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add Stalker Map Pack to FreePlayStart

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  02:05:09  6 March 2011
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Muad'Dib
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On forum: 01/24/2011
 

Message edited by:
Muad'Dib
03/06/2011 12:00:12
Messages: 421
Hello,

I'm french, and it's my first post here, sorry for my very bad english.

I'm working about a merging between the Stalker Map Pack (with all addons), and the FreePlayStart mod.

Firstly, i created a little patch to correct the Stalker Map Pack (one bug, missing textures for map/map_swamp and map/map_yantar_old, location of this maps in the pda).

Next, i merged the all.spawn and the freeplay.spawn in a single file to conserve all stalker map pack levelchangers and spawn, and i merged 12 files of the two mods.

After many crashes and corrections, i have this:

Creating new game...
* Creating new game...
* Loading spawn registry...
* 11479 spawn points are successfully loaded

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::Load
[error]File : E:\stalker\patch_1_0004\xrCore\Xr_ini.cpp
[error]Line : 236
[error]Description : <no expression>
[error]Arguments : Duplicate section 'pt_move_if_reject' found.


In my opinion, i have two identical pt_move_if_reject in the way_xxx.ltx files, but with differents coordinates.
My problem, i don't know what pt_move_if_reject...

Apart a manual methode (read back the files), what can i do?

It's a simple bug about levelchanger, but with many files, it's a big problem for me.


Off topic, i'm searching acdc.pl for Narodnaya mod, or Lost World Condemned, but i don't find it. Can you help me please (links, website or address of developpers)?

Thank for your attention

Borovos
  06:18:55  6 March 2011
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Vintar
a bit of this and a lot of that
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Are the two conflicting spawn points in the same level_changer section?
  10:36:21  6 March 2011
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Robberbaron
Bangalore
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On forum: 08/06/2009
Messages: 614
; cse_abstract properties
section_name = level_changer
name = exit_to_garbage_01
position = 29.34641456604,16.5561962127686,686.241638183594
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = 1
distance = 7
level_vertex_id = 309788
object_flags = 0xffffff3e
custom_data = <<END
[pt_move_if_reject]
path = esc_way_if_reject
END
story_id = 91

; cse_shape properties
shapes = shape0
shape0:type = box
shape0:axis_x = 2.22939944267273,0,0
shape0:axis_y = 0,4.83859968185425,0
shape0:axis_z = 0,0,2.22939944267273
shape0 ffset = 0,0,0

; cse_alife_space_restrictor properties
restrictor_type = 3

; cse_alife_level_changer properties
dest_game_vertex_id = 253
dest_level_vertex_id = 209876
dest_position = 36.4117431640625,0.481237411499023,-305.824523925781
dest_direction = 0.0111562451347709,-0.000250374461757019,0.0224392339587212
dest_level_name = L02_Garbage
dest_graph_point = start_actor_01

This is the escape-garbage level changer from alife_l01_escape.ltx.

Check all your alife ltx-es, somewhere a level changer have duplicate section. pt_move_if_reject defines the waypoint, to where the actor is relocated, if level change is refused.
  11:59:52  6 March 2011
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Muad'Dib
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On forum: 01/24/2011
 

Message edited by:
Muad'Dib
03/06/2011 12:46:02
Messages: 421

---QUOTATION---
Are the two conflicting spawn points in the same level_changer section?
---END QUOTATION---




---QUOTATION---
Check all your alife ltx-es, somewhere a level changer have duplicate section. pt_move_if_reject defines the waypoint, to where the actor is relocated, if level change is refused.
---END QUOTATION---



Thanks for yours responses.
I undertstood that is pt_move_if_reject.

My problem is that i don't know where it's the duplicate, in the same level_changer section, in the same file or not! The log file doesn't help me.

I merged 18 alife_xxx.ltx files and 18 way_xxx.ltx files (vanilla maps). I search a method to screen them, or to find my error.

I have approximately 70-80 levelchanger, it's a big work to manually control them.

In french, we say: "chercher une aiguille dans une meule de foin"

I return

Thank you again

EDIT: It's GOOD! A little error in alife_l01_escape.ltx! My fault!
And the merge is ok, i can use the freeplay and go to atp, red forest and more! I'm so happy

But, I have one ctd when i speak with pnj and request a mission (with the 2 factions tested, neutral or monolith):

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\patch_1_0004\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:339: bad argument #1 to 'pairs' (table expected, got nil)

But it isn't a big problem for the moment.
I can work! Spawn anomalies or mutants in many maps!

Thanks
  11:55:29  10 June 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
Hello,

I'm here now for one another problem.

I want introduced spawn in some empty maps, as jup, zat, deadcity and all, delete npc...

I want to take some mutants, anomalies or items, no npc, in different all.spawn.

I have no problem to decompile/compile all.spawn files from many mods as freeplaystart, stalkermappack, LWR, LWC, Armagedon, OldStoryLine mod, Secret Tail, Amk...
And merge that i want.

But, i'm stuck with NLC6 or Soljanka!

I have always the same log:
data left in av_pesh_zone_ogon_strong1 at C:\perl64\bin\acdc.pl line 2396

And line 2396 is simply:
$packet->length() == 0 or die "data left in $self->{cse_object}->{name}";

I saw the zone_ogon.ltx. For me, it's an anomly. I all tested in
package alife_object;
use strict;
use stkutils::data_packet;
use constant section_to_class => {
ogon => 'se_zone_anom',
zone_ogon_weak => 'se_zone_anom',
amk_ogon => 'se_zone_anom',
amk_ogon_strong => 'se_zone_anom',
zone_ogon => 'cse_alife_anomalous_zone',
zone_ogon_average => 'cse_alife_anomalous_zone',
zone_ogon_strong => 'cse_alife_anomalous_zone',
zone_ogon_weak => 'cse_alife_anomalous_zone',
av_pesh_zone_ogon_strong => 'se_zone_anom',
av_pesh_zone_ogon_strong1 => 'se_zone_anom',
et cetera......
......


I'm lost! I don't understand what is this zone_ogon, and how open this all.spawn!

Can you help me please?

I don't find information about "zone_ogon", nor here, not on russians forums!

For information:
I use acdc.pl file provided with stalkermappack, and i use ggtool to check game.graph...

Thks for your attention
Borovos
  14:16:08  10 June 2011
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Taffy
Barely leaves the Cordon...
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On forum: 03/19/2009
Messages: 672
Amazing idea Borovos, would love to play this mod (being a fanatic about xiani's freeplay start.)
Hang in there.
  14:23:03  10 June 2011
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Roadkilll
Merc
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On forum: 05/27/2011
Messages: 1307
Thats great mod, it should be modified lil more.
Keep up
  16:59:10  10 June 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
Thk for encouragement!

To make a report, know:
- smp and fps are merge, it's ok.

- fps present one major problem, when i speak with npc to obtain a general quest, i obtain this crash:
[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\patch_1_0004\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:339: bad argument #1 to 'pairs' (table expected, got nil)


I don't know if a patch is for it? i use fps en_v0_99x22 version.

Smp present some default, missing textures, missing level_changer, maps with no spawn:
=> missing textures problem is corrected (but i don't test warlab map)

=> 40% of empty level_changer are created; i want it:
http://uppix.net/a/2/c/27098361ed35cb1a740de9038d509.jpg
It isn't difficult, but, it's long to collect coordinates, introduce spawn, test it....

=> spawn statut in different levels (mutants, anomalies, npc):
Atp_for_test_22 : mutants only
av_peshera : OK
aver : OK
cs_agroprom_underground : empty
dead_city : empty
generators : Ok
hospital: empty
jupiter : mutants only
jupiter_underground : mutants only
soc vanilla level : ok
limansk: empty
lost-village :empty (one unhappy npc)
marsh : ok (LWR spawn use)
peshera : ok
predbannik k
pripyat : mutants only (LWR spawn use)
puzir : ok
red_forest : ok
warlab : i don't know
zaton :mutants only (LWR spawn use)
swamp_old: empty
yantar_old: mutants only (LWR spawn use)
garbage_old: mutants only (LWR spawn use)

Open soljanka all.spawn can really help me to introduced spawn in empty level.
If you know where i can found the good acdc tools, or if you know how correct my problem, i'm a happy man!

About anomalies, i think that LWR and other mod use script, no all.spawn. Shame. I don't like merge script files....i'm not programmer

That's it.

PS: if i can (it's not sure), i would like customize maps in LE, introduced Darskcape, and Factory.
  17:44:20  10 June 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6340
I can contribute a Darkscape map I picked up from somewhere, if you want. Also, I think the Predbannik map is upside down, unless the entire level has been rotated 180 degrees.
Also, out of curisoty, where did you obtain the enlarged global map, old Garbage, Yantar, Swamps and Predbannik map textures?
  19:40:59  10 June 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421

---QUOTATION---
Also, out of curisoty, where did you obtain the enlarged global map, old Garbage, Yantar, Swamps and Predbannik map textures?
---END QUOTATION---


For global map, i took it in NS DMX 1.3.2 or LWR mod, i don't remember.

For old map textures, in different soc mod (DMX, LWR, TT2...) for some, and in game for other.
In console ², you write:
demo_record 1

You can to fly above the map, look down, take a serie of screenshot with F12, or simply press F11 to obtain a full map view in tga format.

For example, garbage by night, so dark, firecamp...obtain with F12:
http://uppix.net/d/7/e/ae2a0f781774f17d6f465567b91a3.png

Here, we can see a part of the hud, but it's cause by smp/fps merge.
I don't have this problem in smp only, in vanilla, or with other mod.


---QUOTATION---
Also, I think the Predbannik map is upside down, unless the entire level has been rotated 180 degrees.
---END QUOTATION---


I know it. I pain for place correctly maps in global map. I'll correct all later.
It's a finishing, as adding textures mods, not?
(en français, ce sont des "finitions"


---QUOTATION---
I can contribute a Darkscape map I picked up from somewhere, if you want.
---END QUOTATION---


It will be an honor for me (Presky mod for cs, no?).
Sorry, i don't understand what you mean by "contribute".
Do you would work with me about it? Or do you would to give me darskcape files or a link to download it?

For the moment, i work alone. And this project is too young.
I hope you understand that.

My priority is to open Soljanka all.spawn (i pray for that), finish Levelchanger, and correct bug with freeplaystart quest.

Next, all is possible.
  02:42:24  11 June 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6340
Ah, thanks. SoC, the Stalker game where Demo Record + F11 actually works.


---QUOTATION---
I can contribute a Darkscape map I picked up from somewhere, if you want.

It will be an honor for me (Presky mod for cs, no?).
Sorry, i don't understand what you mean by "contribute".
Do you would work with me about it? Or do you would to give me darskcape files or a link to download it?

---END QUOTATION---


In this case, contribute means I'll send you the files, or give you a link. I just need to do a little digging around and see if I can find it. It works on SoC v1.0004.
And yes, I did make the PreSky mod for CS (if that is what you were asking)
  11:42:13  11 June 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
Attention, not "Demo Record", it's "demo_record 1" in the console, an next, you can use F11.
I didn't test it in CS or CoP.

I use too "rs_stats on" command, but it isn't good to obtain coordinates in game. I have x, y, z position but i don't found level_vertex_id and game_vertex_id.

Big thank for Darkscape!
I'm waiting anxiously (i don't no if it's the good word for "impatience" .
If you prefer, you can contact me by email.

Darkscape on Soc 1.0004, very good, it's that i use for smp/fps!

In this case, i have a question about game.graph.
I know use ggtool to open it, but how create or modifie a game.graph file? I can make it with the sdk?

To implement a new map, i need:
"level" folder with all darskcape level files (you give me it)
"textures" for the level (i think it's with your files or link)

game.graph file with all level list (i need to create it)
game_levels (i can review it)
game_maps_single file (for pda, i can change it)
all.spawn (i can create it and review my acdc.pl tool)
map description in config/text/fra or eng for the pda
scripts/bind_stalker.script (i can change it)

It's all, or i forget something?

The little french modder is so happy
Thanks!!!
  11:51:59  11 June 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6340
I know, I've used demo_record every game session for one thing or another.

It uses default SoC textures, the only ones you will need will be the pda map and loading screen, which I have both of. I can't remember if they are present in SoC's gamedata or not. Apart from that it has everything you need. A nice, big empty map perfect for new ideas to take root and grow.
I'm going out for a bit, catch up with family, so I'll send everything when I get back.

I'll also send the ggEditor and ggTool as well, so you can merge the graphs and correctly add it to the all.spawn as well.
  13:03:39  13 June 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
Hello,

I have a unknow crash in Marsh level (to CS):
! Invalid object 'single_player' position. Outside of sector structure.

FATAL ERROR

[error]Expression : index != BI_NONE
[error]Function : CParticlesPlayer::LoadParticles
[error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\ParticlesPlayer.cpp
[error]Line : 87
[error]Description : Particles bone not found
[error]Arguments : bone


stack trace:


I don't undestand it!
I had the same crash in Red Forest level, after i merge alife_redforest.ltx of smp with LWR.
To correct it, i deleted merge file.
But making it, i lost some mutant spawn.

- Next, i have a little crash in Jupiter, i didn't add piece of zombie.
But i can add it simply.

- I have a question about spawn:
I decompile TT2 all.spawn, i open alife_deadcity.ltx, and i'm so happy, i have anomalies spawn etc.
BUT: the game_vertex_id are different for a same thing (light lamp for example)!!!
Is it a problem or not?

Can i delete game_vertex_id in mutant spawn?
I hope.
I'll test it.

- Someone gave me a tool for game.graph.
It's ggrc.pl v.0.6. It's the good tools to create a new game.graph, or not?

I don't test it for the moment.

- Finally, add Darkscape is a very good idea, and i can continue to add level, if it will not be so difficult.
I could add more other levels, as cimetery and all to Fated City mod.
And Factory, and other version to Deadcity (with good underground and a different periphery), or other multiplayer levels.
Maybe.


But (i like this word), i have always the same problem to open NS, NLC6 all.spawn, and a similar bug to open Fated City all.spawn
  19:50:31  13 June 2011
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Hello,

I have a unknow crash in Marsh level (to CS):
! Invalid object 'single_player' position. Outside of sector structure.

FATAL ERROR

[error]Expression : index != BI_NONE
[error]Function : CParticlesPlayer::LoadParticles
[error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\ParticlesPlayer.cpp
[error]Line : 87
[error]Description : Particles bone not found
[error]Arguments : bone


stack trace:


I don't undestand it!
I had the same crash in Red Forest level, after i merge alife_redforest.ltx of smp with LWR.
To correct it, i deleted merge file.
But making it, i lost some mutant spawn.

---END QUOTATION---



THe bones for the particles (anomaly, or something) cannot be found, so the game want to find an entity that doesn't exist...i think its the acid field in marsh and red forest the thermal field, because those dont exist in shoc, but they do in my mod. i can send you my particles.xr? from this mod:

http://www.moddb.com/mods/stalker-particle-paradise

*note, this is a one and only opportunity for you, no one exect me ever had this file, so dont miss-use it.
  21:41:32  13 June 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
Ok Loner, thanks.

Anyway, i'll add particule paradise.
A very beautiful mod, i like it.

