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New Redux for SoC

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  18:14:22  23 September 2012
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Muad'Dib
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On forum: 01/24/2011
 

Message edited by:
Muad'Dib
09/23/2012 19:06:20
Messages: 421
New Redux for SoC

Hello guys,

I make a little break with mapping. And as modding is drug, i'm changing the old great Redux mod.

I'm creating a little mod pack which includes:
- Redux 1.02 French version
- Iwers mod
- Outfit_upgrade from ap-pro (like CS/CoP upgrade menu)
- OriginalCrowFixed (found here on gsc forum)
- abc_sleep_mod
- petrenkos_workshop_rc2 addon (add few news task to Petrenko)
- Mosin Nagent for OL 2.1.1 (Wolf give mosin nagent to player at the beginning of game)
- Dynamic campfire mod ver 1.3
- SWO 3.1.1 weather mod by Trojanuch
- Shaders by Meltac
- Textures from Autumn Aurora by Vandrerer
- change binoculars (thanks to Kahului to give me this standalone)
- ecologist_faction_v2

I'm opening too the general_lager smarties to all factions.
I'll make similar thing for mutants.

I'm searching more standalone to increase this mod. I don't like big weapon pack or arena extension.
I'm searching little things as unique items, little quest patch...

I found the Horror mod. I didn't play with it. What do you think about it?
Do you think that i need to merge it with redux.

I'm searching this mod:
-- "Faction Change And Reset 1.1" (stand-alone) by Atrocious --
Dl link on stalkerfilefront is dead. Please, someone could upload it or send me it?

Now, the screens:

Dynamic campfire
[link]http://uppix.net/f/8/3/f978c78567f5a005e1a90d8c3c55f.jpg[/link]
[link]http://uppix.net/1/0/7/7568208ae8da37ac88db93c926b91.jpg[/link]

Outfit upgrade system
[link]http://uppix.net/8/b/6/e4c09fd859189bf23b2d03575b20b.jpg[/link]
[link]http://uppix.net/b/a/f/38783b94501a4c88511d1d1758b80.jpg[/link]
[link]http://uppix.net/5/0/5/1c21c2594fe6b9dca671b83bf3e6a.jpg[/link]
[link]http://uppix.net/1/0/9/fe61a0266c4e24fcbe3dbe4fbde35.jpg[/link]

Binoculars
[link]http://uppix.net/2/1/5/605ac2630be4c7f122b466a7c95f4.jpg[/link]

With iwers mods, mutants attacks from a long way
[link]http://uppix.net/3/f/8/c4a992a1d370984fe2dd0997048a7.jpg[/link]
[link]http://uppix.net/0/8/3/db4ae3cd9ff387d4de55937a9b485.jpg[/link]

Artefact activation by ColdSnake
[link]http://uppix.net/a/c/6/c7bb182723fc8fe30aae5d1053898.jpg[/link]
[link]http://uppix.net/e/a/1/3b3a4ffdb50890d64926860fe786c.jpg[/link]
[link]http://uppix.net/2/8/8/0b0d138ba69a6c349cf676e867822.jpg[/link]

various
[link]http://uppix.net/6/e/c/d443ea1dc5f65e5e4a920866727a0.jpg[/link]
[link]http://uppix.net/a/d/b/b9fd92eda1175add7787e34a54769.jpg[/link]
[link]http://uppix.net/d/0/a/ee9080636e22b4899750230981d4a.jpg[/link]

At this time, i'm working on french version. Later, i'll need help to translate it in english. Ofc, i could use Redux english files but the outfit upgrade system need english translation as exemple.
It's a little thing.
  21:15:48  24 September 2012
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xRatx
Senior Resident
 

 
On forum: 06/18/2008
 

Message edited by:
xRatx
09/24/2012 21:16:33
Messages: 1592
Faction Change & Reset : http://www.gamefront.com/files/10224802/Faction_Change_And_Reset__stand_alone___1_1_
  21:52:12  24 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
Faction Change & Reset : http://www.gamefront.com/files/10224802/Faction_Change_And_Reset__stand_alone___1_1_
---END QUOTATION---



Thanks xRatx!

It's strange, i didn't find it this week end.
If you know other good standalone mods, don't forget me.
  00:38:40  26 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
09/27/2012 19:49:17
Messages: 421
Redux v2012-09 beta is now uploading:

EDIT 2012/09/27: i delete this link. This version is not stable at this time. I need to restart this project. Sorry.

Please read the readme:

Redux v2012-09 beta
Borovos September 2012

BETA VERSION INCLUDES (Mods/Authors):

- S.T.A.L.K.E.R. REDUX 1.02 - by Redux Team: Solecist, Frosty28, Gohda, Melodic, Victim // French version by Johnnythewolf
- Iwers mod (unknow authors)
- Outfit_upgrade mod - by Deef a.k.a Strelok53
- OriginalCrowFixed (found on gsc forum)
- Abc_sleep_mod - by Speed aka LW
- Petrenkos_workshop_rc2 addon - by BobBQ
- Mosin Nagent for OL 2.1.1 - by Lucian04(Credits: Gosuke, Kanyhalos, Fatrap, Eggchen, Decane)
- Dynamic campfire mod ver 1.32 - by kstn
- SWO 3.1.1 weather mod - by Trojanuch
- Dynamic Shaders 1.1 - by Meltac
- Textures from Autumn Aurora - by Vandrerer
- Real_artifacts_activation_in_fps - by ColdSnake
- Change binoculars (thanks to Kahului to give me this standalone, unknow author)
- Ecologist_faction_v2 - by EggChen (Credits: SRP Mod team and DJekman(RUS))
- Faction_change_and_reset_standalone_1.1 - by Atrocious
- Faction_wars - by Jamie1992

INSTALLATION:
Only for Stalker Shadow of Chernobyl with 1.0004 patch
Copy-paste the main gamedata folder in your default STALKER directory
Copy-paste the gamedata folder from "For English version" patch and erase french version files (localization.ltx, ui_upgr_main.xml, ui_upgr_repair.xml and ui_upgr_select.xml)
Open 'fsgame.ltx' in the STALKER directory using a text editor and change the $game_data$ line to this:
$game_data$ = true| true| $fs_root$| gamedata\

CRASH AND CTD:
Outfit upgrade mod can cause one CTD. After a suit modification, exit Upgrade Menu and open your inventory.
You need to fit out your suit before next upgrade.


NOTE:
I hope that i didn't forget english text for Outfit upgrade. If files are missing, take it in gamedata/config/text/fra and translate them.

FEED BACK:
Please, report all bugs on New Redux for Soc thread (gsc forum)
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=116&thm_id=18082&sec_id=16&page=1


LEGAL STUFF
This mod is intended for private use only.
It may not be distributed by any commercial means without explicit permission from the authors.
It may be modified with permission from the authors. All modifications must cite the source code.
It may be included in other mods with permission from the authors. Credit must be given in the readme.

I hold absolutely no responsibility for any temporary or permanent problems that occur as a result of
downloading and/or using our mod. Use at your own risk.


Good hunting stalker!
  10:39:19  26 September 2012
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Meltac
messing with code
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On forum: 01/21/2010
Messages: 1519
Thanks Borovos - just downloading. It's always a pleasure to see your mods
  18:01:47  26 September 2012
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Roberos
Senior Resident
 

 
On forum: 07/16/2008
Messages: 169
CTD

HI, Your mod is very fine, it´s rather demanding but it is just fine. Now I got this error when trying to go Agro underground after saving Mole. I tried it couple of times and always same error message:
FATAL ERROR

[error]Expression : fatal error
[error]Function : CResourceManager::_GetBlender
[error]File : E:\stalker\patch_1_0004\xr_3da\ResourceManager.cpp
[error]Line : 49
[error]Description : <no expression>
[error]Arguments : Shader 'effects\shadow_world' not found in library.

By the way, after just grapping the mil.documents without doing underground the game crashes when entering the bar. Will post the errorlog later if it happens again. Now to work..

regards
Roberos
  18:25:08  26 September 2012
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Meltac
messing with code
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On forum: 01/21/2010
 

Message edited by:
Meltac
09/26/2012 18:25:33
Messages: 1519

---QUOTATION---
Now I got this error when trying to go Agro underground after saving Mole. I tried it couple of times and always same error message:
FATAL ERROR

[error]Expression : fatal error
[error]Function : CResourceManager::_GetBlender
[error]File : E:\stalker\patch_1_0004\xr_3da\ResourceManager.cpp
[error]Line : 49
[error]Description : <no expression>
[error]Arguments : Shader 'effects\shadow_world' not found in library.
---END QUOTATION---



Without knowing Borovos' source code, I can say that this error is fairly frequent when merging mods and can be solved easily by copying the missing shader file from any other mod that has it into the folder shaders/r2. You might google to find the file in question.
  18:57:08  26 September 2012
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olivius74
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On forum: 11/19/2010
 

Message edited by:
olivius74
09/26/2012 19:06:46
Messages: 1991
Yes, I had the same error when I wanted to merge the artifact activation mod and your fantastics shaders Meltac.And Bamah found the solution immediately indicating the necessary mod: SWTC.

I dont' know how to put direct link but solution is in this topic :
In search write : Artefact activation new vision.


And in this regard, if I allow a question please Sir Meltac , did you try to merge these two wonderful shaders mods: your shaders with this wonderful mod that also... greatly improves SoC !

http://www.moddb.com/mods/stalker-weather-total-conversion-mod/downloads/stalker-weather-total-coversion-20-gold
  19:37:43  26 September 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
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On forum: 07/24/2007
Messages: 647
The original Redux is a 1.0003 game which was offered for 1.0004 as-is, no guarentees it will work. It worked, but with a fair amount of crashes. I'm not sure if it ever included bardak's bugfixes of that time. With the merger of a ton of other mods the probability for unstability will increrase. I hope you guys manage to get a working mod.
  20:06:50  26 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Thanks for feedback guys.

I used a french Redux 1.02 FULL version to create this one.
In french readme, i read:

---QUOTATION---
Cette modification de S.T.A.L.K.E.R: Shadow of Chernobyl nécessite le jeu complet et est compatible uniquement avec les patches 1.0001 et 1.0003 et maintenant, 1.0004).
---END QUOTATION---



So, this readme is a little different from english version about compatibility:

---QUOTATION---
This modification was designed for the GSC PC game S.T.A.L.K.E.R. Shadow of Chernobyl, version 1.0001 and 1.003.
---END QUOTATION---



I hope that french version author didn't lie.

