align="l"/>
</hud_show_time>

edit
Parentheses for smiley

edit for BobQ
d: = percent zero two D colon
  22:21:56  8 March 2009
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BobBQ
2007-2017
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On forum: 07/30/2007
Messages: 3336
What is "" supposed to be? I'm getting an unsupported character there.
  04:18:55  9 March 2009
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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
03/09/2009 4:28:58
Messages: 1429
Bamah, bro if you put [ pre ] and [ /pre ] (without the spaces) headers around your code, it will display correctly. eg:


code:
(1 2 3 4")
d:
end code, etc.



edit: fucken forum software, nevermind my post, I don't seam to know what I'm talking about. lol.

edit2: the other way you can do it, is to put italic marks in between your code, eg:

%02d:

so, without spaces, it looks like this: %[ i ][ /i ]0[ i ][ /i ]2d:
  04:56:58  9 March 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868

---QUOTATION---
What is "" supposed to be? I'm getting an unsupported character there.
---END QUOTATION---



Yeah, I can't work out what those characters are meant to be either
  05:26:11  9 March 2009
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bamah
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On forum: 02/10/2008
Messages: 911
Romulous,

You have mail!
  05:46:37  9 March 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868

---QUOTATION---
Romulous,

You have mail!
---END QUOTATION---



That I do. Thank you very much, I will add the code to the relevant file, and will give it a try!

Regards.
  05:53:55  9 March 2009
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Don Reba
Bishop and Councilor of War
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On forum: 12/04/2002
 

Message edited by:
Don Reba
03/09/2009 5:56:29
Messages: 11641
Just in case someone needs this code later:


--Time display for in game mini map
show_time()
 
--Time display for in game mini map
function show_time()
        local hud = get_hud()
        local cs = hud:GetCustomStatic("hud_show_time")
        if cs == nil then
                hud:AddCustomStatic("hud_show_time", true)
                cs = hud:GetCustomStatic("hud_show_time")
        end
        local time_h = level.get_time_hours()
        local time_m = level.get_time_minutes()
        local msg
        if time_m >= 10 then
                msg = string.format(" %02d:%02d\\n", time_h, time_m)
        else
                msg = string.format(" %02d:%02d\\n", time_h, time_m)
        end
        if cs ~= nil then
                cs:wnd():SetText(msg)
        end
end
  05:58:06  9 March 2009
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romulous
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On forum: 12/28/2007
Messages: 1868
Sigh. I must have done something wrong, it does not work for me. This is all I see after changing bind_stalker and ui_custom:
http://img26.imageshack.us/img26/4474/xr3da2009030914553064.jpg

Same old HUD
  06:59:18  9 March 2009
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BobBQ
2007-2017
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On forum: 07/30/2007
Messages: 3336
No luck for me either.
  08:09:12  9 March 2009
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NatVac
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On forum: 06/15/2007
Messages: 4282

---QUOTATION---
Just in case someone needs this code later:


--Time display for in game mini map
show_time()

--Time display for in game mini map
function show_time()
    local hud = get_hud()
    local cs = hud:GetCustomStatic("hud_show_time")
    if cs == nil then
        hud:AddCustomStatic("hud_show_time", true)
        cs = hud:GetCustomStatic("hud_show_time")
    end
    local time_h = level.get_time_hours()
    local time_m = level.get_time_minutes()
    local msg
    if time_m >= 10 then
        msg = string.format(" %02d:%02d\\n", time_h, time_m)
    else
        msg = string.format(" %02d:%02d\\n", time_h, time_m)
    end
    if cs ~= nil then
        cs:wnd():SetText(msg)
    end
end
---END QUOTATION---


There's some info missing here. The show_time() function call needs to be inside the actor_binder:update() event loop, and I strongly recommend that you put it inside the if self.next_restrictors_update_time < time then ... end block so that you are not continuously refreshing the screen with info that changes only every six seconds in the normal game.

Even with the speedup functionality you guys are using, checking every 200 milliseconds should be enough. You can also check to see if the minutes have changed before performing another update.

Also, the test if time_m >= 10 then is not necessary in the current version of the routine; I suspect there's a typo in one of the lines since both formats are the same in this version. The idea is to print a zero and a digit if the minute value is less than 10 (i.e., one digit instead of two).