Please, can you send me particule.xr file.


Is there anybody to answer me about NS all.spawn and acdc?
  18:32:28  14 June 2011
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
 

Message edited by:
LoNer1
06/14/2011 18:32:51
Messages: 1890
i will search what new textures it all uses (one hell of a job, over ~35 textures newly created or so spread around the maps ) And then i will send or upload it for you ^^ i will send you the link.
  18:47:20  14 June 2011
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Meltac
messing with code
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On forum: 01/21/2010
Messages: 1519

---QUOTATION---
i will send you the link.
---END QUOTATION---



Many ppl in the community would be very happy if you'd share that PP thing with all of us
  18:51:04  14 June 2011
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
 

Message edited by:
LoNer1
06/14/2011 18:57:53
Messages: 1890

---QUOTATION---
i will send you the link.

Many ppl in the community would be very happy if you'd share that PP thing with all of us
---END QUOTATION---



Its still in a BETA stage, particles are a real pain in the ***. I once, didnt compile another little project, and bam, i got corrupted files. So, i need to validate, then compile, and then i need to search for all the new textures the particles use, but those use my tag "pp" so i know they are for pp. But, its in fact just a matter of MB's, but the MOD Particle Paradise, is now 5,04 GB (5.415.291.594 bytes) 10.246 files, 614 maps

Here's a little list of content for it:

---QUOTATION---

;particles = amk_anoms\bold_blast ;ok
;particles = amk_anoms\bold_idle ;ok
;particles = amk_anoms\mincer_blast ;ok
;particles = amk_anoms\mincer_idle ;ok
;particles = amk\_body_tear_blood; ok
;particles = amk\_body_tear_blood_01 ;ok
;particles = amk\_body_tear_blood_02 ;ok
;particles = amk\_body_tear_blood_03 ;ok
;particles = amk\_body_tear_blood_05 ;ok
;particles = amk\_flame_burst_00 ;ok
;particles = amk\_flame_burst_face ;ok
;particles = amk\_flame_burst_hot ;ok
;particles = amk\_flame_burst_line_glow_00 ;ok
;particles = amk\a-03-growing-sparks_00 ;ok
;particles = amk\anomaly_3_00 ;ok
;particles = amk\blow_body ;ok
;particles = amk\body_tear_blood_08 ;ok
;particles = amk\body_tear_blood_zomb ;ok
;particles = amk\burn_attack_flash_test_00 ;scrapped
;particles = amk\electrohimera ; ok
;particles = amk\fire_distort_big_00 ;ok
;particles = amk\firebat ;ok
;particles = amk\flame ;
;particles = amk\fx-06-blue-glow_00 ;ok
;particles = amk\gravity_dust_03 ;ok
;particles = amk\gravity_dust_03_ ;ok
;particles = amk\ice_enter ;ok
;particles = amk\ice_enter_00 ;ok
;particles = amk\ice_enter_small ;ok
;particles = amk\ice_hit ;ok
;particles = amk\laser ;ok
;particles = amk\napalm_drops ;ok
;particles = amk\snow ;ok
;particles = amk\snow_blow ;ok
;particles = amk\snow_blow_accum; ok
;particles = amk\snow_effect_00 ;ok
;particles = amk\zomb_bee ;ok
;particles = amk\zomb_explode ;ok


;;;CoP Anomaly's!

;particles= zones\zone_poison_idle
;particles= zones\zone_radioactive_idle
;particles= zones\zone_steam_idle
;particles= zones\zone_thermal_idle
;particles= zones\zone_toxic_idle

;;UI animations

;anim ="test"
;anim ="test2"
;anim ="test2_blink"
;anim ="ui_quick_blinking_bleed"

;;New particles;;

;particle = anomaly2\teleport_idle_low
;particle = anomaly2\artifact_activation_gravi
;particle = anomaly2\artefact\vodorosli_artifact_normal
;particle = anomaly2\artefact\vodorosli_artifact_strong
;particle = anomaly2\artefact\vodorosli_artifact_weak
;particle = anomaly2\artefact\vodasa_normal
;particle = anomaly2\artefact\vodasa_strong
;particle = anomaly2\artefact\vodasa_weak
;particle = anomaly2\artefact\fire
;particle = anomaly2\artefact\fire_
;particle = anomaly2\artefact\fire_1
;particle = anomaly2\artifact_old
;particle = anomaly2\body_tear_monster_1(to 4)
;particle = anomaly2\medusa_test_dist
;particle = anomaly2\vd_normal
;particle = anomaly2\vd_strong
;particle = anomaly2\vd_weak
;particle = anomaly2\teleport_idle_1
;particle = anomaly2\emi
;particle = anomaly2\rain
;particle = _ecp\anomaly_blackhole
;particle = _ecp\anomaly_fire

;;Copyrighted! please dont steal anything;;

amk\lazor
_ecp\weapon_gow_cog
_ecp\weapon_gow_locust
smog\red
smog\blue
smog\green
nuke\nuke
_ecp\gauss\weapon_gauss_hbk_explosion ;gauss hbk bullet explosion
_ecp\weapon_gauss_hbk ;gauss hbk shoot smoke
_ecp\gauss\weapon_hbk_smog ;gauss hbk shoot
_ecp\weapon_flametrower
_ecp\weapon_flametrower_extreme
_ecp\weapon_flametrower_org
anomaly2\artefacts\fire
anomaly2\artefacts\fire_
anomaly2\artefacts\fire_1
weapons\generic_shells_p90
weapons\generic_shells_pkm
weapons\generic_shells_sniper

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;Anomaly's;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

weapons\generic_shells_shotgun3
weapons\generic_shells_shotgun25
blood_particles\anomaly\dust
anomaly2\clear_sky
anomaly2\planet ;BIG PARTICLE REEEEAAAAALLLLYYY BIIIIG!!!!!! DO NOT TRY OUT~!!!
anomaly2\planet_high
anomaly2\planet_high1
_ecp\anomaly_particle
anomaly2\artefact\artifact_mono ;mono emp artifact
anomaly2\anomaly_emp ;big version of that

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;weapons;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

weapon\generic_weapon10
weapon\generic_weapon_btr
weapon\generic_weapon_controler
weapon\generic_weapon_gauss
weapon\generic_weapon_gauss_pp
weapon\generic_weapon_rg6
_ecp\rk95\weapon_rk95_fire ;rk95 shoot
_ecp\ak74su\shoot1 ;ak74su silenced shoot
_ecp\an94\an94_m1_shoot1 ;an94 m1 shoot, sniper
_ecp\an94\an94_m2_shoot1 ;an94 m2 shoot, assault
_ecp\val_m1\shoot1 ;special val shoot particle
_ecp\weapons\laser_red ;name says all
_ecp\weapons\laser_green ;name says all
_ecp\weapons\laser_blue ;name says all
_ecp\weapons\laser_yellow ;name says all
_ecp\weapons\laser_white ;name says all
_ecp\weapons\laser_extreme
_ecp\groza_m1\shoot1
_ecp\spas12_m1\shoot1
_ecp\anomaly
_ecp\anomaly_dist
heli\heli_00_toxic ;I think you know what this means. (gives "HIGH-Radiation" kind of impact) (edit immunities.ltx, decrease radiation protection!)
heli\heli_01_mix ;Mix of these 2 above and under (gives a "chemical burn" kind of impact) (edit immunities.ltx, decrease chemical burn protection!)
heli\heli_02_emp ;EMP of a heli rocket (gives a "shock" kind of impact, electra shock) (edit immunities.ltx, decrease shock protection!)
explosions\explosion_rpg7_alt ;alternate rpg7U explosion, unique weapon)

Effects v2.0:TOTAL OF 30+ NEW ARTIFACT EFFECTS!

-artefact_ameba ;slug, mica, ?
-artefact_electra ;moonlight, sparkler, electra
-artefact_gravi ;gravi, goldfish, wrenched
-artefact_mincer ;soul, mincer meat, stone blood
-artefact_puxx ;kolobok
-artefact_tst_pp1 ;tst
-artefact_vodasa ;glassbeads
-artefact_zharka ;Cristal, droplets, firestone
-planet_artefact ;New moonlight (planet artifact)
-fox_artifact ;Artifact from fox WITH the money
-Nano_artifact ;coolnesss!!!!
-Nano_artifact_small ;coolnesss2!!!!
-artifact_generator ;the name say's all
-artifact_guide ;guide artifact ;geuss what...you'll get it from guide!
-artifact_mincer_zhenka ;Zhenka artifact, NO DATA
-artifact_skul ;deadly artifact, cool particle (from scratch!)
-artifact_pellicile ;Pellicile effect that matches the artifact
-artifact_glass_zhorpka ;deadly fireball particle
-artifact_blackstar ;deadly blackstar particle
-artifact_black_hole ;black hole artifact

;new blood EXPLOSIONS

blood_particles\blood_scatter
blood_particles\blood_scatter_real
blood_particles\blood_scatter_stalker

---END QUOTATION---



hehe
  22:43:18  14 June 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Waouh! Impressive!

About smp and fps crash, i'm so stupid:

I had it, when i speak with npc to get a quest:
[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\patch_1_0004\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:339: bad argument #1 to 'pairs' (table expected, got nil)

To correct it, i have to use two files, provided in fps!
In the config_10004_diff and script_10004_diff files.

Know, i haven't this crash.
Next problem, some quest dialog are missing (for mercenaries for example).
But, i'll can correct it later.
  22:53:40  14 June 2011
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Waouh! Impressive!


---END QUOTATION---



Yeah, its only a minor list, compared to the real deal. Standard particle.xr is 1.357mb, mine is like 2.3 and i have over 1350 particles more ^^
  19:54:36  17 June 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
Is there anybody to answer me about NS all.spawn and acdc?



Know, i continue to add level_changer and to correct texture.
I search mutant spawn...

And i have a question about anomalies spawn by script:

in script files, coordinates are randomly generated? Or a list of point is necessary map by map?
  01:39:21  18 June 2011
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LoNer1
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On forum: 10/23/2009
 

Message edited by:
LoNer1
06/18/2011 1:48:20
Messages: 1890
Hey, this may be totally noobish and look completely stupid, but i re-did the global map, with the other 20 maps, and this is the outcome:

Original:
http://media.moddb.com/images/members/1/366/365208/ui_global_map_org.jpg

Edit:
http://media.moddb.com/images/members/1/366/365208/ui_global_map.jpg

Side By Side:
http://media.moddb.com/images/members/1/366/365208/sidebyside.jpg

i redid the texture totally, i placed all maps again in the map, and edit some parts, made it greenish, and a bit over bright ^^
  12:50:15  18 June 2011
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Muad'Dib
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I like it!
  18:54:43  18 June 2011
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LoNer1
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On forum: 10/23/2009
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---QUOTATION---


I like it!
---END QUOTATION---



Thanks man!

Really makes it enjoyable doing this

Here is the updated version:

http://media.moddb.com/images/members/1/366/365208/ui_global_map.1.jpg

Original for comparison:

http://media.moddb.com/images/members/1/366/365208/ui_global_map_org.jpg
  19:33:38  18 June 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
Thank

Loner1
One question: if i want to use it, i don't lose quality when i'll save it in .dds format?

Question for scripter:
Today, i make my first spawn by script in escape vanilla level ( a dolg sniper in the factory near the broken bridge). (I'm so happy, i recall that i'm a beginner! )

Right now, i'll test spawn in smp-fps (Mercenaries sniper in dead city).

And after, i'll spawn mutant by script.

But, what about respawn??? Is it possible to make it by script?

Because after battle or cleaning, one level will be empty.
And it isn't fun for player.

Off topic: i write all my questions here. I hope that isn't a problem.

Thk for answers.

Borovos
  19:41:18  18 June 2011
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LoNer1
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On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Thank

Loner1
One question: if i want to use it, i don't lose quality when i'll save it in .dds format?
---END QUOTATION---



Dont, when i am done with my .dds, i will send it to you, dont convert jpg to dds, jpg is bad quality.
  12:55:39  19 June 2011
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Muad'Dib
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On forum: 01/24/2011
 

Message edited by:
Muad'Dib
06/20/2011 2:42:22
Messages: 421
Loner1,
Okay

Hello scripter, i have a question for you:
I want to create a ambush in deadcity.

I use this data source:
http://www.amk-team.ru/forum/index.php?showtopic=5734

I spawn 12 mercenaries (6 as sniper and 3 with rpg7 on roof, and 3 in building to block stairs acces) without problem.

But, i don't understand logic.

If mercenarie are friend, they don't move. So good.

But, if they are enemy with actor, they leave their position and walk in the map, as if they search actor.
So it's a big problem for a ambush!

In spawn_section.ltx, i defined it for all npc:

[killer_sniper_spawn]: stalker
Spawn $ = "respawn\killer_sniper_spawn»
character_profile = killer_sniper
spec_rank = regular
community = killer
custom_data = scripts\sniper_addon\sniper_addon_friend_logic.ltx
or
scripts\sniper_addon\sniper_addon_enemy_logic.ltx

In xr_conditions.script:

function is_sniper_enemy(enemy, object)
return enemy:id() ~= db.actor:id()
end


In sniper_addon_friend_logic.ltx, i have it:

; SNIPER ADDON
; Spot (Shooter)
[logic]
active = remark@search

[remark@fire]
combat_ignore_cond = {!is_sniper_enemy}
radius = 0
anim = hide
on_info = {=health_le(0.5)} remark@search
wounded = wounded@work
sniper = true

[remark@search]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = false
anim = hide
target = actor
on_info = {=see_enemy} remark@fire
wounded = wounded@work
[smart_terrains]
none = true
[wounded@work]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false

And, in sniper_addon_enemy_loigc.ltx, i have it:

; ADDON SNIPER
; Spot (Shooter)
[logic]
active = remark@search

[remark@fire]
combat_ignore_cond = {!is_enemy_actor}
radius = 0
anim = hide
on_info = {=health_le(0.5)} remark@search
wounded = wounded@work
sniper = true
[smart_terrains]
none = true
[remark@search]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = false
anim = hide
target = actor
on_info = {=see_actor} remark@fire
wounded = wounded@work

[wounded@work]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false

Please, can you help me to understand it?

EDIT:

I solve the problem! A stupid error in link for custom_data and logic!
And i add "no_move = true" in logic.

But now, i have a very big problem!
Npc can pass through wall, roof and floor in deadcity!

Is it a problem with AImap and level compilation? Or the absence of space restrictor?
  01:53:11  25 June 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
Hello,

I continue with npc spawn by script.
Now, i can spawn trader or sniper, and add patrol.
Good.

So i continue to test it in vanilla and search other logic.
Understand the wiki and all logic is hard, i'm not a scripter.


About one other big part of this work:
To add anomalies in empty map, i have a idea.
Maybe, i can use amk_anoms.script, with NS DMX and TT2 config/scripts/amk/anoms/anom.ltx files.

But i don't understand how to start this script in my smp-fps mod!
I found many amk_***.script files with "amk_anoms" references!?
I search and test it since many hours with no succes.

Have you one idea? Please, can you help me?
I don't want that you write a script "ready to use" for me, i only want indication to continue in this way.