I go to correct shaders bugs.

Thanks you for your report.
Finally, as i said, it's beta version. I hope that you don't obtain many CTD.


@Meltac, i have a question for you. I don't like the color filter for binoculars zoom. Please, how can i delete it?
  21:16:34  26 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
About shaders CTD, i found the real artefact activation thread:

---QUOTATION---
To use the mod's fireball hud you need three shaders from SWTC silver edition
effects_glow.s
effects_glow.vs
effects_glow_p.ps

Do this in shader\r2 create a new folder called effects.
In this folder place the shader file effects_glow.s
Change the name of the file to shadow_world.s
Now add 2 more files to r2 folder effects_glow.vs and effects_glow_p.ps
The renamed effects_glow.s file will ask to blend these files
It looks good in game...If u don't get it let me know.

edit; never mind here are the shaders take what u need. These are from my 41 level mod
http://www.mediafire.com/?z5icb19mrq2ddl6
u may need to add shadow_world.s to the r2 shaders as well if ctd...didn't check!

edit2: one or more of the activation mod huds may call another effects "sun" been a while just remember what I did to fix for me with the fireball.
---END QUOTATION---



But i didn't found the effects_glow.vs file in STWC mod. And Bamah link is dead.
I used files from OSLR by LiquidBronz but game didn't found this f***** shadow_world.s file!

Impossible is not french, so:

I found this correction (about real artefact activation mod):

---QUOTATION---
You need to replace "wpn_artefact_fireball_hud.ogf" in folder 'gamedata/meshes/weapons/artefact' by the original file of the game.

If not : crash when you enter the undergrounds in Agroprom.

Expression : fatal error
Function : CResourceManager::_GetBlender
File : E:\stalker\sources\trunk\xr_3da\ResourceManager.cpp
Line : 49
Description :
Arguments : Shader 'effects\shadow_world' not found in library.
---END QUOTATION---


So, delete wpn_artefact_fireball_hud, next copy-paste the wpn_artefact_hud in gamedata/meshes/weapons/artefact folder and rename it to wpn_artefact_fireball_hud.

Now, you can go to agroprom underground. It work perfectly!


@Olivus: if you have bamah files, could you send me them by mail please?
  22:34:13  26 September 2012
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Meltac
messing with code
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On forum: 01/21/2010
 

Message edited by:
Meltac
09/26/2012 22:35:17
Messages: 1519

---QUOTATION---
And in this regard, if I allow a question please Sir Meltac , did you try to merge these two wonderful shaders mods: your shaders with this wonderful mod that also... greatly improves SoC !

http://www.moddb.com/mods/stalker-weather-total-conversion-mod/downloads/stalker-weather-total-coversion-20-gold
---END QUOTATION---



Actually I don't do any mod merging in my shaders mod. At least, currently not. Instead I'm focusing on adding my own features. I simply don't have the time for both, developing and integrating new features, and merging with other mods.

However, I have contact with the guy that makes the SWTC mod, and we've already talked about him taking my next generation shaders into his mod as soon as they are finished. But for that you'll have to be a little patient.


---QUOTATION---
@Meltac, i have a question for you. I don't like the color filter for binoculars zoom. Please, how can i delete it?
---END QUOTATION---



No problem. Just disable the NV_FULLSCREEN option in ShaderSettings.txt in folder shaders/r2 by putting a double slash in front of the respective line, like this:

//#define NV_FULLSCREEN
  23:19:10  26 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
09/26/2012 23:20:32
Messages: 421
Thanks Meltac, i prefer without night vision.

So, i have a stupid crash in the Bar entrace, between dog smart terrain and duty checkpoint.

And log didn't help me.
CLIENT: Synchronizing...

.....a lot of invalid ogg version

! ERROR: invalid 'blowout_particles_time' in 'zone_mosquito_bald_strong_noart'
! ERROR: invalid 'blowout_light_time' in 'zone_mosquito_bald_strong_noart'
! ERROR: invalid 'blowout_sound_time' in 'zone_mosquito_bald_strong_noart'
! ERROR: invalid 'blowout_explosion_time' in 'zone_mosquito_bald_strong_noart'
! ERROR: invalid 'blowout_particles_time' in 'zone_mosquito_bald_strong_noart'

...... Again ogg mistake....

* MEMORY USAGE: 244583 K
stack trace:

0023:00458992 XR_3DA.exe, CKinematics::LL_SetBoneVisible()

I didn't understand this one. It isn't ogg files. I edited zone_mosquitobald.ltx, it isn't that.

Maybe a script or spawn?! It's strange.
  14:16:14  27 September 2012
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Roberos
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On forum: 07/16/2008
Messages: 169
Still ctd

Hi, did rename the line, now getting this error instead:

FATAL ERROR

[error]Expression : fatal error
[error]Function : CModelPool::Instance_Load
[error]File : E:\stalker\patch_1_0004\xr_3da\xrRender\ModelPool.cpp
[error]Line : 111
[error]Description : <no expression>
[error]Arguments : Can't find model file 'weapons\artefact\wpn_artefact_fireball_hud.ogf'.

and: when entering Cordon and nearing Sidorowich game has started crashing without any errorlogs.

regards
Roberos
  18:01:03  27 September 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
@Borovos91

---QUOTATION---

.....
I hope that french version author didn't lie.
...

---END QUOTATION---


The french and english explanations are correct, but you have to understand what it really meant. The development of the mod had already stopped at 1.0003, and the team was no more a team. The survivors, probably Victim alone, released some last minute fixes that only extended/enabled the execution on 1.0004. The mod was never fully ported to 1.0004 proper, and that is a big problem. The jump from .0003 to .0004 is a key point in STALKERS evolution.

My personal suggestion is to leave every other merger and concentrate the efforts to make Redux integrated with bardak's bfa 1.0004 and all following ZRP fixes, at least those that do not require changes in all.spawn. If in your work you will do all.spawn editing, then you have the chance to make the full conversion to at least bfa, bfx, or an early ZRP (R10). Once you have a reliable Redux, adding the other mods will cause much less trouble. That's my 2c, anyway, so good luck and good work.
  18:12:30  27 September 2012
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angrydog
Senior Resident
 

 
On forum: 09/01/2009
Messages: 3341

---QUOTATION---
The original Redux is a 1.0003 game which was offered for 1.0004 as-is, no guarentees it will work. It worked, but with a fair amount of crashes. I'm not sure if it ever included bardak's bugfixes of that time. With the merger of a ton of other mods the probability for unstability will increrase. I hope you guys manage to get a working mod.
---END QUOTATION---



there is a 1.0004 version of Redux:
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=188&thm_id=21669&sec_id=16&page=1
  18:26:15  27 September 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
 

Message edited by:
ZaGaR
09/27/2012 18:28:23
Messages: 647
there is a 1.0004 version of Redux:
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=188&thm_id=21669&sec_id=16&page=1
---END QUOTATION---


That's exactly what I'm talking about, unless you got hold of a 3d party conversion after the Redux team quit on further 1.0004 support. If what you recomended is the one that comes from them, true it will run on 4th patch, but will be also a PIA.
  19:47:58  27 September 2012
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Muad'Dib
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On forum: 01/24/2011
 

Message edited by:
Muad'Dib
09/27/2012 20:19:37
Messages: 421
@Roberos: Forget my mod. It isn't stable at this time. I'm sorry.

@Zagar and angrydog:

I compare files and yes, i used the Redux 1.02 FULL (french version) with bardak's bugfixes. So, i used this good one:


---QUOTATION---
there is a 1.0004 version of Redux:
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=188&thm_id=21669&sec_id=16&page=1

---END QUOTATION---



But i maked a error. I used config/text/eng from 1.0003 redux version, not from 1.0004.
I'm testing my mod in french, but nope, i have the same CTD in Bar entrance. So, this mod isn't stable on 1.0004. It's bad, but it's a fact.

For information, i edited the all.spawn, i changed communties for general_lair and general_lager.

So, i need to do:
- use 1.0004 Redux version with Barbak's bugfixes
- merge this one with ZRP

Next, i'll could add standalones.

It will be a hard work for me. I'm not a scripter, and i don't like that. But i want to play with Redux in 1.0004 or more. So, i'll make it.

But i need one information, what is the last version of ZRP?
Is it the ZRP 1.07 R3 as it's write on metacognix page?

Thanks for your help guys.

EDIT:
Ok,i found the last ZRP. I saw the readme. If i understand, i need to use ZRP as a base for my mod, and add Redux on it. And not the reverse.
  12:51:38  28 September 2012
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1717

---QUOTATION---
New Redux for SoC

Hello guys,

I make a little break with mapping. And as modding is drug, i'm changing the old great Redux mod.

I'm creating a little mod pack which includes:
- Redux 1.02 French version
- Iwers mod
- Outfit_upgrade from ap-pro (like CS/CoP upgrade menu)
- OriginalCrowFixed (found here on gsc forum)
- abc_sleep_mod
- petrenkos_workshop_rc2 addon (add few news task to Petrenko)
- Mosin Nagent for OL 2.1.1 (Wolf give mosin nagent to player at the beginning of game)
- Dynamic campfire mod ver 1.3
- SWO 3.1.1 weather mod by Trojanuch
- Shaders by Meltac
- Textures from Autumn Aurora by Vandrerer
- change binoculars (thanks to Kahului to give me this standalone)
- ecologist_faction_v2

I'm opening too the general_lager smarties to all factions.
I'll make similar thing for mutants.

I'm searching more standalone to increase this mod. I don't like big weapon pack or arena extension.
I'm searching little things as unique items, little quest patch...

I found the Horror mod. I didn't play with it. What do you think about it?
Do you think that i need to merge it with redux.

I'm searching this mod:
-- "Faction Change And Reset 1.1" (stand-alone) by Atrocious --
Dl link on stalkerfilefront is dead. Please, someone could upload it or send me it?

