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paradise lost rma 1.1.5 english translation?

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  18:55:26  30 September 2012
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rwouaf
(Senior)
 
On forum: 03/31/2012
Messages: 66
paradise lost rma 1.1.5 english translation?

Hello gentlemen, i ve seen there is pl+rma merged version mod. Is it possible to merge ( easily) both english translation or not? have someone yet done that?
  19:23:08  30 September 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
09/30/2012 19:25:28
Messages: 1975
Yes in the archive

http://narod.ru/disk/58163407001.f0ece162301369fe7396d5a05558c5dc/RMA_PL.7z.html

You have just to upack the two gamedata.dbe et gamedata.dbf with the unpack rus :
https://rapidshare.com/files/1728678064/Data_Unpacker.exe

Then move all thse unpacked files in the gamedata of the archive wich contains the shaders.

Then you have to put this gamedata in 1.006 eng and use this translation:

https://dl.dropbox.com/u/8664592/rma_115vr_english_translation.7z

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

(I just have to add some eng files- you can findthese if you have unpacked the Soc Vanilla- to launch.also some fles needs some modification but all good).
The levels:

http://i.imgur.com/yC2AG.jpg

Some lightning,shadows are incredible :

http://i.imgur.com/lzpX0.jpg



http://ap-pro.ru/forum/35-3159-1
  19:43:20  30 September 2012
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rwouaf
(Senior)
 
On forum: 03/31/2012
Messages: 66
thanks olivius74 , i m not familiar with these unpacking tools but i ll try this with pleasure
  20:50:44  3 October 2012
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StalkerMeli
Senior Resident
 

 
On forum: 02/09/2012
Messages: 249
just for clearing things up. I have questions regarding this one here...

I found paradise lost mod on moddb. but it isnt finished yet, did they put rma + paradise lost beta together (since a beta version of paradise lost was released, but it doesn't contain any new levels when my informations are correct, well no problem since rma does add these maps *;D) ?

what was added/changed in comparison to normal rma 1.1.5 mod ?

*lg Meli
  22:19:01  3 October 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1975
The R.M.A. Extended Graphics mod is an adaptation of the graphic component Fashion Paradise Lost beta to fashion RMA.

The readme say that :

Changes from R.M.A. 1.1.5

• If possible, cut restored mission, scenes, dialogues, fully restored carved arena (will be available after the passage of the already known arenas) and so on.;
• Fixed some bugs in the original game (correction from others, plus their own);
• Slightly changed the balance of the game, doctored configs;
• Restored some cut mutants, they will not get caught as often;
• In the passing game, a couple can ride the car.
• Restored 5 locations (Marsh, Dead City, the Secret Laboratory, Generators and Varlab);
• If possible, cut restored mission, scenes, dialogues, fully restored carved arena (will be available after the passage of the already known arenas) and so on.;
• Fixed some bugs in the original game (correction from others, plus their own);
• Slightly changed the balance of the game, doctored configs;
• Restored some cut mutants, they will not get caught as often;
• In the passing game, a couple can ride the car.

Changes from Paradise Lost beta

• General color scheme closer to the style of builds: Removed bluish light surfaces during daylight; added advantage in gray, beige and green tones - depending on location, time of day, or lighting and weather, improved many of the sources of light;
• Returned shaders and some visual effects for DX9-render present in build 2218 and the next few, but not included in the final version of the game: glare (bloom), blur (motion blur), the effect of "redness of view" in direct sunlight, traces of light sources, high geometric detail relief and much more;
• Changed the texture of the surface and the vegetation in many locations under bildovsky style, many returned to the sky texture, not included in the release, replaced by the texture of some weapons, costumes and mutants on the options of builds.

Adaptation features:
• Adapted only second render (dynamic lighting);
• Screensavers of PL included;
• Effect partiklov when shooting at the walls fall down on the floor any lumps in physics.

unfortunately russianwrhead has clotured his youtube account.
He made incredible videos about this adaptation,now impossible to see...
bad ,because you should see how is this mod...