That's cool stuff, bamah. Thanks for posting it! And thanks for cleaning it up, Don Reba -- although this forum software still manages to mangle the quoting of same...
  08:33:34  9 March 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868

---QUOTATION---
Just in case someone needs this code later:


--Time display for in game mini map
show_time()

--Time display for in game mini map
function show_time()
    local hud = get_hud()
    local cs = hud:GetCustomStatic("hud_show_time")
    if cs == nil then
        hud:AddCustomStatic("hud_show_time", true)
        cs = hud:GetCustomStatic("hud_show_time")
    end
    local time_h = level.get_time_hours()
    local time_m = level.get_time_minutes()
    local msg
    if time_m >= 10 then
        msg = string.format(" %02d:%02d\\n", time_h, time_m)
    else
        msg = string.format(" %02d:%02d\\n", time_h, time_m)
    end
    if cs ~= nil then
        cs:wnd():SetText(msg)
    end
end
There's some info missing here. The show_time() function call needs to be inside the actor_binder:update() event loop, and I strongly recommend that you put it inside the if self.next_restrictors_update_time < time then ... end block so that you are not continuously refreshing the screen with info that changes only every six seconds in the normal game.

Even with the speedup functionality you guys are using, checking every 200 milliseconds should be enough. You can also check to see if the minutes have changed before performing another update.

Also, the test if time_m >= 10 then is not necessary in the current version of the routine; I suspect there's a typo in one of the lines since both formats are the same in this version. The idea is to print a zero and a digit if the minute value is less than 10 (i.e., one digit instead of two).

That's cool stuff, bamah. Thanks for posting it! And thanks for cleaning it up, Don Reba -- although this forum software still manages to mangle the quoting of same...
---END QUOTATION---



Seriously, if anyone at all can get this to work, please upload the two files to somewhere so I can download them. I copied and pasted into that section of bind_stalker, and then updated the ui xml file. Loaded STALKER, instant CTD.

Expression : fatal error
Function : CScriptEngine::lua_error
File : E:\stalker\patch_1_0004\xr_3da\xrGame\script_engine.cpp
Line : 73
Description : <no expression>
Arguments : LUA error: ...ow of chernobyl\gamedata\scripts\bind_stalker.script:298: attempt to call global 'show_time' (a nil value)

So, a working copy of both files would be very much appreciated.

Thanks.

CM
  09:08:35  9 March 2009
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NatVac
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On forum: 06/15/2007
Messages: 4282
You put the function call in the loop the way I said. The "function call" is the single line I quoted: show_time(). It is the call to the function show_time().

Just put that one line inside the loop block, as I'll show below.

The routine itself is is a separate function. You put it at the same "level" as the other "function xxx() ... end" routines.
__________
function show_time()
    -- ... the contents of the function are here
end

function actor_binder:update(delta)
       -- ... stuff
       if self.next_restrictors_update_time < time then
               bind_restrictor.actor_update(delta)
               show_time() -- put this line here
               -- ... more stuff
       end
       -- ... still more stuff
end

¯¯¯¯¯¯¯¯¯¯
If you declare a function A() inside another function B(), that A() function is not global, it is only accessible in the block where it is placed in B() -- if the language permits this.
  09:24:55  9 March 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868

---QUOTATION---
You put the function call in the loop the way I said. The "function call" is the single line I quoted: show_time(). It is the call to the function show_time().

Just put that one line inside the loop block, as I'll show below.

The routine itself is is a separate function. You put it at the same "level" as the other "function xxx() ... end" routines.
__________
function show_time()
    -- ... the contents of the function are here
end

function actor_binder:update(delta)
       -- ... stuff
       if self.next_restrictors_update_time < time then
               bind_restrictor.actor_update(delta)
               show_time() -- put this line here
               -- ... more stuff
       end
       -- ... still more stuff
end

¯¯¯¯¯¯¯¯¯¯
If you declare a function A() inside another function B(), that A() function is not global, it is only accessible in the block where it is placed in B() -- if the language permits this.
---END QUOTATION---



Thanks. Same effect though - instant CTD and same error. Here are the two (modified with those changes) files if anyone wants to have a go at getting this to work:

http://www.mediafire.com/?sharekey=026019724dca724b8d78a0e555291609e04e75f6e8ebb871

Regards,

CM
  10:22:53  9 March 2009
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NatVac
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On forum: 06/15/2007
Messages: 4282
Okay, I don't have access to Mediafire files, so someone else will have to answer you, or you can wait for the update to the demo that I'll work on after I get time.*

However, if that call is on line 298 in the ZRP R11 bind_stalker.script, my bet is that you didn't put the entire 19 lines of the show_time() function above the actor_binder:update() function.