Now, the screens:

Dynamic campfire
[link]http://uppix.net/f/8/3/f978c78567f5a005e1a90d8c3c55f.jpg[/link]
[link]http://uppix.net/1/0/7/7568208ae8da37ac88db93c926b91.jpg[/link]

Outfit upgrade system
[link]http://uppix.net/8/b/6/e4c09fd859189bf23b2d03575b20b.jpg[/link]
[link]http://uppix.net/b/a/f/38783b94501a4c88511d1d1758b80.jpg[/link]
[link]http://uppix.net/5/0/5/1c21c2594fe6b9dca671b83bf3e6a.jpg[/link]
[link]http://uppix.net/1/0/9/fe61a0266c4e24fcbe3dbe4fbde35.jpg[/link]

Binoculars
[link]http://uppix.net/2/1/5/605ac2630be4c7f122b466a7c95f4.jpg[/link]

With iwers mods, mutants attacks from a long way
[link]http://uppix.net/3/f/8/c4a992a1d370984fe2dd0997048a7.jpg[/link]
[link]http://uppix.net/0/8/3/db4ae3cd9ff387d4de55937a9b485.jpg[/link]

Artefact activation by ColdSnake
[link]http://uppix.net/a/c/6/c7bb182723fc8fe30aae5d1053898.jpg[/link]
[link]http://uppix.net/e/a/1/3b3a4ffdb50890d64926860fe786c.jpg[/link]
[link]http://uppix.net/2/8/8/0b0d138ba69a6c349cf676e867822.jpg[/link]

various
[link]http://uppix.net/6/e/c/d443ea1dc5f65e5e4a920866727a0.jpg[/link]
[link]http://uppix.net/a/d/b/b9fd92eda1175add7787e34a54769.jpg[/link]
[link]http://uppix.net/d/0/a/ee9080636e22b4899750230981d4a.jpg[/link]

At this time, i'm working on french version. Later, i'll need help to translate it in english. Ofc, i could use Redux english files but the outfit upgrade system need english translation as exemple.
It's a little thing.
---END QUOTATION---



Perhaps you can use the Heal Enemies mini-mod i made a while ago?

In the Read-Me the limitations of the mini-mod are stated, but maybe you can fix that.
I do not know if those limitations can be fixed either via a script, or the all.spawn, or by hacking the game mechanics/engine .


********* Read Me***********:
Instances where healing is not possible/advisable:

- The Monolith scripted to appear at the barrier, have the dialogue option, but can't be healed.

- The Bandits that hold Nimble captured can be healed, but you can't complete the quest without killing all of the bandits, even if they are healed, and changed faction to Loners.

- Enemies that are scripted by the game, or are a part of auto-quests can either:
- Not be healed.
- Can be healed but then the quest/scripted event can't complete.
**********************
  14:31:36  28 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Used ZRP_1.07_R3_120503_ version is to hard for me. It's too big!

Yesternight, I started merge between ZRP 1.05 Test R10 and Redux 1.02 FULL. Now, it's done.

So, I'm starting test phase in 1.0004 (storyline tasks only). At this time, it's stable, I didn't have CTD.

I played in few maps:
escape
garbage
agroprom + underground
bar (I found few lags in the entrance of Bar)
rostok
yantar
And now, i'm in darkvalley.

If someone would like test it:
[link]https://dl.dropbox.com/u/32595810/Redux%202012b.7z[/link]

Please report me all CTD here.
Later, i'll include standalones.
Thanks
  15:28:50  28 September 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1991
Great Borovos!

I test it immediately!

Thank's!
  16:08:56  28 September 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
Good thinking Borovos91. The last ZRP and Redux are quite far appart, ZRP R10 is the most used as a great mod base.

I was going to sy to use BFX,
https://gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=89&thm_id=16049&sec_id=16&page=4
but I don't know the actual link.

That is irrelevant if you managed to use R10, great job. Keep in mind that some important fixes are inside all.spawn. The deaths in the firebins for example. One needs to decompress the mod's all.spawn, then insert ZRP changes where needed. But this is a troublesome task which I have never done, and few moders here are good with that.
  16:30:10  28 September 2012
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angrydog
Senior Resident
 

 
On forum: 09/01/2009
Messages: 3341

---QUOTATION---

I was going to sy to use BFX,
https://gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=89&thm_id=16049&sec_id=16&page=4
but I don't know the actual link.

---END QUOTATION---



for anyone who wants it:

FATRAPS 1.0005BFX_v2.zip - 1 MB
http://www.mediafire.com/?dzy22tgkt2nbnn5

all credit to fatrap
  17:21:46  28 September 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
09/28/2012 18:16:28
Messages: 1991
Just need the string_table_includes.xml eng in gamedata\config\text\eng to launch the mod.

https://rapidshare.com/files/819488741/string_table_includes.xml

https://rapidshare.com/files/676540955/ss_olivier_09-28-12_16-22-38_(mainmenu).jpg

Edit :
I forgot to say only need this file for Soc 1.004 fra !
Good screen and shoot at launch!
All good for the moment!Arrival at garbage.Hard!
  18:28:05  28 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
Good thinking Borovos91. The last ZRP and Redux are quite far appart, ZRP R10 is the most used as a great mod base.

I was going to sy to use BFX,
https://gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=89&thm_id=16049&sec_id=16&page=4
but I don't know the actual link.

That is irrelevant if you managed to use R10, great job. Keep in mind that some important fixes are inside all.spawn. The deaths in the firebins for example. One needs to decompress the mod's all.spawn, then insert ZRP changes where needed. But this is a troublesome task which I have never done, and few moders here are good with that.
---END QUOTATION---



I'm relieved. I'm in military level, and i didn't have CTD! It run perfectly.
I need to fix few items in ui_icon_equipment but it's nothing.

About all.spawn, i compared all alife and way files from ZRP and Redux. Finally, i use ZRP all.spawn.

I used too "trade for npc" (from ZRP config) but it don't run perfectly.
When i sale one weapon to a npc, he throw the worst weapon on the floor.
How could I fix it?

Now, i'm in military and i see a strange thing. Liberty unit is on the floor before the duty attack. They are not dead, but they are wounded.
I think it's cause by Redux. When npc are wounded, they fall down.
I'll increase health for this 3 guys.

As i said, i didn't play Redux before. And it's a hard mod. As example:
one quest for Barman. He want a goldfish artefact. And the reward is a stupid susat optic!


---QUOTATION---
Just need the string_table_includes.xml eng in gamedata\config\text\eng to launch the mod.

https://rapidshare.com/files/819488741/string_table_includes.xml

https://rapidshare.com/files/676540955/ss_olivier_09-28-12_16-22-38_(mainmenu).jpg

Edit :
I forgot to say only need this file for Soc 1.004 fra !
Good screen and shoot at launch!
All good for the moment!Arrival at garbage.Hard!
---END QUOTATION---


Olivius, as i used ZRP files, i didn't work with french language now.
I'll make it later.

But yes, it need stringe_table_includes.xml for fra. I don't understand why. Eng game doesn't require it.
  18:32:33  28 September 2012
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xRatx
Senior Resident
 

 
On forum: 06/18/2008
 

Message edited by:
xRatx
09/28/2012 18:33:06
Messages: 1592

---QUOTATION---
I used too "trade for npc" (from ZRP config) but it don't run perfectly.
When i sale one weapon to a npc, he throw the worst weapon on the floor.
How could I fix it?
---END QUOTATION---



It was something in m_stalker.ltx. Open it and set use_single_item_rule = false
  19:43:09  28 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
I used too "trade for npc" (from ZRP config) but it don't run perfectly.
When i sale one weapon to a npc, he throw the worst weapon on the floor.
How could I fix it?

It was something in m_stalker.ltx. Open it and set use_single_item_rule = false
---END QUOTATION---



Thanks. It's better like that.
  23:28:29  28 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
I decided to increase Redux experience.

Create a mod pack is one thing, create a original mod is another one.

So, I would like to add/change a lot of spawn in Redux.
I'm tired to see always the same things, the same box with items at the beginning of the game, the same mercenary suit, the same artefacts. The same patrol...

Example of new spawn:
- one military patrol on the railroad in escape
- new smarties for npc and mutant
- change/add new wood and metal box with items
- move anomalies
- add many death radioactive zone

I'm opening all vanilla level in LE.
I'll change spawn, make a new all.spawn. And finaly, i'll merge this new all.spawn with my Redux/ZRP all.spawn.

With LE, it will be fast. I hope that it'll be done in few weeks.

After this step, i'll add standalone, not before.
  15:12:48  29 September 2012
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Roberos
Senior Resident
 

 
On forum: 07/16/2008
Messages: 169
Sounds good

HI, good to hear that you are working with this mod, I will wait till it is ready to launch. Just no hurry, this mod will surely be one of best in the Stalker world.
regards
Roberos
  17:50:44  29 September 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
An important ZRP inside all.spawn is the way NPCs spawn/switch online in a gulag. It eliminates the continuous death of the AI that plagues all russian mods. Apply the same flags to all the STs with humans you will add.
  19:20:36  29 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
09/29/2012 19:48:02
Messages: 421

---QUOTATION---
An important ZRP inside all.spawn is the way NPCs spawn/switch online in a gulag. It eliminates the continuous death of the AI that plagues all russian mods. Apply the same flags to all the STs with humans you will add.
---END QUOTATION---



Ok, i don't know that. I need to learn ZRP all.spawn.
I only use general_lager and general_lair. It's easier.

But i'll be crazy! I can not spawn chimera!
I have a lot of files to run it, xml, script, ltx, meshes, textures...All that i need.
But i obtain the same log as with ameba anomalie:

FATAL ERROR

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


I don't understand this one. I tested with files and particle.xr from mods that includes chimera (OGSE, OSLM, OL2.2....). But nope.

And i don't found thread about this in differents stalker websites.
Victim had the same problem with Chimera in CS, but he didn't write how he corrected it.

So, I'm searching too the old Jeppas_Mod_-V1.16-_incl.vehicles-monsters.zip but all links are dead since a long time.
If someone know a standalone for cuts mutants, he'll make me happy!


EDIT:
Enjoy! I found the missing file! It's the config/models/capture/chimera_captures.ltx
Now, i can add chimera. I'll add cats too. But i don't like Burers, fractures and civilian zombies.