Use this script will be so simply that create anomalies with all.spawn.

Best regards
Borovos.
  12:59:44  25 June 2011
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exostalker
Novice fashion designer since 2008
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On forum: 08/10/2009
Messages: 1267
Can anybody give me a working version of acdc which can decompile all.spawn from stalker map pack?
  14:37:41  25 June 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421

---QUOTATION---
Can anybody give me a working version of acdc which can decompile all.spawn from stalker map pack?
---END QUOTATION---



If you download the 5 parts of smp, i think that you can find acdc.pl in the part three.

Or i will can upload it for you, if you prefer.
  17:17:29  25 June 2011
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exostalker
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On forum: 08/10/2009
 

Message edited by:
exostalker
06/25/2011 17:18:57
Messages: 1267
I downloaded 2010-11 version, it's 4 gb, it includes all COP maps... There was no acdc in here...
So yeah, if you could, please upload it
  18:59:20  25 June 2011
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Muad'Dib
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On forum: 01/24/2011
 

Message edited by:
Muad'Dib
06/25/2011 20:46:59
Messages: 421
acdc is here: [link]http://www.megaupload.com/?d=AMIKVVUY[/link]

For smp, i used 5 link:
[link]http://narod.ru/disk/10795798000/Stalker_Map_Pack_for_10004.7z.html[/link]

[link]http://narod.ru/disk/21806622000/addition_8_stalker_1004.7z.html[/link]

[link]http://narod.ru/disk/21806645000/cs_undeground_stalker_1004.7z.html[/link]

[link]http://narod.ru/disk/21806679000/predbannik_stalker_1004.7z.html[/link]

[link]http://narod.ru/disk/21814812000/build_locations_1004.7z.html[/link]



---QUOTATION---
I downloaded 2010-11 version, it's 4 gb
---END QUOTATION---



Can you post the link for version 2010-11, please.
Thk
  23:57:44  25 June 2011
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exostalker
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On forum: 08/10/2009
 

Message edited by:
exostalker
06/26/2011 2:35:41
Messages: 1267
http://rustorka.com/forum/viewtopic.php?p=1003458
http://www.rustorka.com/forum/viewtopic.php?p=1003614#1003614

You need to download both parts

EDIT: Thank you very much, that acdc works perfectly!
  00:58:45  27 June 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
http://rustorka.com/forum/viewtopic.php?p=1003458
http://www.rustorka.com/forum/viewtopic.php?p=1003614#1003614

You need to download both parts

EDIT: Thank you very much, that acdc works perfectly!
---END QUOTATION---



No problem.

Thk for link.

Maybe can you help me, i search acdc tool for NS DMX, or TT2 mod, do you know where i can found it?
Or if you know other mod that include spawn in additionnal maps?

And after dl, smp 2010-2011 version is the same than i use.
  02:06:40  27 June 2011
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exostalker
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On forum: 08/10/2009
Messages: 1267
After a little bit of searching, didn't find acdc for any of those mods... You can try to contact mod-makers, maybe they will give it to you...
  13:51:19  27 June 2011
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Stalkerstein
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On forum: 04/24/2010
Messages: 1975
acdc.7z --> http://www.mediafire.com/?yvgwj3qzmjz

acdc11oct.zip --> http://www.stalkerin.gameru.net/developer/mods/acdc11oct.rar
  14:33:44  27 June 2011
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dokken
(Novice)
 
On forum: 07/02/2009
 

Message edited by:
dokken
06/27/2011 14:36:53
Messages: 44
Decompiler for new levels

This should work for you. It does the levels below.

edit; if something, like an anomalous zone or entity is missing email bamah he can help ya. This is acdc is from his Wasteland mod. BTW it's based on Xiani's 1.2.1 FPS.

http://www.mediafire.com/?82hnmnhe104zlz3

{ gvid0 => 4400, },
{ gvid0 => 4385, name => 'swamp_old' },
{ gvid0 => 4338, name => 'yantar_old' },
{ gvid0 => 4032, name => 'garbage_old' },
{ gvid0 => 3870, name => 'predbannik' },
{ gvid0 => 3851, name => 'cs_agroprom_underground' },
{ gvid0 => 3830, name => 'labx8' },
{ gvid0 => 3771, name => 'jupiter_underground' },
{ gvid0 => 3748, name => 'pripyat' },
{ gvid0 => 3700, name => 'jupiter' },
{ gvid0 => 3660, name => 'zaton' },
{ gvid0 => 3582, name => 'dead_city' },
{ gvid0 => 3337, name => 'marsh' },
{ gvid0 => 3324, name => 'lost_village' },
{ gvid0 => 3224, name => 'red_forest' },
{ gvid0 => 3153, name => 'warlab' },
{ gvid0 => 3076, name => 'generators' },
{ gvid0 => 3028, name => 'hospital' },
{ gvid0 => 2988, name => 'limansk' },
{ gvid0 => 2909, name => 'av_peshera' },
{ gvid0 => 2886, name => 'aver' },
{ gvid0 => 2881, name => 'puzir' },
{ gvid0 => 2862, name => 'peshera' },
{ gvid0 => 2792, name => 'atp_for_test22' },
{ gvid0 => 2661, name => 'l10u_bunker' },
{ gvid0 => 2517, name => 'l12_stancia_2' },
{ gvid0 => 2467, name => 'l12u_control_monolith' },
{ gvid0 => 2402, name => 'l12u_sarcofag' },
{ gvid0 => 2273, name => 'l12_stancia' },
{ gvid0 => 2117, name => 'l11_pripyat' },
{ gvid0 => 1862, name => 'l10_radar' },
{ gvid0 => 1545, name => 'l07_military' },
{ gvid0 => 1529, name => 'l08u_brainlab' },
{ gvid0 => 1438, name => 'l08_yantar' },
{ gvid0 => 1308, name => 'l06_rostok' },
{ gvid0 => 1168, name => 'l05_bar' },
{ gvid0 => 1109, name => 'l04u_labx18' },
{ gvid0 => 811, name => 'l04_darkvalley' },
{ gvid0 => 703, name => 'l03u_agr_underground' },
{ gvid0 => 416, name => 'l03_agroprom' },
{ gvid0 => 252, name => 'l02_garbage' },
{ gvid0 => 0, name => 'l01_escape' },
  16:02:07  27 June 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421

---QUOTATION---
acdc.7z --> http://www.mediafire.com/?yvgwj3qzmjz

acdc11oct.zip --> http://www.stalkerin.gameru.net/developer/mods/acdc11oct.rar
---END QUOTATION---



Thk , but i had this version. Sorry.


---QUOTATION---
Decompiler for new levels

This should work for you. It does the levels below.
---END QUOTATION---



Drokken! I love you!

You're my GOD, my SAVIOR!

THANKS!!!! It's ok! Now, i can merge it with my smp-fps! And introduce mutants and anomalies in empty maps!!!
Deadcity, hospital, atp, warlab, generator and all!!! perfect!

I was looking this acdc.pl for months! I changed my acdc.pl, with no succes for this mod. Long working hours...for nothing.

I am very grateful to you!
  19:27:14  27 June 2011
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exostalker
Novice fashion designer since 2008
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On forum: 08/10/2009
Messages: 1267

---QUOTATION---
acdc.7z --> http://www.mediafire.com/?yvgwj3qzmjz

acdc11oct.zip --> http://www.stalkerin.gameru.net/developer/mods/acdc11oct.rar
---END QUOTATION---



If these are normal acdc's, they won't work with the mods. You should already know that
  02:23:26  29 June 2011
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Stalkerstein
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On forum: 04/24/2010
Messages: 1975

---QUOTATION---
acdc.7z --> http://www.mediafire.com/?yvgwj3qzmjz

acdc11oct.zip --> http://www.stalkerin.gameru.net/developer/mods/acdc11oct.rar

If these are normal acdc's, they won't work with the mods. You should already know that
---END QUOTATION---




Actually I wouldn't know that ... I am not a Stalker mod'r.
  17:43:21  30 June 2011
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bamah
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On forum: 02/10/2008
 

Message edited by:
bamah
06/30/2011 17:47:29
Messages: 911
@Borovos,
How is the decompiler working for you? Does it need entities added?
I looked at your map pack. You know you need to add the level changer IDs to the xiani.script.
Example below.
function add_lchanger_location()
local lc_table = {
-- escape
esc_lc_exit_to_garbage_01 = {id=91, hint="to_garbage"}, -- x
esc_lc_exit_to_darkvalley_from_esc = {id=6002, hint="to_darkvalley"},
esc_lc_exit_to_agroprom_101 = {id=9101, hint="to_agroprom"},

or add them to level_tasks and change the bind_stalker.script to use the level task LCs. You would have to edit the level_tasks file as it is different from what you need to work with xiani's mod.

level_tasks.script
Essentially remove all vanilla entries and use just the new ones from the map packs.

bind_stalker.script
-- level_tasks.add_lchanger_location() un-comment this and edit script if using.
xiani.add_lchanger_location()


Xiani also did a basic addon for his alternate zone mod and FPS 99 a couple years ago it may help...available on his site
If you know all this... sorry just trying to help.

I did a rather large Freeplay start mod with the levels from Soljanka and LWR awhile ago and used script spawning to add life to the new levels. The problem with the new levels and why I stopped is the byte ctds. I want to use the weather I want and how I want it...just did not work for me with the engine.
Good luck with the mod.
Bamah
  21:53:57  30 June 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
Hello Bamah,

Thk for your message, really. I didn't know that.

I have a stupid question:
Why i need to add LC in xiani.script or in level_tesk files?

And one other stupid question about npc and level_changer:
One npc is he bind to one specific level, or can he walk in all levels?
Can he move from one level to another through level_changer?


---QUOTATION---
I did a rather large Freeplay start mod with the levels from Soljanka and LWR awhile ago and used script spawning to add life to the new levels. The problem with the new levels and why I stopped is the byte ctds. I want to use the weather I want and how I want it...just did not work for me with the engine.
---END QUOTATION---



Really? It's so bad...

For the moment, i have one bug:
In deadcity, the engine stop (with no log) if i want to quit game. I need use ctrl+alt+del to quit it. Whenever.


I don't have the time this week, but i will merge all.spawn, for mutants and anomalies spawn.
About npc spawn, i don't know now. Maybe i will use all.spawn (gulag, smarterrain ), maybe by script.

Now, I mainly test spawn by script and logic in vanilla (in escape).
I tested one spawn by script in deadcity, and one other in atp.
But i'm not a good scripter for the moment, i learn, i have again problems with logic.

And I will have to test a lot of logic:
guard, walk with look, sleep, different logic depending on hours .......

In vanilla, what are the files that containing logic? I search example of logic.



---QUOTATION---
How is the decompiler working for you? Does it need entities added?
---END QUOTATION---



For the acdc tool, it's perfect. It's what i need! Thk.
I decompiled NS DMX all.spawn with no problem.

I will merge this tool with my own acdc (i changed acdc provided with smp, and now it is compatible with smp and LWC/LWR all.spawn) to compile all.spawn.
  23:06:31  30 June 2011
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bamah
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On forum: 02/10/2008
 

Message edited by:
bamah
06/30/2011 23:10:17
Messages: 911
Borovos,


---QUOTATION---
I have a stupid question:
Why i need to add LC in xiani.script or in level_tesk files?
---END QUOTATION---



So the blue indicators will display in the game and you know the location of the level changer. In the Beta mod I ran into the ones in the street in Cordon. You don't see them till they ask if you wish to teleport.


---QUOTATION---
Really? It's so bad...
---END QUOTATION---


For me yes... I wanted what I wanted.


---QUOTATION---
In vanilla, what are the files that containing logic? I search example of logic.
---END QUOTATION---


Logic for entity terrain movement is in gulag .script files and gulag .ltx files.
To relax terrain constraints on NPCs and creatures look at smart_terrain_presets.ltx, general_lager.ltx and general_lair.ltx. Smart_terrain.script also

Google faction Wars 1.0 and Uwer's Unlife 1.7 good examples of relaxing the constraints to allow wandering. faction wars also removes conditional and community smart terrain restrictions allowing other game factions to occupy the terrain.


---QUOTATION---
One npc is he bind to one specific level, or can he walk in all levels?
Can he move from one level to another through level_changer?
---END QUOTATION---



Yes if you allow it in the files misc\smart_terrain_presets.ltx, general_lager.ltx and general_lair.ltx.

If you create an entity without a smart terrain he will walk around and get into trouble (can be interesting) and will fill the first void he finds and hang around the first terrain his faction type can occupy provided there is a slot open for him (job).

Play ZRP and choose to spawn strangers early. Make them friendly in the game_relations and watch them move around. They have no set terrain. See in the character_desc_simulation.xml file in gameplay.
Then give them
<terrain_sect>stalker_bandit_terrain</terrain_sect> or
<terrain_sect>stalker_terrain</terrain_sect> or
<terrain_sect>stalker_military_terrain</terrain_sect> or

look in m_stalker in creatures and see the terrains for factions.

NPC logic for game interaction for say grenades, launchers, blowouts outfit evaluation etc..
xr_XXX files especially xr_logic and xr_motivator,
state_mgr and bind_stalker also.

Glad the compiler is working for you.
Bamah
  00:01:40  1 July 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
Thank for all this answers,

I will test that all in one or two weeks. With holliday, i will have more times.

Bye

Borovos
  20:08:37  8 October 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
Hello,

I'm come back after a very long summer.

I didn't work about smp-fps for many reason, new job, no holliday.
But now, i hope to have the time.

So, about smp-fps, merge the all.spawn with NS DMX all.spawn is too long for me (there are too many things to select).

In fact, i want to test the process to create smart_terrain, gulag, add spawn and respawn.
For that, i read many tutorial and finally, i have many question:

If i want to spawn mutant:
I sould use a "generic" smart_terrain with "type = general_lair"
Is it the good way, or not?

Example for dog spawn and respawn in escape:


Alife_l01_escape.ltx:
[8888]
; cse_abstract properties
section_name = smart_terrain
name = esc_dog_test
position = x, y, z
direction = x, y, z

; cse_alife_object properties
game_vertex_id = xxx
distance = ???
level_vertex_id = xxxxxx
object_flags = 0xffffff3e
custom_data = <<END
[smart_terrain]
type = general_lair
capacity = 8
communities = dog
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0:offset = 0,0,0
shape0:radius = 5

; se_smart_terrain properties

Next:
[8889]
; cse_abstract properties
section_name = dog_weak
name = esc_dog_weak_000x (here, i increment the dog number)
position = same position as in smart_terrain
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = the same game_vertex_id as in smart_terrain
distance = ???
level_vertex_id = the same level_vertex_id as in smart_terrain
object_flags = 0xffffffbf
custom_data = <<END
[smart_terrains]
esc_dog_test = true  =>ok, the dog go to this smart_terrain
END

; cse_visual properties
visual_name = monsters\dog\dog

; cse_alife_creature_abstract properties
g_team = 0
g_squad = 1
g_group = 22
health = 1
dynamic_out_restrictions = 
dynamic_in_restrictions = 

upd:health = 1
upd:timestamp = 0
upd:creature_flags = 0
upd:position = the same coordinate as in smart_terrain????
upd:o_model = 0
upd:o_torso = 0,0,0
upd:g_team = 0
upd:g_squad = 1
upd:g_group = 22

; cse_alife_monster_abstract properties

upd:next_game_vertex_id = 65535 => what is it?
upd:prev_game_vertex_id = 65535
upd:distance_from_point = 0
upd:distance_to_point = 0

; cse_ph_skeleton properties

; cse_alife_monster_base properties

; se_monster properties



=> What is the "cse_alife_creature_abstract properties" and the "distance"?