Where I said " -- ... stuff", there's code in the file that I didn't show.

Get some patience, guy, and I mean right now! (Twist on old joke.)

___________
*Heh; in the game I've already got time speed up and time slow down, as well as time speed query, and it's okay to save at any speed because you can restore the time to the setting you want whenever you want. But you can starve to death in speedup, or die in slowdown because your stamina takes 10 to 100 times longer to recover, so I'm thinking of not releasing it.
  13:50:50  9 March 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
 

Message edited by:
notanumber
03/09/2009 15:36:10
Messages: 2818

---QUOTATION---
But you can starve to death in speedup, or die in slowdown because your stamina takes 10 to 100 times longer to recover, so I'm thinking of not releasing it.
---END QUOTATION---


I think that it should be just as safe as some of the other ZRP debug features
Avoiding death from starvation is easy: just equip any health-restoring artifact (even stone blood) and you won't die.

Other adverse effects of speedup can be NPCs or mutants spawning so frequent that whatever killed them in the first place doesn't walk away far enough and you'll see the cadavers piling up.
  14:53:16  9 March 2009
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BobBQ
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On forum: 07/30/2007
Messages: 3336
Lo and behold, we have timekeeping!
  10:33:03  11 March 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868

---QUOTATION---
*Heh; in the game I've already got time speed up and time slow down, as well as time speed query, and it's okay to save at any speed because you can restore the time to the setting you want whenever you want. But you can starve to death in speedup, or die in slowdown because your stamina takes 10 to 100 times longer to recover, so I'm thinking of not releasing it.
---END QUOTATION---



I love debug features Please release, but maybe have a - hidden - download link on the ZRP website. Hidden so that the hoards of Nymlits can't get to it, but us (semi?) evolved-Nymlits can!

CM
  19:59:44  12 March 2009
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Darius6
The sound guy...
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On forum: 04/05/2007
 

Message edited by:
Darius6
03/12/2009 20:03:29
Messages: 2131
I wanted to ask, may I use this function in the upcoming version of 1154 hud? And if yes, who should I credit for it?
  20:18:02  12 March 2009
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Becquerel
(Senior)
 
On forum: 09/10/2008
Messages: 102
Interesting question. I'm bumping this thread up.
I hope modders will integrate someday a clock into the hud which is round, little and consists of semi-transparent clock image. Depending on the time of day (AM or PM), the passed hours are filled up with red or yellow colour.
  20:29:50  12 March 2009
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Darius6
The sound guy...
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On forum: 04/05/2007
 

Message edited by:
Darius6
03/12/2009 20:30:48
Messages: 2131
Btw, this sort of relates to this: Anyone know how to set the "layering" in the hud elements? I managed to add the clock time to the minimap, but the time display is sort of under the minimap background texture, I'd like to have it on top of it. Not a big problem, but the color of the font sort of "fades" when it's under the other texture.

There must be a file with some sort of "priority", which elements are drawn on top of what.
  06:50:45  14 March 2009
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romulous
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On forum: 12/28/2007
Messages: 1868

---QUOTATION---
I wanted to ask, may I use this function in the upcoming version of 1154 hud? And if yes, who should I credit for it?
---END QUOTATION---



Hi Dairus6,

I posted in your other thread, but yes - you may use it. I would credit bamah. Don Reba should also get a mention for posting the version of the code with spaces for added clarity

Regards,

CM
  14:06:43  14 March 2009
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Darius6
The sound guy...
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On forum: 04/05/2007
Messages: 2131

---QUOTATION---
I wanted to ask, may I use this function in the upcoming version of 1154 hud? And if yes, who should I credit for it?

Hi Dairus6,

I posted in your other thread, but yes - you may use it. I would credit bamah. Don Reba should also get a mention for posting the version of the code with spaces for added clarity

Regards,

CM
---END QUOTATION---



Thanks! Well, I'll just go ahead and credit all of you.
  17:25:39  14 March 2009
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bamah
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On forum: 02/10/2008
Messages: 911
Credit for initial time script

Hi Darius,

Credit Antonium2027, I got the basics from his mod...he deserves the credit on the execution.
Bamah
  14:20:01  11 November 2010
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kkk177
(Novice)
 
On forum: 02/21/2008
 

Message edited by:
kkk177
11/11/2010 14:37:47
Messages: 44

---QUOTATION---
You put the function call in the loop the way I said. The "function call" is the single line I quoted: show_time(). It is the call to the function show_time().

