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STALKER: ShoC Uncut 18 [MOD WIP]

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  10:47:03  27 March 2012
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8265
Thankyou very much.
  13:05:25  27 March 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1991
Hello

I do not know how to thank you for that ,...yet!So :
Thank you so much,Sir.

I translate all files in French with the help of unpack files .
Still a little work on the two big files dialogs escape .
I compare also with the russian files of build 2571.

I Put the Meltac shaders,somme better texture,scope...a lot of little details to make a gamedata ...in french we say "aux petits oignons!" ,with all my prefer little modifications to first enjoy such a mod and to play enterely the game in the best possible conditions.
It's so great!

Next I will learn in SDK,the ai map of DarkScape,DeadCity to see how is your ai map,ai graph ,spawn....
a wonderfull tool to learn many things.
I'm always really admiration for your integration of the build maps you put in the gamedata.
I have a stand alone of the DeadCity map,but how is fantastic here to play with all the maps together.

Many things to see and test...
Grace to you and your generosity.
Thank you so much again for share me this wonderfull work.
Very appreciate also the debug tool.
I am so grateful once again to you.
I'm so happy!

Have a good day,Sir
Soon

Olivier
  22:51:32  27 March 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
Messages: 1432
Thanks Bangalore, I got your email and have just downloaded all the parts Hopefully integration into TK won't be too painful but it'll have to wait for now sadly
  10:10:25  28 March 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1159
The mod is written for 1.0005 patch.

About map integration and level editor, there are some threads around.

Im now just enjoying some mods, and waiting for Stalker2, but I will be still around, and maybe i can help with sharing experiences with the SDK, level editor and such tools.
  11:44:57  28 March 2012
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cobra428
Senior Resident
 

 
On forum: 04/04/2007
Messages: 156
I would like to try the mod also.
  14:17:48  29 March 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1991
Hello

I will be still around, and maybe i can help with sharing experiences with the SDK, level editor and such tools.

Thank's again for all your share and for all the help with the SDK.
I have learn so many things wiht all your advices!

So ,sorry I still have a question!

I have the complete gamedata of the mod fully functional with the SDK.
I can see all levels ,spawn,ai ,level changer...so really fantastic to see that.
(to learn and because all the settings are ok!AImap,graph...a model to study to see how do the things).

I wonder if it is possible to remove one level (or some levels there after) ,to have only the maps that I want.
I like to know if it is possible to keep only some maps from a gamedata.

Again here ,I do not know exactly the sequence of steps to do.Where to start?
Could you give us an explanation (even summary or short-I don't want to waste your time) of the steps to do to remove for example ,one level?
Can we delete with the acdc.pl the spawn we don't want,delete the level changers,modify the ltx accordingly?
Perhaps we don't need the SDK ?Since everything is good in SoC, it is not a multi map to convert...
Can you tell me a little more on this idea,to remove one level ?

(Not escape of course (start of actor),but in time my object will be to make a game with only Escape, Garbage, DarkValley ,DarkScape and Deadcity).

On my single level of DeadCity,I change the position of the actor in the beginning,(not in prison with the doctor) but just with the mission to rescue him.
Change the starting inventory ,hide some good deals starting not far from the spawn point....
It will be good to learn and mod not all the map but five is large enough for me to begin!

Thanking you for all the help provided throughout your posts,always.

Also excuse me as if this post is not well placed, but as it concerned the gamedata modding this, and I don't want to create a new topic!
I was not sure where to put ... but do not worry I will erase if it goes wrong.
Thank you.

Cheers
  21:58:02  29 March 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
03/29/2012 22:12:53
Messages: 1159
Hi,


---QUOTATION---
I wonder if it is possible to remove one level (or some levels there after) ,to have only the maps that I want.
I like to know if it is possible to keep only some maps from a gamedata.