For respawn:


[8890]
; cse_abstract properties
section_name = respawn
name = esc2_dog_weak_respawn_test
position = same as st and dog spawn
direction = same as st and dog spawn

; cse_alife_object properties
game_vertex_id = same as st
distance = ????
level_vertex_id = same as st
object_flags = 0xffffff3e
custom_data = <<END
[respawn]
respawn_section = dog_weak,x (i don't know that is this value)
;max_count = 20
;min_count = 5
max_spawn = 10
idle_spawn = medium
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0:offset = 0,0,0
shape0:radius = 1

; cse_alife_space_restrictor properties
restrictor_type = 0

; se_respawn properties




Finally, i add the type of mutant in Smart_terrains_preset.ltx

=> But, i don't find data about mutant in spawn_sections.ltx ?!
One file is required to active/control the respawn, no? Waht is it?

And, should i create a logic for mutant? I don't know.

Later, i will have question for npc smart_terrain/gulag.

Thk for your answer.
  10:53:39  19 November 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
Hello,

It's good, i'm working.
I restart the mod, i begin by add mutant and anomalies in different level map.
At the end, i'll merge SMP with FPS.

The first level (CS marsh) is soon finish:

http://uppix.net/8/c/6/9234ccb70168588987d4356c6377a.jpg

http://uppix.net/f/e/1/b96c38e925964066877d42ac7d9eb.jpg

http://uppix.net/9/d/9/e85c454537dc423ad8f3762473c8b.jpg

http://uppix.net/c/4/0/95543c5d8f380005123bb349869d9.jpg

http://uppix.net/4/1/2/3c1299737f7eec685a5aa2f67fb15.jpg

http://uppix.net/e/9/e/12cc7704896e43040dbee9747a318.jpg

http://uppix.net/8/5/3/65f4b148c06226a188898c5b6559f.jpg

http://uppix.net/5/c/e/18f1ff771828cbd97932b8cae4f48.jpg

http://uppix.net/0/4/5/b377ecf95707e3e417b540d9253d5.jpg

http://uppix.net/9/7/e/f4d2a7a9efd579a8f9fc838cade20.jpg

http://uppix.net/0/1/f/2076d0b05fffd819184af9cc5b066.jpg

http://uppix.net/b/d/3/da22b6ae67ff472de3567d6681db8.jpg

I create all the spawn, i don't use SLWR or NS spawn.
The only one problem remain the respawn.

Spawn, smart_terrain and gulag are ok.

List of spawn in marsh:
- 5 fields of anomalies and isolated anomalies, radioactive area
- 4 flesh smart_terrain
- 4 boar ST
- 5 dog ST
- 2 blood sucker ST
- 1 controler ST
- 2 tushkano ST
- 1 poltergeist ST

I don't add npc for the moment.

@bamah: if you read it, i will send you a mail with my files. Maybe can you test it? And give me your opinion about spawn in game?
  01:05:21  20 November 2011
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Muad'Dib
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Messages: 421
So, the first map is ok.

Later, i will add more anomalies. And i had to delete respawn because i had too CTD without log.

But, i'm happy with my work. So, i made a little video.

[link]http://www.youtube.com/watch?v=4X5WAiPl3jo[/link]

Now, I will have to work the respawn system and understand it.
  06:00:29  20 November 2011
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LiquidBronze
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On forum: 03/25/2007
 

Message edited by:
LiquidBronze
11/20/2011 6:02:12
Messages: 545
Very nice vid especially with the DJ Shadow tune during most of it!
  14:24:15  20 November 2011
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Meltac
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On forum: 01/21/2010
Messages: 1519
Looks cool indeed! Did you manage to correct the ai map so that mutants will run through water areas?
  15:37:55  20 November 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
Looks cool indeed! Did you manage to correct the ai map so that mutants will run through water areas?
---END QUOTATION---



Thks

No, i don't modify ai map. Mutants can not go to the water.
But, i saw a very beautifull bug with ai map:
[link]http://uppix.net/a/4/f/6173370a16546bb0684d7edf0c5cc.jpg[/link]

They can not go to the base of the tour, but they rise to the top!
  16:24:04  20 November 2011
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bamah
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Messages: 911
@Borovos,
I've been away on business since Wednesday evening. I'll check it today.
Thanks for the chance...
B
  17:43:21  20 November 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
@bamah

Oh, i'm not hurried.

I will send you the new version. But don't check the files, it's for playing with it!

And you sent me the good acdc. So, i can give you my proper files.

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

In the new marsh version, i add more anomalies:
[link]http://uppix.net/2/3/b/310fe1bf9c7fe167bfc059f419a33.jpg[/link]

I had respawn, but, i don't know if it is functional.
But now, i don't have CTD.

I have a crash without CTD or log for this respawn (i delete it):
[1112751]
; cse_abstract properties
section_name = respawn
name = marsh_tushkano_weak_respawn
position = 428.027,3.3355,239.83
direction = -0.0328151993453503,-0.00691708410158753,-0.207787200808525

; cse_alife_object properties
game_vertex_id = 3546
distance = 16.7999992370605
level_vertex_id = 422867
object_flags = 0xffffff3e
custom_data = <<END
[respawn]
respawn_section = tushkano_weak
;max_count = 10
;min_count = 4
max_spawn = 8
idle_spawn = often
conditions = 80
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0 ffset = 0,0,0
shape0:radius = 1

; cse_alife_space_restrictor properties
restrictor_type = 0

; se_respawn properties


I think it's cause by the "respawn_section = tushkano_weak", but i'm not sure.
  21:04:12  21 November 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
I'm really stupid!

i understand why my respawn don't work! the game consider that i haven't smart_terrain in my level!
No smart_terrain, so no respawn!

I forget to add my gulag_marsh.ltx in the gamedata\config\misc\gulag_tasks.ltx file!

I go to correct it.

I hope that i will not obtain ctd when game use my new smarties.

  19:41:56  22 November 2011
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Roadkilll
Merc
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On forum: 05/27/2011
Messages: 1307
What's the status of the mod, really looking forward to play it , nice job
  20:05:09  22 November 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
What's the status of the mod, really looking forward to play it , nice job
---END QUOTATION---



It's only the beginning.
I add mutants and anomalies in the first level: Clear sky map.
Now, i'm correcting mistake with smart_terrains.

If i can add spawn in one level map by week (23 level maps), it will be release in May 2012. But i thing it will be finish later.

I work alone. And i have a real life...

But i think upload the current work part by part.
By 5 level maps release for example.

Marsh patch is coming soon for test, playing...And i want to obtain comments, point of view...of stalker fans and modders.

And it will be my first real work in modding.

It's the statut.
Borovos
  14:24:26  23 November 2011
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Roadkilll
Merc
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On forum: 05/27/2011
Messages: 1307
No rush man , u work alone and thats not easy, take ur time.
I love freeplay mod in SoC, and looking forward to ur mod and i would like to test ur mod when u release beta

Keep up
  19:28:21  23 November 2011
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Muad'Dib
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On forum: 01/24/2011
 

Message edited by:
Muad'Dib
11/23/2011 19:48:44
Messages: 421
Thk for encouragement!

Now, my respawn is okay. It's long (2-3 days), but i don't obtain CTD.
I think that i will add 3-4 additional smart_terrain with respawn.

About smart_terrain and gulag, i sent an email to Sanex to obtain his authorization to use the alife mod.

I'm waiting.

The result with alife mod principle is very interesting: bloodsuckers run after flesh, the herd of boar is very impressive (boars of different smart_terrain go to the same point).
The zone is alive, simply. It isn't static.

[link]http://uppix.net/2/e/8/ce4e15bd04e250011f33839772862.jpg[/link]
[link]http://uppix.net/9/e/6/fbc4894c47817a486e937d1909dfb.jpg[/link]
[link]http://uppix.net/a/4/f/b00392bb335d9184d6104d3caa338.jpg[/link]
  01:21:29  24 November 2011
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bamah
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On forum: 02/10/2008
 

Message edited by:
bamah
11/24/2011 1:22:18
Messages: 911
Nice work Borovos!

Try Uwers Unlife 1.7

Actually to create something better;
In all.spawn;
alife Smart terrain entities do this;
communities = stalker, dolg, ecolog, bandit, freedom, monolith, military, killer, zombied

Communities = snork, bloodsucker, boar, etc etc etc

increase smart terrain capacity by one or two in all.spawn


general lager
[l01_escape]
stalker = novice, experienced, veteran, master
monolith = novice, experienced, veteran, master
military = novice, experienced, veteran, master
killer = novice, experienced, veteran, master
ecolog = novice, experienced, veteran, master
dolg = novice, experienced, veteran, master
freedom = novice, experienced, veteran, master
bandit = novice, experienced, veteran, master
zombied = novice, experienced, veteran, master
csky = novice, experienced, veteran, master
dark = novice, experienced, veteran, master
stranger = novice, experienced, veteran, master

general lair
[l01_escape]
boar = weak, normal, strong
bloodsucker = weak, normal, strong
flesh = weak, normal, strong
dog = weak, normal, strong
pseudodog = weak, normal, strong
giant = weak, normal, strong
zombie = weak, normal, strong
burer = weak, normal, strong
controller = weak, normal, strong
poltergeist = weak, normal, strong
snork = weak, normal, strong
tushkano = weak, normal, strong
rat = weak, normal, strong

smart terrain presets
[l01_escape]
stalker = novice, experienced, veteran, master
monolith = novice, experienced, veteran, master
military = novice, experienced, veteran, master
killer = novice, experienced, veteran, master
ecolog = novice, experienced, veteran, master
dolg = novice, experienced, veteran, master
freedom = novice, experienced, veteran, master
bandit = novice, experienced, veteran, master
zombied = novice, experienced, veteran, master
csky = novice, experienced, veteran, master
dark = novice, experienced, veteran, master
stranger = novice, experienced, veteran, master

boar = weak, normal, strong
bloodsucker = weak, normal, strong
flesh = weak, normal, strong
dog = weak, normal, strong
pseudodog = weak, normal, strong
giant = weak, normal, strong
zombie = weak, normal, strong
burer = weak, normal, strong
controller = weak, normal, strong
poltergeist = weak, normal, strong
snork = weak, normal, strong
tushkano = weak, normal, strong
rat = weak, normal, strong

Gulag scripts
add to position_threshold = XXXXX to extend range
Move NPCs off line so they travel.

also edit misc gulag.ltxs

m_stalker.ltx change the going speed for offline alife to a higher number. This will increase NPC travel
;---OFFLINE ALIFE-------------------------------------------
going_speed = 3.5 ; option for ALife Simulator

Use amk offline alife lite by Xiani.

This makes a good faction wars that will happen early and without a mass exodus of level npcs. They will not just migrate in mass from a smarty. This way you could have an interesting mix of NPCs freedom with bandits. Ecologs with military.

Need to balance level migration to be fairly well matched or Monolith and Duty will rule the Zone.
I did this in my Wasteland Final mod in "09"

B
  13:00:29  24 November 2011
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Meltac
messing with code
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On forum: 01/21/2010
 

Message edited by:
Meltac
11/24/2011 13:02:24
Messages: 1519
bamah, do you have some DL location or hardcopy of the amk offline alife lite by Xiani?

EDIT:
Borovos91, the mod looks very cool as far as I can see by now. Keep up the good work!
  17:54:10  24 November 2011
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bamah
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On forum: 02/10/2008
Messages: 911
offline_alife both versions

@Meltac,
Here ya go!
I uploaded'em
http://www.mediafire.com/?wg2x66z9m6tfase
  20:53:46  24 November 2011
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Muad'Dib
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On forum: 01/24/2011
 

Message edited by:
Muad'Dib
11/24/2011 21:10:54
Messages: 421
Thk for your message Bamah.

For the moment, i don't add smarties for npc. I will use that you say later.

About general_lair, need it to add gulag, logic and waypoint or not?
I don't find gulag for smarties with type = general_lair in vanilla files.

Now, i use the smart_on_map tool by Dez.
No problem with my smarty "test", but when i test it with my complet all.spawn (29 additionnal smarties), it quickly crash the game without ctd and log, or with this log:

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\script_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: ...en cours de dev\gamedata\scripts\bind_stalker.script:220: C stack overflow


stack trace:


I don't understand what is the problem.
I add level_name and level_group in the appropiate files, and the smart on map is functionnal.

And i now that i don't obtain CTD with this spawn in game without smart_on_map.

EDIT: i test this tool on my second installation of game with my mod. The game don't crash when the spot appears on the map, but when i go to marsh, with it:
FATAL ERROR

[error]Expression : assertion failed
[error]Function : _VertexStream::Lock
[error]File : E:\stalker\patch_1_0004\xr_3da\R_DStreams.cpp
[error]Line : 44
[error]Description : (bytes_need<=mSize) && vl_Count


Humm, i go to read it:
[link]https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=164&thm_id=20662&sec_id=16&page=1[/link]

Second-edit: My second installation run if i decrease my graphics parameters.
And i see a new think. Before, my smarties are working.
Since i use the alife mod by Sanex, all smarties are not working...
  21:29:37  24 November 2011
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Vintar
a bit of this and a lot of that
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On forum: 08/08/2008
Messages: 6349
SOC engine cannot handle marsh well because it is too big

You will have to use static lighting for best results there.
  21:58:00  24 November 2011
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Bangalore
Robberbaron
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On forum: 02/17/2008
Messages: 1158

---QUOTATION---
EDIT: i test this tool on my second installation of game with my mod. The game don't crash when the spot appears on the map, but when i go to marsh, with it:
FATAL ERROR

[error]Expression : assertion failed
[error]Function : _VertexStream::Lock
[error]File : E:\stalker\patch_1_0004\xr_3da\R_DStreams.cpp
[error]Line : 44
[error]Description : (bytes_need<=mSize) && vl_Count


Humm, i go to read it:
[link]https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=164&thm_id=20662&sec_id=16&page=1[/link]
---END QUOTATION---



The fix in this thread only works with the russian version of SOC, for the ww edition i don't know any fix. If someone has it, pls post it.
  22:28:04  24 November 2011
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Muad'Dib
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Messages: 421
Yep, i saw it. Now i use static lighting for my second installation too.

About smart_on_map tool by Dez, please, someone can explain me the meaning of each point?

name of smarty
available = true/false
working = true/false
level = name of map level
state = 0/1/2 (offline, online day or night)
quantity = quantity of mutant/npc on the smarty
comed = ???respawn??? or come from another smarty???
casualities = quantity of mutant/npc death on the smarty?
comm = <nil> or the name of one community

The "available" is "true" if the smarty is functionnal, isn't it?

"Working" is it true when mutant or npc is on the smarty? Or if mutant or npc make a job (logic) in the smarty? I don't understand.