And i hope that i understand my error with ameba anomalies!

A little test in vanilla (i'll not add chimeras in escape ofc)
[link]http://uppix.net/6/d/3/0a6da23ae46ef977a834d8d30a67c.jpg[/link]
  20:53:31  29 September 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
09/29/2012 21:15:43
Messages: 1159

---QUOTATION---
An important ZRP inside all.spawn is the way NPCs spawn/switch online in a gulag. It eliminates the continuous death of the AI that plagues all russian mods. Apply the same flags to all the STs with humans you will add.

Ok, i don't know that. I need to learn ZRP all.spawn.

---END QUOTATION---



Bardak's bugfix attempt corrected this first: devs missed out some _kamp_task waypoints. If a gulag doesn't have _kamp_task waypoint, the NPCs spawn on the _kamp waypoints, which is almost always in the center of a campfire. So if they spawned and switched online on a _kamp waypoint, they grilled themselves to death.
The bugfixes corrected this, and inserted some missing _kamp_task waypoint with a secure distance from campfire, and it fixed that NPCs never toasting themselves.


---QUOTATION---

So, I'm searching too the old Jeppas_Mod_-V1.16-_incl.vehicles-monsters.zip but all links are dead since a long time.

---END QUOTATION---



http://www.mediafire.com/?v29vjgu11jxo3pz
  01:52:54  30 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Hey Bangalore!
How are you?

Thanks for explanation. I need to study this system.

Thanks too for Jeppas mod, but it's this version that i'm searching.
I searched 1.16 version with cuts mutants. But it's good, i found how spawn chimera.

I think add too cats and rats, not more.
And ameba_zone if i found the good gamedata/config/models/unknow folder for the good meshes.
  02:35:22  30 September 2012
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FatalFunnel
(Senior)
 
On forum: 11/07/2011
Messages: 133

---QUOTATION---
Hey Bangalore!
How are you?

Thanks for explanation. I need to study this system.

Thanks too for Jeppas mod, but it's this version that i'm searching.
I searched 1.16 version with cuts mutants. But it's good, i found how spawn chimera.

I think add too cats and rats, not more.
And ameba_zone if i found the good gamedata/config/models/unknow folder for the good meshes.
---END QUOTATION---



Which rats, tushkanos or the alpha build rats?
  03:22:29  30 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
09/30/2012 14:36:02
Messages: 421

---QUOTATION---
Which rats, tushkanos or the alpha build rats?
---END QUOTATION---



One rat is a rat, and tushkano is not a rat.
So yes, i would like to use old build rats.

EDIT: It's good. I taked rats in OGSE mod. Now, i can add it too.
  10:57:28  30 September 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
09/30/2012 10:59:26
Messages: 1159

---QUOTATION---
Hey Bangalore!
How are you?

Thanks for explanation. I need to study this system.

Thanks too for Jeppas mod, but it's this version that i'm searching.
I searched 1.16 version with cuts mutants. But it's good, i found how spawn chimera.

I think add too cats and rats, not more.
And ameba_zone if i found the good gamedata/config/models/unknow folder for the good meshes.
---END QUOTATION---



Hey!

Better, but still not the real.

I posted earlier Jeppa's 1.05 mod with sleep.
But I found Jeppa's 1.16 mod with monsters:

http://shooter-szene.4players.de/PNphpBB2-viewtopic-t-6216.phtml

A little help for spawning old cutout anomalies (rusty hair, ameba, amoeba-hvatalka /ameba1/, fireball, smoke torrid, elevator /no gravity/, burning fuzz) via SDK LE:

http://www.gameru.net/forum/index.php?showtopic=17968&st=0&start=0
  13:05:49  30 September 2012
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MrSeyker
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On forum: 03/21/2010
Messages: 438
You can spawn a no gravity zone without editing any file other than artifacts.ltx.

Just check Artifact Activation 1.3

However, I edit the file to have the Lift/Elevator anomaly spawn through the Pellice instead of the Kolobok, as descriptions of the anomaly indicates.
  13:37:18  30 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
09/30/2012 13:52:44
Messages: 421
Hello guys,

Thanks for links Bangalore!
Gameru thread helped me! I understand my mistake.
About ameba, I'm searching long time for this f******* bone error log!
I'm searching particle or other mistake!
But it was a stupid error in spawn parameter.
I forget this two lines:

; cse_alife_zone_visual properties
idle_animation = idle
attack_animation = blast

AMEBA IS DEADLY!!!!
[link]http://uppix.net/1/5/4/73337e28a59c9b3e1b23378826f26.jpg[/link]
[link]http://uppix.net/4/5/e/2d1cc770044fde82c4c8c5f04a7da.jpg[/link]

Now, i have all that i searched: chimera, ameba, mozin nagent and rats.
I don't want more things, except burning fuzz possibly.



About no gravity zone, i tested it in my level [link]http://www.moddb.com/mods/into-the-zone/downloads/bog-level-demonstration[/link]
I spawned it into the anormal tree (object from Zaton).

I don't like this one, i prefer invisible teleporter (with multiple destinations) and ameba zone.
They are more insidious.


This weekend is very good for me. I learned a lot of new things about animation for physics object and mutants models.
I'm in a good mood!

Finally, i'm curious.
Did someone test the old dark_stalker meshe?
How is it?
  15:03:39  30 September 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
09/30/2012 15:05:16
Messages: 1159

---QUOTATION---

AMEBA IS DEADLY!!!!
[link]http://uppix.net/1/5/4/73337e28a59c9b3e1b23378826f26.jpg[/link]
[link]http://uppix.net/4/5/e/2d1cc770044fde82c4c8c5f04a7da.jpg[/link]

---END QUOTATION---



It can be a very annoying anomaly, if it has no sound, because it's almost impossible to see in the grass. I liked how OGSE mod solved this problem, we can hear flies buzzing near ameba, so you know, that you have to watch out.


---QUOTATION---

Finally, i'm curious.
Did someone test the old dark_stalker meshes?
How is it?
---END QUOTATION---



I had plans to restore the good old Sin faction, with dark stalkers, who are enemies of every human faction (and possibly friendly with every mutant): they would walk from one stalker/merc/monolith/freedom/duty/military camp to another to destroy humans in the Zone, and loot their stuff. They're basically supernatural hardcore bandits and assasins set out to kill everything on sight and loot stuff. Rough and extreme, just what a redux mod needs.

I have 5 types of meshes, they wear bandit-type ragged long coats, their skin is rotting and their eyes are weird or simply... gouged:

http://i.imgur.com/Z0rt8.jpg
http://i.imgur.com/3yveP.jpg
http://i.imgur.com/CponG.jpg
http://i.imgur.com/Fixg5.jpg
http://i.imgur.com/cdiXr.jpg
  15:05:23  30 September 2012
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438

---QUOTATION---
Finally, i'm curious.
Did someone test the old dark_stalker meshe?
How is it?
---END QUOTATION---



I have a Dark Stalker mesh that has correct stalker animations and loads a renamed texture. I made it in the actor editor, so it's unique.

You can also get the darkstalker texture from old builds, rename it and then hex edit a master or veteran bandit mesh.

Then you make a new character profile that uses the mesh.
  16:08:00  30 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
09/30/2012 18:04:40
Messages: 421
@Bangalore
Good idea and looks are very good too.

@MrSeyker.
Thanks, i know how make it. It's that i don't want to take time to test it and I don't have a functionnal ogf viewer.
I would like see dark_stalker appearance, simply.

I'm reading a few articles about Sin faction and other cuts (Last Day, Dark Stalker and Black Slugs).
[link]http://stalker.wikia.com/wiki/Sin[/link]
[link]http://www.stalker-wiki.ru/wiki/%D0%9A%D0%B0%D1%82%D0%B5%D0%B3%D0%BE%D1%80%D0%B8%D1%8F:%D0%93%D1%80%D1%83%D0%BF%D0%BF%D0%B8%D1%80%D0%BE%D0%B2%D0%BA%D0%B8_(%D0%92%D1%8B%D1%80%D0%B5%D0%B7%D0%B0%D0%BD%D0%BD%D1%8B%D0%B5)[/link] Copy paste this link, don't click.
If you look stalker-wiki.ru, Sin and Dark Stalker factions were differents. I didn't know that.

About game_relation, i would like your opinion:

For communities relation, value (-5000) is similar between actor vs bandit and stalker vs bandit relations.
In theory, bandits doesn't make difference between actor or stalker during a gunfight.

But for mutants, it's very different.
We have two ennemy value: -1 and -2.
When mutants meet actor with npc arounds, mutants always attack the actor first and not the npc.
I don't like it. For me, actor must be like all stalkers.

I would like to use a single value for actor and npc vs mutants relation, the -2 value ofc.
Like this example:

; actor,human,arena_monstr, boar, bloodsucker,
;=============================================
actor = 1, 1, -2, -2, -2,
human = 0 1, 0, -2, -2,
arena_monstr= -2, 0, 0, 0, 0,
boar = -2, -2, 0, 1, -1,
bloodsucker= -2, -2, 0, -1, 1,

When a bloodsucker meet actor with one npc and one boar, bloodsucker attack the nearest human ennemy, not the boar. In theory.

I could use too this example:
; actor,human,arena_monstr, boar, bloodsucker,
;=============================================
actor = 1, 1, -2, -2, -2,
human = 0 1, 0, -2, -2,
arena_monstr= -2, 0, 0, 0, 0,
boar = -2, -2, 0, 1, -2,
bloodsucker= -2, -2, 0, -2, 1,

Here, i used always -2 value between actor vs mutant, npc vs mutant and mutant vs another mutant species.

What do you thing about it? Do you thing that it's more realist?
  19:00:09  30 September 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
09/30/2012 19:02:01
Messages: 1991
Hello

Good to see your post again Bangalore!I wish you the best.

Bangalore,Borovos,it will be really incredible and so fantastic if you manage to "resurrect" the Dark Stalkers!

I saw these terrifics Stalkers in the old Build 2205 without knowing all the story!Thank's for the links for knowing more about.

I remeber those guys in the map warehouse and I will try to recover old screen I had or restart the build:

http://www.gameru.net/forum/lofiversion/index.php?t29532.html

In tt2 also there are Dark Stalkers guys (use the mesh) I think in Rostock but not hostile and gave quests.
  19:24:27  30 September 2012
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rwouaf
(Senior)
 
On forum: 03/31/2012
Messages: 66

---QUOTATION---
I decided to increase Redux experience.