Again here ,I do not know exactly the sequence of steps to do.Where to start?
Could you give us an explanation (even summary or short-I don't want to waste your time) of the steps to do to remove for example ,one level?
Perhaps we don't need the SDK ?Since everything is good in SoC, it is not a multi map to convert...
Can you tell me a little more on this idea,to remove one level ?
---END QUOTATION---



There are surely more ways to remove levels from a mod pack, but i don't know too much 3rd party tools, and i never used them.
Plenty of russian tools are out there to edit or link graph points etc., but you have to explore these, i can't help you with them.

I only learned the "official way" (the boring converter-level editor-xrAI tool trinity), so i would do this, if i would remove a level from the uncut mod without the source files:
- copy vanilla 1.0005 gamedata to SDK gamedata
- copy the content of the uncut gamedata\levels folder over the SDK gamedata\levels
- update level.spawns: copy uncut's config folder, game.graph and all.spawn over the SDK gamedata, and split the all.spawn with universal acdc
There is a decent universal acdc tool (Lijenstina found and posted it), which can scan a mods config folder and game.graph, and it can split the mods all.spawn to level.spawns - i tested it, works like charm
http://narod.ru/disk/37739273001/un_acdc_1_27_15_01_2012.7z.html
- if you want to work with the levels in the level editor, grab a map converter, and convert back all the mod's maps to LE scene (AFTER you updated the level.spawns) - if the mod's maps has vanilla-compatible level.spawns, the converter will not crash when it decompiles the level.spawn to spawn.part
- delete or comment out (with semicolon) the undesired map names from the game_levels.ltx and from the game_graphs.ltx
- run the 2 command on xrAI: first make a new game.graph and then make a new all.spawn
- maybe you'll need to delete the unused level changers in LE, if xrAI crashes


---QUOTATION---
Can we delete with the acdc.pl the spawn we don't want,delete the level changers,modify the ltx accordingly?
---END QUOTATION---



The map's level.graph will be still included in the global game.graph, despite you delete the level changers and the whole level.spawn from the all.spawn. The other thing, that the AI still will have exits via graph points to the cutted out map, and this can make things weird.
But I never tried this, you must to test it for yourself.
  23:37:24  29 March 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342

---QUOTATION---
There are surely more ways to remove levels from a mod pack, but i don't know too much 3rd party tools, and i never used them.
Plenty of russian tools are out there to edit or link graph points etc., but you have to explore these, i can't help you with them.
---END QUOTATION---


I do have a tutorial I made for doing this using 3rd party tools, and I would have it up on the Mod Wiki, if the f**king thing would save my f**king page changes and creates!
  23:47:40  29 March 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1991
Thank you for all the good ideas that you mentioned!
and the plan of organization of tasks.
I will try to performe manipulations indicated :
I will test to remove just one level for start,and see... what happens

So,this week-end I try to


- copy vanilla 1.0005 gamedata to SDK gamedata
- copy the content of the uncut gamedata\levels
- update level.spawns:
-- copy uncut's config folder, game.graph and all.spawn
-- split the all.spawn with universal acdc (new for me ,I will look)
- delete
-- the undesired map names (game_levels.ltx ,game_graphs.ltx
-- delete the unused level changers
- make a new game.graph and then make a new all.spawn


It will be nice to choose which maps we want for a mod!

(But still ,lots of unknowns :
no more transfers between maps? crash?
do i must delete quests about the map I remove (crash or not, if i don't modify) ).I will see later.


I'm actually being very happy to appreciate ,see and try to modify some things of this wonderfull work you do.

Thank you to show me the possible steps to follow my idea! (perhaps you remember one of my first message when i said you :

My ideal and the dream would be for me to relate (in my idea) a mythical moment of Stalker that I managed to see only in build 2571!
Make a gamedata ,containing an old Cordon (ESCAPE) like in Build 1842, old Garbage ,Dark Valley and of course –one of the best map I ever seen - DarkEscape!
And you help me to believe again in this project...
So , I 'm very grateful to you for that,also !

Good night!
  20:16:16  25 February 2015
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LoneGamer88
(Novice)
 
On forum: 05/03/2014
Messages: 34
Can you send me a link if you still have this?
 
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