About logic, can i use the mob_fake_death for all mutant?
Can i add this logic for bloodsucker or controller for example. I like this idea of "play possum", for injured animal or as hunting technic.
  02:35:03  25 November 2011
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bamah
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On forum: 02/10/2008
 

Message edited by:
bamah
11/25/2011 2:37:31
Messages: 911
Marsh CTD

@Borovos,
Do not use my .exe to test logic functions. It allows you to play the large levels but does not give a log on some logic issues...don't know why yet.
The file is good to play the levels with many npcs and system intensive weathers with dynamic lighting without CTDs, not good to test just use when playing for fun or levels finished to your satisfaction.

Bad gulags/way points will ctd without a log...even with Vanilla .exe. It can be a bitch to check. Do one change at a time...this is speaking from experience.
B

edit:
---QUOTATION---
Since i use the alife mod by Sanex, all smarties are not working.
---END QUOTATION---


It changes gulags parameters doesn't it...look there!!!
  15:37:13  25 November 2011
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Meltac
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On forum: 01/21/2010
Messages: 1519
bamah, thanks for uploading, man

Regarding the marsh CTD, there have been several different approaches to fix this so far. One is that from the linked thread above, and I know that he also made a version for the english SoC. But in my case it didn't fix the issue, unfortunately. Maybe bamah's version works better.

However, I am convinced that it depends on many conditions whether some fix might work on your system or not, such as your CPU, GPU, Ram, OS, SoC patch, map version (there are different!), user.ltx, installed mods (weather is one big thing here), number of online game objects (not only NPCs but also other spawned things such as items, anomalies etc.).

I'm still trying to find a stable constellation to get those maps working with a large number of spawns. However the best possible way would be if somebody would edit those maps and remove some geometry stuff to make them "lighter" so that they could be run in normal SoC.
  15:41:46  26 November 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
Hey Bamah,

I test that you said:

---QUOTATION---
Actually to create something better;
In all.spawn;
alife Smart terrain entities do this;
Communities = snork, bloodsucker, boar, etc etc etc

increase smart terrain capacity by one or two in all.spawn

general lair
[marsh]
boar = weak, normal, strong
bloodsucker = weak, normal, strong
flesh = weak, normal, strong
dog = weak, normal, strong
pseudodog = weak, normal, strong
giant = weak, normal, strong
zombie = weak, normal, strong
burer = weak, normal, strong
controller = weak, normal, strong
poltergeist = weak, normal, strong
snork = weak, normal, strong
tushkano = weak, normal, strong
rat = weak, normal, strong

smart terrain presets:
[marsh]
boar = weak, normal, strong
bloodsucker = weak, normal, strong
flesh = weak, normal, strong
dog = weak, normal, strong
pseudodog = weak, normal, strong
giant = weak, normal, strong
zombie = weak, normal, strong
burer = weak, normal, strong
controller = weak, normal, strong
poltergeist = weak, normal, strong
snork = weak, normal, strong
tushkano = weak, normal, strong
rat = weak, normal, strong

---END QUOTATION---



Good effect, some mutant come in marsh, snork as example. I don't add it in this level.

It's a good way to add mutant in level. Thk

But, i don't like one thing with it:
In the same smarty, we can see dog, tushkano, pseudodog and snork as example.
Or controller with boars!

Maybe should i change the monster_relation or modify the communities in my smarties.
  18:05:16  26 November 2011
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bamah
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On forum: 02/10/2008
 

Message edited by:
bamah
11/26/2011 18:11:23
Messages: 911
Smart_terrain comms

@Borovos,
Just change the allowed terrain communites like you said. Changing the relations will not alter the terrain multi-community population.
B

Edit: I like the multi population it is always different every time I enter a level. If you comment out the community there is a tendency to migrate leaving the terrain unpopulated for a time.
  20:47:19  26 November 2011
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Muad'Dib
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On forum: 01/24/2011
 

Message edited by:
Muad'Dib
11/26/2011 21:53:56
Messages: 421
StalkerMapPack Spawn Addon v0.1_CS Marsh is release:

Link:
[link]http://www.megaupload.com/?d=QPI5FO0T[/link]
or
[link]http://dl.dropbox.com/u/32595810/StalkerMapPack%20Spawn%20Addon%20v0.1_CS%20Marsh.7z[/link]

Warning: It's only for test or modding, not for playing.
All indications are in the readme.

If someone want to use it, no problem for me. Don't forget me in your readme. It's my only request.

Please, i need what you think about this first work.
And please, report me CTD and game crash in marsh level.

I take a break for one or two days. Next, i attack the spawn in another level.

In the future, i will not published my work level by level.
So, your feeling for my first level spawn is very important for me.

Thank to all for helping me in the spawn/respawn understanding.

@bamah, i tested changing in monsters relation. And yes, it change the multi-community in smarties. Because one population of mutants attacks one other.
But, i make it speedly. I need more time to release a good version of game_relation, or fixing mutli-communities in smarties.

EDIT:
I forget it. I will have to fix the very hight spawn for artefact. I don't understand it for the moment.

EDIT2: I forget too. This patch is only for Stalker map pack with all addons.
Five parts are here:
[link]http://narod.ru/disk/10795798000/Stalker_Map_Pack_for_10004.7z.html[/link]
[link]http://narod.ru/disk/21806622000/addition_8_stalker_1004.7z.html[/link]
[link]http://narod.ru/disk/21806645000/cs_undeground_stalker_1004.7z.html[/link]
[link]http://narod.ru/disk/21806679000/predbannik_stalker_1004.7z.html[/link]
[link]http://narod.ru/disk/21814812000/build_locations_1004.7z.html[/link]
  21:54:06  26 November 2011
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bamah
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Messages: 911

---QUOTATION---
@bamah, i tested changing in monsters relation. And yes, it change the multi-community in smarties. Because one population of mutants attacks one other.
But, i make it speedly. I need more time to release a good version of game_relation, or fixing mutli-communities in smarties.
---END QUOTATION---



I'm confused... :\
How does the "relation" in game_relation.ltx change the population types in the smarty community allowed communities. It makes them enemies or friendly. Not dictating the communities that can be on the same terrain at the same time.
Is it a language barrier or did I totally miss something?
B
  22:10:05  26 November 2011
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Muad'Dib
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Message edited by:
Muad'Dib
11/26/2011 22:46:18
Messages: 421
It's a language barrier.

Game relation don't change directly the communities in smarties. I'm right with you.

But the mutant relation can to impact it in game.

Example:
In one smarty, i use
communties = snork, flesh, boar

In vanilla, they can live together on the same smarty without snag.
But if i change relation between snork and flesh, they fight. Right?

One type of mutant dies and the second wins and keep the smarty.

I'm clear, or not?

It's another way to limit the multi-communities on smarty. And, it add fight between mutant.
I like to see it.

EDIT about patch:
I didn't fix the npc in clear sky base. You can go here. But, i don't think that you can come back.
  22:31:27  27 November 2011
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Muad'Dib
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Good, i ended to add spawn in old_swamp.
Now, i'm adding smarties in predbannik.

Thk Bamah, with your method (mutants come from others levels), i don't add respawn.

But, i have one problem. When i spawn old zombie. I have crash without CTD.
I don't understand why.
  16:08:25  28 November 2011
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bamah
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On forum: 02/10/2008
 

Message edited by:
bamah
11/28/2011 16:09:17
Messages: 911

---QUOTATION---
But, i have one problem. When i spawn old zombie. I have crash without CTD.
I don't understand why.
---END QUOTATION---



Are you using my .exe, if yes it can blank log sometimes.
A symptom of a no log ctd could be a bad way_point.

Spawn another entity in place of the old_zombie.If it works ok, then check the zombie.ltx to see if all info relevant is present.

Please send me a link or email me the new all.spawn I would like to try it. I finally have some time and the map pack installed/downloaded.
B
  20:29:13  29 November 2011
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Muad'Dib
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Messages: 421
Hey Bamah

No, i didn't use your .exe. I saw that it's only for 1.0005. I work with 1.0004 patch version.

I thought test it later.

About zombie, i use vanilla zombie.ltx file.

My spawn is ok for other mutant. I use the same frame for all.
I only change the section_name, name, position and the way for meshes...

[1500694]
; cse_abstract properties
section_name = respawn
name = swamp_zombi_respawn
position = -58.228691101074,2.1622543334961,267.4421081543
direction = 0.064544625580311,0,-0.99791485071182

; cse_alife_object properties
game_vertex_id = 4385
distance = 16.7999992370605
level_vertex_id = 1018624
object_flags = 0xffffff3e
custom_data = <<END
[respawn]
respawn_section = zombie_weak, zombie_normal
;max_count = 10
;min_count = 3
max_spawn = 5
idle_spawn = medium
conditions = 80
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0 ffset = 0,0,0
shape0:radius = 1

; cse_alife_space_restrictor properties
restrictor_type = 0

; se_respawn properties

[1500691]
; cse_abstract properties
section_name = zombie_weak
name = marsh_zombie_0001
position = -58.228691101074,2.1622543334961,267.4421081543
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = 4385
distance = 18.1999988555908
level_vertex_id = 1018624
object_flags = 0xffffffbf
custom_data = <<END
[smart_terrains]
swamp_smart_12_lair = true
END

; cse_visual properties
visual_name = monsters\zombi\zombi_1

; cse_alife_creature_abstract properties
g_team = 0
g_squad = 0
g_group = 0
health = 1
dynamic_out_restrictions =
dynamic_in_restrictions =

upd:health = 1
upd:timestamp = 0
upd:creature_flags = 0
upd osition = -58.228691101074,2.1622543334961,267.4421081543
upd _model = 0
upd _torso = -0.00567691260948777,-0.176036268472672,0
upd:g_team = 0
upd:g_squad = 0
upd:g_group = 0

; cse_alife_monster_abstract properties

upd:next_game_vertex_id = 65535
upd rev_game_vertex_id = 65535
upd:distance_from_point = 0
upd:distance_to_point = 0

; cse_ph_skeleton properties

; cse_alife_monster_base properties

; se_monster properties


In june, i added LWR spawn in my old version of map-pack+freeplaystart.
It didn't have problem with zombie. And i didn't change or add files about it.
I only merged the alife_jupiter.ltx with my old all.spawn. And it was ok.
The only crash was about the part of mutant. I didn't have it in my equipment.dds.

I don't understand why i have a problem now.

I send you my files by mail.

Bye
Borovos
  23:10:26  29 November 2011
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Roadkilll
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On forum: 05/27/2011
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I use patch 1.0006 bcs sometimes i play online, will i have to install patch 1.004 to play
  23:41:33  29 November 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421

---QUOTATION---
I use patch 1.0006 bcs sometimes i play online, will i have to install patch 1.004 to play
---END QUOTATION---



For the moment, i only work on 1.0004. I didn't test it with 1.0005 or 1.0006 patch.
So, i don't know the effect (incompatiblity, CTD...).
  00:08:25  6 December 2011
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Muad'Dib
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Messages: 421
I continue to add spawn.

In predbannik, i deleted a part of map pack spawn (pseudogiant, psidog, controller).
Mutants smarties and anomalies are okay.
And now, i'm adding npc in the military base:

http://uppix.net/1/5/f/f1d05ae8b3c86ed16a350a46189c3.jpg

http://uppix.net/a/0/8/400d36948630ac06f605fb9b0a9e9.jpg

http://uppix.net/8/c/6/269a2076cb03811cb8ddf7bd1bd1e.jpg

I used "agr_tower1_soldier" spawn for military base in agroprom with space restrictor.
The result is good.
Soon, i will test smarties for npc, general lager and all...
Barman, others around fire, patrol, guard....

I need to study npc logic.

@Bamah: Did you see my email? Did you have the time to test this spawn?
  00:52:11  8 December 2011
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Roadkilll
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On forum: 05/27/2011
 

Message edited by:
Roadkilll
12/08/2011 0:52:54
Messages: 1307
Will it be released till Chrismas

Shoc freeplay with extra maps NICE what can u want more !
  20:06:57  8 December 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
Will it be released till Chrismas

Shoc freeplay with extra maps NICE what can u want more !
---END QUOTATION---



Oh no! It's too short!

It's only the beginning.
State: 2 levels are finish. I'm working on the third (i need to add 2 smarties and logic for npc).
This week end, i think attack fourth level map if i will have the time.

Picts of current work. Add military in predbannik:
[link]http://uppix.net/0/c/b/49eb13481769a159a748e6b8ac78e.jpg[/link]
[link]http://uppix.net/d/f/9/cb42ab4a8187d95bdae280b1af817.jpg[/link]
[link]http://uppix.net/4/2/c/4fbeed11186f66ce1a5c2eec69124.jpg[/link]
[link]http://uppix.net/9/2/e/7fea045f6864020a53d0995dd1caf.jpg[/link]
[link]http://uppix.net/8/b/1/a4732de9b654baa3ae3c5d9fea347.jpg[/link]
[link]http://uppix.net/2/5/d/bb570b89415a29b8ec471ec49b03f.jpg[/link]
[link]http://uppix.net/c/5/5/de3f7148de232a1f43ad04d45ba3b.jpg[/link]
  20:29:18  8 December 2011
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Meltac
messing with code
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On forum: 01/21/2010
Messages: 1519
Awesome! I always loved predbannik, even when empty. But with AI it becomes even better! Keep up the good work
  20:30:26  8 December 2011
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bamah
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On forum: 02/10/2008
Messages: 911
@Borovos,
Just tried your Marsh again... you can become rich, you're very generous with artifacts and anomalies .
I do have a crash without log.I did put it in my mod to test and my scripts are working on the level so most likely my bad.
Marsh looks amazing with STWC and Meltacs/Kingo64 shaders.
You should add a teleport for a jump or an LC to the next area of marsh and back to the compound to avoid being tied to an NPC for inter level travel...just a suggestion.
I'll check the ctd and let you know, as I said probably a hasty insertion of the level into my mod.
Excellent job thus far
B
  00:17:58  9 December 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
Thanks for compliments guys

About anomalies, yes, i'm very generous in Marsh! I like it!
For me, Marsh must be wild and dangerous area.

My french friend and always my first tester, olivius74, said that it's very difficult to survive in my Marsh. Hight level of radiation in water, trap (position of anomalies), hight number of bloodsucker in some sector...

It's very different in Predbannik. I see this level as a second entry to the Zone, a second "escape". So the number of anomalies is very low.
And i fixe the communities of mutants.
It's quieter, except military guys.

For artefact, i don't understand this spawn system. So it's very hight!
You can find 10 artefact at the same place. It's too much.
I'll reduced and fixed it later.

I think that the spawn of artefact is very hight because i have around 170 anomalies in Marsh. And i use the same frame for all.


---QUOTATION---
I do have a crash without log
---END QUOTATION---


I have the same thing. It's randomly. I don't understand it.

About shader/particules/textures, i will fixed it at the end.
Later, i think to use PP by Loner, Dynamic Shader by Meltac (i saw lastest picts on moddb, i like it) and other.


Now, i'm adding patrol on the road of predbannik (between building and military base).
And different logic in the base.
Next, i add military at the blockpost, and maybe in the building.

