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NS Dmx any version but db format ?

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  01:56:25  13 August 2013
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reactor4
(Senior)
 
On forum: 04/23/2013
Messages: 55
NS Dmx any version but db format ?

Is there any narodnaya solyanka that i can install in db format (excluding stalkersoup) ? I tried repacking but it didnt really workout
  23:24:11  15 August 2013
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302
What didn't work out? Was the gamedata folder too large? Just split the gamedata into sections about 1/2 GB in size: Move subdirectories into separate dbn directories, with n being a letter greater than the last letter used for your existing gamedata.db* files. Let's say that the last gamedata file is gamedata.dbe. You can use 'f', 'g', etc. You can even just use a single letter and add numbers: dbf0, dbf1, dbf2, and so on.

Copy levels\ into dbf0\, split textures\ and put half of textures\ in dbf1\textures\ and the other half in dbf2\textures\. Copy config\ and scripts\ into dbf3\.

Then pack the individual directories into the corresponding gamedata files: dbf0\ is packed into gamedata.dbf0, dbf1\ is packed into gamedata.dbf1, and you get the idea.

You could also use dbf\, dbg\, dbh\, and dbi\ if you wanted.

Just make the encryption match your game. For WW and US, use -2947ww for the converter. (This is SoCPUP's default; to pack dbf0\ into gamedata.dbf0 in WW/US format, just run "SoCPUP dbf0" in a DOS command window.)

You might want to keep the scripts\ and config\ directories unpacked in the normal gamedata if you want to make changes or troubleshoot your game.
  02:59:16  18 August 2013
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reactor4
(Senior)
 
On forum: 04/23/2013
Messages: 55

---QUOTATION---
What didn't work out? Was the gamedata folder too large? Just split the gamedata into sections about 1/2 GB in size: Move subdirectories into separate dbn directories, with n being a letter greater than the last letter used for your existing gamedata.db* files. Let's say that the last gamedata file is gamedata.dbe. You can use 'f', 'g', etc. You can even just use a single letter and add numbers: dbf0, dbf1, dbf2, and so on.

Copy levels\ into dbf0\, split textures\ and put half of textures\ in dbf1\textures\ and the other half in dbf2\textures\. Copy config\ and scripts\ into dbf3\.

Then pack the individual directories into the corresponding gamedata files: dbf0\ is packed into gamedata.dbf0, dbf1\ is packed into gamedata.dbf1, and you get the idea.

You could also use dbf\, dbg\, dbh\, and dbi\ if you wanted.

Just make the encryption match your game. For WW and US, use -2947ww for the converter. (This is SoCPUP's default; to pack dbf0\ into gamedata.dbf0 in WW/US format, just run "SoCPUP dbf0" in a DOS command window.)

You might want to keep the scripts\ and config\ directories unpacked in the normal gamedata if you want to make changes or troubleshoot your game.
---END QUOTATION---



So i packed all of them like gamedata.dbf01 to gamedata.dbf11 each of them are 3-4 kb to 1 gb and 2gb , total 12 gb but im getting this crash right away without starting the game


FATAL ERROR

[error]Expression : wave&&wave->length()
[error]Function : CSoundRender_Source::LoadWave
[error]File : E:\stalker\sources\trunk\xrSound\SoundRender_Source_loader.cpp
[error]Line : 65
[error]Description : Can't open wave file:
[error]Arguments : f:\program files (x86)\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\sounds\material\human\step\t_water3.ogg


stack trace:
  08:34:26  20 August 2013
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302
I meant using 1/2 GB (one-half gigabyte, 0.5 GB) per gamedata.dbfXX file, reactor4, not 1 or 2 GB. Although I'd expect 1 GB files to work some of the time, I don't know if the larger packed files are correctly read by the game engine. It would be better to keep the file sizes small until you get it working.

Also: If the mod has that sound file, another possibility is that the internal paths in the packed gamedata.dbf* files are not valid.

Check them with SoCPUP -ro -dir list gamedata.dbfXX where "XX" are 01, 02, etc.

You should see stuff like this:

fs_ro: writing list\textures\...

and

fs_ro: writing list\sounds\material\human\step\...

The "list" folder is a fake placeholder. The path shown is a valid one for the gamedata.dbfXX file holding the t_water3.ogg sound. Compare your listing with the ones above, or with listings of the vanilla gamedata.dbX files. (See the documentation for details on how to redirect the output to a file with "2>filename.txt"). If you have a "gamedata" in there somewhere, it's wrong.

(I see a need to create a simple directory listing, something like SoCPUP -list gamedata.dbf01 to display the contents. Maybe I can add that later.)

Finally, 12 GB of data is an awful lot, especially since it is on top of the original 5.7 GB of gamedata.dbX files. It should still work, but it might not be fast. There is probably a lot of redundant files that could be removed for optimization later.
 
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