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Changing Loadscreen

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  21:09:36  30 October 2011
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ThunderFreak
Senior Resident
 

 
On forum: 08/07/2009
Messages: 685
Changing Loadscreen

I try to change the load screen like it is with CoP.

But I got stuck, if I am using the FS functions.

What I did so far, is

local f = getFS()
f:file_delete("$game_textures$","ui_load.dds")
f:file_copy("new_load.dds","ui_load.dds")


When I run this script, nothing happens. Neither the original DDS file is been replaced nor an error message is logged.

Also the original load isn't deleted.

I suppose I am using the FS functions in a wrong way. Any idea how can I handle this?
  21:31:01  30 October 2011
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890
Welcome back man, That first.

And, why do you want to have a new texture? i mean, why not modify the already existent ui_load.dds? What exactly do you want? The full screen images like in CoP?
  16:01:10  31 October 2011
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ThunderFreak
Senior Resident
 

 
On forum: 08/07/2009
Messages: 685
Thanks, man.

My idea behind is, that when I load a saved game load screen 1 is shown. Next time when I load a game another screen is shown, and so on. The dds files for the load screen are choosen randomly.
  16:33:24  31 October 2011
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Meltac
messing with code
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On forum: 01/21/2010
Messages: 1519
I'm not sure if this is a solution for you, but there's a mod (I think I saw it on AMK forums) that shows a random loading screen out of a serie of possible screens (for each level).

I think they use animated DDS, and they wanted to create an animated loading screen but the animation sequence is not played correctly so that the result is a randomly chosen screen. You may want to check this out prior to re-invent the wheel
  17:23:35  31 October 2011
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
I'm not sure if this is a solution for you, but there's a mod (I think I saw it on AMK forums) that shows a random loading screen out of a serie of possible screens (for each level).

I think they use animated DDS, and they wanted to create an animated loading screen but the animation sequence is not played correctly so that the result is a randomly chosen screen. You may want to check this out prior to re-invent the wheel
---END QUOTATION---



Dont do this!

i on purposely removed it from ppx, it will make loading slower, and it will do a random dds yes, but when the game is on "client: Synchronizing" all the screens are played (what i mean, they all get loaded in that last second before you jump in game, looks rather silly..)
  17:45:36  31 October 2011
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519

---QUOTATION---
Dont do this!

i on purposely removed it from ppx, it will make loading slower, and it will do a random dds yes, but when the game is on "client: Synchronizing" all the screens are played (what i mean, they all get loaded in that last second before you jump in game, looks rather silly..)
---END QUOTATION---



Sorry, but I disagree. Sure, it's a question of taste if you like it or not. But I think you should leave it up to the respective modder whether he wants to use it or not.

Me personally, I'm using that mod all the time 'cause I really got sick of watching always the same lame loading screen while waiting for my savegame to load after a small change it one of my scripts or config files. Thus, at least I got a little variety while waiting
  18:20:56  31 October 2011
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Dont do this!

i on purposely removed it from ppx, it will make loading slower, and it will do a random dds yes, but when the game is on "client: Synchronizing" all the screens are played (what i mean, they all get loaded in that last second before you jump in game, looks rather silly..)

Sorry, but I disagree. Sure, it's a question of taste if you like it or not. But I think you should leave it up to the respective modder whether he wants to use it or not.

Me personally, I'm using that mod all the time 'cause I really got sick of watching always the same lame loading screen while waiting for my savegame to load after a small change it one of my scripts or config files. Thus, at least I got a little variety while waiting
---END QUOTATION---



Its not about taste mate, its about the buggyness of the loading of the DDS files, on the last second, even on my system, what is [retty high end if you ask me, the texture file clips. It does show another screen everytime, but it loads ALL THE OTHERS in one second just before jumping in game, what looks goofy. i cant show what i mean because i cant record when loading...
  18:26:12  31 October 2011
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ThunderFreak
Senior Resident
 

 
On forum: 08/07/2009
Messages: 685
Like Meltac said, I don't wanna watch always the same boring load screen.
I also don't wanna use animated dds file just static ones. It should be possible.
Meanwhile I found out what was wrong that the original ui_load.dds file wasn't deleted. Wrong path.
But to copy the new dds file as the load screen I still get stuck. I don't know how to use the FS functions. I tried to copy with this function:
- getFS():file_copy(string, string)
Someone knows how to use this function?
If I can get this function running, then it is not a big deal to have changing load screens.
  18:31:10  31 October 2011
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519

---QUOTATION---
It does show another screen everytime, but it loads ALL THE OTHERS in one second just before jumping in game, what looks goofy.
---END QUOTATION---


But that is a question of taste, because I don't matter much about that effect but you do (you could call it a bug if you like...). For me, it's far from being an ideal solution, but IMHO it's still much better than seeing always the same screen when loading.

...besides...keeping me busy might be a good way to deal with my impatience (while watching the DDS before the game comes up)
  20:22:04  31 October 2011
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Lijenstina
Doom metal in the shade of the flying radiators
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On forum: 07/23/2005
 

Message edited by:
Lijenstina
10/31/2011 20:22:37
Messages: 1902
I've tried experimenting with huds called from the load script it kinda worked but the level.present check gets triggered too early so you could see the player spawning and rotating to the saved view direction.
 
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