If i have the time, i will add mines in predbannik. And maybe can i look the helicopter logic. I don't know it.


---QUOTATION---
You should add a teleport for a jump or an LC to the next area of marsh and back to the compound to avoid being tied to an NPC for inter level travel...just a suggestion.
---END QUOTATION---


I don't understand what you mean. You speak about the "Clear Sky base"in marsh, isn't it?
If yes, i thought to add teleport. I didn't make it.

Regards
Borovos
  03:28:06  9 December 2011
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insanelazarez
Yeah, Good Luck With That...
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On forum: 01/31/2009
Messages: 1070

---QUOTATION---
I think that the spawn of artefact is very hight because i have around 170 anomalies in Marsh. And i use the same frame for all.

---END QUOTATION---



Borovos, lol... 170 anomalies? ONLY??? How many doors in the 'trader bunker'? 75? Aha, lol.

Borovos, i'm just messing around with you, cause 170 anoms is... huh... taking the things too far. Hell, at this point you have more anoms (all created by script, right?).

And, one day you are posting something like... 'OMG, i got this ctd... empty log. Hell, i need more anomalies for sure, or maybe i need to increase my resolution to... huh, 9000x2345?'

Aha... sorry Borovos, i'm still messing around with you.

Do you really need 170 anoms? At thins point i am no longer messing around you, i'm just asking.
  08:26:43  9 December 2011
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Muad'Dib
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Yes. it is.

And no, i'm not a scripter man. i only use acdc.pl and all.spawn.

For the moment, it's stable. I added part by part with long test.

You can test it if you want to see the result. i released a patch for it.
  23:46:14  13 December 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
Short news:

I continu to add spawn in predbannik.
Make smarties for npc is a very long work.

So, i obtained a 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: ....r. - shadow of chernobyl\gamedata\scripts\_g.script:20: bad argument #2 to 'format' (string expected, got no value)


stack trace:


After a little search, i add the _g.script from ZRP mod. And it's magic!
Bug is fixed!

And other news, my mod is now working on 1.0005 version! Thanks Bamah for files.

Now, i need to add a last smarty for npc in prebannik. And it'll be finish with this level.

To finish, the traditionnal series of screens:
[link]http://uppix.net/a/b/2/9cacb9e0106d62c779a6c80ca77dd.jpg[/link]
[link]http://uppix.net/1/a/d/17a5b480dd4d2c7bbd19aeeb2d739.jpg[/link]
[link]http://uppix.net/f/6/6/d03bbbf88cc09ebdace30fa7a5563.jpg[/link]
[link]http://uppix.net/d/7/6/777f20063431cd9d45a5a3840b214.jpg[/link]
  00:06:53  14 December 2011
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Roadkilll
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I was just about to ask is there any news on ur mod, good to hear it s going well
  21:33:35  20 December 2011
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Taffy
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On forum: 03/19/2009
Messages: 672

---QUOTATION---
I was just about to ask is there any news on ur mod, good to hear it s going well
---END QUOTATION---



I second this notion.
Love Freeplay Start.
Love this thread.
  23:00:30  20 December 2011
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
Thanks guys

For the moment, i need to use Level Editor (i want to add fireball_anom, and maybe i'll use it to add spawn). I'm not good with it. I need time to learn).

But with year-end party, i don't have many time to work.

More news in January!
  14:21:32  21 December 2011
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Roadkilll
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On forum: 05/27/2011
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---QUOTATION---
I was just about to ask is there any news on ur mod, good to hear it s going well

I second this notion.
Love Freeplay Start.
Love this thread.
---END QUOTATION---



Too right , Taff
  20:05:01  10 January 2012
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Muad'Dib
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On forum: 01/24/2011
 

Message edited by:
Muad'Dib
01/10/2012 21:52:26
Messages: 421
Hello stalker,

Happy new year

I stopped the "add spawn work" since 3 weeks.

Now, i'm working on SDK (Thanks to Bangalore and others for helping and their explanations).

With my friend Olivius74, we want to add few levels to Stalker Map Pack:

- "Radar arch-1" (mp_rls_duga1); mp level for Antenna Duga (Olivius is working on it)
- "Cartographer_place" ; a little single player level, nicely to make a stash for Doctor. I think to add it near marsh or old_swamp
- "Red drawbar" farm, single player level by OGSE team
- Optional: "Garbage+Escape" level, by OGSE team
- Finally, i'm working to convert the mp Darkscape level to single player level. Now, i'm creating and i'm checking the aimap. (I'm searching this level since one year, but i didn't find a good version for soc 1.0004, only the Darkscape Note Beta)

But, i have a lot of problem caused by SMP levels. I can not compile game.graph with all levels:

Level 44 old swamp:
FATAL ERROR

[error]Expression : l_tpCrossTable->header().level_guid() == l_tpAI_Map->header().guid()
[error]Function : CLevelGameGraph::CLevelGameGraph
[error]File : .\xr_graph_merge.cpp
[error]Line : 128
[error]Description : cross table doesn't correspond to the AI-map, rebuild graph!

----------------------------------------------------
level 39 labx8

FATAL ERROR
[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : .\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'fireball_electric_zone'

-----------------------------------------
Level12 L09DeadCity
FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : .\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'cit_deadcity_maps'

---------------------------------------------
Level38 jup underground

FATAL ERROR
[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : .\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'campfire'


I know that i could correct crash with Old swamp. And about DeadCity, i have a second version.

But i could not correct Jupiter and labX8 mistakes because i can not open them in SDK.
I obtained the same crash with converter.exe.
So, I hope that i would not have to remove this two levels.

That's news.

With luck, Duga and Darkscape will be finish in one or two month.
Other levels only need few changes on SDK.
  20:24:17  10 January 2012
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Taffy
Barely leaves the Cordon...
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On forum: 03/19/2009
 

Message edited by:
Taffy
01/10/2012 20:30:34
Messages: 672
So does this mean your no longer adding maps to Freeplay Start?

~Edit~ Sorry I read that wrong. Nevermind.
  21:35:22  10 January 2012
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Bangalore
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On forum: 02/17/2008
 

Message edited by:
Bangalore
01/10/2012 21:36:19
Messages: 1158

---QUOTATION---

But i could not correct Jupiter and labX8 mistakes because i can not open them in SDK.
I obtained the same crash with converter.exe.
---END QUOTATION---



Clear level.ltx or delete the level.spawn from SDK \level_editor\gamedata\levels\... these files cause the most common converter errors with non-SOC maps. Deleting the level.spawn means that you will loose everything what can be spawned (some important things: campfires, ladders, graph points too), but they could be restored easily.
  21:50:51  10 January 2012
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Muad'Dib
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On forum: 01/24/2011
Messages: 421

---QUOTATION---
delete the level.spawn from SDK \level_editor\gamedata\levels\...
---END QUOTATION---


It's the good answer! As always. Thk

Bangalore, three words for you: I love you



Please, can you explain me what is spawns>ai>graph point in LE???
I saw that you said about Duga level: Olivius needed to add 100-150 graph point, but i don't understand what is it.
Where add it? And why?
  09:44:30  11 January 2012
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Bangalore
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On forum: 02/17/2008
 

Message edited by:
Bangalore
01/12/2012 22:00:32
Messages: 1158

---QUOTATION---
delete the level.spawn from SDK \level_editor\gamedata\levels\...
It's the good answer! As always. Thk

Bangalore, three words for you: I love you




---END QUOTATION---


I hope not in THAT way!


---QUOTATION---
Please, can you explain me what is spawns>ai>graph point in LE???
I saw that you said about Duga level: Olivius needed to add 100-150 graph point, but i don't understand what is it.
Where add it? And why?
---END QUOTATION---



The graph points are just another must have for a single player game.
You can't find a single player vanilla level without graph points. As i understand the game mechanics, the offline ai uses the graph points to move, and the online ai moves on the ai map.

The graph points look like in the level editor as white flags, and you will find them placed on the ai map. The xrAI tool translates these white flags/graph points to game vertexes during compiling. Each graph point/white flag will be a game vertex, and these vertex values are used near the coordinate values later in the all.spawn

You can check this, if you open the vanilla Escape in the level editor, and choose in the spawn object list all the graph points. If you look into acdc.pl (or extract the game.graph), it shows that the l01_escape has the first 252 game vertexes, and you could count exactly this number of graph point in Escape level editor scene (start_actor_01, start_actor_02, exit_escape_01, 249 x esc_graph_point_xxxx).

So you must place graph points (make a graph point network) on the ai map, in the proper density, or the ai will not work properly.

The graph points which are outside of the ai map are not used in the game, the xrAI tool discards/deletes them during compiling from the game.graph and from the all.spawn. The xrAi tool will discard the graph points too, which are on invalid ai map, that's why it is important to make a valid ai map.

You can name graph points as you wish, but you can't give the same name for two graph points in one level (the level editor automatically gives the next number when you add objects, and it doesn't let you to give the same name for two objects). You should follow the vanilla pattern, for example the graph point where the actor is positioned after level change, should have the name "start_actor_01" ... 02 etc. The rest of the graph points get the level_prefix_graph_point name. You can set up the level_prefix in the scene options, for example Escape objects have usually the prefix "esc", which helps you keep the things organized.

You must use also these graph points to make links (connection) between levels for the ai. In the graph point properties you can select a level to connect (Connection:Level name), and you can enter the name of a graph point from the another level (Connection oint name). So the ai will exit (you see simply disappear an npc/monster) from the level at this graph point, and will be spawned on another levels connected graph point. You should name these connected graph points like "exit_level_01" ... 02 and so on, just like in vanilla level editor scenes.

See the "Deep learn" section of this tutorial how to connect levels via graph points - or open Escape and Garbage and see how the devs connected them for the ai with graph points.

http://sdk.stalker-game.com/en/index.php?title=AI_Map_Compiling
  23:57:08  14 January 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Hello guys

I'm so happy!!!!

[url]http://uppix.net/e/f/c/1cec29a7af5bd5fe7b6239170a831.jpg[/url]

[url]http://uppix.net/8/6/1/d383a9455f3a809a5e54fef0cfe2a.jpg[/url]

[url]http://uppix.net/0/0/c/7a932ce54ad67e8d2b8187efa7372.jpg[/url]

[url]http://uppix.net/2/c/b/ba6d0b2229efdce1e1f9737676397.jpg[/url]

Now, i have my own Darkscape level! For soc 1.0005!
My first work with SDK!

Ok, i have a lot of mistake with texture, no grass, no transparency for fences....
But, i don't have CTD!!!

And, i'm not good to work with textures. I don't like this.

THANKS to Bangalore, cOLDsnake, Olivius and KamikaZze, for help, explanation, link and encouragement.

It's a good day for me.
  01:06:57  15 January 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
01/15/2012 1:10:41
Messages: 1975
Wonderfull,Borovos, you're a super great modder and for a first try, well it's a master try!
Congratulations!
What a great mod your SMP will become!

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

http://i.imgur.com/MYxA6.jpg
  02:28:01  15 January 2012
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Bangalore
Robberbaron
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On forum: 02/17/2008
 

Message edited by:
Bangalore
01/15/2012 2:52:42
Messages: 1158

---QUOTATION---

Now, i have my own Darkscape level! For soc 1.0005!
My first work with SDK!

Ok, i have a lot of mistake with texture, no grass, no transparency for fences....
But, i don't have CTD!!!

And, i'm not good to work with textures. I don't like this.
---END QUOTATION---



Congratulation for your first level attaching!

Nevermind, the purpose of these mod threads is to help ppl.

But... wait a second. If you didn't add new static meshes to Darkscape, you can use the level geometry files from Macron's 1.0008 gamedata. You need from your SDK gamedata only these files:
- level.ai
- level.game
- level.gct
- level.graph
- level.spawn
- level.gct.raw
Copy the rest of the files to mod gamedata from the 1.0008 gamedata.
  15:42:52  16 January 2012
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Roadkilll
Merc
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On forum: 05/27/2011
 

Message edited by:
Roadkilll
01/16/2012 15:44:38
Messages: 1307
I still play feeplaystart, i love it + with ur mod it will be ....... AWESOME!!!

If u ask me u can just release maps with npcs in it and im good just to walk around and put down some bandits ( it s what i do, bandit fans , no offense )
  16:17:04  16 January 2012
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Taffy
Barely leaves the Cordon...
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On forum: 03/19/2009
Messages: 672

---QUOTATION---
I still play feeplaystart, i love it + with ur mod it will be ....... AWESOME!!!

If u ask me u can just release maps with npcs in it and im good just to walk around and put down some bandits ( it s what i do, bandit fans , no offense )
---END QUOTATION---



+1 we could team up and wipe the floor with them all.
  12:49:40  17 January 2012
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Roadkilll
Merc
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On forum: 05/27/2011
Messages: 1307

---QUOTATION---
I still play feeplaystart, i love it + with ur mod it will be ....... AWESOME!!!

If u ask me u can just release maps with npcs in it and im good just to walk around and put down some bandits ( it s what i do, bandit fans , no offense )

+1 we could team up and wipe the floor with them all.
---END QUOTATION---



Sure thing Taff, no mercy on them , we could create our own faction just to shoot bandits for fun.

I roll with AKm 74 sometimes groza too
  18:08:35  2 February 2012
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Roadkilll
Merc
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On forum: 05/27/2011
Messages: 1307
Any news for this one
  20:59:05  2 February 2012
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ket
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On forum: 01/13/2006
Messages: 1432
Out of curiosity has anybody released a map pack adding in JUST the cut levels from SoC so its like a universally compatible mod that can be merged?
  23:03:50  6 February 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
Any news for this one
---END QUOTATION---



Hey,

About this mod, i didn't work about "add spawn" since december.

I maked my first work with SDK in january, i obtain a good single player level: Darkscape .
But i have a lot of problem to merge it with stalker map pack.

So, it's a hard work. And i don't know if i'll continue to work on stalker map pack + free play start.

And i would like test other thing. I'm testing some things with 3DsMax and SDK.
Maybe i'll create my own level, i don't know. It's a idea.

For the moment, this project is not dead. Maybe later. I don't know.
  22:12:59  7 February 2012
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Roadkilll
Merc
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On forum: 05/27/2011
Messages: 1307
Nooo00oooOOO0o0oo0o0o0oOoo0o0o0......ok im good
Sure thing man, ur mod ur rules.

Hope u get back on it sometime
  22:59:33  7 February 2012
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Taffy
Barely leaves the Cordon...
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On forum: 03/19/2009
Messages: 672
Nevermind No worries.
  10:43:34  8 February 2012
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Meltac
messing with code
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On forum: 01/21/2010
 

Message edited by:
Meltac
02/08/2012 10:44:13
Messages: 1519

---QUOTATION---
Out of curiosity has anybody released a map pack adding in JUST the cut levels from SoC so its like a universally compatible mod that can be merged?
---END QUOTATION---



AFAIK Kostya's Stalker Map Pack is the most complete and most generic bundle of ShoC maps (which also includes CS and CoP maps with the respective add-ons). It is fairly universal, however comes with its own all.spawn because of the necessary level changers and such things.
  21:18:35  3 June 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Project restart

Hello,

I'm back here after 4 months.

