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SC2009 OL2.2 Merge?

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  01:14:13  17 August 2012
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McMick
(Senior)
 
On forum: 08/05/2008
Messages: 108
SC2009 OL2.2 Merge?

I know this idea has been kicked around before and that the two mods are considered incompatible. However, what I'd like to be able to do is just have the graphical enhancements from SC2009 integrated into OL2.2.

I know there are some OL mods out there that promise improved graphics, but they just don't hold a candle to the graphics in SC2009, which IMO has the best weathers, skies and NIGHTS of any mod (I really love the moonlight effect at night!).

I'm not looking to incorporate any of the "improvements" from SC2009 except the graphical ones, so in theory it should be possible, right?

If any experienced modders could tell me which folders and files would probably need to be imported or merged into OL, I could start working on it myself. I just don't have much experience in modding STALKER so I'm not sure how or where to start. Thanks in advance!
  19:40:08  20 August 2012
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boredgunner
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On forum: 09/20/2009
Messages: 990
Drop Complete 2009's Shaders folder into OL. I also use some textures, you probably shouldn't overwrite any though.
  17:29:41  22 August 2012
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McMick
(Senior)
 
On forum: 08/05/2008
 

Message edited by:
McMick
08/23/2012 4:27:16
Messages: 108

---QUOTATION---
Drop Complete 2009's Shaders folder into OL. I also use some textures, you probably shouldn't overwrite any though.
---END QUOTATION---



Thanks for the help, that got me started. I got through the shaders & textures fine, they look great. The UI is missing the contacts counter on the minimap, and no stamina bar (though I think OL22 doesn't show it). Other than that, I had to use the OL22 ui_common.dds which means energy drink is silver in inventory but red when you see it in-world. There may be other examples of this but it doesn't bother me. Anyhow, I can always touch up the file.

I'm having trouble with the weather, though. Merging them is proving difficult. I can use the .ltx files from SC2009 and it looks great and everything works fine, until a blowout occurs. The game crashes after that.

EDIT: OK I poked around and discovered that it's controlled by a couple of scripts in /scripts: amk_mod.script mentions blowouts and so does level_weathers.script. I need to figure out how to leave the blowout effects intact and allow a blowout to happen without crashing the game, but still get back to the SC2009 weather after the blowout ends.

When a blowout does occur, the game crashes and there's nothing in the log. Is there a debug mode or tool out there? It'd be really helpful to see what happened.

It's essential that I get the SC2009 weathers to work, as they are a huge part of what I like about the mod. I really hope I can get someone who knows about the AMK weather or weather modding in general to get onboard with this idea and give me some expert help. SC2009 + OL2.2 is my dream mod right now, at least until LA is out
  17:54:25  24 August 2012
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McMick
(Senior)
 
On forum: 08/05/2008
 

Message edited by:
McMick
08/25/2012 3:52:20
Messages: 108
Well, I've made some progress on my own. I realized I could just start with the OL weather as a base and then replace a few of the script files with the ones from SC2009, then copy paste in a couple of sections that were not present in those files. The weather cycling ALMOST works correctly now and it looks good. I do still have a problem, though: Every time a game is loaded, regardless of the time of day or what weather was present during the savegame, it reverts back to the "blowout sky". It takes several hours to pass before it goes back to the normal cycle. This also happens on level changes. I'm still trying to figure this one out.

If I can get all the weather stuff to behave nicely, this might just be a good mod to work on and release, provided I can get permission from all the original modders.

Edit: I think it boils down to this script in amk.mod:


---QUOTATION---
function weather_manager()
if sync_done==false then return end
local hour = level.get_time_hours()
local dynlasthour = amk.load_variable("dynlasthour",-1)
if dynlasthour<hour or (hour==0 and dynlasthour==23) then
local next_weather, rnd = nil, math.random()
local dynw = amk.load_variable("dynw","clear"
for k,v in pairs(dynweathers[dynw]) do
if rnd<=v then
next_weather=k
break
end
rnd=rnd-v
end
local bt=blowout_type()
if (amk.load_variable("blowout",0)==0 and bt<1) or level.name()==0 then
level.set_weather("amk_"..dynw.."_"..next_weather.."_"..hour)
end
amk.mylog(hour.." "..dynw.."->"..next_weather)

amk.save_variable("dynw",next_weather)
amk.save_variable("dynlasthour",hour)
amk.save_variable("dynweather","amk_"..dynw.."_"..next_weather.."_"..hour)
end
---END QUOTATION---



Does anyone have any experience with amk weather manager?
  07:08:50  27 August 2012
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McMick
(Senior)
 
On forum: 08/05/2008
 

Message edited by:
McMick
08/27/2012 7:18:04
Messages: 108
I got better results by starting with the SC2009 weathers as a base and just adding in a couple of scripts/sections from OL22. The weather looks just as it should, and no crashes when blowouts happen. However, I'm *still* stuck on how to get it to load the right weather effect when loading a game or changing maps. Both still have the effect of the "blowout sky" (which I believe is surge_day or in this case amk_surge_day). If anyone can help me figure this out I'd really be grateful. Not on my knees grateful, but regular grateful

P.S. It might have something to do with bind_stalker.script, because there's some stuff about weather in there, but I'm not sure what to make of it.

Also on my earlier post I meant to say I replaced the ui_icon_equipment.dds, not ui_common.dds. I deleted the new textures that don't match for now, but I think I'll put them back and try to edit the .dds file. Does anyone know how I can do this and not lose image quality? Are .dds files lossy?
  13:21:47  28 August 2012
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McMick
(Senior)
 
On forum: 08/05/2008
Messages: 108
I figured it out! After hours of fruitless searching on the internet and pouring over the AMK team's website, I was unable to find any help. So I just started poking around inside the scripts until I figured out which one was responsible for changing the weather to surge when the game was loaded. I then found the reference to that and changed it. The great news is, the weather is looking great, and blowouts still happen when they should and they also look right.

I'm going to play a whole game through to be sure it works on all levels, but I think it's a winner. I will then focus on perhaps adding a couple of other small things from SC2009, and adding the English dialogue fix (I forget the name).

If anyone expresses interest in this, I'll try to obtain permission from the mod makers to release it. If they can't be reached, I can also post all the things that I did to make it happen on this forum so someone can do it from scratch.
  04:03:07  29 August 2012
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boredgunner
КОКАИНУМ!
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On forum: 09/20/2009
Messages: 990
Wow I totally forgot about this thread. Glad to see you got it working, though I much prefer OL weather in the first place which is why I never tried to change it.
  19:01:26  29 August 2012
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McMick
(Senior)
 
On forum: 08/05/2008
 

Message edited by:
McMick
08/29/2012 19:02:35
Messages: 108

---QUOTATION---
Wow I totally forgot about this thread. Glad to see you got it working, though I much prefer OL weather in the first place which is why I never tried to change it.
---END QUOTATION---



I like the idea of dynamic weather, and for a long time I was using OLWO 1.0, but after I saw the weather in SC2009 I just had to have it in OL. I'll admit I haven't tried all the other OL mods out there, but I don't really feel like I want a ton of extra stuff that changes the game, and most of them seem to have a lot of extras.

If I release this, I think I'll call it:

S.T.A.L.K.E.R.: Completely Lost 2012 (2012)

What do you think?
  19:41:55  29 August 2012
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boredgunner
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On forum: 09/20/2009
Messages: 990
lol, that has a nice ring to it.
 
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