Just put that one line inside the loop block, as I'll show below.

The routine itself is is a separate function. You put it at the same "level" as the other "function xxx() ... end" routines.
__________
function show_time()
    -- ... the contents of the function are here
end

function actor_binder:update(delta)
       -- ... stuff
       if self.next_restrictors_update_time < time then
               bind_restrictor.actor_update(delta)
               show_time() -- put this line here
               -- ... more stuff
       end
       -- ... still more stuff
end

¯¯¯¯¯¯¯¯¯¯
If you declare a function A() inside another function B(), that A() function is not global, it is only accessible in the block where it is placed in B() -- if the language permits this.
---END QUOTATION---



Hi! I`m refreshing this post, can anyone help me? I just try to put this clock on HUD but it don`t work - there is game crash:

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\script_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: ...ow of chernobyl\gamedata\scripts\task_manager.script:210: attempt to index field '?' (a nil value)

All lines in these two files are ok, copied lines to proper place. I have 1.0006 version of the game.

ui_custom_msgs.xml:

<hud_show_time x="90" y="204" width="900" height="100" complex_mode="1">
<text font="graffiti22" r="255" g="255" b="255" a="255" align="l"/>
</hud_show_time>


bind_stalker.script:

.......

function actor_binder:__init (obj) super(obj)
self.bCheckStart = false
self.weather_manager = level_weathers.WeatherManager()
self.actor_detector = xr_detector.actor_detector()
end
----------------------------------------------------------------
function show_time()
local hud = get_hud()
...........
end
----------------------------------------------------------------
function actor_binder:net_spawn(data)

.........


function actor_binder:update(delta)
object_binder.update(self, delta)
............
if self.next_restrictors_update_time < time then
bind_restrictor.actor_update(delta)

-- Time display for in game mini map
show_time()

self.next_restrictors_update_time = time + 200

task_manager.actor_update()
end

..........

Thanks
  12:35:17  12 November 2010
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romulous
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On forum: 12/28/2007
 

Message edited by:
romulous
11/12/2010 12:46:49
Messages: 1868
Hi kkk177,

Could you zip up both ui_custom_msgs.xml and bind_stalker.script and upload them somewhere so I can take a look at them? When we did this originally, I found that the bind_stalker.script especially was very picky about where you added the extra lines. Add it in the slightly wrong spot, and game would crash every time. I have a working version here, but only for 1.0005, and I don't know if either of those files changed with the 1.0006 patch.

Edit: Here is a working version for 1.0005, you might want to try it. Apart from the time, the files are vanilla. I do have a 1920x1200 resolution on my monitor, so if you have something less, you may need to adjust the position in ui_custom_msgs.xml so it actually displays on your screen
http://www.sendspace.com/file/3v63ir
  00:33:14  28 November 2014
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Hegel
(Novice)
 
On forum: 11/17/2013
Messages: 45

---QUOTATION---
Btw, this sort of relates to this: Anyone know how to set the "layering" in the hud elements? I managed to add the clock time to the minimap, but the time display is sort of under the minimap background texture, I'd like to have it on top of it. Not a big problem, but the color of the font sort of "fades" when it's under the other texture.

There must be a file with some sort of "priority", which elements are drawn on top of what.
---END QUOTATION---



Hi, did you ever sort this out?
  18:25:20  5 December 2014
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ThunderFreak
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On forum: 08/07/2009
 

Message edited by:
ThunderFreak
12/05/2014 18:29:21
Messages: 685
There is no need to change anything in the bind_stalker.script file.
This is the function I coded for the Invasion mod.
class "uhrzeit"
function uhrzeit:__init()
	self.time = show_ui("show_time"):wnd()
	show_ui("show_time_blink")
end

function uhrzeit:update()
	self.time:SetText(string.format("%02d %02d",level.get_time_hours(),level.get_time_minutes()))
end
local zeit = uhrzeit()

function show_ui(item)
	local hud = get_hud()
	local gcs = hud:GetCustomStatic(item)
	if gcs == nil then 
		hud:AddCustomStatic(item) 
		gcs = hud:GetCustomStatic(item)
	end
	return gcs
end

function show_time()
	zeit:update()
end

To show the time on the hud call the function show_time()