Finally, I'm not a good 3D artist, so i stopped my Duga map project.
I can not create it without help.

But all this time is not loss.
Now, i know a lot of thing about SDK and LE tools (unfortunetaly, not all) .

I restarted work on stalker map pack. Today i corrected aimap in atp level and I added spawn. Tool is running now.

I don't know if i can work on all stalker map pack levels, but i would like to correct a lot of thing (borked aimap, loss ladder in old_swamp...).

And LE is the best tool for spawn adding.
This is easier than acdc method.

I found a lot of mistake in stalker map pack levels.
Maybe i'll not use 3 or 4 levels.

As i need to make new game.graph, i'll added this two teeny levels (m91 and old_village):

[link]http://uppix.net/d/4/a/3df56795f27e0a7db71390875ebe3.jpg[/link]

[link]http://uppix.net/6/4/4/c00a86b3f72006677660e79b76a07.jpg[/link]

[link]http://uppix.net/1/7/3/f1e2123c8a948e2d80a2227dad68b.jpg[/link]

[link]http://uppix.net/b/6/3/9011adf5c349117e20040e942dbb9.jpg[/link]

[link]http://uppix.net/7/2/e/6437fc44c482dfc05a2c626839b3e.jpg[/link]

[link]http://uppix.net/5/3/b/7666337b42d3915b3445017a53726.jpg[/link]

[link]http://uppix.net/1/c/2/bd98805097cf2532712420a7b493f.jpg[/link]

[link]http://uppix.net/7/9/8/9f82ba6afc66b4fcde1b1dab54151.jpg[/link]

And others too, maybe.

Later, i'll merge it with freeplaystart and others.

Bye
Borovos
  22:09:08  3 June 2012
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Meltac
messing with code
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On forum: 01/21/2010
Messages: 1519
Impressive! Keep up the good work
  22:51:43  3 June 2012
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cOldSnake
modeler
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On forum: 07/11/2011
Messages: 197
Great news man,cant wait.To bad about Duga,what kind of help do you need?
  23:15:39  3 June 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
Great news man,cant wait.To bad about Duga,what kind of help do you need?
---END QUOTATION---



Thanks.

I'm not good with 3Dsmax, it's a fact. I'm not precise with this tool.
I'm a lumberjack.
I redid my terrain 4 or 5 times, but it was not good.

I need help to create a good terrain, with natural relief (my terrain was too flat), with gap under building.

And i didn't talk about terrain texture.
It isn't a work for me.

So, i had two big problem: relief and the accurate location of buildings.
This work need modeling expertise and i don't have it.

Maybe this duga project was too great for me.

Working on current levels maps is easier.
[link]http://uppix.net/7/4/9/673c82034c9a47801e60cff3097a3.jpg[/link]
  01:22:53  4 June 2012
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cOldSnake
modeler
(Resident)

 

 
On forum: 07/11/2011
Messages: 197

---QUOTATION---
Great news man,cant wait.To bad about Duga,what kind of help do you need?

Thanks.

I'm not good with 3Dsmax, it's a fact. I'm not precise with this tool.
I'm a lumberjack.
I redid my terrain 4 or 5 times, but it was not good.

I need help to create a good terrain, with natural relief (my terrain was too flat), with gap under building.

And i didn't talk about terrain texture.
It isn't a work for me.

So, i had two big problem: relief and the accurate location of buildings.
This work need modeling expertise and i don't have it.

Maybe this duga project was too great for me.

Working on current levels maps is easier.
[link]http://uppix.net/7/4/9/673c82034c9a47801e60cff3097a3.jpg[/link]
---END QUOTATION---



You dont need to be an expert for making a terrain,depending on what tehniqe are u using.to get position of buildings you need to import them in max,place them where you want and set their pivot to 0 aswel for terrain so when are exported in LE they are in same position how they was in max

http://i.imgur.com/oPdPq.jpg
http://i.imgur.com/fQm9Q.jpg
http://i.imgur.com/fVC6x.jpg
http://i.imgur.com/pHFc2.jpg
http://i.imgur.com/qnCr2.jpg
http://i.imgur.com/tyjzF.jpg
  01:49:19  4 June 2012
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Taffy
Barely leaves the Cordon...
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On forum: 03/19/2009
Messages: 672

---QUOTATION---
You dont need to be an expert for making a terrain,depending on what tehniqe are u using.to get position of buildings you need to import them in max,place them where you want and set their pivot to 0 aswel for terrain so when are exported in LE they are in same position how they was in max

http://i.imgur.com/oPdPq.jpg
http://i.imgur.com/fQm9Q.jpg
http://i.imgur.com/fVC6x.jpg
http://i.imgur.com/pHFc2.jpg
http://i.imgur.com/qnCr2.jpg
http://i.imgur.com/tyjzF.jpg
---END QUOTATION---



Looks brilliant man
  19:12:10  5 June 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
06/05/2012 19:12:54
Messages: 421

---QUOTATION---
You dont need to be an expert for making a terrain,depending on what tehniqe are u using.to get position of buildings you need to import them in max,place them where you want and set their pivot to 0 aswel for terrain so when are exported in LE they are in same position how they was in max

---END QUOTATION---



I restart as you said. It's easier to add building and create relief.
Before, i created terrain with Max and after i implanted buildings in LE. It was very hard.
I didn't thought of that. Thanks.

I found too K02_MilRad terrain object and textures. If i have free time, i'll modify terrain and use it to create a small forest level with check point on the road.
  00:25:00  6 June 2012
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Roadkilll
Merc
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On forum: 05/27/2011
Messages: 1307
Good to see u back on the mod.
Keep up the good work i love ur mod
  01:03:02  6 June 2012
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Taffy
Barely leaves the Cordon...
(Resident)

 

 
On forum: 03/19/2009
Messages: 672

---QUOTATION---
Good to see u back on the mod.
Keep up the good work i love ur mod
---END QUOTATION---



Same here.
I'm watching this eagerly!
  20:29:00  6 June 2012
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Bangalore
Robberbaron
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On forum: 02/17/2008
Messages: 1158
Nice to see, that this project is still alive.
Freeplay FTW!
Why don't you team up with cOldSnake, who can model nice new maps?
  20:26:01  8 June 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
Nice to see, that this project is still alive.
Freeplay FTW!
Why don't you team up with cOldSnake, who can model nice new maps?
---END QUOTATION---



I don't know. I'm a beginner. I'm not ready to work with other modders. Maybe later.

And with another stalkerfrance.com member, we're testing few things with Max last days.

Another thing, this is state as this day:

Before spawn adding, i need to fix a lot of thing with stalker map pack:
- create new aimap to add one or two levels (tester_mp_rostok, and maybe duga mp map from russian 1.0008 pack)
- remake aimap for old_swamp
- correct little mistake in l09_deadcity, level f-1 (red draw bar) and jupiter underground levels
- correct unknow bug with jupiter/zaton/pripyat levels from CoP, i hope that i have not to remake aimap.

After that, i'll connect all levels (47 levels today), remake game.graph and all.spawn.
Next, i'll work on spawn adding.
And finally, i'll merge it with freeplaystart.

So, it'll be a long work. As always.

If it will be too hard for me, i'll reduce drastically levels number.
  12:20:32  9 June 2012
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Roadkilll
Merc
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On forum: 05/27/2011
Messages: 1307
Don't push your self too hard
  20:40:08  22 June 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
06/22/2012 20:40:34
Messages: 421
Hello guys,

I need your point of view. Which levels do you would like to see in my mod among this list (from russian patch 1.0008):

mp_construction:
[link]http://uppix.net/6/e/2/e8d1925f8a9de363cb5dba73fda43.png[/link]

mp_depository:
[link]http://uppix.net/f/6/d/5e4811f2e6263d4edbc5c312e5b4b.png[/link]

mp_object13:
[link]http://uppix.net/d/4/9/c7c02e8a32f0984ce5ea6739ba7ee.png[/link]
[link]http://www.youtube.com/watch?v=mlN5MxacrMM[/link]

mp_station:
[link]http://uppix.net/3/8/e/6bcbe51d6317398f43c277bb45174.png[/link]

I prefer mp_station. It's a little train station/village as the liberty base in Military.

I found that mp_object13 is "original" (sorry, i don't find a good word in english, maybe "different", "eccentric", "strange" ).
Maybe could i place it between l10_radar and the CS Red Forest.

Of course, they are little levels. I'll not increase level map size, but i change few things.

I'm waiting to read your opinion about them.
If you don't know this levels, i can take some screens in LE.
Sorry, i didn't find video for all.

Bye
B.
  21:08:38  22 June 2012
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Roadkilll
Merc
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On forum: 05/27/2011
 

Message edited by:
Roadkilll
06/22/2012 21:09:46
Messages: 1307
I like Depository and Station , they look nice to explore and hang out in
  21:45:04  22 June 2012
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Muad'Dib
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On forum: 01/24/2011
 

Message edited by:
Muad'Dib
06/22/2012 21:45:57
Messages: 421
Depository is very short. But i see few bloodsucker or controler in it.
It's five open buildings. Nice to run and shoot with pump gun.
His size is around mp atp level size.

About station, i like it. When i'm seeing it, i think about dead villages in CS Marsh level, one desolated area.

Because they are mp levels, they are little.
So i don't know if i need spawn a lot of enemies to create a hard fight sequence, or make a quiet area.
  21:51:20  22 June 2012
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olivius74
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On forum: 11/19/2010
Messages: 1975
Hello Borovos

ALL...
Sorry, it is a little joke...


Two map : mp_construction or mp_object13.

These two maps are quite large and your talent for spawning would be promise us fun time!
And with différents place,cover,train...really good.

In mp_object13,do you thing it's possible to enlarge the terrain (fences?) to include the little scenery out of the fences ?
May be to long compile to reconsider geometry level?

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

Good evening!
And thank's to tell us say our preferences!
  23:06:01  22 June 2012
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
About object13, buildings out the fences are not beautiful.
It's fake buildings with poor geometry details, low quality textures.
So no, i'll not extend fences.

If i'll use this level, i'll spawn monolith npc, add psi and radioactive zone.
As in radar and NPP.

I need more opinion to choose.
  19:49:33  23 June 2012
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Taffy
Barely leaves the Cordon...
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On forum: 03/19/2009
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Sounds great.
Small maps are fine, right?
  11:47:24  1 July 2012
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
First week end with free time to mapping since few weeks.
So, mp_station level is ready to play now:

[link]http://uppix.net/0/b/2/ea40cc6b390112cc8e11454b01c3b.jpg[/link]
[link]http://uppix.net/1/7/d/a4333b22afc895c11474c537f0042.jpg[/link]
[link]http://uppix.net/c/8/c/e4df28fbe9e5c008c4d8f19737334.jpg[/link]
[link]http://uppix.net/4/c/a/411e30039fbd9aab19301f418d9e6.jpg[/link]
[link]http://uppix.net/a/7/1/91773e7673c78279b6978283f2dc4.jpg[/link]
[link]http://uppix.net/c/a/1/8b45ec4869785a8bae14ef5f769ae.jpg[/link]
[link]http://uppix.net/c/7/9/19e6998ac8ad4e12cd0c32e071421.jpg[/link]
[link]http://uppix.net/a/9/2/1ca1d5792ed5bc029c1e6343378f2.jpg[/link]
[link]http://uppix.net/a/2/8/61a3dd72e6a4947afae586224c218.jpg[/link]

Aimap is correct, level have details and weather is functional.
I need to work again with spawn.

Next step, switch another mp level to singleplayer game.
  12:15:02  1 July 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6340
Looks very good.
  13:32:35  1 July 2012
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
Thank you.

I have one litlle mistake with this level. I think that level was designed with max/maya (I obtained always few big object when i converted it with le, le2 or raw option).

Therefore one tower isn't aligned with aimap and i can not change his position. Npc could not walk up on it. It's bad.

I needed to make aimap with ignore constraint for few spot, otherwise npc could not entry in one building or waggon.

Finally, i would like to delete sandbage, but it was the same thing.
It needed to modify big object in Max.

I didn't change level geometry. It's the same as in original mp level.
  21:36:34  1 July 2012
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
I decided to create moddb page.

Now, name of my mod is "Into The Zone".

I'm waiting to obtain all authorisation.

It'll be here:
[link]http://www.moddb.com/mods/into-the-zone[/link]

B.
  22:21:48  1 July 2012
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bamah
Senior Resident
 

 
On forum: 02/10/2008
Messages: 911
Hey Borovos,

Very nice...looking forward to the progress. Speaking of progress, looks like you learned a lot.

Will it still be a FPS mod or something else all together.
B
  00:53:27  2 July 2012
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Taffy
Barely leaves the Cordon...
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On forum: 03/19/2009
Messages: 672
Looks amazing
  20:40:27  2 July 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Thanks guys,

It's always the same thing since one year, i'm merging stalkermappack and Freeplaystart.
And i'm adding spawn in empty levels.
I'm adding too more levels that i take in multiplayer pack or build...

I didn't use acdc since a long time, now i'm working only with LE.

Later, i'll use acdc to merge FPS all.spawn with my final SMP all.spawn.

@Bamah,
With your help and that of Bangalore, i learned a lot of things, Thk to you two.
I don't know all thing about LE or modding, but i know that i need for the moment.
  21:44:51  2 July 2012
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Taffy
Barely leaves the Cordon...
(Resident)

 

 
On forum: 03/19/2009
Messages: 672
Will there be a small demo at all? Even of just one map for us to sample?
  22:03:36  2 July 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Of course!

This is m91 single level. It isn't final version. I need to correct one or two mistake with geometry, rework aimap (it's functionnal, but i want to modify it) and i need to finish spawn (trader, ammo and weapon, box...).
And i need to compile it in high quality.

It's a demo, not a release level.

Link:
[link]https://dl.dropbox.com/u/32595810/gamedataSubway2.7z[/link]

I didn't delete GSC original files, don't be surprise if your game are in russian.
I used it on 1.0004 version.

I'm making little trailer about m91 for moddb page.
  23:28:18  2 July 2012
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Taffy
Barely leaves the Cordon...
(Resident)

 

 
On forum: 03/19/2009
Messages: 672
Lovely! Thank you!
  19:15:21  3 July 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
Lovely! Thank you!
---END QUOTATION---



You're welcome.

What do you think about it? I'm curious to see your opinion.
  20:12:51  3 July 2012
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Taffy
Barely leaves the Cordon...
(Resident)

 

 
On forum: 03/19/2009
 

Message edited by:
Taffy
07/03/2012 20:16:21
Messages: 672
Well, It ctd'd without even starting up. But I'm assuming that's because my stalker is patched to 1.005. It was worth a try though.
Going to sort that out in a bit.

Do I have to use the demo with Freeplay Start, or is it stand alone?
  22:13:27  3 July 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
07/03/2012 23:44:24
Messages: 421

---QUOTATION---
Well, It ctd'd without even starting up. But I'm assuming that's because my stalker is patched to 1.005. It was worth a try though.
Going to sort that out in a bit.

Do I have to use the demo with Freeplay Start, or is it stand alone?
---END QUOTATION---



I didn't test it in 1.0005. I work in 1.0004 at this time.