Create a mod pack is one thing, create a original mod is another one.

So, I would like to add/change a lot of spawn in Redux.
I'm tired to see always the same things, the same box with items at the beginning of the game, the same mercenary suit, the same artefacts. The same patrol...

Example of new spawn:
- one military patrol on the railroad in escape
- new smarties for npc and mutant
- change/add new wood and metal box with items
- move anomalies
- add many death radioactive zone

I'm opening all vanilla level in LE.
I'll change spawn, make a new all.spawn. And finaly, i'll merge this new all.spawn with my Redux/ZRP all.spawn.

With LE, it will be fast. I hope that it'll be done in few weeks.

After this step, i'll add standalone, not before.
---END QUOTATION---



hello borovos91, i agree with this point. for example in cordon, the atp ( vehicle factory) is a bandits lair or empty with 1-2 mutants in many mods... but it could be a loner' s base or scientific "backward base". this base could be connected with the farm in darkvalley which one would be a good new place to start.
  19:58:27  30 September 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
09/30/2012 20:00:19
Messages: 1159

---QUOTATION---
I'm opening all vanilla level in LE.
I'll change spawn, make a new all.spawn. And finaly, i'll merge this new all.spawn with my Redux/ZRP all.spawn.

With LE, it will be fast. I hope that it'll be done in few weeks.
---END QUOTATION---



Nice, i hope you will let out the acdc tool from this spawn merger business.

It's possible to split ZRP all.spawn, if you use the tutorial in my signature, and i think the same split method will work with Redux all.spawn, and you can convert and open the SOC maps with Redux spawn/way changes.

If you can open Redux LE scenes in LE, just select waypoints and spawns in editor, and save them with File->"Save selection as...". After that you just open your mods scene, and choose File->"Open selection..." to paste the Redux waypoints/spawn into your scene.

It's a very easy way to merge spawn/way changes into your mod, without a tiresome ltx file comparison, and handy-work spawn/way adding.

@Olivius
I have still no mood to mod this game again, but I can help to Borovos, and send him my dark stalker meshes. I have them as *.object files too, so Borovos can make a SOC mesh in Actor Editor, with adding the proper animations/bones/user data.
  21:49:07  30 September 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
09/30/2012 22:13:14
Messages: 1991
Yes I understand,thank's again for all the help,files,tips you give and share always!

Please ,may I ask you a last question ...when you have time?
What the name of a Dark Stalker ogf?
I have so many files ...I can't see,I scan all builds to find where I saw that but ... without a name is so long...

http://i.imgur.com/y3nic.jpg
  22:15:16  30 September 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1159

---QUOTATION---
What the name of a Dark Stalker ogf?
I have so many files ...I can't see,I scan all builds to find where I saw that but ... without a name is so long...
---END QUOTATION---



gamedata\meshes\monsters\dark_stalker

The devs considered them as monsters.
  22:29:08  30 September 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1991
Oh Thank you Sir!

I would have to search long time in... actors !

Even the squelette without texture is terrific!

  22:51:01  30 September 2012
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438

---QUOTATION---
It can be a very annoying anomaly, if it has no sound, because it's almost impossible to see in the grass. I liked how OGSE mod solved this problem, we can hear flies buzzing near ameba, so you know, that you have to watch out.
---END QUOTATION---



The OGSE anomaly with the flies looks like a bush, though. Nothing like that ameba.

At least as far as I've played the mod.
  23:19:46  30 September 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
09/30/2012 23:20:24
Messages: 1159

---QUOTATION---
It can be a very annoying anomaly, if it has no sound, because it's almost impossible to see in the grass. I liked how OGSE mod solved this problem, we can hear flies buzzing near ameba, so you know, that you have to watch out.

The OGSE anomaly with the flies looks like a bush, though. Nothing like that ameba.

At least as far as I've played the mod.
---END QUOTATION---



Yep, maybe i remembered wrong, it was long ago. Then it was an anomaly_hvatalka (or ameba1).
In gamedata\config\zones\zone_ameba.ltx they added idle_sound and blowout_sound to mark the danger.
  23:32:00  30 September 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
09/30/2012 23:50:23
Messages: 421
About ameba or hvatalka, it is a insects sound ofc. I love it.
Without this sound and bolts, it's impossible to see this anomaly in grass or near bush.

About ZRP+Redux spawn merge. I used acdc.pl and winmerge. I take 3hours to compare spawn and finally, i used ZRP spawn without modification.
Bangalore, you said that i can use ZRP spawn in LE!
I tested aiwrapper but it didn't work. Now, I'm reading your wiki, and i don't have the 2215 folder.
I'll reinstall aiwrapper correctly and i'll use it. Thanks.

And now, the dark_stalker meshes from SoC:
[link]http://uppix.net/4/1/9/7af8b5a66bdcbf8e215e7ff030a51.jpg[/link]
[link]http://uppix.net/0/6/8/fd60582258d44f32dce5bf7d0c24f.jpg[/link]
We can see it in lot of mods.

It isn't like yours Bangalore. If you would like to send me meshes and textures, it's a pleasure to use it in my mod.
I'll search too in builds to obtain more models.

And what do you think about my game_relation point of view? (in my previous message)

EDIT:
The dark_stalker.ogf from build 1935 isn't good, but act\act_dark_stalker.dds is very nice!
So it run nicely with vanilla meshe:
[link]http://uppix.net/5/8/b/dee6877cf478af3c5d853b09c00b4.jpg[link]
[link]http://uppix.net/e/6/b/55c204d725b32e71f738bacc2ac3d.jpg[/link]
  00:42:12  1 October 2012
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ddraig
Senior Resident
 

 
On forum: 06/19/2012
Messages: 158
Sorry to ask, but is there any chance you could post the standalone change binoculars mod? I'm looking for something similar to that, and would like to use it if possible.
  01:25:00  1 October 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
10/01/2012 1:28:48
Messages: 421
I have 4 textures for dark_stalker now.
And now i have 5 dark_stalker meshes! Each has its own texture.

I found this wiki about actor_editor:
[link]http://stalkerin.gameru.net/wiki/index.php?title=%D0%9A%D0%BE%D0%BD%D0%B2%D0%B5%D1%80%D1%82%D0%B0%D1%86%D0%B8%D1%8F_%D0%9D%D0%9F%D0%A1_%D0%B8%D0%B7_%D0%A7%D0%9D/%D0%97%D0%9F_%D0%B2_%D0%A2%D0%A7[/link]

It's very easy to use. I only change textures:
[link]http://uppix.net/c/3/8/f433b31030618acd1798e0e8ef018.jpg[/link]

Bangalore, could you send me your textures please.
With it, i'll can create other ones.

Thanks

EDIT:
For you ddraig: [link]https://dl.dropbox.com/u/32595810/gamedata%20jumelles%20am%C3%A9lior%C3%A9es1.rar[/link]
It only change the binocular hud, not binocular meshe.
  18:42:17  1 October 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1159

---QUOTATION---

Bangalore, could you send me your textures please.
With it, i'll can create other ones.

Thanks
---END QUOTATION---



Sure, you have mail.

About game relations, i agree, that Marked One shouldn't be special, a predator would choose the bigger prey, the flesh and the actor should have an equal chance to all other NPCs to be attacked by mutants. Especially if you plan to spawn more mutants, it would be unfair for the actor.

If you need help with SDK spawn merging, i can write a more detailed explanation, how to make it.
  23:57:12  2 October 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
New Redux development report

Hey guys,

I'm back with a good news.

I created Dark Stalker faction. But it isn't a cheap faction as others.
This guys are friends with all mutants species.

And I didn't use script to make it. I'm not scripter as you know.

So, i used this easy way:


---QUOTATION---

In game_relation.ltx => add a new "species" (friend_human) for monster_communities like that:

[monster_communities]
;номера team которые присваиваются соответствующим видам
;255 - команда не задается
communities = actor, 255, human, 255, arena_monstr, 39, boar, 40, bloodsucker, 41, flesh, 42, dog, 43, pseudodog, 44, cat, 45, chimera, 46, giant, 47, zombie, 48, burer, 49, controller, 50, poltergeist, 51, snork, 52, fracture, 53, bird, 54, rat, 55, tushkano, 56, friend_human, 57

[monster_relations]
; actor,human,arena_monstr, boar, bloodsucker, friend_human
;=============================================
actor = 1, 1, -2, -2, -2, 0
human = 0, 1, 0, -2, -2, 0
arena_monstr= -2, 0, 0, 0, 0, 0
boar = -2, -2, 0, 1, -2, 1
bloodsucker= -2, -2, 0, -2, 1, 1
friend_human = 0,0,0,1,1,1

So the new "friend_human" will be friendly with bloodsucker and boar...

Next, i create a new stalker "type" in m_stalker.ltx and i use this new monster communities (species = friend_human):

[stalker_dark]:stalker
$spawn = "stalkers\stalker_dark" ; option for Level Editor

;species of monster
species = friend_human

SpaceRestrictionSection = space_restrictor,zone_ameba, zone_mosquito_bald_weak.......(all anomalies names because Dark stalker have flair to anomalies)

Next, in spawn_section.ltx, i use this new stalker type (stalker_dark) from m_stalker:

[escape_stalkerdark_respawn_1]:stalker_dark
$spawn = "escape_stalkerdark_respawn_1"
character_profile = sim_dark_stalker_general
spec_rank = regular
community = dark_stalker

Finally, I create my new Dark Stalker faction with all that it need (game_relation.ltx, death_manager.script, death_items_by_communities.ltx , se_respawn.script, xr_statistic.script, string_table_general.xml, character_desc_darkstalker, system.ltx ...)
I spawn it.
---END QUOTATION---



Picts results:
A Dark stalker guy find a new pet, a little chimera
[link]http://uppix.net/8/c/7/a65697a6b6e649957f4447e00fad8.jpg[/link]

All rookies are dead, but Dark Stalker survive and walk amongst mutants
[link]http://uppix.net/9/e/6/01698c96f18ca813d99024acfcce1.jpg[/link]

Now, I need to improve characteristic of dark stalker guys (skins, weapons, loot, bio, rank, dialogs...)
And the next step is the recreating of the daemonic Sin faction.
[link]http://uppix.net/4/1/4/d91a88721553c27158520ac685cab.jpg[/link]
  19:39:21  3 October 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
10/03/2012 19:40:15
Messages: 1991
"Magnifique" Borovos!