You have here a good pack of savegames (to not restart a third time the mod).

http://narod.ru/disk/58141298001.1aed0dc16a3d1800aad3215260c05b81/savedgames.rar.html

and a pack to refind the atmosfear of the old builds
(I love to much all the old builds and I managed to install and can play 42 builds).So hope to see one day LA!

http://narod.ru/disk/59205051001.01fa9187021e0ed7e7ec820566eeb04f/RMA_ambient-like-in-19XX.7z.html
  08:33:01  4 October 2012
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StalkerMeli
Senior Resident
 

 
On forum: 02/09/2012
Messages: 249
hey olivius.
thank you very much ! Okay so the paradise lost aspect of the merged mods is mostly graphic wise. I think I'll let it out, I'm pretty satisfied with the graphics at the moment I got with rma 1.1.5 + mg volkolak addon. there graphics were also pushed.


I have one question, perhaps you know the answer... what about the marsh/swamp map. in my first playthrough of the 1.1.5 rma mod, there was NOTHING in there, no enemies, no npcs, only one artifact I was able to find, except that... nothing.... - I dunno if mg volkolak added something into the swamp. I'll see that later on in my second playthrough, but I wonder why they added the marsh map when there is nothing....

lg Meli
  13:38:14  4 October 2012
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olivius74
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On forum: 11/19/2010
Messages: 1975
Unfortunately not,I don't know the Addon volkolak you cite.

I'll watch if this addon is interesting ,so can see files concernate marsh to see if there is some spawns or quests...or nothing.
  21:27:42  7 October 2012
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rwouaf
(Senior)
 
On forum: 03/31/2012
Messages: 66

---QUOTATION---
hey olivius.
thank you very much ! Okay so the paradise lost aspect of the merged mods is mostly graphic wise. I think I'll let it out, I'm pretty satisfied with the graphics at the moment I got with rma 1.1.5 + mg volkolak addon. there graphics were also pushed.


I have one question, perhaps you know the answer... what about the marsh/swamp map. in my first playthrough of the 1.1.5 rma mod, there was NOTHING in there, no enemies, no npcs, only one artifact I was able to find, except that... nothing.... - I dunno if mg volkolak added something into the swamp. I'll see that later on in my second playthrough, but I wonder why they added the marsh map when there is nothing....

lg Meli
---END QUOTATION---


hello stalkermeli, i wasn t yet so far in my pl+rma merged version. but on moddb david everett' s page an extended version is mentioned with another set of added quest... is it your version or not?

i ve dl this m volkolak addon but have not had time to try it. does it need a specific translation?
  22:39:32  7 October 2012
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ddraig
Senior Resident
 

 
On forum: 06/19/2012
Messages: 158
Virtually every single mod I've seen that uses RMA as a base and populates the swamps (so far it's only SRM and NKZ - both of which are incredibly, incredibly buggy) usually use OGSM's ogsm_respawn.script to add mutants to these areas, and they've added Clear Sky members to those areas in the all.spawn

I also know Shadows/Phantom Zone also populates certain areas, like the Generators etc with monsters, and you could probably use the shadows_addon.script from there to populate the swamps provided you used the correct spawning syntax.
  08:31:01  8 October 2012
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StalkerMeli
Senior Resident
 

 
On forum: 02/09/2012
 

Message edited by:
StalkerMeli
10/08/2012 8:34:03
Messages: 249

---QUOTATION---
Unfortunately not,I don't know the Addon volkolak you cite.

I'll watch if this addon is interesting ,so can see files concernate marsh to see if there is some spawns or quests...or nothing.
---END QUOTATION---



well a look injto the changelog would be interesting, Zagar posted some of the most important changes in the rma mod thread. well I'll see if there is something in the swamps, but if not, its okay, perhaps they just added it for eyecandy, or as a base for modders to make something with it. this points to ddraig's post.

well I don't think I manage to get this working, I don't know how to do this - only thing I can do is changing ltx files, lice actor ltxand so on with notepad . of course would be nice to at least have some mutants in there, so I can fight something there, but I can also live without it
 
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