In the ui_custom_msgs.xml you have to add the following lines
	<show_time x="395" y="0" width="225" height="39">
		<texture x="750" y="0" width="225" height="39">ui\ui_hud</texture>
		<text font="graffiti32" x="87" y="6" r="240" g="217" b="52" a="255">00 00</text>
	</show_time>

	<show_time_blink x="405" y="0" light_anim="ui_slow_blinking_alpha" la_cyclic="1" la_texture="0" la_text="1" la_alpha="1">
		<text font="graffiti32" x="100" y="3" r="240" g="217" b="52" a="255">:</text>
	</show_time_blink>

This works for me and the Invasion mod.
  16:39:12  6 December 2014
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1975
Hello ,Sir

Thank you for all informations you give us.
I search a little to discover your mod Invasion,because I saw great screens and old videos.
But unfortunately,due the time ,seems no links ok actually for the mod.
I found a great discuss on Deutsh Forum,but all links fails.

http://www.computerbase.de/forum/showthread.php?t=409713

Can you have the desire and the possibility to share a link for

INVASION.MOD_v1.3.2.7z for example?

Thank to you.
Cheers
  22:09:09  7 December 2014
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ThunderFreak
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On forum: 08/07/2009
Messages: 685
In my last post I was talking about the Invasion 2 mod and this one of the functions, but I am afraid to say that this mod will never be released because Atonium2027 disappeared without a trace.
Invasion mod 1.3.3 I can upload for you on my dropbox even the Project Invasion mod if you like. Project Invasion is the alpha state of Invasion 2.
  22:59:26  7 December 2014
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1975
Hello

Ah thank you for your answer and the precision.
I don't know that.
And yes ,I would be very happy to test first the invasion mod 1.3.3 and also Project Invasion .
Thank you very much Sir!

Best Regards
  01:06:45  21 December 2014
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ThunderFreak
Senior Resident
 

 
On forum: 08/07/2009
Messages: 685
This is Invasion 1.3.3 https://www.dropbox.com/s/s0re0mwc74x04mm/invasion.mod.v1.3.3.7z?dl=0
and this is Project Invasion https://www.dropbox.com/s/78abg1c54md5bpw/gamedata.7z?dl=0
  11:06:38  21 December 2014
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1975
Hello

Thank you very much Sir!

It's really great to share these mods and I am pleased to discover them.
Thank you again.
  11:16:33  21 December 2014
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8123
Thanks a lot Thunderfreak,
  13:02:09  21 December 2014
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1975
Launch perfect,good to discover new options ,beautiful graphics and good weapon at start!
Thank you so much for sharing,it's a great pleasure for me to test old unknow mod!
Like a christmas gift!

I'm very happy to start it!

Launch perfect at first time.
Seems work perfect in 1.005 ?(I read only 1.004?)

I look forward to discovering dynamics anomalies!

http://i.imgur.com/A0YzNUZ.jpg

http://i.imgur.com/QuvmixP.jpg

http://i.imgur.com/vJ0ma32.jpg

http://i.imgur.com/OkSgwPu.jpg

http://i.imgur.com/UYaOw89.jpg

http://i.imgur.com/l5gVUY6.jpg

http://i.imgur.com/HW9RmPy.jpg

Perhaps it will be great you create a topic on this great mod?
If we want to discuss or share screens,tips...

I so only on GSC the topic Magazine System Mod.

List of contains and credits of the mod:

xstream's AI Pack
Red75' Anomaly Evader
Rulix' aka Bak's AI Pack
ABC Medkit by Russao
Dunin's Ammo Repack
OGSM Blowout by Dexx
Sky4CE' Shader
Vintar's Outfitchanger script
Rotting corpses by unknown
OGSE Night script from Kamikaze
Treasure Manager from ZRP
Stalker Suit skin from Stooe
Absolute Nature SoC v1.3
Structure Addon

Have a good sunday!
Cheers
  20:10:30  21 December 2014
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ThunderFreak
Senior Resident
 

 
On forum: 08/07/2009
Messages: 685
The mods are running with patch 1.004. Project Invasion I tested with 1.005 as well.
In Project Invasion to have the M82 and an Exo is from my last tests and should not be for the regular game start.
 
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