Thank's for all your explications!I just see your tuto on moddb .

I also saw many textures of these DarkStalker in different builds mod (AVS),as you said .

Good continuation,I think you gotta take pleasure to mod that!
  10:04:41  7 October 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
Perhaps you can use the Heal Enemies mini-mod i made a while ago?

In the Read-Me the limitations of the mini-mod are stated, but maybe you can fix that.
I do not know if those limitations can be fixed either via a script, or the all.spawn, or by hacking the game mechanics/engine .


********* Read Me***********:
Instances where healing is not possible/advisable:

- The Monolith scripted to appear at the barrier, have the dialogue option, but can't be healed.

- The Bandits that hold Nimble captured can be healed, but you can't complete the quest without killing all of the bandits, even if they are healed, and changed faction to Loners.

- Enemies that are scripted by the game, or are a part of auto-quests can either:
- Not be healed.
- Can be healed but then the quest/scripted event can't complete.
**********************
---END QUOTATION---



Hey Lobo,

Sorry for this late answer, i didn't see your post.

I downloaded your mini mod yesterday and checked your files.
I'm not scripter, so i could not correct this limitations.

If i'll use it, i would like to exclude three factions, monolith, dark stalker and sin.
But, i don't thing that i can make it.

Thanks for this link, but i don't think use it. Sorry.

@Olivius, could you send me this textures please. Thanks.
  18:10:03  7 October 2012
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1717

---QUOTATION---
Perhaps you can use the Heal Enemies mini-mod i made a while ago?

In the Read-Me the limitations of the mini-mod are stated, but maybe you can fix that.
I do not know if those limitations can be fixed either via a script, or the all.spawn, or by hacking the game mechanics/engine .


********* Read Me***********:
Instances where healing is not possible/advisable:

- The Monolith scripted to appear at the barrier, have the dialogue option, but can't be healed.

- The Bandits that hold Nimble captured can be healed, but you can't complete the quest without killing all of the bandits, even if they are healed, and changed faction to Loners.

- Enemies that are scripted by the game, or are a part of auto-quests can either:
- Not be healed.
- Can be healed but then the quest/scripted event can't complete.
**********************

Hey Lobo,

Sorry for this late answer, i didn't see your post.

I downloaded your mini mod yesterday and checked your files.
I'm not scripter, so i could not correct this limitations.

If i'll use it, i would like to exclude three factions, monolith, dark stalker and sin.
But, i don't thing that i can make it.

Thanks for this link, but i don't think use it. Sorry.

@Olivius, could you send me this textures please. Thanks.
---END QUOTATION---



No problem, the mini-mod is not perfect, since there are some limitations in it

I think ZRP has a script/function that you can drop a medkit on a wounded NPC, and heal them.
However an enemy will still be an enemy after you heal them.
  22:36:28  8 October 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1991
@Olivius, could you send me this textures please. Thanks.

Ok,I made a scan of all mods I have and 18 builds.
(Not complete scan all builds I have by insufficient time but ...good : 61 Mo different data on the Dark_Stalker).
  11:44:08  13 October 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Autors Right?

Hey guys,

I need your opinion.

I sent a mail to Beacon about my porject on Redux for SoC.
He said that i need the authorization form one old Redux Team member. He said about Redux mind...

Without this authorization, he said that i can not use "Redux" name or files.

Ok, i understand this principe when a team project is running. But Victim and other team members disappeared since a long time (few years). And this is a very old mod (2007).

I don't want to use the Redux name and i only want to use files as another mods. As a lot of guys made with AMK, OL or Rebalanced to create modpacks.

What do you thing?
Do someone have valid email adress for VICTIM, SOLECIST, FROSTY28, GOHDA, or MELODIC?
  13:26:43  13 October 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1159

---QUOTATION---
Autors Right?

Do someone have valid email adress for VICTIM, SOLECIST, FROSTY28, GOHDA, or MELODIC?
---END QUOTATION---



In this thread you can find everything, Victim, Gohda, their e-mail and much-much more:

https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=23&thm_id=12390&sec_id=0&page=1

I highly doubt, that they still care about authorship, so if they don't reply to your mails, give them credit for redux in the readme. Such wars happened only 5 years ago here... i hope.
  19:26:44  13 October 2012
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Beacon
S.T.A.L.K.E.R.: Wormwood
(Resident)

 

 
On forum: 03/24/2007
Messages: 1367
Borovos, that incident with Kanyhalos is one of the main reasons I've said I can't give you permission to use Redux in this way.

Victim and the rest of the Redux Team entrusted me with control over the name and content of Redux, and unless you can get one of them to agree to the use of Redux in this way (which they may well do if you can contact them) then I can't give you permission for its use...
The main issue is that of the 'Redux experience' being kept as close to the original as possible, which I personally can't see being done after seeing the amount of content you intend to merge in.
Redux was very, very carefully designed by the original team to stand up perfectly on its own, and I don't think the addition of these features you intend to add will do justice to the work that went into the original work.

Feel free to keep working on the project for your own use, but unless you can get permission from a member of the original Redux Team, I can't sanction a public release of this project :/

Sorry bud.
  21:25:33  13 October 2012
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
Messages: 1077

---QUOTATION---
Borovos, that incident with Kanyhalos is one of the main reasons I've said I can't give you permission to use Redux in this way.

Victim and the rest of the Redux Team entrusted me with control over the name and content of Redux, and unless you can get one of them to agree to the use of Redux in this way (which they may well do if you can contact them) then I can't give you permission for its use...
The main issue is that of the 'Redux experience' being kept as close to the original as possible, which I personally can't see being done after seeing the amount of content you intend to merge in.
Redux was very, very carefully designed by the original team to stand up perfectly on its own, and I don't think the addition of these features you intend to add will do justice to the work that went into the original work.

Feel free to keep working on the project for your own use, but unless you can get permission from a member of the original Redux Team, I can't sanction a public release of this project :/

Sorry bud.
---END QUOTATION---


...
you really want to do this beacon? What about a merge pack which is not able to run in a standalone version but could be placed on top of redux if ppl like to do. What about a disclaimer telling ppl which use this compilation that it is not the original redux anymore. What about... there should be ways to get this sorted out nicely for both sides.
  21:38:53  13 October 2012
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Beacon
S.T.A.L.K.E.R.: Wormwood
(Resident)

 

 
On forum: 03/24/2007
Messages: 1367
Something placed on top of the redux files would be totally fine. That's not a merge-mod based on Redux then, is it? It's something totally different, an add-on.

If Borovos makes his mod require the original Redux files and doesn't include them in his own pack, then I'm very happy to sign off on it. Frankly you wouldn't even need permission from anyone involved in Redux if it's just an addon.
  23:42:01  13 October 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
Go for it, I don't mind.

~Gohda
---END QUOTATION---



Now, it's clear. I have Gohda's authorization.
Good news.
  00:41:16  14 October 2012
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Beacon
S.T.A.L.K.E.R.: Wormwood
(Resident)

 

 
On forum: 03/24/2007
Messages: 1367
Yep, all good in the hood
  01:59:33  14 October 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
A short report about test:

Now, i'm in Stancia. Redux is very hard game.

I don't have food, my suit is dead, my weapon too...
I have only two medkit, I don't have artefact under radiation effects...

But i make all storyline quests without CTD.
  21:06:01  18 October 2012
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Muad'Dib
Senior Resident
 

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

I'm working again and again.

The current version includes:
- ZRP v1.05 R10
- Redux v1.02 FULL
- AI PACK by xStream
- AI Additions by Rulix aka Bak
- Dynamic Shaders v1.1 Beta with Patch 1 and 2 by Meltac
- Dynamic campfire mod 1.32 by kstn
- Original Crow model made by GSC to be killable
- Faction Change And Reset v1.1 by Atrocious
- Offline A-Life v1.0 lite by sokol_jack & xStream
- ABC - Sleeping Bag Mod by Speed aka LW.
- Real Artifacts Activation In Fps (wiew mode) by cOldSnake
- Levels details textures from Lost World Condemned
- SWO by trojanuch
- Respawn Population Management v1.0 by NatVac

Now, i'm working on chimera/cat respawn. I had a lot of problem with rats and smart terrains. I need time to test it in vanilla.

I'll not use the outfit upgrade system. The author didn't correct this mod.
I have ideas about how correct one or two major bugs, but i'm not scripter.

Natvac, if you read this and if you have time, maybe could you help me. I know that this mod need (precondition..), but i don't know how write a new function correctly (i tested it ofc).
And thanks for your help about AI mods, i made as you said (look in ZRP 1.07 to merge script files) and it work perfectly at this time.

B.
  21:08:39  18 October 2012
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
Messages: 567
What is respawn population management? Sounds intersting. Is that included in ZRP 1.07?
  22:35:26  18 October 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
10/18/2012 22:36:55
Messages: 421

---QUOTATION---
What is respawn population management? Sounds intersting. Is that included in ZRP 1.07?
---END QUOTATION---



From mod archive (released 2010/08/02):
"This mini-mod adds persistence to the save games to remember the last time a respawner spawned something, along with some randomization on respawn times. Respawns are spread out over time, and the times are adjustable."
I don't know if Natvac added it in ZRP1.07. Look and search the se.respawn.script.
  11:15:22  20 October 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
10/20/2012 11:18:10
Messages: 4303

---QUOTATION---
Natvac, if you read this and if you have time, maybe could you help me. I know that this mod need (precondition..), but i don't know how write a new function correctly (i tested it ofc).
---END QUOTATION---


Well, I still don't really have time, Borovos91. What you might do is add an on_death logic assignment for the lookout guy that triggers the same reaction as his announcement that the bandits are coming if it is not already set. (Look at the on_death stuff in config\misc\gulag_garbage.ltx and follow the references to see how to do it. A good example would be Bes, AKA hellcar). But you would have to do that for every critical storyline character.