It isn't demo for FreePlay Start, it's a stand alone level.
Unzip and paste the gamedata in your game 1.0004, start a new game and you can visit this single underground level.

If you don't want to uninstall your soc version, you can install another version.
Now, i have 6 SoC different version in my C:/program files.

It's easy, you rename your current version folder:
S.T.A.L.K.E.R. - Shadow of Chernobyl
=>
S.T.A.L.K.E.R. - Shadow of Chernobyl_1

Next you rename your save/screen/log folder:
STALKER-SHOC
=>
STALKER-SHOC_1

Finally you edit your fsgame.ltx
$app_data_root$=true|false|C:\|Users\Public\Documents\STALKER-SHOC\
=>
$app_data_root$=true|false|C:\|Users\Public\Documents\STALKER-SHOC_1\

Next, you can install new one. Patch in 1.0004.
All that without uninstall your current version.

For information, you can not applied patch after folder rename.
It's very convenient for mods playing.

EDIT: Olivius said me that my stand alone is corrupt with unknow CTD ( i think it's an error that we can correct with the _g.script from ZRP).
So, this new link will be good:
[link]https://dl.dropbox.com/u/32595810/gamedataSubway1.7z[/link]
This is a previous version that Olivius and Bangalore tested.
  18:01:18  8 July 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
New demo is upload on moddb.

[link]http://www.moddb.com/mods/into-the-zone/downloads/itz-depository-demo[/link]

I'm waiting authorization.
  03:11:00  9 July 2012
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1307
Possible with 1.005 ?
  11:04:25  9 July 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
07/09/2012 20:37:08
Messages: 421

---QUOTATION---
Possible with 1.005 ?
---END QUOTATION---



Yes, i think.

I maked a rapid test on 1.0006 without ctd.
And i don't use lot of critics files:
I used 3 .ltx config files for map, new game.graph, new all.spawn, few textures and level files.
And i used _g.script from ZRP.

EDIT: I tested it. So yes, you can play with 1.0005 or 1.0006 patch.
  03:06:26  10 July 2012
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1307
Great, tnx a lot
  14:10:54  10 July 2012
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Forager
(Senior)
 
On forum: 04/08/2010
Messages: 66
1.0005 here.

Looks like a winner.

It was difficult to explore due to over abundance of blood suckers and the psy screen waver seems over done.

Thanks, you guys keep Stalker interesting.
  02:38:00  11 July 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
1.0005 here.

Looks like a winner.

It was difficult to explore due to over abundance of blood suckers and the psy screen waver seems over done.

Thanks, you guys keep Stalker interesting.
---END QUOTATION---



Good, i'm happy that you didn't report CTD with 1.0005.

"Abundance of blood suckers". They are three, not more.

What do you think about map center? Between buildings?
Isn't it too empty?
Do you think that i need add more objects as furnitures in buildings?

Later, i'll add npc smart terrain.
And i need to add more trees at the border of the map. We can see a lot of defaults in terrain object.
  19:02:23  15 July 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Hey,

I would like to make a trailer with "demo_record 1", but i have the red text in the middle of window.

Please, someone now how delete/mask it?

Thanks
  00:44:01  16 July 2012
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cOldSnake
modeler
(Resident)

 

 
On forum: 07/11/2011
Messages: 197

---QUOTATION---
Hey,

I would like to make a trailer with "demo_record 1", but i have the red text in the middle of window.

Please, someone now how delete/mask it?

Thanks
---END QUOTATION---


Hi man,
in demo_record 1 mode tap space key(every second or so ,when you taping space key you are making keyframes)and when you are finished exit with esc key then open console agian and write demo_play 1 and start fraps
  19:48:54  18 July 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
Hi man,
in demo_record 1 mode tap space key(every second or so ,when you taping space key you are making keyframes)and when you are finished exit with esc key then open console agian and write demo_play 1 and start fraps
---END QUOTATION---





Very good! Thanks you again.
  23:03:17  18 July 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
New trailer on moddb:

[link]http://www.moddb.com/mods/into-the-zone/videos/bog6[/link]

My first own level!

It's a mixed marsh-forest area with a abandonned scientific bunker, a old farm and stalker camps.
No roads or fences, only wilderness as in a real freeplay game.
  21:20:06  22 August 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
08/22/2012 21:20:50
Messages: 421
Hello,

I'm back. My bog level is now ready to play.

I need two guys to test it before upload on my moodb page.

It's a beta version ofc. And it need SuperBin 1.0006.
Without it, you need to decrease "distance vision" to minimum.

Volunteers???

I'll send download link (218Mo) by mail.

I'm starting work on milrad:
[link]http://www.moddb.com/mods/into-the-zone/images[/link]
  01:01:36  23 August 2012
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cOldSnake
modeler
(Resident)

 

 
On forum: 07/11/2011
Messages: 197
Hi man,good to see you are back.

---QUOTATION---

I need two guys to test it before upload on my moodb page.

---END QUOTATION---


Is the job still open?
  01:08:32  23 August 2012
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1307
Im up for it if there's room, and btw glad to see u work on this great mod.
  21:38:22  23 August 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
ColdSnake and RK RoadKill, please check your mail.
  21:54:21  27 August 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Bog level demo is available on moddb

Upload is running

[link]http://www.moddb.com/members/borovos/downloads/bog-level-demonstration[/link]

Please, look the readme for installation.
  14:33:39  2 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
09/02/2012 14:34:18
Messages: 421

---QUOTATION---
Bog level demo is available on moddb

Upload is running

[link]http://www.moddb.com/members/borovos/downloads/bog-level-demonstration[/link]

Please, look the readme for installation.
---END QUOTATION---



Six days, around 40 download and zero feedback. Please, guys.

I don't search congratulation, but i'm eager to know if you have crash or not.
I would like too advices to improve this level and next one, some comments....

I need your opinion to improve my work, simply.
  17:00:03  2 September 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
09/02/2012 17:00:35
Messages: 1975
One word: AMAZING!

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

Everything works at first in 1006 for me.
No crash yet

(and too great to adjust the FOV !)

Crazy the minefield, terrified monsters run everywhere, explosions ... really incredible!
companion ...
the map on the PDA, the atmosphere, the weather ...
What madness!

Thank you again Borovos to share us such wonders...


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

http://i.imgur.com/8XlB1.jpg

http://i.imgur.com/4en72.jpg

http://i.imgur.com/Uz6R7.jpg

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

http://i.imgur.com/do2Yx.jpg
  18:06:50  2 September 2012
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
 

Message edited by:
exostalker
09/02/2012 18:07:14
Messages: 1267
Tried it out, quite a nice map!


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: C stack overflow

Got this... And I really don't like the console being flooded with cl setDestroy [2376] and other lines like this.
  21:33:33  2 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
@Olivius,

Thanks bro.
I hope that you enjoyed with it.
At this time, i didn't create smart terrain for mutants. I know you like run on the front of bloodsuckers



---QUOTATION---
Tried it out, quite a nice map!


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: C stack overflow

Got this... And I really don't like the console being flooded with cl setDestroy [2376] and other lines like this.
---END QUOTATION---



Thanks for report.
I had this ctd one time. I don't understand it.
It isn't script files in [error]Arguments to help me.
I think it's cause by Global Ai Pack.
I hope that is a random ctd.

For Destroy objects, it's probably cause by bad "sectors" making.
I need to speak with Bangalore about this.

And what do you say about 1.0006 patch + superbin? Did you have problem with save or others?
  21:54:56  2 September 2012
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
Messages: 1267
Didn't try to save, because this crash happened after 5 minutes of playing... and the log is massive, hundreds of lines... and about 1.0006 patch - don't really know, didn't see any changes with it, other than needing to reinstall the game for 4th patch to try out russian mod which came out today... You can for sure make it work for other patches as well, not only the 6th one, and I would advise you to do it in the future, not a lot of people have the 6th patch and not a lot want to have it...
  22:14:19  2 September 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1975
I know you like run on the front of bloodsuckers

Excellent!It's true,remember screens of your spectacular old level swamp!I don't post screen about it in this level to not spoil your work of course but...fantastic!To all not test yet,try this demo!

And for the saves with the patch 1.006+superbin ,they work very well but not always with quicksave.And even ,some ok.Bamah said us that also ,I remember...

Not dramatic,I have 8 saves all goods in everyplace.

Wonderfull level,atmosfear perfect,beautiful ...what 's great job!

Good continuation...

And if I can a question (sorry i'm curious!) on what level you're working now ? Or what do you want to improve,I know you're a perfectionnist!

Good evening
  23:56:24  2 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
Didn't try to save, because this crash happened after 5 minutes of playing... and the log is massive, hundreds of lines... and about 1.0006 patch - don't really know, didn't see any changes with it, other than needing to reinstall the game for 4th patch to try out russian mod which came out today... You can for sure make it work for other patches as well, not only the 6th one, and I would advise you to do it in the future, not a lot of people have the 6th patch and not a lot want to have it...
---END QUOTATION---



As i said in the readme, you can play with 1.0004 or 1.0005 in theory. But you could not use high graphics parameters.
Superbin 1.0006 is the single way to play in large levels as marsh, zaton, jupiter or my bog.

I know that people don't like 1.0006. But it's a choice that i can not do. If i can not use 1.0006, I should consider to delete levels (Bog is very ugly with minimum distance vision).

Or maybe could i change the game, stop this mod and switch this project on CoP (i prefer SoC engine ofc, and i know more things on SoC modding/mapping). I don't know.
Now, i know how to use SDK 0.4. I think it isn't very different in SDK 0.7.
  00:21:19  3 September 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1975
stop this mod

Oh no,no ...not after all work you do ?

and switch this project on CoP

Incredible,how long I know you ,you are not interesting by CoP!You tell me...

But sincerely install the Cop level Pack I actualise,the best gamedata for modding ,and with all your knowledge about SDK,all the things you can do!It will be fantastic!The atmosfear of the map is incredible and so beautiful with a compilation max.
Me ,I try and manage to spawn on it little simple things with the acdc (with all your advices and tips ) and I' m happy to see it's works!
But definitively too long for a real mod!
I Imagine with the the sdk all we can do...
So I will try.

I found the atmosphere of the maps of this pack fantastic like the atmosphere builds Stalker ,but incredibly beautiful in CoP!
  00:28:45  3 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
No, i don't stop it yet.
And yes, i don't like CoP.

I restart bog and obtain a ctd after 10-15min as ExoStalker:
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: ...w of chernobyl3\gamedata\scripts\bind_stalker.script:218: C stack overflow

Finaly, i don't good to merge .script files. Next demo will be leaner, without stand alone as alife mod.

Olivius, i forget to answer. Now, i'm working on Milrad level. You could see screens on moddb if you want.
  14:56:55  14 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Hey guys,

I found a little archive with some maps.

You could see screens on my moddb page and the main page on ap-pro:
[link]http://ap-pro.ru/load/teni_chernobylja/mody/lokacii_dlja_s_t_a_l_k_e_r_shadow_of_chernobyl/8-1-0-1273[/link]

Dl link:
[link]http://www.unibytes.com/LEoWP8xXkuILqw-Us4P3UgBB/timer?drgn=1[/link]

It include a very nice level, the Hiding Road and a beautiful version of DeadCity....

ofc, i updated my project levels list:
[link]http://www.moddb.com/mods/into-the-zone/features/itz-levels-list[/link]
  17:36:36  14 September 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
Wonderful, STILL there are new levels to expand The Zone

Are you gonna include those in your map pack and provide some DL?
  22:15:16  14 September 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1975
Thank's Borovos to share us this!

What an amazing and fabulous archive!
I've found the famous circus I was looking for a long time!

http://i.imgur.com/6BZLc.jpg

http://i.imgur.com/QN5vJ.jpg

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

http://i.imgur.com/VOsR4.jpg

How impressive architecture!

Thank you for sharing such a wonder!

Your mod will be really ...fantastic with the addition of some maps.
And you're right: there is one of the best map of Dead City I saw!!Wow!

I will test all the gamedata!Need all night!
Marvelous!
Thank's
  12:20:50  15 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
Wonderful, STILL there are new levels to expand The Zone

Are you gonna include those in your map pack and provide some DL?
---END QUOTATION---



Yes, i'll include some levels in my mod. If i release it, it would be the biggest map pack on SoC.
Check this list:
[link]http://www.moddb.com/mods/into-the-zone/features/itz-levels-list[/link]

Meltac, did you take time to test my Bog level demo? I'll be happy to have your feedback.

@Olivius, i don't use all maps from this archive. In particular, i don't use gsc tests/demo maps and the Circus.

And no thanks, it's normal. I found a good link, i share it ofc.
  12:49:33  27 January 2013
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
I didn't write here since a long time.
I continue to work on map creating:

[link]http://media.moddb.com/images/mods/1/21/20663/screen_creuvasse.png[/link]

[link]http://media.moddb.com/images/mods/1/21/20663/ss_sylvain_01-26-13_18-08-48_level_trucks_cimetery.jpg[/link]

[link]http://media.moddb.com/images/mods/1/21/20663/ss_sylvain_01-26-13_18-07-01_level_trucks_cimetery.jpg[/link]

[link]http://media.moddb.com/images/mods/1/21/20663/ss_sylvain_01-26-13_16-14-02_level_trucks_cimetery.jpg[/link]

[link]http://media.moddb.com/images/mods/1/21/20663/ss_sylvain_01-26-13_16-09-18_level_trucks_cimetery.jpg[/link]
  11:37:56  27 March 2013
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
Cool, keep up the good work
  20:24:09  27 March 2013
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
Cool, keep up the good work
---END QUOTATION---



Hey Meltac,

Thanks for comment.

I need to made the aimap to finish my trucks cimetery level and publish it. But motivation is not here.
It's the same thing with my mod based on Redux, i only need to make few things.

I don't have heart to work on LE since few weeks. This tool is too slow. It's an horror.

And now, i'm the new administrator of stalkerfrance.com fan site, i have a lot of work to refresh it, to organize it...

It's a lot of work for a single man.

Now, I'm only translating a little russian mod in french, the Second Way for CoP.
It's my small contribution to modding world.

PS: don't forget, i'm waiting your mod too. Good luck.
  22:53:35  27 March 2013
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519

---QUOTATION---
PS: don't forget, i'm waiting your mod too. Good luck.
---END QUOTATION---



Yeah, i know... you're not the only one. Thanks, and good luck to you too! Hope you'll find back to your motivation of modding SoC one day
  15:43:00  14 April 2013
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Enjoy

[link]http://www.youtube.com/watch?v=LouoRv8J5gg[/link]
  18:10:45  14 April 2013
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1975


Fantastic Borovos!

Awesome level you entirely made!
I can't imagine all the fight possibilities,the ambiance of this level...Mad!
It will one of the best we can play...

And everything is good for you? You get to do exactly what you want, or there is still a lot of work hard with the SDK?

Can't wait to see this marvellous level with some PNJ and fight!!!

Thank's again to share us such marvellous things,Borovos!
You're a GOD of the Zone !!

  19:10:39  14 April 2013
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Taffy
Barely leaves the Cordon...
(Resident)

 

 
On forum: 03/19/2009
Messages: 672
Awesome work Boro. Very nice!
 
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