This problem is not one I can address right now even if I wanted to.* It stems from the Alife enhancement stuff, probably the offline AI random-NPC-killer stuff. That will wreck most of the storyline bit by bit, unless you make certain characters invulnerable (which is one heck of an immersion killer for me) or postpone the offline AI stuff until either the storyline is finished or test for specific storyline characters combined with their ending info_portion contribution -- if you have that, they can then die without causing this kind of problem.

*I'm not that good at fixing the broken-by-design code that does something in a way I don't want do it, created by folks who won't support their own stuff. It takes a while to correct the issues after cleaning off the spittle off the monitor and the barf off the keyboard.

Folks need to think in terms of systems. Yes, the feature is nifty and addresses a "problem" to make the Zone seem more alive. You should ask the folks who added rabbits to deal with the problem of a specific weed, and then had to add coyotes to control the rabbit overpopulation (they weren't just eating the weeds -- they liked the farm crops, too) and then tried something like bobcats to manage the coyotes.

I don't know why she swallowed the fly. I think she'll die. --From a famous (English?) nursery rhyme-type story

¯¯¯¯¯¯¯¯¯¯
>> What is respawn population management? Sounds intersting. Is that included in ZRP 1.07?

It's explained on the website download page, Daemonion. If you had read the page, you'd know it wasn't included in ZRP 1.07 R3 because that version is using the newer RPM 1.1 (also noted in the IgnoreMe_YouWillAnyway.txt file). You can configure it via Modifier > RespawnerControl.cfg. There's an associated Config Notes file; click the button with the configuration selected or open gamedata\modcfg\RespawnerControl.cfg.txt in a text editor.

RPM 1.1's main contribution over 1.0 is that it protects against the non-vanilla spawn-taneity of mods that don't exercise self-restraint, spawning over 127 entities at a single respawner location in a short period of time, which caused RPM 1.0 to throw its toys out of the pram when one tried to save the game. It also allows a respawn delay of up to 596000 hours -- about 68 years, a factor of 1000 times longer. See the ZRP thread, page 264, my 21 February 2012 post, or read the docs\ZRP_Changes_1.05_RC2_to_1.07_R3.txt file.

If one is starting a new game per the mod's requirement, that 127-spawn limitation for vanilla compatibility isn't really needed. But I've not yet had the time to refresh some of the older mods and mini-mods on the website to make 1.1 available separately.

And RPM 1.0 works just fine if you don't add respawners or you limit the custom respawners you do add, either by quantity or by time.
  11:22:53  20 October 2012
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
Messages: 567

---QUOTATION---
spawn-taneity
---END QUOTATION---




Thanks, I'll read up on it.
  12:37:53  20 October 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
@Natvac:

"Folks need to think in terms of systems. Yes, the feature is nifty and addresses a "problem" to make the Zone seem more alive. You should ask the folks who added rabbits to deal with the problem of a specific weed, and then had to add coyotes to control the rabbit overpopulation (they weren't just eating the weeds -- they liked the farm crops, too) and then tried something like bobcats to manage the coyotes."

Ok. I understand the problem.

"But you would have to do that for every critical storyline character."

I don't have the knowkledge to make it. So, i'll delete the offline mod and maybe the iwers mod too.
I don't want to use immortal npc. I don't like it.

This type of mods is good for freeplay, not for storyline.

Thanks you again.
  13:18:35  20 October 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4303
I'm tired, Borovos91; I just realized I answered an email of yours where you went into some detail about the problem with Bes and the lookout if the lookout dies before the raid on the vehicle graveyard starts. That context was missing in my earlier reply.

STALKER has quite a few fragile scripted events, so some simple change from the expected can break them as you saw in your situation.

It's probably not the iwers stuff. I'm guessing the lookout did not die between the time you reached the Garbage and the time you talked with Bes. Mutants moving from one point to another could kill him, but they'd do that in vanilla if the timing was just right (which might make this a vanilla bug, although very rare). I'll give the logic a quick check later.

I do have several scripted events on the list for tweaking, but they are low priority. One thing that breaks some scripts is saving in the middle of a scripted event, and then loading that save. Example: Bullet's rescue of his buddy.

>> I don't want to use immortal npc. I don't like it.

Good. Immersion problems aside, it is just not fun for me to try to rescue Kruglov when he can't die. Defending the hangar with an immortal Seriy means I can't lose the battle, but I've already lost the motivation to continue.
  14:50:34  20 October 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
>>I just realized I answered an email
No problem, i understand your answer.

I removed the Offline A-Life only (2 files and few lines in bind_stalker). Now, it's ok, the observer stalker didn't die. And i prefer that.

>>I'll give the logic a quick check later.
No thanks. It is not necessary. The problem is solved.

The game will be more difficult with ai pack+ai addition. I need to thanks you again. It's just that my mod needed.
  03:31:28  21 October 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
10/21/2012 3:36:08
Messages: 421
The idea

I want to use winter features from the russian Nature Winter v2.3 Black Edition mod
[link]https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=189&thm_id=21730&page=2&sort=ASC&sec_id=16[/link]


---QUOTATION---
Winter features:
• Cold:
- Now the main character can freeze and die.
- The specific suit protects against certain zero temperatures. So watch out for the thermometer.
- If the weapon is not in the backpack, and behind your back or on your belt - it can also deteriorate / freeze.
• Heat:
- Now you can warm up by the fire.
- Marked with a warming zone 86.
---END QUOTATION---



I took all .script files that i need and I'll modify it to create this features:

By night, it decrease health/endurance and increase satiety.
Just a little, my mod isn't a winter mod, it's a "autumn" mod with few night/morning frost.

When it's raining, it decrease endurance and decrease the weapon condition. The rain damage the weapon and the wet clothes are heavier.
I know how modify script to create this features (actor health and weapon condition). It's fine.

The problem:

Nature Winter mod include a space restrictor for each campfires.
They are spawn by script like this:

--Escape
function esc_spawn1_zone()
local se_obj = alife():create("space_restrictor",vector():set(-206.853,-19.663,-140.029),45944,61)
local custom = "[logic]\n"..
"active = sr_idle\n"..
"[sr_idle]\n"..
"on_actor_inside = %+space_heat_zone%"
rewrite_restrictor(se_obj, custom, 2.0)
--/ ñòàâèì ìåòêó íà ðåñòðèêòîð
level.map_add_object_spot_ser(se_obj.id, "crlc_small", "Çîíà ñîãðåâà"
end


And they increase health (the heat is good for frozen stalkers):

function warmed_health()
db.actor.health = 0.005
db.actor:disable_info_portion("space_heat_zone"
end


It's a good thing. By night, the player could take comfort near a campire. I like this idea.

But i used dynamic campfire in my mod. So, there is space restrictor with health increase near dead fire
And it's stupid.

Other thing, i saw db.actor.health, but i didn't find thing like db.actor.satiety or db.actor.power.

The solution? Your help is welcome here

- First, do you know how decrease power by script? Do you know how increase hunger by script too?

- About space restrictor, i need to spawn all of them by all.spawn for mod stability.
I can make it.

- I need to control this spaces restrictors and turn on/off like zone_flame_small in dynamic campfire :
if npc are on the smarties, the zone_flame_small is enable. If population is 0, the particle change.

I know that a anomaly can be turn on/off by this way :
function enable_anomaly
function disable_anomaly

I didn't find the same function for space restrictor.
Could i use function can_switch_online / can_switch_offline to control them?

My space restrictor spawn
; cse_abstract properties
section_name = space_restrictor
name = my_space_restrictor_0001
position = same coordinate as the zone_flame_small_001 from escape
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = 0
distance = 0
level_vertex_id = 594270
object_flags = 0xffffffbe
custom_data = <<END
[logic]
active = sr_idle
[sr_idle]
on_actor_inside = %+space_heat_zone%"
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0 ffset = 0,0,0
shape0:radius = 3

; cse_alife_space_restrictor properties
restrictor_type = 3


The health restore script (come from winter mod):
function warmed_health()
db.actor.health = 0.005
db.actor:disable_info_portion("space_heat_zone"
end


xr_kamp.script:

-->> Dynamic campfire mod
local camp_tbl = {
["esc2_st_fabric_kamp_1"] = {"zone_flame_small_0001", "lights_camp_fire_omni_r1_r2_0001","my_space_restrictor_0001"},
........all smarties with zone_flame_small, light and restrictor
}

lvl_objs = {}
local kamps_info = {}

function CKampManager:increasePops(npc)
self.population = self.population + 1
local camp_name = camp_tbl[self.kamp_name]
if self.population == 1 and camp_name then
local flame = camp_name[1]
local light = camp_name[2]
local restrictor = camp_name [3]

-- kamps_info[self.kamp_name] = nil
-- if not kamps_info[self.kamp_name] then
kamps_info[self.kamp_name] = {}
kamps_info[self.kamp_name].time = time_global()
kamps_info[self.kamp_name].prtcl = nil
kamps_info[self.kamp_name].state = nil
-- end

for i,o in pairs(lvl_objs) do
local obj = o
if obj and obj:name() == flame then
kamps_info[self.kamp_name].obj_fire = obj
obj:enable_anomaly()
end
if obj and obj:name() == light then
kamps_info[self.kamp_name].obj_light = obj
end
if obj and obj:name() == restrictor then
kamps_info[self.kamp_name].obj_restrictor = obj
end

end
end
end

function CKampManager:decreasePops(npc)
self.population = self.population - 1
local camp_name = camp_tbl[self.kamp_name]
if self.population < 1 and camp_name then
local flame = camp_name[1]
local light = camp_name[2]
local restrictor = camp_name [3]

-- if not kamps_info[self.kamp_name] then
kamps_info[self.kamp_name] = {}
kamps_info[self.kamp_name].time = time_global()
kamps_info[self.kamp_name].prtcl = particles_object("dyn_kfire\\dyingfire"
kamps_info[self.kamp_name].state = nil
-- end

for i,o in pairs(lvl_objs) do
local obj = o
if obj and obj:name() == flame then
kamps_info[self.kamp_name].obj_fire = obj
end
if obj and obj:name() == light then
kamps_info[self.kamp_name].obj_light = obj
end
if obj and obj:name() == restrictor then
kamps_info[self.kamp_name].obj_restrictor = obj
end

end
end
end

function update(time)
for i,v in pairs(kamps_info) do
local kamp_name = i
local kamp_fire = v.obj_fire
local kamp_light = v.obj_light
local kamp_time = v.time
local kamp_prtcl = v.prtcl
local kamp_state = v.state
local kamp_restrictor = v.restrictor

if kamp_fire and kamp_light then
if kamp_prtcl == nil and kamp_time + 5000 < time then
kamp_light:get_hanging_lamp():turn_on()
kamps_info[kamp_name] = nil
end

if kamp_prtcl then
if kamp_state == nil and kamp_time + 10000 < time then
kamps_info[kamp_name].state = 1
kamp_prtcl lay_at_pos(kamp_fire osition())
end

if kamp_time + 15000 < time then
kamp_fire:disable_anomaly()
end

if kamp_time + 20000 < time then
kamp_restrictor:can_switch_offline()
end


if kamp_time + 48000 < time then
kamp_light:get_hanging_lamp():turn_off()
end

if kamp_time + 120000 < time then
kamp_prtcl:stop()
kamps_info[kamp_name] = nil
end
end
end
end
end
--<< Dynamic campfire mod


Do you think that it could work? I don't have time to test it now. Maybe tomorow.
So, if you have comments, I'm listening.

Thanks.
  08:17:18  21 October 2012
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
Eh seems your camp fires are getting a bit technical now
one thing you could do is to check actors health when entering the restrictor and only give the info if it is below a certain amount, No need to switch it offline, just make it do nothing if the right conditions arent met.
  16:51:58  21 October 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
10/21/2012 16:53:33
Messages: 421

---QUOTATION---
Eh seems your camp fires are getting a bit technical now
one thing you could do is to check actors health when entering the restrictor and only give the info if it is below a certain amount
---END QUOTATION---



I only want to add one new parameter to Xiani campfire.

Okay, you said check actors health, like this:

function warmed_health()
if db.actor.health < 0.01 and db.actor:alive() then
db.actor:kill( db.actor )
end
if db.actor.health > 0.01 and db.actor:alive() then
db.actor.health = 0.005
db.actor:disable_info_portion("space_heat_zone"
end
end


Is it good?


---QUOTATION---
No need to switch it offline, just make it do nothing if the right conditions arent met.
---END QUOTATION---



I don't know how make it.
And i have a big problem.

"! Unknown command: dbg:_ABORT()_called:__object_'my_space_restrictor_0001':_activate_by_section:_section_'"'_does_not_exist"

So, the script isn't good.


local camp_tbl = {
["esc2_st_fabric_kamp_1"] = {"zone_flame_small_0001", "lights_camp_fire_omni_r1_r2_0001", "my_space_restrictor_0001"},
["esc_bridge_kamp_point"] = {"zone_flame_small_0002", "lights_camp_fire_omni_r1_r2_0002", "my_space_restrictor_0002"},
["esc_lager_camp_center"] = {"zone_flame_small_0004", "lights_camp_fire_omni_r1_r2_0004", "my_space_restrictor_0004"},
["esc_killers_kamp"] = {"zone_flame_small_0004", "lights_camp_fire_omni_r1_r2_0004", "my_space_restrictor_0004"},
["esc_blokpost_kamp"] = {"zone_flame_small_0005", "lights_camp_fire_omni_r1_r2_0005", "my_space_restrictor_0005"},
["esc2_most_kamp_1"] = {"zone_flame_small_0006", "lights_camp_fire_omni_r1_r2_0006", "my_space_restrictor_0006"},
["esc_assault_kamp_center1"] = {"zone_flame_small_0007", "lights_camp_fire_omni_r1_r2_0007", "my_space_restrictor_0007"},
["esc_fabrika_bandit_camp_center"] = {"zone_flame_small_0007", "lights_camp_fire_omni_r1_r2_0007", "my_space_restrictor_0007"},
["esc2_st_fabric_kamp_2"] = {"zone_flame_small_0007", "lights_camp_fire_omni_r1_r2_0007", "my_space_restrictor_0007"},
["esc2_bandit_les_kamp_1"] = {"zone_flame_small_0008", "lights_camp_fire_omni_r1_r2_0008", "my_space_restrictor_0008"},
["esc_stalker_camp_esc_fox_kamp"] = {"zone_flame_small_0009", "lights_camp_fire_omni_r1_r2_0009", "my_space_restrictor_0009"},
["esc2_st_fox_place_kamp_1"] = {"zone_flame_small_0009", "lights_camp_fire_omni_r1_r2_0009", "my_space_restrictor_0009"},
["esc_stalker_camp_camp_point"] = {"zone_flame_small_0009", "lights_camp_fire_omni_r1_r2_0009", "my_space_restrictor_0009"}
}

=>> in this table, the third value correspond to each space_restrictor in all.spawn


function CKampManager:increasePops(npc)
self.population = self.population + 1
local camp_name = camp_tbl[self.kamp_name]
if self.population == 1 and camp_name then
local flame = camp_name[1]
local light = camp_name[2]
local restrictor = camp_name[3] ==>> this line is good, it call the third value in the previous table

-- kamps_info[self.kamp_name] = nil
-- if not kamps_info[self.kamp_name] then
kamps_info[self.kamp_name] = {}
kamps_info[self.kamp_name].time = time_global()
kamps_info[self.kamp_name].prtcl = nil
kamps_info[self.kamp_name].state = nil
-- end

for i,o in pairs(lvl_objs) do
local obj = o
if obj and obj:name() == flame then
kamps_info[self.kamp_name].obj_fire = obj
obj:enable_anomaly()
end
if obj and obj:name() == light then
kamps_info[self.kamp_name].obj_light = obj
end
if obj and obj:name() == restrictor then ==>> my problem is here, maybe it isn't the good obj name.
kamps_info[self.kamp_name].obj_restrictor = obj
end
end
end
end


I replaced "restrictor" by "space_restrictor":

function CKampManager:increasePops(npc)
self.population = self.population + 1
local camp_name = camp_tbl[self.kamp_name]
if self.population == 1 and camp_name then
local flame = camp_name[1]
local light = camp_name[2]
local space_restrictor = camp_name [3]

-- kamps_info[self.kamp_name] = nil
-- if not kamps_info[self.kamp_name] then
kamps_info[self.kamp_name] = {}
kamps_info[self.kamp_name].time = time_global()
kamps_info[self.kamp_name].prtcl = nil
kamps_info[self.kamp_name].state = nil
-- end

for i,o in pairs(lvl_objs) do
local obj = o
if obj and obj:name() == flame then
kamps_info[self.kamp_name].obj_fire = obj
obj:enable_anomaly()
end
if obj and obj:name() == light then
kamps_info[self.kamp_name].obj_light = obj
end
if obj and obj:name() == space_restrictor then
kamps_info[self.kamp_name].obj_space_restrictor = obj
end
end
end
end


But nope, it isn't that. And i don't understand, the [space_restrictor] object exist in system.ltx. So, the object name is good in theory.
[space_restrictor]
GroupControlSection = spawn_group_restrictor
$spawn = "ai\space_restrictor"
;$prefetch = 64
class = SPC_RS_S
script_binding = bind_restrictor.bind


So, i think it's caused by this line:
for i,o in pairs(lvl_objs) do

As i added a new value in table, maybe it can not run it.

Please, i need help.
  20:48:47  21 October 2012
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ddraig
Senior Resident
 

 
On forum: 06/19/2012
 

Message edited by:
ddraig
10/21/2012 20:49:56
Messages: 158
I'm not sure how helpful this is, but I remember checking out the medicines script in DMX for a few ideas and noticed how they do psy-protection.


function psy_blockade_protection(delta)
    local psy_health_speed = 0.0001
    if has_alife_info("psy_blockade_info") then
        db.actor.psy_health = psy_health_speed * delta
    end
end



I imagine you could use the same thing to have a slowly declining health/satiety system in cold weather.

Maybe once cold weather hits, you could give a persistent info portion that slowly increases health/hunger damage rates, and once you get into a fire space restrictor it removes that info portion?
  21:18:39  21 October 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
I'm not sure how helpful this is, but I remember checking out the medicines script in DMX for a few ideas and noticed how they do psy-protection.


function psy_blockade_protection(delta)
    local psy_health_speed = 0.0001
    if has_alife_info("psy_blockade_info") then
        db.actor.psy_health = psy_health_speed * delta
    end
end



I imagine you could use the same thing to have a slowly declining health/satiety system in cold weather.

Maybe once cold weather hits, you could give a persistent info portion that slowly increases health/hunger damage rates, and once you get into a fire space restrictor it removes that info portion?
---END QUOTATION---



Thanks. The mod that I used include script for decrease health and space restrictor to restore health. I found how change endurance.

It's as you said:
db.actor.health
db.actor.power
db.actor.psy_health
...

I'll test db.actor.satiety.

I'm refining values for health and power.
And my temperature system isn't perfect. I need to correct it.

But the turn on/off of space restrictor is always a problem for me.
  21:15:23  26 October 2012
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Muad'Dib
Senior Resident
 

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

Now, i added three factions Dark Stalker and Sin, with a ecolog standalone.
I'm testing the iwers mod method like in this Bamah post:

[link]https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=161&thm_id=20506&page=6&sort=ASC&sec_id=16[/link]

But i obtain bad things. And i don't like this.
At the same place in garbage, i saw bandits, duty and ecolog.
At the next place, i saw killer and bandits that killed neutral npc.

As i want to use the vanilla storyline, i could not use the amk offline alife mod.
Without it, the migrate of different faction isn't realistic and balance.

I think that i need to edit my all.spawn and smart_terrain_preset to reduce drastically the number of different factions at the same place.

I only change few smarties to permit the migrate of Sin, Dark stalker. I'll make the same thing for ecolog in Yantar.

To summarize, i could not add a good faction war.
  13:45:59  29 October 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
If you would like to see screens about my last change, look here:
[link]http://www.moddb.com/mods/dark-stalker[/link]

I remade the aimap in Bar. Now, npc could walk on roofs.
But i have problem to create a good path_look/path_walk with LE.

I understand the principle of flag in way_l05_bar.ltx file, but i don't undertstand it in level editor window.
 
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